Super Smash Bros. Unbounded/Characters

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Mario 	Mario
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Debut: Donkey Kong (Arcade, 1981)
The esteemed hero of the Mushroom Kingdom, Mario hasn't missed out on a single Smash tournament, and Unbounded is no exception! With years of experience under his belt, this portly plumber's got the right tool for any job. Say it all together now; "Let's-a go!"
In Unbounded, an effort has been made to emphasize Mario's more cheerful personality as seen in his home series. In addition, Mario has been given many new moves (which typically reference his more recent games such as Super Mario Odyssey and Galaxy) while retaining his jack-of-all-trades playstyle.
Mario can wall jump.	
*Neutral Special (Fireball): Mario tosses a fireball forwards, which bounces along the ground for a short time before disappearing. Mario can have two fireballs active at a time.
*Side Special (Cappy Toss/Dive): Mario throws Cappy forwards, who acts as a boomerang of sorts. If the Side Special is used while Cappy is out, Mario will dive in Cappy's direction, damaging foes in his way.
*Up Special (Super Jump Punch): Mario leaps upwards at a slight angle, fist outstretched. Opponents hit by his fist will be hit multiple times before being launched with the final hit, causing coins to pop out of them with each hit.
*Down Special (Star Spin): Mario spins with his arms outstretched. This move can damage opponents and reflect most projectiles, and can even give Mario slight vertical height if used in mid-air.
*Final Smash (Mega Mushroom): Mario uses the power of the Mega Mushroom to grow to a huge size before stomping the ground, causing a powerful shockwave which damages and launches foes.	
*Neutral Special (Fireball): Mario tosses a fireball forwards, which bounces along the ground for a short time before disappearing. Mario can have two fireballs active at a time.
*Side Special (Cappy Toss/Dive): Mario throws Cappy forwards, who acts as a boomerang of sorts. If the Side Special is used while Cappy is out, Mario will dive in Cappy's direction, damaging foes in his way.
*Up Special (Super Jump Punch): Mario leaps upwards at a slight angle, fist outstretched. Opponents hit by his fist will be hit multiple times before being launched with the final hit, causing coins to pop out of them with each hit.
*Down Special (Star Spin): Mario spins with his arms outstretched. This move can damage opponents and reflect most projectiles, and can even give Mario slight vertical height if used in mid-air.
*Final Smash (Mega Mushroom): Mario uses the power of the Mega Mushroom to grow to a huge size before stomping the ground, causing a powerful shockwave which damages and launches foes.
Luigi 	Luigi
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Debut: Mario Bros. (Arcade, 1983)
It isn't easy living in an older sibling's shadow. Fortunately, however, Luigi's broken out of his second-fiddle role, even saving his brother on multiple occasions. While he's still the cowardly, awkward goof we all know and love, he's done being just another Player 2!
In Unbounded, Luigi has been further decloned from Mario, now wielding his Poltergust G-00 at all times. This gives him a brand new moveset based on abilities from the Luigi's Mansion series.
Luigi can crawl and wall jump. He also has a tether grab.	
*Neutral Special (Thunderhand): Luigi tosses a sphere of electricity forwards, which flies for a short time before disappearing. Luigi can have two Thunderhands active at a time.
*Side Special (Suction Surge): Luigi activates the Poltergust G-00, creating a small vortex which draws opponents into it. Once an opponent is sucked up, Luigi can fire them forwards, backwards, or straight up.
*Up Special (Burst): Luigi activates the Burst function on the Poltergust G-00, causing him to be propelled upward while flailing his arms and legs.
*Down Special (Strobulb): After a brief charge, Luigi activates the Strobulb, causing a flash of light which paralyzes opponents.
*Final Smash (Portrait Panic): Luigi activates the Poltergust G-00, which sucks nearby enemies inside of it. A cinematic plays in which the opponents are fired into the Ghost Portrificationizer from Luigi's Mansion, being converted into portraits. However, they are quickly ejected from the portraits and launched back onto the stage.	
*Neutral Special (Thunderhand): Luigi tosses a sphere of electricity forwards, which flies for a short time before disappearing. Luigi can have two Thunderhands active at a time.
*Side Special (Suction Surge): Luigi activates the Poltergust G-00, creating a small vortex which draws opponents into it. Once an opponent is sucked up, Luigi can fire them forwards, backwards, or straight up.
*Up Special (Burst): Luigi activates the Burst function on the Poltergust G-00, causing him to be propelled upward while flailing his arms and legs.
*Down Special (Strobulb): After a brief charge, Luigi activates the Strobulb, causing a flash of light which paralyzes opponents.
*Final Smash (Portrait Panic): Luigi activates the Poltergust G-00, which sucks nearby enemies inside of it. A cinematic plays in which the opponents are fired into the Ghost Portrificationizer from Luigi's Mansion, being converted into portraits. However, they are quickly ejected from the portraits and launched back onto the stage.
Gooigi (ε) (Newcomer) 	Gooigi (ε) (Newcomer)
 	
Debut: Luigi's Mansion (3DS, 2018)
A replica of Luigi composed of goo and coffee, Gooigi is much more stoic when compared to his organic namesake. However, Gooigi can do many things that Luigi can't, such as walking through spikes harmlessly and turning into a puddle. With these skills on hand, Gooigi is the perfect ghostbusting companion!
In Unbounded, Gooigi serves as Luigi's Echo Fighter. Compared to Luigi, he is slightly slower and lighter, but also has much better traction and dodging ability.
Gooigi can crawl and wall cling, as well as use a tether grab. In addition, he has a gimmick entitled Goo, allowing some of his attacks to temporarily apply Goo to opponents. While "gooed", the opponent takes more damage from Gooigi's attacks and suffers a nerf to their walking/dashing speed and jump height. To avoid confusion with the Inkling's similar ink mechanic, a gooed opponent will have a special icon appear on their HUD.
*Neutral Special (Goohand): Gooigi tosses a ball of goo forwards, which bounces along the ground for a short time before disappearing. Gooigi can have two balls of goo active at a time. The balls can apply Goo to opponents.
*Side Special (Suction Surge): Gooigi activates the Poltergust G-00, creating a small vortex which draws opponents into it. Once an opponent is sucked up, Gooigi can fire them forwards, backwards, or straight up.
*Up Special (Burst): Gooigi activates the Burst function on the Poltergust G-00, causing him to be propelled upward while flailing his arms and legs.
*Down Special (Goo Puddle): Gooigi becomes a puddle of goo, giving him greater movement speed but disabling all of his attacks while in this state. However, opponents who step on Gooigi in this state will take slight damage and have a slight chance to get the Goo status applied to them. Pressing the special button again will cause Gooigi to return to normal.
*Final Smash (Portrait Panic): Gooigi activates the Poltergust G-00, which sucks nearby enemies inside of it. A cinematic plays in which the opponents are fired into the Ghost Portrificationizer from Luigi's Mansion, being converted into portraits. However, they are quickly ejected from the portraits and launched back onto the stage.	
*Neutral Special (Goohand): Gooigi tosses a ball of goo forwards, which bounces along the ground for a short time before disappearing. Gooigi can have two balls of goo active at a time. The balls can apply Goo to opponents.
*Side Special (Suction Surge): Gooigi activates the Poltergust G-00, creating a small vortex which draws opponents into it. Once an opponent is sucked up, Gooigi can fire them forwards, backwards, or straight up.
*Up Special (Burst): Gooigi activates the Burst function on the Poltergust G-00, causing him to be propelled upward while flailing his arms and legs.
*Down Special (Goo Puddle): Gooigi becomes a puddle of goo, giving him greater movement speed but disabling all of his attacks while in this state. However, opponents who step on Gooigi in this state will take slight damage and have a slight chance to get the Goo status applied to them. Pressing the special button again will cause Gooigi to return to normal.
*Final Smash (Portrait Panic): Gooigi activates the Poltergust G-00, which sucks nearby enemies inside of it. A cinematic plays in which the opponents are fired into the Ghost Portrificationizer from Luigi's Mansion, being converted into portraits. However, they are quickly ejected from the portraits and launched back onto the stage.
Peach 	Peach
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Debut: Super Mario Bros. (NES, 1985)
The constantly-captured princess of the Mushroom Kingdom, Peach is more of a lover than a fighter. However, even damsels in distress have limits, and when Peach is pushed to hers, she can be a force to be reckoned with.
In Unbounded, Peach's moveset has been slightly altered. While many differences are merely cosmetic, she has also received brand new moves which reflect her abilities in Mario spinoff titles.
Peach can temporarily glide after her second jump, being able to move left and right while doing so.	
*Neutral Special (Toadsworth): Peach summons Toadsworth to protect her, with him spewing spores at any opponent who attacks Peach while he’s active.
*Side Special (Heart Shot): Peach fires a heart forward as a projectile. While the shot itself deals little damage, it deals moderately strong knockback and can absorb other projectiles to increase its power.
*Up Special (Perry): Peach pulls out Perry the parasol, who propels her slightly upward while decreasing the speed of her fall.
*Down Special (Vegetable): Peach pulls out a vegetable which she can then throw as an item. She can pull various types of vegetables with differing damage and knockback outputs, and she has a small chance to pull out a Bob-Omb.
*Final Smash (Vibe Scepter): Raising the Vibe Scepter above her head, Peach pulls nearby foes into a cinematic where she subjects them to attacks utilizing the Joy, Sadness, and Rage Emotion powers from Super Princess Peach. Upon the Final Smash ending, she uses the Calm Emotion power to heal 12% damage for every opponent hit by it.	
*Neutral Special (Toadsworth): Peach summons Toadsworth to protect her, with him spewing spores at any opponent who attacks Peach while he’s active.
*Side Special (Heart Shot): Peach fires a heart forward as a projectile. While the shot itself deals little damage, it deals moderately strong knockback and can absorb other projectiles to increase its power.
*Up Special (Perry): Peach pulls out Perry the parasol, who propels her slightly upward while decreasing the speed of her fall.
*Down Special (Vegetable): Peach pulls out a vegetable which she can then throw as an item. She can pull various types of vegetables with differing damage and knockback outputs, and she has a small chance to pull out a Bob-Omb.
*Final Smash (Vibe Scepter): Raising the Vibe Scepter above her head, Peach pulls nearby foes into a cinematic where she subjects them to attacks utilizing the Joy, Sadness, and Rage Emotion powers from Super Princess Peach. Upon the Final Smash ending, she uses the Calm Emotion power to heal 12% damage for every opponent hit by it.
Bowser 	Bowser
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Debut: Super Mario Bros. (NES, 1985)
The hot-headed king of the Koopa Troop is certainly no-nonsense when it comes to crushing those who oppose him. While he has collaborated with the Mario brothers many times, that's usually for his own benefit rather than actually helping them. Whenever he sees no point in doing this, his goal's always the same: Pummel the brothers and snag Peach!
In Unbounded, Bowser sheds his “monstrous” portrayal from previous Smash games in favor of displaying his personality seen in canon Mario games, specifically the Mario & Luigi series of games. He also sports his voice from modern Mario games, provided by Kenny James.
Bowser can crawl. In addition, he has a gimmick entitled Tough Guy, where weaker attacks will not cause him to flinch. In addition, attacks made to his shell will only deal half their usual damage.	
*Neutral Special (Fire Breath): If the special button is simply pressed, Bowser will simply breathe a fireball which travels slowly a medium distance before fizzling out. If the special button is held, however, Bowser will continuously breathe a spew of flames, with the flames slowly losing range the longer the move is used.
*Side Special (Shell Spin): Bowser tucks into his shell before sliding forwards, damaging and launching opponents in his path.
*Up Special (Bowser Bound/Bomb): Bowser leaps skyward in a manner similar to the Super Dedede Jump, although the angle of ascent balances horizontal and vertical recovery rather than only vertical. If the special button is pressed while Bowser is in this state, he will slam himself downwards.
*Down Special (Bowser's Minions): Bowser chooses from one of three minions to appear on the battlefield, although only one can be active at any time:
**Goombas wander the platform they were spawned on, headbutting opponents that get too close. They are defeated after being stomped or receiving 5% of damage.
**Koopa Troopas wander the stage and do not actively attack. If stomped, they will tuck into their shell, essentially turning them into the Green Shell item. They can also be defeated after receiving 8% of damage.
**Bullet Bills fire straight forwards right after Bowser summons them. While they move slowly, they cannot be defeated.
*Final Smash (Giga Bowser Punch): Bowser uses his dark magic to become the monstrous Giga Bowser, appearing in the background to deliver a powerful punch which instantly KOs opponents over 100%. This punch can be aimed by the player.	
*Neutral Special (Fire Breath): If the special button is simply pressed, Bowser will simply breathe a fireball which travels slowly a medium distance before fizzling out. If the special button is held, however, Bowser will continuously breathe a spew of flames, with the flames slowly losing range the longer the move is used.
*Side Special (Shell Spin): Bowser tucks into his shell before sliding forwards, damaging and launching opponents in his path.
*Up Special (Bowser Bound/Bomb): Bowser leaps skyward in a manner similar to the Super Dedede Jump, although the angle of ascent balances horizontal and vertical recovery rather than only vertical. If the special button is pressed while Bowser is in this state, he will slam himself downwards.
*Down Special (Bowser's Minions): Bowser chooses from one of three minions to appear on the battlefield, although only one can be active at any time:
**Goombas wander the platform they were spawned on, headbutting opponents that get too close. They are defeated after being stomped or receiving 5% of damage.
**Koopa Troopas wander the stage and do not actively attack. If stomped, they will tuck into their shell, essentially turning them into the Green Shell item. They can also be defeated after receiving 8% of damage.
**Bullet Bills fire straight forwards right after Bowser summons them. While they move slowly, they cannot be defeated.
*Final Smash (Giga Bowser Punch): Bowser uses his dark magic to become the monstrous Giga Bowser, appearing in the background to deliver a powerful punch which instantly KOs opponents over 100%. This punch can be aimed by the player.
Dr. Mario 	Dr. Mario
 	
Debut: Dr. Mario (NES/Game Boy, 1990)
A personification of one of Mario's most iconic side jobs, Dr. Mario takes pride in his work taking care of those in the Mushroom Kingdom. While it's definitely not Mario's most exciting line of work, it doesn't really matter to the part-time doctor; It's just another way to protect the Mushroom Kingdom, but against viruses rather than Koopas!
In Unbounded, Dr. Mario is further decloned from Mario. While still being a heavier and stronger take on his base character, he has gained new abilities relating to elements of the Dr. Mario games.
Dr. Mario can wall-jump.
*Neutral Special (Megavitamin): Dr. Mario tosses a Megavitamin forwards, which bounces along the ground for a short time before disappearing. Mario can have three fireballs active at a time.
*Side Special (Virus): One of three Viruses, selected randomly, hops out from behind Dr. Mario and charges forwards to damage opponents. However, there is a 10 second cooldown between each Virus.
**Fever is the fastest of the three and deals fire damage.
**Chill has average speed and freezes opponents.
**Weird is the slowest of the three and reverses opponents’ controls for a short time.
*Up Special (Megavitamin Drop): Dr. Mario throws a Megavitamin downwards, propelling himself into the air as he does so.
*Down Special (Doctor Tornado): Dr. Mario spins rapidly, dealing multiple hits to opponents before launching them. If the special button is mashed in the air, Dr. Mario gains slight vertical height.
*Final Smash (Miracle Cure): Dr. Mario throws a jar forward, shrinking and trapping any opponent it hits inside it. While inside the jar, opponents are barraged with Viruses and Megavitamins before being launched out the top. This Final Smash instantly KOs opponents above 100%.	
*Neutral Special (Megavitamin): Dr. Mario tosses a Megavitamin forwards, which bounces along the ground for a short time before disappearing. Mario can have three fireballs active at a time.
*Side Special (Virus): One of three Viruses, selected randomly, hops out from behind Dr. Mario and charges forwards to damage opponents. However, there is a 10 second cooldown between each Virus.
**Fever is the fastest of the three and deals fire damage.
**Chill has average speed and freezes opponents.
**Weird is the slowest of the three and reverses opponents’ controls for a short time.
*Up Special (Megavitamin Drop): Dr. Mario throws a Megavitamin downwards, propelling himself into the air as he does so.
*Down Special (Doctor Tornado): Dr. Mario spins rapidly, dealing multiple hits to opponents before launching them. If the special button is mashed in the air, Dr. Mario gains slight vertical height.
*Final Smash (Miracle Cure): Dr. Mario throws a jar forward, shrinking and trapping any opponent it hits inside it. While inside the jar, opponents are barraged with Viruses and Megavitamins before being launched out the top. This Final Smash instantly KOs opponents above 100%.
Rosalina & Luma 	Rosalina & Luma
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Debut: Super Mario Galaxy (Wii, 2007)
Rosalina is the guardian of the cosmos and the mother of the Lumas. Teaming up with them in battle, she can use them to distract foes with weaker hits while she prepares for stronger blows.
In Unbounded, Rosalina & Luma are unchanged from their Ultimate appearance.
Rosalina can crawl. In addition, she has a Luma companion which essentially acts as their own fighter, complete with being semi-controllable by Rosalina and being able to be temporarily KO’d.	
*Neutral Special (Luma Shot): Rosalina fires Luma forward, which will damage any opponent in their path. While out, it will mimic standard attacks Rosalina performs. Pressing the special button again will have Luma return to Rosalina.
*Side Special (Star Bits): Rosalina fires three Star Bits at randomized angles and distances.
*Up Special (Launch Star): Rosalina uses a Launch Star to propel herself upwards. This move can be angled.
*Down Special (Gravitational Pull): Rosalina waves her wand around herself to use the Star Cursor to make nearby items or projectiles gravitate toward her.
*Final Smash (Grand Star): Rosalina summons a Grand Star, which rapidly increases in size as it shoots star projectiles around itself before eventually exploding. Opponents hit by the Grand Star itself will be sucked inside it.	
*Neutral Special (Luma Shot): Rosalina fires Luma forward, which will damage any opponent in their path. While out, it will mimic standard attacks Rosalina performs. Pressing the special button again will have Luma return to Rosalina.
*Side Special (Star Bits): Rosalina fires three Star Bits at randomized angles and distances.
*Up Special (Launch Star): Rosalina uses a Launch Star to propel herself upwards. This move can be angled.
*Down Special (Gravitational Pull): Rosalina waves her wand around herself to use the Star Cursor to make nearby items or projectiles gravitate toward her.
*Final Smash (Grand Star): Rosalina summons a Grand Star, which rapidly increases in size as it shoots star projectiles around itself before eventually exploding. Opponents hit by the Grand Star itself will be sucked inside it.
Bowser Junior 	Bowser Junior
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Debut: Super Mario Sunshine (Gamecube, 2002)
Heir to the Koopa throne, Bowser Junior loves nothing more than toying with his opponents. His trusty Koopa Clown Car is packed with all sorts of tricks and tools to ensure he can keep up with the grown-up fighters while on the battlefield.
In Unbounded, Bowser Junior is unchanged from his Ultimate appearance.
Bowser Junior can crawl. In addition, he has a gimmick entitled Clown Car Armor, which lessens the damage done to him if an attack hits the Koopa Clown Car. However, if an attack hits Bowser Junior himself, increased damage will be applied.	
*Neutral Special (Clown Cannonball): Bowser Junior’s Koopa Clown Car spits a cannonball from its mouth. This move can be charged for additional power and speed.
*Side Special (Koopa Clown Kart): The Koopa Clown Car grows wheels, allowing Bowser Junior to pilot it forwards. Attempting to turn around will have Bowser Junior spin out.
*Up Special (Abandon Ship): The Koopa Clown Car explodes, prompting Bowser Junior to be launched into the air. He will gain a new Koopa Clown Car upon hitting the ground.
*Down Special (Mechakoopa): The Koopa Clown Car ejects a Mechakoopa, which wanders aimlessly for a short time before exploding. It will also explode if it hits a foe.
*Final Smash (Shadow Mario Paint): Bowser Junior becomes Shadow Mario, leaping into the foreground and obscuring the camera with some paint. The paint itself can actually damage foes, knocking them away after it dissipates.	
*Neutral Special (Clown Cannonball): Bowser Junior’s Koopa Clown Car spits a cannonball from its mouth. This move can be charged for additional power and speed.
*Side Special (Koopa Clown Kart): The Koopa Clown Car grows wheels, allowing Bowser Junior to pilot it forwards. Attempting to turn around will have Bowser Junior spin out.
*Up Special (Abandon Ship): The Koopa Clown Car explodes, prompting Bowser Junior to be launched into the air. He will gain a new Koopa Clown Car upon hitting the ground.
*Down Special (Mechakoopa): The Koopa Clown Car ejects a Mechakoopa, which wanders aimlessly for a short time before exploding. It will also explode if it hits a foe.
*Final Smash (Shadow Mario Paint): Bowser Junior becomes Shadow Mario, leaping into the foreground and obscuring the camera with some paint. The paint itself can actually damage foes, knocking them away after it dissipates.
Daisy 	Daisy
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Super Mario Land (Game Boy, 1989)
The feisty princess of Sarasaland, Daisy embraces the life of an athlete. With a variety of flower and crystal related abilities at her side, she can take down even the biggest of opponents.
In Unbounded, Daisy is no longer an echo of Peach, gaining a new moveset which better emphasizes her abilities seen in the Mario spinoff games.
Daisy can jump three times.	
*Neutral Special (Superball): Daisy tosses a superball forward, which can ricochet off opponents and walls. Only one superball can be in play at a time.
*Side Special (Daisy Bomber): Daisy lunges forwards with her hip jutting out, allowing her to push foes backwards if she hits them.
*Up Special (Flower Glider): Daisy twirls a Flower Glider from the Mario Kart games, propelling her upwards. Opponents hit by the glider have a small chance to grow a flower on their heads which slowly damages them.
*Down Special (Crystal Kick): Daisy kicks forward, sending a short wave of crystals out of the ground.
*Final Smash (Sarasaland Strike): Daisy swings a baseball bat, sending opponents she hits into a cinematic where she bombards them with a series of sports balls before lunging at them with the baseball bat, knocking them back onto the stage.	
*Neutral Special (Superball): Daisy tosses a superball forward, which can ricochet off opponents and walls. Only one superball can be in play at a time.
*Side Special (Daisy Bomber): Daisy lunges forwards with her hip jutting out, allowing her to push foes backwards if she hits them.
*Up Special (Flower Glider): Daisy twirls a Flower Glider from the Mario Kart games, propelling her upwards. Opponents hit by the glider have a small chance to grow a flower on their heads which slowly damages them.
*Down Special (Crystal Kick): Daisy kicks forward, sending a short wave of crystals out of the ground.
*Final Smash (Sarasaland Strike): Daisy swings a baseball bat, sending opponents she hits into a cinematic where she bombards them with a series of sports balls before lunging at them with the baseball bat, knocking them back onto the stage.
Piranha Plant 	Piranha Plant
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Debut: Super Mario Bros. (NES, 1985)
A humble servant of Bowser, this Piranha Plant has abandoned its pipe, hungering for battle! Inhibiting traits from various Piranha Plant subspecies, this little guy’s gonna take a little more than some weedkiller to put down.
In Unbounded, Piranha Plant is unchanged from their Ultimate appearance.
Piranha Plant has a gimmick entitled Footstool Bite, allowing it to instantly attack opponents who step on it while it’s crouching.	
*Neutral Special (Ptooie): Piranha Plant spits out a spiked ball straight upwards, balancing it with its breath. It can be tossed either left or right in a small arc.
*Side Special (Putrid Breath): Piranha Plant spews out a poisonous cloud which repeatedly damages opponents. The move can be charged for additional duration and size.
*Up Special (Piranhacopter): Piranha Plant uses its leaves as a helicopter, propelling itself upward. It can be controlled left or right while in this stage.
*Down Special (Long-Stem Strike): Piranha Plant sticks its stem out to bite at opponents. This move can be charged to gain additional distance, and is also angleable.
*Final Smash (Petey Piranha): Piranha Plant summons Petey Piranha, which hops around the stage while swinging two cages in an attempt to catch opponents. After a short time, he will blast the opponents with fire breath before slamming them onto the stage. While Petey is active, Piranha Plant can be controlled as normal.	
*Neutral Special (Ptooie): Piranha Plant spits out a spiked ball straight upwards, balancing it with its breath. It can be tossed either left or right in a small arc.
*Side Special (Putrid Breath): Piranha Plant spews out a poisonous cloud which repeatedly damages opponents. The move can be charged for additional duration and size.
*Up Special (Piranhacopter): Piranha Plant uses its leaves as a helicopter, propelling itself upward. It can be controlled left or right while in this stage.
*Down Special (Long-Stem Strike): Piranha Plant sticks its stem out to bite at opponents. This move can be charged to gain additional distance, and is also angleable.
*Final Smash (Petey Piranha): Piranha Plant summons Petey Piranha, which hops around the stage while swinging two cages in an attempt to catch opponents. After a short time, he will blast the opponents with fire breath before slamming them onto the stage. While Petey is active, Piranha Plant can be controlled as normal.
Toad (Newcomer) 	Toad (Newcomer)
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Debut: Super Mario Bros. (NES, 1985)
One of Princess Peach’s loyal subjects, Toad is often portrayed as an assistant for Mario and company rather than joining them on their adventures. However, Toad has partaken in many trades over the years, making him a versatile, if inexperienced, opponent.
Toad can wall-jump.	
*Neutral Special (Rotten Mushroom Cannon): Toad fires a Rotten Mushroom from a Mushroom Cannon, being able to aim the cannon before firing. On rare occasions, he will fire a Poison Mushroom instead.
*Side Special (Golden Dash Mushroom): The mushroom “cap” of Toad’s head becomes golden as he dashes forwards, launching any opponent in his path. While dashing, Toad cannot turn around, but he can jump.
*Up Special (Propeller Mushroom): Toad uses a Propeller Mushroom to propel himself into the air before slowly descending. While in the “descending” state, pressing the special button will have Toad drill downwards.
*Down Special (Vegetable): Toad pulls out a vegetable which he can then throw as an item. He can pull various types of vegetables with differing damage and knockback output.
*Final Smash (Toad Rally): Toad whistles as a flock of Toads begin running across the screen, dragging any opponent they come in contact with them. While it is possible to get out of the group's grasp, it becomes more difficult as the opponent's damage increases.	
*Neutral Special (Rotten Mushroom Cannon): Toad fires a Rotten Mushroom from a Mushroom Cannon, being able to aim the cannon before firing. On rare occasions, he will fire a Poison Mushroom instead.
*Side Special (Golden Dash Mushroom): The mushroom “cap” of Toad’s head becomes golden as he dashes forwards, launching any opponent in his path. While dashing, Toad cannot turn around, but he can jump.
*Up Special (Propeller Mushroom): Toad uses a Propeller Mushroom to propel himself into the air before slowly descending. While in the “descending” state, pressing the special button will have Toad drill downwards.
*Down Special (Vegetable): Toad pulls out a vegetable which he can then throw as an item. He can pull various types of vegetables with differing damage and knockback output.
*Final Smash (Toad Rally): Toad whistles as a flock of Toads begin running across the screen, dragging any opponent they come in contact with them. While it is possible to get out of the group's grasp, it becomes more difficult as the opponent's damage increases.
Yoshi 	Yoshi
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Debut: Super Mario World (SNES, 1990)
An ally of Mario’s since he was a baby, Yoshi is far from your average dino. With his trademark tongue and egg-based abilities, this prehistoric pal is more than capable of holding his own in battle.
In Unbounded, Yoshi only receives mild changes to his moveset. While many moves are more or less the same, a few moves have increased functionality.
Yoshi has a gimmick entitled Egg Shield which encases him in an egg if he attempts to shield. In addition, his second jump is a Flutter Jump, which takes him much higher than his normal jump.	
*Neutral Special (Tongue): Yoshi sticks out his tongue.
**If the tongue grabs an opponent, Yoshi will swallow them and eject them as an egg. The opponent can break out of the egg by mashing buttons.
**If the tongue grabs an item, Yoshi will grab it upon retracting his tongue.
**If the tounge grabs the ledge, Yoshi will use it as a tether recovery.
*Side Special (Dash Pepper): Yoshi eats a Dash Pepper and dashes forwards, launching opponents in his path.
*Up Special (Egg Toss): A reticle appears, allowing Yoshi to toss an egg forwards in an aimed arc.
*Down Special (Ground Pound): Yoshi leaps into the air (if on the ground) and performs a ground pound, creating a small shockwave as he lands.
*Final Smash (Stampede): Yoshi rushes forwards, trapping any opponent hit in a cinematic where they are trampled by a herd of Yoshi, paying homage to the intro to Super Smash Bros. Melee. Upon the cinematic ends, the opponents are launched back onto the stage.	
*Neutral Special (Tongue): Yoshi sticks out his tongue.
**If the tongue grabs an opponent, Yoshi will swallow them and eject them as an egg. The opponent can break out of the egg by mashing buttons.
**If the tongue grabs an item, Yoshi will grab it upon retracting his tongue.
**If the tounge grabs the ledge, Yoshi will use it as a tether recovery.
*Side Special (Dash Pepper): Yoshi eats a Dash Pepper and dashes forwards, launching opponents in his path.
*Up Special (Egg Toss): A reticle appears, allowing Yoshi to toss an egg forwards in an aimed arc.
*Down Special (Ground Pound): Yoshi leaps into the air (if on the ground) and performs a ground pound, creating a small shockwave as he lands.
*Final Smash (Stampede): Yoshi rushes forwards, trapping any opponent hit in a cinematic where they are trampled by a herd of Yoshi, paying homage to the intro to Super Smash Bros. Melee. Upon the cinematic ends, the opponents are launched back onto the stage.
Wario 	Wario
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Debut: Super Mario Land 2: 6 Golden Coins (Game Boy, 1992)
Despite being Mario's bitter rival, Wario isn't all about spiting his red namesake. When he isn't duking it out with his nemesis, he's treasure hunting, running his microgame company, or sitting around and picking his nose. Of course, he does it all in the name of one thing - Money!
In Unbounded, Wario's moveset has been altered to include more elements of the Wario Land series. To emphasize this change, his original "plumber" outfit is now his main costume, with the biker outfit from the WarioWare games still being available.
Wario can crawl. In addition, he has a gimmick entitled the Wari-Throw, allowing him to pick up grabbed opponents. While using the Wari-Throw on an opponent, Wario can walk and jump once, but can only throw the foe straight forwards.	
*Neutral Special (Shake It!): Wario reaches out to grab an opponent (causing them to drop any items they may have), feverishly shaking them before throwing them on the ground. This has a chance to bury opponents, with the chance increases with the more damage the opponent has.
*Side Special (Wario Bike): Wario hops onto his bike and drives forwards, damaging opponents in his way. While driving, Wario can turn around, hop off the bike prematurely, and even perform a unique taunt. However, the bike can be broken by opponents, and Wario will need to wait for some time after the bike is broken to summon a new one.
*Up Special (Wario Waft): Wario farts, propelling himself upwards and damaging opponents within range of the fart's cloud. The move can be charged to increase both Wario's distance and the size of the fart cloud.
*Down Special (Earthquake Punch): After a brief wind-up, Wario slams his fist into the ground, causing a large shockwave around himself. If used in the air, Wario will rocket towards the ground with his fist outstretched.
*Final Smash (Wario-Man): Wario chomps on a clove of garlic, becoming Wario-Man as he dashes forwards. Opponents hit by him are pulled into a cinematic where Wario-Man bombards them with multiple attacks (accompanied by comic-style onomatopoeia) before launching them back onto the stage with a large fart.	
*Neutral Special (Shake It!): Wario reaches out to grab an opponent (causing them to drop any items they may have), feverishly shaking them before throwing them on the ground. This has a chance to bury opponents, with the chance increases with the more damage the opponent has.
*Side Special (Wario Bike): Wario hops onto his bike and drives forwards, damaging opponents in his way. While driving, Wario can turn around, hop off the bike prematurely, and even perform a unique taunt. However, the bike can be broken by opponents, and Wario will need to wait for some time after the bike is broken to summon a new one.
*Up Special (Wario Waft): Wario farts, propelling himself upwards and damaging opponents within range of the fart's cloud. The move can be charged to increase both Wario's distance and the size of the fart cloud.
*Down Special (Earthquake Punch): After a brief wind-up, Wario slams his fist into the ground, causing a large shockwave around himself. If used in the air, Wario will rocket towards the ground with his fist outstretched.
*Final Smash (Wario-Man): Wario chomps on a clove of garlic, becoming Wario-Man as he dashes forwards. Opponents hit by him are pulled into a cinematic where Wario-Man bombards them with multiple attacks (accompanied by comic-style onomatopoeia) before launching them back onto the stage with a large fart.
Waluigi (Newcomer) 	Waluigi (Newcomer)
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Debut: Mario Tennis (N64, 2000)
The self-proclaimed rival of Luigi, nobody is quite sure where Waluigi came from. There's only two things most people are sure about: Waluigi's Wario's partner in crime, and he loves to cause mischief and mayhem. Whether there's a tennis tournament, party, or kart race going on in the Mushroom Kingdom, you can bet Waluigi will be there to prove himself number one!
Waluigi can wall jump.	
*Neutral Special (Racket / Serve): If the special button is pressed, Waluigi will simply swing his tennis racket. This can launch opponents away and reflect projectiles. However, if the special button is held down, Waluigi will serve a tennis ball, which can bounce off opponents and the ground. While the tennis ball is on-screen, Waluigi can use his Neutral Special to boost its momentum.
*Side Special (Kart): Waluigi boards a Standard Kart, driving straight forwards at a great speed. Waluigi can jump out of the kart early, but attempting to turn around will have Waluigi spin out. In addition, the kart can be destroyed by opponents.
*Up Special (Swimming Return): Waluigi performs a breaststroke to propel himself in a given direction. Waluigi can perform up to three strokes before entering freefall.
*Down Special (Dice Block): Waluigi tosses a Dice Block forwards, which displays one of ten numbers upon hitting the ground. The number determines the move's effect on opponents caught in its range.
**1: The move does 1% damage and no knockback.
**2: The move deals lackluster amounts of damage and knockback.
**3: The move deals fire-based damage.
**4: The move deals little damage, but great knockback.
**5: The move deals average damage and knockback.
**6: The move deals little damage and knockback, but poisons opponents.
**7: The move deals average damage and knockback, but Waluigi heals 7% if the move hits.
**8: The move freezes opponents.
**9: The move deals little damage and knockback, but instantly breaks shields.
**10: The move is at its strongest, dealing heavy damage and knockback.
*Final Smash (Destruction Dance): Waluigi begins dancing, causing multiple silhouettes to form on stage and move towards him, dragging opponents hit by them. Upon ending the dance, a Bob-Omb lands next to Waluigi and explodes, causing any opponent too close to be launched by the blast.	
*Neutral Special (Racket / Serve): If the special button is pressed, Waluigi will simply swing his tennis racket. This can launch opponents away and reflect projectiles. However, if the special button is held down, Waluigi will serve a tennis ball, which can bounce off opponents and the ground. While the tennis ball is on-screen, Waluigi can use his Neutral Special to boost its momentum.
*Side Special (Kart): Waluigi boards a Standard Kart, driving straight forwards at a great speed. Waluigi can jump out of the kart early, but attempting to turn around will have Waluigi spin out. In addition, the kart can be destroyed by opponents.
*Up Special (Swimming Return): Waluigi performs a breaststroke to propel himself in a given direction. Waluigi can perform up to three strokes before entering freefall.
*Down Special (Dice Block): Waluigi tosses a Dice Block forwards, which displays one of ten numbers upon hitting the ground. The number determines the move's effect on opponents caught in its range.
**1: The move does 1% damage and no knockback.
**2: The move deals lackluster amounts of damage and knockback.
**3: The move deals fire-based damage.
**4: The move deals little damage, but great knockback.
**5: The move deals average damage and knockback.
**6: The move deals little damage and knockback, but poisons opponents.
**7: The move deals average damage and knockback, but Waluigi heals 7% if the move hits.
**8: The move freezes opponents.
**9: The move deals little damage and knockback, but instantly breaks shields.
**10: The move is at its strongest, dealing heavy damage and knockback.
*Final Smash (Destruction Dance): Waluigi begins dancing, causing multiple silhouettes to form on stage and move towards him, dragging opponents hit by them. Upon ending the dance, a Bob-Omb lands next to Waluigi and explodes, causing any opponent too close to be launched by the blast.
Donkey Kong 	Donkey Kong
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Debut: Donkey Kong (Arcade, 1981)
The laid-back protector of Donkey Kong Island, Donkey Kong would rather lie around and munch on bananas most of the time. However, when the island and/or Donkey Kong's banana hoard is at stake, the great ape will swing into action, eager to kick some tail!
In Smash Unbounded, Donkey Kong's moveset and animations have been altered to emphasize the laid-back, playful nature of the character as seen in his canon games. This emphasis is increased by the primal gorilla grunts Donkey Kong made in previous Smash entries being replaced with his "voice" from Retro Studios' Donkey Kong Country games.
Donkey Kong has a gimmick entitled Kong Karry, allowing him to lift opponents over his shoulder after grabbing them. This allows him to carry the opponent around before releasing them with a throw. This gimmick also allows Donkey Kong to carry heavier items without losing mobility.	
*Neutral Special (Giant Punch): Donkey Kong winds up and releases a powerful punch which deals a great amount of damage and knockback. The punch can be released earlier at the cost of it losing power, and a full charge can be stored for later use.
*Side Special (Barrel Grab/Roll): After some considerable start-lag, Donkey Kong slams a barrel lid onto a barrel, trapping any opponent who may be in front of him. After this, Donkey Kong will throw the barrel. The barrel will roll until it hits a wall, another opponent, or if the trapped opponent mashes out of the barrel.
*Up Special (Barrel Cannon): Donkey Kong enters a Barrel Cannon as it begins spinning around. Pressing the special button will launch Donkey Kong in the Barrel Cannon's current direction damaging opponents in his path. If the special button is not pressed for a few seconds after Donkey Kong enters the Barrel Cannon, he will automatically be fired straight upwards.
*Down Special (Hand Slap): Donkey Kong slams the ground with his palms, creating a shockwave which launches opponents away. This move can be spammed, but the time between slams increases with every slam.
*Final Smash (Moon Punch): Donkey Kong performs an uppercut, launching any opponent he hits upward. A cinematic plays where Donkey Kong punches the moon so hard, it starts falling towards the earth, slamming the opponent back onto the stage.	
*Neutral Special (Giant Punch): Donkey Kong winds up and releases a powerful punch which deals a great amount of damage and knockback. The punch can be released earlier at the cost of it losing power, and a full charge can be stored for later use.
*Side Special (Barrel Grab/Roll): After some considerable start-lag, Donkey Kong slams a barrel lid onto a barrel, trapping any opponent who may be in front of him. After this, Donkey Kong will throw the barrel. The barrel will roll until it hits a wall, another opponent, or if the trapped opponent mashes out of the barrel.
*Up Special (Barrel Cannon): Donkey Kong enters a Barrel Cannon as it begins spinning around. Pressing the special button will launch Donkey Kong in the Barrel Cannon's current direction damaging opponents in his path. If the special button is not pressed for a few seconds after Donkey Kong enters the Barrel Cannon, he will automatically be fired straight upwards.
*Down Special (Hand Slap): Donkey Kong slams the ground with his palms, creating a shockwave which launches opponents away. This move can be spammed, but the time between slams increases with every slam.
*Final Smash (Moon Punch): Donkey Kong performs an uppercut, launching any opponent he hits upward. A cinematic plays where Donkey Kong punches the moon so hard, it starts falling towards the earth, slamming the opponent back onto the stage.
Diddy Kong 	Diddy Kong
 	
Debut: Donkey Kong Country (SNES, 1994)
Being Donkey Kong’s best buddy, Diddy has accompanied the big ape on many of his adventures. Despite this, Diddy has quite a few moves of his own, generally being more quick and nimble than Donkey.
In Unbounded, Diddy Kong's abilities have been altered to better reflect his moves seen in the Donkey Kong Country games. His voice has also changed from the shrieks of a realistic chimpanzee to his voice seen in the Retro Studios Donkey Kong Country games.
Diddy Kong can wall cling and wall jump.
*Neutral Special (Peanut Popgun): Diddy Kong rapidly fires peanuts from his popguns, acting similarly to Meowth's Pay Day move. However, the time between shots increases with each shot. If the move is used for too long, the popguns will backfire, causing Diddy Kong to be stunned for a short time.
*Side Special (Kong Kartwheel): Diddy Kong performs a series of cartwheels, moving a fair bit of distance. However, the move’s true potential is unlocked by its ability to be cancelled early if Diddy jumps, allowing for some combos.
*Up Special (Rocketbarrel Boost): Diddy Kong equips his Rocketbarrel jetpack and begins to fly upwards, being able to move left or right while doing so. While doing this, he can use his Neutral Special as well. However, once the Rocketbarrels run out of fuel, Diddy Kong will enter freefall.
*Down Special (Banana Peel): Diddy Kong lazily tosses a banana peel over his shoulder, capable of tripping opponents. Just like its item counterpart, Diddy Kong can pick up and reposition/throw it.
*Final Smash (Hyper Rocketbarrel): Diddy Kong uses his Rocketbarrels to zoom all over the stage, ramming into foes from random angles. After a few seconds, Diddy Kong will home in on the opponent that took the most damage during the Final Smash and ram into them, with the Rocketbarrels exploding as they hit the opponent.	
*Neutral Special (Peanut Popgun): Diddy Kong rapidly fires peanuts from his popguns, acting similarly to Meowth's Pay Day move. However, the time between shots increases with each shot. If the move is used for too long, the popguns will backfire, causing Diddy Kong to be stunned for a short time.
*Side Special (Kong Kartwheel): Diddy Kong performs a series of cartwheels, moving a fair bit of distance. However, the move’s true potential is unlocked by its ability to be cancelled early if Diddy jumps, allowing for some combos.
*Up Special (Rocketbarrel Boost): Diddy Kong equips his Rocketbarrel jetpack and begins to fly upwards, being able to move left or right while doing so. While doing this, he can use his Neutral Special as well. However, once the Rocketbarrels run out of fuel, Diddy Kong will enter freefall.
*Down Special (Banana Peel): Diddy Kong lazily tosses a banana peel over his shoulder, capable of tripping opponents. Just like its item counterpart, Diddy Kong can pick up and reposition/throw it.
*Final Smash (Hyper Rocketbarrel): Diddy Kong uses his Rocketbarrels to zoom all over the stage, ramming into foes from random angles. After a few seconds, Diddy Kong will home in on the opponent that took the most damage during the Final Smash and ram into them, with the Rocketbarrels exploding as they hit the opponent.
King K. Rool 	King K. Rool
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Debut: Donkey Kong Country (SNES, 1994)
Leader of the Kremling Krew, King K. Rool accepts no mercy and will do anything to pulverize his foes. With a variety of dreaded tools and gadgets at his disposal, this crocodile is definitely a force to be reckoned with.
In Unbounded, King K. Rool is unchanged from his Ultimate appearance. However, his realistic grunts and growls from Ultimate have been replaced with his voice from games such as Mario Super Sluggers.
King K. Rool can crawl. In addition, he has a gimmick entitled Super Belly Armor, allowing him to tank hits with his stomach during specific moves. However, taking too much damage with this ability in a certain timeframe will result in King K. Rool’s armor breaking and temporarily stunning him.	
*Neutral Special (Blunderbuss): King K. Rool fires a slow-moving cannonball from his Blunderbuss. If the move is held out, the Blunderbuss can suck up a nearby opponent, allowing King K. Rool to launch them forwards or backwards.
*Side Special (Krownerang): King K. Rool throws his crown in a manner similar to the boomerang. If the crown goes off-screen, it will eventually respawn onto the stage for King K. Rool to grab. Until then, he is unable to use Krownerang.
*Up Special (Propellerpack): King K. Rool uses his Propellerpack to carry him upwards. He has free control in the air, but has limited fuel to use before he enters freefall.
*Down Special (Gut Check): King K. Rool sticks out his stomach to reflect projectiles and perform counterattacks on melee attacks. Taking a blow with this move will damage King K. Rool’s belly armor.
*Final Smash (Blast-O-Matic): King K. Rool rushes forward, trapping hit foes in a cinematic in which he throws them onto Donkey Kong Island before blasting it with the Blast-O-Matic from Donkey Kong 64. Opponents over 100% will be instantly KO’d.	
*Neutral Special (Blunderbuss): King K. Rool fires a slow-moving cannonball from his Blunderbuss. If the move is held out, the Blunderbuss can suck up a nearby opponent, allowing King K. Rool to launch them forwards or backwards.
*Side Special (Krownerang): King K. Rool throws his crown in a manner similar to the boomerang. If the crown goes off-screen, it will eventually respawn onto the stage for King K. Rool to grab. Until then, he is unable to use Krownerang.
*Up Special (Propellerpack): King K. Rool uses his Propellerpack to carry him upwards. He has free control in the air, but has limited fuel to use before he enters freefall.
*Down Special (Gut Check): King K. Rool sticks out his stomach to reflect projectiles and perform counterattacks on melee attacks. Taking a blow with this move will damage King K. Rool’s belly armor.
*Final Smash (Blast-O-Matic): King K. Rool rushes forward, trapping hit foes in a cinematic in which he throws them onto Donkey Kong Island before blasting it with the Blast-O-Matic from Donkey Kong 64. Opponents over 100% will be instantly KO’d.
Dixie Kong (Newcomer) 	Dixie Kong (Newcomer)
 	
