Fantendo Smash Bros. Fission

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Fantendo Smash Bros. Fission is a platform-fighter in both the Fantendo Smash Bros. series and the Unten series. It serves as yet another retelling of the original story of a certain blue beorn, striving to incorporate elements from several interviews with its original creator and the prior retellings of the story, while simultaneously giving fresh fighting game movesets to many of its longtime cast members - some receiving new movesets for the first time in years, others receiving movesets for the first time ever.
Zeon is a world quite unlike yours. It consists mostly of enormous landmasses, bigger than any you've ever seen, the largest of which is the continent of Garth. These landmasses are split not just by oceans, but also by large fissures in the earth. The fissures marked borders and provided easy access to veins of metal, from which we made tools and weapons. They were never an inconvenience, though - never wide enough that a bridge couldn't be built to cross them... until that day, fifty years ago.
We call that day The Fission. It was the day our planet was suddenly wracked by terrible earthquakes. New fissures sprang up out of nowhere, and old ones widened to the point where no bridge could be built to span them. In the czar's land, Nu, stone buildings were reduced to rubble, and whole towns were separated from each other by new cracks in the earth. On the far edge of the continent, in Elasmo Bay, tidal waves crashed upon the shore. Even the great works of the Five-Tail Society, who were always known for their beautiful palaces and everlasting cathedrals, were invariably scarred by the event.
In the aftermath of the disaster, while the people of Nu were rebuilding, a metal demon drew himself out of the fissures to strike them when they were weakest. He was Doomulus Grime, the architect of The Fission, leading his army of automatons. In his surprise attack, he seized the throne for himself, and banished the old Czar and his family into the very depths he emerged from. Then, he set the people of the Nukingdom to work collecting raw materials for his next sceme. Lumber, vegetables, metal... you name it, he needed it, and he needed more of it than Nu had needed ever before.
Over the next fifty years, he worked the country to the bone to gather his supplies, eventually building up the shell of a giant mechanical drill fueled by enormous furnaces. He said a drill just like it was what caused the first Fission, and that when this new drill was ready, he would begin digging again. He said it wouldn't cause a second Fission... but nobody truly believed him, and eventually a few brave warriors created a Resistance to thwart the construction of Grime's "GigaDrill."
This is the story of the end of Grime's plan, the steps the Resistance took to stop him, and the hero who united them. Who is this hero, you ask? Well... that is where our long story gets interesting, and I think it's what makes it truly worth remembering...
* Nu: One of the two largest nations on Garth. Nu, sometimes also called "the Nukingdom," was a monarchy ruled by its line of Czars. It was hit particularly hard by The Fission, but Grime invaded and conquered them partway through the reconstruction. Many of the cities closest to the capital are still in a state of disrepair to this day, and quake-damaged buildings interspersed with Grime's science-fiction infrastructure make for a common sight. Nu is heavily forested, particularly farther from the capital, and the weather is always comfortable regardless of the current season. Its population is largely a mix of Humans, Beorns, and Catoneans.Notable inhabitants include Doomulus Grime, Forrester, Zerita, Plum, and Mynis (formerly).
** Peaceful Plains: A large plateau consisting entirely of open wilderness, which got cut off from the rest of Nu by fissures that were created during The Fission. Its sole known inhabitants are the Baraenion Tribe, a group of nomadic Humans, though somehow at least one Beorn family ended up on the plateau as well. The region was so sparsely populated that Grime chose to completely ignore it, instead focusing on Nu's central region.Notable inhabitants include Chief Dongorio, Unten, and Mioda (formerly).
* Five-Tail Society: One of the two largest nations on Garth. The Five-Tail Society is a theocracy - it's ruled by its religion's clergy, who follow the teachings of a god called The Fan. They are known as expert builders; their cathedrals and palaces are beautiful, numerous, and well-fortified enough that Grime's attempts to conquer them have all ended in failure. They are also the most well-known users of magic on Garth. The Five-Tail Society is located in the highlands, where plantlife is more sparse and less vibrant than it is in Nu, and the weather is generally colder. Its population used to be almost exclusively Siendralls, but ever since they started accepting refugees from Nu, the other races have become much more common.Notable inhabitants include Sia (presumed).
