Super Smash Bros: Universe/Characters

Below is a list of all the fighters that can be selected within Super Smash Bros: Universe.
=Starter Fighters=
These fighters are available to the player immediately when they start the game, without any unlocking requirements:
==Mario==
*Mario can wall jump.
* - Fireball: Throws a Fireball. The Fireball bounces along the ground several times before disappearing.
*+ - Cape: Dons a Cape around his neck and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it causes a Fall Break by stalling Mario in the air, allowing for timing mixups in juggle and recovery situations.
*+ - Super Jump Punch: A jumping uppercut that produces Star Coins or Metro Kingdom regional coins on contact. Mario's only recovery move, but it leaves him helpless.
*+ - F.L.U.D.D.: Wields F.L.U.D.D. to launch a stream of water in front of himself. F.L.U.D.D. can be charged to create a larger stream and its charge time is rather fast. It can also be charge canceled and stored for later. The water pushes opponents but does not damage them. Mario can change the angle of the stream upwards or downwards.
* - Mario Finale: Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path.
==Luigi==
*Luigi can crawl.
*Luigi possesses a tether grab. It can be used as a grab aerial, but not as a tether recovery.
===Special Moves===
* - Fireball: Tosses a Green Fireball. Luigi's fireball has less ending lag, has a clean hit that deals more damage, and is unaffected by gravity.
*+ - Green Missile: Crouches and then propels himself forward to perform a flying battering ram. It takes 1.5 seconds to fully charge but deals impressive damage upon doing so. Upon reaching full charge, it has KO potential and can be held for some time before being automatically canceled.
*+ - Super Jump Punch: A jumping uppercut. Its grounded sweetspot emits a ping sound and triggers a Special Zoom upon hitting, and boasts excellent damage output with impressive knockback, KOing opponents from 37%-67% depending on weight from ground level. Its aerial sweetspot is larger yet deals less damage and knockback (though it is still powerful) and does not have the special effects of the grounded sweetspot.
*+ - Poultergust G-00: Wields the Poltergust G-00 to vacuum nearby opponents in front of Luigi into it. It has a grabbox and can be held for several seconds before powerfully ejecting them diagonally. Opponents will accumulate more damage the longer they are kept within the vaccum. Additionally, if Luigi ejects opponents into opponents not vacuumed, they will take a surprising amount of knockback.
* - Luigi Finale: Rears his arms back before thrusting them forward to generate and launch two gigantic green Fireballs, which trap and repeatedly damage any opponents in their path.
==Donkey Kong==
*Donkey Kong can crawl.
===Special Moves===
* - Giant Punch: A wind-up punch which fully charges after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor and is overall faster than if used uncharged. Its charge can be charge canceled and saved, and chosen when to be released after being fully charged. Giant Punch does not induce helplessness in the air.
*+ - Headbutt: A headbutt. The move buries the opponent, who will remain trapped longer if the opponent has already been dealt a fair amount of damage. The aerial version will meteor smash the opponent if they are hit by its sweetspot.
*+ - Kong Cyclone: Rapidly spins around, sucking in opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them with a stronger punch with KO potential at the end. It has good horizontal distance, but very little vertical distance. Donkey Kong is immune to most windboxes during the move.
*+ - Chest Beat: Donkey Kong repeatedly beats his chest, causing small shockwaves around him in the process. When grounded, Donkey Kong can keep pounding by repeatedly pressing the special button. In midair, Donkey Kong will beat his chest with both fists at once, causing a larger shockwave.
* - Jungle Rush: Punches forward. If the initial hit connects, Donkey Kong will then perform a long series of rapid punches. Has about the same range as his forward smash, but extremely powerful, killing Mario as low as 24% on Final Destination.
==Captain Toad==
===Special Moves===
* - Super Pickax: Takes out a super pickax and throws it forward diagonally. The special button can be held down for up to five seconds, allowing for a stronger throw and longer distance. The attack can be aimed higher or further during this time as well. Only one pickax can be thrown at a time, and another can be thrown after 2 seconds if the first one isn't grabbed during that time. If so, after that super pickax is thrown, it will disappear 1 second after landing.
*+ - Minecart: Captain Toad hops into a minecart and speeds forward across the stage. Captain Toad can jump out of the cart at any time, but it still moves forward, damaging any opponents in its way until it either goes off the stage or hits a wall, where it will collapse and disappear shortly afterwards.
*+ - Lasso: Pulls out a rope and lassos forward at an opponent. If caught, Captain Toad will throw the opponent either forward, upward, or behind him. The move also functions as a tether recovery and does not cause helplessness.
*+ - Turnip Pluck: Plucks a Super Mario Bros. 2 Vegetable from the ground, which can then be thrown as a projectile item. Its face determines how much damage it will do; the rarer the expression, the stronger the turnip. Along with turnips, Captain Toad can rarely pull out Mr. Saturns and Bob-ombs.
* - Treasure Chest: Captain Toad digs up a large treasure chest. The chest opens up and gold coins spew out of it, shooting upwards diagonally around it, and landing nearby for up to five seconds before the chest explodes. Opponents are damaged and knocked back if too close and the final smash can potentially be used as a potent edgeguard on smaller stages.
