Super Smash Bros. Supporters

Super Smash Bros. Supporters is an entry in the famous Super Smash Bros. series. In it, players are able to control several famous video game characters, Nintendo or not, as they all engage in a brawl and a melee of ultimate proportions. New to this game, however, are characters that help out fighters, either directly or indirectly.
==Gameplay==
Super Smash Bros. Supporters utilizes elements from the rest of the series. The default fighting style consists of the use of two buttons for attacking plus directional input and whether or not the character is in the air. Rather than emptying a health bar, players rack up damage on an opponent. The more damage an opponent has, the more they're knocked back from attacks. And the ultimate goal is to knock players out by sending them flying off either edge of the screen.
===Supporters===
New to this game are the titular Supporters. Supporters are optional characters that players can select that act as assistants to those that pick them. There are four types of Supporters, Boosters, Offensive, Defensive, and Transport. Supporters typically show up upon unique conditions that vary depending on the supporter chosen.
*Boosters tend to provide some kind of item to the character that owns them.
*Offensive tend to either augment a smasher's attack or fight alongside said smasher.
*Defensive tend to aid the smasher by either disrupting an opponent's combo, or by taking an opponent's hit instead of the smasher's.
*Transport tend to maneuver the smasher around the arena based on certain conditions.
==Characters==
===Newcomers===
Newcomers	Newcomers
 	
Name: Ninetales
Debut: Pokémon Red/Blue (1996)
Ninetales is the beautiful, fox-like Pokémon originating from Kanto. Despite her beauty, she's known to be very dangerous, known to take control of an individual, and to curse those that touch its tails. It demonstrates similar deadliness in battle. 
Though it isn't known to curse foes, it does exhibit bites, painful tail slaps, burning smash attacks, and an overall powerful sense of arena control, overwhelming foes unfortunate enough to get too close to it.
Neutral Special: Will-O-Wisp - Ninetales spreads her tails around herself, each tip pointed out in front of her. Then, from her tails, she emits three blue fireballs, which quickly converge into one a short distance in front of her to form a big fireball, that travel forwards a little bit. In the split second Ninetales spread her tails, players can input up/down to angle the fireball. The fireball is a fairly dangerous projectile to be hit by, for, upon colliding with an opponent, it stops in midair, the damage pulling players towards the center to try and keep damaging them. The fireball travels about 3x the length of a dash attack, and if it hits someone and stops, it'll linger for about 2.3 seconds
Side Special: Feint Attack - Ninetales suddenly rushes forwards a fair distance, mouth wide open as she appears to be approaching an opponent to clamp down on them. If players don't input anything else, she'll simply lunge forwards about 1.75x the length of a dash attack. However, if players press the special button mid-charge, she'll suddenly jump, completing her ascent towards the destination of her jump, flipping throughout the jump and ending her arc by sweeping her tails downwards, dealing fire damage to whoever she hits and meteor smashing any airborne enemy. This serves well as a horizontal recovery. 
Up Special: Fire Spin - If done on the floor, she begins by igniting her nine tails at once. Then, she'll spin in a circle, waving her tails outwards as she puts on an elegant fire storm, intent on pulling foes in for maximum damage. If players wait the attack out, they'll immediately be able to attack the enemy and potentially wear them down. If players press the special button again while she does this, she'll flick them all outwards, pushing any captured foe away, and also generating some wind that pushes enemies and items away. If done in the air, her tails are ignited, and then she twirls them, elegantly soaring upwards as her tails leave behind a beautiful trail of fire, her traveling upwards a fair distance and damaging foes that are too close to her. If players wait it out, they'll travel up as high as possible for her (about the length of a double jump). If players press the special button again before that point, she'll flick her tails upwards, sending up a fiery cyclone, which is good for dragging opponents upwards and dealing quite a bit of damage.
Down Special: Inferno - If players simply tap the button, Ninetales flicks her tails up into the air, then slams them upon the ground, producing light smoke and lightly damaging foes that are too close. If players hold the special, she'll hold her tails in the air and begin to ignite them one by one, all 9 being lit after 3 seconds. Depending on how many are lit, if players release the button, she'll slam her tails down, producing an explosion that gets bigger for each 3 tails are ignited. If players time this right, they might be able to use this as a juggle finisher, knocking foes away long enough to prepare it and launch them.