* Elasmo Bay: A small coastal republic that, while smaller in size than Nu and the Five-Tail Society, arguably had more power in the region due to its mercantile connections with the rest of Zeon. Elasmo Bay often served as an intermediary when the Czar and the clergy used to butt heads, helping the two nations come to an agreement. These days, though, Elasmo Bay tries to keep its head down - Grime doesn't seem to be interested in them, after all, so why should they get involved? The region is warmer and sunnier than Nu, regardless of what time of year, and has the usual tropical plantlife you'd expect. Its population is mostly composed of various fish-like species, such as the Sjarcs and the Protodonians, though land-dwelling races from the other two nations like Beorns and Siendralls are also a common sight.Notable inhabitants include Mrs. December, Woah, Sreel Srok, Sia (presumed), and Mynis.
* Oorgathroln / Underground: A secret, high-tech metropolis hidden underneath Garth, in caves filled with a gas that can be poisonous or mutagenic to some surface-dwellers. Oorgathroln kept to itself over the centuries out of paranoia, but were able to develop advanced technology using "Zeta-Metal," a power source found in Zeon's earth in vast quantities. When Grime accidentally caused The Fission, Oorgathroln was at its center, and the city was completely destroyed during the catastrophe. The area is now only known as "Underground," and is an anarchistic place where disagreements are resolved through violence. Most of that violence takes place at the ramshackle Coliseum, which means that the current champion of the Coliseum may as well be king of the Underground. As Oorgathroln, its population consisted exclusively of Siendralls and Ratsklings, both of which have a natural resistance to the region's poison atmosphere. During the Fission, many Humans and Beorns were stranded in the area by the creation of new fissures; those who survived exposure to the gas sometimes mutated and gained unnatural abilities, developing resistance to the gas in the process, while the rest eventually managed to acquire special air-filtering masks to protect them from further exposure.Notable inhabitants include Doomulus Grime (formerly), Netnu, Kyhthesis, Abbaye, and RAMiranda.
* Deep Space: The final frontier. All the civilizations on Zeon lack the technology for space travel... and yet, space has found them anyway - the empire of the Doomuli set its sights on the planet upon discovering its vast quantities of Zeta-Metal, the miraculous fuel source for their FTL engines.Notable inhabitants include the Doomuli - Prime, Slice, and more - as well as Denos.
Fantendo Smash Bros. Fission is a classic platform-fighter inspired primarily by the Rivals of Aether and Nickelodeon All-Star Brawl games; 2-to-8 fighters must land attacks on one-another to rack up damage, then launch each other offstage to either score points or take away stocks. The more damage a fighter has taken, the farther they'll fly when struck.
While on the ground, fighters can block incoming attacks by raising their Shield - a spherical barrier. The Shield decreases in size as its energy drains, making it harder to use defensively; and if it runs out of energy, it will break completely, leaving the fighter in a vulnerable dizzy state. Mix Shielding in with evasive maneuvers, like stationary dodges, rolls that go either forwards or backwards, or directional airdodges, in order to evade and defend against enemy attacks, hopefully without leaving yourself too vulnerable.
While on the ground, fighters can also Grab to lock enemies in a hold. Once you have an enemy grabbed, you can repeatedly pummel them to tack on some chip damage, and/or throw them in one of four directions. Grabs are unblockable, and a great way of opening an opponent up.
Each fighter has four Special Moves, which they can use simply by pressing the Special button (B by default) and holding the control stick in certain positions. Neutral Specials are usually projectiles or stationary attacks, Side Specials are usually space-control or horizontal mobility tools, Up Specials are nearly always vertical mobility tools that can be used to "recover" and make it back onstage, and Down Specials have more esoteric functions such as defensive utility or resource generation.