==Peach==
*Peach can float for 2.5 seconds.
===Special Moves===
* - Toad: Peach covers her ears with a terrified expression and turns away as Toad appears in front of her, arms spread out. If hit, Toad will retaliate with a spray of spores, and Peach will wince. Toad releases 6 spores, dealing 21% if all spores hit. If attacked from behind, Peach and Toad switch places.
*+ - Peach Bomber: Peach lunges her body forward to deliver a powerful bash with her rear. Upon impact, she rebounds away from the victim, allowing for hit-and-run tactics. Deals considerable shield damage. Smash-inputting the move has her travel further.
*+ - Peach Parasol: Peach jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide but can also be opened or closed at will. While gliding, the player can hit the special button to have Peach spin her parasol, releasing hearts on each side of her to knock back opponents.
*+ - Vibe: Activate one of four vibes: Joy, Rage, Gloom, or Calm. Each Vibe lasts for 10 seconds unless manually canceled. The move can't be used again until after 5 seconds.
**Joy: Increased jump height (2×), ledge jump height (1.3×), air speed (1.5x)
**Rage: More damage dealt (1.4×), More knockback dealt (1.5x)
**Gloom: Increased walk speed (1.7×), initial dash speed (2×), run speed (1.7x)
**Calm: Less knockback taken (0.6×) and damage taken (0.5×), higher shield health (2×)
* - Peach Blossom: Peach performs a dance, causing all of her enemies to fall asleep. The closer they are to her when she activates it, the more damage they will take and the longer they will slumber. Three giant peaches appear, healing 20%. This Final Smash fails to affect anyone outside the range of the screen borders.
== Bowser ==
* Bowser has universal armor against attacks with low knockback, known as Tough Guy.
* Bowser can crawl.
=== Special Moves ===
* - Fire Breath: Expels a stream of fire from his mouth. It gradually loses strength and range the longer it is used, but it will slowly regain its strength when not in use. It can be angled up or down, which can potentially intercept recovering opponents, although the flames at the very end of the stream do not cause flinching. It deals notoriously high damage; at close ranges it can potentially deal over 30% in a matter of seconds.
* + - Flying Slam: Grabs an opponent and then jumps with them into the air and backflips before belly-to-belly suplexing them onto the ground, causing an aesthetic explosion. Bowser spins around dramatically during the descent. It has a quick frame 6 startup and does strong vertical knockback that can KO at 130%, making it a deadly mixup tool in the air.
* + - Whirling Fortress: Withdraws into his shell and spins around rapidly, striking multiple times. In the air, it propels Bowser diagonally upwards, travelling impressive distance vertically and horizontally; the move can cover a greater distance via button mashing near the end of the move.
* + - Bowser Bomb: A Ground Pound. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is impossible to avoid if it connects. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first. Emits a shockwave upon landing and will break full shields if all of its grounded hitboxes connect. It will almost certainly cause a self-destruct if used off-stage due to its ending lag, though it can grab ledges if Bowser is near one.
* - Fury Bowser: Bowser transforms into Fury Bowser and teleports into the background for ten seconds, where he becomes impervious to attacks. Fury Bowser can shoot fireballs onto the stage from above, the fireballs exploding on impact with the ground and burning that area. After nine seconds, Fury Bowser will release one giant fireball coming down from the top of the screen, burning any opponents in the way.
== Yoshi ==
* Yoshi can crawl.
* Yoshi uses a Yoshi Egg as his shield instead of a bubble-like the rest of the cast. Rather than shrinking, his shield grows darker as it weakens, rendering him immune to shield stabbing.
* Yoshi possesses a special type of armor during the entire duration of his double jump that subtracts 120 units of knockback, with Yoshi not flinching at all if the result is negative, or otherwise only receiving the knockback difference.
=== Special Moves ===
* - Egg Lay: Swallows the opponent and traps them in a Yoshi Egg. When the opponent is trapped, they can escape by button mashing. They stay trapped longer the more damage they have. Upon escaping, opponents gain brief intangibility.
* + - Egg Roll: Encases himself in a large Yoshi Egg after a small hop, then rolls around the stage. Damage dealt is proportional to its momentum. Can jump once during the move. The attack has limited usage due to its predictable movement, slow startup and end lag, and lack of armor or disjoints. It does not deal damage until it first touches the ground. Can stall at the ledge if the control stick is not held towards it but does no damage when stationary. It can be canceled earlier by hitting the special button. Can move through shields.
* + - Egg Throw: Throws a Yoshi Egg that travels on a controllable, parabolic arc. When used in midair, the first three throws cause Fall Breaks that grant Yoshi significant vertical distance based on his current vertical momentum, with the largest possible jump being nearly as high as his double jump. After three uses in midair, it no longer grants upward momentum and Yoshi must land to recover this. A very effective projectile that can now bounce upon hitting the ground, which makes it a more versatile option.
* + - Yoshi Bomb: A Ground Pound that produces damaging stars upon landing. The attack deals a good amount of damage and has very little startup lag. Also, can go through soft platforms if the player holds down or is close to the platform on startup. Has increased shield damage; the grounded version can break a full shield if it is not stale and all hits connect on shield.