Final Smash: Fire Blast - The camera zooms in on Ninetales as her eyes glow a wicked red color. Her tails suddenly move gracefully, their tips ignited. The tails draw a kanji in the air, 大. The symbol is drawn to be twice as tall as Ninetales herself. Then, the camera goes back to normal position as her tails go back into position, and she elegantly sends the kanji forwards, it rocketing forwards at high speeds. If it collides with an opponent, a ball of fire suddenly forms around it as it stops (its diameter being about a dash attack long), the fire trapping foes in range and dealing tons of damage to them, before eventually dissipating and launching those captured away.	
Neutral Special: Will-O-Wisp - Ninetales spreads her tails around herself, each tip pointed out in front of her. Then, from her tails, she emits three blue fireballs, which quickly converge into one a short distance in front of her to form a big fireball, that travel forwards a little bit. In the split second Ninetales spread her tails, players can input up/down to angle the fireball. The fireball is a fairly dangerous projectile to be hit by, for, upon colliding with an opponent, it stops in midair, the damage pulling players towards the center to try and keep damaging them. The fireball travels about 3x the length of a dash attack, and if it hits someone and stops, it'll linger for about 2.3 seconds
Side Special: Feint Attack - Ninetales suddenly rushes forwards a fair distance, mouth wide open as she appears to be approaching an opponent to clamp down on them. If players don't input anything else, she'll simply lunge forwards about 1.75x the length of a dash attack. However, if players press the special button mid-charge, she'll suddenly jump, completing her ascent towards the destination of her jump, flipping throughout the jump and ending her arc by sweeping her tails downwards, dealing fire damage to whoever she hits and meteor smashing any airborne enemy. This serves well as a horizontal recovery. 
Up Special: Fire Spin - If done on the floor, she begins by igniting her nine tails at once. Then, she'll spin in a circle, waving her tails outwards as she puts on an elegant fire storm, intent on pulling foes in for maximum damage. If players wait the attack out, they'll immediately be able to attack the enemy and potentially wear them down. If players press the special button again while she does this, she'll flick them all outwards, pushing any captured foe away, and also generating some wind that pushes enemies and items away. If done in the air, her tails are ignited, and then she twirls them, elegantly soaring upwards as her tails leave behind a beautiful trail of fire, her traveling upwards a fair distance and damaging foes that are too close to her. If players wait it out, they'll travel up as high as possible for her (about the length of a double jump). If players press the special button again before that point, she'll flick her tails upwards, sending up a fiery cyclone, which is good for dragging opponents upwards and dealing quite a bit of damage.
Down Special: Inferno - If players simply tap the button, Ninetales flicks her tails up into the air, then slams them upon the ground, producing light smoke and lightly damaging foes that are too close. If players hold the special, she'll hold her tails in the air and begin to ignite them one by one, all 9 being lit after 3 seconds. Depending on how many are lit, if players release the button, she'll slam her tails down, producing an explosion that gets bigger for each 3 tails are ignited. If players time this right, they might be able to use this as a juggle finisher, knocking foes away long enough to prepare it and launch them.
Final Smash: Fire Blast - The camera zooms in on Ninetales as her eyes glow a wicked red color. Her tails suddenly move gracefully, their tips ignited. The tails draw a kanji in the air, 大. The symbol is drawn to be twice as tall as Ninetales herself. Then, the camera goes back to normal position as her tails go back into position, and she elegantly sends the kanji forwards, it rocketing forwards at high speeds. If it collides with an opponent, a ball of fire suddenly forms around it as it stops (its diameter being about a dash attack long), the fire trapping foes in range and dealing tons of damage to them, before eventually dissipating and launching those captured away.
 	
Name: Midna
Debut: The Legend of Zelda: Twilight Princess (2006)
Midna rules over the Twilight Realm, a realm which now hosts the descendants of those that were exiled to it. At least, she used to. Suddenly, Zant came in and usurped her from her throne. After that, she decided to work with Link in order to eventually defeat Zant and reclaim her throne. 
In battle, she's very floaty, wields range and power, but her attacks are fairly slow. Most attacks involve her winding up her hair-fist to strike foes in the proper direction players input, while also using quicker kicks for certain attacks. Her grapple also has a fairly large range, also functioning as a tether recovery.