Sometimes, fighters may have a fifth Special Move called a Shield Special, used by pressing the Special button while Shielding. Naturally, this input only works when grounded as Shield can't be used in midair. Shield Specials are often either used to acquire some character-specific resource, or as... well, an out-of-shield option.
Sometimes, fighters may have special functionality beyond what's described in their Special Moves, such as a special HUD element that their moveset interacts with, or a special property that's consistent across their entire moveset. In these cases, their unique aspects will be discussed as part of their Fighter Ability - a special trait unique to them.
Grabbing works in midair, too, but it functions a little differently. When you grab an enemy in midair, you'll automatically perform an Air Toss - you'll throw the enemy upwards, dealing a small amount of damage. The enemy is always thrown a fixed distance upwards, so Air Toss can be used to combo reliably into specific moves regardless of the opponent's damage percentage. After an enemy gets Air Tossed, they'll become immune to further Air Tosses until they land back on solid ground.
Unlike many modern titles in the Fantendo Smash Bros. series, FSBFission is designed to be an extremely brass-tacks title. The game lacks any sort of character-specific super move like Fan Finishers or Finishing Moves, with the reasoning that, at this early point in their stories, very few of the core characters are experienced enough to be doing anything nearly as explosive or powerful as a super move.
In its place, FSBFission introduces the Glint Meter, a two-segmented gauge that all characters possess. A fighter's Glint Meter fills as they deal or take damage, and can be spent to perform various special actions by pressing the Glint button (ZL or ZR by default):
* Cobalt Glint: Activate by pressing the Glint button during an attack animation, with at least 1 bar of Glint Meter to spend. When used, the fighter releases a pulse that stuns nearby fighters and immediately returns to an idle state, letting them perform another attack. Cobalt Glint functions similarly to NASB2's Slime Cancel or Guilty Gear's Roman Cancel, as a way of spending meter to extend combos or make otherwise-unsafe moves safe.When using a move that would leave the user helpless, Cobalt Glint can only be activated if the attack scores a direct unshielded hit against another fighter. Similarly, when using a counterattack, Cobalt Glint can only be activated after a successful counter.
* Launch Shift: Activate by pressing the Glint button during hitstun, with at least 1 bar of Glint Meter to spend. When used, time slows for a short moment, letting the user gauge their fighter's launch trajectory. When the flow of time returns to normal, directional influence (or DI) is applied to the fighter's knockback. The DI applied from Launch Shift is much, much weaker than DI-ing normally right as you're being hit, but a chance to manipulate your knockback trajectory a second or even third time, in a more controlled environment, can help the user survive what would normally be a lethal attack - especially when it's combined with a regular DI.
The most basic mode, and a mainstay of basically any fighting game experience. Anywhere between two and eight players can hop into a match and duke it out to see who the strongest is.
There are two basic options for Versus Mode: Time Battle, in which fighters compete to see who can score the most K.O.s in a set timeframe; and Stock Battle, in which fighters can be knocked out of the match by K.O.ing them a set number of times, and the last one standing wins.
You can also turn on Stamina Mode, in which the normal damage percentages that count up when struck are replaced by Stamina values that count down when struck, like more traditional health; when a fighter's Stamina hits zero, they're insta-K.O.'d.
Story Mode is a narrative-driven adventure that serves as an umpteenth retelling of Unten's backstory. The story is split into four sections - Fissure, Underground, Tragedy, and Liberation - with a fifth prequel section, Doomuli, being released after the game's initial release as free DLC.
More information about Story Mode will be added in a future update to the page.
Arcade Mode provides a shorter, simpler narrative experience. The player picks a single character, and takes that character through a "what-if" scenario where they are the sole main character of the events on Zeon. Arcade Mode routes tend to vary wildly in tone, with many using their non-canonicity as an excuse to be goofy and lighthearted.
More information about Arcade Mode routes will be added in a future update to the page.