* - Dragon Yoshi: Yoshi grows wings allowing him to fly, rendering him invulnerable whilst in this state, and starts spewing fire. Pressing the special button will also allow him to shoot fireballs. If Yoshi remains standing for around 3-5 seconds, he starts spewing fire automatically similar to the Superspicy Curry.
== Samus ==
* Samus can wall jump.
* Samus possesses a tether attack and grab.
=== Special Moves ===
* - Charge Shot: Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. A non-fully charged Charge Shot has way less ending lag than its fully charged counterpart, allowing for follow-ups and combos at various percentages at the cost of less power.
* + - Missile: Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback.
* + - Screw Attack: Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line. 
* + - Bomb: Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time.
* - Zero Laser: Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash.
== Ganondorf ==
=== Special Moves ===
* - Warlock Punch: Winds up his left arm while charging dark magic for 70 frames and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage, at the cost of 10 frames more startup. It also receives a significant damage and knockback bonus if used in the air or rotated 180°, with these bonuses being stackable.
* + - Shadow Blade: Draws out his sword and, infusing it work dark magic, swings it forward in an uppercut. The sword also releases a shockwave forward. The special button can be held down to make the move stronger and the shockwave travel further, maximum range and power reached after three seconds. The move has a potent one-hit KO as early as 70% if the opponent is hit directly by the sword. 
* + - Dark Dive: Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion.
* + - Wizard's Foot: A dark magic-infused flying kick. On the ground, it has good damage that beats most weak projectiles and high knockback that KOs around 93% near the edge. In the air, Ganondorf flies diagonally downward and performs a powerful meteor smash during its startup, while its late hit launches opponents vertically instead. A small shockwave is formed around Ganondorf when he lands on the ground, which does a small amount of knockback.
* - Ganon, the Demon King: Uses the Triforce of Power to transform into Ganon, his boar-like demonic form for 12 seconds. In this form, he becomes invulnerable to knockback, and all his attacks gain elemental properties.
== Zelda ==
* Zelda can float for 2.5 seconds.
=== Special Moves ===
* - Nayru's Love: Creates a crystalline barrier around herself. The barrier deals damage and reflects projectiles with 25% more power and speed than they originally had.
* + - Din's Fire: Launches a magical fireball. It can be aimed up or down, and releasing the button causes it to explode. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance.
* + - Farore's Wind: Warps in a given direction. It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox but is much faster compared to it. It deals damage upon contact while disappearing and while reappearing. When combined with a jump, its travel distance is greatly increased. Its grounded disappearance has very high base knockback, very low knockback growth and launches at 91°, all of which enable it to combo easily into its reappearance when it is aimed upward. In comparison, its reappearance has a sweet spot near Zelda that has a decent damage output, high base knockback, and high knockback growth.
* + - Phantom Slash: Conjures a Phantom piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on the charge. When fully charged, the phantom will delay its attack for around a second and can KO middleweights at around 84% from the edge of Final Destination.
* - Light Arrow: Zelda pulls out a large magical bow and light arrow which she fires in a straight, horizontal line across the stage. It can strike multiple opponents, decreasing in damage and knockback with each successive target, with the first opponent being hit with enough knockback to one-hit KO Mario from the center of Final Destination. Launches opponents at a 45° angle.
== Kirby ==
* Kirby can perform 5 double jumps, tied with Jigglypuff and Meta Knight for most double jumps in the game.
=== Special Moves ===
* - Inhale: Inhales the opponent. It has a grabbox and can be held indefinitely. Upon Inhaling an opponent, Kirby can spit them out as a star to deal damage to them and any nearby opponents, copy their neutral special move, or walk around slowly and/or perform a short hop. However, the opponent can escape from Kirby's mouth via button mashing. Some characters will give Kirby a slight variation of their neutral special due to mechanics that would not work properly when copied, such as Luma Shot and Pikmin Pluck. When inhaling projectiles, Kirby will heal off a small amount of percentage, and when inhaling large projectiles, such as Samus's fully charged Charge Shot, it can be spat out as a star.
* + - Hammer Flip: The attack of the same name from the Hammer ability. It is chargeable and, when fully charged, Kirby's hammer will ignite and deal recoil damage. He can also slowly walk and jump while charging. When it is used in midair, Kirby will swing his hammer twice, with each hit being equally powerful.
* + - Final Cutter: The attack of the same name from the Cutter ability. It weakly meteor smashes any opponents he comes into contact with upon descending. The sword also emits a shockwave upon hitting a solid surface.
* + - Stone: The Stone Change (while Kirby is on the ground) and the Stone Smash (while Kirby is in the air) from the Stone ability. While transformed, Kirby gains armor that can withstand at least 25%, though he can be grabbed while transformed.
* - Morpho Knight: Kirby transforms into Morpho Knight Sword Kirby and teleports to the far-left side of the stage for ten seconds. Kirby becomes invincible during this state. Kirby automatically slashes his sword, causing fiery shockwaves to fly across the stage. During this state, the special button can be held down for a charged strike of the storm, causing a fiery tornado to move slowly across the stage for three seconds.
== Diddy Kong ==
* Diddy Kong can crawl, wall cling, and wall jump.