Neutral Special: Energy Field – Midna enters a standstill, as a red circle begins to expand out from her, slowly expanding in diameter until either the special button is released or its radius gets as long as 1.2x the length of a dash attack. If an enemy is within the circle, they’ll suddenly get coated in red energy and stunned for a bit. If the circle stops expanding (either it gets big enough or the special button is released), it’ll vanish, and Midna will suddenly dash towards those covered in red energy to nail them with a powerful kick at each dash. 
Side Special: Twili Wolf – A portal forms underneath her, spawning a twili wolf from it. If players tap the button, it’ll simply form without her on it. If players do press the special button, she’ll sit on the wolf’s back. Either way, once it’s formed, it’ll suddenly lunge forwards a fair distance. If it manages to clamp its jaws on an opponent, it’ll then lunge its head upwards before wrenching it downwards to have it slam the opponent down on the ground. This is especially harmful in the air, for once it clamps upon an opponent, it’ll dive downwards with the enemy in their grip (though captured foes are able to struggle out of its grip).
Up Special: Twili Warp – Midna suddenly dissolves into a bunch of black pixels. She then dashes in an upwards direction, unless players input directions mid-dash to adjust her angle. If she runs into a foe in her path, she dashes through them and deals light damage. She travels about 1.75x the length of a dash attack. At any point, players can press the special button to have her materialize and unleash a short range blast of twili energy that’ll deal a fair amount of damage to who’s in range.
Down Special: Twilight Impaler – Midna’s hair turns red and splits into three tips. Then, each tip thrust forwards in front of her, the tips coming together to form a spear-like head. The spear will stretch forwards and slightly upwards. If it manages to collide with a surface, the hair will pull Midna up to it so she can propel herself upwards. Similarly, if the hair collides with an enemy, they’ll be stuck to the tip, before they’re suddenly pulled up to Midna and swiftly uppercutted via a kick. 
Final Smash: Fused Shadows - The Fused Shadows suddenly float around Midna, before they clamp down on her head. She seems to convulse and shake, until twilight magic radiates about her, and she expands, forming into a great big, shadowy creature. It seems to have a head shaped like the Fused Shadow, the body appears arachnid-like, except it boasts six Midna-like arms that seem to function like legs. It suddenly pulls out a giant spear, holds it overhead, and slams the tip down onto the ground in front of it, dealing heavy damage to those stabbed the spear, before a twilight explosion radiates around where she stabbed.	
Neutral Special: Energy Field – Midna enters a standstill, as a red circle begins to expand out from her, slowly expanding in diameter until either the special button is released or its radius gets as long as 1.2x the length of a dash attack. If an enemy is within the circle, they’ll suddenly get coated in red energy and stunned for a bit. If the circle stops expanding (either it gets big enough or the special button is released), it’ll vanish, and Midna will suddenly dash towards those covered in red energy to nail them with a powerful kick at each dash. 
Side Special: Twili Wolf – A portal forms underneath her, spawning a twili wolf from it. If players tap the button, it’ll simply form without her on it. If players do press the special button, she’ll sit on the wolf’s back. Either way, once it’s formed, it’ll suddenly lunge forwards a fair distance. If it manages to clamp its jaws on an opponent, it’ll then lunge its head upwards before wrenching it downwards to have it slam the opponent down on the ground. This is especially harmful in the air, for once it clamps upon an opponent, it’ll dive downwards with the enemy in their grip (though captured foes are able to struggle out of its grip).
Up Special: Twili Warp – Midna suddenly dissolves into a bunch of black pixels. She then dashes in an upwards direction, unless players input directions mid-dash to adjust her angle. If she runs into a foe in her path, she dashes through them and deals light damage. She travels about 1.75x the length of a dash attack. At any point, players can press the special button to have her materialize and unleash a short range blast of twili energy that’ll deal a fair amount of damage to who’s in range.
Down Special: Twilight Impaler – Midna’s hair turns red and splits into three tips. Then, each tip thrust forwards in front of her, the tips coming together to form a spear-like head. The spear will stretch forwards and slightly upwards. If it manages to collide with a surface, the hair will pull Midna up to it so she can propel herself upwards. Similarly, if the hair collides with an enemy, they’ll be stuck to the tip, before they’re suddenly pulled up to Midna and swiftly uppercutted via a kick. 
Final Smash: Fused Shadows - The Fused Shadows suddenly float around Midna, before they clamp down on her head. She seems to convulse and shake, until twilight magic radiates about her, and she expands, forming into a great big, shadowy creature. It seems to have a head shaped like the Fused Shadow, the body appears arachnid-like, except it boasts six Midna-like arms that seem to function like legs. It suddenly pulls out a giant spear, holds it overhead, and slams the tip down onto the ground in front of it, dealing heavy damage to those stabbed the spear, before a twilight explosion radiates around where she stabbed.