Debut: Donkey Kong Country 2: Diddy's Kong Quest (SNES, 1995)
The girlfriend of Diddy Kong, Dixie takes some inspiration from his moveset. However, that isn’t to say she hasn’t got some unique tricks of her own! With her bubblegum popgun and trademark ponytail, Dixie is no stranger to holding her own in battle.
Dixie Kong can wall cling.
*Neutral Special (Bubblegum Popgun): Dixie Kong fires a shot from her bubblegum popgun. While the move can’t be spammed like the Peanut Popgun, the bubblegum creates a small patch of gum if it hits the ground, slowing down opponents standing on top of it.
*Side Special (Monkey Flip): Dixie Kong flips forward, landing on the first opponent she comes in contact with. While on top of an opponent, Dixie Kong can either input a normal attack to scratch at them or input a special attack to kick off of them.
*Up Special (Helicopter Spin): Dixie Kong spins her ponytail, quickly propelling her upwards for a fair distance. Her descent will also be slower upon the ponytail finishing its spin.
*Down Special (Chord): Dixie Kong strums a note on her guitar, causing a small shockwave around herself which knocks opponents away while doing little damage.
*Final Smash (Hovercraft Havoc): Dixie Kong strums her guitar, causing a large shockwave around herself. Opponents hit by the shockwave are pulled into a cinematic they're dropped into the Northern Kremisphere before Dixie Kong, accompanied by Kiddy Kong, rams into them with their hovercraft, sending them back onto the stage.	
*Neutral Special (Bubblegum Popgun): Dixie Kong fires a shot from her bubblegum popgun. While the move can’t be spammed like the Peanut Popgun, the bubblegum creates a small patch of gum if it hits the ground, slowing down opponents standing on top of it.
*Side Special (Monkey Flip): Dixie Kong flips forward, landing on the first opponent she comes in contact with. While on top of an opponent, Dixie Kong can either input a normal attack to scratch at them or input a special attack to kick off of them.
*Up Special (Helicopter Spin): Dixie Kong spins her ponytail, quickly propelling her upwards for a fair distance. Her descent will also be slower upon the ponytail finishing its spin.
*Down Special (Chord): Dixie Kong strums a note on her guitar, causing a small shockwave around herself which knocks opponents away while doing little damage.
*Final Smash (Hovercraft Havoc): Dixie Kong strums her guitar, causing a large shockwave around herself. Opponents hit by the shockwave are pulled into a cinematic they're dropped into the Northern Kremisphere before Dixie Kong, accompanied by Kiddy Kong, rams into them with their hovercraft, sending them back onto the stage.
Funky Kong (Newcomer) 	Funky Kong (Newcomer)
 	
Debut: Donkey Kong Country (SNES, 1994)
The laidback mechanic/shopkeeper of the Kong family, Funky knows a thing or two when it comes to laying the smackdown on enemies. While he isn’t as strong as his relative Donkey Kong, he makes up for it by bringing his trusty surfboard into battle, allowing for unique moves.
Funky Kong has a gimmick entitled Kong Karry, allowing him to lift opponents over his shoulder after grabbing them. This allows him to carry the opponent around before releasing them with a throw. This gimmick also allows Funky Kong to carry heavier items without losing mobility.
*Neutral Special (Wipeout Wham): Funky Kong winds up and slams his surfboard into the ground, dealing heavy damage and knockback.
*Side Special (Headbutt): Funky Kong performs a headbutt, being able to bury opponents while doing so.
*Up Special (Spinning Board): Funky Kong stands on his surfboard and spins on it, causing him to rise into the air.
*Down Special (Hand Slap): Funky Kong slams the ground with his palms, creating a shockwave which launches opponents away. This move can be spammed, but the time between slams increases with every slam.
*Final Smash (Tidal Wave): Funky Kong leaps into the background, riding a wave which appears on screen. Rocks rise on the stage, and opponents will have to hide behind them in order to avoid taking massive damage from the wave. Opponents over 100% will be instantly KO'd by the wave.	
*Neutral Special (Wipeout Wham): Funky Kong winds up and slams his surfboard into the ground, dealing heavy damage and knockback.
*Side Special (Headbutt): Funky Kong performs a headbutt, being able to bury opponents while doing so.
*Up Special (Spinning Board): Funky Kong stands on his surfboard and spins on it, causing him to rise into the air.
*Down Special (Hand Slap): Funky Kong slams the ground with his palms, creating a shockwave which launches opponents away. This move can be spammed, but the time between slams increases with every slam.
*Final Smash (Tidal Wave): Funky Kong leaps into the background, riding a wave which appears on screen. Rocks rise on the stage, and opponents will have to hide behind them in order to avoid taking massive damage from the wave. Opponents over 100% will be instantly KO'd by the wave.
Link 	Link
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Debut: The Legend of Zelda (NES, 1986)
Whenever dark forces threaten Hyrule's safety, Link will set forth to protect his homeland. Throughout his adventures, many incarnations of Link have learned various skills to help him battle all sorts of enemies. Good thing, too - He's going to need all the tools he can get to take victory in the world of Smash!
Link has seen major changes to his arsenal in Unbounded, now more closely reflecting the skills seen in The Legend of Zelda: Breath of the Wild. However, various Link designs are present as alternate costumes.
Link can wall cling. He also possesses the Hylian Shield, allowing him to block incoming projectiles while standing or walking.	
*Neutral Special (Bow and Arrow): Link fires an arrow from his bow. This arrow can be charged to increase its range and power.
*Side Special (Flurry Rush): Link lunges forward. If he hits an opponent during this lunge, he will slash at them a few times with the Master Sword before leaping off them and sending them forwards.
*Up Special (Revali's Gale / Paraglider): Link uses Revali's Gale to propel himself upward, taking out a Paraglider to slow his descent.
*Down Special (Remote Bomb): Link pulls out a Remote Bomb, which he can then throw as a projectile. Using the Down Special while a Remote Bomb is out will detonate it.
*Final Smash (Ancient Bow and Arrow): Link pulls out the Ancient Bow and Arrow, firing a shot which pierces through opponents to deal major damage and knockback.	
*Neutral Special (Bow and Arrow): Link fires an arrow from his bow. This arrow can be charged to increase its range and power.
*Side Special (Flurry Rush): Link lunges forward. If he hits an opponent during this lunge, he will slash at them a few times with the Master Sword before leaping off them and sending them forwards.
*Up Special (Revali's Gale / Paraglider): Link uses Revali's Gale to propel himself upward, taking out a Paraglider to slow his descent.
*Down Special (Remote Bomb): Link pulls out a Remote Bomb, which he can then throw as a projectile. Using the Down Special while a Remote Bomb is out will detonate it.
*Final Smash (Ancient Bow and Arrow): Link pulls out the Ancient Bow and Arrow, firing a shot which pierces through opponents to deal major damage and knockback.
Sheik 	Sheik
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Debut: The Legend of Zelda: Ocarina of Time (N64, 1998)
Sheik is a powerful warrior from the land of Hyrule. Having trained Link during his time-travelling adventure, Sheik knows a thing or two when it comes to sneaky surprise attacks.
In Unbounded, Sheik is unchanged from her Ultimate appearance.
Sheik can crawl, wall jump, and wall cling.	
*Neutral Special (Needle Storm): Sheik pulls out a needle which she can either instantly fire forwards (diagonally downwards if in the air) or store. Sheik can store up to six needles at a time.
*Side Special (Burst Grenade): Sheik throws a grenade, which is attached to a tripwire. Upon the grenade’s detonation, it creates a short-lived vortex which draws foes towards the explosion.
*Up Special (Vanish): Sheik tosses a Deku Nut, vanishing and warping forwards in a chosen direction.
*Down Special (Bouncing Fish): Sheik does a flip in an arc forwards. If she lands on an opponent, she bounces off of them, being able to do this up to three times.
*Final Smash (Sheikah Dance): Sheik rushes forward to slash an opponent, subjecting them to a large series of swipes afterwards before launching them with a stronger swipe.	
*Neutral Special (Needle Storm): Sheik pulls out a needle which she can either instantly fire forwards (diagonally downwards if in the air) or store. Sheik can store up to six needles at a time.
*Side Special (Burst Grenade): Sheik throws a grenade, which is attached to a tripwire. Upon the grenade’s detonation, it creates a short-lived vortex which draws foes towards the explosion.
*Up Special (Vanish): Sheik tosses a Deku Nut, vanishing and warping forwards in a chosen direction.
*Down Special (Bouncing Fish): Sheik does a flip in an arc forwards. If she lands on an opponent, she bounces off of them, being able to do this up to three times.
*Final Smash (Sheikah Dance): Sheik rushes forward to slash an opponent, subjecting them to a large series of swipes afterwards before launching them with a stronger swipe.
Zelda 	Zelda
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Debut: The Legend of Zelda (NES, 1986)
The princess of Hyrule, Zelda's role often changes between adventures. In one game, she may directly help Link on his journey, and in another, she may be stuck at Ganondorf's mercy. Regardless, Zelda is quite the powerful opponent.
In Unbounded, Zelda is unchanged from her Ultimate appearance.
Zelda has no special movement options.	
*Neutral Special (Nayru's Love): Zelda forms a magical barrier around herself, knocking foes away and reflecting projectiles.
*Side Special (Din’s Fire): Zelda launches a fireball, being able to slightly adjust its trajectory. Pressing the special button again will cause the fireball to explode.
*Up Special (Farore's Wind): Zelda warps in a given direction.
*Down Special (Phantom Slash): Zelda slowly forms a Phantom, which automatically slashes forwards once it is fully formed. Zelda can also use an incomplete Phantom, although it will have decreased attack power.
*Final Smash (Triforce of Wisdom): Zelda forms the Triforce of Wisdom, which sucks in opponents and rapidly damages them before launching them away. Opponents with over 100% damage will be instantly KO’d.	
*Neutral Special (Nayru's Love): Zelda forms a magical barrier around herself, knocking foes away and reflecting projectiles.
*Side Special (Din’s Fire): Zelda launches a fireball, being able to slightly adjust its trajectory. Pressing the special button again will cause the fireball to explode.
*Up Special (Farore's Wind): Zelda warps in a given direction.
*Down Special (Phantom Slash): Zelda slowly forms a Phantom, which automatically slashes forwards once it is fully formed. Zelda can also use an incomplete Phantom, although it will have decreased attack power.
*Final Smash (Triforce of Wisdom): Zelda forms the Triforce of Wisdom, which sucks in opponents and rapidly damages them before launching them away. Opponents with over 100% damage will be instantly KO’d.
Young Link 	Young Link
 	
Debut: The Legend of Zelda: Ocarina of Time (N64, 1998)
A younger incarnation of Hyrule’s hero, Young Link had to save Hyrule from destruction not once, but twice. However, he has a variety of moves that are unique to him, allowing for a much different experience than his adult counterpart.
In Unbounded, Young Link is further decloned from Link, serving as an alternative version of Link for players who preferred his playstyle in prior Smash games.
Young Link possesses a Shield, allowing him to block incoming projectiles while standing or walking.
*Neutral Special (Fairy Slingshot): Young Link pulls back his slingshot to release a projectile. This move can be charged for additional range, speed, and damage.
*Side Special (Boomerang): Young Link tosses a boomerang straight forwards, which returns to him after reaching the apex of its launch.
*Up Special (Spin Attack): Young Link swings his sword around him, sending him upwards a slight distance. If used on the ground, Young Link will not be taken upward.
*Down Special (Bomb): Young Link pulls out a bomb, which he can then throw as an item. The bomb will automatically explode after a few seconds.
*Final Smash (Great Deity Mask): Link puts on the Great Deity Mask as light surrounds him. Opponents hit by the light are pulled into a cinematic where Young Link, now harnessing the power of the mask, performs several attacks on them before launching them back onto the stage.	
*Neutral Special (Fairy Slingshot): Young Link pulls back his slingshot to release a projectile. This move can be charged for additional range, speed, and damage.
*Side Special (Boomerang): Young Link tosses a boomerang straight forwards, which returns to him after reaching the apex of its launch.
*Up Special (Spin Attack): Young Link swings his sword around him, sending him upwards a slight distance. If used on the ground, Young Link will not be taken upward.
*Down Special (Bomb): Young Link pulls out a bomb, which he can then throw as an item. The bomb will automatically explode after a few seconds.
*Final Smash (Great Deity Mask): Link puts on the Great Deity Mask as light surrounds him. Opponents hit by the light are pulled into a cinematic where Young Link, now harnessing the power of the mask, performs several attacks on them before launching them back onto the stage.
Ganondorf 	Ganondorf
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Debut: The Legend of Zelda (NES, 1986)
The King of Evil himself, Ganondorf is a powerful warlock hellbent on conquering Hyrule and reshaping it in his image. Although he may often be stopped by a certain Hero of Time, he has found himself reincarnated many times over the years, always just as determined to achieve his goals.
In Unbounded, Ganondorf is no longer a simple clone of Captain Falcon. Using his brute force and expertise with magic, Ganondorf's playstyle radiates power while keeping his abilities as a reflection of his history.
Ganondorf can temporarily glide after his second jump, being able to move left and right while doing so.	
*Neutral Special (Fire Bats): Ganondorf waves his hand above him, creating a small swarm of fire bats. The bats fly forwards in random angles one at a time, and the move can be charged to generate more bats.
*Side Special (Dead Man's Volley): Ganondorf swings his cape, using it to flip opponents and reflect projectiles. If the special button is held, he will project a large sphere of energy, but suffer more endlag.
*Up Special (Trident Throw): Ganondorf throws a trident in a given direction, lunging after it soon after.
*Down Special (Malice Strike / Calamity Rush): Ganondorf charges up a mighty, Malice-infused punch, with a silhouette of his pig form, Ganon, adding range. While this move is incredibly powerful, it’s easily readable and actually deals recoil damage to Ganondorf. If Ganondorf executes this move while above 120%, he will instead become infused with the Malice and rushes forwards with incredible strength. However, this comes with the cost of Ganondorf being KO’d at the end of the strike.
*Final Smash (Return of Ganon): Ganondorf becomes his pig-like form, Ganon, rushing forwards to deal a massive blow to opponents.	
*Neutral Special (Fire Bats): Ganondorf waves his hand above him, creating a small swarm of fire bats. The bats fly forwards in random angles one at a time, and the move can be charged to generate more bats.
*Side Special (Dead Man's Volley): Ganondorf swings his cape, using it to flip opponents and reflect projectiles. If the special button is held, he will project a large sphere of energy, but suffer more endlag.
*Up Special (Trident Throw): Ganondorf throws a trident in a given direction, lunging after it soon after.
*Down Special (Malice Strike / Calamity Rush): Ganondorf charges up a mighty, Malice-infused punch, with a silhouette of his pig form, Ganon, adding range. While this move is incredibly powerful, it’s easily readable and actually deals recoil damage to Ganondorf. If Ganondorf executes this move while above 120%, he will instead become infused with the Malice and rushes forwards with incredible strength. However, this comes with the cost of Ganondorf being KO’d at the end of the strike.
*Final Smash (Return of Ganon): Ganondorf becomes his pig-like form, Ganon, rushing forwards to deal a massive blow to opponents.
Toon Link 	Toon Link
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Debut: The Legend of Zelda: The Wind Waker (Gamecube, 2002)
Yet another incarnation of Link, this little fella is known for his adventures sailing boats and piloting trains. Despite his child-like appearance, Toon Link is just as capable of heroism as his more realistic counterparts!
In Unbounded, Toon Link is generally unchanged, but receives a new Up Special.
Toon Link has a tether grab. He also has a Shield which allows him to block most projectiles while he’s facing towards them.	
*Neutral Special (Bow and Arrow): Toon Link pulls back his bow to release an arrow. This move can be charged for additional range, speed, and damage.
*Side Special (Boomerang): Toon Link tosses a boomerang straight forwards, which returns to him after reaching the apex of its launch.
*Up Special (Hookshot): Toon Link fires his Hookshot at a slight upward angle, being able to grab ledges with it.
*Down Special (Bomb): Toon Link pulls out a bomb, which he can then throw as an item. The bomb will automatically explode after a few seconds.
*Final Smash (Triforce Slash): Toon Link dashes forwards, striking the first opponent he hits with a series of strong blows. As the Triforce appears, he finishes the attack with the strongest blow, dealing heavy knockback to the opponent.	
*Neutral Special (Bow and Arrow): Toon Link pulls back his bow to release an arrow. This move can be charged for additional range, speed, and damage.
*Side Special (Boomerang): Toon Link tosses a boomerang straight forwards, which returns to him after reaching the apex of its launch.
*Up Special (Hookshot): Toon Link fires his Hookshot at a slight upward angle, being able to grab ledges with it.
*Down Special (Bomb): Toon Link pulls out a bomb, which he can then throw as an item. The bomb will automatically explode after a few seconds.
*Final Smash (Triforce Slash): Toon Link dashes forwards, striking the first opponent he hits with a series of strong blows. As the Triforce appears, he finishes the attack with the strongest blow, dealing heavy knockback to the opponent.
Tetra (Newcomer) 	Tetra (Newcomer)
 	
Debut: The Legend of Zelda: The Wind Waker (Gamecube, 2002)
Following in her late mother's footsteps, Tetra is the captain of a powerful pirate crew. Despite her bossy and cold-hearted nature at times, her goal isn't always set on finding buried treasure, being a considerably kind person. There's even some rumors that say she may be related to Princess Zelda herself...
Tetra can wall-jump.
*Neutral Special (Pistol Shot): Tetra fires a watery shot from her pistol.
*Side Special (Bombchu): Tetra lays down a Bombchu, which acts just like the item of the same name. Only one can be active at a time.
*Up Special (Deku Glide): Tetra propels herself into the air before using a Deku Leaf to glide to safety.
*Down Special (Skull Hammer): After some starting lag, Tetra slams the Skull Hammer onto the ground. The hammer itself has great launching power, but the force causes nearby opponents to be launched into the air a fixed distance.
*Final Smash (Pirate Barrage): Tetra fires a shot from her pistol. Opponents hit by the shot are pulled into a cinematic in which they are attacked by Tetra's crew before being launched away by a cannonball.	
*Neutral Special (Pistol Shot): Tetra fires a watery shot from her pistol.
*Side Special (Bombchu): Tetra lays down a Bombchu, which acts just like the item of the same name. Only one can be active at a time.
*Up Special (Deku Glide): Tetra propels herself into the air before using a Deku Leaf to glide to safety.
*Down Special (Skull Hammer): After some starting lag, Tetra slams the Skull Hammer onto the ground. The hammer itself has great launching power, but the force causes nearby opponents to be launched into the air a fixed distance.
*Final Smash (Pirate Barrage): Tetra fires a shot from her pistol. Opponents hit by the shot are pulled into a cinematic in which they are attacked by Tetra's crew before being launched away by a cannonball.
Impa (Newcomer) 	Impa (Newcomer)
 	
Debut: The Legend of Zelda (NES, 1986) / Hyrule Warriors: Age of Calamity (Switch, 2020)
Impa is a warrior hailing from Hyrule Alongside Link, Zelda, and many others, she has to face many hostile beast during the return of the Great Calamity.
Impa can wall jump.
*Neutral Special (Sheikah Cards): Impa pulls out up to four cards (depending on how long the special button is held). After all the cards have appeared, they produce a gust of wind which damages opponents while launcing them away.
*Side Special (Afterimage Slash): An afterimage of Impa appears besides her, dashing forwards with a slash soon after deployment. The process of summoning an afterimage takes a second, leaving Impa vurnable.
*Up Special (Updraft): A gust of wind causes Impa to rise into the air, using a paraglider to slow her descent.
*Down Special (Afterimage Counter): Impa strikes a pose. If attacked while posing, an afterimage of Impa will counterattack the opponent with a sword slash.
*Final Smash (Sheikah Strike): The Eye of the Sheikah appears around Impa, trapping caught opponents in a cinematic in which many afterimages strike at them before Impa launches them with a final blow.	
*Neutral Special (Sheikah Cards): Impa pulls out up to four cards (depending on how long the special button is held). After all the cards have appeared, they produce a gust of wind which damages opponents while launcing them away.
*Side Special (Afterimage Slash): An afterimage of Impa appears besides her, dashing forwards with a slash soon after deployment. The process of summoning an afterimage takes a second, leaving Impa vurnable.
*Up Special (Updraft): A gust of wind causes Impa to rise into the air, using a paraglider to slow her descent.
*Down Special (Afterimage Counter): Impa strikes a pose. If attacked while posing, an afterimage of Impa will counterattack the opponent with a sword slash.
*Final Smash (Sheikah Strike): The Eye of the Sheikah appears around Impa, trapping caught opponents in a cinematic in which many afterimages strike at them before Impa launches them with a final blow.
Samus 	Samus
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Debut: Metroid (NES, 1986)
Samus Aran is well-known for her bounty-hunting expeditions on Planet Zebes and beyond. With a wide variety of weapons up her sleeves, she’s more than capable of holding her own in battle.
In Unbounded, Samus' moveset sees a major overhaul, giving her abilities from various Metroid games. She can now fire projectiles with her forward tilt and smash attacks, just like Mega Man.
Samus can wall-cling.	
*Neutral Special (Beam): Samus fires a beam from her arm cannon. Plasma Beams pierce through opponents, Ice Beams freeze opponents, and Wide Beams split into three pink rings going into differing directions.
*Side Special (Missile): Samus fires a missile from her arm cannon which homes in on opponents.
*Up Special (Shinespark): Samus uses her Shinespark ability to propel herself in one of three upward directions.
*Down Special (Morph Ball): Samus enters her Morph Ball form, becoming much smaller at the cost of most of her mobility. While in Morph Ball mode, pressing the attack button will have Samus perform the Screw Attack, and pressing the special button will have Samus drop a bomb. Attempting to jump while in Morph Ball form will have Samus return to normal.
*Shield Special (Beam Swap): Samus changes her current beam in her Neutral Special with one of the remaining two.
*Final Smash (Zero Laser): Samus fires a massive laser from her arm cannon, dealing many consecutive hits of damage before launching foes.	
*Neutral Special (Beam): Samus fires a beam from her arm cannon. Plasma Beams pierce through opponents, Ice Beams freeze opponents, and Wide Beams split into three pink rings going into differing directions.
*Side Special (Missile): Samus fires a missile from her arm cannon which homes in on opponents.
*Up Special (Shinespark): Samus uses her Shinespark ability to propel herself in one of three upward directions.
*Down Special (Morph Ball): Samus enters her Morph Ball form, becoming much smaller at the cost of most of her mobility. While in Morph Ball mode, pressing the attack button will have Samus perform the Screw Attack, and pressing the special button will have Samus drop a bomb. Attempting to jump while in Morph Ball form will have Samus return to normal.
*Shield Special (Beam Swap): Samus changes her current beam in her Neutral Special with one of the remaining two.
*Final Smash (Zero Laser): Samus fires a massive laser from her arm cannon, dealing many consecutive hits of damage before launching foes.
Dark Samus (ε) 	Dark Samus (ε)
 	
Debut: Metroid Prime 2: Echoes (Gamecube, 2004)
A clone of Samus composed of Phazon energy, Dark Samus was built to be superior to their organic blueprint in every way. They're determined to defeat Samus through any means necessary.
In Unbounded, Dark Samus serves as Samus' Echo Fighter. While they are generally slightly slower and lighter than Samus, their attacks do more damage.
Dark Samus can wall-cling.
*Neutral Special (Beam): Dark Samus fires a beam from their arm cannon. Plasma Beams pierce through opponents, Ice Beams freeze opponents, and Wide Beams split into three pink rings going into differing directions.
*Side Special (Missile): Dark Samus fires a missile from their arm cannon which homes in on opponents.
*Up Special (Shinespark): Dark Samus uses their Shinespark ability to propel themself in one of three upward directions.
*Down Special (Morph Ball): Dark Samus enters their Morph Ball form, becoming much smaller at the cost of most of their mobility. While in Morph Ball mode, pressing the attack button will have Dark Samus perform the Screw Attack, and pressing the special button will have Dark Samus drop a bomb. Attempting to jump while in Morph Ball form will have Dark Samus return to normal.
*Shield Special (Beam Swap): Dark Samus changes their current beam in their Neutral Special with one of the remaining two.
*Final Smash (Zero Laser): Dark Samus fires a massive laser from their arm cannon, dealing many consecutive hits of damage before launching foes.	
*Neutral Special (Beam): Dark Samus fires a beam from their arm cannon. Plasma Beams pierce through opponents, Ice Beams freeze opponents, and Wide Beams split into three pink rings going into differing directions.
*Side Special (Missile): Dark Samus fires a missile from their arm cannon which homes in on opponents.
*Up Special (Shinespark): Dark Samus uses their Shinespark ability to propel themself in one of three upward directions.
*Down Special (Morph Ball): Dark Samus enters their Morph Ball form, becoming much smaller at the cost of most of their mobility. While in Morph Ball mode, pressing the attack button will have Dark Samus perform the Screw Attack, and pressing the special button will have Dark Samus drop a bomb. Attempting to jump while in Morph Ball form will have Dark Samus return to normal.
*Shield Special (Beam Swap): Dark Samus changes their current beam in their Neutral Special with one of the remaining two.
*Final Smash (Zero Laser): Dark Samus fires a massive laser from their arm cannon, dealing many consecutive hits of damage before launching foes.
Zero Suit Samus 	Zero Suit Samus
 	
Debut: Metroid: Zero Mission (GBA, 2004)
After a sudden attack from Space Pirates, Samus was forced to use her Zero Suit in order to escape from Planet Zebes. While she isn’t as strong in this state, her newfound agility makes her much more of a nimble fighter.
In Unbounded, Zero Suit Samus is unchanged from her Ultimate appearance.
Zero Suit Samus can crawl and wall jump.
*Neutral Special (Paralyzer Shot): Zero Suit Samus releases a paralyzing blast from her blaster.
*Side Special (Plasma Whip): Zero Suit Samus strikes forwards with the Plasma Whip, with the tip being the sweetspot.
*Up Special (Boost Kick): Zero Suit Samus uses her rocket boots to kick upwards as a recovery move.
*Down Special (Flip Jump): Zero Suit Samus does a flip in the air, being able to footstool opponents upon her descent.
*Final Smash (Gunship): Zero Suit Samus jumps into the background as her Gunship appears. She stands on top of it and fires a large laser towards the stage, heavily damaging hit foes.	
*Neutral Special (Paralyzer Shot): Zero Suit Samus releases a paralyzing blast from her blaster.
*Side Special (Plasma Whip): Zero Suit Samus strikes forwards with the Plasma Whip, with the tip being the sweetspot.
*Up Special (Boost Kick): Zero Suit Samus uses her rocket boots to kick upwards as a recovery move.
*Down Special (Flip Jump): Zero Suit Samus does a flip in the air, being able to footstool opponents upon her descent.
*Final Smash (Gunship): Zero Suit Samus jumps into the background as her Gunship appears. She stands on top of it and fires a large laser towards the stage, heavily damaging hit foes.
Ridley 	Ridley
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Debut: Metroid (NES, 1986)
The cunning leader of the Space Pirates, Ridley is a merciless beast hellbent on destruction. Luckily, his plans are constantly thwarted by Samus.
In Unbounded, Ridley is unchanged from his Ultimate appearance.
Ridley can wall cling and jump three times.	
*Neutral Special (Plasma Breath): Ridley fires a fireball via his plasma breath. Charging this move produces more fireballs.
*Side Special (Space Pirate Rush): Ridley lunges forwards to grab a foe, dragging them across the ground before launching them forwards.
*Up Special (Wing Blitz): Ridley performs a flying tackle in the desired direction.
*Down Special (Skewer): Ridley stabs forwards with his tail. If the sweetspot hits the opponent, they will be knocked to the ground with heavy damage.
*Final Smash (Plasma Scream): Ridley rushes forwards, trapping hit foes in a cinematic where they are thrown onto Samus’ gunship. Ridley blasts the ship with his plasma breath, instantly KOing any opponent over 100%.	
*Neutral Special (Plasma Breath): Ridley fires a fireball via his plasma breath. Charging this move produces more fireballs.
*Side Special (Space Pirate Rush): Ridley lunges forwards to grab a foe, dragging them across the ground before launching them forwards.
*Up Special (Wing Blitz): Ridley performs a flying tackle in the desired direction.
*Down Special (Skewer): Ridley stabs forwards with his tail. If the sweetspot hits the opponent, they will be knocked to the ground with heavy damage.
*Final Smash (Plasma Scream): Ridley rushes forwards, trapping hit foes in a cinematic where they are thrown onto Samus’ gunship. Ridley blasts the ship with his plasma breath, instantly KOing any opponent over 100%.
Kirby 	Kirby
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Debut: Kirby’s Dream Land (Game Boy, 1992)
The famous pink puffball from Planet Popstar, Kirby’s one tough cream puff. With the unique ability to swallow his foes and take their powers, Kirby’s gone up against foes many times his size and came out victorious. When he’s not fighting off threats to Dream Land, however, expect to see him taking a nap.
In Unbounded, Kirby is unchanged from his Ultimate appearance, save for a new Final Smash.
Kirby can jump six times.	
*Neutral Special (Inhale / Copy Ability): Kirby begins to inhale deeply, being able to draw opponents into his mouth. Once he has an opponent in his mouth, he can spit them out as a star or steal their Neutral Special, which can be used until Kirby manually removes it with a taunt, takes too much damage, or is KO’d.
*Side Special (Hammer Flip): Kirby charges up a hammer swing, with the hammer lighting on fire at full charge. However, Kirby will take recoil damage if he lets the move charge for too long.
*Up Special (Final Cutter): Kirby leaps into the air with the Final Cutter, slamming down onto the ground soon after.
*Down Special (Stone): Kirby transforms into one of many heavy objects, slamming down onto the ground. He is invincible while in this form, but will suffer endlag upon reforming into his normal shape.
*Final Smash (Warp Star): Kirby hops onto a Warp Star as he flies into the foreground. A reticle appears for the player to aim where Kirby will fly the Warp Star through, dealing heavy damage to opponents he hits.	
*Neutral Special (Inhale / Copy Ability): Kirby begins to inhale deeply, being able to draw opponents into his mouth. Once he has an opponent in his mouth, he can spit them out as a star or steal their Neutral Special, which can be used until Kirby manually removes it with a taunt, takes too much damage, or is KO’d.
*Side Special (Hammer Flip): Kirby charges up a hammer swing, with the hammer lighting on fire at full charge. However, Kirby will take recoil damage if he lets the move charge for too long.
*Up Special (Final Cutter): Kirby leaps into the air with the Final Cutter, slamming down onto the ground soon after.
*Down Special (Stone): Kirby transforms into one of many heavy objects, slamming down onto the ground. He is invincible while in this form, but will suffer endlag upon reforming into his normal shape.
*Final Smash (Warp Star): Kirby hops onto a Warp Star as he flies into the foreground. A reticle appears for the player to aim where Kirby will fly the Warp Star through, dealing heavy damage to opponents he hits.
Meta Knight 	Meta Knight
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Debut: Kirby’s Adventure (NES, 1993)
A prestigious knight, it’s hard to say whether Meta Knight is good or bad. One thing’s for sure, though; He’s determined to keep Dream Land safe - even if his methods are questionable at times.
In Unbounded, Meta Knight is unchanged from his Ultimate appearance.
Meta Knight can jump five times. In addition, pressing the jump button after Meta Knight performs his fifth jump will have him begin to glide, slowing his descent at the cost of losing his aerials. Inputting down on the joystick will have Meta Knight resume falling as normal.	
*Neutral Special (Mach Tornado): Meta Knight spins around in a tornado-like fashion. Mashing the button helps Meta Knight gain slight vertical height.
*Side Special (Drill Rush): Meta Knight rushes forwards with his sword Galaxia, spinning in a corkscrew-like manner.
*Up Special (Shuttle Loop): Meta Knight performs a shuttle loop to propel himself upward.
*Down Special (Dimensional Cape): Meta Knight vanishes into his cape, teleporting behind a nearby opponent to attack.
*Final Smash (Meta Knightmare): Meta Knight raises Galaxia into the air as electricity crackles around him. Opponents hit by the electricity will be moved to the top of the stage where Meta Knight slashes them repeatedly before slamming them onto the ground.	
*Neutral Special (Mach Tornado): Meta Knight spins around in a tornado-like fashion. Mashing the button helps Meta Knight gain slight vertical height.
*Side Special (Drill Rush): Meta Knight rushes forwards with his sword Galaxia, spinning in a corkscrew-like manner.
*Up Special (Shuttle Loop): Meta Knight performs a shuttle loop to propel himself upward.
*Down Special (Dimensional Cape): Meta Knight vanishes into his cape, teleporting behind a nearby opponent to attack.
*Final Smash (Meta Knightmare): Meta Knight raises Galaxia into the air as electricity crackles around him. Opponents hit by the electricity will be moved to the top of the stage where Meta Knight slashes them repeatedly before slamming them onto the ground.
King Dedede 	King Dedede
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Debut: Kirby’s Dream Land (Game Boy, 1992)
The gluttonous ruler of Dream Land (or so he claims), King Dedede has had a rivalry with Kirby for many years. However, he seems to somewhat care for his loyal subjects, and has even teamed up with the pink puffball on occasion to protect Planet Popstar.
In Unbounded, King Dedede is unchanged from his Ultimate appearance.
King Dedede can jump four times.	
*Neutral Special (Inhale): King Dedede begins to inhale deeply, being able to draw opponents into his mouth. While he can’t copy fighters’ Neutral Specials like Kirby can, King Dedede’s Inhale has greater range.
*Side Special (Gordo Throw): King Dedede lobs a Gordo forward which remains on the stage for a short time as a hazard.
*Up Special (Super Dedede Jump): King Dedede leaps into the air at a slight angle, slamming onto the ground with great force.
*Down Special (Jet Hammer): King Dedede charges up a hammer swing, with the hammer having a jet engine emerge from it. However, upon using the move, King Dedede suffers heavy endlag.
*Final Smash (Dede-Rush): King Dedede slams opponents with his hammer. Opponents hit are pulled into a cinematic where King Dedede puts on a mask, becoming Masked Dedede (although this is replaced by Dedede chuckling if the Masked Dedede alt is being used). He then fires missiles at the caught opponents before slamming them with his Jet Hammer.	
*Neutral Special (Inhale): King Dedede begins to inhale deeply, being able to draw opponents into his mouth. While he can’t copy fighters’ Neutral Specials like Kirby can, King Dedede’s Inhale has greater range.
*Side Special (Gordo Throw): King Dedede lobs a Gordo forward which remains on the stage for a short time as a hazard.
*Up Special (Super Dedede Jump): King Dedede leaps into the air at a slight angle, slamming onto the ground with great force.
*Down Special (Jet Hammer): King Dedede charges up a hammer swing, with the hammer having a jet engine emerge from it. However, upon using the move, King Dedede suffers heavy endlag.
*Final Smash (Dede-Rush): King Dedede slams opponents with his hammer. Opponents hit are pulled into a cinematic where King Dedede puts on a mask, becoming Masked Dedede (although this is replaced by Dedede chuckling if the Masked Dedede alt is being used). He then fires missiles at the caught opponents before slamming them with his Jet Hammer.
Bandanna Dee (Newcomer) 	Bandanna Dee (Newcomer)
 	
Debut: Kirby Super Star (SNES, 1996)
King Dedede’s right hand Dee, Bandanna Dee is determined to serve his king in any way he can. This includes accompanying him on adventures with Kirby and company if need be, in which Bandanna Dee really shows his stuff.
Bandanna Dee has no special movement options.
*Neutral Special (Waddle Spear Throw): Bandanna Dee throws a spear a short distance in an arc.
*Side Special (Spear Barrage): Bandanna Dee throws multiple spears in succession at a short range. If used in mid-air, it will temporarily slow Bandanna Dee’s descent.
*Up Special (Waddle Copter): Bandanna Dee twirls the spear above his head, allowing him to hover like a helicopter.
*Down Special (Ground Thrust): If used on the ground, Bandanna Dee rushes his spear forward along the ground, using it to pole-vault forwards while kicking. If used in the air, Bandanna Dee thrusts his spear below himself, rushing towards the ground.
*Final Smash (Megaton Punch): Bandanna Dee punches the ground, causing a shockwave which launches opponents into a cinematic. In the cinematic, the opponents are thrown into an arena before being punched into the ground by Bandanna Dee himself, causing Planet Popstar to visibly crack. Opponents are then thrown back onto the stage.	
*Neutral Special (Waddle Spear Throw): Bandanna Dee throws a spear a short distance in an arc.
*Side Special (Spear Barrage): Bandanna Dee throws multiple spears in succession at a short range. If used in mid-air, it will temporarily slow Bandanna Dee’s descent.
*Up Special (Waddle Copter): Bandanna Dee twirls the spear above his head, allowing him to hover like a helicopter.
*Down Special (Ground Thrust): If used on the ground, Bandanna Dee rushes his spear forward along the ground, using it to pole-vault forwards while kicking. If used in the air, Bandanna Dee thrusts his spear below himself, rushing towards the ground.
*Final Smash (Megaton Punch): Bandanna Dee punches the ground, causing a shockwave which launches opponents into a cinematic. In the cinematic, the opponents are thrown into an arena before being punched into the ground by Bandanna Dee himself, causing Planet Popstar to visibly crack. Opponents are then thrown back onto the stage.
Marx (Newcomer) 	Marx (Newcomer)
 	
Debut: Kirby Super Star (SNES, 1996)
A cunning jester, Marx concieved a plan to trick Kirby into awakening the Galactic Nova, only to take its power. After being defeated by the pink puffball, Marx is willing to offer his services to Kirby... as long as he's well-fed.
Marx can jump three times.
*Neutral Special (Ball Kick): Marx kicks a jester ball forwards. Holding the special button will increase the ball's range and power.
*Side Special (Time-Bomb Jester Ball): Marx kicks an explosive jester ball forwards which detonates after a short amount of time.
*Up Special (Radiant Flight): Marx sprouts wings before rocketing into any given direction and entering freefall.
*Down Special (Black Hole): Marx creates a black hole which draws in opponents and items, dealing major damage to the former. However, the move has a considerable amount of endlag.
*Final Smash (Marx Soul): A pink energy envelopes Marx as he becomes Marx Soul, appearing in the background of the stage. After doing so, a reticle appears which allows Marx to fire a large laser into the foreground, rapidly damaging opponents before launching them away. Marx then returns to the stage in his normal form.	
*Neutral Special (Ball Kick): Marx kicks a jester ball forwards. Holding the special button will increase the ball's range and power.
*Side Special (Time-Bomb Jester Ball): Marx kicks an explosive jester ball forwards which detonates after a short amount of time.
*Up Special (Radiant Flight): Marx sprouts wings before rocketing into any given direction and entering freefall.
*Down Special (Black Hole): Marx creates a black hole which draws in opponents and items, dealing major damage to the former. However, the move has a considerable amount of endlag.
*Final Smash (Marx Soul): A pink energy envelopes Marx as he becomes Marx Soul, appearing in the background of the stage. After doing so, a reticle appears which allows Marx to fire a large laser into the foreground, rapidly damaging opponents before launching them away. Marx then returns to the stage in his normal form.
Fox 	Fox
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Debut: Star Fox (SNES, 1993)
Leader of the Star Fox team, Fox McCloud is dedicated to keeping the Lylat System at peace. With piloting expertise to spare, he knows exactly how to get himself out of a sticky situation.
In Unbounded, Fox is unchanged from his Ultimate appearance.
Fox can wall jump.	
*Neutral Special (Blaster): Fox fires a shot from his blaster, which can be spammed for a short time before Fox has to reload.
*Side Special (Fox Illusion): Fox charges forward at a blinding speed, knocking opponents out of his way.
*Up Special (Fire Fox): Fox engulfs himself in flames before lunging upwards in one of three directions.
*Down Special (Reflector): Fox activates his Reflector, which is able to reflect projectiles and launch opponents away a short distance.
*Final Smash (Team Star Fox): A fleet of Arwings fly in from the foreground directly in front of Fox. Opponents who get hit are pulled into a cinematic where Fox blasts them in his Arwing, alongside the other members of Team Star Fox.	
*Neutral Special (Blaster): Fox fires a shot from his blaster, which can be spammed for a short time before Fox has to reload.
*Side Special (Fox Illusion): Fox charges forward at a blinding speed, knocking opponents out of his way.
*Up Special (Fire Fox): Fox engulfs himself in flames before lunging upwards in one of three directions.
*Down Special (Reflector): Fox activates his Reflector, which is able to reflect projectiles and launch opponents away a short distance.
*Final Smash (Team Star Fox): A fleet of Arwings fly in from the foreground directly in front of Fox. Opponents who get hit are pulled into a cinematic where Fox blasts them in his Arwing, alongside the other members of Team Star Fox.
Falco 	Falco
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Debut: Star Fox (SNES, 1993)
Falco is the wise-cracking, snarky second-in-command to Fox. While his abilities in Unbounded are generally based on evasive maneuvers, Falco’s aerial attacks are actually stronger than Fox’s. After all, he prefers the air!
In Unbounded, Falco is unchanged from his Ultimate appearance, save for a new Final Smash.
Falco can wall jump.	
*Neutral Special (Blaster): Falco fires a shot from his blaster, which can be spammed for a short time before Falco has to reload.
*Side Special (Falco Phantasm): Falco charges forward at a blinding speed, knocking opponents out of his way.
*Up Special (Fire Phoenix): Falco engulfs himself in flames before lunging upwards in one of three directions.
*Down Special (Reflector): Falco activates his Reflector, which is able to reflect projectiles and launch opponents away a short distance. Unlike Fox, Falco can kick his Reflector forwards, backwards, or straight up.
*Final Smash (Arwing): Falco hops into the cockpit of his Arwing before a reticle appears, allowing the player to fire lasers from the foreground before Falco rams the Arwing through the reticle to launch opponents.	
*Neutral Special (Blaster): Falco fires a shot from his blaster, which can be spammed for a short time before Falco has to reload.
*Side Special (Falco Phantasm): Falco charges forward at a blinding speed, knocking opponents out of his way.
*Up Special (Fire Phoenix): Falco engulfs himself in flames before lunging upwards in one of three directions.
*Down Special (Reflector): Falco activates his Reflector, which is able to reflect projectiles and launch opponents away a short distance. Unlike Fox, Falco can kick his Reflector forwards, backwards, or straight up.
*Final Smash (Arwing): Falco hops into the cockpit of his Arwing before a reticle appears, allowing the player to fire lasers from the foreground before Falco rams the Arwing through the reticle to launch opponents.
Wolf 	Wolf
<tabber>Default= 	
Debut: Star Fox 64 (N64, 1997)
Wolf, leader of the Star Wolf team, has had a lengthy rivalry with Star Fox. While they have teamed up on occasion, Wolf has no problem interfering with Fox McCloud's plans whenever the opportunity arises.
In Unbounded, Wolf is unchanged from his Ultimate appearance, save for a new Down Special.
Wolf can wall jump.	
*Neutral Special (Blaster): Wolf fires a shot from his blaster. Unlike Fox and Falco’s blasters, Wolf’s can’t be spammed, but the shot is larger and deals more damage.
*Side Special (Wolf Flash): Wolf lunges forwards with his claws, performing a powerful slash.
*Up Special (Fire Wolf): Wolf engulfs himself in shadowy flames before lunging upwards in one of three directions.
*Down Special (Bomb Drop): Wolf drops a bomb on the ground, which creates a large explosion after some time.
*Final Smash (Team Star Wolf): A fleet of Arwings fly in from the foreground directly in front of Wolf. Opponents that get hit are pulled into a cinematic where Wolf blasts them in his Arwing, alongside the other members of Team Star Wolf.	
*Neutral Special (Blaster): Wolf fires a shot from his blaster. Unlike Fox and Falco’s blasters, Wolf’s can’t be spammed, but the shot is larger and deals more damage.
*Side Special (Wolf Flash): Wolf lunges forwards with his claws, performing a powerful slash.
*Up Special (Fire Wolf): Wolf engulfs himself in shadowy flames before lunging upwards in one of three directions.
*Down Special (Bomb Drop): Wolf drops a bomb on the ground, which creates a large explosion after some time.
*Final Smash (Team Star Wolf): A fleet of Arwings fly in from the foreground directly in front of Wolf. Opponents that get hit are pulled into a cinematic where Wolf blasts them in his Arwing, alongside the other members of Team Star Wolf.
Slippy (Newcomer) 	Slippy (Newcomer)
 	