=== Special Moves ===
* - Peanut Popgun: Diddy Kong shoots a peanut from his Popgun. The peanuts have the property of items and can be caught and thrown. The peanuts also bounce off of opponents and solid surfaces, but they lose their hitbox afterward. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
* + - Monkey Flip: Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Once he has clung onto the opponent, he will continuously scratch them. During this time, he can perform an action depending on what button is pressed: pressing the attack or special move button will cause Diddy Kong to attack them with a double-handed cho and then leap away, while pressing the jump button will cause him to perform a pseudo footstool jump. If the attack or special button is pressed during the jump, Diddy Kong will attack with a flying kick instead of latching on to his opponent.
* + - Rocketbarrel Boost: Diddy Kong charges his rocket barrel pack from Donkey Kong 64 in a powerful attack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocket barrels before falling a huge distance while being unable to perform any action. Diddy Kong will also take recoil damage for hitting a surface.
* + - Banana Peel: Diddy Kong tosses a Banana Peel over his shoulder and into the air to have it fall onto the ground.
* - Hyper Rocketbarrel: Diddy Kong activates his Rocketbarrel Pack. Diddy Kong can fly around the stage. Hitting the special button during this state will make Diddy Kong shoot hit peanut popgun downward towards the ground, causing an explosion on contact.
== Fox ==
* Fox can wall jump.
=== Special Moves ===
* - Blaster: Takes his Blaster out of its holster and fires at the opponent. The Blaster's lasers are fired rapidly but do not make the opponent flinch and they lose power the farther they travel.
* + - Fox Illusion: Dashes forward at a blindingly fast speed, leaving behind afterimages. Fox will launch opponents at an upwards angle on contact.
* + - Fire Fox: Engulfs himself in an aura of flame before launching himself in a fiery tackle. Since this move is fire-based, it can detonate some items like Links' bombs. After the move ends, Fox becomes helpless.
* + - Reflector: Activates his Reflector, surrounding himself with a blue hexagonal energy field. All projectiles are deflected and do increased damage. The Reflector also damages nearby foes upon activation, weakly launching them at a semi-spike angle. After reflecting a projectile, Fox can jump, spot dodge or roll.
* - Team Star Fox: Upon activation, Fox shouts "It's go time!", with a large green reticle appearing in front of him. Three Arwings fly in a tight formation from behind the screen in the area where the reticle is located. Upon hit, a cinematic begins with Fox and his team flying in a group of Arwings, as Fox himself says, "Star Fox- fire at will!" (saying "This is the end for you, Wolf!" if he hits Wolf), as all of the members then fire lasers at the trapped opponents, damaging them heavily and launching them horizontally as the cutscene ends.
== Pit ==
* Pit can glide.
* Pit can perform 3 double jumps.
=== Special Moves ===
* - Palutena's Bow: Shoots a whitish sky blue, ethereal arrow from his Palutena Bow. The arrow can be aimed left, right, or directly upward while charging, and the arrow itself can be curved in any direction while flying, which make it very useful for edgeguarding and gimping.
* + - Upperdash Arm: Wields the Upperdash Arm to perform a dashing uppercut. Upperdash Arm also grants super armor during the dash, and reflects projectiles at 50°.
* + - Power of Flight: Soars through the air by using the Power of Flight. It covers a significant amount of distance, and the flight's direction can be angled in any way except downward, making it capable of being a purely vertical and nearly horizontal recovery option.
* + - Guardian Orbitars: Wields the Guardian Orbitars to create twin energy shields that protect his left and right sides. They reflect projectiles with 50% more power and 70% more speed than they originally had, and can block physical attacks.
* - Lightning Chariot: Calls for the Lightning Chariot, then jumps aboard it and flies off-screen. Afterwards, Pit says "Phos! Lux! Let's go!" and a player-controlled reticle will then appear on-screen. If the attack button is pressed, Pit will then command Phos and Lux to ram the Lightning Chariot into any opponents, which deals very high damage and knockback. Overall, the move functions very similarly to the Dragoon.
== Toon Link ==
* While Toon Link is standing still, walking, or crouching, any incoming projectiles that hit his Hero's Shield will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power.
* Toon Link can wall jump.
* Toon Link possesses a tether attack and grab.
=== Special Moves ===
* - Hero's Bow: Wields his Hero's Bow to fire an arrow. It can be charged up for more power and range. The arrows move much slower than the arrows that Link or Young Link fire. However, this also means that the arrows remain active for longer.
* + - Boomerang: Throws his Boomerang forward. It flies forward and then returns to Toon Link. On the way forward, it launches enemies vertically with low base knockback, and on the way back, it launches them towards Link with no base knockback but very high knockback growth. It can be angled up or down and inputting it like a smash attack increases its damage, as well as the distance it can travel.
* + - Spin Attack: Spins rapidly with the Master Sword outstretched. The grounded version is a series of outward slashes, whereas the aerial version is a series of inward slashes. The last hit of both versions has a horizontal launching angle.
* + - Bomb: Pulls out a Bomb.
* - Triforce Slash: Uses the Triforce of Courage to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Toon Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them and any bystanders.