 	
Name: Tiki
Debut: Fire Emblem: Mystery of the Emblem (1994)
Tiki is the princess of the divine dragon tribe, and is said to wield a tremendous amount of power, to the point where her mother, Naga, ha her sealed up out of fear that she may lose her sanity and destroy humankind. Throughout history, she'd awaken and aid the continent, forced to live beyond those she comes to know, and being able to speak to Naga. 
In Smash Bros, Tiki takes after her adolescent appearance, and wields her divinestone in battle. Her many attacks have a divine sparkle to her attacks, involving a clawing jab attack, smack-motions with forward tilts, smacks over her head with up tilts, and so on and so forth. With the divinestone, she also wields the power to turn into a dragon, which allows her to summon up wings for multiple midair jumps, use her wings to strike those behind her, summon up a dragon claw to slash whoever's in front of her with a forward smash, an overhead claw slash with an up smash, and a tail swing that spins behind and in front of her with a down smash. She's a lightweight, yet is very fast, and her divinestone allows for a lot of power (though with some lag before the harder swings).
Neutral Special: Breath of Fog - For a moment, Tiki takes the shape of her mighty dragon, flapping her wings and hovering over the ground. While draconic, she rears her head back, and exhales forth a cloud of dust that covers the ground in front of her, the dust forming a damaging fog. Those that remain in it will be repeatedly damaged, which is especially good if players can keep foes in this fog.
Side Special: Divine Judgement - Tiki's arms takes the form of a dragon claw, with which she swings her arms forwards in an uppercut fashion, her claws slicing foes and batting them into the air. This serves as a painful strike, and as a good combo starter, in that foes are rendered airborne and vulnerable to juggling.
Up Special: Divine Rise - Tiki momentarily bears the wings of the divine dragon, and she lunges up into the air, a blazing aura surrounding her as she ascends. Those that are too close will be burned up and repelled. Tiki also has a bit of super-armor as she ascends, powering through most attacks.
Down Special: Flametongue - Tiki momentarily takes the form of her mighty dragon, her head rearing back. She keeps charging until players press the special button again. Depending on the charge, Tiki will unleash a powerful jet of flame, which, depending on the charge, covers a fairly large horizontal area, dealing repeated damage to whoever's in the fire.
Final Smash: Wrath of the Divine - Tiki summons her divine wings, and flaps them in front of her, producing a windy shockwave that intends to capture foes. If the shockwave does hit a foe, Tiki will transform into her full divine dragon form, becoming extremely large for the unfortunate foes. She swipes her claws through the prey several times, leaving them to linger in the air as she stops swiping and takes in a breath. Then, she pounds the captured foes with a powerful, golden breath attack, knocking the captured foes away.	
Neutral Special: Breath of Fog - For a moment, Tiki takes the shape of her mighty dragon, flapping her wings and hovering over the ground. While draconic, she rears her head back, and exhales forth a cloud of dust that covers the ground in front of her, the dust forming a damaging fog. Those that remain in it will be repeatedly damaged, which is especially good if players can keep foes in this fog.
Side Special: Divine Judgement - Tiki's arms takes the form of a dragon claw, with which she swings her arms forwards in an uppercut fashion, her claws slicing foes and batting them into the air. This serves as a painful strike, and as a good combo starter, in that foes are rendered airborne and vulnerable to juggling.
Up Special: Divine Rise - Tiki momentarily bears the wings of the divine dragon, and she lunges up into the air, a blazing aura surrounding her as she ascends. Those that are too close will be burned up and repelled. Tiki also has a bit of super-armor as she ascends, powering through most attacks.
Down Special: Flametongue - Tiki momentarily takes the form of her mighty dragon, her head rearing back. She keeps charging until players press the special button again. Depending on the charge, Tiki will unleash a powerful jet of flame, which, depending on the charge, covers a fairly large horizontal area, dealing repeated damage to whoever's in the fire.
Final Smash: Wrath of the Divine - Tiki summons her divine wings, and flaps them in front of her, producing a windy shockwave that intends to capture foes. If the shockwave does hit a foe, Tiki will transform into her full divine dragon form, becoming extremely large for the unfortunate foes. She swipes her claws through the prey several times, leaving them to linger in the air as she stops swiping and takes in a breath. Then, she pounds the captured foes with a powerful, golden breath attack, knocking the captured foes away.