Debut: Star Fox (SNES, 1993)
Despite his place in the Star Fox team, Slippy Toad's pilot skills leave something to be desired. However, with the help of the Walker, Slippy's able to keep up with the competition in Smash - or at least try to.
Slippy has a gimmick entitled Walker Armor, which lessens the damage done to him if an attack hits the Walker. However, if an attack hits Slippy himself, increased damage will be applied.
*Neutral Special (Blaster): Slippy fires a shot from his Walker. Unlike Fox and Falco’s blasters, Slippy's can’t be spammed, but the shot is larger and deals more damage.
*Side Special (Lock-On Shot): A thin laser is emitted from Slippy's Walker, locking on to any opponent touching it. After the special button is released, a blast will be fired at each locked-on opponent.
*Up Special (Hover): Slippy's Walker begins to fly upwards, being able to move left or right while doing so. While doing this, Slippy can use his Neutral Special as well. However, once the Walker runs out of fuel, Slippy will enter freefall. After this, Slippy will be unable to use Hover again for a short time.
*Down Special (Smart Bomb): Slippy fires a Smart Bomb ahead of himself, which creates a large explosion after some time. Slippy only has three Smart Bombs to use per stock.
*Final Smash (Landmaster): Slippy's Walker converts into the Landmaster. While in this state, Slippy can fire Blaster shots in all directions, being invincible and unmovable while doing so. After a short time, the Landmaster will return to its Walker state.	
*Neutral Special (Blaster): Slippy fires a shot from his Walker. Unlike Fox and Falco’s blasters, Slippy's can’t be spammed, but the shot is larger and deals more damage.
*Side Special (Lock-On Shot): A thin laser is emitted from Slippy's Walker, locking on to any opponent touching it. After the special button is released, a blast will be fired at each locked-on opponent.
*Up Special (Hover): Slippy's Walker begins to fly upwards, being able to move left or right while doing so. While doing this, Slippy can use his Neutral Special as well. However, once the Walker runs out of fuel, Slippy will enter freefall. After this, Slippy will be unable to use Hover again for a short time.
*Down Special (Smart Bomb): Slippy fires a Smart Bomb ahead of himself, which creates a large explosion after some time. Slippy only has three Smart Bombs to use per stock.
*Final Smash (Landmaster): Slippy's Walker converts into the Landmaster. While in this state, Slippy can fire Blaster shots in all directions, being invincible and unmovable while doing so. After a short time, the Landmaster will return to its Walker state.
Pikachu 	Pikachu
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Debut: Pokémon Red and Blue (Game Boy, 1996)
By far one of the most iconic Pokémon there is, Pikachu hasn't missed out on a single Smash outing yet! With its iconic electrical attacks, it can deal shocking amounts of damage to its opponents.
In Unbounded, Pikachu is unchanged from its Ultimate appearance, save for a new Side Special and a renamed Final Smash.
Pikachu can wall-jump.	
*Neutral Special (Thunder Jolt): Pikachu sends a ball of electricity forwards, which bounces along the stage for a short time. The electricity ball can climb walls.
*Side Special (Iron Tail): Pikachu swings its tail in front of itself as it becomes steel-hard, dealing decent damage and knockback.
*Up Special (Quick Attack): Pikachu launches itself quickly in any direction. If desired, Pikachu can use this move again right after its first use before entering freefall.
*Down Special (Thunder): Pikachu calls down a lightning strike from above itself. The move deals more damage if the lightning hits Pikachu.
*Final Smash (Catastropika): Pikachu immerses itself in a sphere of electricity, rocketing forwards. If it hits an opponent, it will begin to repeatedly strike them before causing an electrical explosion with high launch power.	
*Neutral Special (Thunder Jolt): Pikachu sends a ball of electricity forwards, which bounces along the stage for a short time. The electricity ball can climb walls.
*Side Special (Iron Tail): Pikachu swings its tail in front of itself as it becomes steel-hard, dealing decent damage and knockback.
*Up Special (Quick Attack): Pikachu launches itself quickly in any direction. If desired, Pikachu can use this move again right after its first use before entering freefall.
*Down Special (Thunder): Pikachu calls down a lightning strike from above itself. The move deals more damage if the lightning hits Pikachu.
*Final Smash (Catastropika): Pikachu immerses itself in a sphere of electricity, rocketing forwards. If it hits an opponent, it will begin to repeatedly strike them before causing an electrical explosion with high launch power.
Jigglypuff 	Jigglypuff
 	
Debut: Pokémon Red and Blue (Game Boy, 1996)
Jigglypuff is a Pokemon known for its ability to put others to sleep with its lullaby. Being known as the Balloon Pokemon, this Jigglypuff seems to have developed the ability to jump multiple times in mid-air.
In Unbounded, Jigglypuff is unchanged from its Ultimate appearance, save for a new Final Smash.
Jigglypuff can jump six times.
*Neutral Special (Rollout): Jigglypuff charges up a rolling attack before launching forwards at high speeds. Jigglypuff's direction can be altered while rolling.
*Side Special (Pound): Jigglypuff steps forwards while throwing out a slap.
*Up Special (Sing): Jigglypuff sings its trademark song, sending opponents near it to sleep.
*Down Special (Rest): Jigglypuff falls asleep for a few seconds. However, while doing this, they have a sweetspot which can launch opponents far and put a flower onto their head.
*Final Smash (Twinkle Tackle): Jigglypuff is surrounded by a star as it dashes forwards, dealing large damage and knockback to anyone in their path.	
*Neutral Special (Rollout): Jigglypuff charges up a rolling attack before launching forwards at high speeds. Jigglypuff's direction can be altered while rolling.
*Side Special (Pound): Jigglypuff steps forwards while throwing out a slap.
*Up Special (Sing): Jigglypuff sings its trademark song, sending opponents near it to sleep.
*Down Special (Rest): Jigglypuff falls asleep for a few seconds. However, while doing this, they have a sweetspot which can launch opponents far and put a flower onto their head.
*Final Smash (Twinkle Tackle): Jigglypuff is surrounded by a star as it dashes forwards, dealing large damage and knockback to anyone in their path.
Pichu 	Pichu
 	
Debut: Pokémon Gold and Silver (Game Boy, 1999)
Being the pre-evolution form of the iconic Pikachu, Pichu isn't as experienced with its electrical abilities. However, what it lacks in skill, it makes up for in determination!
In Unbounded, Pichu is unchanged from its Ultimate appearance.
Pichu can wall jump. In addition, it suffers recoil damage from its electric-based attacks.
*Neutral Special (Thunder Jolt): Pichu sends a ball of electricity forwards, which bounces along the stage for a short time. The electricity ball can climb walls.
*Side Special (Skull Bash): Pichu charges up a flying headbutt. Its distance and power depend on the charge.
*Up Special (Quick Attack): Pichu launches itself quickly in any direction. If desired, Pichu can use this move again right after its first use before entering freefall.
*Down Special (Thunder): Pichu calls down a lightning strike from above itself. The move deals more damage if the lightning hits Pichu.
*Final Smash (Volt Tackle): Pichu immerses itself in a sphere of electricity, rocketing forwards. If it hits an opponent, it will begin to repeatedly strike them before causing an electrical explosion with high launch power.	
*Neutral Special (Thunder Jolt): Pichu sends a ball of electricity forwards, which bounces along the stage for a short time. The electricity ball can climb walls.
*Side Special (Skull Bash): Pichu charges up a flying headbutt. Its distance and power depend on the charge.
*Up Special (Quick Attack): Pichu launches itself quickly in any direction. If desired, Pichu can use this move again right after its first use before entering freefall.
*Down Special (Thunder): Pichu calls down a lightning strike from above itself. The move deals more damage if the lightning hits Pichu.
*Final Smash (Volt Tackle): Pichu immerses itself in a sphere of electricity, rocketing forwards. If it hits an opponent, it will begin to repeatedly strike them before causing an electrical explosion with high launch power.
Mewtwo 	Mewtwo
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Debut: Pokémon Red and Blue (Game Boy, 1996)
A genetic mutation of a Mew, Mewtwo fled the Pokémon Mansion and retreated to Cerulean Cave. With its cold heart and lack of compassion, it is by far one of the most dangerous and legendary Pokémon of them all.
In Unbounded, Mewtwo is unchanged from its Ultimate appearance.
Mewtwo can wall jump.	
*Neutral Special (Shadow Ball): Mewtwo charges up and releases an orb of psychic energy. A full charge can be stored for later use.
*Side Special (Confusion): Mewtwo uses psychic energy to flip opponents and reflect projectiles in front of itself.
*Up Special (Teleport): Mewtwo warps in any given direction.
*Down Special (Disable): Mewtwo channels psychic energy through its eyes. Opponents making eye contact will be stunned and left open for follow-up attacks.
*Final Smash (Psystrike): Mewtwo Mega Evolves into Mega Mewtwo Y and launches a psychic projectile which freezes opponents before launching them away.	
*Neutral Special (Shadow Ball): Mewtwo charges up and releases an orb of psychic energy. A full charge can be stored for later use.
*Side Special (Confusion): Mewtwo uses psychic energy to flip opponents and reflect projectiles in front of itself.
*Up Special (Teleport): Mewtwo warps in any given direction.
*Down Special (Disable): Mewtwo channels psychic energy through its eyes. Opponents making eye contact will be stunned and left open for follow-up attacks.
*Final Smash (Psystrike): Mewtwo Mega Evolves into Mega Mewtwo Y and launches a psychic projectile which freezes opponents before launching them away.
Pokémon Trainer 	Pokémon Trainer
<tabber>Red= 	
Debut: Pokémon Red and Blue (Game Boy, 1996)
Determined to be the very best (like no one ever was), many people choose to become Pokémon Trainers. After choosing their starter Pokémon provided by one of many professors, they set out to collect Gym Badges, defeat the Elite Four, and of course, catch 'em all!
In Unbounded, each of the Pokémon Trainer's Pokémon have been given a new Down Special, as switching Pokémon has been moved to their Shield Special. In addition, if a Pokémon is KO'd, they will respawn instead of being replaced by another Pokémon automatically. However, if the special button is held down before the Pokémon respawns, they will be switched for the next Pokémon in line (Squirtle -> Ivysaur -> Charizard).
Charizard can jump three times, but takes damage while swimming.	
<tabber>Squirtle=
*Neutral Special (Water Gun): Squirtle shoots a stream of water forwards, dealing no damage but pushing opponents away.
*Side Special (Withdraw): Squirtle hides in its shell and dashes forwards. 
*Up Special (Waterfall): Squirtle rides a wave which moves upwards diagonally.
*Down Special (Bubble Beam): Squirtle shoots out some bubbles, which deal little damage, but can cause opponents to trip.	<tabber>Squirtle=
*Neutral Special (Water Gun): Squirtle shoots a stream of water forwards, dealing no damage but pushing opponents away.
*Side Special (Withdraw): Squirtle hides in its shell and dashes forwards. 
*Up Special (Waterfall): Squirtle rides a wave which moves upwards diagonally.
*Down Special (Bubble Beam): Squirtle shoots out some bubbles, which deal little damage, but can cause opponents to trip.
Lucario 	Lucario
 	
Debut: Pokémon Diamond and Pearl (DS, 2006)
A prideful Pokémon, Lucario has a strong sense of justice. Living deep in the mountains, secluding itself to hone its skills, it is seldom seen by trainers.
In Unbounded, Lucario is unchanged from its Ultimate appearance.
Lucario can wall jump. In addition, it has a gimmick entitled Aura, boosting the power of its attacks as it takes damage.
*Neutral Special (Aura Sphere): Lucario charges up and releases an orb of energy. A full charge can be stored for later use.
*Side Special (Force Palm): Lucario creates a burst of energy with a powerful punch. This can grab nearby opponents.
*Up Special (Extreme Speed): Lucario dashes in a given direction, striking at the end of the dash.
*Down Special (Double Team): Lucario strikes a pose. If attacked while posing, Lucario will counterattack with a sliding kick.
*Final Smash (Aura Storm): Lucario Mega Evolves into Mega Lucario and jumps towards the top center of the stage. It then fires a blast of Aura downwards, with the blast being angled by the player.	
*Neutral Special (Aura Sphere): Lucario charges up and releases an orb of energy. A full charge can be stored for later use.
*Side Special (Force Palm): Lucario creates a burst of energy with a powerful punch. This can grab nearby opponents.
*Up Special (Extreme Speed): Lucario dashes in a given direction, striking at the end of the dash.
*Down Special (Double Team): Lucario strikes a pose. If attacked while posing, Lucario will counterattack with a sliding kick.
*Final Smash (Aura Storm): Lucario Mega Evolves into Mega Lucario and jumps towards the top center of the stage. It then fires a blast of Aura downwards, with the blast being angled by the player.
Greninja 	Greninja
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Debut: Pokémon X and Y (3DS, 2013)
Armed with the speed and grace of a ninja, Greninja is best known for using its swift movements to confuse enemies. Its throwing stars, made of compressed water, are able to split metal.
In Unbounded, Greninja is unchanged from its Ultimate appearance.
Greninja can wall cling and wall jump.	
*Neutral Special (Water Shuriken): Greninja throws a water shuriken forwards. The shuriken can be charged for additional power.
*Side Special (Shadow Sneak): Greninja sends a shadow forwards, teleporting to it once the special button is let go.
*Up Special (Hydro Pump): Greninja uses a water jet to propel itself in a given direction.
*Down Special (Substitute Doll): Greninja strikes a pose. If attacked while making this pose, it will summon a Substitute Doll before counterattacking.
*Final Smash (Secret Ninja Attack): Using a Mat Block to propel an opponent into the air, Greninja follows after them and deals a series of blows before launching the opponent to the ground.	
*Neutral Special (Water Shuriken): Greninja throws a water shuriken forwards. The shuriken can be charged for additional power.
*Side Special (Shadow Sneak): Greninja sends a shadow forwards, teleporting to it once the special button is let go.
*Up Special (Hydro Pump): Greninja uses a water jet to propel itself in a given direction.
*Down Special (Substitute Doll): Greninja strikes a pose. If attacked while making this pose, it will summon a Substitute Doll before counterattacking.
*Final Smash (Secret Ninja Attack): Using a Mat Block to propel an opponent into the air, Greninja follows after them and deals a series of blows before launching the opponent to the ground.
Incineroar 	Incineroar
 	
Debut: Pokémon Sun and Moon (3DS, 2016)
Boasting a love of wrestling, Incineroar usually disregards the safety of those who watch it battle, and even ignores its trainer's commands on occasion. However, it is said to be good with children.
In Unbounded, Incineroar is unchanged from its Ultimate appearance.
Incineroar takes damage while swimming.
*Neutral Special (Darkest Lariat): Incineroar spins like a tornado with his arms spread wide. Tilting left or right can slightly move Incineroar while performing this move.
*Side Special (Alolan Whip): Incineroar rushes forwards, grabbing an opponent and bouncing them off the ropes. Timing an additional attack during the rebound will have Incineroar do a powerful follow-up attack.
*Up Special (Cross Chop): Incineroar leaps into the air before diving downwards diagonally.
*Down Special (Revenge): Incineroar strikes a pose. If attacked while posing, Incineroar will counterattack, and the strength of his next attack increases if it is done soon after Revenge is landed.
*Final Smash (Max Malicious Moonsault): Incineroar rushes forwards in an attempt to grab an opponent. If an opponent is grabbed, they're pulled into a cinematic where Incineroar launches them into a wrestling ring, striking them with powerful attacks before slamming them back into the ring. The opponent is then launched back onto the stage.	
*Neutral Special (Darkest Lariat): Incineroar spins like a tornado with his arms spread wide. Tilting left or right can slightly move Incineroar while performing this move.
*Side Special (Alolan Whip): Incineroar rushes forwards, grabbing an opponent and bouncing them off the ropes. Timing an additional attack during the rebound will have Incineroar do a powerful follow-up attack.
*Up Special (Cross Chop): Incineroar leaps into the air before diving downwards diagonally.
*Down Special (Revenge): Incineroar strikes a pose. If attacked while posing, Incineroar will counterattack, and the strength of his next attack increases if it is done soon after Revenge is landed.
*Final Smash (Max Malicious Moonsault): Incineroar rushes forwards in an attempt to grab an opponent. If an opponent is grabbed, they're pulled into a cinematic where Incineroar launches them into a wrestling ring, striking them with powerful attacks before slamming them back into the ring. The opponent is then launched back onto the stage.
Rillaboom (Newcomer) 	Rillaboom (Newcomer)
 	
Debut: Pokémon Sword and Shield (Switch, 2019)
A kind-hearted Pokémon, Rillaboom values unity above anything else. It keeps a close eye for anything that may disrupt the harmony of its group, and will ferociously defend them from danger.
Rillaboom has no special movement options.
*Neutral Special (Drum Setup): Rillaboom places its drum in front of itself. It will throw the drum if the special button is held. While the drum is out, Rillaboom can attack it with smash attacks to create a soundwave, but is lighter to compensate. Using the neutral special again while Rillaboom is next to the drum will make it pick it up and reattach it to its back.
*Side Special (Drum Beating): Rillaboom swings its drumsticks. If the drumsticks hit Rillaboom's drum, large vines will appear in front of the drum and wave wildly as long as the drum is being hit.
*Up Special (Wood Hammer): Rillaboom slams on its drum to propel itself upward. If Rillaboom doesn't have its drum, the distance covered by the move is greatly reduced.
*Down Special (Boomburst): Rillaboom slams the ground, causing a sonic shockwave around itself.
*Final Smash (G-Max Drum Solo): Evolving into its Gigantamax form, Rillaboom appears in the background and begins slamming on its drums. The drums create explosions of sound around the stage. After a few seconds of drumming, Rillaboom will revert to its normal state and reappear on the stage.	
*Neutral Special (Drum Setup): Rillaboom places its drum in front of itself. It will throw the drum if the special button is held. While the drum is out, Rillaboom can attack it with smash attacks to create a soundwave, but is lighter to compensate. Using the neutral special again while Rillaboom is next to the drum will make it pick it up and reattach it to its back.
*Side Special (Drum Beating): Rillaboom swings its drumsticks. If the drumsticks hit Rillaboom's drum, large vines will appear in front of the drum and wave wildly as long as the drum is being hit.
*Up Special (Wood Hammer): Rillaboom slams on its drum to propel itself upward. If Rillaboom doesn't have its drum, the distance covered by the move is greatly reduced.
*Down Special (Boomburst): Rillaboom slams the ground, causing a sonic shockwave around itself.
*Final Smash (G-Max Drum Solo): Evolving into its Gigantamax form, Rillaboom appears in the background and begins slamming on its drums. The drums create explosions of sound around the stage. After a few seconds of drumming, Rillaboom will revert to its normal state and reappear on the stage.
Ness 	Ness
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Debut: EarthBound (SNES, 1994)
A boy gifted with psychic powers, Ness set out on a quest to defeat Giygas and save the town of Onett. Armed with PK abilities and his trusty bat, this boy is definitely more than he seems.
In Unbounded, Ness is unchanged from his Ultimate appearance.
Ness has no special movement options.	
*Neutral Special (PK Flash): Ness sends out a psychic projectile at a slight arc. The move can be charged for increased power.
*Side Special (PK Fire): Ness shoots a lightning bolt straight ahead (downwards diagonally if in mid-air) which can set opponents ablaze.
*Up Special (PK Thunder): Ness sends out a psychic projectile which can be controlled with the control stick. If the projectile hits Ness, he will be blasted in the projectile's direction.
*Down Special (PSI Magnet): Ness creates a field of psychic energy which can absorb energy-based projectiles to heal himself.
*Final Smash (PK Starstorm): With the help of Paula and Poo, Ness calls down a shower of large meteors upon the stage.	
*Neutral Special (PK Flash): Ness sends out a psychic projectile at a slight arc. The move can be charged for increased power.
*Side Special (PK Fire): Ness shoots a lightning bolt straight ahead (downwards diagonally if in mid-air) which can set opponents ablaze.
*Up Special (PK Thunder): Ness sends out a psychic projectile which can be controlled with the control stick. If the projectile hits Ness, he will be blasted in the projectile's direction.
*Down Special (PSI Magnet): Ness creates a field of psychic energy which can absorb energy-based projectiles to heal himself.
*Final Smash (PK Starstorm): With the help of Paula and Poo, Ness calls down a shower of large meteors upon the stage.
Ninten (ε) (Newcomer) 	Ninten (ε) (Newcomer)
 	
Debut: Mother (NES, 1989)
The PSI-wielding hero before Ness, Ninten set out on a quest to save the town of Mother's Day from evil forces. However, his PK abilities aren't as offensively powerful as Ness'.
In Unbounded, Ninten serves as Ness' Echo Fighter. While his physical attacks are stronger than Ness', his PSI-based attacks do less damage.
Ninten has no special movement options.
*Neutral Special (PK Beam): Ninten charges and releases a beam of psychic energy. The charging has four tiers; Alpha, Beta, Gamma, and Omega.
*Side Special (PK Fire): Ninten shoots a lightning bolt straight ahead (downwards diagonally if in mid-air) which can set opponents ablaze.
*Up Special (PK Thunder): Ninten sends out a psychic projectile which can be controlled with the control stick. If the projectile hits Ness, he will be blasted in the projectile's direction.
*Down Special (PSI Magnet): Ninten creates a field of psychic energy which can absorb energy-based projectiles to heal himself.
*Final Smash (Eight Melodies): With the help of Ana and Loid, Ninten performs the Eight Melodies, sending orbs of energy all over the stage.	
*Neutral Special (PK Beam): Ninten charges and releases a beam of psychic energy. The charging has four tiers; Alpha, Beta, Gamma, and Omega.
*Side Special (PK Fire): Ninten shoots a lightning bolt straight ahead (downwards diagonally if in mid-air) which can set opponents ablaze.
*Up Special (PK Thunder): Ninten sends out a psychic projectile which can be controlled with the control stick. If the projectile hits Ness, he will be blasted in the projectile's direction.
*Down Special (PSI Magnet): Ninten creates a field of psychic energy which can absorb energy-based projectiles to heal himself.
*Final Smash (Eight Melodies): With the help of Ana and Loid, Ninten performs the Eight Melodies, sending orbs of energy all over the stage.
Lucas 	Lucas
 	
Debut: Mother 3 (GBA, 2006)
Hailing from the Nowhere Islands, Lucas set out on a quest to save the world from the Pig Army and their leader, Porky. While he faced many hardships on his journey, he luckily had many PSI abilities to aid him on his quest!
In Unbounded, Lucas sees changes in his Down Special and Final Smash which reflect his unique abilities from Mother 3.
Lucas has a tether grab.
*Neutral Special (PK Freeze): Lucas sends out a psychic projectile at a slight arc which can freeze opponents.
*Side Special (PK Fire): Lucas shoots a lightning bolt straight ahead (downwards diagonally if in mid-air) which creates a pool of flames upon hitting the ground or an opponent.
*Up Special (PK Thunder): Lucas sends out a psychic projectile which can be controlled with the control stick. If the projectile hits Ness, he will be blasted in the projectile's direction.
*Down Special (PSI Counter): Lucas strikes a pose as psychic energy surrounds him. If attacked while posing, Lucas will counterattack with a psychic blast.
*Final Smash (PK Love): Lucas creates a powerful psychic blast around himself, damaging and launching opponents.	
*Neutral Special (PK Freeze): Lucas sends out a psychic projectile at a slight arc which can freeze opponents.
*Side Special (PK Fire): Lucas shoots a lightning bolt straight ahead (downwards diagonally if in mid-air) which creates a pool of flames upon hitting the ground or an opponent.
*Up Special (PK Thunder): Lucas sends out a psychic projectile which can be controlled with the control stick. If the projectile hits Ness, he will be blasted in the projectile's direction.
*Down Special (PSI Counter): Lucas strikes a pose as psychic energy surrounds him. If attacked while posing, Lucas will counterattack with a psychic blast.
*Final Smash (PK Love): Lucas creates a powerful psychic blast around himself, damaging and launching opponents.
Captain Falcon 	Captain Falcon
<tabber>Default= 	
Debut: F-Zero (SNES, 1990)
Douglas Jay Falcon, better known as Captain Falcon, is a world-renowned F-Zero pilot hailing from Port Town. His philosophy for racing also applies to the world of Smash; "You don't win by being lucky - you win by being bold!"
In Unbounded, Captain Falcon is unchanged from his Ultimate appearance.
Captain Falcon can wall jump.	
*Neutral Special (Falcon Punch): Captain Falcon charges and releases a fire-powered punch. He can change direction while charging.
*Side Special (Raptor Boost): Captain Falcon charges forwards, attacking the first opponent he touches with an uppercut.
*Up Special (Falcon Dive): Captain Falcon leaps into the air. If he comes in contact with an opponent, he'll grab them and deal damage before launching them away.
*Down Special (Falcon Kick): If used on the ground, Captain Falcon will do a fiery slide-kick. If used in the air, Captain Falcon will dive downwards diagonally, foot outstretched.
*Final Smash (Blue Falcon): The Blue Falcon flies through the area in front of Captain Falcon. Opponents hit by the Blue Falcon are pulled into a cinematic where Captain Falcon dashes into them, riding the Blue Falcon. The opponents are then launched back onto the stage.	
*Neutral Special (Falcon Punch): Captain Falcon charges and releases a fire-powered punch. He can change direction while charging.
*Side Special (Raptor Boost): Captain Falcon charges forwards, attacking the first opponent he touches with an uppercut.
*Up Special (Falcon Dive): Captain Falcon leaps into the air. If he comes in contact with an opponent, he'll grab them and deal damage before launching them away.
*Down Special (Falcon Kick): If used on the ground, Captain Falcon will do a fiery slide-kick. If used in the air, Captain Falcon will dive downwards diagonally, foot outstretched.
*Final Smash (Blue Falcon): The Blue Falcon flies through the area in front of Captain Falcon. Opponents hit by the Blue Falcon are pulled into a cinematic where Captain Falcon dashes into them, riding the Blue Falcon. The opponents are then launched back onto the stage.
Black Shadow (ε) (Newcomer)	Black Shadow (ε) (Newcomer)
 	
Debut: F-Zero X (N64, 1998)
Enemy of Captain Falcon and self-proclaimed master of evil, Black Shadow leads the organization known as the Dark Million. His ultimate goal is to kill Captain Falcon in a F-Zero race, allowing him to take over the universe!
In Unbounded, Black Shadow serves as Captain Falcon's Echo Fighter. While his physical attacks are stronger than Captain Falcon's, he has less mobility.
Black Shadow can wall jump.
*Neutral Special (Umbra Uppercut): Black Shadow charges and releases a shadow-powered uppercut. He can change direction while charging.
*Side Special (Raptor Boost): Black Shadow charges forwards, attacking the first opponent he touches with an uppercut.
*Up Special (Darkness Dive): Black Shadow leaps into the air. If he comes in contact with an opponent, he'll grab them and deal damage before launching them away.
*Down Special (Shadow Kick): If used on the ground, Black Shadow will do a shadowy slide-kick. If used in the air, Black Shadow will dive downwards diagonally, foot outstretched.
*Final Smash (Black Bull): The Black Bull flies through the area in front of Black Shadow. Opponents hit by the Black Bull are pulled into a cinematic where Black Shadow dashes into them, riding the Black Bull. The opponents are then launched back onto the stage.	
*Neutral Special (Umbra Uppercut): Black Shadow charges and releases a shadow-powered uppercut. He can change direction while charging.
*Side Special (Raptor Boost): Black Shadow charges forwards, attacking the first opponent he touches with an uppercut.
*Up Special (Darkness Dive): Black Shadow leaps into the air. If he comes in contact with an opponent, he'll grab them and deal damage before launching them away.
*Down Special (Shadow Kick): If used on the ground, Black Shadow will do a shadowy slide-kick. If used in the air, Black Shadow will dive downwards diagonally, foot outstretched.
*Final Smash (Black Bull): The Black Bull flies through the area in front of Black Shadow. Opponents hit by the Black Bull are pulled into a cinematic where Black Shadow dashes into them, riding the Black Bull. The opponents are then launched back onto the stage.
Ice Climbers 	Ice Climbers
 	
Debut: Ice Climbers (NES, 1985)
Two best friends with a love for climbing mountains, Popo and Nana stand up against all the odds to overcome any challenge that comes their way. This includes the world of Smash, where the two saw their first major appearance in years!
In Unbounded, the Ice Climbers are unchanged from their Ultimate appearance.
The Ice Climbers can wall cling. In addition, Nana is controlled by a CPU while the player controls Popo. This means that the two have seperate damage percentages.
*Neutral Special (Ice Shot): The Ice Climbers each create an ice chunk and whack it forwards with their hammer. The chunks slide along the ground and bounce on walls.
*Side Special (Squall Hammer): The Ice Climbers twirl with their hammers outstretched. They can move left and right as they do this.
*Up Special (Belay): Popo throws a rope down, letting Nana grab it and propel both Ice Climbers upward. This move's distance is severely reduced if Nana has been KO'd.
*Down Special (Blizzard): The Ice Climbers create a flurry in front of themselves which can damage and freeze opponents.
*Final Smash (Iceberg): A huge iceberg rises in the middle of the stage, being able to damage and freeze opponents. The player can control the Ice Climbers while the iceberg is active, but moving left and right will also cause the iceberg to move in the same direction.	
*Neutral Special (Ice Shot): The Ice Climbers each create an ice chunk and whack it forwards with their hammer. The chunks slide along the ground and bounce on walls.
*Side Special (Squall Hammer): The Ice Climbers twirl with their hammers outstretched. They can move left and right as they do this.
*Up Special (Belay): Popo throws a rope down, letting Nana grab it and propel both Ice Climbers upward. This move's distance is severely reduced if Nana has been KO'd.
*Down Special (Blizzard): The Ice Climbers create a flurry in front of themselves which can damage and freeze opponents.
*Final Smash (Iceberg): A huge iceberg rises in the middle of the stage, being able to damage and freeze opponents. The player can control the Ice Climbers while the iceberg is active, but moving left and right will also cause the iceberg to move in the same direction.
Marth 	Marth
<tabber>Default= 	
Debut: Fire Emblem: Shadow Dragon and the Blade of Light (Famicom, 1990)
Son of King Cornelius of Altea, Marth set out on a quest to avenge his late father's death and free his kingdom. During this journey, he found the legendary Fire Emblem and his iconic Falchion sword.
In Unbounded, Marth is unchanged from his Ultimate appearance.
Marth can wall jump.	
*Neutral Special (Shield Breaker): Marth charges up before stabbing forwards with his sword. As the name implies, a fully charged Shield Breaker can instantly break shields.
*Side Special (Dancing Blade): Marth slashes forwards four times. The slashes can be controlled by pressing up or down.
*Up Special (Dolphin Slash): Marth swings his sword upwards as he rises into the air. The move deals the most damage at start-up.
*Down Special (Counter): Marth strikes a pose. If attacked while posing, Marth will counterattack with a sword slash.
*Final Smash (Critical Hit): Marth dashes forwards with his sword outstretched. This move can instantly KO any opponent hit by it.	
*Neutral Special (Shield Breaker): Marth charges up before stabbing forwards with his sword. As the name implies, a fully charged Shield Breaker can instantly break shields.
*Side Special (Dancing Blade): Marth slashes forwards four times. The slashes can be controlled by pressing up or down.
*Up Special (Dolphin Slash): Marth swings his sword upwards as he rises into the air. The move deals the most damage at start-up.
*Down Special (Counter): Marth strikes a pose. If attacked while posing, Marth will counterattack with a sword slash.
*Final Smash (Critical Hit): Marth dashes forwards with his sword outstretched. This move can instantly KO any opponent hit by it.
Lucina (ε) 	Lucina (ε)
<tabber>Default= 	
Debut: Fire Emblem Awakening (3DS, 2012)
Sent from the future in order to stop the resurrection of Grima, Lucina donned the identity of her ancestor, Marth. Appropriately enough, she has just as much experience with a sword as her former namesake, likely due to her father, Chrom.
In Unbounded, Lucina serves as Marth's Echo Fighter. Unlike Marth, who has a sweetspot on the tip of his sword for most of his sword-based attacks, Lucina's sword has a sweetspot near the base.
Lucina can wall jump.	
*Neutral Special (Shield Breaker): Lucina charges up before stabbing forwards with her sword. As the name implies, a fully charged Shield Breaker can instantly break shields.
*Side Special (Dancing Blade): Lucina slashes forwards four times. The slashes can be controlled by pressing up or down.
*Up Special (Dolphin Slash): Lucina swings her sword upwards as she rises into the air. The move deals the most damage at start-up.
*Down Special (Rightful King): Lucina charges power within her blade. If uninterrupted for a few seconds, the strength of Lucina's attacks will increase for a short time.
*Final Smash (Critical Hit): Lucina dashes forwards with her sword outstretched. This move can instantly KO any opponent hit by it.	
*Neutral Special (Shield Breaker): Lucina charges up before stabbing forwards with her sword. As the name implies, a fully charged Shield Breaker can instantly break shields.
*Side Special (Dancing Blade): Lucina slashes forwards four times. The slashes can be controlled by pressing up or down.
*Up Special (Dolphin Slash): Lucina swings her sword upwards as she rises into the air. The move deals the most damage at start-up.
*Down Special (Rightful King): Lucina charges power within her blade. If uninterrupted for a few seconds, the strength of Lucina's attacks will increase for a short time.
*Final Smash (Critical Hit): Lucina dashes forwards with her sword outstretched. This move can instantly KO any opponent hit by it.
Roy 	Roy
 	
Debut: Fire Emblem: The Binding Blade (GBA, 2002)
Son of Eliwood and Lord of the Pherae march, Roy is an experienced swordfighter with a fiery theme to his attacks.
In Unbounded, Roy is unchanged from his Ultimate appearance.
Roy can wall jump.
*Neutral Special (Flare Blade): Roy charges up and releases a fiery sword slash with incredible power. The move can be charged even further, with the consequence of Roy receiving recoil damage.
*Side Special (Double-Edge Dance): Roy slashes forwards four times. The slashes can be controlled by pressing up or down.
*Up Special (Blazer): Roy swings his flame-boosted sword upwards as he rises into the air.
*Down Special (Counter): Roy strikes a pose. If attacked while posing, Roy will counterattack with a sword slash.
*Final Smash (Critical Hit): Roy dashes forwards with his sword outstretched. This move can instantly KO any opponent hit by it.	
*Neutral Special (Flare Blade): Roy charges up and releases a fiery sword slash with incredible power. The move can be charged even further, with the consequence of Roy receiving recoil damage.
*Side Special (Double-Edge Dance): Roy slashes forwards four times. The slashes can be controlled by pressing up or down.
*Up Special (Blazer): Roy swings his flame-boosted sword upwards as he rises into the air.
*Down Special (Counter): Roy strikes a pose. If attacked while posing, Roy will counterattack with a sword slash.
*Final Smash (Critical Hit): Roy dashes forwards with his sword outstretched. This move can instantly KO any opponent hit by it.
Chrom (ε) 	Chrom (ε)
 	
Debut: Fire Emblem Awakening (3DS, 2012)
Father of the legendary Lucina, Chrom is an accomplished swordfighter in his own right. His death was part of the battle which prompted Lucina to travel to the future to prevent the resurrection of Grima.
In Unbounded, Chrom serves as Roy's Echo Fighter. While the two are mostly the same, Chrom has a unique Up Special and Final Smash.
Chrom can wall jump.
*Neutral Special (Flare Blade): Chrom charges up and releases a fiery sword slash with incredible power. The move can be charged even further, with the consequence of Chrom receiving recoil damage.
*Side Special (Double-Edge Dance): Chrom slashes forwards four times. The slashes can be controlled by pressing up or down.
*Up Special (Soaring Slash): Chrom leaps into the air before slamming downwards with his sword outstretched.
*Down Special (Counter): Chrom strikes a pose. If attacked while posing, Chrom will counterattack with a sword slash.
*Final Smash (Awakening Aether): Chrom dashes forwards with his sword outstretched. If he comes in contact with an opponent, he will swing his sword upwards to launch them into the air.	
*Neutral Special (Flare Blade): Chrom charges up and releases a fiery sword slash with incredible power. The move can be charged even further, with the consequence of Chrom receiving recoil damage.
*Side Special (Double-Edge Dance): Chrom slashes forwards four times. The slashes can be controlled by pressing up or down.
*Up Special (Soaring Slash): Chrom leaps into the air before slamming downwards with his sword outstretched.
*Down Special (Counter): Chrom strikes a pose. If attacked while posing, Chrom will counterattack with a sword slash.
*Final Smash (Awakening Aether): Chrom dashes forwards with his sword outstretched. If he comes in contact with an opponent, he will swing his sword upwards to launch them into the air.
Ike 	Ike
<tabber>Default= 	
Debut: Fire Emblem: Path of Radiance (Gamecube, 2005)
The Radiant Hero of legend and a very strong swordfighter, Ike's goals are to restore the kingdom of Crimea to its former glory and avenge his father by slaying the Black Knight.
In Unbounded, Ike is unchanged from his Ultimate appearance.
Ike has no special movement options.	
*Neutral Special (Eruption): Ike charges up before thrusting his sword into the ground, causing a pillar of blue flames. This move can deal recoil damage to Ike if charged for too long.
*Side Special (Quick Draw): Ike charges up before thrusting himself forwards with his sword outstretched.
*Up Special (Aether): Ike leaps into the air before slamming downwards with his sword outstretched.
*Down Special (Counter): Ike strikes a pose. If attacked while posing, Ike will counterattack with a sword slash.
*Final Smash (Great Aether): Ike slashes with his sword, sending opponents who are hit by it to the top center of the screen. Ike leaps up towards them and bombards them with a series of slashes before slamming them onto the ground.	
*Neutral Special (Eruption): Ike charges up before thrusting his sword into the ground, causing a pillar of blue flames. This move can deal recoil damage to Ike if charged for too long.
*Side Special (Quick Draw): Ike charges up before thrusting himself forwards with his sword outstretched.
*Up Special (Aether): Ike leaps into the air before slamming downwards with his sword outstretched.
*Down Special (Counter): Ike strikes a pose. If attacked while posing, Ike will counterattack with a sword slash.
*Final Smash (Great Aether): Ike slashes with his sword, sending opponents who are hit by it to the top center of the screen. Ike leaps up towards them and bombards them with a series of slashes before slamming them onto the ground.
Robin 	Robin
<tabber>Male= 	
Debut: Fire Emblem Awakening (3DS, 2012)
Not only a knowledgeable sword fighter, Robin is blessed with high intelligence and the ability to use tomes. With these tomes, he can cast all sorts of powerful spells.
In Unbounded, Robin is unchanged from his Ultimate appearance.
Most of Robin's attacks have a Durability attached to them, leading to them ceasing to function should they be overused. Durability is restored over time.	
*Neutral Special (Thunder): Robin uses a Thunder tome to cast one of four spells depending on the move's charge:
**Thunder: A quick, but short-range projectile that deals little damage.
**Elthunder: A quick and long-range projectile which deals average damage.
**Arcthunder: A projectile which starts off slow, but becomes quicker as it moves. It forms an X-shaped blast upon hitting an opponent.
**Thoron: A large beam which rapidly damages opponents before launching them.
*Side Special (Arcfire): Robin casts a small fireball from an Arcfire tomb which travels downwards diagonally, creating a pillar of flame upon hitting the ground or an opponent.
*Up Special (Elwind): Robin uses a Elwind tomb to create two wind gusts (one if Elwind has low durability) to propel himself upward.
*Down Special (Nosferatu): Robin casts Nosferatu to trap an opponent in front of himself and leech health off of them.
*Final Smash (Pair Up): Robin summons Chrom, who slashes upwards to send a nearby opponent to the top center of the screen. Both Robin and Chrom follow them, bombarding them with various attacks before slamming them onto the ground. After the Final Smash concludes, Robin's attacks have their durability restored.	
*Neutral Special (Thunder): Robin uses a Thunder tome to cast one of four spells depending on the move's charge:
**Thunder: A quick, but short-range projectile that deals little damage.
**Elthunder: A quick and long-range projectile which deals average damage.
**Arcthunder: A projectile which starts off slow, but becomes quicker as it moves. It forms an X-shaped blast upon hitting an opponent.
**Thoron: A large beam which rapidly damages opponents before launching them.
*Side Special (Arcfire): Robin casts a small fireball from an Arcfire tomb which travels downwards diagonally, creating a pillar of flame upon hitting the ground or an opponent.
*Up Special (Elwind): Robin uses a Elwind tomb to create two wind gusts (one if Elwind has low durability) to propel himself upward.
*Down Special (Nosferatu): Robin casts Nosferatu to trap an opponent in front of himself and leech health off of them.
*Final Smash (Pair Up): Robin summons Chrom, who slashes upwards to send a nearby opponent to the top center of the screen. Both Robin and Chrom follow them, bombarding them with various attacks before slamming them onto the ground. After the Final Smash concludes, Robin's attacks have their durability restored.
Corrin 	Corrin
<tabber>Male= 	
Debut: Fire Emblem Fates (3DS, 2016)
Corrin's blood is that of the Manakete, allowing him to turn into a dragon at will. Wielding the Yato sword, he is truly an opponent who won't be easy to bring down.
In Unbounded, Corrin is unchanged from his Ultimate appearance.
Corrin has no special movement options.	
*Neutral Special (Dragon Fang Shot): Corrin forms their arm into a draconic mouth and launches a ball of water which paralyzes opponents who come in contact with it. The mouth bites before reverting to an arm, damaging nearby opponents.
*Side Special (Dragon Lunge): If used on the ground, Corrin does a short hop before stabbing diagonally downwards with the Dragon Fang spear arm. If used in the air, Corrin will instantly strike with the arm.
*Up Special (Dragon Ascent): Corrin sprouts wings and leaps upwards.
*Down Special (Counter Surge): Corrin strikes a pose. If attacked while posing, Corrin turns into a dragon and slams the ground, launching the opponent upward with a burst of water.
*Final Smash (Torrential Roar): Corrin creates two pillars of light, transporting opponents hit by them into a cinematic. In the cinematic, Corrin turns into a dragon and unleashes a whirlpool which rapidly damages and launches opponents.	
*Neutral Special (Dragon Fang Shot): Corrin forms their arm into a draconic mouth and launches a ball of water which paralyzes opponents who come in contact with it. The mouth bites before reverting to an arm, damaging nearby opponents.
*Side Special (Dragon Lunge): If used on the ground, Corrin does a short hop before stabbing diagonally downwards with the Dragon Fang spear arm. If used in the air, Corrin will instantly strike with the arm.
*Up Special (Dragon Ascent): Corrin sprouts wings and leaps upwards.
*Down Special (Counter Surge): Corrin strikes a pose. If attacked while posing, Corrin turns into a dragon and slams the ground, launching the opponent upward with a burst of water.
*Final Smash (Torrential Roar): Corrin creates two pillars of light, transporting opponents hit by them into a cinematic. In the cinematic, Corrin turns into a dragon and unleashes a whirlpool which rapidly damages and launches opponents.
Byleth 	Byleth
<tabber>Male= 	
Debut: Fire Emblem Three Houses (Switch, 2019)
Byleth is an accomplished swordsman and teacher, forced to make a choice between one of three houses. Regardless of what he picks, he'll need all of his wits to achieve his goals and win the day.
In Unbounded, Byleth is unchanged from his Ultimate appearance.
Byleth has no special movement options.	
*Neutral Special (Failnaught): Byleth fires an arrow from Failnaught. The move can be charged for additional power, with a full charge being able to break shields.
*Side Special (Areadbhar): Byleth swings Areadbhar, sending him forward a short distance while launching opponents.
*Up Special (Sword of the Creator): Byleth whips the Sword of the Creator upwards, which acts as a tether recovery which can grab opponents, pulling Byleth up to them. If the first use misses, Byleth can use it a second time before entering freefall.
*Down Special (Aymr): Byleth swings Aymr into the ground, causing massive damage and knockback with its sweetspot. However, the move has high start and endlag.
*Final Smash (Progenitor God Ruptured Heaven): Byleth lashes out with the Sword of the Creator, transporting hit opponents into a cinematic. In the cinematic, Byleth's power is boosted by Sothis, allowing him to produce a powerful twister which rapidly damages and launches opponents.	
*Neutral Special (Failnaught): Byleth fires an arrow from Failnaught. The move can be charged for additional power, with a full charge being able to break shields.
*Side Special (Areadbhar): Byleth swings Areadbhar, sending him forward a short distance while launching opponents.
*Up Special (Sword of the Creator): Byleth whips the Sword of the Creator upwards, which acts as a tether recovery which can grab opponents, pulling Byleth up to them. If the first use misses, Byleth can use it a second time before entering freefall.
*Down Special (Aymr): Byleth swings Aymr into the ground, causing massive damage and knockback with its sweetspot. However, the move has high start and endlag.
*Final Smash (Progenitor God Ruptured Heaven): Byleth lashes out with the Sword of the Creator, transporting hit opponents into a cinematic. In the cinematic, Byleth's power is boosted by Sothis, allowing him to produce a powerful twister which rapidly damages and launches opponents.
Mr. Game & Watch 	Mr. Game & Watch
 	