All-Star Mode Waves
Round 	Fighters
Fissure Age (2007) 	
Golden Age (2010-2013) 	
Prodigy Age (2014) 	
Shattered Age (2015) 	
Victory Age (2016) 	
Modern Age (2020-Present)	
All-Star Mode is an endurance match against all the game's fighters, which becomes playable after all the game's characters have been unlocked! Opponents come out in waves based on when they made their Fantendo debut, and in-between waves you're given a chance to rest and optionally heal before proceeding. Take them on alone, or team up with a friend to challenge them together.
The True Coliseum is unlocked after beating both Arcade Mode and All-Star Mode, and is itself a souped-up variant of All-Star Mode that tasks 1-2 players with surviving a non-stop onslaught of Fantendo Smash Bros. Fission's toughest, meanest warriors - each one sporting a modified moveset that puts their strength on a different level and shores up their weaknesses. There's no breaks to heal this time, so you'll have to beat them all in one go! And unlike All-Star Mode, opponents in The True Coliseum come out in a random order, so you'll have to adapt on the fly. The opponents you'll face include:
* Revenge of the Resentful Tyrant, Doomulus Grime! Grime's improved the energy efficiency on all of his weaponry, letting him squeeze even more power out of even less fuel. He loses the ability to Zeta-Power his Geo Nova, Maelstrom Claw, and Coil Riser... but it's because the three moves always have their Zeta-Powered properties, giving him incredible mobility, pokes, and zoning all the time. This leaves Zeta-Engine as the one remaining move that Grime is able to Zeta-Power, and when he does, its stat buffs don't last for quite as long, but are noticeably better than normal. In short, his base form is much more consistently strong, while his Zeta-Powered state provides a brief surge in power that makes him even scarier than usual. It'll be awfully hard for the other Doomuli to look down on him now!
* Revenge of the Lord of Eternity, Doomulus Prime! Prime's patience with you has run totally dry. This is your last chance to submit to his dominion, and if you don't, there will be dire consequences. As soon as he appears, all his opponents will receive a Countdown of 24, which can only be dispelled by defeating Prime; it can't be raised above its initial value by hitting Prime, and it will never disappear no matter how long it stays at zero for. Prime's other changes aren't quite so flashy; namely, Endless Cycle has extra hits and Prime regains his scythe earlier, using Consume The Light always grants him a little bit of Glint Meter, and Murder's Time can't teleport directly to you until your Countdown is at zero but its reap attack has much faster startup. But, flashy or not, these changes force you to play the game on Prime's terms more than usual, with the threat of instant defeat always looming over you. If you can withstand the extra pressure and keep a cool head, though, your strategy shouldn't be too different from fighting him normally...
* Revenge of the Walking Battery, UN10! UN10 has acquired some upgrades themed around its liquid-metal successor (or real-world chronological predecessor), UNT3N! Many of its attack animations now have it transforming to look like liquid-metal versions of other characters. The properties and frame data of the moves will mostly be the same as on UN10's original moves, but nearly all of them have much better reach, letting UN10 wall opponents out more effectively. Additionally, UN10's jet boosters' maneuverability has been enhanced, letting it "aim" its double jumps in any cardinal or diagonal direction - effectively letting them serve as airdashes. UN10 can also use Jet Tornado twice in midair before becoming helpless, just like Grime's Zeta-Powered Coil Riser! Finally, Zeta Beam charges up substantially faster, letting it reach regular charge in only a couple seconds and max charge in half the usual time. These improvements to UN10's mobility and zoning options cement it as more of a keepaway character, and combined with its naturally high weight, it can be quite difficult to score a K.O. on!
* Revenge of the Wild Inquisitor, Doomulus Slice! Slice, for the first time he can remember, is finally taking an opponent seriously... Give yourself a pat on the back for making that happen, I guess. Slice's attacks have reduced knockback scaling, which sounds like a good thing, until you realize it means his combo potential is way higher at a larger variety of percentages. His movement speed is dramatically increased too! Grudge Cutter has a larger area of effect and a higher duration, which means even more reliable lockdown, regardless of if you're DI-ing out of the move. Most dangerous, unsurprisingly, are the changes to Broken Time - Slice's Paradox Gauge now fills up passively when he isn't in hitstun, and as soon as it hits 100%, it automatically activates Broken Time, trapping his last struck opponent. His mirages despawn faster too, meaning he can spawn them much more often. Overall, he's a lot better at the thing he's already best at - combos. One mistake, and you'll find yourself going from 0% all the way to the blast line. Tread carefully against Doomulus Slice!