 	
Name: Marx
Debut: Kirby Super Star (1996)
Marx is the nefarious jester that just loves causing mayhem! He initially appears as a worried citizen when the sun and moon starts fighting, though he possessed knowledge on summoning Nova to wish to wish for them to stop. Unfortunately, after Kirby summoned Nova, Marx revealed that he was the one that got the sun and moon to fight, all so he could get Kirby to summon up Nova and give him the chance to wish for complete domination of Popstar. Though, Kirby was able to stop the evil imp, and free Popstar from Marx's grip! Now, he shows up in Smash to try to make his wishes come true with his own hands! 
Marx is a lightweight foe, wielding wings with which he can have 4 midair jumps. He has average ground speed, kicks and whips his wings around with certain attacks, and uses his wings in the air for several aerial attacks. With his wings, he's able to cover a fair amount of area, which is good for crowd control. In addition with his other specials, he is very good at controlling the field, so try to distance foes and finish them off with just the right smash attacks.
Neutral Special: Blackhole - Marx clenches his wings around himself, pausing for a moment (while maintaining previous momentum), before his body suddenly splits in two, a dark orb appearing where he was. This orb suddenly forms a dark vortex that pulls those that are too close into it, dealing a fair amount of damage to them before the vortex spits them out towards the ground, dealing a fair bit of throw damage. Be ware of the decently long startup time, and the range (which is slightly larger than Marx's body).
Side Special: Many Arrows - A chargeable attack. Upon pressing, he'll tense up, his body blinking as he charges. Once players press the special button again, or once 3 seconds pass, he'll suddenly dash forwards a little, before releasing a storm of arrow-shaped projectiles forwards, the amount of projectiles sent varying depending on how long the special charged.
Up Special: Hide and Seek - Marx will suddenly melt into a shadow-y circle, it hovering right beneath Marx's feet (even if this move is used in the air). The puddle of darkness will hover on the same level as Marx (as in, it won't descend), and players will be able to input left and right directions to move the puddle left and right respectively. After about 3 seconds, or if players release the special button, Marx will suddenly spring up from the puddle, uppercutting foes that are too close, before going into a free fall.
Down Special: Rosy Thorns - Upon pressing, Marx's cheeks expand briefly, before he shooting a seed down into the ground below him. After this, pressing the special button again, or waiting for around 6 seconds, from where he spat the seed, a fairly large branch of rose thorns sprouts from the ground, skewering foes that are too close and launching those directly on top of them high upwards. The branch will disappear after 1 second.
Final Smash: Nova Beam - Marx's cheeks puff up and his whole body seems to quiver, as if he's physically struggling to contain something. After a short charge up, his mouth suddenly shoots open, and a beam slightly taller than his whole body erupts forth, the beam coming out fast and essentially going all the way to the end of the screen. Those that are struck by the beam are dealt a monstrous amount of damage, before the beam stops and the opponents hit by the beam are launched.	
Neutral Special: Blackhole - Marx clenches his wings around himself, pausing for a moment (while maintaining previous momentum), before his body suddenly splits in two, a dark orb appearing where he was. This orb suddenly forms a dark vortex that pulls those that are too close into it, dealing a fair amount of damage to them before the vortex spits them out towards the ground, dealing a fair bit of throw damage. Be ware of the decently long startup time, and the range (which is slightly larger than Marx's body).
Side Special: Many Arrows - A chargeable attack. Upon pressing, he'll tense up, his body blinking as he charges. Once players press the special button again, or once 3 seconds pass, he'll suddenly dash forwards a little, before releasing a storm of arrow-shaped projectiles forwards, the amount of projectiles sent varying depending on how long the special charged.
Up Special: Hide and Seek - Marx will suddenly melt into a shadow-y circle, it hovering right beneath Marx's feet (even if this move is used in the air). The puddle of darkness will hover on the same level as Marx (as in, it won't descend), and players will be able to input left and right directions to move the puddle left and right respectively. After about 3 seconds, or if players release the special button, Marx will suddenly spring up from the puddle, uppercutting foes that are too close, before going into a free fall.