== Ike ==
=== Special Moves ===
* - Eruption: Lifts Ragnell in front of himself in a two-handed reverse grip, and plunges it into the ground to produce a pillar of blue flames. It has transcendent priority and is chargeable, causing Ragnell to become engulfed in flames that become more prominent the longer it is charged. When reaching full charge level, it grants super armor and produces one additional flame pillar away from Ike, or two if held for the maximum duration, significantly increasing its horizontal range; however, it also deals 10% recoil damage to him in the process.
* + - Quick Draw: Kneels on one knee and readies himself to charge forward. If an opponent comes in range, Ike will perform a lunging outward slash. However, it has a high ending lag if no opponent comes in range. In midair, it renders Ike helpless if he does not hit an opponent, but can still function reliably as an alternate recovery option due to the long horizontal distance it provides when charged.
* + - Aether: Performs the Sol portion of Aether, which sees Ike throwing Ragnell directly upwards, causing it to spin before he leaps upward to grab Ragnell, perform a somersaulting series of slashes, then conclude with a descending slash. It covers a respectable amount of vertical distance, but almost no horizontal distance.
* + - Counter: Parries and then counterattacks against any incoming attacks with a reverse gripped downward slash while Ragnell is covered in blue flames. It is slow for a counterattack, but is among the strongest counterattacks in the game.
* - Great Aether: Performs an upward slash while Ragnell's blade is engulfed in flames. If any opponents are hit, they are launched upward and Ike throws Ragnell into the air along with them. He then leaps upward, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes alongside a thrust, a wheel kick, and a roundhouse kick. Ike then concludes the attack with a descending, two-handed slash that slams the opponent to the ground and creates a massive explosion upon impact. The explosion launches the opponent and any bystanders toward the upper blast line.
== Marth ==
=== Special Moves ===
* - Shield Breaker: Marth assumes a readying stance and charges Exalted Falchion at chest level before powerfully thrusting it forward. This attack deals massive shield damage even when uncharged, and will instantly break shields at full charge, although it can be safely perfect shielded.
* + - Dancing Blade: A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations.
* + - Dolphin Slash: Marth performs a high-speed jumping uppercut slash that can be B-reversed.
* + - Counter: Marth assumes a defensive stance and retaliates against incoming attacks. The power of the counterattack scales with the strength of the attack blocked.
* - Critical Hit: Marth raises Exalted Falchion skyward, then lunges in one direction, attacking the first opponent he connects. Pressing the special button again will cause him to stop mid-dash.
== Zero Suit Samus ==
* Zero Suit Samus can crawl and wall jump.
* Zero Suit Samus possesses a tether attack and grab.
=== Special Moves ===
* - Paralyzer: Assumes a kneeling position to fire a paralyzing energy blast from her weapon. It can be charged, which increases its damage output the duration of its paralysis but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage.
* + - Plasma Whip: Performs a kneeling lunge to unleash the Plasma Whip forward in a swirling motion. The whip hits repeatedly, while its sweetspot, which is located at the whip's tip, launches opponents away.
* + - Boost Kick: Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick.
* + - Flip Jump: A 720° Ce Kong Fan, a jumping technique used in contemporary Wushu. It can deal damage in two ways: upon contact at the end of the jump, or by pressing either the attack button or special button during the jump. Upon contact, Zero Suit Samus performs a footstool stomp, which buries grounded opponents and meteor smashes aerial opponents. Pressing the attack or special buttons makes her perform a diagonal flying kick.
* - Zero Laser: Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. A player-controlled crosshair then appears, and after a short amount of time (or when the attack button is pressed), the now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. At the end of the move, there is a brief pause, then one final burst is fired with enough power to launch opponents. Once the move concludes, Samus reverts to her Zero Suit and returns to her previous position.
== Rosalina ==
=== Special Moves ===
* - Luma Shot: Rosalina propels a luma forward with anti-gravity. It is chargeable, with a fully charged luma being invincible while traveling. The luma stops after hitting something or reaching the end of its travel path.
* + - Star Bits: Luma shoots 3 Star Bits forward, each at a different angle.
* + - Launch Star: Rosalina uses a multicolored Launch Star to propel herself into the air. It can be angled just before the ascent, making it capable of launching her at a purely vertical angle, a nearly horizontal angle, or a diagonal angle. Rosalina is rendered helpless after using the move.
* + - Gravitational Pull: Rosalina waves her wand around herself and the Star Cursor makes any nearby items or projectiles gravitate towards her. Gravitating projectiles come under Rosalina's ownership, which can result in projectiles damaging opponents who get too close. Any items that are pulled in, including those from special moves (such as Vegetable, Metal Blade, Gyro and Remote Bomb), will be automatically equipped, used, or consumed.
* - Observatory: Rosalina summons the Observatory, and she disappears into the background. Numerous Lunas start to appear and fight the opponents for ten seconds, each luma using basic attack moves and capable of double jumping. Up to five lumas can appear at one time, and each one is capable of being KO'd during this time. After one is KO'd, another one appears shortly afterwards.
== Meta Knight ==
* Meta Knight can perform 5 double jumps, tied with Kirby and Jigglypuff for most double jumps in the game.
* Meta Knight can glide. 