* Revenge of the Immortal Witch, RAMiranda! The only thing different about RAMiranda this time is her focus, but when your strongest tool is your magic power, better focus is all you need. Many of her strongest changes involve mitigating the risks of Memory Overflow; her Spells generate less Memory than normal, and her Memory Gauge will drain even when space is "reserved," letting her clear it faster. And when she does enter Memory Overflow, the only downside is that she can no longer use load(spells[X]) to cast more Spells. She can even use mem[].shuffle() while in Memory Overflow, affecting how long it'll take for her to regain the ability to cast. With Memory Overflow much less punshing when she triggers it, RAMiranda is able to cast Spells to her cold metal heart's content, letting her enforce her incredible zoning more aggressively while still being able to safely fall back on her normals or load(null) when she Overflows.
* Revenge of the Beauteous Governess, Mrs. December! Through means unknown, Mrs. December's gotten her hands on a Magic Mirror, and its dimensional powers have given her new strength! Her umbrella's tipper sweetspots apply increased hitstop to the opponent on hit, effectively "stunning" them and letting December combo off of sweetspot hits a bit more reliably. Her attacks have also seen an across-the-board boost to their recovery speed, making them much safer to throw out in neutral to ward off approaches. Graceful Movement - the command-jump she can use out of Blizzard Rush - is not only faster and briefly invulnerable when starting up, but also available to her off of significantly more moves; she can use it out of all her Special moves, her Strong attacks and their charge animations, and even her Shield. Finally, whenever Mrs. December performs certain actions such as dodging or using Graceful Movement, the powers of her Magic Mirror will summon illusory doppelgangers to roll or leap in separate directions, creating visual noise that can make it more difficult to tell what she's doing. All this together gives her potentially the most unpredictable movement of any of the True Coliseum fighters, and you'll need to rely very heavily on either bold prediction or careful observation to defeat her.
* Revenge of the Hand-Carved Cog, Forrester! To maximize lumber yard efficiency while they accept challengers in the True Coliseum, Forrester's upgraded their mech to automatically sow seeds on the battlefield. Trees will grow automatically near where they're standing at regular intervals, and they can have more than one tree on-stage at a time. Mobile Rooter is also substantially faster at uprooting trees and fighters, letting Forrester act again sooner after picking something or someone up. In short, approaching Forrester is now much more dangerous, both due to the unpredictability of their automatic tree growth and due to their ability to pick up and throw those trees much faster. Once you're in close-quarters, you can easily outmaneuver Forrester's slow attacks and interrupt them when they try to pick up a tree... but you always have to be careful of a random tree growth interrupting your combos.
* Revenge of the Spaghetti-Code Cat, Robo-Zerita! Unfortunately, as soon as the battle against Robo-Zerita starts, a Network Desync "error" will pop up on screen; Robo-Zerita will run around whiffing attacks for a few seconds, as if comboing the player, but it'll only hit empty air. When the player tries to get close, Robo-Zerita will fastfall off the stage's edge, try to meteor-smash empty air, and K.O. itself... Well, uh... whatever its True Coliseum upgrades were, it's pretty safe to say good netcode wasn't one of them.If you leave Robo-Zerita alone for too long, or if it takes a certain amount of damage, it will activate its self-destruct and explode, K.O.ing itself and giving you the win anyway.