Debut: Ball (G&W, 1980)
Nobody's quite sure exactly what Mr. Game & Watch is. His paper-thin appearance suggests he's from a world where everything is 2D, just like him. It's also said that he has no understanding of good or evil, though his past actions contest this theory. Regardless of Mr. Game & Watch's origins or motivations, he is one of Smash's most unique fighters.
In Unbounded, Mr. Game & Watch is unchanged from his Ultimate appearance.
Mr. Game & Watch has no special movement options.
*Neutral Special (Chef): Mr. Game & Watch flips bacon out of a frying pan, which flies in random arcs. The arcs can be slightly manipulated with the control stick.
*Side Special (Judge): Mr. Game & Watch swings a hammer while holding up a sign with a number 1-9. The number determines what happens to opponents who get hit by the hammer.
**1: The move does 1% damage and doesn't make the opponent flinch. Mr. Game & Watch also takes recoil damage whether or not the move hits.
**2: The move deals little damage, but has a 1/5 chance to make the opponent trip.
**3: The move deals little damage, but launches opponents behind Mr. Game & Watch.
**4: The move deals decent damage and knockback.
**5: The move deals decent damage and deals electric damage, hitting the opponent multiple times.
**6: The move deals decent damage and high knockback, having fiery attributes.
**7: The move deals decent damage and knockback, dropping three apples upon hitting.
**8: The move deals decent damage and low knockback, freezing the opponent.
**9: The move deals extreme damage and knockback, enough to be a one-hit KO in quite a few cases.
*Up Special (Fire): Mr. Game & Watch bounces off a trampoline, using a parachute to glide to safety.
*Down Special (Oil Panic): Mr. Game & Watch holds up an oil drum which can absorb energy-based projectiles while reflecting physical ones. Once the drum is full, using Oil Panic again will have Mr. Game & Watch throw out a splash of oil, the power of which depending on what kind of projectiles Mr. Game & Watch absorbs.
*Final Smash (Octopus): Mr. Game & Watch turns into a large octopus, flying to the edge of the screen. He can grab and carry opponents along the way, forcing them to mash out of his grasp to avoid a KO. Once Mr. Game & Watch is offscreen, he will reappear on stage in his normal form.	
*Neutral Special (Chef): Mr. Game & Watch flips bacon out of a frying pan, which flies in random arcs. The arcs can be slightly manipulated with the control stick.
*Side Special (Judge): Mr. Game & Watch swings a hammer while holding up a sign with a number 1-9. The number determines what happens to opponents who get hit by the hammer.
**1: The move does 1% damage and doesn't make the opponent flinch. Mr. Game & Watch also takes recoil damage whether or not the move hits.
**2: The move deals little damage, but has a 1/5 chance to make the opponent trip.
**3: The move deals little damage, but launches opponents behind Mr. Game & Watch.
**4: The move deals decent damage and knockback.
**5: The move deals decent damage and deals electric damage, hitting the opponent multiple times.
**6: The move deals decent damage and high knockback, having fiery attributes.
**7: The move deals decent damage and knockback, dropping three apples upon hitting.
**8: The move deals decent damage and low knockback, freezing the opponent.
**9: The move deals extreme damage and knockback, enough to be a one-hit KO in quite a few cases.
*Up Special (Fire): Mr. Game & Watch bounces off a trampoline, using a parachute to glide to safety.
*Down Special (Oil Panic): Mr. Game & Watch holds up an oil drum which can absorb energy-based projectiles while reflecting physical ones. Once the drum is full, using Oil Panic again will have Mr. Game & Watch throw out a splash of oil, the power of which depending on what kind of projectiles Mr. Game & Watch absorbs.
*Final Smash (Octopus): Mr. Game & Watch turns into a large octopus, flying to the edge of the screen. He can grab and carry opponents along the way, forcing them to mash out of his grasp to avoid a KO. Once Mr. Game & Watch is offscreen, he will reappear on stage in his normal form.
Pit 	Pit
 	
Debut: Kid Icarus (NES, 1986)
The captain of Palutena's army, Pit is an accomplished warrior who's saved Skyworld from both Medusa and Hades' evil forces. Despite his prestige, Pit's actually a bit naïve, although well meaning.
In Unbounded, Pit is unchanged from his Ultimate appearance, save for a new Final Smash.
Pit can jump four times and wall jump.
*Neutral Special (Palutena Bow): Pit fires an arrow of light from his bow. This move can be charged for extra power and can be aimed in all eight directions.
*Side Special (Upperdash Arm): Pit dashes forwards with the Upperdash Arm, uppercutting the first opponent he comes in contact with.
*Up Special (Power of Flight): Pit flies in one of eight directions with the Power of Flight.
*Down Special (Guardian Orbitars): Pit uses the Guardian Orbitars to protect himself from projectiles on both sides of himself.
*Final Smash (Three Sacred Treasures): Pit equips the Three Sacred Treasures, rising into the air and launching many arrows of light and energy blasts at opponents.	
*Neutral Special (Palutena Bow): Pit fires an arrow of light from his bow. This move can be charged for extra power and can be aimed in all eight directions.
*Side Special (Upperdash Arm): Pit dashes forwards with the Upperdash Arm, uppercutting the first opponent he comes in contact with.
*Up Special (Power of Flight): Pit flies in one of eight directions with the Power of Flight.
*Down Special (Guardian Orbitars): Pit uses the Guardian Orbitars to protect himself from projectiles on both sides of himself.
*Final Smash (Three Sacred Treasures): Pit equips the Three Sacred Treasures, rising into the air and launching many arrows of light and energy blasts at opponents.
Palutena 	Palutena
 	
Debut: Kid Icarus (NES, 1986)
The Goddess of Light is wise and pure-hearted, caring both about humans and her army, especially Pit. However, Palutena does have a somewhat snarky and playful side, usually playing off of Pit.
In Unbounded, Palutena is unchanged from her Ultimate appearance.
Palutena has no special movement options.
*Neutral Special (Autoreticle): Palutena locks onto a nearby opponent with her staff and launches three energy blasts at them.
*Side Special (Explosive Flame): Palutena creates an explosion a fair distance away. If the move is inputted like a smash attack, the distance will be increased.
*Up Special (Warp): Palutena teleports in a given direction.
*Down Special (Counter/Reflect Barrier): Palutena thrusts out her shield. While doing this, she can counter melee attacks and reflect projectiles.
*Final Smash (Black Hole Laser): Palutena creates a black hole which sucks opponents in before leaving the stage and firing a Mega Laser, dealing large damage and knockback.	
*Neutral Special (Autoreticle): Palutena locks onto a nearby opponent with her staff and launches three energy blasts at them.
*Side Special (Explosive Flame): Palutena creates an explosion a fair distance away. If the move is inputted like a smash attack, the distance will be increased.
*Up Special (Warp): Palutena teleports in a given direction.
*Down Special (Counter/Reflect Barrier): Palutena thrusts out her shield. While doing this, she can counter melee attacks and reflect projectiles.
*Final Smash (Black Hole Laser): Palutena creates a black hole which sucks opponents in before leaving the stage and firing a Mega Laser, dealing large damage and knockback.
Medusa (ε) (Newcomer) 	Medusa (ε) (Newcomer)
 	
Debut: Kid Icarus (NES, 1986)
An evil deity hellbent on destroying Skyworld, Medusa is cold and calculating, always ready to strike against the Skyworld army.
In Unbounded, Medusa serves as Palutena's Echo Fighter. While the two are mostly the same, Medusa has a unique Down Special and Final Smash.
Medusa has no special movement options.
*Neutral Special (Autoreticle): Medusa locks onto a nearby opponent with her staff and launches three energy blasts at them.
*Side Special (Cursed Flame): Medusa creates an explosion a fair distance away. If the move is inputted like a smash attack, the distance will be increased. Opponents hit by the explosion are poisoned for a short time.
*Up Special (Warp): Medusa teleports in a given direction.
*Down Special (Petrifying Gaze): Medusa creates a blast of light from her eyes which temporarily turns opponents to stone. While in this stage, opponents are made much heavier, but are left defenseless until they mash out of it.
*Final Smash (True Form): Medusa becomes her true form and reappears in the background to deliver a powerful blast of energy which instantly KOs opponents over 100%. This blast can be aimed by the player.	
*Neutral Special (Autoreticle): Medusa locks onto a nearby opponent with her staff and launches three energy blasts at them.
*Side Special (Cursed Flame): Medusa creates an explosion a fair distance away. If the move is inputted like a smash attack, the distance will be increased. Opponents hit by the explosion are poisoned for a short time.
*Up Special (Warp): Medusa teleports in a given direction.
*Down Special (Petrifying Gaze): Medusa creates a blast of light from her eyes which temporarily turns opponents to stone. While in this stage, opponents are made much heavier, but are left defenseless until they mash out of it.
*Final Smash (True Form): Medusa becomes her true form and reappears in the background to deliver a powerful blast of energy which instantly KOs opponents over 100%. This blast can be aimed by the player.
Dark Pit 	Dark Pit
 	
Debut: Kid Icarus Uprising (3DS, 2012)
The cold, snarky variation of Pit, Dark Pit was created to serve Medusa. He didn't take too kindly to this idea, however, preferring to go his own course.
In Unbounded, Dark Pit is no longer an echo of Pit, gaining a new moveset which better emphasizes other moves from Kid Icarus Uprising.
Dark Pit can jump four times and wall jump.
*Neutral Special (Dark Pit Staff): Dark Pit fires a beam of light from his staff. This move can be aimed in all eight directions.
*Side Special (Pandora Claws): Dark Pit lunges forwards with the Pandora Claws, being able to damage opponents and reflect projectiles.
*Up Special (Power of Flight): Dark Pit flies in one of eight directions with the Power of Flight.
*Down Special (Ore Club): Dark Pit swings the Ore Club into the ground. The move is at its strongest at its sweetspot, but causes a cyclone in front of itself to deal additional damage.
*Final Smash (Lightning Chariot): Dark Pit calls in the Lightning Chariot, zooming into the foreground as he boards it. A reticle then appears, allowing the player to determine where the Lightning Chariot will fly through for large damage and knockback.	
*Neutral Special (Dark Pit Staff): Dark Pit fires a beam of light from his staff. This move can be aimed in all eight directions.
*Side Special (Pandora Claws): Dark Pit lunges forwards with the Pandora Claws, being able to damage opponents and reflect projectiles.
*Up Special (Power of Flight): Dark Pit flies in one of eight directions with the Power of Flight.
*Down Special (Ore Club): Dark Pit swings the Ore Club into the ground. The move is at its strongest at its sweetspot, but causes a cyclone in front of itself to deal additional damage.
*Final Smash (Lightning Chariot): Dark Pit calls in the Lightning Chariot, zooming into the foreground as he boards it. A reticle then appears, allowing the player to determine where the Lightning Chariot will fly through for large damage and knockback.
Olimar 	Olimar
<tabber>Default= 	
Debut: Pikmin (Gamecube, 2001)
While searching for a vacation spot, Olimar's ship was intercepted by a meteorite, forcing him to crash land on a distant planet inhabited by plant-like creatures called Pikmin. Using these newfound friends, Olimar navigated the planet to search for his missing ship parts and return home.
In Unbounded, Olimar is unchanged from his Ultimate appearance.
Olimar can crawl. In addition, he can have up to three Pikmin with him at a time, which help him with certain attacks.	
*Neutral Special (Pikmin Pluck): Olimar plucks a Pikmin out of the ground. The order of the Pikmin is as follows; Red, yellow, blue, white, purple. Each Pikmin has varying attributes.
*Side Special (Pikmin Throw): Olimar throws a Pikmin forward. Most Pikmin latch onto opponents to deal constant damage, but purple Pikmin will slam into them instead.
*Up Special (Winged Pikmin): Olimar calls a Winged Pikmin to lift him into the air. If Olimar has an abundance of Pikmin, the speed and duration of the Winged Pikmin's flight is lowered.
*Down Special (Pikmin Order): Olimar blows a whistle, causing his Pikmin to change their order.
*Final Smash (End of Day): Olimar flies off in a ship, with the camera following him. While in the air, Bulborbs flood the stage below him and attack opponents. After the Bulborbs leave, Olimar will crash land into the stage, causing a large explosion.	
*Neutral Special (Pikmin Pluck): Olimar plucks a Pikmin out of the ground. The order of the Pikmin is as follows; Red, yellow, blue, white, purple. Each Pikmin has varying attributes.
*Side Special (Pikmin Throw): Olimar throws a Pikmin forward. Most Pikmin latch onto opponents to deal constant damage, but purple Pikmin will slam into them instead.
*Up Special (Winged Pikmin): Olimar calls a Winged Pikmin to lift him into the air. If Olimar has an abundance of Pikmin, the speed and duration of the Winged Pikmin's flight is lowered.
*Down Special (Pikmin Order): Olimar blows a whistle, causing his Pikmin to change their order.
*Final Smash (End of Day): Olimar flies off in a ship, with the camera following him. While in the air, Bulborbs flood the stage below him and attack opponents. After the Bulborbs leave, Olimar will crash land into the stage, causing a large explosion.
R.O.B. 	R.O.B.
<tabber>Default= 	
Debut: Gyromite (NES, 1985)
Short for Robotic Operating Buddy, R.O.B. is the last of his kind. Despite his toy-like appearance, he's armed to the teeth (or lack thereof) with powerful gadgets which allow him to keep up with his more organic competitors.
In Unbounded, R.O.B. is unchanged from his Ultimate appearance.
R.O.B. can crawl.	
*Neutral Special (Robo Beam): R.O.B. fires a beam from his eyes. The size and strength of the beam depend on its charge. The Robo Beam charges over time while not being used, and the move is unusable for a few seconds after it is used.
*Side Special (Arm Rotor): R.O.B. spins his arms around to deliver a series of clotheslines before concluding with an uppercut. He can be slightly steered with the control stick.
*Up Special (Robo Burner): R.O.B. activates his thrusters to allow him to fly. Robo Burner has a limited amount of fuel, which recharges while R.O.B. isn't using it.
*Down Special (Gyro): R.O.B. spins a gyro on his base before launching it forward.
*Final Smash (Guided Robo Beam): R.O.B. converts into a cannon-like form as he charges energy. While charging, he fires small red lasers which home in on opponents. Once R.O.B. finishes charging his energy, he releases it in the form of a large green laser which grows in size before the Final Smash ends.	
*Neutral Special (Robo Beam): R.O.B. fires a beam from his eyes. The size and strength of the beam depend on its charge. The Robo Beam charges over time while not being used, and the move is unusable for a few seconds after it is used.
*Side Special (Arm Rotor): R.O.B. spins his arms around to deliver a series of clotheslines before concluding with an uppercut. He can be slightly steered with the control stick.
*Up Special (Robo Burner): R.O.B. activates his thrusters to allow him to fly. Robo Burner has a limited amount of fuel, which recharges while R.O.B. isn't using it.
*Down Special (Gyro): R.O.B. spins a gyro on his base before launching it forward.
*Final Smash (Guided Robo Beam): R.O.B. converts into a cannon-like form as he charges energy. While charging, he fires small red lasers which home in on opponents. Once R.O.B. finishes charging his energy, he releases it in the form of a large green laser which grows in size before the Final Smash ends.
Villager 	Villager
<tabber>Male= 	
Debut: Animal Crossing (Gamecube, 2001)
The Villager is... well, whatever you want him to be! Whether it be in a town, city, or island, the Villager is always willing to lend a hand to his people!
In Unbounded, Villager is unchanged from his Ultimate appearance.
Villager can crawl.	
*Neutral Special (Pocket): Villager reaches a hand out to grab an item or projectile. He can use the Neutral Special again to use his pocketed item.
*Side Special (Lloid Rocket): Villager uses a Lloid as a rocket, having the option to board it if desired.
*Up Special (Balloon Trip): Villager takes to the skies with a pair of balloons, being able to propel himself upwards. However, he will enter freefall if the balloons are broken.
*Down Special (Timber): Villager plants a tree sapling. Using Down Special again while next to the sapling will water it, eventually causing it to grow to full size. Villager can then cut down the tree with an attack, causing it to fall over for large damage and knockback.
*Final Smash (Dream Home): Villager calls Tom Nook and his gang to build a house around a nearby opponent, with the house exploding to launch the opponent as the Final Smash ends.	
*Neutral Special (Pocket): Villager reaches a hand out to grab an item or projectile. He can use the Neutral Special again to use his pocketed item.
*Side Special (Lloid Rocket): Villager uses a Lloid as a rocket, having the option to board it if desired.
*Up Special (Balloon Trip): Villager takes to the skies with a pair of balloons, being able to propel himself upwards. However, he will enter freefall if the balloons are broken.
*Down Special (Timber): Villager plants a tree sapling. Using Down Special again while next to the sapling will water it, eventually causing it to grow to full size. Villager can then cut down the tree with an attack, causing it to fall over for large damage and knockback.
*Final Smash (Dream Home): Villager calls Tom Nook and his gang to build a house around a nearby opponent, with the house exploding to launch the opponent as the Final Smash ends.
Isabelle 	Isabelle
<tabber>Default= 	
Debut: Animal Crossing: New Leaf (3DS, 2012)
The friendly secretary to the mayor, Isabelle is cheerful and optimistic, if a bit clumsy at times. She can also be quite hard on herself, caring deeply about the town she helps oversee.
In Unbounded, Isabelle is unchanged from her Ultimate appearance.
Isabelle can crawl.	
*Neutral Special (Pocket): Isabelle reaches a hand out to grab an item or projectile. She can use the Neutral Special again to use her pocketed item.
*Side Special (Fishing Rod): Isabelle casts a fishing rod forwards, being able to catch opponents and items to bring over to her.
*Up Special (Balloon Trip): Isabelle boards a platform adorned with balloons, allowing her to gain vertical height. She will enter freefall if the balloons are broken.
*Down Special (Lloid Trap): Isabelle plants a Lloid into the ground. Opponents which walk over it will be pulled into the air as the Lloid flies up before exploding.
*Final Smash (Dream Town Hall): Isabelle calls Tom Nook and his gang to build a town hall around a nearby opponent, with the town hall exploding to launch the opponent as the Final Smash ends.	
*Neutral Special (Pocket): Isabelle reaches a hand out to grab an item or projectile. She can use the Neutral Special again to use her pocketed item.
*Side Special (Fishing Rod): Isabelle casts a fishing rod forwards, being able to catch opponents and items to bring over to her.
*Up Special (Balloon Trip): Isabelle boards a platform adorned with balloons, allowing her to gain vertical height. She will enter freefall if the balloons are broken.
*Down Special (Lloid Trap): Isabelle plants a Lloid into the ground. Opponents which walk over it will be pulled into the air as the Lloid flies up before exploding.
*Final Smash (Dream Town Hall): Isabelle calls Tom Nook and his gang to build a town hall around a nearby opponent, with the town hall exploding to launch the opponent as the Final Smash ends.
Wii Fit Trainer 	Wii Fit Trainer
<tabber>Female= 	
Debut: Wii Fit (Wii, 2007)
Wii Fit Trainer loves anything related to fitness, especially yoga. She sees the battles of Smash as a workout beyond her wildest dreams!
In Unbounded, Wii Fit Trainer is unchanged from her Ultimate appearance.
Wii Fit Trainer can crawl and wall jump.	
*Neutral Special (Sun Salutation): Wii Fit Trainer charges up and releases an orb of energy. A full charge can be stored for later use, healing Wii Fit Trainer slightly.
*Side Special (Header): Wii Fit Trainer heads a soccer ball forwards as a projectile.
*Up Special (Super Hoop): Wii Fit Trainer rises into the air with some hula hoops, damaging opponents as she gyrates.
*Down Special (Deep Breathing): Wii Fit Trainer takes a deep breath as a circle closes in on her. Pressing the special button at the right time will heal Wii Fit Trainer and temporarily boost her power.
*Final Smash (Wii Fit): Wii Fit Trainer strikes a pose, sending multiple silhouettes forwards to strike opponents. The Final Smash concludes with one large silhouette.	
*Neutral Special (Sun Salutation): Wii Fit Trainer charges up and releases an orb of energy. A full charge can be stored for later use, healing Wii Fit Trainer slightly.
*Side Special (Header): Wii Fit Trainer heads a soccer ball forwards as a projectile.
*Up Special (Super Hoop): Wii Fit Trainer rises into the air with some hula hoops, damaging opponents as she gyrates.
*Down Special (Deep Breathing): Wii Fit Trainer takes a deep breath as a circle closes in on her. Pressing the special button at the right time will heal Wii Fit Trainer and temporarily boost her power.
*Final Smash (Wii Fit): Wii Fit Trainer strikes a pose, sending multiple silhouettes forwards to strike opponents. The Final Smash concludes with one large silhouette.
Ring Adventurer (Newcomer) 	Ring Adventurer (Newcomer)
<tabber>Female= 	
Debut: Ring Fit Adventure (Switch, 2019)
Setting out on a quest with her trusty ring, Ring Adventurer is determined to save her world through the power of exercise!
Ring Adventurer can crawl, wall cling, and wall jump.	
*Neutral Special (Bow Pull): Ring Adventurer pulls back on her ring, pushing out a red hand to damage opponents. The move can be charged for additional range and power.
*Side Special (Wind Gust): Ring Adventurer generates a gust of wind which harmlessly pushes opponents away.
*Up Special (Wing Mode): Ring Adventurer gives herself a pair of wings with the ring, rocketing in a chosen direction.
*Down Special (Wind Vortex): Ring Adventurer pulls on her ring, causing a vortex which draws in enemies and items.
*Final Smash (Four Masters): Ring Adventurer dashes forwards, trapping any opponent she hits in a cinematic. In the cinematic, the Four Masters attack with their various abilities before Ring Adventurer launches them back onto the stage with a Wind Gust.	
*Neutral Special (Bow Pull): Ring Adventurer pulls back on her ring, pushing out a red hand to damage opponents. The move can be charged for additional range and power.
*Side Special (Wind Gust): Ring Adventurer generates a gust of wind which harmlessly pushes opponents away.
*Up Special (Wing Mode): Ring Adventurer gives herself a pair of wings with the ring, rocketing in a chosen direction.
*Down Special (Wind Vortex): Ring Adventurer pulls on her ring, causing a vortex which draws in enemies and items.
*Final Smash (Four Masters): Ring Adventurer dashes forwards, trapping any opponent she hits in a cinematic. In the cinematic, the Four Masters attack with their various abilities before Ring Adventurer launches them back onto the stage with a Wind Gust.
Little Mac 	Little Mac
<tabber>Default= 	
Debut: Punch-Out!! (Arcade, 1983)
At the young age of 17, Little Mac set out to be a boxing champion. With the help of his coach, Doc Louis, Little Mac learned how to roll with the punches and became the legend he is today.
In Unbounded, Little Mac is unchanged from his Ultimate appearance.
Little Mac can wall jump. In addition, he has a Power Meter which rises as he takes and deals damage. Once the meter is full, Little Mac's Neutral Special becomes the KO Uppercut. However, a fully charged Power Meter drains after 20 seconds if not used or when Little Mac is KO'd.	
*Neutral Special (Straight Lunge / KO Uppercut): Little Mac rockets forwards with a powerful punch, which can be charged for additional distance and power. If Little Mac's Power Meter is full, he'll instead perform an uppercut with incredible launch power.
*Side Special (Jolt Haymaker): Little Mac does a lunging punch, leaping over lower attacks.
*Up Special (Rising Uppercut): Little Mac punches above himself while spinning upwards.
*Down Special (Slip Counter): Little Mac strikes a pose. If attacked while posing, Little Mac will counterattack with an uppercut.
*Final Smash (Giga Mac): Little Mac becomes the muscular Giga Mac, dashing forwards to bombard the first opponent he touches with a series of punches before launching them with an uppercut.	
*Neutral Special (Straight Lunge / KO Uppercut): Little Mac rockets forwards with a powerful punch, which can be charged for additional distance and power. If Little Mac's Power Meter is full, he'll instead perform an uppercut with incredible launch power.
*Side Special (Jolt Haymaker): Little Mac does a lunging punch, leaping over lower attacks.
*Up Special (Rising Uppercut): Little Mac punches above himself while spinning upwards.
*Down Special (Slip Counter): Little Mac strikes a pose. If attacked while posing, Little Mac will counterattack with an uppercut.
*Final Smash (Giga Mac): Little Mac becomes the muscular Giga Mac, dashing forwards to bombard the first opponent he touches with a series of punches before launching them with an uppercut.
King Hippo (Newcomer) 	King Hippo (Newcomer)
 	
Debut: Punch-Out!! (Arcade, 1983)
Hailing from Hippo Island, King Hippo is one of the strongest and largest boxers the Major Circuit has to offer. It's even said that the only thing King Hippo loves more than a good fight is a good meal!
King Hippo has a Power Meter which rises as he takes and deals damage. Unlike Little Mac, King Hippo's Power Meter doesn't give him a new move when full, but will instead increase his power and defense. These effects last for 20 seconds.
*Neutral Special (Raise Punch): King Hippo charges up and releases a powerful punch. The charging time decreases while King Hippo's Power Meter is full.
*Side Special (Hippo Rush): King Hippo lunges forward with an overhand. The distance he covers increases while his Power Meter is full.
*Up Special (Hippo Heave): King Hippo leaps into the air at a slight angle, slamming onto the ground with great force.
*Down Special (Grate Counter): King Hippo sticks out his stomach (now with a sewer grate over it) to perform counterattacks on melee attacks.
*Final Smash (Hippo Squeeze 'n Squash): King Hippo performs the Hippo Squeeze 'n Squash in front of himself. Opponents hit by this move will be stunned as King Hippo punches them multiple times before launching them with an uppercut.	
*Neutral Special (Raise Punch): King Hippo charges up and releases a powerful punch. The charging time decreases while King Hippo's Power Meter is full.
*Side Special (Hippo Rush): King Hippo lunges forward with an overhand. The distance he covers increases while his Power Meter is full.
*Up Special (Hippo Heave): King Hippo leaps into the air at a slight angle, slamming onto the ground with great force.
*Down Special (Grate Counter): King Hippo sticks out his stomach (now with a sewer grate over it) to perform counterattacks on melee attacks.
*Final Smash (Hippo Squeeze 'n Squash): King Hippo performs the Hippo Squeeze 'n Squash in front of himself. Opponents hit by this move will be stunned as King Hippo punches them multiple times before launching them with an uppercut.
Shulk 	Shulk
 	
Debut: Xenoblade Chronicles (Wii, 2010)
Wielding the legendary Monado, Shulk can use a variety of Monado Arts to give him the edge in battle. Determined to defend Colony 9, he's careful, methodical, and really feelin' it!
In Unbounded, Shulk is unchanged from his Ultimate appearance.
Shulk can wall jump.
*Neutral Special (Monado Arts): Shulk chooses from one of five Monado Arts to activate for a short time. Each Art has a cooldown after its initial usage.
**Jump: Shulk gains a higher jump and air speed, but takes more damage from attacks.
**Speed: Shulk gains higher speed, but deals less damage.
**Shield: Shulk takes less damage from attacks, but his speed and power are lowered.
**Buster: Shulk deals more damage, but takes more damage from attacks and loses launch power.
**Smash: Shulk gains launch power, but deals less damage and takes more knockback.
*Side Special (Bask Slash): Shulk slashes forwards with the Monado. The move deals more damage if the target is facing away from Shulk.
*Up Special (Air Slash): Shulk rises into the air while slashing with the Monado.
*Down Special (Vision): Shulk strikes a pose. If attacked while posing, Shulk will counterattack with a slash.
*Final Smash (Chain Attack): Shulk slashes with the Monado, trapping hit opponents in a cinematic where they are attacked by Shulk, Dunban, Riki, and Fiora before being launched back onto the stage.	
*Neutral Special (Monado Arts): Shulk chooses from one of five Monado Arts to activate for a short time. Each Art has a cooldown after its initial usage.
**Jump: Shulk gains a higher jump and air speed, but takes more damage from attacks.
**Speed: Shulk gains higher speed, but deals less damage.
**Shield: Shulk takes less damage from attacks, but his speed and power are lowered.
**Buster: Shulk deals more damage, but takes more damage from attacks and loses launch power.
**Smash: Shulk gains launch power, but deals less damage and takes more knockback.
*Side Special (Bask Slash): Shulk slashes forwards with the Monado. The move deals more damage if the target is facing away from Shulk.
*Up Special (Air Slash): Shulk rises into the air while slashing with the Monado.
*Down Special (Vision): Shulk strikes a pose. If attacked while posing, Shulk will counterattack with a slash.
*Final Smash (Chain Attack): Shulk slashes with the Monado, trapping hit opponents in a cinematic where they are attacked by Shulk, Dunban, Riki, and Fiora before being launched back onto the stage.
Pyra & Mythra 	Pyra & Mythra
 	
Debut: Xenoblade Chronicles 2 (Switch, 2017)
Pyra and Mythra are two Blades wielde by Rex, each boasting immense power. Despite the two's differences, they make a great team!
In Unbounded, both Pyra and Mythra have been given a new Down Special, as switching Blades has been moved to their Shield Special.
During battle, Pyra and Mythra can be switched out by using their Shield Special, with each member having their own unique specials.
<tabber>Pyra=
*Neutral Special (Flame Nova): Pyra spins in place with her sword extended, drawing in opponents before striking them multiple times.
*Side Special (Blazing End): Pyra throws her sword forwards as it spins like a wheel before boomeranging back to her. Pyra can moove freely while the blade is out, but cannot attack.
*Up Special (Prominence Revolt): Pyra ascends into the air before coming down with a slash.
*Down Special (Flaming Edge): Pyra charges up before releasing a powerful sword slash in front of herself.
*Final Smash (Burning Sword): Rex appears besides Pyra and slashes his sword. Opponents hit by the sword are pulled into a cinematic where Rex and Pyra initiate Burning Sword, dealing major damage.	<tabber>Pyra=
*Neutral Special (Flame Nova): Pyra spins in place with her sword extended, drawing in opponents before striking them multiple times.
*Side Special (Blazing End): Pyra throws her sword forwards as it spins like a wheel before boomeranging back to her. Pyra can moove freely while the blade is out, but cannot attack.
*Up Special (Prominence Revolt): Pyra ascends into the air before coming down with a slash.
*Down Special (Flaming Edge): Pyra charges up before releasing a powerful sword slash in front of herself.
*Final Smash (Burning Sword): Rex appears besides Pyra and slashes his sword. Opponents hit by the sword are pulled into a cinematic where Rex and Pyra initiate Burning Sword, dealing major damage.
Duck Hunt 	Duck Hunt
 	
Debut: Duck Hunt (NES, 1985)
A team of three comprising of dog, duck, and hunter, these unlikely fighters put their skills together to create an unconventional, yet effective moveset. If opponents aren't wary enough, the Duck Hunt team may just have the last laugh!
In Unbounded, Duck Hunt is unchanged from their Ultimate appearance.
Duck Hunt can jump three times and crawl.
*Neutral Special (Trick Shot): Duck Hunt throws a can on the ground. Subsequent usage of the Neutral Special will have the can be shot by an unseen hunter, causing the can to move and eventually explode.
*Side Special (Clay Shooting): Duck Hunt throws a clay pigeon which sails through the air. Pressing the special button while the pigeon is airborne will have it be shot, dealing damage to opponents near it.
*Up Special (Duck Jump): The duck carries the dog into the air for a short distance before entering freefall.
*Down Special (Wild Gunman): Duck Hunt summons a random 8-bit gunman in front of themselves, which fires forwards. The properties of the shot are determined by which gunman is summoned, and each one can be knocked out if they are hit before they shoot.
*Final Smash (NES Zapper Posse): A flock of ducks fly by Duck Hunt, transporting nearby opponents into a cinematic where they're shot by multiple 8-bit gunmen as the dog laughs at them.	
*Neutral Special (Trick Shot): Duck Hunt throws a can on the ground. Subsequent usage of the Neutral Special will have the can be shot by an unseen hunter, causing the can to move and eventually explode.
*Side Special (Clay Shooting): Duck Hunt throws a clay pigeon which sails through the air. Pressing the special button while the pigeon is airborne will have it be shot, dealing damage to opponents near it.
*Up Special (Duck Jump): The duck carries the dog into the air for a short distance before entering freefall.
*Down Special (Wild Gunman): Duck Hunt summons a random 8-bit gunman in front of themselves, which fires forwards. The properties of the shot are determined by which gunman is summoned, and each one can be knocked out if they are hit before they shoot.
*Final Smash (NES Zapper Posse): A flock of ducks fly by Duck Hunt, transporting nearby opponents into a cinematic where they're shot by multiple 8-bit gunmen as the dog laughs at them.
Inkling 	Inkling
<tabber>S1 Girl= 	
Debut: Splatoon (Wii U, 2015)
The spunky squid kids from Inkopolis, the Inklings have many ink-based weapons at their disposal. This, along with their ability to shift from squid to humanoid and back again, makes them unusual, yet energetic fighters!
In Unbounded, Inkling is unchanged from their Ultimate appearance.
Inkling can crawl. In addition, they have a Ink Meter which allows them to cover their opponents in ink with certain attacks. Inked opponents take more damage from attacks, but Inkling only has a limited supply of ink which can be refilled with their Shield Special.	
*Neutral Special (Splattershot): Inkling fires their Splattershot rapidly, covering opponents in front of them with ink. This drains their Ink Meter.
*Side Special (Splat Roller): Inkling takes out their Splat Roller and begins running forward, burying opponents in front of them and covering them with ink. This drains their Ink Meter.
*Up Special (Super Jump): Inkling shifts into their squid form and rockets into the air.
*Down Special (Splat Bomb): Inkling throws a Splat Bomb forwards, which eventually explodes and covers nearby opponents in ink. This drains Inkling's Ink Meter, and can't be used once the meter is below a certain amount.
*Shield Special (Ink Refill): Inkling hops into a puddle of ink, slowly refilling their Ink Meter.
*Final Smash (Killer Wail): Inkling pulls out a Killer Wail as it produces an inky laser which can be aimed with the control stick. Inkling can move around normally while the Killer Wail is active.	
*Neutral Special (Splattershot): Inkling fires their Splattershot rapidly, covering opponents in front of them with ink. This drains their Ink Meter.
*Side Special (Splat Roller): Inkling takes out their Splat Roller and begins running forward, burying opponents in front of them and covering them with ink. This drains their Ink Meter.
*Up Special (Super Jump): Inkling shifts into their squid form and rockets into the air.
*Down Special (Splat Bomb): Inkling throws a Splat Bomb forwards, which eventually explodes and covers nearby opponents in ink. This drains Inkling's Ink Meter, and can't be used once the meter is below a certain amount.
*Shield Special (Ink Refill): Inkling hops into a puddle of ink, slowly refilling their Ink Meter.
*Final Smash (Killer Wail): Inkling pulls out a Killer Wail as it produces an inky laser which can be aimed with the control stick. Inkling can move around normally while the Killer Wail is active.
Octoling (ε) (Newcomer) 	Octoling (ε) (Newcomer)
<tabber>Girl= 	
Debut: Splatoon 2 (Switch, 2017)
Octolings were once considered an enemy to the Inklings' way of life. However, after being exposed to the Calamari Inkantation, the Octolings yearned for freedom and moved to Inkopolis, willing to make peace with their former adversaries.
In Unbounded, Octoling serves as Inking's Echo Fighter. While the two are mostly the same, Octoling uses different weapons and has a unique Side Special and Final Smash.
Octoling can crawl. In addition, they have a Ink Meter which allows them to cover their opponents in ink with certain attacks. Inked opponents take more damage from attacks, but Octoling only has a limited supply of ink which can be refilled with their Shield Special.	
*Neutral Special (Octo Shot): Octoling fires their Octo Shot rapidly, covering opponents in front of them with ink. This drains their Ink Meter.
*Side Special (Kensa Splatterscope): Octoling charges up before shooting a precise, powerful blast from the Kensa Splatterscope. This drains their Ink Meter.
*Up Special (Super Jump): Octoling shifts into their octopus form and rockets into the air.
*Down Special (Burst Bomb): Octoling throws a Burst Bomb forwards, which eventually explodes and covers nearby opponents in ink. This drains Octoling's Ink Meter, and can't be used once the meter is below a certain amount.
*Shield Special (Ink Refill): Octoling hops into a puddle of ink, slowly refilling their Ink Meter.
*Final Smash (Splashdown): Octoling leaps into the air before slamming their fist into the ground, causing a large explosion of ink which damages and launches opponents.	
*Neutral Special (Octo Shot): Octoling fires their Octo Shot rapidly, covering opponents in front of them with ink. This drains their Ink Meter.
*Side Special (Kensa Splatterscope): Octoling charges up before shooting a precise, powerful blast from the Kensa Splatterscope. This drains their Ink Meter.
*Up Special (Super Jump): Octoling shifts into their octopus form and rockets into the air.
*Down Special (Burst Bomb): Octoling throws a Burst Bomb forwards, which eventually explodes and covers nearby opponents in ink. This drains Octoling's Ink Meter, and can't be used once the meter is below a certain amount.
*Shield Special (Ink Refill): Octoling hops into a puddle of ink, slowly refilling their Ink Meter.
*Final Smash (Splashdown): Octoling leaps into the air before slamming their fist into the ground, causing a large explosion of ink which damages and launches opponents.
Spring Man (Newcomer) 	Spring Man (Newcomer)
<tabber>Default= 	
Debut: ARMS (Switch, 2017)
Spring Man is perhaps one of the most iconic ARMS fighters there is. Having trained at the Spring Gym for many years, he's determined to bring down Max Brass and crown himself as the champion of the ARMS Grand Prix!
Spring Man has a tether recovery. In addition, he has his left and right ARM tied to the attack and special buttons respectively, allowing him to throw two attacks at once by using a normal attack and his Neutral or Side Specials.
Finally, Spring Man enters a Permacharge Mode once his percentage is above 100% in normal matches or below 50 HP in Stamina matches. While in this state, the start and endlag of his moves decrease, and the power of his attacks increases. Some of his attacks also gain fiery properties.	
*Neutral/Side Special (ARM Jab): Spring Man jabs forward with his right ARM. He can jump while the ARM is out, and by using the Side Special version of the move, he can use it while walking. This can be used in tandem with most of Spring Man's basic attacks.
*Up Special (ARMS Jump/Hook): If used on the ground, Spring Man leaps high into the air, being able to attack normally after beginning his descent. If used in the air, Spring Man reaches up with his left ARM, using it as a tether recovery.
*Down Special (Parry): Spring Man strikes a pose. If he is attacked during this animation, the attacker will be paralyzed for a moment, allowing Spring Man to counterattack.
*Shield Special (ARMS Swap): Spring Man swaps out his current right ARM for the next one in the rotation.
**Toaster: Spring Man's default ARM, having average speed and power.
**Boomerang: Greater speed than the Toaster, but also less damage. The move can also be held out to conjure a gust of wind.
**Tribolt: Slower speed than the Toaster, but greater power. Attacks using the Tribolt also have electrical properties.
*Final Smash (Rush): Spring Man throws his ARM to pull the first opponent he comes in contact with into a cinematic which takes place in the Spring Stadium, with Spring Man pummeling them before launching them back to the battlefield.	
*Neutral/Side Special (ARM Jab): Spring Man jabs forward with his right ARM. He can jump while the ARM is out, and by using the Side Special version of the move, he can use it while walking. This can be used in tandem with most of Spring Man's basic attacks.
*Up Special (ARMS Jump/Hook): If used on the ground, Spring Man leaps high into the air, being able to attack normally after beginning his descent. If used in the air, Spring Man reaches up with his left ARM, using it as a tether recovery.
*Down Special (Parry): Spring Man strikes a pose. If he is attacked during this animation, the attacker will be paralyzed for a moment, allowing Spring Man to counterattack.
*Shield Special (ARMS Swap): Spring Man swaps out his current right ARM for the next one in the rotation.
**Toaster: Spring Man's default ARM, having average speed and power.
**Boomerang: Greater speed than the Toaster, but also less damage. The move can also be held out to conjure a gust of wind.
**Tribolt: Slower speed than the Toaster, but greater power. Attacks using the Tribolt also have electrical properties.
*Final Smash (Rush): Spring Man throws his ARM to pull the first opponent he comes in contact with into a cinematic which takes place in the Spring Stadium, with Spring Man pummeling them before launching them back to the battlefield.
Ribbon Girl (Newcomer) 	Ribbon Girl (Newcomer)
 	
Debut: ARMS (Switch, 2017)
Known as the Airess, Ribbon Girl is both an ARMS fighter and a world-renowned pop star. With her air mobility and assortment of powerful ARMS, she knows how to take the stage both on the stage and in the ring!
Ribbon Girl can jump four times and has a tether recovery. In addition, she has her left and right ARM tied to the attack and special buttons respectively, allowing her to throw two attacks at once by using a normal attack and her Neutral or Side Specials.
*Neutral Special (ARM Jab): Ribbon Girl jabs forward with her right ARM. She can jump while the ARM is out, and by using the Side Special version of the move, she can use it while walking. This can be used in tandem with most of Ribbon Girl's basic attacks.
*Side Special (ARM Jab / Air Dash): Inputting Ribbon Girl's Side Special will normally have her use the ARM Jab as normal. However, using her Side Special while at airborne will have her use the Air Dash, allowing her to swiftly move in her current direction. Using the Air Dash will allow Ribbon Girl to use any of her aerial attacks or remaining jumps.
*Up Special (ARMS Jump): Ribbon Girl leaps high into the air, being able to attack normally after beginning her descent.
*Down Special (Fastfall): Ribbon Girl drops to the ground quickly. Using this move while on the ground will have Ribbon Girl perform a hop into the air before coming back down.
*Shield Special (ARMS Swap): Ribbon Girl swaps out her current right ARM for the next one in the rotation.
**Sparky: Ribbon Girl's default ARM, having average speed and power. Attacks using Sparky also have electrical properties.
**Slapamander: Greater speed than Sparky, but also less damage. However, it has the greatest knockback rate of all of Ribbon Girl's ARMS.
**Popper: The fastest of Ribbon Girl's ARMS, but also the weakest. The move can also be held out to conjure a burst of confetti.
*Final Smash (Ribbon Rush): Ribbon Girl throws her ARM to pull the first opponent she comes in contact with into a cinematic which takes place in the Ribbon Ring, with Ribbon Girl pummeling them before launching them back to the battlefield.	
*Neutral Special (ARM Jab): Ribbon Girl jabs forward with her right ARM. She can jump while the ARM is out, and by using the Side Special version of the move, she can use it while walking. This can be used in tandem with most of Ribbon Girl's basic attacks.
*Side Special (ARM Jab / Air Dash): Inputting Ribbon Girl's Side Special will normally have her use the ARM Jab as normal. However, using her Side Special while at airborne will have her use the Air Dash, allowing her to swiftly move in her current direction. Using the Air Dash will allow Ribbon Girl to use any of her aerial attacks or remaining jumps.
*Up Special (ARMS Jump): Ribbon Girl leaps high into the air, being able to attack normally after beginning her descent.
*Down Special (Fastfall): Ribbon Girl drops to the ground quickly. Using this move while on the ground will have Ribbon Girl perform a hop into the air before coming back down.
*Shield Special (ARMS Swap): Ribbon Girl swaps out her current right ARM for the next one in the rotation.
**Sparky: Ribbon Girl's default ARM, having average speed and power. Attacks using Sparky also have electrical properties.
**Slapamander: Greater speed than Sparky, but also less damage. However, it has the greatest knockback rate of all of Ribbon Girl's ARMS.
**Popper: The fastest of Ribbon Girl's ARMS, but also the weakest. The move can also be held out to conjure a burst of confetti.
*Final Smash (Ribbon Rush): Ribbon Girl throws her ARM to pull the first opponent she comes in contact with into a cinematic which takes place in the Ribbon Ring, with Ribbon Girl pummeling them before launching them back to the battlefield.
Min Min 	Min Min
 	
Debut: ARMS (Switch, 2017)
Representing her family's noodle business, Min Min has what it takes to win the ARMS Grand Prix with not only her powerful arsenal of ARMS, but her strong kicks as well!
In Unbounded, Min Min's moveset has been slightly tweaked to fit with the playstyles of the other ARMS fighters.
Min Min can wall jump and has a tether recovery. In addition, she has her left and right ARM tied to the attack and special buttons respectively, allowing her to throw two attacks at once by using a normal attack and her Neutral or Side Specials.
*Neutral/Side Special (ARM Jab): Min Min jabs forward with her right ARM. She can jump while the ARM is out, and by using the Side Special version of the move, she can use it while walking. This can be used in tandem with most of Min Min's basic attacks.
*Up Special (ARMS Jump/Hook): If used on the ground, Min Min leaps high into the air, being able to attack normally after beginning her descent. If used in the air, Min Min reaches up with her left ARM, using it as a tether recovery.
*Down Special (Reflect Kick): Min Min throws a kick which can reflect projectiles.
*Shield Special (ARMS Swap): Min Min swaps out her current right ARM for the next one in the rotation.
**Ramram: Min Min's default ARM, having average speed and power. It also fires a projectile alongside the punch, which boomerangs back to Min Min.
**Megawatt: Min Min's strongest ARM, but also her slowest.
**Dragon: Min Min's fastest ARM. The move can also be held out to conjure a burst of fire.
*Final Smash (Dinner Rush): Min Min throws her ARM to pull the first opponent she comes in contact with into a cinematic which takes place in the Ramen Bowl, with Min Min pummeling them before launching them back to the battlefield.	
*Neutral/Side Special (ARM Jab): Min Min jabs forward with her right ARM. She can jump while the ARM is out, and by using the Side Special version of the move, she can use it while walking. This can be used in tandem with most of Min Min's basic attacks.
*Up Special (ARMS Jump/Hook): If used on the ground, Min Min leaps high into the air, being able to attack normally after beginning her descent. If used in the air, Min Min reaches up with her left ARM, using it as a tether recovery.
*Down Special (Reflect Kick): Min Min throws a kick which can reflect projectiles.
*Shield Special (ARMS Swap): Min Min swaps out her current right ARM for the next one in the rotation.
**Ramram: Min Min's default ARM, having average speed and power. It also fires a projectile alongside the punch, which boomerangs back to Min Min.
**Megawatt: Min Min's strongest ARM, but also her slowest.
**Dragon: Min Min's fastest ARM. The move can also be held out to conjure a burst of fire.
*Final Smash (Dinner Rush): Min Min throws her ARM to pull the first opponent she comes in contact with into a cinematic which takes place in the Ramen Bowl, with Min Min pummeling them before launching them back to the battlefield.
Balloon Fighter (Newcomer) 	Balloon Fighter (Newcomer)
 	