=== Special Moves ===
* - Mach Tornado: Spins rapidly to form a tornado around himself and slam into the opponent. Button mashing both increases the move's duration and makes Meta Knight ascend slightly; he can also move left and right.
* + - Drill Rush: Rushes forward to perform a corkscrewing thrust. The flight path can be maneuvered up or down, allowing it to function as a recovery option (although it will render him helpless) and drag opponents to the nearest blast zone. Meta Knight will also bounce backward or upwards if he lands the last hit on an opponent or onto the terrain.
* + - Shuttle Loop: Soars high into the air to perform an upward thrust, then swoops downward and ascends in a fast loop to perform a second upward thrust.
* + - Dimensional Cape: Wraps himself in his cape and teleports to the direction inputted. He is granted intangibility during the move's execution. Holding the attack/special button, however, will have him perform a very powerful slash upon reappearing. 
* - Cut in the Dark: Meta Knight swings his cape forward, the screen slowly turning dark, making it impossible to see after a few seconds. Any opponent hit with the cape will be unable to move. Then Meta Knight delivers a final slash that launches the opponent away.
== Issac ==
=== Special Moves ===
* - Move: Issac creates a hand-shaped energy field that travels forward in front of him, pushes foes away. This move doesn't inflict damage, but by holding the special button it can be charged; the more it's charged, the further it can travel.
* + - Lift: Issac creates two hand-shaped energy fields that grab nearby opponents, lifting them off the ground and inflicting damage by crushing them. Smashing the special button will inflict more damage before the opponent is slammed into the ground.
* + - Teleport: Issac charges up psynergy for a second before teleporting away (similar to Mewtwo), reappearing further away but with ending lag, leaving Issac vulnerable for a few seconds. If used in the air, he becomes vulnerable until landing on the ground. 
* + - Pound: Issac charges up energy for up to five seconds, a shadow appearing along the ground. The longer the special button is held, the further the attack can reach. Upon release, a fish-shaped energy field rushes down from the air, slamming the ground. If used in the air, or passed a cliff, the fist will keep going until it makes contact with the ground or moves off stage.
* - Sol Blade: Issac drawns out the Sol Blade and swings it forward. If it connects with an opponent, Issac will perform multiple slashes with the blade, ending in a much stronger slash that sends the launches the opponents away. Other opponents can be damaged if too close but won't be launched by the final slash.
== Robin ==
=== Special Moves ===
* - Thunder: Robin casts thunder magic from a Thunder tome. It is a chargeable projectile with distinct properties for each charge level:
* Thunder - a small, weak, and very short-ranged projectile.
* Elthunder - a small, fast projectile that traverses the entire stage, with decent damage and knockback.
* Arcthunder - Arcthunder is initially quite slow, but it accelerates over time. It explodes in a small X-shape on contact with an opponent.
* Thoron - a massive energy beam long enough to cover the entire stage, dealing multiple hits to anyone caught in it.
* + - Arcfire: Robin casts fire magic from an Arcfire tome. It creates a tiny fireball that travels diagonally downward from above Robin’s head and bursts into a pillar of flame on impact with an opponent or shield. Opponents trapped in the flame pillar take multiple hits and are pushed slightly upwards, and when the pillar expires, it explodes, dealing a fair amount of upward knockback.
* + - Elwind: Robin casts wind magic downward twice from the Elwind tome, which propels Robin a great distance upwards.
* + - Nosferatu: Robin casts Nosferatu on a nearby opponent to drain their health and heal Robin, while also dealing damage to other nearby opponents.
* - Pair Up: Summons Chrom via warp magic to pair up and attack. Chrom slashes the opponent upward into the air and then he and Robin relentlessly attack the opponent, with Chrom repeatedly slashing with his Falchion, while Robin casts thunder and fire magic, including Bolganone. After they finish their barrage, they perform a final simultaneous strike that spikes the opponent to the ground, which deals enough recoil to launch them towards the upper blast line.
== Midna ==
* Midna can perform 3 double jumps.
=== Special Moves ===
* - Shadow Wolf: Midna summons a shadow wolf to lunge forward and attack opponents. Holding the special button will charge up the attack and can be stored at full power. On release, the shadow wolf will deal more damage and launch much further.
* + - Hair-Hand: Her hair extends into a large hand, and she grabs hold of an opponent. On being grabbed, smashing the special button will inflict extra damage up to three times before the opponent is swung around, and then thrown behind Midna. The swing can deal damage to nearby opponents as well if they're too close, causing knockback.
* + - Twili Warp: Midna will disappear briefly into a dark void and reappear in a different spot depending on the direction of the control stick. Otherwise, she will warp directly upwards. In between the warp, she is incapable of being damaged or hit. 
* + - In the Shadows: Midna dives downward, hiding within the shadows on the ground. She is able to move in this state without being damaged, and holding the special button will allow her to stay there for longer (five seconds max). Releasing the special button will have Midna launch out of the ground in a pillar of darkness, launching any opponent caught in it upwards.
* - Twilight Princess: Midna transforms into her true form, the entire stage darkening. In this state, all her moves are enhanced in power, and have a darkened aura around them. This state lasts for eight seconds.