* Revenge of the True Champion, Netnu! Netnu is unique in that he's exempt from the randomized fight order, and will always appear after everybody else is defeated - after all, he's the Coliseum's reigning champ! His most notable change is that he's stolen a number of Unten's most iconic moves, and uses them alongside his own Special Moves. He has Fire Wave as a crawling projectile that can cover his approaches and ignite ash clouds from afar; a leaping punch that looks just like Leaping Jolt, and can meteor-smash just as well; and even a Shine-type move of his own, Gamma Pulse, which knocks enemies outwards and away from him. He also receives across-the-board buffs to his old moves, such as his Ash Burst clouds being bigger, faster recovery when detonating his ash clouds with Strong attacks, faster charge times on Gamma Ray, faster teleports with Redshift... Netnu may not have an obvious gimmick to lean into like other characters in the gauntlet, but he more than makes up for it by being an all-around threat with a much larger toolkit than the other bosses in the True Coliseum.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
(To be added!)
* The headers are designed to look like batteries.
* The logo's color palette - blue accented with red - is the opposite of the original Fissure logo's color palette.
* The modified Fantendo Smash Bros. series icon used in the logo is meant to represent the fissures and the underground city of Oorgathroln.
* Much like in Super Smash Bros. Ultimate, fighters are listed in the order of their approximate chronological debut.
* The Glint Meter and Cobalt Glint are both named after the sparkle prominently featured in modern Fantendo's logo and favicon.
* Mynis's backstory was freshly rewritten to make him fit cleanly into a version of Fissure where he exists alongside Unten, but many of the events that led to him hiding in Elasmo Bay mirror events that were planned for his original backstory in the Mynisverse.
** One wholly new addition to his backstory is his brief apprenticeship under Master Mortua alongside Zerita. This is a reference to Dan Hibiki from Street Fighter, a character who served as one of the original inspirations for Mynis, who was an apprentice of Gouken alongside Ryu and Ken for a very, very short time.
* Unten's Up Special, Blue Tornado, is named after a move from Fantendo Smash Bros. Domination that never received an effect description. During initial development, the move was named Storm Lariat.
* Doomulus Grime's Zeta-Powered mechanic was created to put emphasis on his goal of drawing energy from Zeon - a facet of his character that to my knowledge has only been spotlighted in a moveset for him in one previous crossover, No Man's Timeline... which was another one of my movesets.
* Netnu's Up Special, Cannon Launch, is based on a move from Fantendo Smash Bros. Soul called Flaming Pillar. It was originally supposed to use the same name, but the name was changed at a point in Netnu's moveset development when his Down Special was planned to create a pillar of flame, and the new name ended up sticking even after his Down Special became Redshift.
* Zerita's Up Special, Hi-Pounce, was included as a homage to Coral0excess, who worked on one of the prior Fissure retellings. The user tends to treat the move as Zerita's signature technique, having featured it in both Fantendo Smash Land and End of Time?!.
** Additionally, her Side Special, Arrow Dash, is named after Cat Arrow - a move from Fantendo Smash Bros. All Stars that never received an effect description.
* Denos's Down Special, Spatial Beacon, was originally conceived as a move for Doomulus Grime. This previous iteration of the move was originally conceived to be used alongside a "Supply Drop" move that called down a crate to land at the beacon's current position. The idea was eventually scrapped for being just too silly for the project's main antagonist.
* Doomulus Slice's Broken Time mechanic is based directly on the mechanics from Young Xehanort's Data fight in Kingdom Hearts 3 Re:Mind, in which his desperation move causes him to trap his opponent in "stopped time," during which he summons significantly more temporal mirages and barrages the opponent with fast, elusive attacks. (Being honest, I've wanted to draft out a Young Xehanort moveset for a looong time... Love me some good time powers.)
* Many of Doomulus Slice's moves have names that sort of rhyme with the moves they're based on. Grudge Cutter is based on Vergil's Judgement Cut from Devil May Cry, Slash Kick is based on Guile's Flash Kick from Street Fighter, and Divider Kick is based on the classic Kamen Rider finishing move "Rider Kick."
** More specifically, Divider Kick is based on Fang Strizer, the Rider Kick variation used by Kamen Rider W FangJoker - a rider who sprouts blades from his body, and a core inspiration for Slice's whole fighting style.