Down Special: Rosy Thorns - Upon pressing, Marx's cheeks expand briefly, before he shooting a seed down into the ground below him. After this, pressing the special button again, or waiting for around 6 seconds, from where he spat the seed, a fairly large branch of rose thorns sprouts from the ground, skewering foes that are too close and launching those directly on top of them high upwards. The branch will disappear after 1 second.
Final Smash: Nova Beam - Marx's cheeks puff up and his whole body seems to quiver, as if he's physically struggling to contain something. After a short charge up, his mouth suddenly shoots open, and a beam slightly taller than his whole body erupts forth, the beam coming out fast and essentially going all the way to the end of the screen. Those that are struck by the beam are dealt a monstrous amount of damage, before the beam stops and the opponents hit by the beam are launched.
 	
Name: Bandana Dee
Debut: Kirby Super Star (1996)
Bandana Dee is a fiercely dedicated member of King Dedede's army, taking up arms and serving as his righthand man and often carrying out his orders. As the King's disposition changed, so too did his, and so he also slowly became Kirby's friend as well. On top of that, he's often seen participating in various activities other members of Dedede's army participated in, from the Megaton Punch to the Battle Royals. In Smash, he summons up his determination to pierce through the enemy! 
In battle, Bandana Dee is a lightweight, and has 4 additional midair jumps. His attacks also come out scarily fast, while also covering a fair area around himself with jabs and tilts. Forward Smashes have him repeatedly jab his spear in front of him before finishing with a powerful lunge. His up smash has him swing his spear, spearhead first, overhead in an arc. And his down smash has him spin in a circle, spearhead stretched out with the intent of keeping foes distanced. Rely on distancing foes with his various specials before finishing foes with a well timed throw/aerial.
Neutral Special: Spear Throw - A special that can be held. By simply tapping it, Bandana Dee throws his spear in an arc, it piercing through foes, making it able to damage multiple foes. By holding it, players can have Bandana Dee throw more spears, a max charge allowing him to throw three, each having their own arc and covering their own area.
Side Special: Pinpoint Thrust - Bandana Dee rears back for a moment, sporting a glint in his eye. Once he pulls it far enough back, he suddenly shoves the spear forwards farther than any other of his attacks, it covering a fair distance. Those that are about at the shaft will be dealt a little damage, whereas those struck by the head of the spear are dealt significantly more damage and knockback.
Up Special: Spear Copter - A chargeable special. By tapping it, Bandana Dee will twirl his spear overhead with enough force to propel himself upwards a fair distance. Charging it will allow players to direct it for a short time post initial liftoff, which means players can have Bandana Dee fly to and fro depending on player input. Foes struck by the spear as it rotates will receive a minor bit of damage, though the spear is good at juggling airborne foes.
Down Special: Moon Drop - If done on the ground, Bandana Dee will suddenly leap forwards and upwards a little bit, before yanking his spear out and entering a downwards descent, spearhead pointed downwards, hopefully striking foes below and dragging them down with him. The spear itself doesn't deal a lot of damage, though the slam down deals more damage and knockback. When done in the air, he'll simply go into a downwards charge from wherever he is.
Final Smash: Megaton Punch - Time seems to stop, and Bandana Dee places his spear on his back. Then, he gets into a crouch and raises a fist overhead. In rapid succession, a bar spawns beside him and automatically fills up before disappearing, twin green crosshairs appear and line up on the ground beneath him, and an orange pendulum seems to wave overhead before stopping directly over him. Once that happens, he suddenly plunges his fist into the ground beneath, producing a sizable shockwave around him that deals significant damage and knockback to whoever's too close. If an enemy's caught by his fist as he lunges downwards, they'll be dealt much more damage and thus launched farther.	
Neutral Special: Spear Throw - A special that can be held. By simply tapping it, Bandana Dee throws his spear in an arc, it piercing through foes, making it able to damage multiple foes. By holding it, players can have Bandana Dee throw more spears, a max charge allowing him to throw three, each having their own arc and covering their own area.
Side Special: Pinpoint Thrust - Bandana Dee rears back for a moment, sporting a glint in his eye. Once he pulls it far enough back, he suddenly shoves the spear forwards farther than any other of his attacks, it covering a fair distance. Those that are about at the shaft will be dealt a little damage, whereas those struck by the head of the spear are dealt significantly more damage and knockback.