== Palutena ==
=== Special Moves ===
* - Autoreticle: Illuminates her staff's orb to aim a reticle over the opponent, and then fires three energy blasts at that location. It will only fire the blasts if nothing blocks her target, and if the opponent is within range and not intangible. The shots can lock, although due to the changes on locking, it has even less use to initiate combos.
* + - Explosive Flame: Creates a multi-hitting explosion approximately 4 character lengths away from herself.
* + - Warp: Disappears and then reappears in a chosen direction. It quickly covers both a respectable amount of vertical distance and a decent horizontal distance while rendering Palutena invisible.
* + - Reflect Barrier: Palutena uses her shield to retaliate against an opponent's attack. If a physical attack connects, Palutena will forcefully thrust her staff forward, creating a blast of light. If a projectile attack connects, she raises her shield to emit a rectangular barrier that reflects the projectile.
* - Black Hole Laser: Illuminates her staff's orb and twirls around repeatedly before firing a Black Hole from her staff's orb, after which she quickly retreats off-stage in order to fire a Mega Laser into the Black Hole.
== Lucario ==
* Lucario's moveset is affected by Aura. Each move lists the percentages according to Lucario's damage: 0%/65%/190%
* Lucario can crawl, wall cling, and wall jump
=== Special Moves ===
* - Aura Sphere: A chargeable, condensed sphere of Aura. Pressing the special button again will make Lucario fire the sphere. Its size scales with Aura and has a hitbox while charging. The charge can be cancelled into dodge, shield, and jump.
* + - Force Palm: Fires a stream of Aura. Its blast's range scales with Aura. If the opponent is close to Lucario, the move acts like a grab, with Lucario grabbing the opponent and then striking them with a palm thrust at point-blank range.
* + - Extreme Speed: Propels itself in a predetermined direction by blasting streams of Aura from its forepaws. Has a hitbox at the end of its animation, and upon crashing directly into a wall or the ground, Lucario will bounce. 
* + - Double Team: Performs a kata. If Lucario is attacked, it will disappear while emitting afterimages and then counterattacks with a flying kick. The direction Lucario kicks in can be controlled. Lucario will also aim above or below if it is hit accordingly. Unlike most counters, it does not scale based on the attack it counters; it scales based on Lucario's aura.
* - Aura Storm: Mega Evolves into Mega Lucario, then leaps up above the center of the stage, and firing a huge stream of Aura. Increases in power depending on Lucario's Aura.
== Eevee ==
=== Special Moves ===
* - Take Down: Eevee will lunge forward, ramming the opponent with its head.
* + - Quick Attack: After a brief charge of about 0.5 seconds, Eevee with rush forward, damaging opponents in the attack. It's similar to that of Fox's Fox Illusion move, but it launches the opponent backwards rather than upwards.
* + - Swift: Eevee flicks its tail, shooting a barrage of stars at an opponent upwards diagonally. In midair the move will shoot the stars downward diagonally instead. Eevee will gain a slight upwards boost when the move is used in the air, but only once until it grabs an edge or lands.
* + - Baton Pass: Eevee curls up, a small flash appearing before Eevee for a second. If Eevee is attacked, Eevee will switch places with the opponent, causing the opponent to trip upon landing. This move also works if Eevee is hit by a projectile (ex. Lucario's Aura Sphere): Eevee and the opponent will switch places over further distance. This move doesn't work with thrown projectiles, however.
* - Eeveelution: Eevee will close bright and rush forward. If the move connects with an opponent, a cutscene will begin: the opponent is in a Pokémon arena. Flareon, Jolteon, Vaporeon, Espeon, Umbreon, Leafeon, Glaceon, and Sylveon will appear around the opponent, and they all release an elemental-based attack at them, ending in a major explosion.
== Pokémon Trainer ==
* Squirtle can wall cling, and wall jump.
* Ivysaur and Squirtle can crawl.
* Charizard can perform 2 double jumps.
* Charizard can glide.
* Charizard continuously receives damage while swimming. It shares this trait with Incineroar, Sonic, and Inkling.
=== Special Moves ===
* + - Pokémon Change: The Pokemon Trainer calls back the Pokemon, and throws a Poke ball out to replace it: Squirtle for Ivysaur, then Ivysaur to Charizard, then Charizard to Squirtle.
* - Triple Finish: The Pokémon Trainer sends out Squirtle, Ivysaur, and Charizard, and all three Pokémon perform a combination attack involving powerful trapping attacks with long horizontal range.
==== Squirtle ====
* - Water Gun: Squirtle charges up, then spits out streams of water. The water does not deal damage or cause flinching, serving only to push opponents, similarly to Mario's F.L.U.D.D. The move can be charged for up to around one second. The charging can be cancelled by either pressing the special button, which uses the move at its current charge, or by jumping, shielding, or rolling, all of which preserve the current charge. The charge is still preserved when switching to another Pokémon but is lost upon being KO'd as Squirtle. The longer the move is charged, the more water is sprayed and the further it will travel, increasing the move's effectiveness.
* + - Withdraw: Squirtle retreats into its shell and slides across the stage at high speed. If it hits a wall, it will continue sliding in the opposite direction; if it hits an opponent, it bounces out of its shell and the move ends.