* The syntax of RAMiranda's attack names is based loosely off of GDscript, the primary coding language of the Godot game engine. (I know a bit of the language. Briefly considerd making an FSB game using it... These move names are a little tribute to that short-lived idea.)
** A few of these code snippets blatantly would not work, or would cause errors, if you tried to actually run them in the Godot engine. Those snippets would be "load(null)", for obvious reasons, and "X++", because GDscript doesn't support increment operators.
** "mem[].shuffle()", as a line of code, has very little to do with the attack's actual functionality - which is based more on Stale Reference Manipulation, a common glitch in older or less stable video games. The line of code would just randomize the contents of an array variable. The name was chosen because it sounds "cool" and "close enough."
* Sia's was the hardest moveset to make for this project. (Her fighting style is so sauceless, dude... The only details about her are "is tall," "can cut trees good," and "sometimes she is friends with paper.")
* At one point, Boare was planned to have a move called Smash Uppercut, named after an attack that was featured in Unten's kit in Fantendo Smash Bros. Warzone. The idea was scrapped due to Smash Uppercut's similarities to the universal Air Toss mechanic. (While I'm talking about Warzone, can I just mention how funny I think it is that Unten has a Falcon Punch and a command-grab in this game? Those just aren't the sorta moves you normally expect from them... but, thinking about, it does sorta line up with the "Goron Link"-esque Unten that Plumber originally envisioned, doesn't it? Funny how that works out.)
* Mrs. December's Side Special, Snow Pirouette, is the only move in her kit inspired by Rachel Alucard; it's specifically based on Rachel's 6C.
* Mrs. December's illusory buffs in her True Coliseum fight are based on White Len from Melty Blood Actress Again Current Code, who spawns illusions of herself whenever she dashes forwards or backwards.
** The buff's in-universe framing, which utilizes a Magic Mirror, is based on Fissure (2022), in which a mirror in Mrs. December's house can be used during the postgame to travel to Mirror Zeon, which contains harder versions of each of the game's levels.
 Unten was created by Plumber for Fissure.
 Mioda was created by Plumber for Fissure, as Mondo. She made her first appearance as Mioda in Tragedy (2015).
 Doomulus Grime was created by Plumber for Fissure.
 Doomulus Prime's original concept was created by Plumber for TOSWALAUNTIDNWTR. The character's first appearance was in Fantendo Smash Bros. Victory.
 Netnu was created by 1337doom for Team Fanon.
 Zerita was created by the community, and first appeared in Nintendo vs. Fantendo.
 Denos was created by the community, and first appeared in Fantendo Smash Bros. Shattered.
 UN10 was created by DoodleFox, as UNT3N. It made its first appearance as UN10 in Fissure (2014).
 Doomulus Slice was created by Blue Jay of Lightning for Unten: Mistaken Time.
 RAMiranda was created by Exotoro for Fissure (2014).
 Sia was created by Exotoro for Underground (2014).
 Boare was created by Exotoro for Underground (2014).
 Plum was created by IncarnateParanoia for Raiders: Sleeping Beorns.
 Woah was created by OrchidSomnium for the now-deleted "Fissure-17".
 Mrs. December was created by Collaterale1 for Undo-able: Unten Eleven.
 Sreel Srok was created by the community, and first appeared in The Origins of Sreel: Electric Adventurer.
 Forrester was created by Exotoro for Fantendo Now S2E5: The Threat's Beorn.
 Mynis was created by IncarnateParanoia, and first appeared in Fantendo Smash Bros. Victory.
 Abbaye's original concept was created by the Fantendoverse Tau writing team (led by .peachfuz) for The Bluebird Augury. The character's first appearance was in Fantendo Smash Bros. Fission.
 Robo-Zerita was created by IncarnateParanoia for Fantendo Smash Bros. Fission. The character was inspired by "Doomulus Zerita," a concept created by the Fantendoverse Tau writing team (led by .peachfuz) for The Bluebird Augury.
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