Debut: Vs. Balloon Fight (Arcade, 1984)
Balloon Fighter's existence is a great mystery. Is his name really Balloon Fighter? Why is he trying to stop his enemies, anyway? Lots of questions, but very little answers.
Balloon Fighter starts each stock with two Balloons, which break as he takes damage and can be replenished with his Shield Special (maximum is two). The more balloons Balloon Fighter has, the higher his jump is and the slower his fall speed is. If he has both balloons, he gains a second mid-air jump.
*Neutral Special (Lightning Ball): Balloon Fighter throws out an orb of electricity which locks onto the closest opponent. If no opponents are in range, the orb will simply fly straight forwards.
*Side Special (Flipper): Balloon Fighter spins a Flipper in front of himself, which can reflect projectiles and flip opponents around.
*Up Special (Balloon Flight): Balloon Fighter takes to the skies with his balloons, allowing him to fly for a short time before entering freefall. Balloon Fighter's flight time is higher with two balloons than one, and using the move while he has no balloons will have him do a short hop into the air.
*Down Special (Balloon Shield): Balloon Fighter holds up one of his balloons as a shield. If attacked while holding the balloon, the balloon will instantly pop, causing nearby opponents to be launched.
*Shield Special (Pump): Balloon Fighter starts pumping up a balloon to attach to his back. Each balloon takes roughly three seconds to fully inflate. If this move is used while Balloon Fighter already has two balloons, he will begin to inflate a third, which instantly pops after three seconds.
*Final Smash (Balloon Fight): A group of enemies from Balloon Fight fly directly in front of Balloon Fighter, transporting hit opponents into a cinematic where they're attacked by the enemies before being chomped at by a piranha. This Final Smash instantly KO's any opponent above 100%.	
*Neutral Special (Lightning Ball): Balloon Fighter throws out an orb of electricity which locks onto the closest opponent. If no opponents are in range, the orb will simply fly straight forwards.
*Side Special (Flipper): Balloon Fighter spins a Flipper in front of himself, which can reflect projectiles and flip opponents around.
*Up Special (Balloon Flight): Balloon Fighter takes to the skies with his balloons, allowing him to fly for a short time before entering freefall. Balloon Fighter's flight time is higher with two balloons than one, and using the move while he has no balloons will have him do a short hop into the air.
*Down Special (Balloon Shield): Balloon Fighter holds up one of his balloons as a shield. If attacked while holding the balloon, the balloon will instantly pop, causing nearby opponents to be launched.
*Shield Special (Pump): Balloon Fighter starts pumping up a balloon to attach to his back. Each balloon takes roughly three seconds to fully inflate. If this move is used while Balloon Fighter already has two balloons, he will begin to inflate a third, which instantly pops after three seconds.
*Final Smash (Balloon Fight): A group of enemies from Balloon Fight fly directly in front of Balloon Fighter, transporting hit opponents into a cinematic where they're attacked by the enemies before being chomped at by a piranha. This Final Smash instantly KO's any opponent above 100%.
Chibi-Robo (Newcomer) 	Chibi-Robo (Newcomer)
 	
Debut: Chibi-Robo! Plug Into Adventure! (Gamecube, 2005)
Chibi-Robos are small household assistants determined to follow out orders given to them. This Chibi-Robo's setting out on his greatest mission yet - Take the throne as the king of Smash!
Chibi-Robo has a Battery Meter which drains as he uses his special moves. Once the battery meter is fully drained, Chibi-Robo will need to wait some time before using any of his specials (aside from a weaker version of his Up Special and Final Smash).
*Neutral Special (Chibi-Blaster): Chibi-Robo fires a shot from his Chibi-Blaster, which paralyzes opponents upon contact.
*Side Special (Toothbrush): Chibi-Robo slides forwards on a toothbrush, launching opponents in his path.
*Up Special (Chibi-Copter): Chibi-Robo uses his Chibi-Copter to rise into the air before slowly coming back down.
*Down Special (Pick Up): Chibi-Robo reaches out to grab a projectile, being able to release it by using Pick Up again.
*Final Smash (Giga-Robo): Giga-Robo rises in the back of the stage, throwing a punch through the foreground which can screen KO opponents above 100%.	
*Neutral Special (Chibi-Blaster): Chibi-Robo fires a shot from his Chibi-Blaster, which paralyzes opponents upon contact.
*Side Special (Toothbrush): Chibi-Robo slides forwards on a toothbrush, launching opponents in his path.
*Up Special (Chibi-Copter): Chibi-Robo uses his Chibi-Copter to rise into the air before slowly coming back down.
*Down Special (Pick Up): Chibi-Robo reaches out to grab a projectile, being able to release it by using Pick Up again.
*Final Smash (Giga-Robo): Giga-Robo rises in the back of the stage, throwing a punch through the foreground which can screen KO opponents above 100%.
Labo Man (Newcomer) 	Labo Man (Newcomer)
 	
Debut: Nintendo Labo (Switch, 2018)
Labo Man is a being composed of cardboard and a singular Joy-Con. While this doesn't sound like much on the surface, Labo Man also has access to a variety of Labo gadgets to help him in combat!
Labo Man can crawl.
*Neutral Special (Hanafuda Havoc): Labo Man pulls out a hanafuda playing card which he can either instantly fire forwards or store. Labo Man can store up to five cards at a time.
*Side Special (Labo Rod): Labo Man casts a fishing rod forwards, being able to catch opponents and items to bring over to him.
*Up Special (Labo Bird): A Labo Bird appears and carries Labo Man into the air, holding him for a short time before letting go, causing Labo Man to enter freefall.
*Down Special (Labo Car): Labo Man sets a RC car on the ground, which zooms forwards and explodes if it hits an opponent.
*Final Smash (Labo Robot): Labo Man enters the Labo Robot as it flies into the background. A reticle then appears, allowing the player to aim a powerful punch from the Labo Robot. After punching, the Labo Robot disappears as Labo Man hops back onto the battlefield.	
*Neutral Special (Hanafuda Havoc): Labo Man pulls out a hanafuda playing card which he can either instantly fire forwards or store. Labo Man can store up to five cards at a time.
*Side Special (Labo Rod): Labo Man casts a fishing rod forwards, being able to catch opponents and items to bring over to him.
*Up Special (Labo Bird): A Labo Bird appears and carries Labo Man into the air, holding him for a short time before letting go, causing Labo Man to enter freefall.
*Down Special (Labo Car): Labo Man sets a RC car on the ground, which zooms forwards and explodes if it hits an opponent.
*Final Smash (Labo Robot): Labo Man enters the Labo Robot as it flies into the background. A reticle then appears, allowing the player to aim a powerful punch from the Labo Robot. After punching, the Labo Robot disappears as Labo Man hops back onto the battlefield.
Snake 	Snake
 	
Debut: Metal Gear (MSX2, 1987)
A clone created during the Les Enfants Terribles military project, Solid Snake is a trained mercenary and a legendary special agent. With his stealth and assortment of weapons, he's known as the "Man Who Makes the Impossible Possible".
In Unbounded, Snake is unchanged from his Ultimate appearance.
Snake can crawl.
*Neutral Special (Hand Grenade): Snake tosses a hand grenade which explodes after a short time.
*Side Special (Remote Missile): Snake fires a remote missile which can be directed with the control stick. While doing this, however, Snake is left vulnerable.
*Up Special (Cypher): Snake grabs a Cypher which lifts him into the air. Snake can let go by pressing down on the control stick.
*Down Special (C4): Snake places some C4 on the ground or on a nearby opponent. Using the Down Special again while C4 is active causes it to explode.
*Final Smash (Covering Fire): Snake calls for reinforcements as a reticle appears on screen which locks onto opponents. After some time, missiles will fire at the locked-on opponents before the Final Smash ends.	
*Neutral Special (Hand Grenade): Snake tosses a hand grenade which explodes after a short time.
*Side Special (Remote Missile): Snake fires a remote missile which can be directed with the control stick. While doing this, however, Snake is left vulnerable.
*Up Special (Cypher): Snake grabs a Cypher which lifts him into the air. Snake can let go by pressing down on the control stick.
*Down Special (C4): Snake places some C4 on the ground or on a nearby opponent. Using the Down Special again while C4 is active causes it to explode.
*Final Smash (Covering Fire): Snake calls for reinforcements as a reticle appears on screen which locks onto opponents. After some time, missiles will fire at the locked-on opponents before the Final Smash ends.
Sonic 	Sonic
 	
Debut: Sonic the Hedgehog (Genesis, 1991)
The Blue Blur, the Fastest Thing Alive, Mr. Needlemouse; whatever you want to call him, Sonic's got blazing fast speed and a cocky attitude to match. Have fun trying to keep up with him on the battlefield!
In Unbounded, Sonic's moveset has been altered to better reflect his personality, adding some of his moves from Sonic Battle.
Sonic can wall jump.
*Neutral Special (Homing Attack): Sonic curls up into a ball and rises into the air before locking onto a nearby opponent for a spin attack.
*Side Special (Light-Speed Dash): Sonic instantly dashes forwards, similarly to Fox Illusion. However, when compared to Fox Illusion, the Light-Speed Dash is faster, but covers less distance.
*Up Special (Blue Tornado): Sonic conjures a tornado by spinning in a ball, using it to propel himself upwards.
*Down Special (Spin Dash): Sonic curls up into a ball and blasts forwards as a ridiculous speed. He can be turned while spinning.
*Final Smash (Super Sonic): Sonic uses the power of the Chaos Emeralds to become Super Sonic, flying across the stage at an insane speed to knock opponents around.	
*Neutral Special (Homing Attack): Sonic curls up into a ball and rises into the air before locking onto a nearby opponent for a spin attack.
*Side Special (Light-Speed Dash): Sonic instantly dashes forwards, similarly to Fox Illusion. However, when compared to Fox Illusion, the Light-Speed Dash is faster, but covers less distance.
*Up Special (Blue Tornado): Sonic conjures a tornado by spinning in a ball, using it to propel himself upwards.
*Down Special (Spin Dash): Sonic curls up into a ball and blasts forwards as a ridiculous speed. He can be turned while spinning.
*Final Smash (Super Sonic): Sonic uses the power of the Chaos Emeralds to become Super Sonic, flying across the stage at an insane speed to knock opponents around.
Tails (Newcomer) 	Tails (Newcomer)
 	
Debut: Sonic the Hedgehog 2 (Game Gear, 1992)
Born with two tails, Miles "Tails" Prowler is Sonic's best buddy and worthy ally. His ability to fly using his tails allows him to keep up with the Blue Blur, and his technological know-how rivals Dr. Eggman's!
Tails can jump three times.
*Neutral Special (Energy Shot): Tails fires an energy shot from his blaster. This can be charged, and a full charge can be stored for later use.
*Side Special (Dummy Ring Bomb): Tails throws a Dummy Ring Bomb, which explodes upon contact with an opponent or after three seconds.
*Up Special (Airlift): Tails spins his two tails, granting him flight for a short time. Tails can be fully controlled with the control stick while flying.
*Down Special (Spin Dash): Tails curls up into a ball and blasts forwards as a ridiculous speed. He can be turned while spinning.
*Final Smash (Tornado): Tails enters the Tornado as it flies into the background. Once in the background, the Tornado displays a reticle which can be aimed by the player to lock onto opponents. After a few seconds, missiles are fired at the locked-on opponents before the Tornado flies through the stage, launching any opponent hit by it.	
*Neutral Special (Energy Shot): Tails fires an energy shot from his blaster. This can be charged, and a full charge can be stored for later use.
*Side Special (Dummy Ring Bomb): Tails throws a Dummy Ring Bomb, which explodes upon contact with an opponent or after three seconds.
*Up Special (Airlift): Tails spins his two tails, granting him flight for a short time. Tails can be fully controlled with the control stick while flying.
*Down Special (Spin Dash): Tails curls up into a ball and blasts forwards as a ridiculous speed. He can be turned while spinning.
*Final Smash (Tornado): Tails enters the Tornado as it flies into the background. Once in the background, the Tornado displays a reticle which can be aimed by the player to lock onto opponents. After a few seconds, missiles are fired at the locked-on opponents before the Tornado flies through the stage, launching any opponent hit by it.
Knuckles (Newcomer) 	Knuckles (Newcomer)
 	
Debut: Sonic the Hedgehog 3 (Genesis, 1994)
The tough guardian of the Master Emerald, Knuckles the Echidna was once an enemy of Sonic's due to Dr. Eggman's influence. Nowadays, though, Knuckles is one of Sonic's closest allies, although the two still have some form of a rivalry.
Knuckles can wall cling. In addition, pressing the jump button after Knuckles performs his second jump will have him begin to glide, slowing his descent at the cost of losing his aerials. Inputting down on the control stick will have Knuckles resume falling as normal.
*Neutral Special (Deep Impact): Knuckles charges and releases a fiery punch, dealing heavy damage and knockback.
*Side Special (Screwdriver): Knuckles corkscrews forwards, giving him quick horizontal movement.
*Up Special (Spiral Upper): Knuckles performs a flaming uppercut.
*Down Special (Dig): Knuckles buries into the ground. While buried, Knuckles can move around on the platform he burrowed into, damaging opponents he runs into. Pressing up on the control stick will cause Knuckles to resurface, and pressing the attack button will have him attack while resurfacing.
*Final Smash (Hyper Knuckles): A green light is emitted around Knuckles, trapping the closest opponent in its range in a cinematic. In the cinematic, Knuckles uses the Master Emerald to become Hyper Knuckles, striking the opponent with powerful blows before launching them back onto the stage and reverting to his normal form.	
*Neutral Special (Deep Impact): Knuckles charges and releases a fiery punch, dealing heavy damage and knockback.
*Side Special (Screwdriver): Knuckles corkscrews forwards, giving him quick horizontal movement.
*Up Special (Spiral Upper): Knuckles performs a flaming uppercut.
*Down Special (Dig): Knuckles buries into the ground. While buried, Knuckles can move around on the platform he burrowed into, damaging opponents he runs into. Pressing up on the control stick will cause Knuckles to resurface, and pressing the attack button will have him attack while resurfacing.
*Final Smash (Hyper Knuckles): A green light is emitted around Knuckles, trapping the closest opponent in its range in a cinematic. In the cinematic, Knuckles uses the Master Emerald to become Hyper Knuckles, striking the opponent with powerful blows before launching them back onto the stage and reverting to his normal form.
Mega Man 	Mega Man
 	
Debut: Mega Man (NES, 1987)
The Super Fighting Robot himself, Mega Man was configured by Dr. Light to fight for everlasting peace! With the ability to copy the abilities of defeated Robot Masters, he can easily adapt to any situation!
In Unbounded, Mega Man is unchanged from his Ultimate appearance.
Mega Man's jab and forward tilt can be used while walking, allowing him to shoot projectiles from his Mega Buster.
*Neutral Special (Metal Blade): Mega Man throws a spinning saw forwards. It can also be thrown like an item if it touches the ground.
*Side Special (Crash Bomber): Mega Man fires a sticky bomb which clings to opponents before exploding.
*Up Special (Rush Coil): Mega Man jumps off of Rush to propel him into the air. Rush sticks around for a few seconds after being summoned before despawning.
*Down Special (Leaf Shield): Mega Man immerses himself in a Leaf Shield, which he throws forward when the special button is released.
*Final Smash (Mega Legends): Mega Man fires the Black Hole Bomb, which sucks nearby opponents into a cinematic where various Mega Man incarnations fire at them before launching them back onto the stage.	
*Neutral Special (Metal Blade): Mega Man throws a spinning saw forwards. It can also be thrown like an item if it touches the ground.
*Side Special (Crash Bomber): Mega Man fires a sticky bomb which clings to opponents before exploding.
*Up Special (Rush Coil): Mega Man jumps off of Rush to propel him into the air. Rush sticks around for a few seconds after being summoned before despawning.
*Down Special (Leaf Shield): Mega Man immerses himself in a Leaf Shield, which he throws forward when the special button is released.
*Final Smash (Mega Legends): Mega Man fires the Black Hole Bomb, which sucks nearby opponents into a cinematic where various Mega Man incarnations fire at them before launching them back onto the stage.
Proto Man (Newcomer) 	Proto Man (Newcomer)
 	
Debut: Mega Man 3 (NES, 1990)
Proto Man was created as the first robot with independent thoughts. After discovering a critical error with his energy core, he fled from Dr. Light's lab to protect his free will. Despite this, he has helped Mega Man on many of his adventures.
Proto Man's jab and forward tilt can be used while walking, allowing him to shoot projectiles from his Proto Buster. He also possesses the Proto Shield, allowing him to block incoming projectiles while standing or walking.
*Neutral Special (Proto Strike): Proto Man launches a shot with great power, but short range.
*Side Special (Proto Shield): Proto Man dashes forwards while holding out his shield.
*Up Special (Proto Jet): Proto Man propels himself into the air with a jet before entering freefall.
*Down Special (Shield Counter): Proto Man strikes a pose. If attacked while posing, Proto Man will counterattack by bashing the opponent with his shield.
*Final Smash (Big Bang Strike): Proto Man fires a large energy blast with incredible power, similar to Ryu's Shinku Hadoken.	
*Neutral Special (Proto Strike): Proto Man launches a shot with great power, but short range.
*Side Special (Proto Shield): Proto Man dashes forwards while holding out his shield.
*Up Special (Proto Jet): Proto Man propels himself into the air with a jet before entering freefall.
*Down Special (Shield Counter): Proto Man strikes a pose. If attacked while posing, Proto Man will counterattack by bashing the opponent with his shield.
*Final Smash (Big Bang Strike): Proto Man fires a large energy blast with incredible power, similar to Ryu's Shinku Hadoken.
Pac-Man 	Pac-Man
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Debut: Pac-Man (Arcade, 1980)
Pac-Man's most iconic trait is his near-endless appetite. Pellets, cherries, ghosts; He'll eat just about anything! Luckily, his hunger for battle is yet again satisfied in Smash, and he's more than ready to take a bite out of the competition!
In Unbounded, Pac-Man's moveset has been slightly tweaked to include some moves from the Pac-Man World series.
Pac-Man can wall-jump.	
*Neutral Special (Bonus Fruit): Pac-Man charges up to summon a projectile and throws it forward. Each of the projectiles has different effects.
**Cherry: Thrown in an arc and bounces once before disappearing.
**Strawberry: Thrown in a greater arc than the Cherry and bounces three times before disappearing.
**Orange: Thrown straight forwards with great range.
**Apple: Bounces along the ground multiple times.
**Melon: Thrown in an arc and moves slowly.
**Galaxian: Flies in a shuttle loop before flying straight forward.
**Bell: Thrown in an arc before dropping straight down. It temporarily paralyzes hit opponents.
**Key: Thrown straight forwards at high speeds.
*Side Special (Power Pellet): Pac-Man creates a trail of Pac-Dots (which can be controlled with the control stick) which ends with a Power Pellet and chomps through it. If Pac-Man is attacked while the Power Pellet is on-screen, it will drop to the ground and can be used as a healing item.
*Up Special (Pac-Jump): Pac-Man summons a trampoline which is good for three bounces before vanishing.
*Down Special (Fire Hydrant): Pac-Man drops a fire hydrant which squirts water in both directions upon landing.
*Final Smash (Super Pac-Man): Pac-Man eats both a Power Pellet and Super Pellet to become a giant version of his 2D self before chomping across the stage multiple times to deal large damage and knockback.	
*Neutral Special (Bonus Fruit): Pac-Man charges up to summon a projectile and throws it forward. Each of the projectiles has different effects.
**Cherry: Thrown in an arc and bounces once before disappearing.
**Strawberry: Thrown in a greater arc than the Cherry and bounces three times before disappearing.
**Orange: Thrown straight forwards with great range.
**Apple: Bounces along the ground multiple times.
**Melon: Thrown in an arc and moves slowly.
**Galaxian: Flies in a shuttle loop before flying straight forward.
**Bell: Thrown in an arc before dropping straight down. It temporarily paralyzes hit opponents.
**Key: Thrown straight forwards at high speeds.
*Side Special (Power Pellet): Pac-Man creates a trail of Pac-Dots (which can be controlled with the control stick) which ends with a Power Pellet and chomps through it. If Pac-Man is attacked while the Power Pellet is on-screen, it will drop to the ground and can be used as a healing item.
*Up Special (Pac-Jump): Pac-Man summons a trampoline which is good for three bounces before vanishing.
*Down Special (Fire Hydrant): Pac-Man drops a fire hydrant which squirts water in both directions upon landing.
*Final Smash (Super Pac-Man): Pac-Man eats both a Power Pellet and Super Pellet to become a giant version of his 2D self before chomping across the stage multiple times to deal large damage and knockback.
Blinky (Newcomer) 	Blinky (Newcomer)
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Debut: Pac-Man (Arcade, 1980)
The sworn enemy of Pac-Man for reasons uncertain, Blinky leads his ghost gang in a crusade against the dot muncher. However, Blinky has (begrudgingly) sided with Pac-Man on occasion, showing that his main concern isn't always taking him out... as much as he won't admit it.
Blinky can jump three times.	
*Neutral Special (Mini Ghost): Blinky cycles through four types of Mini Ghosts to throw. Each one has different attributes.
**Red: Homes in on the closest opponent, dealing average damage.
**Blue: Travels forwards before boomeranging backwards.
**Pink: Travels in a straight line, but deals the least damage.
**Orange: Flies in a random angle, but deals the most damage.
*Side Special (Chase): Blinky shifts into his 8-bit form and dashes forwards. If the special button is held, Blinky will lock onto a nearby opponent before shifting and dash towards them.
*Up Special (Pogo Stick): Blinky uses a pogo stick to propel himself into the air, being able to bounce off opponents and most projectiles.
*Down Special (Pooka Pop): Blinky starts inflating a Pooka, which causes a large explosion once popped.
*Final Smash (Level 256): Blinky flies up to the top of the screen as the bottom begins to glitch out, damaging opponents caught in it and spawning glitchy ghosts to attack. This lasts for some time before the glitching ends and Blinky returns to the stage.	
*Neutral Special (Mini Ghost): Blinky cycles through four types of Mini Ghosts to throw. Each one has different attributes.
**Red: Homes in on the closest opponent, dealing average damage.
**Blue: Travels forwards before boomeranging backwards.
**Pink: Travels in a straight line, but deals the least damage.
**Orange: Flies in a random angle, but deals the most damage.
*Side Special (Chase): Blinky shifts into his 8-bit form and dashes forwards. If the special button is held, Blinky will lock onto a nearby opponent before shifting and dash towards them.
*Up Special (Pogo Stick): Blinky uses a pogo stick to propel himself into the air, being able to bounce off opponents and most projectiles.
*Down Special (Pooka Pop): Blinky starts inflating a Pooka, which causes a large explosion once popped.
*Final Smash (Level 256): Blinky flies up to the top of the screen as the bottom begins to glitch out, damaging opponents caught in it and spawning glitchy ghosts to attack. This lasts for some time before the glitching ends and Blinky returns to the stage.
Ryu 	Ryu
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Debut: Street Fighter (Arcade, 1987)
The stoic, serious Street Fighter champion, Ryu roams the land in a quest to hone his skills. While he doesn't actively seek a heroic life, he has a strong sense of justice and will step in whenever innocents are put in danger.
In Unbounded, Ryu is unchanged from his Ultimate appearance.
In 1v1 matches, Ryu always faces his opponent. In addition, stronger versions of his specials can be used with Button Commands.	
*Neutral Special (Hadoken): Ryu fires an energy wave from his palms straight forwards. If the special button is held down, the wave's power and speed is increased. When this move's Button Command is inputted, it becomes the Shakunetsu Hadoken, dealing more damage.
*Side Special (Tatsumaki Senpukyaku): Ryu swings his leg in a circle around himself as he moves forwards. Inputting this move's Button Command will increase the power and distance of the move.
*Up Special (Shoryuken): Ryu performs a rising uppercut which covers a decent amount of vertical range, but very little horizontal range. Inputting this move's Button Command will increase its power and distance.
*Down Special (Focus Attack): Ryu charges up before releasing a shadowy punch which can knock opponents to the floor. Inputting this move's Button Command reduces its startlag.
*Final Smash (Shin Shoryuken / Shinku Hadoken): If an opponent is in range, Ryu hits them with three consecutive Shoryukens, launching them into the air. Otherwise, Ryu fires a large Hadoken which can hit opponents multiple times.	
*Neutral Special (Hadoken): Ryu fires an energy wave from his palms straight forwards. If the special button is held down, the wave's power and speed is increased. When this move's Button Command is inputted, it becomes the Shakunetsu Hadoken, dealing more damage.
*Side Special (Tatsumaki Senpukyaku): Ryu swings his leg in a circle around himself as he moves forwards. Inputting this move's Button Command will increase the power and distance of the move.
*Up Special (Shoryuken): Ryu performs a rising uppercut which covers a decent amount of vertical range, but very little horizontal range. Inputting this move's Button Command will increase its power and distance.
*Down Special (Focus Attack): Ryu charges up before releasing a shadowy punch which can knock opponents to the floor. Inputting this move's Button Command reduces its startlag.
*Final Smash (Shin Shoryuken / Shinku Hadoken): If an opponent is in range, Ryu hits them with three consecutive Shoryukens, launching them into the air. Otherwise, Ryu fires a large Hadoken which can hit opponents multiple times.
Ken (ε) 	Ken (ε)
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Debut: Street Fighter (Arcade, 1987)
Despite being Ryu's best friend, Ken lacks the former's serious demeanor with a fun-loving and cocky attitude. However, his somewhat arrogant ways make him no less of a powerful martial artist, with his moves harnessing the power of fire itself!
In Unbounded, Ken serves as Ryu's Echo Fighter. While the two are mostly the same, some of Ken's attacks have fiery properties, and Ken has access to two roundhouse kicks which can only be performed with Button Commands. In addition, Ken has two unique Final Smashes.
In 1v1 matches, Ken always faces his opponent. In addition, stronger versions of his specials can be used with Button Commands.	
*Neutral Special (Hadoken): Ken fires an energy wave from his palms straight forwards. If the special button is held down, the wave's power and speed is increased. When this move's Button Command is inputted, its speed and power increase.
*Side Special (Tatsumaki Senpukyaku): Ken swings his leg in a circle around himself as he moves forwards. Inputting this move's Button Command will increase the power and distance of the move.
*Up Special (Shoryuken): Ken performs a rising uppercut which covers a decent amount of vertical range, but very little horizontal range. Inputting this move's Button Command will increase its power and distance.
*Down Special (Focus Attack): Ken charges up before releasing a shadowy punch which can knock opponents to the floor. Inputting this move's Button Command reduces its startlag.
*Final Smash (Shippu Jinraikyaku / Shinryuken): If an opponent is in range, Ken hits them with a rapid series of kicks before launching them away. Otherwise, Ken performs an uppercut which summons a giant pillar of fire.	
*Neutral Special (Hadoken): Ken fires an energy wave from his palms straight forwards. If the special button is held down, the wave's power and speed is increased. When this move's Button Command is inputted, its speed and power increase.
*Side Special (Tatsumaki Senpukyaku): Ken swings his leg in a circle around himself as he moves forwards. Inputting this move's Button Command will increase the power and distance of the move.
*Up Special (Shoryuken): Ken performs a rising uppercut which covers a decent amount of vertical range, but very little horizontal range. Inputting this move's Button Command will increase its power and distance.
*Down Special (Focus Attack): Ken charges up before releasing a shadowy punch which can knock opponents to the floor. Inputting this move's Button Command reduces its startlag.
*Final Smash (Shippu Jinraikyaku / Shinryuken): If an opponent is in range, Ken hits them with a rapid series of kicks before launching them away. Otherwise, Ken performs an uppercut which summons a giant pillar of fire.
Chun-Li (Newcomer) 	Chun-Li (Newcomer)
 	
Debut: Street Fighter II: The World Warrior (Arcade, 1991)
A narcotics officer of the International Police Criminal Police Organization, Chun-Li has dedicated her life to her art. She yearns to defeat the forces of Shadaloo and avenge her late father.
In 1v1 matches, Chun-Li always faces her opponent. In addition, stronger versions of her specials can be used with Button Commands.
*Neutral Special (Hyakuretsukyaku): Chun-Li throws multiple kicks in rapid succession, hitting opponents multiple times before launching them. When this move's Button Command is inputted, its power increases.
*Side Special (Spinning Bird Kick): Chun-Li swings her leg in a circle around herself as she moves forwards. Inputting this move's Button Command will increase the power and distance of the move.
*Up Special (Hazanshu): Chun-Li somersaults into the air with her leg held out. When this move's Button Command is inputted, its speed and vertical height increase.
*Down Special (Kikosho): Chun-Li charges up and releases a blast of energy which knocks opponents to the ground. Inputting this move's Button Command reduces its startlag.
*Final Smash (Shichisei Senkuu Kyaku): Chun-Li lunges forwards with a devastating kick which deals massive damage and knockback to the first opponent it hits.	
*Neutral Special (Hyakuretsukyaku): Chun-Li throws multiple kicks in rapid succession, hitting opponents multiple times before launching them. When this move's Button Command is inputted, its power increases.
*Side Special (Spinning Bird Kick): Chun-Li swings her leg in a circle around herself as she moves forwards. Inputting this move's Button Command will increase the power and distance of the move.
*Up Special (Hazanshu): Chun-Li somersaults into the air with her leg held out. When this move's Button Command is inputted, its speed and vertical height increase.
*Down Special (Kikosho): Chun-Li charges up and releases a blast of energy which knocks opponents to the ground. Inputting this move's Button Command reduces its startlag.
*Final Smash (Shichisei Senkuu Kyaku): Chun-Li lunges forwards with a devastating kick which deals massive damage and knockback to the first opponent it hits.
Cloud 	Cloud
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Debut: Final Fantasy VII (PS1, 1997)
An arrogant mercenary, Cloud Strife once believed himself to be a member of the SOLDIER unit of warriors. However, with the help of his friends, Cloud saw past his fabricated memories and learned that there was more to being a swordsman than pure strength.
In Unbounded, Cloud is unchanged from his Ultimate appearance.
Cloud can wall jump. In addition, he has a Limit Meter which charges as he takes and receives damage. Once the Limit Meter is full, Cloud can unleash a stronger variant of one of his specials, dubbed "Limit Break" moves.	
*Neutral Special (Blade Beam): Cloud slashes at the air to produce a shockwave. The Limit Break version of this move allows the shockwave to go through multiple opponents and increases its power.
*Side Special (Cross Slash): Cloud slashes forwards, being able to combo up to two times with consecutive button presses. The Limit Break version of this move increases its power and instantly performs a combo if it lands.
*Up Special (Climhazzard): Cloud leaps upwards with his sword held out. If the special button is hit again, Cloud plunges towards the ground with the sword. The Limit Break version of this move increases its power.
*Down Special (Limit Charge / Finishing Touch): If the Limit Meter isn't full, Cloud will remain idle as he charges it up. Otherwise, he will slash forwards with an attack which only deals 1% damage, but has devastating knockback.
*Final Smash (Omnislash/Omnislash Ver. 5): Cloud rushes forwards and drags the first opponent he hits to the top of the screen before attacking them with a series of slashes. He then slams them into the ground.	
*Neutral Special (Blade Beam): Cloud slashes at the air to produce a shockwave. The Limit Break version of this move allows the shockwave to go through multiple opponents and increases its power.
*Side Special (Cross Slash): Cloud slashes forwards, being able to combo up to two times with consecutive button presses. The Limit Break version of this move increases its power and instantly performs a combo if it lands.
*Up Special (Climhazzard): Cloud leaps upwards with his sword held out. If the special button is hit again, Cloud plunges towards the ground with the sword. The Limit Break version of this move increases its power.
*Down Special (Limit Charge / Finishing Touch): If the Limit Meter isn't full, Cloud will remain idle as he charges it up. Otherwise, he will slash forwards with an attack which only deals 1% damage, but has devastating knockback.
*Final Smash (Omnislash/Omnislash Ver. 5): Cloud rushes forwards and drags the first opponent he hits to the top of the screen before attacking them with a series of slashes. He then slams them into the ground.
Sephiroth 	Sephiroth
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Debut: Final Fantasy VII (PS1, 1997)
Once an ally of Cloud, Sephiroth became a ruthless villain after a trip to Nibelheim. With godlike power on his side, he will bring despair to all those who oppose him.
In Unbounded, Sephiroth is unchanged from his Ultimate appearance.
Sephiroth can enter a Winged Form if he is high on damage and/or has a stock disadvantage, increasing his power and speed.	
*Neutral Special (Flare/Megaflare/Gigaflare): Sephiroth charges up before firing one of three explosive attacks. Charging the move decreases its range, but increases its power.
*Side Special (Shadow Flare): Sephiroth fires a projectile which causes up to five shadowy orbs to orbit the target. After some time, they will home in on the opponent and deal multiple hits of damage.
*Up Special (Blade Dash / Octaslash): Sephiroth charges in a cardinal direction while swinging his sword. Charging the move causes it to become Octaslash, which goes farther and deals more damage at the cost of losing the ability to snap to ledges.
*Down Special (Scintilla): Sephiroth casts a honeycomb barrier which can block attacks for a short time before causing multiple hits of damage.
*Final Smash (Supernova): Sephiroth throws a wide slash, trapping hit opponents in a cinematic. In said cinematic, Sephiroth becomes Safer Sephiroth before summoning Meteor, causing a supernova which deals immense damage to the caught opponents before launching them back to the stage with a random status effect.	
*Neutral Special (Flare/Megaflare/Gigaflare): Sephiroth charges up before firing one of three explosive attacks. Charging the move decreases its range, but increases its power.
*Side Special (Shadow Flare): Sephiroth fires a projectile which causes up to five shadowy orbs to orbit the target. After some time, they will home in on the opponent and deal multiple hits of damage.
*Up Special (Blade Dash / Octaslash): Sephiroth charges in a cardinal direction while swinging his sword. Charging the move causes it to become Octaslash, which goes farther and deals more damage at the cost of losing the ability to snap to ledges.
*Down Special (Scintilla): Sephiroth casts a honeycomb barrier which can block attacks for a short time before causing multiple hits of damage.
*Final Smash (Supernova): Sephiroth throws a wide slash, trapping hit opponents in a cinematic. In said cinematic, Sephiroth becomes Safer Sephiroth before summoning Meteor, causing a supernova which deals immense damage to the caught opponents before launching them back to the stage with a random status effect.
Black Mage (Newcomer) 	Black Mage (Newcomer)
 	
Debut: Final Fantasy (NES, 1987)
A powerful sorcerer with access to many powerful spells, the Black Mage isn't one single person. Rather, there have been many Black Mages over the course of history, with this one only being one in the crowd.
Black Mage has no special movement options.
*Neutral Special (Bio): Black Mage releases a toxic cloud of gas which rapidly damages opponents caught in it.
*Side Special (Fire): Black Mage throws a fireball diagonally downwards, which creates a geyser of fire upon hitting the ground or an opponent.
*Up Special (Warp): Black Mage disappears as a green circle appears in his former location. This circle can be moved around, teleporting Black Mage to its position after a second.
*Down Special (Stop): A clock-like circle is emitted around Black Mage, temporarily freezing opponents and projectiles in its range.
*Final Smash (Meteor): Black Mage conjures a large meteor at the top of the screen, allowing the player to decide where it will fall. Upon selecting an area, the meteor drops down to deal massive damage and knockback.	
*Neutral Special (Bio): Black Mage releases a toxic cloud of gas which rapidly damages opponents caught in it.
*Side Special (Fire): Black Mage throws a fireball diagonally downwards, which creates a geyser of fire upon hitting the ground or an opponent.
*Up Special (Warp): Black Mage disappears as a green circle appears in his former location. This circle can be moved around, teleporting Black Mage to its position after a second.
*Down Special (Stop): A clock-like circle is emitted around Black Mage, temporarily freezing opponents and projectiles in its range.
*Final Smash (Meteor): Black Mage conjures a large meteor at the top of the screen, allowing the player to decide where it will fall. Upon selecting an area, the meteor drops down to deal massive damage and knockback.
Bayonetta 	Bayonetta
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Debut: Bayonetta (X360/PS3, 2009)
An Umbra Witch wielding the power of Bullet Alts, Bayonetta is a sassy assassin determined to take down any angel that crosses her path.
In Unbounded, Bayonetta is unchanged from her Ultimate appearance.
Bayonetta has three jumps and can wall jump.	
*Neutral Special (Bullet Climax): Bayonetta fires bullets from her boots at a slight angle. If the special button is held, the bullets are stronger, but only four can be fired.
*Side Special (Heel Slide / After Burner Kick): If used on the ground, Bayonetta slides forwards while firing from her boots. If used in the air, Bayonetta flies forwards to deliver a kick.
*Up Special (Witch Twist): Bayonetta performs a corkscrew to propel herself upwards.
*Down Special (Witch Time): Bayonetta slows down time for any opponent who hits her during the move's animation, allowing for counterattacks.
*Final Smash (Infernal Climax): Bayonetta puts the entire stage under Witch Time. While this is active, Bayonetta must attack as many opponents as possible to fill up the Climax Gauge. Once full, Bayonetta summons Gomorrah to attack any hitstunned opponents, instantly KOing those above 100%.	
*Neutral Special (Bullet Climax): Bayonetta fires bullets from her boots at a slight angle. If the special button is held, the bullets are stronger, but only four can be fired.
*Side Special (Heel Slide / After Burner Kick): If used on the ground, Bayonetta slides forwards while firing from her boots. If used in the air, Bayonetta flies forwards to deliver a kick.
*Up Special (Witch Twist): Bayonetta performs a corkscrew to propel herself upwards.
*Down Special (Witch Time): Bayonetta slows down time for any opponent who hits her during the move's animation, allowing for counterattacks.
*Final Smash (Infernal Climax): Bayonetta puts the entire stage under Witch Time. While this is active, Bayonetta must attack as many opponents as possible to fill up the Climax Gauge. Once full, Bayonetta summons Gomorrah to attack any hitstunned opponents, instantly KOing those above 100%.
Simon 	Simon
 	
Debut: Castlevania (NES, 1987)
A member of the prestigious Belmont clan of vampire hunters, Simon has risen time and time again to put a stop to Dracula's dark forces. Wielding the legendary Vampire Killer, no unholy being stands a chance against Simon's crusade.
In Unbounded, Simon is unchanged from his Ultimate appearance.
Simon can use his forward and up aerials as a makeshift tether recovery.
*Neutral Special (Axe): Simon throws an axe in an arc, cutting through opponents and most obstacles. Holding the control stick either left or right influences the axe's arc.
*Side Special (Cross): Simon tosses a cross which acts as a boomerang. The power of this move can be increased by flicking the control stick at the right time.
*Up Special (Uppercut): Simon performs a rising uppercut. If he hits an opponent early in the move, multiple hits of damage will be applied to them.
*Down Special (Holy Water): Simon throws a bottle of holy water diagonally downwards which explodes into a pillar of flame.
*Final Smash (Grand Cross): A coffin appears in front of Simon, sucking any opponent in range within it. A cinematic plays in which Simon blasts the coffin with crosses made of holy light, damaging the opponents and knocking them back onto the stage.	
*Neutral Special (Axe): Simon throws an axe in an arc, cutting through opponents and most obstacles. Holding the control stick either left or right influences the axe's arc.
*Side Special (Cross): Simon tosses a cross which acts as a boomerang. The power of this move can be increased by flicking the control stick at the right time.
*Up Special (Uppercut): Simon performs a rising uppercut. If he hits an opponent early in the move, multiple hits of damage will be applied to them.
*Down Special (Holy Water): Simon throws a bottle of holy water diagonally downwards which explodes into a pillar of flame.
*Final Smash (Grand Cross): A coffin appears in front of Simon, sucking any opponent in range within it. A cinematic plays in which Simon blasts the coffin with crosses made of holy light, damaging the opponents and knocking them back onto the stage.
Richter (ε) 	Richter (ε)
 	