* + - Waterfall: Squirtle creates a wave of water and rides it upwards. The attack deals multiple hits, and is difficult to interrupt as a recovery move, as the hitbox is large, disjointed, and directly in front of Squirtle. The movement direction of the move can be slightly altered with the control stick to be more vertical or more horizontal. Squirtle becomes helpless after using this move.
==== Ivysaur ====
* - Bullet Seed: Ivysaur sends a barrage of seeds ascending from its bulb. Ivysaur will continue to use the move as long the special button is held, it can be held for up to 2 seconds. The seeds deal less damage the further they travel before hitting.
* + - Razor Leaf: Ivysaur flings a single spinning leaf forward as a projectile, which can hit multiple opponents.
* + - Vine Whip: Ivysaur whips a vine diagonally upwards. The move functions as a tether recovery, and does not cause helplessness. The vine can be angled diagonally forward by holding the directional input forward, and will otherwise aim upwards. Ivysaur will gain a slight upwards boost when the move is used in the air, but only once until it grabs an edge or lands. 
==== Charizard ====
* - Flamethrower: Expels a stream of flames from its mouth, almost identically to Fire Breath. Flamethrower remains active as long as the user holds down the B button, but its power and range gradually decreases with prolonged or continuous use. It can also be angled slightly up or down.
* + - Flare Blitz: A flaming corkscrew tackle that also hurts Charizard. It also grants heavy armor on frames 23-53 that sustains 15%. It deals 5% of recoil damage upon activation and an additional 5% on contact, and contains extreme amounts of cooldown, enabling opponents to punish it out of shield just as hard.
* + - Fly: Flies upward in a corkscrewing motion. Fly covers an average amount of vertical distance.
== Greninja ==
* Greninja can crawl, wall cling, and wall jump.
=== Special Moves ===
* - Water Shurikun: Uses Water Shuriken, which can be charged. Depending on how long the move is charged, the shuriken will be larger and do more damage, however the speed and distance will decrease as a result. At full charge, it hits multiple times and can kill with a Shadow Sneak follow-up at low and medium percents.
* + - Shadow Sneak: Greninja moves its shadow along the ground; the way the shadow moves is relative to Greninja's position, and it can be moved further or closer to change how far Greninja teleports. After a short time or when the special button is released, Greninja disappears briefly, then reappears at its shadow while performing either a flip kick forwards or a stronger kick backwards (depending on control stick direction) to attack. While performing Shadow Sneak, Greninja cannot run, attack, grab, dodge or shield. However, it can walk slowly, jump and taunt.
* + - Hydro Pump: Uses Hydro Pump to propel itself in the inputted direction; it can be used twice. Each shot has a windbox effect that pushes opponents. 
* + - Substitute: Does a pose, and if anyone hits it while posing, Greninja will temporarily disappear, get replaced by a wooden log or a Substitute doll, and then appear behind the opponent and strike them.
* - Secret Ninja Attack: Turns into Ash-Greninja and attacks the opponent with a mat. If an opponent is caught in the mat, Greninja will send them up into the air and strike the opponent repeatedly in midair with its kunai, before slamming them down with a final hit.
== Villager ==
* Villager can wall jump.
=== Special Moves ===
* - Pocket: Villager grabs a nearby projectile or item, stowing it away; using the move again will release the projectile or item with greatly increased damage and knockback, acting as a delayed reflector. Villager is granted brief intangibility during the first few frames of this move. Any pocketed items or projectiles are shown in a little display above the damage meter.
* + - Lloid Rocket: Launches the Gyroid Lloid sideways as a relatively slow projectile. Villager can choose to ride on it, which increases the damage and knockback dealt. Using the move in this fashion leaves Villager helpless after disembarking unless the rocket explodes from hitting an opponent or damageable object. Additionally, if the Lloid hits a wall, runs out of fuel, or is hit by a strong enough move, it will explode much more powerfully than normal, doing high flame damage and knockback.
* + - Balloon Trip: Villager dons a helmet with two balloons (both of a set color determined by the player's number) attached to it. Rapidly tapping or holding the special button will cause Villager to flap their arms and gain height, while not pressing the button will cause them to lose height. Tapping the special button less rapidly will cause them to float at a constant height. Holding a direction while it is active results in Villager travelling in said direction. After a few seconds (or by pressing the standard attack button), the balloons will detach from Villager.
* + - Timber: A move of 3 different attacks in order, where Villager plants, waters, and chops down a tree, which hits opponents as it falls, even bouncing off near edges to lower areas. However, the tree can be destroyed by other characters and is a fairly slow move to use altogether - using the move once only advances through one of the four stages (plant, water, first chop, second chop), so completing the attack takes four total usages in the same location. The tree itself is extremely powerful, even as it grows. The ax can be swung during the chop stages regardless of distance from the tree, as long as that Villager's grown tree currently exists on the map.
* - Dream House: When activated, Tom Nook and the Nooklings come and build a house, trapping opponents that got caught in the Final Smash. Once the house is completed, it explodes, doing high knockback and damage.
== Olimar ==
== Shulk ==
== Dillon ==
== Wii Fit Trainer ==
== Knuckle Joe ==
== Inkling ==
= Unlockable Fighters =
= Downloadable Content Fighters =
*