Up Special: Spear Copter - A chargeable special. By tapping it, Bandana Dee will twirl his spear overhead with enough force to propel himself upwards a fair distance. Charging it will allow players to direct it for a short time post initial liftoff, which means players can have Bandana Dee fly to and fro depending on player input. Foes struck by the spear as it rotates will receive a minor bit of damage, though the spear is good at juggling airborne foes.
Down Special: Moon Drop - If done on the ground, Bandana Dee will suddenly leap forwards and upwards a little bit, before yanking his spear out and entering a downwards descent, spearhead pointed downwards, hopefully striking foes below and dragging them down with him. The spear itself doesn't deal a lot of damage, though the slam down deals more damage and knockback. When done in the air, he'll simply go into a downwards charge from wherever he is.
Final Smash: Megaton Punch - Time seems to stop, and Bandana Dee places his spear on his back. Then, he gets into a crouch and raises a fist overhead. In rapid succession, a bar spawns beside him and automatically fills up before disappearing, twin green crosshairs appear and line up on the ground beneath him, and an orange pendulum seems to wave overhead before stopping directly over him. Once that happens, he suddenly plunges his fist into the ground beneath, producing a sizable shockwave around him that deals significant damage and knockback to whoever's too close. If an enemy's caught by his fist as he lunges downwards, they'll be dealt much more damage and thus launched farther.
 	
Name: Vaati
Debut: Legend of Zelda: Four Sword (2002)
Vaati is a dreadful wind sorcerer that once studied under the Minish Ezlo. During his studies, he soon became infatuated with power and the forces of evil. So, learning about the Light Force, a source of unlimited magical power, he decided to venture out and take that for himself. During this, he released monsters onto the world, turned many to stone, and eventually manages to take some of the Light Force's power, though is ultimately beaten by the forces of good. Vaati exists as a force of evil, intent on getting the power he desires through any means. 
In battle, Vaati takes up the form above, and is seen using his magic to slash about him. He is a fairly fast and fairly floaty character, capable of some very high jumps. His smash attacks and up aerials are also good for blowing foes away, for they produce powerful winds that do little damage but shove foes away a fair bit. Use his speed to corner foes and wear them down with rapid slashes of wind, before going in to finish them with a well timed smash/aerial.
Neutral Special: Dark Tornado - Vaati whips his cape in front of him, producing a tornado taller than him that travels forwards slowly. This thing can capture projectiles, as well as other players, before throwing them up into the air. While the tornado is in motion, players have free control over Vaati, and can have him beat foes into the tornado for plenty of punishment.
Side Special: Eyes of the Reborn - Vaati stands in place, before a winged eye spawns behind him, it glowing with power. If players simply tap the button, Vaati will fire a single beam a short distance forwards. If players hold the special button, eyes will steadily spawn behind him. A max charge can have 4 eyes behind him. Upon releasing the charge button, he'll unleash a powerful beam, its length and size varying depending on how many eyes he spawned.
Up Special: Dark Ascent - A powerful blast of wind suddenly spawns below Vaati's feet, producing a gust that repels those too close to it. Not only does it push foes away, but it'll also propel Vaati upwards a fair distance.
Down Special: Barrier of the Transfigured - Vaati stops in place, and flicks his hand forwards. Upon doing so, a ring of dark orbs suddenly spawn in a ring around him, forming a protective barrier for a moment. This is good for repelling nearby foes and stopping attacks, though only in well-timed situations. Beware of starting lag and ending lag, for he is very open during those moments.
Final Smash: Vaati's Wrath - Vaati suddenly stops in place, holding his hands outwards. Then, twin, demonic arms of darkness form over his own. He then slashes them in front of and behind him, intent on striking an opponent. If this manages to strike a foe, a cutscene plays where the player is suddenly taken to a platform in the middle of a void. Then, Vaati's infamous wrathful form reveals itself, looming over the foes ominously, the four eyes in front of it charging up an attack. The foes are suddenly barraged by multiple energy spheres, them absolutely pounded with magic. After enough pounding, the eyes stop, and Vaati rears his claws up, before slamming them down on the foes, producing a powerful gale that launches them away. The attack ends and the captured foes are launched.	
Neutral Special: Dark Tornado - Vaati whips his cape in front of him, producing a tornado taller than him that travels forwards slowly. This thing can capture projectiles, as well as other players, before throwing them up into the air. While the tornado is in motion, players have free control over Vaati, and can have him beat foes into the tornado for plenty of punishment.