Debut: Castlevania: Rondo of Blood (PC-Engine, 1993)
A descendant of Simon Belmont, Richter followed in his ancestor's footsteps to become a legendary vampire hunter. Although he was temporarily brainwashed by the dark priest Shaft to resurrect Dracula, the hot-headed hunter endured in his quest to put an end to the forces of darkness.
In Unbounded, Richter serves as Simon's Echo Fighter. While Richter's attacks are generally stronger than Simon's, he is also slightly slower to compensate.
Richter can use his forward and up aerials as a makeshift tether recovery.
*Neutral Special (Axe): Richter throws an axe in an arc, cutting through opponents and most obstacles. Holding the control stick either left or right influences the axe's arc.
*Side Special (Cross): Richter tosses a cross which acts as a boomerang. The power of this move can be increased by flicking the control stick at the right time.
*Up Special (Uppercut): Richter performs a rising uppercut. If he hits an opponent early in the move, multiple hits of damage will be applied to them.
*Down Special (Holy Water): Richter throws a bottle of holy water diagonally downwards which explodes into a pillar of flame.
*Final Smash (Grand Cross): A coffin appears in front of Richter, sucking any opponent in range within it. A cinematic plays in which Richter blasts the coffin with crosses made of holy light, damaging the opponents and knocking them back onto the stage.	
*Neutral Special (Axe): Richter throws an axe in an arc, cutting through opponents and most obstacles. Holding the control stick either left or right influences the axe's arc.
*Side Special (Cross): Richter tosses a cross which acts as a boomerang. The power of this move can be increased by flicking the control stick at the right time.
*Up Special (Uppercut): Richter performs a rising uppercut. If he hits an opponent early in the move, multiple hits of damage will be applied to them.
*Down Special (Holy Water): Richter throws a bottle of holy water diagonally downwards which explodes into a pillar of flame.
*Final Smash (Grand Cross): A coffin appears in front of Richter, sucking any opponent in range within it. A cinematic plays in which Richter blasts the coffin with crosses made of holy light, damaging the opponents and knocking them back onto the stage.
Joker 	Joker
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Debut: Persona 5 (PS4, 2016)
Leader of the Phantom Thieves, Joker has the power of the Wild Card, allowing him to summon many kinds of Personas. Using this gift, he sets out to change the hearts of corrupt adults and make them confess for their crimes.
In Unbounded, Joker is unchanged from his Ultimate appearance.
Joker can wall jump. In addition, he has a Rebellion Gauge which fills up as he takes and receives damage. Once the Gauge is full, Joker will temporarily summon Arsene, who boosts Joker's power and grants him access to new moves.	
*Neutral Special (Gun / Gun Special): Joker fires from his gun, dealing small amounts of non-flinching damage. While Arsene is active, more bullets with greater power are fired.
*Side Special (Eiha / Eigaon): Joker creates a small projectile which flies diagonally downwards, creating a small explosion which poisons opponents in its range. While Arsene is active, the move's power and range are increased.
*Up Special (Grappling Hook / Wings of Rebellion): Joker uses his grappling hook as a tether recovery, being able to use it twice before entering freefall. If Arsene is active, Joker will instead use his power to rocket in one of three upwards directions.
*Down Special (Rebel's Guard / Tetrakarn / Makarakarn): Joker strikes a pose. If he is hit during this animation, his Rebellion Gauge will increase at a higher level than if he took a hit normally. If Arsene is already active, the move acts as both a counter (Tetrakarn) and a reflector (Makarakarn).
*Final Smash (All-Out Attack): Joker rushes forwards, trapping hit opponents in a cinematic where Joker, accompanied by randomly-selected Phantom Thieves, performs an All-Out Attack on the opponents before launching them back onto the stage. This Final Smash instantly KOs opponents above 100%.	
*Neutral Special (Gun / Gun Special): Joker fires from his gun, dealing small amounts of non-flinching damage. While Arsene is active, more bullets with greater power are fired.
*Side Special (Eiha / Eigaon): Joker creates a small projectile which flies diagonally downwards, creating a small explosion which poisons opponents in its range. While Arsene is active, the move's power and range are increased.
*Up Special (Grappling Hook / Wings of Rebellion): Joker uses his grappling hook as a tether recovery, being able to use it twice before entering freefall. If Arsene is active, Joker will instead use his power to rocket in one of three upwards directions.
*Down Special (Rebel's Guard / Tetrakarn / Makarakarn): Joker strikes a pose. If he is hit during this animation, his Rebellion Gauge will increase at a higher level than if he took a hit normally. If Arsene is already active, the move acts as both a counter (Tetrakarn) and a reflector (Makarakarn).
*Final Smash (All-Out Attack): Joker rushes forwards, trapping hit opponents in a cinematic where Joker, accompanied by randomly-selected Phantom Thieves, performs an All-Out Attack on the opponents before launching them back onto the stage. This Final Smash instantly KOs opponents above 100%.
Hero 	Hero
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Debut: Dragon Quest XI: Echoes of an Elusive Age (3DS/PS4, 2017)
Known as the Luminary, this warrior hails from the sleepy village of Cobblestone. After discovering that he was a reincarnation of a legendary hero, he set out on a quest to fulfill his destiny.
In Unbounded, Hero is unchanged from his Ultimate appearance.
Hero possesses a Shield, allowing him to block incoming projectiles while standing or walking. He also has an MP Meter, which rises as the match continues (max 100 MP). Hero can use his MP to perform a wide variety of spells, working into his special attacks.	
<tabber>Base Moveset=
*Neutral Special (Frizz / Frizzle / Kafrizz): Hero charges up to release one of three fiery attacks:
**Frizz (6 MP): A quick-moving fireball with low damage.
**Frizzle (16 MP): Two intertwining fireballs with greater speed than Frizz.
**Kafrizz (36 MP): A large fireball which deals multiple hits of damage. 
*Side Special (Zap / Zapple / Kazap): Hero charges up to release one of three electrical attacks:
**Zap (8 MP): A quick lightning bolt with high speed and low damage.
**Zapple (18 MP): A lightning bolt with good range.
**Kazap (42 MP): A lightning bolt strikes Hero's sword as he spins it around.
*Up Special (Woosh / Swoosh / Kaswoosh): Hero charges up to perform one of three recovery moves:
**Woosh (5 MP): A small tornado propels Hero slightly upwards.
**Swoosh (9 MP): A larger tornado which hits opponents multiple times propels Hero higher into the air.
**Kaswoosh (18 MP): The largest tornado available, which propels Hero the highest.
*Down Special (Command Selection): Hero strikes a pose as four randomly selected attacks become available for him to choose from. Shielding or getting hit cancels the move.
*Final Smash (Gigaslash): Hero swings his sword, trapping hit opponents in a cinematic in which other Dragon Quest heroes power up Hero, allowing him to perform the Gigaslash on the trapped opponents.	<tabber>Base Moveset=
*Neutral Special (Frizz / Frizzle / Kafrizz): Hero charges up to release one of three fiery attacks:
**Frizz (6 MP): A quick-moving fireball with low damage.
**Frizzle (16 MP): Two intertwining fireballs with greater speed than Frizz.
**Kafrizz (36 MP): A large fireball which deals multiple hits of damage. 
*Side Special (Zap / Zapple / Kazap): Hero charges up to release one of three electrical attacks:
**Zap (8 MP): A quick lightning bolt with high speed and low damage.
**Zapple (18 MP): A lightning bolt with good range.
**Kazap (42 MP): A lightning bolt strikes Hero's sword as he spins it around.
*Up Special (Woosh / Swoosh / Kaswoosh): Hero charges up to perform one of three recovery moves:
**Woosh (5 MP): A small tornado propels Hero slightly upwards.
**Swoosh (9 MP): A larger tornado which hits opponents multiple times propels Hero higher into the air.
**Kaswoosh (18 MP): The largest tornado available, which propels Hero the highest.
*Down Special (Command Selection): Hero strikes a pose as four randomly selected attacks become available for him to choose from. Shielding or getting hit cancels the move.
*Final Smash (Gigaslash): Hero swings his sword, trapping hit opponents in a cinematic in which other Dragon Quest heroes power up Hero, allowing him to perform the Gigaslash on the trapped opponents.
Banjo & Kazooie 	Banjo & Kazooie
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Debut: Banjo-Kazooie (N64, 1998)
The heroic bear and bird duo from Spiral Mountain, these laid-back animals have saved their home from the evil witch Gruntilda many times in the past. While the two are mostly in hibernation nowadays, they're just raring to go back into Smash! Guh-huh!
In Unbounded, Banjo & Kazooie are unchanged from their Ultimate appearance.
Banjo & Kazooie have three jumps.	
*Neutral Special (Egg Firing / Breegull Blaster): Kazooie fires an egg from her mouth straight forwards. If the special button is held, Banjo will hold Kazooie like a gun, allowing the duo to rapidly fire eggs while moving.
*Side Special (Wonderwing): Banjo runs forwards as Kazooie covers him with her wings, rendering the two invincible for the move's duration. This move can only be used five times per stock.
*Up Special (Shock Spring Pad): Banjo & Kazooie use a Shock Spring Pad to propel themselves into the air. Unlike most recovery moves, this move doesn't put the duo into freefall, allowing them to use aerial attacks and any remaining mid-air jumps.
*Down Special (Rear Egg): Kazooie lays a Grenade Egg behind Banjo, which bounces unpredictably on the ground before exploding after a few seconds. The Grenade Egg can be grabbed as a throwable item, but the explosion can hurt Banjo & Kazooie.
*Final Smash (The Mighty Jinjonator): A statue of the Mighty Jinjonator rises in front of Banjo & Kazooie, trapping the first opponent hit by it into a cinematic in which the Mighty Jinjonator rams into them multiple times before sending them back onto the stage.	
*Neutral Special (Egg Firing / Breegull Blaster): Kazooie fires an egg from her mouth straight forwards. If the special button is held, Banjo will hold Kazooie like a gun, allowing the duo to rapidly fire eggs while moving.
*Side Special (Wonderwing): Banjo runs forwards as Kazooie covers him with her wings, rendering the two invincible for the move's duration. This move can only be used five times per stock.
*Up Special (Shock Spring Pad): Banjo & Kazooie use a Shock Spring Pad to propel themselves into the air. Unlike most recovery moves, this move doesn't put the duo into freefall, allowing them to use aerial attacks and any remaining mid-air jumps.
*Down Special (Rear Egg): Kazooie lays a Grenade Egg behind Banjo, which bounces unpredictably on the ground before exploding after a few seconds. The Grenade Egg can be grabbed as a throwable item, but the explosion can hurt Banjo & Kazooie.
*Final Smash (The Mighty Jinjonator): A statue of the Mighty Jinjonator rises in front of Banjo & Kazooie, trapping the first opponent hit by it into a cinematic in which the Mighty Jinjonator rams into them multiple times before sending them back onto the stage.
Terry 	Terry
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Debut: Fatal Fury: The King of Fighters (Arcade, 1991)
Terry Bogard is an accomplished martial artist, joining the King of Fighters tournament to avenge his murdered foster father. With a strong sense of justice and powerful skills, he always brings the fury to his battles!
In Unbounded, Terry is unchanged from his Ultimate appearance.
In 1v1 matches, Terry always faces his opponent. Stronger versions of some of his moves can be accomplished by holding the special button down. In addition, he has a variety of special moves, including a Back Special and two Super Special moves which can only be used once his damage is above 100%.	
*Neutral Special (Power Wave): Terry punches the ground to produce a wave of energy. If used in the air, the wave's range decreases.
*Forward Special (Burning Knuckle): Terry lunges forwards with his fist outstretched for a fiery attack.
*Backward Special (Crack Shoot): Terry performs a spinning heel kick to propel himself backward.
*Up Special (Rising Tackle): Terry performs an upward corkscrew kick, propelling himself into the air.
*Down Special (Power Dunk): Terry jumps diagonally into the air before striking the ground with a punch.
*Super Specials: Terry has two Super Special Moves which can only be used with Button Commands (similar to those of Ryu, Ken, and Chun-Li) when his damage is above 100%:
**Power Geyser: Terry punches the ground, causing a large geyser of flame.
**Buster Wolf: Terry slides forwards with a punch. If he hits an opponent, he will follow up with an explosion of energy from his fist.
*Final Smash (Triple Geyser): Terry creates three Power Geysers, one after the other. The first opponent to be hit by one of these geysers is pulled into a cinematic in which Terry uses Max Buster Wolf to strike the opponent with a powerful punch before launching them back onto the stage.	
*Neutral Special (Power Wave): Terry punches the ground to produce a wave of energy. If used in the air, the wave's range decreases.
*Forward Special (Burning Knuckle): Terry lunges forwards with his fist outstretched for a fiery attack.
*Backward Special (Crack Shoot): Terry performs a spinning heel kick to propel himself backward.
*Up Special (Rising Tackle): Terry performs an upward corkscrew kick, propelling himself into the air.
*Down Special (Power Dunk): Terry jumps diagonally into the air before striking the ground with a punch.
*Super Specials: Terry has two Super Special Moves which can only be used with Button Commands (similar to those of Ryu, Ken, and Chun-Li) when his damage is above 100%:
**Power Geyser: Terry punches the ground, causing a large geyser of flame.
**Buster Wolf: Terry slides forwards with a punch. If he hits an opponent, he will follow up with an explosion of energy from his fist.
*Final Smash (Triple Geyser): Terry creates three Power Geysers, one after the other. The first opponent to be hit by one of these geysers is pulled into a cinematic in which Terry uses Max Buster Wolf to strike the opponent with a powerful punch before launching them back onto the stage.
Steve 	Steve
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Debut: Minecraft (PC, 2009)
Plunged into a world with nothing but the clothes on their back, Steve must mine, craft, and explore in order to survive the dangers of the Overworld and defeat the Ender Dragon.
In Unbounded, Steve is unchanged from his Ultimate appearance, save for a new Final Smash.
Steve can crawl. In addition, he has an Inventory system, allowing him to harvest seven types of resources from using his grounded Neutral Special: Dirt, Wood, Stone, Iron, Gold, Diamond, and Redstone (rarieties depending on the stage). He can use these resources to craft various tools with his Neutral Special when next to a Crafting Table, which spawns alongside him. Said tools can break if overused, leaving Steve with a simple punch for moves involving the broken tool until he can craft another one.	
*Neutral Special (Mine / Craft / Block):
**If Steve is on the ground when his Neutral Special is used, he'll use Mine. He digs the ground beneath him, harvesting resources over time. However, this does drain the durability of his pickaxe, which can break it.
**If Steve is next to a Crafting Table when his Neutral Special is used, he'll use Craft. He uses the Crafting Table to upgrade his tools in this order; Wood, Stone, Iron, Gold, and Diamond. Steve needs to have six of the appropriate material to craft that set of tools.
**If Steve is airborne when his Neutral Special is used, he'll use Block. Steve places a block in front of himself, using the weakest of his resources first (Dirt, Wood, then Stone). He can place blocks while moving around, but said blocks will break on their own over time.
*Side Special (Minecart): Steve uses some Iron to create a minecart and uses it to zoom forwards. He will place down rails as he goes as long as he has spare iron, and redstone can be used to make powered rails to speed up the initial dash. In addition, Steve can hop out of the minecart at will, allowing him to trap opponents in it.
*Up Special (Elytra): Steve uses an Elytra and a firework to slightly propel himself into the air before entering a gliding state.
*Down Special (TNT): Steve places a block of TNT, which can be hooked up to redstone and a wooden pressure plate to detonate it. While the explosion is strong, Steve himself can be damaged by it.
*Shield Special (Crafting Table Move): Steve's Crafting Table moves to his current position.
*Final Smash (The End): An End Portal appears in front of Steve, sucking opponents into it. The opponents are pulled into a cinematic in which they enter The End as the Ender Dragon rams into them, sending them back to the stage. This Final Smash instantly KOs any opponent above 100%.	
*Neutral Special (Mine / Craft / Block):
**If Steve is on the ground when his Neutral Special is used, he'll use Mine. He digs the ground beneath him, harvesting resources over time. However, this does drain the durability of his pickaxe, which can break it.
**If Steve is next to a Crafting Table when his Neutral Special is used, he'll use Craft. He uses the Crafting Table to upgrade his tools in this order; Wood, Stone, Iron, Gold, and Diamond. Steve needs to have six of the appropriate material to craft that set of tools.
**If Steve is airborne when his Neutral Special is used, he'll use Block. Steve places a block in front of himself, using the weakest of his resources first (Dirt, Wood, then Stone). He can place blocks while moving around, but said blocks will break on their own over time.
*Side Special (Minecart): Steve uses some Iron to create a minecart and uses it to zoom forwards. He will place down rails as he goes as long as he has spare iron, and redstone can be used to make powered rails to speed up the initial dash. In addition, Steve can hop out of the minecart at will, allowing him to trap opponents in it.
*Up Special (Elytra): Steve uses an Elytra and a firework to slightly propel himself into the air before entering a gliding state.
*Down Special (TNT): Steve places a block of TNT, which can be hooked up to redstone and a wooden pressure plate to detonate it. While the explosion is strong, Steve himself can be damaged by it.
*Shield Special (Crafting Table Move): Steve's Crafting Table moves to his current position.
*Final Smash (The End): An End Portal appears in front of Steve, sucking opponents into it. The opponents are pulled into a cinematic in which they enter The End as the Ender Dragon rams into them, sending them back to the stage. This Final Smash instantly KOs any opponent above 100%.
Kazuya 	Kazuya
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Debut: Tekken (Arcade, 1994)
Born to the crime lord Hehachi Mishima, Kazuya has trained most of his life to take vengance on his father. Enfused with the Devil Gene, he boasts great power in martial arts and demonic abilities.
In Unbounded, Kazuya is unchanged from his Ultimate appearance.
In 1v1 matches, Kazuya always faces his opponent. He also boasts a range of normals beyond that of the average Smash fighter (including a wavedash-like move), which can be performed by tilting the control stick in different directions and tapping the attack button at certain times. In addition, he has a Rage mechanic; If his damage goes over 100%, he gains a 1.1x attack multiplier and access to Rage Drive. However, Kazuya can only enter the Rage state once per stock.	
*Neutral Special (Devil Blaster): Kazuya turns into his devil form before blasting a laser out of his eyes. The laser can pierce through opponents and has high range.
*Side Special (Devil Fist): Kazuya turns into his devil form before throwing a sliding punch. Opponents hit at close-range will be crumpled to the ground.
*Up Special (Devil Wings): Kazuya turns into his devil form before rising upwards, being able to move left and right.
*Down Special (Heaven's Door / Rage Drive): Kazuya turns into his devil form before grabbing the opponent and slamming them into the ground. If Kazuya has rage, the attack is much stronger, but also removes his Rage.
*Final Smash (Final Blaster): After hitting an opponent with the Devil Blaster, Kazuya fires multiple lasers from his chest which rapidly damage opponents caught in the blast before launching them away.	
*Neutral Special (Devil Blaster): Kazuya turns into his devil form before blasting a laser out of his eyes. The laser can pierce through opponents and has high range.
*Side Special (Devil Fist): Kazuya turns into his devil form before throwing a sliding punch. Opponents hit at close-range will be crumpled to the ground.
*Up Special (Devil Wings): Kazuya turns into his devil form before rising upwards, being able to move left and right.
*Down Special (Heaven's Door / Rage Drive): Kazuya turns into his devil form before grabbing the opponent and slamming them into the ground. If Kazuya has rage, the attack is much stronger, but also removes his Rage.
*Final Smash (Final Blaster): After hitting an opponent with the Devil Blaster, Kazuya fires multiple lasers from his chest which rapidly damage opponents caught in the blast before launching them away.
Sora 	Sora
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Debut: Kingdom Hearts (PS2, 2002)
A native of the Destiny Islands, Sora set out to explore the world beyond his home. Along the way, he makes new friends and battles the Heartless with the aid of his trusty Keyblade!
In Unbounded, Sora is unchanged from his Ultimate appearance.
Sora has no special movement options.	
*Neutral Special (Magic): Sora cycles through three different magical spells; Friaga (a fireball attack), Thundaga (which summons three bolts of lightning in front of Sora), and Blizzaga (which creates an icy blast which can freeze opponents).
*Side Special (Sonic Blade): Sora darts forward in any given direction, being able to repeat this movement up to four times.
*Up Special (Aerial Sweep): Sora ascends into the air while swinging his Keyblade around himself.
*Down Special (Counterattack): Sora strikes a pose. If he is attacked while posing, he performs a quick counterattack after stunning the opponent.
*Final Smash (Sealing the Keyhole): Sora fires a beam from his Keyblade, trapping hit opponents behind a door, which Sora seals and causes to explode.	
*Neutral Special (Magic): Sora cycles through three different magical spells; Friaga (a fireball attack), Thundaga (which summons three bolts of lightning in front of Sora), and Blizzaga (which creates an icy blast which can freeze opponents).
*Side Special (Sonic Blade): Sora darts forward in any given direction, being able to repeat this movement up to four times.
*Up Special (Aerial Sweep): Sora ascends into the air while swinging his Keyblade around himself.
*Down Special (Counterattack): Sora strikes a pose. If he is attacked while posing, he performs a quick counterattack after stunning the opponent.
*Final Smash (Sealing the Keyhole): Sora fires a beam from his Keyblade, trapping hit opponents behind a door, which Sora seals and causes to explode.
Rayman (Newcomer) 	Rayman (Newcomer)
 	
Debut: Rayman (PS1, 1995)
A being created without limbs due to a lack of Lums, Rayman protects the Glade of Dreams from many malevolent forces, such as Mr. Dark, Admiral Razorbeard, the Magician, and a group of beings known as the Rabbids. Despite his heroic nature, Rayman has repeatedly shown a laid-back side.
Rayman can crawl and wall-jump. In addition, pressing the jump button after Rayman performs his second jump will have him begin to glide using his helicopter hair, slowing his descent at the cost of losing his aerials. Inputting down on the control stick will have Rayman resume falling as normal.
*Neutral Special (Magic Fist): Rayman charges up before throwing a punch in one of eight directions.
*Side Special (Plunger Gun): Rayman fires a plunger from his plunger gun. If an opponent is hit from the front by the plunger, the plunger will cover their face, temporarily reversing their controls.
*Up Special (Purple Lum Swing): Rayman uses a Purple Lum to swing up to higher ground. He instantly enters his hovering state upon releasing.
*Down Special (Plum Drop): Rayman drops a plum straight downwards, which bounces on the ground a few times before disappearing.
*Final Smash (Legendary Strike): Rayman throws a long-distance punch, trapping hit opponents in a cinematic in which various allies from the Rayman series attack them before Rayman launches them back onto the stage with a final punch.	
*Neutral Special (Magic Fist): Rayman charges up before throwing a punch in one of eight directions.
*Side Special (Plunger Gun): Rayman fires a plunger from his plunger gun. If an opponent is hit from the front by the plunger, the plunger will cover their face, temporarily reversing their controls.
*Up Special (Purple Lum Swing): Rayman uses a Purple Lum to swing up to higher ground. He instantly enters his hovering state upon releasing.
*Down Special (Plum Drop): Rayman drops a plum straight downwards, which bounces on the ground a few times before disappearing.
*Final Smash (Legendary Strike): Rayman throws a long-distance punch, trapping hit opponents in a cinematic in which various allies from the Rayman series attack them before Rayman launches them back onto the stage with a final punch.
Crash (Newcomer) 	Crash (Newcomer)
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Debut: Crash Bandicoot (PS1, 1996)
Mutated by the evil Dr. Neo Cortex, Crash broke out of captivity and now fights against the mad doctor and his forces. While his heart's in the right place, it usually takes the guidance of Aku Aku to keep the goofy bandicoot on track.
Crash can crawl.	
*Neutral Special (Tornado Spin): Crash spins like a tornado with his arms spread wide. The move has quick start-up, but only lasts for a few seconds.
*Side Special (TNT Toss): Crash throws a TNT Crate forwards, which explodes upon hitting the ground. On rare occasions, he'll throw a Nitro Crate, which has a larger explosion and deals more damage.
*Up Special (Bounce Crate): Crash bounces off a Bounce Crate, which allows him to bounce on it two more times before breaking.
*Down Special (Fruit Bazooka): Crash takes a stance as he pulls out a fruit bazooka, being able to aim and fire up to five pieces of Wumpa Fruit in a row before entering cooldown.
*Final Smash (Boulder Dash): Aku Aku attaches himself to Crash's face before the latter dashes forwards, trapping hit opponents in a cinematic. In the cinematic, Crash runs by the opponents as he's being chased by a boulder, which rolls over the opponents and sends them back to the stage.	
*Neutral Special (Tornado Spin): Crash spins like a tornado with his arms spread wide. The move has quick start-up, but only lasts for a few seconds.
*Side Special (TNT Toss): Crash throws a TNT Crate forwards, which explodes upon hitting the ground. On rare occasions, he'll throw a Nitro Crate, which has a larger explosion and deals more damage.
*Up Special (Bounce Crate): Crash bounces off a Bounce Crate, which allows him to bounce on it two more times before breaking.
*Down Special (Fruit Bazooka): Crash takes a stance as he pulls out a fruit bazooka, being able to aim and fire up to five pieces of Wumpa Fruit in a row before entering cooldown.
*Final Smash (Boulder Dash): Aku Aku attaches himself to Crash's face before the latter dashes forwards, trapping hit opponents in a cinematic. In the cinematic, Crash runs by the opponents as he's being chased by a boulder, which rolls over the opponents and sends them back to the stage.
Axel (Newcomer) 	Axel (Newcomer)
 	
Debut: Streets of Rage (Genesis, 1991)
Axel Stone was once an officer for his city's police force. However, upon realizing that the force was covering up for a crime syndicate, he left and allied himself with Adam and Blaze to put an end to the syndicate himself.
Axel has a Special Meter which is shown next to his HUD. The meter starts at full capacity when Axel starts a new stock, and drains fully once a special move is used. The meter takes five seconds to fully recharge, but if Axel uses a special move while the meter isn't full, he'll take small amounts of non-flinching damage.
*Neutral Special (Dragon Smash): Axel throws a series of punches before finishing with an uppercut. This move has considerable startlag.
*Side Special (Dragon Wing): Axel swings a Dragon Wing which propels him slightly forwards.
*Up Special (Uppercut): Axel performs a rising uppercut which covers a decent amount of vertical range, but very little horizontal range.
*Down Special (Grand Upper): Axel crouches down and charges up before throwing an uppercut with incredible launch power.
*Final Smash (Police Backup): Axel throws a punch which traps hit opponents in a cinematic where a squad of police cars attack the opponents with bullet fire and missiles. The opponents are then launched back onto the stage.	
*Neutral Special (Dragon Smash): Axel throws a series of punches before finishing with an uppercut. This move has considerable startlag.
*Side Special (Dragon Wing): Axel swings a Dragon Wing which propels him slightly forwards.
*Up Special (Uppercut): Axel performs a rising uppercut which covers a decent amount of vertical range, but very little horizontal range.
*Down Special (Grand Upper): Axel crouches down and charges up before throwing an uppercut with incredible launch power.
*Final Smash (Police Backup): Axel throws a punch which traps hit opponents in a cinematic where a squad of police cars attack the opponents with bullet fire and missiles. The opponents are then launched back onto the stage.
Arle (Newcomer) 	Arle (Newcomer)
 	
Debut: Madou Monogatari (MSX2, 1990)
The cheerful, yet snarky girl from Primp Town, Arle is experienced in both magic and Puyo-popping. Having defeated Satan countless times, she's one of the strongest Puyo users!
Arle has no special movement options.
*Neutral Special (Fireball / Fire Storm): Arle sends a fireball flying straight forwards. Holding the special button will cause Arle to cast Fire Storm instead, causing the fireball to become a whirlpool of flame upon hitting an opponent.
*Side Special (Shock): Arle casts a lightning bolt which temporarily paralyzes opponents.
*Up Special (Ice Storm): Arle twirls upwards as icy magic spins around her, freezing opponents who come in contact with her.
*Down Special (Puyo Drop): Arle drops two Puyo on the ground, rotating in color: Red, blue, yellow, and green. Arle can only have four of each Puyo (two clusters of two) on the screen at a time, but matching four of the same color will cause them to disappear and give Arle's attacks extra power for a short time.
*Final Smash (Bayoen): Arle cats Bayoen, causing a powerful ray to descend from above, dealing severe damage to opponents.	
*Neutral Special (Fireball / Fire Storm): Arle sends a fireball flying straight forwards. Holding the special button will cause Arle to cast Fire Storm instead, causing the fireball to become a whirlpool of flame upon hitting an opponent.
*Side Special (Shock): Arle casts a lightning bolt which temporarily paralyzes opponents.
*Up Special (Ice Storm): Arle twirls upwards as icy magic spins around her, freezing opponents who come in contact with her.
*Down Special (Puyo Drop): Arle drops two Puyo on the ground, rotating in color: Red, blue, yellow, and green. Arle can only have four of each Puyo (two clusters of two) on the screen at a time, but matching four of the same color will cause them to disappear and give Arle's attacks extra power for a short time.
*Final Smash (Bayoen): Arle cats Bayoen, causing a powerful ray to descend from above, dealing severe damage to opponents.
Conker (Newcomer) 	Conker (Newcomer)
 	
Debut: Conker's Pocket Tales (GBC, 1999)
After a wild night of drinking... certain substances, Conker went on a wacky and crude adventure, escaping the Panther King's clutches and even becoming king himself. However, it's said that he wasn't always like this; Rumors say that he once allied himself with the likes of Diddy Kong and Banjo...
Conker has no special movement options.
*Neutral Special (Slingshot): Conker launches a conker from his slingshot. While charging up, he can aim the conker in one of eight directions.
*Side Special (Shotgun): Conker fires a short-ranged blast from his shotgun, dealing large damage but little knockback.
*Up Special (Helicopter Tail): Conker spins his tail like a propeller to propel himself into the air before gently gliding down.
*Down Special (Context Sensitive): A lightbulb appears over Conker's head as a series of selections appears around him. Each selection can only be used once per stock, with each having differing effects:
**Milk: Conker drinks a glass of milk, healing him by 20%.
**TNT: Conker sets down some TNT and presses the plunger down to cause an explosion around himself. The explosion has high damage and launch power, but Conker also takes recoil damage and suffers heavy endlag.
**Flamethrower: Conker takes out a flamethrower, being able to use it like the Fire Flower item for a short time. Conker can put the flamethrower away by ducking, although cancelling it in this way will render it unusable until Conker loses a stock.
**Pocket Watch: Conker uses a pocket watch to "hypnotize" opponents in front of him, putting them to sleep.
**Anvil: Conker turns into an anvil, plummeting straight down in a fashion similar to Kirby's Down Special. This makes Conker extremely heavy and gives him lots of armor, but Conker goes through heavy endlag upon returning to his normal form.
*Final Smash (It's War): Conker pulls out two submachine guns and begins firing around the stage, damaging opponents. Near the end of the Final Smash, a barrel of TNT drops in front of Conker, exploding to launch nearby opponents.	
*Neutral Special (Slingshot): Conker launches a conker from his slingshot. While charging up, he can aim the conker in one of eight directions.
*Side Special (Shotgun): Conker fires a short-ranged blast from his shotgun, dealing large damage but little knockback.
*Up Special (Helicopter Tail): Conker spins his tail like a propeller to propel himself into the air before gently gliding down.
*Down Special (Context Sensitive): A lightbulb appears over Conker's head as a series of selections appears around him. Each selection can only be used once per stock, with each having differing effects:
**Milk: Conker drinks a glass of milk, healing him by 20%.
**TNT: Conker sets down some TNT and presses the plunger down to cause an explosion around himself. The explosion has high damage and launch power, but Conker also takes recoil damage and suffers heavy endlag.
**Flamethrower: Conker takes out a flamethrower, being able to use it like the Fire Flower item for a short time. Conker can put the flamethrower away by ducking, although cancelling it in this way will render it unusable until Conker loses a stock.
**Pocket Watch: Conker uses a pocket watch to "hypnotize" opponents in front of him, putting them to sleep.
**Anvil: Conker turns into an anvil, plummeting straight down in a fashion similar to Kirby's Down Special. This makes Conker extremely heavy and gives him lots of armor, but Conker goes through heavy endlag upon returning to his normal form.
*Final Smash (It's War): Conker pulls out two submachine guns and begins firing around the stage, damaging opponents. Near the end of the Final Smash, a barrel of TNT drops in front of Conker, exploding to launch nearby opponents.
Spyro (Newcomer) 	Spyro (Newcomer)
 	
Debut: Spyro the Dragon (PS1, 1998)
After Gnasty Gnorc turned almost all of the Dragon Kingdom's dragons into crystal statues, Spyro set out to rescue them and prove himself a hero. Afterwards, Spyro continued to defend the realm from many malevolent forces, making sure to toast lots of sheep on the way.
Pressing the jump button after Spyro performs his second jump will have him begin to glide, slowing his descent at the cost of losing his aerials. Inputting down on the control stick will have Spyro resume falling as normal.
*Neutral Special (Fire Breath): Spyro continuously breathes a spew of flames, with the flames slowly losing range the longer the move is used.
*Side Special (Charge): Spyro tilts his head down as he runs forwards, ramming into opponents. Spyro can change direction and jump once while charging.
*Up Special (Dragon Flight): Spyro takes to the skies, being able to fly freely for a few seconds before instantly entering a gliding state.
*Down Special (Horndive): Spyro leaps forwards diagonally before crashing into the ground with his horns. If this move is used in the air, Spyro flies straight down.
*Final Smash (Superflame): Spyro enters his Superflame form, breathing a large beam of fire which can be aimed.	
*Neutral Special (Fire Breath): Spyro continuously breathes a spew of flames, with the flames slowly losing range the longer the move is used.
*Side Special (Charge): Spyro tilts his head down as he runs forwards, ramming into opponents. Spyro can change direction and jump once while charging.
*Up Special (Dragon Flight): Spyro takes to the skies, being able to fly freely for a few seconds before instantly entering a gliding state.
*Down Special (Horndive): Spyro leaps forwards diagonally before crashing into the ground with his horns. If this move is used in the air, Spyro flies straight down.
*Final Smash (Superflame): Spyro enters his Superflame form, breathing a large beam of fire which can be aimed.
Sir Arthur (Newcomer) 	Sir Arthur (Newcomer)
 	
Debut: Ghosts 'n Goblins (Arcade, 1985)
Set out on a quest to rescue Princess Prin-Prin from the clutches of Astaroth, Sir Arthur must brave ghosts, goblins, and many other undead monsters to succeed in his mission. Luckily, he can find many weapons on his quest to beat the satanic hoard!
Sir Arthur has an Armor mechanic which causes his armor to break after taking too many hits, causing his movement to be buffed at the cost of his weight and defense. Soon after Sir Arthur's armor breaks, a new suit of armor will spawn somewhere on the stage, allowing Sir Arthur to pick it up and regain his usual stats.
*Neutral Special (Lance Toss): Sir Arthur throws a lance forwards, which flies forwards for a long distance.
*Side Special (Torch): Sir Arthur tosses a torch, which flies in an arc and forms an explosion of flame upon hitting the ground.
*Up Special (Dragon Shield): Sir Arthur boards the Dragon Shield, being able to fly freely for a short time before entering freefall.
*Down Special (Shield Deflect): Sir Arthur crouches behind his shield. This move acts as both a counter and reflector.
*Final Smash (For the Princess!): Sir Arthur holds up the Goddess Bracelet as it glows, trapping any opponent in its range in a cinematic. In the cinematic, Sir Arthur summons a dragon made out of blue flames to attack the opponents, dealing massive damage before launching them back onto the stage.	
*Neutral Special (Lance Toss): Sir Arthur throws a lance forwards, which flies forwards for a long distance.
*Side Special (Torch): Sir Arthur tosses a torch, which flies in an arc and forms an explosion of flame upon hitting the ground.
*Up Special (Dragon Shield): Sir Arthur boards the Dragon Shield, being able to fly freely for a short time before entering freefall.
*Down Special (Shield Deflect): Sir Arthur crouches behind his shield. This move acts as both a counter and reflector.
*Final Smash (For the Princess!): Sir Arthur holds up the Goddess Bracelet as it glows, trapping any opponent in its range in a cinematic. In the cinematic, Sir Arthur summons a dragon made out of blue flames to attack the opponents, dealing massive damage before launching them back onto the stage.
Pitfall Harry (Newcomer) 	Pitfall Harry (Newcomer)
 	
Debut: Pitfall! (Atari 2600, 1982)
Pitfall Harry is an experienced explorer tasked with collecting 32 treasures within 20 minutes. He's going to need to be quick, since there's logs, crocodiles, and many other jungle pests to get in his way!
Pitfall Harry has a tether grab.
*Neutral Special (Super Sling): Pitfall Harry pulls back his slingshot to launch a projectile. Charging the move increases the projectile's power and distance.
*Side Special (Vine Kick): Pitfall Harry swings on a vine, propelling himself forwards while kicking opponents in his way.
*Up Special (Balloon): Pitfall Harry grabs hold of a balloon which takes him into the air for a short time before popping and sending Pitfall Harry into freefall.
*Down Special (Dynamite): Pitfall Harry sets down some dynamite, which explodes once his Down Special is used again. The dynamite can be defused by opponents.
*Final Smash (Pitfall!): Pitfall Harry charges forwards, trapping the first opponent he hits in a cinematic. In the cinematic, the opponent is chased by logs as Pitfall Harry swings above them, knocking them into a lake where crocodiles chomp at them. This sends the opponent back to the stage (or instantly KOs them if their damage is above 100%).	
*Neutral Special (Super Sling): Pitfall Harry pulls back his slingshot to launch a projectile. Charging the move increases the projectile's power and distance.
*Side Special (Vine Kick): Pitfall Harry swings on a vine, propelling himself forwards while kicking opponents in his way.
*Up Special (Balloon): Pitfall Harry grabs hold of a balloon which takes him into the air for a short time before popping and sending Pitfall Harry into freefall.
*Down Special (Dynamite): Pitfall Harry sets down some dynamite, which explodes once his Down Special is used again. The dynamite can be defused by opponents.
*Final Smash (Pitfall!): Pitfall Harry charges forwards, trapping the first opponent he hits in a cinematic. In the cinematic, the opponent is chased by logs as Pitfall Harry swings above them, knocking them into a lake where crocodiles chomp at them. This sends the opponent back to the stage (or instantly KOs them if their damage is above 100%).
Q*Bert (Newcomer) 	Q*Bert (Newcomer)
 	
Debut: Q*Bert (Arcade, 1982)
Q*Bert has been tasked with an odd mission: Turning the colors of each block in a pyramid a specific color. Despite the absurdity of his goal, he's no less determined to achieve it as he dodges the various monsters that get in his path!
Q*Bert has no special movement options.
*Neutral Special (Dot Spit): Q*Bert spits a dot-like projectile forwards. This move is semi-spammable, with little time between each dot.
*Side Special (Cube Place): Q*Bert places a cube down, which can be used to block projectiles. Opponents can break cubes, and Q*Bert can only have one cube on the screen at a time.
*Up Special (Disc): Q*Bert boards a disc, riding it upwards diagonally for a short time before hopping off and entering freefall.
*Down Special (Slippy Doo): Q*Bert spits a dot at the ground, causing it to become a puddle which opponents can slip on.
*Final Smash (Avalanche): Q*Bert hops off stage as boulders begin to call onto the stage, dealing massive damage to opponents they hit.	
*Neutral Special (Dot Spit): Q*Bert spits a dot-like projectile forwards. This move is semi-spammable, with little time between each dot.
*Side Special (Cube Place): Q*Bert places a cube down, which can be used to block projectiles. Opponents can break cubes, and Q*Bert can only have one cube on the screen at a time.
*Up Special (Disc): Q*Bert boards a disc, riding it upwards diagonally for a short time before hopping off and entering freefall.
*Down Special (Slippy Doo): Q*Bert spits a dot at the ground, causing it to become a puddle which opponents can slip on.
*Final Smash (Avalanche): Q*Bert hops off stage as boulders begin to call onto the stage, dealing massive damage to opponents they hit.
Red (Newcomer) 	Red (Newcomer)
 	
Debut: Angry Birds (Mobile, 2009)
The temperamental leader of his flock, nothing ruffles Red's feathers more than the pesky green pigs out to steal his eggs. With his trusty slingshot, it's up to him and his friends to smash the pigs' fortresses and reclaim their young!
Red can jump three times.
*Neutral Special (Red's Mighty Feathers): Red rises into the air as feathers begin to surround him. After a few seconds, he'll lock onto the nearest opponent and launch himself towards them.
*Side Special (Slingshot Launch): Red enters his slingshot, charging himself up before launching forwards. The charge determines the power and distance Red gets. Attacking while Red's in "flight" will have him use the Rage Scream, causing a sound wave which deals no damage, but pushes opponents away.
*Up Special (Egg Bomb): Red tosses an egg downwards as he's slightly propelled into the air. The egg explodes upon hitting the ground or an opponent.
*Down Special (Rage Counter): Red strikes a pose. If Red is hit during this animation, he will counterattack by using the Rage Scream. In addition, the strength of Red's attacks will increase for a short time.
*Final Smash (Mighty Eagle): Red places a sardine can in front of him and hops off stage right before the Mighty Eagle swoops in to take the can, dealing massive damage to opponents in his path.	
*Neutral Special (Red's Mighty Feathers): Red rises into the air as feathers begin to surround him. After a few seconds, he'll lock onto the nearest opponent and launch himself towards them.
*Side Special (Slingshot Launch): Red enters his slingshot, charging himself up before launching forwards. The charge determines the power and distance Red gets. Attacking while Red's in "flight" will have him use the Rage Scream, causing a sound wave which deals no damage, but pushes opponents away.
*Up Special (Egg Bomb): Red tosses an egg downwards as he's slightly propelled into the air. The egg explodes upon hitting the ground or an opponent.
*Down Special (Rage Counter): Red strikes a pose. If Red is hit during this animation, he will counterattack by using the Rage Scream. In addition, the strength of Red's attacks will increase for a short time.
*Final Smash (Mighty Eagle): Red places a sardine can in front of him and hops off stage right before the Mighty Eagle swoops in to take the can, dealing massive damage to opponents in his path.
Shovel Knight (Newcomer) 	Shovel Knight (Newcomer)
 	
Debut: Shovel Knight: Shovel of Hope (Multiplatform, 2014)
In a quest to find his beloved Shield Knight, Shovel Knight set out on a quest to defeat the Enchantress and her Order of No Quarter. With his various Relics, he fights in the name of shovelry!
Shovel Knight has no special movement options.
*Neutral Special (Flare Wand): Shovel Knight conjures a fireball which explodes upon hitting an opponent.
*Side Special (Dust Knuckles): Shovel Knight dashes forwards with the Dust Knuckles equipped, ramming through opponents with great force.
*Up Special (Rising Dagger): Shovel Knight uses the Propeller Dagger to rise into the air for a short time before entering freefall.
*Down Special (Chaos Spheres): Shovel Knight throws two Chaos Spheres which bounce randomly around the stages before vanishing.
*Final Smash (Catch Her): Shovel Knight blows into the War Horn, trapping any opponent hit by the sound waves in a cinematic. In the cinematic, Shield Knight and the opponents fall from the sky as Shovel Knight attempts to catch the former. He manages to do so, causing the opponents to plummet to the ground, damaging them and knocking them to the floor as they return to the stage.	
*Neutral Special (Flare Wand): Shovel Knight conjures a fireball which explodes upon hitting an opponent.
*Side Special (Dust Knuckles): Shovel Knight dashes forwards with the Dust Knuckles equipped, ramming through opponents with great force.
*Up Special (Rising Dagger): Shovel Knight uses the Propeller Dagger to rise into the air for a short time before entering freefall.
*Down Special (Chaos Spheres): Shovel Knight throws two Chaos Spheres which bounce randomly around the stages before vanishing.
*Final Smash (Catch Her): Shovel Knight blows into the War Horn, trapping any opponent hit by the sound waves in a cinematic. In the cinematic, Shield Knight and the opponents fall from the sky as Shovel Knight attempts to catch the former. He manages to do so, causing the opponents to plummet to the ground, damaging them and knocking them to the floor as they return to the stage.
Shantae (Newcomer) 	Shantae (Newcomer)
<tabber>Default= 	
Debut: Shantae (GBC, 2002)
Protector of Scuttle Town, Shantae possesses both the skills of a genie and the fighting experience of a pirate! She can even belly dance to transform into various types of animals!
Shantae can crawl and wall jump.	
*Neutral Special (Spitfire): Shantae casts a stream of fire forwards. The stream can go through opponents.
*Side Special (Storm Puff): Shantae creates a Storm Puff, which stays in place and shocks opponents who are in its range. The Storm Puff will vanish after some time, and Shantae can only have one on the screen at a time.
*Up Special (Cannon Fodder): Shantae grabs a hold of a cannon as it shoots a cannonball, propelling her into the air. Shantae will then hop off the cannon and enter freefall.
*Down Special (Belly Dance): Shantae begins to belly dance, having the chance to morph into one of four animals. Each animal has a short cooldown before it can be used again.
**Monkey: Shantae transforms into a monkey and rockets forward, damaging opponents in her way. If she hits a wall, she can ricochet in the opposite direction.
**Elephant: Shantae transforms into an elephant and stomps the ground, creating a powerful tremor which damages and launches opponents in its wake.
**Harpy: Shantae transforms into a harpy and shoots a flurry of feathers around herself to damage opponents.
**Mermaid: Shantae transforms into a mermaid and shoots a stream of bubbles, causing opponents to trip.
*Final Smash (Genie's Trap): Shantae holds up a genie's lamp which sucks in nearby opponents, who are then rapidly damaged before being launched out of the lamp. This Final Smash instantly KOs opponents over 100%.	
*Neutral Special (Spitfire): Shantae casts a stream of fire forwards. The stream can go through opponents.
*Side Special (Storm Puff): Shantae creates a Storm Puff, which stays in place and shocks opponents who are in its range. The Storm Puff will vanish after some time, and Shantae can only have one on the screen at a time.
*Up Special (Cannon Fodder): Shantae grabs a hold of a cannon as it shoots a cannonball, propelling her into the air. Shantae will then hop off the cannon and enter freefall.
*Down Special (Belly Dance): Shantae begins to belly dance, having the chance to morph into one of four animals. Each animal has a short cooldown before it can be used again.
**Monkey: Shantae transforms into a monkey and rockets forward, damaging opponents in her way. If she hits a wall, she can ricochet in the opposite direction.
**Elephant: Shantae transforms into an elephant and stomps the ground, creating a powerful tremor which damages and launches opponents in its wake.
**Harpy: Shantae transforms into a harpy and shoots a flurry of feathers around herself to damage opponents.
**Mermaid: Shantae transforms into a mermaid and shoots a stream of bubbles, causing opponents to trip.
*Final Smash (Genie's Trap): Shantae holds up a genie's lamp which sucks in nearby opponents, who are then rapidly damaged before being launched out of the lamp. This Final Smash instantly KOs opponents over 100%.
Mii Brawler 	Mii Brawler
 	<tabber>Neutral Special Options=
*Shot Put: Mii Brawler throws a shot put into the air, acting as an arced projectile.
*Flashing Mach Punch: Mii Brawler throws a series of punches in rapid succession.
*Exploding Side Kick: Mii Brawler charges up before throwing a fiery kick.
*Ultimate Uppercut: Mii Brawler charges up before releasing a powerful punch. The punch can be thrown early with less power, and a full charge can be stored for future use.
*Fireball: Mii Brawler throws a fireball which acts identically to Mario's, bouncing along the ground for a short time.
*Shuriken: Mii Brawler throws a shuriken which acts identically to Greninja's, flying straight forwards. This move can be charged for a large shuriken with more power.
*Tornado Spin: Mii Brawler performs a lariat which acts identically to Crash's.
*ARMS Punch: Mii Brawler charges up before throwing a punch identical to Spring Man's. The punch increases in range as it's charged.
*Hadoken: Mii Brawler throws a Hadoken which acts identically to Ryu and Ken's.
*Straight Lunge: Mii Brawler charges up before rocketing forwards with a fiery punch identical to Little Mac's.
*Needle Storm: Mii Brawler charges up and throws a needle forwards which acts identically to Shulk's. Six of these needles can be stored for later use.
*Power Wave: Mii Brawler sends an energy wave across the ground which acts identically to Terry's.
Costumes 	Costumes
*Adam Outfit (Streets of Rage)
*AiAi Outfit (Super Monkey Ball)
*Akira Outfit (Virtua Fighter)
*Alucard Outfit (Castlevania)
*Andross Outfit (Star Fox)
*Banjo Outfit (Banjo-Kazooie)
*Bear Suit (Super Smash Bros.)
*Biker Gear (Super Smash Bros.)
*Bionic Gear (Super Smash Bros.)
*Blanka Outfit (Street Fighter)
*Blaze Outfit (Streets of Rage)
*Bomberman Outfit (Bomberman)
*Bowser Outfit (Super Mario)
*Builder Mario's Outfit (Super Mario)
*Business Suit (Super Smash Bros.)
*Butler Outfit (Super Smash Bros.)
*Cactuar Outfit (Final Fantasy)
*Callie Outfit (Splatoon)
*Captain Falcon's Outfit (F-Zero)
*Cat Suit (Super Smash Bros.)
*Chewout Outfit (Project Cape)
*Crash Outfit (Crash Bandicoot)
*Creeper Outfit (Minecraft)
*Donkey Kong Outfit (Donkey Kong)
*Dr. Mario Outfit (Super Mario)
*Espio Outfit (Sonic the Hedgehog)
*Fighter Uniform (Super Smash Bros.)
*Flying Man Outfit (Mother)
*Freddy Fazbear Suit (Five Nights at Freddy's)
*Heihachi Outfit (Tekken)
*Helix Outfit (ARMS)
*Hoodie (Super Smash Bros.)
*Iori Yagami Outfit (King of Fighters)
*Isabelle Outfit (Animal Crossing)
*Jacky Outfit (Virtua Fighter)
*Jerry-O Outfit (The Neverhood)
*Karate Joe Outfit (Rhythm Heaven)
*Ken Outfit (Street Fighter)
*King Dice Outfit (Cuphead)
*King K. Rool Outfit (Donkey Kong)
*Klogg Outfit (The Neverhood)
*Knuckles Outfit (Sonic the Hedgehog)
*Komeda Outfit (Danganronpa)
*Lemming Outfit (Lemmings)
*Little Mac Outfit (Punch-Out!!)
*Lola Pop Outfit (ARMS)
*Luigi Outfit (Super Mario)
*M. Bison Outfit (Street Fighter)
*Maid Outfit (Super Smash Bros.)
*Mallow Outfit (Super Mario)
*Marinated Outfit (Splatoon)
*Mario Outfit (Super Mario)
*Martial Artist Gi (Dragon Quest)
*Mecha Suit (Super Smash Bros.)
*Nia Outfit (Xenoblade Chronicles)
*NiGHTS Outfit (NiGHTS Into Dreams)
*Ninja Suit (Super Smash Bros.)
*Ninjara Outfit (ARMS)
*Pig Outfit (Minecraft)
*Pimple Outfit (Battletoads)
*Professor Layton Outfit (Professor Layton)
*Protective Gear (Super Smash Bros.)
*Rayman Outfit (Rayman)
*Ribbon Girl Outfit (ARMS)
*Ryu Outfit (Street Fighter)
*Sackboy Outfit (LittleBigPlanet)
*Shadow Outfit (Sonic the Hedgehog)
*Shantae Outfit (Shantae)
*Skull Kid's Outfit (The Legend of Zelda)
*Sonic Outfit (Sonic the Hedgehog)
*Special Forces Outfit (Super Smash Bros.)
*Spring Man Outfit (ARMS)
*Springtrap Outfit (Five Nights at Freddy's)
*SSB T-shirt (Super Smash Bros.)
*Standard Outfit (Super Smash Bros.)
*Team Rocket Outfit (Pokemon)
*Terry Outfit (Fatal Fury)
*Tifa Outfit (Final Fantasy)
*Toad Outfit (Super Mario)
*Tom Nook Outfit (Animal Crossing)
*Toy-Con Outfit (Nintendo Labo)
*Tracksuit (Super Smash Bros.)
*Vampire Garb (Super Smash Bros.)
*Van Outfit (Ninjala)
*Velvet Outfit (Tales)
*Wild West Wear (Super Smash Bros.)
*Waluigi Outfit (Super Mario)
*Wario Outfit (Super Mario)
*Woolly Yoshi Outfit (Yoshi)
*Zitz Outfit (Battletoads)
*Zombie Outfit (Minecraft)	
*Adam Outfit (Streets of Rage)
*AiAi Outfit (Super Monkey Ball)
*Akira Outfit (Virtua Fighter)
*Alucard Outfit (Castlevania)
*Andross Outfit (Star Fox)
*Banjo Outfit (Banjo-Kazooie)
*Bear Suit (Super Smash Bros.)
*Biker Gear (Super Smash Bros.)
*Bionic Gear (Super Smash Bros.)
*Blanka Outfit (Street Fighter)
*Blaze Outfit (Streets of Rage)
*Bomberman Outfit (Bomberman)
*Bowser Outfit (Super Mario)
*Builder Mario's Outfit (Super Mario)
*Business Suit (Super Smash Bros.)
*Butler Outfit (Super Smash Bros.)
*Cactuar Outfit (Final Fantasy)
*Callie Outfit (Splatoon)
*Captain Falcon's Outfit (F-Zero)
*Cat Suit (Super Smash Bros.)
*Chewout Outfit (Project Cape)
*Crash Outfit (Crash Bandicoot)
*Creeper Outfit (Minecraft)
*Donkey Kong Outfit (Donkey Kong)
*Dr. Mario Outfit (Super Mario)
*Espio Outfit (Sonic the Hedgehog)
*Fighter Uniform (Super Smash Bros.)
*Flying Man Outfit (Mother)
*Freddy Fazbear Suit (Five Nights at Freddy's)
*Heihachi Outfit (Tekken)
*Helix Outfit (ARMS)
*Hoodie (Super Smash Bros.)
*Iori Yagami Outfit (King of Fighters)
*Isabelle Outfit (Animal Crossing)
*Jacky Outfit (Virtua Fighter)
*Jerry-O Outfit (The Neverhood)
*Karate Joe Outfit (Rhythm Heaven)
*Ken Outfit (Street Fighter)
*King Dice Outfit (Cuphead)
*King K. Rool Outfit (Donkey Kong)
*Klogg Outfit (The Neverhood)
*Knuckles Outfit (Sonic the Hedgehog)
*Komeda Outfit (Danganronpa)
*Lemming Outfit (Lemmings)
*Little Mac Outfit (Punch-Out!!)
*Lola Pop Outfit (ARMS)
*Luigi Outfit (Super Mario)
*M. Bison Outfit (Street Fighter)
*Maid Outfit (Super Smash Bros.)
*Mallow Outfit (Super Mario)
*Marinated Outfit (Splatoon)
*Mario Outfit (Super Mario)
*Martial Artist Gi (Dragon Quest)
*Mecha Suit (Super Smash Bros.)
*Nia Outfit (Xenoblade Chronicles)
*NiGHTS Outfit (NiGHTS Into Dreams)
*Ninja Suit (Super Smash Bros.)
*Ninjara Outfit (ARMS)
*Pig Outfit (Minecraft)
*Pimple Outfit (Battletoads)
*Professor Layton Outfit (Professor Layton)
*Protective Gear (Super Smash Bros.)
*Rayman Outfit (Rayman)
*Ribbon Girl Outfit (ARMS)
*Ryu Outfit (Street Fighter)
*Sackboy Outfit (LittleBigPlanet)
*Shadow Outfit (Sonic the Hedgehog)
*Shantae Outfit (Shantae)
*Skull Kid's Outfit (The Legend of Zelda)
*Sonic Outfit (Sonic the Hedgehog)
*Special Forces Outfit (Super Smash Bros.)
*Spring Man Outfit (ARMS)
*Springtrap Outfit (Five Nights at Freddy's)
*SSB T-shirt (Super Smash Bros.)
*Standard Outfit (Super Smash Bros.)
*Team Rocket Outfit (Pokemon)
*Terry Outfit (Fatal Fury)
*Tifa Outfit (Final Fantasy)
*Toad Outfit (Super Mario)
*Tom Nook Outfit (Animal Crossing)
*Toy-Con Outfit (Nintendo Labo)
*Tracksuit (Super Smash Bros.)
*Vampire Garb (Super Smash Bros.)
*Van Outfit (Ninjala)
*Velvet Outfit (Tales)
*Wild West Wear (Super Smash Bros.)
*Waluigi Outfit (Super Mario)
*Wario Outfit (Super Mario)
*Woolly Yoshi Outfit (Yoshi)
*Zitz Outfit (Battletoads)
*Zombie Outfit (Minecraft)
Mii Swordfighter	Mii Swordfighter
 	<tabber>Neutral Special Options=
*Gale Strike: Mii Swordfighter creates a tornado with a slash of their sword, which rushes forwards to damage opponents.
*Shuriken of Light: Mii Swordfighter throws a shuriken forwards.
*Blurring Blade: Mii Swordfighter charges up before throwing a series of fiery sword swipes.
*Flare Blade: Mii Swordfighter charges up before releasing a flaming sword slash identical to Roy’s.
*Blade Beam: Mii Swordfighter sends an energy wave forward with their sword which acts identically to Cloud’s.
*Frizz: Mii Swordfighter charges up before throwing a fireball forwards which acts identically to Hero’s (aside from the MP mechanic).
*Eruption: Mii Swordfighter charges up before thrusting his sword into the ground and causing an explosion which acts identically to Ike’s.
*Bow and Arrows: Mii Swordfighter charges up and releases an arrow from their bow. The arrow increases in range as it's charged.
*Shield Breaker: Mii Swordfighter thrusts their sword forwards to deal high shield damage. This functions identically to Marth’s Neutral Special.
*Mach Tornado: Mii Swordfighter spins around with sword slashes. This functions identically to Meta Knight’s Mach Tornado.
*Axe: Mii Swordfighter throws an axe which flies in an arc identical to Simon’s.
*Thunder: Mii Swordfighter charges up before releasing an electric attack identical to Robin’s.
Costumes 	Costumes
*2B Outfit (Neir)
*Adeline Outfit (Kirby)
*Aerith Outfit (Final Fantasy)
*Alucard Outfit (Castlevania)
*Altaïr Outfit (Assassin’s Creed)
*Ancient Soldier Gear (The Legend of Zelda)
*Arle Outfit (Puyo Puyo)
*Ashley Outfit (Wario)
*Bendy Outfit (Bendy and the Ink Machine)
*Black Knight's Armor (Fire Emblem)
*Builder Mario’s Outfit (Super Mario)
*Business Suit (Super Smash Bros.)
*Butler Outfit (Super Smash Bros.)
*Captain Syrup Outfit (Wario)
*Champion's Outfit (The Legend of Zelda)
*Chrom Outfit (Fire Emblem)
*Chrono Outfit (Chrono Trigger)
*Cloud Outfit (Final Fantasy)
*Conker Outfit (Conker)
*Cybernetic Suit (Super Smash Bros.)
*Dante Outfit (Devil May Cry)
*Devil Outfit (Cuphead)
*Diamond Armor (Minecraft)
*Dragonborn Armor (The Elder Scrolls)
*Dunban Outfit (Xenoblade Chronicles)
*Erdrick's Armour (Dragon Quest)
*Foxy Outfit (Five Nights at Freddy's)
*Frisk Outfit (Undertale)
*Ganondorf Outfit (The Legend of Zelda)
*Gil's Armor (Babylonian Castle Saga)
*Goemon Outfit (Goemon)
*Gordon Freeman Outfit (Half-Life)
*Gregg Outfit (Conker)
*Guybrush Outfit (Secret of Monkey Island)
*Hayabusa Outfit (Ninja Gaiden)
*Hoodie (Super Smash Bros.)
*Hunter's Mail (Monster Hunter)
*Isaac's Outfit (Golden Sun)
*Jevil Outfit (Deltarune)
*Kamek Outfit (Yoshi)
*Knight Outfit (Hollow Knight)
*Kratos Outfit (God of War)
*Kris Outfit (Deltarune)
*Link Outfit (The Legend of Zelda)
*Lip Outfit (Panel de Pon)
*Lloyd Outfit (Tales)
*Lucy Outfit (Ninjala)
*Maid Outfit (Super Smash Bros.)
*Magnus Outfit (Kid Icarus)
*Mama Outfit (Cooking Mama)
*Maxwell Outfit (Scribblenauts)
*Monkey Suit (Super Smash Bros.)
*Nakoruru Outfit (Samurai Shodown)
*Neon Suit (Super Smash Bros.)
*Ninja Suit (Super Smash Bros.)
*Papyrus Outfit (Undertale)
*Persona 3 Protagonist Outfit (Persona)
*Persona 4 Protagonist Outfit (Persona)
*Pit Outfit (Kid Icarus)
*Pirate Outfit (Super Smash Bros.)
*Plate Armor (Super Smash Bros.)
*Rathalos Mail (Monster Hunter)
*Reimu Outfit (Touhou)
*Rex Outfit (Xenoblade Chronicles)
*Risky Boots Outfit (Shantae)
*Rosalina Outfit (Super Mario)
*Samurai Goroh Outfit (F-Zero)
*Scout Outfit (Team Fortress 2)
*Sebastian Tute Outfit (Wii Music)
*Sephiroth Outfit (Final Fantasy)
*Shovel Knight Armor (Shovel Knight)
*Sir Arthur Armor (Ghosts ‘n Goblins)
*Sly Cooper Outfit (Sly Cooper)
*Sol Badguy Outfit (Guilty Gear)
*Sora Outfit (Kingdom Hearts)
*SSB T-shirt (Super Smash Bros.)
*Standard Outfit (Super Smash Bros.)
*Steve Outfit (Minecraft)
*Takamaru Outfit (The Mysterious Murasame Castle)
*Tetra Outfit (The Legend of Zelda)
*Travis Touchdown Outfit (No More Heroes)
*Veronica's Outfit (Dragon Quest)
*Vince's Outfit (Art Academy)
*Viridi Outfit (Kid Icarus)
*Yiga Clan Outfit (The Legend of Zelda)
*Zero's Armor (Mega Man)
*Zombie Outfit (Minecraft)	
*2B Outfit (Neir)
*Adeline Outfit (Kirby)
*Aerith Outfit (Final Fantasy)
*Alucard Outfit (Castlevania)
*Altaïr Outfit (Assassin’s Creed)
*Ancient Soldier Gear (The Legend of Zelda)
*Arle Outfit (Puyo Puyo)
*Ashley Outfit (Wario)
*Bendy Outfit (Bendy and the Ink Machine)
*Black Knight's Armor (Fire Emblem)
*Builder Mario’s Outfit (Super Mario)
*Business Suit (Super Smash Bros.)
*Butler Outfit (Super Smash Bros.)
*Captain Syrup Outfit (Wario)
*Champion's Outfit (The Legend of Zelda)
*Chrom Outfit (Fire Emblem)
*Chrono Outfit (Chrono Trigger)
*Cloud Outfit (Final Fantasy)
*Conker Outfit (Conker)
*Cybernetic Suit (Super Smash Bros.)
*Dante Outfit (Devil May Cry)
*Devil Outfit (Cuphead)
*Diamond Armor (Minecraft)
*Dragonborn Armor (The Elder Scrolls)
*Dunban Outfit (Xenoblade Chronicles)
*Erdrick's Armour (Dragon Quest)
*Foxy Outfit (Five Nights at Freddy's)
*Frisk Outfit (Undertale)
*Ganondorf Outfit (The Legend of Zelda)
*Gil's Armor (Babylonian Castle Saga)
*Goemon Outfit (Goemon)
*Gordon Freeman Outfit (Half-Life)
*Gregg Outfit (Conker)
*Guybrush Outfit (Secret of Monkey Island)
*Hayabusa Outfit (Ninja Gaiden)
*Hoodie (Super Smash Bros.)
*Hunter's Mail (Monster Hunter)
*Isaac's Outfit (Golden Sun)
*Jevil Outfit (Deltarune)
*Kamek Outfit (Yoshi)
*Knight Outfit (Hollow Knight)
*Kratos Outfit (God of War)
*Kris Outfit (Deltarune)
*Link Outfit (The Legend of Zelda)
*Lip Outfit (Panel de Pon)
*Lloyd Outfit (Tales)
*Lucy Outfit (Ninjala)
*Maid Outfit (Super Smash Bros.)
*Magnus Outfit (Kid Icarus)
*Mama Outfit (Cooking Mama)
*Maxwell Outfit (Scribblenauts)
*Monkey Suit (Super Smash Bros.)
*Nakoruru Outfit (Samurai Shodown)
*Neon Suit (Super Smash Bros.)
*Ninja Suit (Super Smash Bros.)
*Papyrus Outfit (Undertale)
*Persona 3 Protagonist Outfit (Persona)
*Persona 4 Protagonist Outfit (Persona)
*Pit Outfit (Kid Icarus)
*Pirate Outfit (Super Smash Bros.)
*Plate Armor (Super Smash Bros.)
*Rathalos Mail (Monster Hunter)
*Reimu Outfit (Touhou)
*Rex Outfit (Xenoblade Chronicles)
*Risky Boots Outfit (Shantae)
*Rosalina Outfit (Super Mario)
*Samurai Goroh Outfit (F-Zero)
*Scout Outfit (Team Fortress 2)
*Sebastian Tute Outfit (Wii Music)
*Sephiroth Outfit (Final Fantasy)
*Shovel Knight Armor (Shovel Knight)
*Sir Arthur Armor (Ghosts ‘n Goblins)
*Sly Cooper Outfit (Sly Cooper)
*Sol Badguy Outfit (Guilty Gear)
*Sora Outfit (Kingdom Hearts)
*SSB T-shirt (Super Smash Bros.)
*Standard Outfit (Super Smash Bros.)
*Steve Outfit (Minecraft)
*Takamaru Outfit (The Mysterious Murasame Castle)
*Tetra Outfit (The Legend of Zelda)
*Travis Touchdown Outfit (No More Heroes)
*Veronica's Outfit (Dragon Quest)
*Vince's Outfit (Art Academy)
*Viridi Outfit (Kid Icarus)
*Yiga Clan Outfit (The Legend of Zelda)
*Zero's Armor (Mega Man)
*Zombie Outfit (Minecraft)
Mii Gunner 	Mii Gunner
 	<tabber>Neutral Special Options=
*Charge Blast: Mii Gunner charges up and releases a spherical energy projectile. The blast can be released early with less power, and a full charge can be stored for future use.
*Laser Blaze: Mii Gunner fires a green laser which flies straight forward. This can be spammed.
*Grenade Launch: Mii Gunner fires a grenade from their cannon which explodes soon after deployment.
*Flamethrower: Mii Gunner blasts a stream of fire from their arm cannon which functions identically to Bowser’s Neutral Special.
*Cannonball Launch: Mii Gunner charges up and releases a cannonball. This functions identically to Bowser Junior’s Neutral Special.
*Failnaught: Mii Gunner charges up before shooting an arrow. This functions identically to Byleth’s Neutral Special.
*Dragon Fang Shot: Mii Gunner releases a watery projectile which temporarily paralyzes opponents. This functions identically to Corrin’s Neutral Special.
*Popgun: Mii Gunner rapidly fires short-range projectiles from their arm cannon. This functions identically to Diddy Kong’s Neutral Special.
*Frizz: Mii Gunner charges up before throwing a fireball forwards which acts identically to Hero’s (aside from the MP mechanic).
*Arrows of Light: Mii Gunner shoots an arrow in one of eight directions. This functions identically to Pit’s Neutral Special.
*Fireball: Mii Gunner launches a fireball which acts identically to Mario's, bouncing along the ground for a short time.
*Thunder Jolt: Mii Gunner launches an electric projectile which climbs up walls. This functions identically to Pikachu’s Neutral Special.
Costumes 	Costumes
*Astronaut Outfit (Super Smash Bros.)
*Barret Outfit (Final Fantasy)
*Bass Outfit (Mega Man)
*Bear Suit (Super Smash Bros.)
*Big Boss Outfit (Metal Gear)
*Bowser Outfit (Super Mario)
*Business Suit (Super Smash Bros.)
*Butler Outfit (Super Smash Bros.)
*Chell Outfit (Portal)
*Chibi-Robo Outfit (Chibi-Robo)
*Commander Keen Outfit (Commander Keen)
*Conker Outfit (Conker)
*Cuphead Outfit (Cuphead)
*DJ Octavio Outfit (Splatoon)
*Doom Slayer Outfit (DOOM)
*Dr. Cortex Outfit (Crash Bandicoot)
*Dr. Eggman Outfit (Sonic the Hedgehog)
*Dragon Armor (Super Smash Bros.)
*Falco Outfit (Star Fox)
*Fox Outfit (Star Fox)
*Geno Outfit (Super Mario)
*Hero Suit Replica (Splatoon)
*High-Tech Armor (Super Smash Bros.)
*Inkling Outfit (Splatoon)
*Isabelle Outfit (Animal Crossing)
*Joanna Dark Outfit (Perfect Dark)
*K.K. Slider Outfit (Animal Crossing)
*Kamek Outfit (Super Mario)
*Kaptain K. Rool Outfit (Donkey Kong)
*Lara Croft Outfit (Tomb Raider)
*Leon Kennedy Outfit (Resident Evil)
*Mage Robe (Super Smash Bros.)
*Maid Outfit (Super Smash Bros.)
*Marie Outfit (Splatoon)
*Masked Man Outfit (Mother)
*Master Chief Outfit (Halo)
*Medic Outfit (Team Fortress 2)
*Mega Man’s Armor (Mega Man)
*MegaMan.EXE's Armor (Mega Man)
*Min Min Outfit (ARMS)
*Mugman Outfit (Cuphead)
*Nero Outfit (Devil May Cry)
*Pearlescent Outfit (Splatoon)
*Peter Pepper Outfit (Burgertime)
*Pit Outfit (Kid Icarus)
*Porky Outfit (Mother)
*Proto Man's Armor (Mega Man)
*Quote Outfit (Cave Story)
*Ray Mk III Outfit (Custom Robo)
*Saki Amamiya Outfit (Sin and Punishment)
*Samus' Armor (Metroid)
*Sans Outfit (Undertale)
*Security Guard Uniform (Five Nights at Freddy's)
*Shao Kahn Outfit (Mortal Kombat)
*Special Forces Outfit (Super Smash Bros.)
*Splatoon 2 Outfit (Splatoon)
*SSB T-shirt (Super Smash Bros.)
*Standard Outfit (Super Smash Bros.)
*Steampunk Getup (Super Smash Bros.)
*Sub-Zero Outfit (Mortal Kombat)
*Sylux Outfit (Metroid)
*Tails Outfit (Sonic the Hedgehog)
*Titan Outfit (Destiny)
*Vault Boy Outfit (Fallout)
*Vault Dweller Outfit (Fallout)
*Wild West Wear (Super Smash Bros.)
*Wolf Outfit (Star Fox)
*X's Armor (Mega Man)	
*Astronaut Outfit (Super Smash Bros.)
*Barret Outfit (Final Fantasy)
*Bass Outfit (Mega Man)
*Bear Suit (Super Smash Bros.)
*Big Boss Outfit (Metal Gear)
*Bowser Outfit (Super Mario)
*Business Suit (Super Smash Bros.)
*Butler Outfit (Super Smash Bros.)
*Chell Outfit (Portal)
*Chibi-Robo Outfit (Chibi-Robo)
*Commander Keen Outfit (Commander Keen)
*Conker Outfit (Conker)
*Cuphead Outfit (Cuphead)
*DJ Octavio Outfit (Splatoon)
*Doom Slayer Outfit (DOOM)
*Dr. Cortex Outfit (Crash Bandicoot)
*Dr. Eggman Outfit (Sonic the Hedgehog)
*Dragon Armor (Super Smash Bros.)
*Falco Outfit (Star Fox)
*Fox Outfit (Star Fox)
*Geno Outfit (Super Mario)
*Hero Suit Replica (Splatoon)
*High-Tech Armor (Super Smash Bros.)
*Inkling Outfit (Splatoon)
*Isabelle Outfit (Animal Crossing)
*Joanna Dark Outfit (Perfect Dark)
*K.K. Slider Outfit (Animal Crossing)
*Kamek Outfit (Super Mario)
*Kaptain K. Rool Outfit (Donkey Kong)
*Lara Croft Outfit (Tomb Raider)
*Leon Kennedy Outfit (Resident Evil)
*Mage Robe (Super Smash Bros.)
*Maid Outfit (Super Smash Bros.)
*Marie Outfit (Splatoon)
*Masked Man Outfit (Mother)
*Master Chief Outfit (Halo)
*Medic Outfit (Team Fortress 2)
*Mega Man’s Armor (Mega Man)
*MegaMan.EXE's Armor (Mega Man)
*Min Min Outfit (ARMS)
*Mugman Outfit (Cuphead)
*Nero Outfit (Devil May Cry)
*Pearlescent Outfit (Splatoon)
*Peter Pepper Outfit (Burgertime)
*Pit Outfit (Kid Icarus)
*Porky Outfit (Mother)
*Proto Man's Armor (Mega Man)
*Quote Outfit (Cave Story)
*Ray Mk III Outfit (Custom Robo)
*Saki Amamiya Outfit (Sin and Punishment)
*Samus' Armor (Metroid)
*Sans Outfit (Undertale)
*Security Guard Uniform (Five Nights at Freddy's)
*Shao Kahn Outfit (Mortal Kombat)
*Special Forces Outfit (Super Smash Bros.)
*Splatoon 2 Outfit (Splatoon)
*SSB T-shirt (Super Smash Bros.)
*Standard Outfit (Super Smash Bros.)
*Steampunk Getup (Super Smash Bros.)
*Sub-Zero Outfit (Mortal Kombat)
*Sylux Outfit (Metroid)
*Tails Outfit (Sonic the Hedgehog)
*Titan Outfit (Destiny)
*Vault Boy Outfit (Fallout)
*Vault Dweller Outfit (Fallout)
*Wild West Wear (Super Smash Bros.)
*Wolf Outfit (Star Fox)
*X's Armor (Mega Man)
Sans (Fighter's Pass 1 DLC) (Newcomer) 	Sans (Fighter's Pass 1 DLC) (Newcomer)
 	
Debut: Undertale (PC, 2015)
A lazy skeleton hailing from the underground town of Snowdin, Sans would much rather take a nap or hang out at Grillby's over taking his sentry duties seriously. Despite this, Sans is actually fairly powerful behind his apathetic nature; It's just that he usually can't be bothered to put said power into action.
Sans has a gimmick entitled Karma, allowing his attacks to have a chance to poison opponents for a short time. This chance increases as Sans takes damage.
*Neutral Special (bones. / blue bones.): If the special button is pressed, Sans fires a standard white bone forwards, being able to spam up to five bones before having to cool down. If the button is held, Sans fires a blue bone, which deals more damage but only damages opponents who are moving.
*Side Special (Gaster Blaster): Sans produces a Gaster Blaster which aims in the direction of the nearest opponent. After a brief charge, the Gaster Blaster will fire a laser in its direction. If Sans is hit before the Gaster Blaster can fire, it will despawn.
*Up Special (Shortcut): Sans vanishes from the battlefield before reappearing in a chosen direction. This move doesn't put Sans into freefall, but the teleport itself covers little distance.
*Down Special (Spare?): Sans shrugs. If he is hit during this animation by a melee attack, he will counter it with a bone strike which is guaranteed to inflict Karma. If hit by a projectile, Sans will simply slide out of the way.
*Final Smash (Strongest Attack): Sans fires a blue heart forwards, which eventually expands into a "bullet board" similar to Undertale's battle UI. Opponents trapped in the bullet board are pulled into a cinematic where Sans uses his first attack from his Undertale battle, assaulting the opponents with bones and Gaster Blasters. Opponents are then sent back onto the stage with Karma applied to them, or instantly KO'd if their damage is at least 100%.	
*Neutral Special (bones. / blue bones.): If the special button is pressed, Sans fires a standard white bone forwards, being able to spam up to five bones before having to cool down. If the button is held, Sans fires a blue bone, which deals more damage but only damages opponents who are moving.
*Side Special (Gaster Blaster): Sans produces a Gaster Blaster which aims in the direction of the nearest opponent. After a brief charge, the Gaster Blaster will fire a laser in its direction. If Sans is hit before the Gaster Blaster can fire, it will despawn.
*Up Special (Shortcut): Sans vanishes from the battlefield before reappearing in a chosen direction. This move doesn't put Sans into freefall, but the teleport itself covers little distance.
*Down Special (Spare?): Sans shrugs. If he is hit during this animation by a melee attack, he will counter it with a bone strike which is guaranteed to inflict Karma. If hit by a projectile, Sans will simply slide out of the way.
*Final Smash (Strongest Attack): Sans fires a blue heart forwards, which eventually expands into a "bullet board" similar to Undertale's battle UI. Opponents trapped in the bullet board are pulled into a cinematic where Sans uses his first attack from his Undertale battle, assaulting the opponents with bones and Gaster Blasters. Opponents are then sent back onto the stage with Karma applied to them, or instantly KO'd if their damage is at least 100%.
Heavy (Fighter's Pass 1 DLC) (Newcomer) 	Heavy (Fighter's Pass 1 DLC) (Newcomer)
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Debut: Team Fortress 2 (PC, 2007)
One of nine mercenaries fighting for the Mann brothers, the Heavy is tough, no-nonsense, and perhaps just a smidge insane. However, he's by far the strongest merc of them all, being able to both dish out and take damage.
Heavy is capable of Critical Hits, allowing his attacks to have a chance to deal twice the damage. However, unlike Hero's Critical Hits, the knockback of Heavy's attacks doesn't increase should he land a critical hit.	
*Neutral Special (Sasha): Heavy revs up his minigun as it begins rapidly firing bullets. Heavy can walk and jump once while firing, but can only fire for four seconds at a time.
*Side Special (Family Business): Heavy fires a short-ranged blast from his shotgun, dealing large damage but little knockback.
*Up Special (Killing Gloves of Boxing): Heavy does an uppercut which slightly lifts him into the air.
*Down Special (Sandvich): Heavy starts eating a Sandvich, taking about four seconds to finish eating. Should he eat the entire Sandvich, Heavy will heal half of his damage and gain a temporary power boost. However, Heavy can only eat one Sandvich per stock.
*Final Smash (Meet the Team): The Scout runs out from behind Heavy, sending opponents he runs into to a cinematic. In the cinematic, the non-playable mercenaries from Team Fortress 2 bombard the opponents with various attacks before an Ubercharged Heavy, accompanied by the Medic, blasts the opponents with Sasha, launching them back onto the stage.	
*Neutral Special (Sasha): Heavy revs up his minigun as it begins rapidly firing bullets. Heavy can walk and jump once while firing, but can only fire for four seconds at a time.
*Side Special (Family Business): Heavy fires a short-ranged blast from his shotgun, dealing large damage but little knockback.
*Up Special (Killing Gloves of Boxing): Heavy does an uppercut which slightly lifts him into the air.
*Down Special (Sandvich): Heavy starts eating a Sandvich, taking about four seconds to finish eating. Should he eat the entire Sandvich, Heavy will heal half of his damage and gain a temporary power boost. However, Heavy can only eat one Sandvich per stock.
*Final Smash (Meet the Team): The Scout runs out from behind Heavy, sending opponents he runs into to a cinematic. In the cinematic, the non-playable mercenaries from Team Fortress 2 bombard the opponents with various attacks before an Ubercharged Heavy, accompanied by the Medic, blasts the opponents with Sasha, launching them back onto the stage.
Rash (Fighter's Pass 1 DLC) (Newcomer) 	Rash (Fighter's Pass 1 DLC) (Newcomer)
 	
Debut: Battletoads (NES, 1991)
Born as a human named Dave Shar, Rash was transformed upon entering the Gamescape, becoming the unofficial leader of the Battletoads! With his Smash Hits and frog-like abilities, he's ready to unload the toad on his opponents!
Rash can wall jump. In addition, he has access to Smash Hits, giving him a 30% chance to instantly KO any opponent above 100% with a smash attack.
*Neutral Special (Wicked Tongue): Rash sticks out his tongue, being able to grab opponents and physical projectiles. Upon grabbing an opponent, Rash can launch them forwards, upwards, or backwards. Should Rash grab a projectile, he'll swallow it to regain a small amount of health.
*Side Special (Speeder Bike): Rash boards a Speeder Bike and drives it forwards, launching opponents in his path. Rash cannot change directions while driving the Speeder Bike, but can perform a single jump (doing a second jump will have Rash jump off the Speeder Bike).
*Up Special (Rash Bash): Rash leaps into the air before coming back down with a double-fisted swing which can spike opponents.
*Down Special (Wrecking Ball): Rash charges up before morphing into a wrecking ball, swinging forwards to deal major damage. Charging the move increases its range and power.
*Final Smash (Battlemania): Rash throws a punch with a comically sized fist, sending hit opponents to a cinematic taking place in the Turbo Tunnel. Once inside, the opponents get attacked by Zits and Pimple before Rash rides in on his Speeder Bike, ramming into the opponents to send them back to the stage. This Final Smash can instantly KO opponents above 100%.	
*Neutral Special (Wicked Tongue): Rash sticks out his tongue, being able to grab opponents and physical projectiles. Upon grabbing an opponent, Rash can launch them forwards, upwards, or backwards. Should Rash grab a projectile, he'll swallow it to regain a small amount of health.
*Side Special (Speeder Bike): Rash boards a Speeder Bike and drives it forwards, launching opponents in his path. Rash cannot change directions while driving the Speeder Bike, but can perform a single jump (doing a second jump will have Rash jump off the Speeder Bike).
*Up Special (Rash Bash): Rash leaps into the air before coming back down with a double-fisted swing which can spike opponents.
*Down Special (Wrecking Ball): Rash charges up before morphing into a wrecking ball, swinging forwards to deal major damage. Charging the move increases its range and power.
*Final Smash (Battlemania): Rash throws a punch with a comically sized fist, sending hit opponents to a cinematic taking place in the Turbo Tunnel. Once inside, the opponents get attacked by Zits and Pimple before Rash rides in on his Speeder Bike, ramming into the opponents to send them back to the stage. This Final Smash can instantly KO opponents above 100%.
Lara Croft (Fighter's Pass 1 DLC) (Newcomer) 	Lara Croft (Fighter's Pass 1 DLC) (Newcomer)
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Debut: Tomb Raider (PS1, 1996)
An archaeologist and adventurer, Lara Croft has been on countless expeditions over the years. With her high level of survival skills, she's easily able to adapt to any situation, which comes in handy in her plights.
Lara Croft can crawl and wall-jump.	
*Neutral Special (Dual Pistols): Lara Croft fires from her dual pistols straight forwards, dealing small non-flinching damage. If the control stick is tilted either left or right, Lara will roll in that direction, dodging attacks.
*Side Special (Torch): Lara Croft throws a torch upwards in an arc. Upon hitting the ground, the torch erupts into a pillar of flames.
*Up Special (Rope Arrow): Lara Croft fires a rope arrow diagonally upwards, being able to grab onto ledges or opponents. This can be done twice if the first shot fails to hit anything.
*Down Special (Survival Instinct): Lara Croft strikes a pose. If Lara is hit during this animation, she will counterattack with a kick.
*Final Smash (Scion): Lara Croft holds the Scion in the air, trapping opponents in range in a cinematic. In the cinematic, the opponents are thrown onto the island from the original Tomb Raider, which explodes as Lara speeds away from it on a yacht. The opponents are then thrown back onto the stage.	
*Neutral Special (Dual Pistols): Lara Croft fires from her dual pistols straight forwards, dealing small non-flinching damage. If the control stick is tilted either left or right, Lara will roll in that direction, dodging attacks.
*Side Special (Torch): Lara Croft throws a torch upwards in an arc. Upon hitting the ground, the torch erupts into a pillar of flames.
*Up Special (Rope Arrow): Lara Croft fires a rope arrow diagonally upwards, being able to grab onto ledges or opponents. This can be done twice if the first shot fails to hit anything.
*Down Special (Survival Instinct): Lara Croft strikes a pose. If Lara is hit during this animation, she will counterattack with a kick.
*Final Smash (Scion): Lara Croft holds the Scion in the air, trapping opponents in range in a cinematic. In the cinematic, the opponents are thrown onto the island from the original Tomb Raider, which explodes as Lara speeds away from it on a yacht. The opponents are then thrown back onto the stage.
Hayabusa (Fighter's Pass 1 DLC) (Newcomer) 	Hayabusa (Fighter's Pass 1 DLC) (Newcomer)
 	
Debut: Ninja Gaiden (NES, 1988)
A ruthless ninja of the Dragon Lineage, Ryu Hayabusa was trained from a very young age. When the Cult of Nostradamus rose in America, Hayabusa travelled there to put an end to their plans and begin his journey as an iconic hero.
Hayabusa can crawl, wall-cling, and wall-jump.
*Neutral Special (Windmill Shuriken): Hayabusa fires a large shuriken which cuts through opponents. Only one shuriken can be active at a time.
*Side Special (Phantom Double): Hayabusa creates a phantom version of himself who lunges forwards with a strike. The phantom takes a few seconds to attack, but Hayabusa can move freely while it's charging up.
*Up Special (Wind Run): Hayabusa lunges diagonally upwards. If the special button is held and an opponent is nearby, he will then lock onto them for an attack.
*Down Special (Fire Ninpo): Hayabusa charges up ki, being able to summon up to three fireballs around himself. These fireballs can protect Hayabusa from projectiles and be used to create a large fireball projectile by using Down Special again while Hayabusa has all three fireballs.
*Final Smash (Art of the True Inferno): Hayabusa creates a fiery blast of ki around himself, trapping hit opponents in a cinematic in which Hayabusa uses his ki to become a fiery dragon, ramming into opponents and launching them back to the stage. This Final Smash can instantly KO opponents above 100%.	
*Neutral Special (Windmill Shuriken): Hayabusa fires a large shuriken which cuts through opponents. Only one shuriken can be active at a time.
*Side Special (Phantom Double): Hayabusa creates a phantom version of himself who lunges forwards with a strike. The phantom takes a few seconds to attack, but Hayabusa can move freely while it's charging up.
*Up Special (Wind Run): Hayabusa lunges diagonally upwards. If the special button is held and an opponent is nearby, he will then lock onto them for an attack.
*Down Special (Fire Ninpo): Hayabusa charges up ki, being able to summon up to three fireballs around himself. These fireballs can protect Hayabusa from projectiles and be used to create a large fireball projectile by using Down Special again while Hayabusa has all three fireballs.
*Final Smash (Art of the True Inferno): Hayabusa creates a fiery blast of ki around himself, trapping hit opponents in a cinematic in which Hayabusa uses his ki to become a fiery dragon, ramming into opponents and launching them back to the stage. This Final Smash can instantly KO opponents above 100%.
Berecca (Fighter's Pass 2 DLC) (Newcomer) 	Berecca (Fighter's Pass 2 DLC) (Newcomer)
 	
Debut: Ninjala (Switch, 2020)
After eating prototype Ninja Gum which turned her into a child, Berecca entered the World Ninja Association['s tournament, using a variety of weapons to prove herself as the best!
Berecca can wall-cling and wall-jump.
*Neutral Special (Gum Shoot): Berecca inflates and releases a bubble of gum which flies straight forward and pops upon contact with anything. This move can be charged to increase the bubble's size and power.
*Side Special (Sk8 Hammer): Berecca swings the Sk8 Hammer around herself, suffering from considerable endlag upon ending the spin.
*Up Special (Yo-Yo Tether): Berecca uses the Yo-Yo as a tether recovery, being able to grab and pull herself up to ledges.
*Down Special (Drill Beast): Berecca uses the Drill Beast to burrow underground, leaping out of it a good distance away in either direction.
*Final Smash (Yo-Yo Beatdown): Berecca extends the Yo-Yo in front of herself, trapping the first opponent hit in a cinematic in which she hits them with a flurry of attacks before launching herself back onto the stage.	
*Neutral Special (Gum Shoot): Berecca inflates and releases a bubble of gum which flies straight forward and pops upon contact with anything. This move can be charged to increase the bubble's size and power.
*Side Special (Sk8 Hammer): Berecca swings the Sk8 Hammer around herself, suffering from considerable endlag upon ending the spin.
*Up Special (Yo-Yo Tether): Berecca uses the Yo-Yo as a tether recovery, being able to grab and pull herself up to ledges.
*Down Special (Drill Beast): Berecca uses the Drill Beast to burrow underground, leaping out of it a good distance away in either direction.
*Final Smash (Yo-Yo Beatdown): Berecca extends the Yo-Yo in front of herself, trapping the first opponent hit in a cinematic in which she hits them with a flurry of attacks before launching herself back onto the stage.
Doom Slayer (Fighter's Pass 2 DLC) (Newcomer) 	Doom Slayer (Fighter's Pass 2 DLC) (Newcomer)
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Debut: DOOM (PC, 1993)
The legendary destroyer of demons, the Doom Slayer was captured by Night Sentinels and thrown into another dimension. Upon his awakening, he only had one goal; Rip and tear until it was done!
Doom Slayer can switch through three different weapons to use in his Neutral Special. Each weapon has limited ammo, and more can be replenished by attacking opponents with melee attacks (which replenishes Doom Slayer's current weapon) or being KO'd (which replenishes all weapons).	
*Neutral Special (Gunshot): Doom Slayer fires his selected gun.
**Plasma Rifle: A spammable shot which fires a small plasma projectile. 30 ammo maximum.
**Super Shotgun: A short-ranged, yet powerful blast. 15 ammo maximum.
**Rocket Launcher: A rocket which flies forward, causing a large explosion. 10 ammo maximum.
*Side Special (Gauss Cannon): Doom Slayer charges up and release a powerful projectile from the Gauss Cannon. While this move has infinite ammo, it has heavy start and endlag.
*Up Special (Rocket Jump): Doom Slayer uses his rocket launcher to propel himself upwards. Despite making use of the Rocket Launcher, the move doesn't drain any of its ammo.
*Down Special (Frag Grenade): Doom Slayer throws a frag grenade which explodes soon after deployment.
*Shield Special (Gun Switch): An HUD appears around Doom Slayer, allowing him to see the current ammo for his weapons and switch to a new one.
*Final Smash (BFG): Doom Slayer brings out the BFG and fires a massive projectile which deals major damage and knockback.	
*Neutral Special (Gunshot): Doom Slayer fires his selected gun.
**Plasma Rifle: A spammable shot which fires a small plasma projectile. 30 ammo maximum.
**Super Shotgun: A short-ranged, yet powerful blast. 15 ammo maximum.
**Rocket Launcher: A rocket which flies forward, causing a large explosion. 10 ammo maximum.
*Side Special (Gauss Cannon): Doom Slayer charges up and release a powerful projectile from the Gauss Cannon. While this move has infinite ammo, it has heavy start and endlag.
*Up Special (Rocket Jump): Doom Slayer uses his rocket launcher to propel himself upwards. Despite making use of the Rocket Launcher, the move doesn't drain any of its ammo.
*Down Special (Frag Grenade): Doom Slayer throws a frag grenade which explodes soon after deployment.
*Shield Special (Gun Switch): An HUD appears around Doom Slayer, allowing him to see the current ammo for his weapons and switch to a new one.
*Final Smash (BFG): Doom Slayer brings out the BFG and fires a massive projectile which deals major damage and knockback.
Cuphead (Fighter's Pass 2 DLC) (Newcomer) 	Cuphead (Fighter's Pass 2 DLC) (Newcomer)
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Debut: Cuphead (Xbox One, 2017)
Hailing from the magical world of the Inkwell Isles, Cuphead and his pal Mugman got into a bet with the devil - and lost! Now, with special abilities granted to them, they must set out to defeat the devil's debtors before taking on the prince of darkness himself!
Cuphead can switch between various weapons with his Shield Special. In addition, he has a Super Meter which fills up five cards as he damages opponents. He can use these cards in conjunction with his Down Special for various attacks.	
*Neutral Special (Finger Bullet): Cuphead fires his selected weapon. While firing, he can walk around and jump as normal.
**Peashooter: A shot which flies straight forward with average damage and range.
**Spread: A shot which splits into three directions with higher damage, but shorter range.
**Chaser: A shot which homes in on opponents with small damage, but great range.
**Lobber: A gravity-affected projectile with heavy damage, but average range. This is also Cuphead's only weapon which can't be spammed.
**Charge: A chargeable projectile, the damage of which increases with the charge.
**Roundabout: A shot which acts like a boomerang, dealing more damage after it loops back around.
*Side Special (Dash): Cuphead dashes forwards, dealing damage to and knocking over opponents in his way.
*Up Special (Parry): Cuphead does a somersault in the air, propelling himself upwards. If this move is used next to an opponent or projectile, Cuphead will bounce off of them to gain additional height.
*Down Special (EX Shot / Energy Beam): If Cuphead has 1-4 full cards on his Super Meter, he'll consume one of them for a stronger version of his current weapon. If he has all five cards, he'll use them all to fire a large beam of energy from his head straight forwards. The following is a list of EX Shots:
**Mega Blast (Peashooter): A large, slow-moving projectile which deals great damage.
**Eight Way (Spread): Cuphead fires eight large spikes around himself.
**Chaos Orbit (Chaser): Four spiky projectiles orbit around Cuphead, acting as a shield which can damage opponents.
**Kablooey (Lobber): A gravity-affected projectile which explodes upon hitting the ground or the opponent.
**Radial Barrage (Charge): A large AOE burst attack around Cuphead.
**Jumbo Rebound (Roundabout): A large version of the Roundabout projectile.
*Shield Special (Weapon Switch): An HUD appears around Cuphead, allowing him to switch to a new weapon.
*Final Smash (Aeroplane Assault): Cuphead's aeroplane flies in front of himself, trapping hit foes in a cinematic in which Cuphead bombards them with shots before transforming into a bomb, ramming into them to send them back to the stage.	
*Neutral Special (Finger Bullet): Cuphead fires his selected weapon. While firing, he can walk around and jump as normal.
**Peashooter: A shot which flies straight forward with average damage and range.
**Spread: A shot which splits into three directions with higher damage, but shorter range.
**Chaser: A shot which homes in on opponents with small damage, but great range.
**Lobber: A gravity-affected projectile with heavy damage, but average range. This is also Cuphead's only weapon which can't be spammed.
**Charge: A chargeable projectile, the damage of which increases with the charge.
**Roundabout: A shot which acts like a boomerang, dealing more damage after it loops back around.
*Side Special (Dash): Cuphead dashes forwards, dealing damage to and knocking over opponents in his way.
*Up Special (Parry): Cuphead does a somersault in the air, propelling himself upwards. If this move is used next to an opponent or projectile, Cuphead will bounce off of them to gain additional height.
*Down Special (EX Shot / Energy Beam): If Cuphead has 1-4 full cards on his Super Meter, he'll consume one of them for a stronger version of his current weapon. If he has all five cards, he'll use them all to fire a large beam of energy from his head straight forwards. The following is a list of EX Shots:
**Mega Blast (Peashooter): A large, slow-moving projectile which deals great damage.
**Eight Way (Spread): Cuphead fires eight large spikes around himself.
**Chaos Orbit (Chaser): Four spiky projectiles orbit around Cuphead, acting as a shield which can damage opponents.
**Kablooey (Lobber): A gravity-affected projectile which explodes upon hitting the ground or the opponent.
**Radial Barrage (Charge): A large AOE burst attack around Cuphead.
**Jumbo Rebound (Roundabout): A large version of the Roundabout projectile.
*Shield Special (Weapon Switch): An HUD appears around Cuphead, allowing him to switch to a new weapon.
*Final Smash (Aeroplane Assault): Cuphead's aeroplane flies in front of himself, trapping hit foes in a cinematic in which Cuphead bombards them with shots before transforming into a bomb, ramming into them to send them back to the stage.
Klaymen (Fighter's Pass 2 DLC) (Newcomer) 	Klaymen (Fighter's Pass 2 DLC) (Newcomer)
 	
Debut: The Neverhood (PC, 1996)
After discovering that King Hoborg was overthrown by the villainous Klogg, Klaymen set out on a quest to save the Neverhood! He later travelled to the planet Idznak to finish off Klogg and his army of skullmonkeys once and for all.
Klaymen has no special movement options.
*Neutral Special (Fire Gun): Klaymen fires a bullet of green energy straight forwards.
*Side Special (Phoenix Hand): Klaymen summons a phoenix from his hand which homes in on the nearest opponent.
*Up Special (Flying Device): Klaymen equips Jerry-O's flying device to take off in a chosen direction.
*Down Special (Brain Fart): Using gas emitted from his head, Klaymen summons a green clone of himself which acts as a CPU. However, said CPU is instantly defeated after taking 20% damage, and Klaymen has to wait quite some time before summoning another.
*Final Smash (Pop Goes The Weasel): Klaymen begins playing a tune on a music box, prompting a Weasel to appear and run straight forwards, dealing major damage and knockback to opponents in its path.	
*Neutral Special (Fire Gun): Klaymen fires a bullet of green energy straight forwards.
*Side Special (Phoenix Hand): Klaymen summons a phoenix from his hand which homes in on the nearest opponent.
*Up Special (Flying Device): Klaymen equips Jerry-O's flying device to take off in a chosen direction.
*Down Special (Brain Fart): Using gas emitted from his head, Klaymen summons a green clone of himself which acts as a CPU. However, said CPU is instantly defeated after taking 20% damage, and Klaymen has to wait quite some time before summoning another.
*Final Smash (Pop Goes The Weasel): Klaymen begins playing a tune on a music box, prompting a Weasel to appear and run straight forwards, dealing major damage and knockback to opponents in its path.
Tetromino (Fighter's Pass 2 DLC) (Newcomer) 	Tetromino (Fighter's Pass 2 DLC) (Newcomer)
 	
Debut: Tetris (Electronika 60, 1984)
Your goal in Tetris is to stack the falling Tetrominos, clearing rows of them as you go! The Tetromino featured here is the I Tetromino, everyone's favorite! While it doesn't seem capable of much on the surface, it somehow has special abilities it uses on the battlefield!
Tetromino's HUD displays the Next and Hold Boxes. The Hold Box indicates which Tetromino piece it'll use once their Neutral or Side Special is used again. Using Tetromino's Down Special lets it transfer the Tetromino in the Next Box to the Hold Box, and it's able to call it back to the Next Box with its Shield Special.
*Neutral Special (Tetromino Toss): The player's Tetromino throws their next Tetromino in an arc, which explodes into smaller blocks upon landing.
*Side Special (Tetromino Place): The player's Tetromino places their next Tetromino down, which can be used as a platform of barricade. However, only three Tetrominos can be placed at a time, and placing three next to each other will cause all three to disappear. In addition, each type of Tetromino can only take a certain amount of damage before disappearing:
**I Tetromino: 10%
**O Tetromino: 20%
**T Tetromino: 15%
**J and L Tetrominos: 12.5%
**S and Z Tetrominos: 17.5%
*Up Special (Tetromino Stack): A platform of Tetrominos appears under the player's Tetromino, propelling it into the air.
*Down Special (Hold): The player's Tetromino sends its next Tetromino to the Hold Box.
*Shield Special (Tetromino Swap): The Tetrominos in the Hold and Next boxes switch positions.
*Final Smash (Tetris): The player's Tetromino disappears from the stage as a storm of Tetrominos rain down from above, damaging and launching opponents who hit them.	
*Neutral Special (Tetromino Toss): The player's Tetromino throws their next Tetromino in an arc, which explodes into smaller blocks upon landing.
*Side Special (Tetromino Place): The player's Tetromino places their next Tetromino down, which can be used as a platform of barricade. However, only three Tetrominos can be placed at a time, and placing three next to each other will cause all three to disappear. In addition, each type of Tetromino can only take a certain amount of damage before disappearing:
**I Tetromino: 10%
**O Tetromino: 20%
**T Tetromino: 15%
**J and L Tetrominos: 12.5%
**S and Z Tetrominos: 17.5%
*Up Special (Tetromino Stack): A platform of Tetrominos appears under the player's Tetromino, propelling it into the air.
*Down Special (Hold): The player's Tetromino sends its next Tetromino to the Hold Box.
*Shield Special (Tetromino Swap): The Tetrominos in the Hold and Next boxes switch positions.
*Final Smash (Tetris): The player's Tetromino disappears from the stage as a storm of Tetrominos rain down from above, damaging and launching opponents who hit them.
Dante (Fighter's Pass 3 DLC) (Newcomer) 	Dante (Fighter's Pass 3 DLC) (Newcomer)
 	
Debut: Devil May Cry (PS2, 2001)
Dante is a devil hunter, dedicating his life to eliminating dark supernatural forces. With a sharp aim and even sharper wit, he can take on even the toughest of demons.
Dante can wall jump.
*Neutral Special (Ebony and Ivory): Dante fires from his two guns straight forwards. The shots can be slightly angled with the control stick, and he can walk and perform a single jump while firing.
*Side Special (Stinger): Dante charges up before lunging forwards with his sword. The longer the charge, the more distance Dante covers and the more damage he deals.
*Up Special (Air Trick): Dante vanishes before reappearing in a chosen direction.
*Down Special (Royal Guard): Dante strikes a pose. If he is hit during this animation, he will counterattack.
*Final Smash (Devil Trigger): Dante uses Devil Trigger, causing a burst of energy to radiate from his body. Opponents hit by the energy are pulled into a cinematic where Dante becomes Alastor and viciously attacks the opponent(s) before launching them back onto the stage.	
*Neutral Special (Ebony and Ivory): Dante fires from his two guns straight forwards. The shots can be slightly angled with the control stick, and he can walk and perform a single jump while firing.
*Side Special (Stinger): Dante charges up before lunging forwards with his sword. The longer the charge, the more distance Dante covers and the more damage he deals.
*Up Special (Air Trick): Dante vanishes before reappearing in a chosen direction.
*Down Special (Royal Guard): Dante strikes a pose. If he is hit during this animation, he will counterattack.
*Final Smash (Devil Trigger): Dante uses Devil Trigger, causing a burst of energy to radiate from his body. Opponents hit by the energy are pulled into a cinematic where Dante becomes Alastor and viciously attacks the opponent(s) before launching them back onto the stage.
Vault Boy (Fighter's Pass 3 DLC) (Newcomer) 	Vault Boy (Fighter's Pass 3 DLC) (Newcomer)
 	
Debut: Fallout (PC, 1997)
The lovable mascot of the Vault-Tec Corporation, Vault Boy is a symbol of what to do (and what not to do) in the nuclear wasteland. As such, he's got a variety of tools he can use to show his opponents who's boss!
Vault Boy can crawl.
*Neutral Special (Alien Blaster): Vault Boy fires his Alien Blaster straight forwards. These shots can be spammed.
*Side Special (Dogmeat): Dogmeat appears beside Vault Boy, leaping forward to tackle opponents. He can also catch one physical projectile in his mouth during his leap.
*Up Special (Jet Pack): Vault Boy equips a jetpack, allowing him to fly freely for a short time.
*Down Special (Landmine): Vault Boy lays down a landmine which explodes after an opponent walks over it. Using the Down Special again while a landmine is still active will deactivate it as the new one is laid.
*Final Smash (War Never Changes): Vault Boy looks up in horror as a nuke is dropped onto the stage. He cowers as the nuke lands on him and causes a massive explosion, launching opponents away. Upon the mushroom cloud dissipating, Vault Boy will be comically covered in soot before wiping it off and resuming battle.	
*Neutral Special (Alien Blaster): Vault Boy fires his Alien Blaster straight forwards. These shots can be spammed.
*Side Special (Dogmeat): Dogmeat appears beside Vault Boy, leaping forward to tackle opponents. He can also catch one physical projectile in his mouth during his leap.
*Up Special (Jet Pack): Vault Boy equips a jetpack, allowing him to fly freely for a short time.
*Down Special (Landmine): Vault Boy lays down a landmine which explodes after an opponent walks over it. Using the Down Special again while a landmine is still active will deactivate it as the new one is laid.
*Final Smash (War Never Changes): Vault Boy looks up in horror as a nuke is dropped onto the stage. He cowers as the nuke lands on him and causes a massive explosion, launching opponents away. Upon the mushroom cloud dissipating, Vault Boy will be comically covered in soot before wiping it off and resuming battle.
Space Invaders (Fighter's Pass 3 DLC) (Newcomer)	Space Invaders (Fighter's Pass 3 DLC) (Newcomer)
 	
Debut: Space Invaders (Arcade, 1978)
These mysterious alien beings come with one goal; Destroy Earth! Despite their weak attacks, their real strength comes in numbers!
Despite being three entities, the Space Invaders are always close together (aside from attacks where they temporarily split up). The Space Invaders can jump three times.
*Neutral Special (Plasma Cannon): The leading Space Invader charges up their Plasma Cannon before firing. A full charge can be stored for future use.
*Side Special (Rush): The Space Invaders revert to their 8-bit forms before charging forwards in a single file line, launching opponents in their path.
*Up Special (Zig Zag Formation): The Space Invaders fly upwards in a zig-zag formation, damaging opponents in their way.
*Down Special (Shelter Drop): The Space Invaders form a green shelter which only they can enter. Only one shelter may be in play at a time, and while opponents themselves can't enter the shelter, projectiles and items can pass through.
*Final Smash (Space Invasion): A swarm of Space Invaders appears at the top of the screen and begin shooting down, getting closer as the Final Smash progresses.	
*Neutral Special (Plasma Cannon): The leading Space Invader charges up their Plasma Cannon before firing. A full charge can be stored for future use.
*Side Special (Rush): The Space Invaders revert to their 8-bit forms before charging forwards in a single file line, launching opponents in their path.
*Up Special (Zig Zag Formation): The Space Invaders fly upwards in a zig-zag formation, damaging opponents in their way.
*Down Special (Shelter Drop): The Space Invaders form a green shelter which only they can enter. Only one shelter may be in play at a time, and while opponents themselves can't enter the shelter, projectiles and items can pass through.
*Final Smash (Space Invasion): A swarm of Space Invaders appears at the top of the screen and begin shooting down, getting closer as the Final Smash progresses.
Scorpion (Fighter's Pass 3 DLC) (Newcomer) 	Scorpion (Fighter's Pass 3 DLC) (Newcomer)
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Debut: Mortal Kombat (Arcade, 1992)
After the extermination of his clan, Scorpion was reborn as a hell-forged spectre yearning for vengeance. With his insane level of martial arts knowledge and arcade abilities, he is truly one of the Netherrealm's fiercest fighters.
In 1v1 matches, Scorpion always faces his opponent. Stronger versions of his specials can be used with Button Commands.	
*Neutral Special (Spear): Scorpion throws his spear forward, which pierces through opponents and brings them back to Scorpion. The Button Command version of this move causes opponents to fall to the floor upon being brought to Scorpion.
*Side Special (Toasty!): Scorpion removes his mask to let out a blast of fiery breath. The flame can be held out for a few seconds if the special button is held down. The Button Command version of this move increases the range and power of the flames.
*Up Special (Hell Port): Scorpion vanishes in a blaze before reappearing in a chose direction. Should be be close enough to an opponent upon reappearing, he'll automatically punch them. The Button Command version of this move causes Scorpion to let out a fiery burst upon reappearing, dealing damage to nearby opponents.
*Down Special (Hellfire): Scorpion causes a pillar of flames to rise from the ground. Where the flames will appear depends on how long the special button is held. The Button Command version of this move causes a greater wall of flames to appear in front of Scorpion.
*Final Smash (Wrath of the Netherrealm): Scorpion launches his spear forward, causing the first opponent hit to be pulled into a cinematic. In the cinematic, Scorpion takes the opponent to the Netherrealm, swinging them around before throwing them into a pit of tortured spirits, who drag the opponent away. They are then sent back to the stage (or automatically KO'd if their damage is above 100%).	
*Neutral Special (Spear): Scorpion throws his spear forward, which pierces through opponents and brings them back to Scorpion. The Button Command version of this move causes opponents to fall to the floor upon being brought to Scorpion.
*Side Special (Toasty!): Scorpion removes his mask to let out a blast of fiery breath. The flame can be held out for a few seconds if the special button is held down. The Button Command version of this move increases the range and power of the flames.
*Up Special (Hell Port): Scorpion vanishes in a blaze before reappearing in a chose direction. Should be be close enough to an opponent upon reappearing, he'll automatically punch them. The Button Command version of this move causes Scorpion to let out a fiery burst upon reappearing, dealing damage to nearby opponents.
*Down Special (Hellfire): Scorpion causes a pillar of flames to rise from the ground. Where the flames will appear depends on how long the special button is held. The Button Command version of this move causes a greater wall of flames to appear in front of Scorpion.
*Final Smash (Wrath of the Netherrealm): Scorpion launches his spear forward, causing the first opponent hit to be pulled into a cinematic. In the cinematic, Scorpion takes the opponent to the Netherrealm, swinging them around before throwing them into a pit of tortured spirits, who drag the opponent away. They are then sent back to the stage (or automatically KO'd if their damage is above 100%).
Freddy Fazbear (Fighter's Pass 3 DLC) (Newcomer)	Freddy Fazbear (Fighter's Pass 3 DLC) (Newcomer)
 	
Debut: Five Nights at Freddy's (PC, 2014)
At Freddy Fazbear's Pizza, the eponymous animatronic bear spends his days entertaining the eatery's young patrons. However, after hours, Freddy harbors a dark secret... and a murderous agenda.
Freddy Fazbear can crawl. In addition, he has a Battery Meter which allows him to use charged versions of his specials (obtained by holding the special button) at the cost of battery life. Battery power is restored over time or if Freddy is KO'd.
*Neutral Special (Mic Toss): Freddy Fazbear throws his microphone forwards as a gravity affected projectile. The charged version of this move increases the microphone's range, speed, and power at the cost of 10% battery.
*Side Special (Controlled Shock): Freddy Fazbear malfunctions as a bolt of electricity strikes out from his torso. The charged version of this move has higher damage and paralyzes opponents, but costs 20% of Freddy's battery.
*Up Special (Behind the Static): If used on the ground, Freddy Fazbear disappears in a burst of static, reappearing either to the left or the right with a loud scream which launches opponents. If used in the air, Freddy disappears in a burst of static, reappearing in any given direction. The charged version of the move gives Freddy additional range at the cost of 20% battery.
*Down Special (Jumpscare): Freddy Fazbear appears to power down. If attacked while powered down, he will counterattack with a loud scream which launches the opponent. Using the charged version of this move increases the counter's power at the cost of 15% battery.
*Final Smash (Power Outage): Freddy Fazbear is surrounded by electricity, pulling any opponent hit by it into a cinematic. The opponents wake up in the darkened office from Five Nights at Freddy's, where Freddy's Toreador March jingle from the same game is heard before he lunges at his opponents with a loud scream which sends them flying back to the stage. Opponents over 100% will be instantly KO'd.	
*Neutral Special (Mic Toss): Freddy Fazbear throws his microphone forwards as a gravity affected projectile. The charged version of this move increases the microphone's range, speed, and power at the cost of 10% battery.
*Side Special (Controlled Shock): Freddy Fazbear malfunctions as a bolt of electricity strikes out from his torso. The charged version of this move has higher damage and paralyzes opponents, but costs 20% of Freddy's battery.
*Up Special (Behind the Static): If used on the ground, Freddy Fazbear disappears in a burst of static, reappearing either to the left or the right with a loud scream which launches opponents. If used in the air, Freddy disappears in a burst of static, reappearing in any given direction. The charged version of the move gives Freddy additional range at the cost of 20% battery.
*Down Special (Jumpscare): Freddy Fazbear appears to power down. If attacked while powered down, he will counterattack with a loud scream which launches the opponent. Using the charged version of this move increases the counter's power at the cost of 15% battery.
*Final Smash (Power Outage): Freddy Fazbear is surrounded by electricity, pulling any opponent hit by it into a cinematic. The opponents wake up in the darkened office from Five Nights at Freddy's, where Freddy's Toreador March jingle from the same game is heard before he lunges at his opponents with a loud scream which sends them flying back to the stage. Opponents over 100% will be instantly KO'd.
Gex (Fighter's Pass 4 DLC) (Newcomer) 	Gex (Fighter's Pass 4 DLC) (Newcomer)
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Debut: Gex (3DO, 1995)
This television-obsessed gecko got sucked into the Media Dimension by the evil Rez! He must now make it through this new landscape, making all sorts of wisecracks and pop-culture references as he goes. It's tail time!
Gex can crawl and wall-cling.	
*Neutral Special (Fire Fly): Gex spits out a small firefly which deals fire damage upon contact with an opponent. Rarely, he'll spit out an ice fly, which freezes opponents upon contact.
*Side Special (Tongue Whip): Gex sticks out his tongue, covering quite some distance and being able to pull opponents who are hit by it back to him.
*Up Special (Heli TV): Gex grabs onto a Heli TV as it propels him into the air before eventually running out of battery and sending Gex into freefall.
*Down Special (Tail Spring): Gex uses his tail to bounce into the air.
*Final Smash (Media Dimension): Gex fires a shot of energy from his remote, sending hit opponents into a cinematic in which they're trapped inside a TV. The opponents are attacked by random things such as cars and tornadoes as Gex watches the scenario on his couch. The TV then explodes, sending the opponents back to the stage.	
*Neutral Special (Fire Fly): Gex spits out a small firefly which deals fire damage upon contact with an opponent. Rarely, he'll spit out an ice fly, which freezes opponents upon contact.
*Side Special (Tongue Whip): Gex sticks out his tongue, covering quite some distance and being able to pull opponents who are hit by it back to him.
*Up Special (Heli TV): Gex grabs onto a Heli TV as it propels him into the air before eventually running out of battery and sending Gex into freefall.
*Down Special (Tail Spring): Gex uses his tail to bounce into the air.
*Final Smash (Media Dimension): Gex fires a shot of energy from his remote, sending hit opponents into a cinematic in which they're trapped inside a TV. The opponents are attacked by random things such as cars and tornadoes as Gex watches the scenario on his couch. The TV then explodes, sending the opponents back to the stage.
Crazy Dave (Fighter's Pass 4 DLC) (Newcomer) 	Crazy Dave (Fighter's Pass 4 DLC) (Newcomer)
 	
Debut: Plants vs. Zombies (PC, 2009)
Crazy Dave is your neighbor and best ally against the zombie hordes of Neighborville. Despite his eccentricities, he's somehow an accomplished botanist, strategist, and time traveller.
Crazy Dave has a Sun Meter on his HUD, being able to gather up to 200 Sun from damaging opponents with his normal attacks, as well as an additional 25 Sun every ten seconds. He can use this Sun to utilize plants with his special attacks.
*Neutral Special (Peashooter): Crazy Dave plants a plant from the Peashooter family in front of himself. The type of plant and its qualities depend on how long the special button is held. Only two of these plants can be active at a time.
**Peashooter (costs 25 Sun): Shoots one pea straight forward every two seconds, and is destroyed after taking 10% damage.
**Repeater (costs 75 Sun): Shoots one pea straight forward every second, and is destroyed after taking 12.5% damage.
**Threepeater (costs 125 Sun): Shoots three peas in different directions every two seconds, and is destroyed after taking 15% damage.
*Side Special (Wall-Nut): Crazy Dave plants a plant from the Wall-Nut family in front of himself. The type of Wall-Nut and its qualities depend on how long the special button is held, although all three types block attacks. Only one of these plants can be active at a time.
**Wall-Nut (costs 50 Sun): Is destroyed after taking 20%. If Crazy Dave attacks it, it will roll forwards and deal damage to opponents in its path.
**Jugger-Nut (costs 100 Sun): Is destroyed after taking 35%. If Crazy Dave attacks it, it will roll forwards and deal damage to opponents in its path.
**Tall-Nut (costs 125 Sun): Taller than the other two Wall-Nuts and is destroyed after taking 30%. It cannot be launched.
*Up Special (Recovery): Crazy Dave uses one of three plants to recover, depending on how long the special button is held for. If Crazy Dave doesn't have enough Sun for any of the plants, his recovery will be a short hop in the air.
**Melon-Pult (costs 25 Sun): Crazy Dave loads himself into a Melon-Pult, catapulting himself into the air.
**Thyme Warp (costs 50 Sun): Crazy Dave uses a Thyme Warp to teleport in any given direction.
**Blover (costs 75 Sun): Crazy Dave uses a Blover to propel himself into the air, with the Blover's leaves dealing damage to opponents.
*Down Special (Specialty Plants): Crazy Dave plants a plant in front of himself. The type of plant and its qualities depend on how long the special button is held. Only one of these plants can be active at a time.
**Sunflower (costs 50 Sun): Doubles the natural speed of Sun regeneration while active, and is destroyed after taking 12.5% damage.
**Potato Mine (costs 75 Sun): Explodes when walked over by an opponent or after 20 seconds.
**Cherry Bomb (costs 100 Sun): Explodes 1.5 seconds after deployment.
*Final Smash (Battle for Neighborville): Crazy Dave's truck, Penny, flies by as he hops into it. After this, corn and melons are lobbed onto the stage from the foreground before a Doom-shroom falls from the sky and violently explodes, launching opponents. Crazy Dave then returns to the stage.	
*Neutral Special (Peashooter): Crazy Dave plants a plant from the Peashooter family in front of himself. The type of plant and its qualities depend on how long the special button is held. Only two of these plants can be active at a time.
**Peashooter (costs 25 Sun): Shoots one pea straight forward every two seconds, and is destroyed after taking 10% damage.
**Repeater (costs 75 Sun): Shoots one pea straight forward every second, and is destroyed after taking 12.5% damage.
**Threepeater (costs 125 Sun): Shoots three peas in different directions every two seconds, and is destroyed after taking 15% damage.
*Side Special (Wall-Nut): Crazy Dave plants a plant from the Wall-Nut family in front of himself. The type of Wall-Nut and its qualities depend on how long the special button is held, although all three types block attacks. Only one of these plants can be active at a time.
**Wall-Nut (costs 50 Sun): Is destroyed after taking 20%. If Crazy Dave attacks it, it will roll forwards and deal damage to opponents in its path.
**Jugger-Nut (costs 100 Sun): Is destroyed after taking 35%. If Crazy Dave attacks it, it will roll forwards and deal damage to opponents in its path.
**Tall-Nut (costs 125 Sun): Taller than the other two Wall-Nuts and is destroyed after taking 30%. It cannot be launched.
*Up Special (Recovery): Crazy Dave uses one of three plants to recover, depending on how long the special button is held for. If Crazy Dave doesn't have enough Sun for any of the plants, his recovery will be a short hop in the air.
**Melon-Pult (costs 25 Sun): Crazy Dave loads himself into a Melon-Pult, catapulting himself into the air.
**Thyme Warp (costs 50 Sun): Crazy Dave uses a Thyme Warp to teleport in any given direction.
**Blover (costs 75 Sun): Crazy Dave uses a Blover to propel himself into the air, with the Blover's leaves dealing damage to opponents.
*Down Special (Specialty Plants): Crazy Dave plants a plant in front of himself. The type of plant and its qualities depend on how long the special button is held. Only one of these plants can be active at a time.
**Sunflower (costs 50 Sun): Doubles the natural speed of Sun regeneration while active, and is destroyed after taking 12.5% damage.
**Potato Mine (costs 75 Sun): Explodes when walked over by an opponent or after 20 seconds.
**Cherry Bomb (costs 100 Sun): Explodes 1.5 seconds after deployment.
*Final Smash (Battle for Neighborville): Crazy Dave's truck, Penny, flies by as he hops into it. After this, corn and melons are lobbed onto the stage from the foreground before a Doom-shroom falls from the sky and violently explodes, launching opponents. Crazy Dave then returns to the stage.
Geno (Fighter's Pass 4 DLC) (Newcomer) 	Geno (Fighter's Pass 4 DLC) (Newcomer)
 	
Debut: Super Mario RPG: Legend of the Seven Stars (SNES, 1996)
Hailing from the Star Road and possessing a Toad child's doll, Geno is a determined and devoted follower of his cause, willing to help Mario and company on their quest to reclaim the Star Pieces and defeat Smithy.
Geno can wall jump. In addition, his smash attacks and special moves utilize Timed Hits, showing three red stars slowly filling up over his head as he charges them. Using the special move right as the third star turns red will increase its power.
*Neutral Special (Geno Beam): Geno fires a beam from his finger which pierces through opponents and has great range. Landing a Timed Hit with this move increases the beam's power and speed.
*Side Special (Geno Whirl): Geno throws out a golden disc as a projectile with high launch power. Landing a Timed Hit with this move increases the disc's power and speed.
*Up Special (Geno Boost): If used on the ground, Geno charges up for a few seconds, temporarily increasing his attack power. If used in the air, Geno will boost himself into the air. Landing a Timed Hit with this move will increase its grounded form's stat boosts and the aerial form's vertical distance.
*Down Special (Geno Blast): Geno charges up before a lightning bolt strikes him and deals heavy damage to opponents around him. Landing a Timed Hit with this move will increase its power.
*Final Smash (Geno Flash): Geno leaps into the foreground, becoming a large cannon and being able to fire a sun-like projectile with a reticle. Upon deployment, the sun will expand for a short time before exploding, prompting Geno to return to his normal form and enter the battlefield again.	
*Neutral Special (Geno Beam): Geno fires a beam from his finger which pierces through opponents and has great range. Landing a Timed Hit with this move increases the beam's power and speed.
*Side Special (Geno Whirl): Geno throws out a golden disc as a projectile with high launch power. Landing a Timed Hit with this move increases the disc's power and speed.
*Up Special (Geno Boost): If used on the ground, Geno charges up for a few seconds, temporarily increasing his attack power. If used in the air, Geno will boost himself into the air. Landing a Timed Hit with this move will increase its grounded form's stat boosts and the aerial form's vertical distance.
*Down Special (Geno Blast): Geno charges up before a lightning bolt strikes him and deals heavy damage to opponents around him. Landing a Timed Hit with this move will increase its power.
*Final Smash (Geno Flash): Geno leaps into the foreground, becoming a large cannon and being able to fire a sun-like projectile with a reticle. Upon deployment, the sun will expand for a short time before exploding, prompting Geno to return to his normal form and enter the battlefield again.
Off the Hook (Fighter's Pass 4 DLC) (Newcomer) 	Off the Hook (Fighter's Pass 4 DLC) (Newcomer)
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Debut: Splatoon 2 (Switch, 2017)
Off the Hook is Inkopolis' newest idol duo, consisting of Pearl and Marina. While they're best known for their Inkopolis News show and music, they also had a hand in defending Inkopolis from the schemes of Kamabo Co. Remember, don't get cooked; Stay off the hook!
During battle, Pearl and Marina can be switched out by using their Down Special, with each member having their own unique Neutral and Side Specials. In addition, they have a Ink Meter which allows them to cover their opponents in ink with certain attacks. Inked opponents take more damage from attacks, but the duo only has a limited supply of ink which can be refilled with their Shield Special.	
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*Neutral Special (Splat Dualies): Pearl fires her Splat Dualies, being able to angle her shots to ink opponents. Tilting the control stick either left or right will cause Pearl to roll in that direction. Both these actions drain her Ink Meter.
*Side Special (Curling Bomb): Pearl slides a Curling Bomb across the ground, which explodes into ink upon hitting an opponent or a few seconds after deployment. This drains Pearl's Ink Meter, and can't be used once the meter is below a certain amount.	<tabber>Pearl=
*Neutral Special (Splat Dualies): Pearl fires her Splat Dualies, being able to angle her shots to ink opponents. Tilting the control stick either left or right will cause Pearl to roll in that direction. Both these actions drain her Ink Meter.
*Side Special (Curling Bomb): Pearl slides a Curling Bomb across the ground, which explodes into ink upon hitting an opponent or a few seconds after deployment. This drains Pearl's Ink Meter, and can't be used once the meter is below a certain amount.
Bomberman (Fighter's Pass 4 DLC) (Newcomer) 	Bomberman (Fighter's Pass 4 DLC) (Newcomer)
 	
Debut: Bomberman (MSX, 1983)
Hailing from Planet Bomber, Bomberman strives to protect the Bomber Nebula from the forces of evil. He does this with the same thing you'd expect; Bombs, bombs, and more bombs!
Bomberman has no special movement options.
*Neutral Special (Bomb Set): Bomberman places a bomb directly in front of himself, which explodes in a cross-shaped explosion a few seconds after. Bomberman can have three Remote Bombs active at a time, and they can be repositioned if Bomberman attacks them.
*Side Special (Bomb Toss): Bomberman tosses a bomb straight forward, exploding upon contact with the ground or an opponent.
*Up Special (Bomber Jet): Bomberman uses the Bomber Jet to propel himself in a given direction.
*Down Special (Remote Bomb): Bomberman sets down a large bomb which he can detonate by using the Down Special again.
*Final Smash (Bad Bomber): Bomberman leaps into the foreground and is able to chuck bombs at the stage for a short time before returning to it.	
*Neutral Special (Bomb Set): Bomberman places a bomb directly in front of himself, which explodes in a cross-shaped explosion a few seconds after. Bomberman can have three Remote Bombs active at a time, and they can be repositioned if Bomberman attacks them.
*Side Special (Bomb Toss): Bomberman tosses a bomb straight forward, exploding upon contact with the ground or an opponent.
*Up Special (Bomber Jet): Bomberman uses the Bomber Jet to propel himself in a given direction.
*Down Special (Remote Bomb): Bomberman sets down a large bomb which he can detonate by using the Down Special again.
*Final Smash (Bad Bomber): Bomberman leaps into the foreground and is able to chuck bombs at the stage for a short time before returning to it.
Bubsy (Solo Fighter DLC) (Newcomer) 	Bubsy (Solo Fighter DLC) (Newcomer)
 	
Debut: Bubsy in Claws Encounters of the Furred Kind (SNES/Genesis, 1993)
A bobcat with purr-sonality to spare, Bubsy’s got quite a history behind him. Although he hasn’t appeared in as many games as his fellow fighters, Bubsy has a unique set of skills which can aid him in battle. His mindset while in Smash is simple: “What could possibly go wrong?”
Pressing the jump button after Bubsy performs his second jump will have him begin to glide, slowing his descent at the cost of losing his aerials. Inputting down on the control stick will have Bubsy resume falling as normal.
*Neutral Special (Ball Gun): Bubsy fires a foambBall from his gun, doing little damage and no knockback. However, the ball can be rapid-fired for up to five seconds, at which point Bubsy will go through some endlag as he reloads.
*Side Special (Pounce): Bubsy flips forward, landing on the first opponent he comes in contact with. While on top of an opponent, Bubsy automatically scratches them a few times before bouncing off them, going slightly upwards as he does so.
*Up Special (Fur the Fans): Bubsy uses a fan from Bubsy 3D to propel himself into the air before entering a gliding state. The fan itself does act as a hitbox.
*Down Special (Atom Throw): Bubsy fires an atom straight forwards. While the move requires some time to charge, it deals high amounts of damage and knockback.
*Final Smash (The Woolies Strike Back): The Woolie mothership appears in the background and grabs Bubsy with its claw. After pulling him into the background. The mothership begins firing lasers onto the stage. After the punch is fired, Bubsy is returned to the stage as the mothership flies away.	
*Neutral Special (Ball Gun): Bubsy fires a foambBall from his gun, doing little damage and no knockback. However, the ball can be rapid-fired for up to five seconds, at which point Bubsy will go through some endlag as he reloads.
*Side Special (Pounce): Bubsy flips forward, landing on the first opponent he comes in contact with. While on top of an opponent, Bubsy automatically scratches them a few times before bouncing off them, going slightly upwards as he does so.
*Up Special (Fur the Fans): Bubsy uses a fan from Bubsy 3D to propel himself into the air before entering a gliding state. The fan itself does act as a hitbox.
*Down Special (Atom Throw): Bubsy fires an atom straight forwards. While the move requires some time to charge, it deals high amounts of damage and knockback.
*Final Smash (The Woolies Strike Back): The Woolie mothership appears in the background and grabs Bubsy with its claw. After pulling him into the background. The mothership begins firing lasers onto the stage. After the punch is fired, Bubsy is returned to the stage as the mothership flies away.
Gary (Solo Fighter DLC) (Newcomer) 	Gary (Solo Fighter DLC) (Newcomer)
 	
Debut: Gary's Inktastic Journey (Switch, 2021)
Gary is an optimistic, yet awkward Inkling who puts his all into what he does. After being (accidentally) stuck in the Octarian homeland, he joined a resistance and put his N-Zap and sonic scream to work to defeat DJ Octavio!
Gary can crawl. In addition, he has a Ink Meter which allows him to cover his opponents in ink with certain attacks. Inked opponents take more damage from attacks, but Gary only has a limited supply of ink which can be refilled with his Shield Special.
*Neutral Special (N-Zap '89): Gary fires his N-Zap '89 rapidly, covering opponents in front of him with ink. When compared to the Splattershot, the rate of fire is higher, but the damage output is lower. This drains his Ink Meter.
*Side Special (Vocal Shot / Wailing Waves): Gary lets out a yell which fires a sound wave forwards. This wave deals relatively low damage, but has high knockback. Charging the move has Gary fire multiple sound waves, giving the attack more damage and multi-hit properties.
*Up Special (Super Jump): Gary shifts into his squid form and rockets into the air.
*Down Special (Auto Bomb): Gary lays down an Auto Bomb which begins to pursue the nearest opponent. After catching the opponent or a few seconds have passed, the Auto Bomb explodes into an inky mess. This drains Gary's Ink Meter, and can't be used once the meter is below a certain amount.
*Shield Special (Ink Refill): Gary hops into a puddle of ink, slowly refilling his Ink Meter.
*Final Smash (Tenta Missile Madness): Gary pulls out the Tenta Missiles and begins to fire them across the stage, homing in on opponents in front of him. After a few seconds, he breathes in deeply before letting out his loudest scream, creating a beam of sound to finish off opponents.	
*Neutral Special (N-Zap '89): Gary fires his N-Zap '89 rapidly, covering opponents in front of him with ink. When compared to the Splattershot, the rate of fire is higher, but the damage output is lower. This drains his Ink Meter.
*Side Special (Vocal Shot / Wailing Waves): Gary lets out a yell which fires a sound wave forwards. This wave deals relatively low damage, but has high knockback. Charging the move has Gary fire multiple sound waves, giving the attack more damage and multi-hit properties.
*Up Special (Super Jump): Gary shifts into his squid form and rockets into the air.
*Down Special (Auto Bomb): Gary lays down an Auto Bomb which begins to pursue the nearest opponent. After catching the opponent or a few seconds have passed, the Auto Bomb explodes into an inky mess. This drains Gary's Ink Meter, and can't be used once the meter is below a certain amount.
*Shield Special (Ink Refill): Gary hops into a puddle of ink, slowly refilling his Ink Meter.
*Final Smash (Tenta Missile Madness): Gary pulls out the Tenta Missiles and begins to fire them across the stage, homing in on opponents in front of him. After a few seconds, he breathes in deeply before letting out his loudest scream, creating a beam of sound to finish off opponents.
Paper Mario (Solo Fighter DLC) (Newcomer) 	Paper Mario (Solo Fighter DLC) (Newcomer)
 	
Debut: Paper Mario (N64, 2000)
It's the same Mario we know and love; just a little flatter than usual! Using a range of abilities across all of his artsy adventures, Paper Mario knows just how to cut into the competition!
Paper Mario can enlist the help of Partners, being able to cycle through them with his Shield Special. Each partner has a passive boost to Paper Mario's abilities, as well as their own attack which is tied to Paper Mario's Neutral Special. However, each Partner has a limited amount of HP, and should they run out, Paper Mario cannot use them until he's lost a stock.
*Neutral Special (Hammer Charge / Partner Attack): Should Paper Mario not have a partner active, he'll charge up a hammer swing before slamming it into the ground, dealing major damage and knockback. Otherwise, his active partner will perform their respective attack.
**Shell Toss (Kooper): Kooper slides forwards in his shell before returning to Paper Mario.
**Power Shock (Watt): Watt releases a burst of electricity around herself, temporarily freezing any opponent hit in place for a second.
**Spiny Egg (Lakilester): Lakilester throws a Spiny Egg in an arc. While the Spiny Egg can spawn a Spiny, only one of these can be in play at a time.
**Headbonk (Goombella): Goombella charges forwards to headbutt the opponent.
**Gulp (Mini-Yoshi): Mini-Yoshi sticks out his tongue to swallow an opponent before spitting them out.
**Bob-ombast (Admiral Bobbery): After a lengthy charge, Admiral Bobbery explodes, dealing major damage and knockback to opponents caught in the explosion.
*Side Special (Spin Dash): Paper Mario spins forwards, knocking away opponents in his path.
*Up Special (Spring Jump): Paper Mario charges up before rocketing into the air. The longer the move is charged, the more height Paper Mario gains.
*Down Special (Flip / Veil): Paper Mario flips in place, rendering him immune to damage. Holding the special button will have Vivian use Veil on him, allowing him to walk around while immune. However, both of these actions fill a gauge above Paper Mario's head, and should it fill completely, Paper Mario will be temporarily stunned.
*Shield Special (Partner Swap): A HUD appears, allowing Paper Mario to pick a new Partner. Should all his Partners be KO'd, Paper Mario will instead shrug at the camera.
**Kooper: Increases Paper Mario's defense, but decreases his speed.
**Watt: Increases Paper Mario's speed, but decreases his attack power.
**Lakilester: Increases Paper Mario's jump height, but further lowers his already low weight.
**Goombella: Decreases the endlag on Paper Mario's attacks, but weakens his defense.
**Mini-Yoshi: Increases Paper Mario's aerial attack strength, but increases the endlag of his attacks.
**Admiral Bobbery: Buffs Paper Mario's attack power, but decreases his jump height.
*Final Smash (Paper Jam): Paper Mario holds up a Crystal Star as light surrounds him. Opponents caught in the light are thrown into a cinematic where they're attacked by various partners and allies from throughout the Paper Mario series before Paper Mario uses Keresti, Huey, and Olivia for a powerful final attack which launches the opponents back to the stage.	
*Neutral Special (Hammer Charge / Partner Attack): Should Paper Mario not have a partner active, he'll charge up a hammer swing before slamming it into the ground, dealing major damage and knockback. Otherwise, his active partner will perform their respective attack.
**Shell Toss (Kooper): Kooper slides forwards in his shell before returning to Paper Mario.
**Power Shock (Watt): Watt releases a burst of electricity around herself, temporarily freezing any opponent hit in place for a second.
**Spiny Egg (Lakilester): Lakilester throws a Spiny Egg in an arc. While the Spiny Egg can spawn a Spiny, only one of these can be in play at a time.
**Headbonk (Goombella): Goombella charges forwards to headbutt the opponent.
**Gulp (Mini-Yoshi): Mini-Yoshi sticks out his tongue to swallow an opponent before spitting them out.
**Bob-ombast (Admiral Bobbery): After a lengthy charge, Admiral Bobbery explodes, dealing major damage and knockback to opponents caught in the explosion.
*Side Special (Spin Dash): Paper Mario spins forwards, knocking away opponents in his path.
*Up Special (Spring Jump): Paper Mario charges up before rocketing into the air. The longer the move is charged, the more height Paper Mario gains.
*Down Special (Flip / Veil): Paper Mario flips in place, rendering him immune to damage. Holding the special button will have Vivian use Veil on him, allowing him to walk around while immune. However, both of these actions fill a gauge above Paper Mario's head, and should it fill completely, Paper Mario will be temporarily stunned.
*Shield Special (Partner Swap): A HUD appears, allowing Paper Mario to pick a new Partner. Should all his Partners be KO'd, Paper Mario will instead shrug at the camera.
**Kooper: Increases Paper Mario's defense, but decreases his speed.
**Watt: Increases Paper Mario's speed, but decreases his attack power.
**Lakilester: Increases Paper Mario's jump height, but further lowers his already low weight.
**Goombella: Decreases the endlag on Paper Mario's attacks, but weakens his defense.
**Mini-Yoshi: Increases Paper Mario's aerial attack strength, but increases the endlag of his attacks.
**Admiral Bobbery: Buffs Paper Mario's attack power, but decreases his jump height.
*Final Smash (Paper Jam): Paper Mario holds up a Crystal Star as light surrounds him. Opponents caught in the light are thrown into a cinematic where they're attacked by various partners and allies from throughout the Paper Mario series before Paper Mario uses Keresti, Huey, and Olivia for a powerful final attack which launches the opponents back to the stage.
Nester (Solo Fighter DLC) (Newcomer) 	Nester (Solo Fighter DLC) (Newcomer)
 	
Debut: Nester's Funky Bowling (Virtual Boy, 1996)
Nester was the mascot of the now-defunct Nintendo Power magazine; With his partner Howard, he provided readers with gaming tips, with some laughs on the side! While he hasn't seen work in quite some time, his antics are remembered by Nintendo fans of yesteryear.
Nester has no special movement options.
*Neutral Special (Counselor's Corner): Nester pulls out an issue of Nintendo Power and begins reading it, gaining access to a series of buffs, each of which can be applied once per stock.
**Armor: Nester's resistance to attacks temporarily increases.
**Attack: Nester's attack power temporarily increases.
**Heal: Nester heals 10%.
**Jump: Nester's jump height temporarily increases.
**Speed: Nester's movement speed temporarily increases.
*Side Special (Funky Bowling): Nester throws a bowling ball forward which rolls at a high speed and launches opponents in its path. While this attack is strong, it also suffers from considerable startlag.
*Up Special (Nester Awards): A podium appears beneath Nester, knocking him into the air.
*Down Special (Power Glove): Nester punches the ground with his Power Glove, causing a shockwave of electricity to burst around him.
*Final Smash (Virtual Panic): A red vortex appears behind Nester, sucking him into it as well as any nearby opponent. A cinematic plays where the opponent(s) are attacked by various items from Virtual Boy games before Nester tosses a bowling ball at them, sending them back to the stage.	
*Neutral Special (Counselor's Corner): Nester pulls out an issue of Nintendo Power and begins reading it, gaining access to a series of buffs, each of which can be applied once per stock.
**Armor: Nester's resistance to attacks temporarily increases.
**Attack: Nester's attack power temporarily increases.
**Heal: Nester heals 10%.
**Jump: Nester's jump height temporarily increases.
**Speed: Nester's movement speed temporarily increases.
*Side Special (Funky Bowling): Nester throws a bowling ball forward which rolls at a high speed and launches opponents in its path. While this attack is strong, it also suffers from considerable startlag.
*Up Special (Nester Awards): A podium appears beneath Nester, knocking him into the air.
*Down Special (Power Glove): Nester punches the ground with his Power Glove, causing a shockwave of electricity to burst around him.
*Final Smash (Virtual Panic): A red vortex appears behind Nester, sucking him into it as well as any nearby opponent. A cinematic plays where the opponent(s) are attacked by various items from Virtual Boy games before Nester tosses a bowling ball at them, sending them back to the stage.
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