Side Special: Eyes of the Reborn - Vaati stands in place, before a winged eye spawns behind him, it glowing with power. If players simply tap the button, Vaati will fire a single beam a short distance forwards. If players hold the special button, eyes will steadily spawn behind him. A max charge can have 4 eyes behind him. Upon releasing the charge button, he'll unleash a powerful beam, its length and size varying depending on how many eyes he spawned.
Up Special: Dark Ascent - A powerful blast of wind suddenly spawns below Vaati's feet, producing a gust that repels those too close to it. Not only does it push foes away, but it'll also propel Vaati upwards a fair distance.
Down Special: Barrier of the Transfigured - Vaati stops in place, and flicks his hand forwards. Upon doing so, a ring of dark orbs suddenly spawn in a ring around him, forming a protective barrier for a moment. This is good for repelling nearby foes and stopping attacks, though only in well-timed situations. Beware of starting lag and ending lag, for he is very open during those moments.
Final Smash: Vaati's Wrath - Vaati suddenly stops in place, holding his hands outwards. Then, twin, demonic arms of darkness form over his own. He then slashes them in front of and behind him, intent on striking an opponent. If this manages to strike a foe, a cutscene plays where the player is suddenly taken to a platform in the middle of a void. Then, Vaati's infamous wrathful form reveals itself, looming over the foes ominously, the four eyes in front of it charging up an attack. The foes are suddenly barraged by multiple energy spheres, them absolutely pounded with magic. After enough pounding, the eyes stop, and Vaati rears his claws up, before slamming them down on the foes, producing a powerful gale that launches them away. The attack ends and the captured foes are launched.
 	
Name: Prince
Debut: Katamari Damacy (2004)
Even royalty doesn't get a normal day. The Prince is son to the King of the Cosmos. You'd think that'd leave room for an easy life, but somehow the Prince gets roped into more trouble than anyone else. In his first adventure, the King was dancing through the cosmos, and ended up smashing the stars in the sky. And so, he was tasked with taking Katamaris and gathering up enough stuff so that they can replace the stars. And the Prince's adventures have only gotten wackier since. 
In Smash Bros, the Prince is a fighter built around mobility. Many attacks involve him bopping the ball in the proper direction, him advancing that way and hitting all the while. He's kind of a lightweight, but many attacks are fairly slow.
Neutral Special: Dash - A chargeable special. For as long as the special button is held, the Prince will begin spinning his Katamari. Once released, or once at full charge, the Prince will lunge forwards, rolling his ball all the while, and sucking up items and foes that are too close to it. At the end of the dash, the Katamari explodes, launching caught foes away, before he pulls out a new Katamari. Players will be unable to stop the attack. He'll only stop when he reaches the edge of a platform or when he reaches the end of his charge.
Side Special: Bounce - The Prince suddenly jumps up, going into an arc, Katamari first. This Katamari will bounce off of foes, or the Prince will be standing upon landing on a surface. This move can actually slightly serve as a recovery, not only sending him forwards, but also preventing free fall if he hits someone.
Up Special: Royal Rainbow - A rainbow suddenly forms underneath the Prince's feet, before traveling upwards and forwards. As it goes upwards, the Prince will roll upwards, his ball hitting foes that are too close and dragging them up with him. The rainbow goes up about the height of three jumps.
Down Special: Slam - If done on the ground, the Prince jumps up into the sky, before lifting his Katamari overhead and slamming it down onto the ground with great force. If done in the air, he'll simply lift the Katamari overhead before slamming it down onto the ground.
Final Smash: Royal Dance - The smash is initiated when the King's face appears in front of the Prince. Then, it lunges forwards a short distance, hitting foes that are too close. If this attack lands on an opponent, they're taken up to the center of the screen, stars appearing around them. Then, the fabulous King of the Cosmos appears, and dances, his dancing smashing the stars and dealing damage to the captured foes. Eventually, the King's dancing leads to him slamming the captured foes downwards.	
Neutral Special: Dash - A chargeable special. For as long as the special button is held, the Prince will begin spinning his Katamari. Once released, or once at full charge, the Prince will lunge forwards, rolling his ball all the while, and sucking up items and foes that are too close to it. At the end of the dash, the Katamari explodes, launching caught foes away, before he pulls out a new Katamari. Players will be unable to stop the attack. He'll only stop when he reaches the edge of a platform or when he reaches the end of his charge.
Side Special: Bounce - The Prince suddenly jumps up, going into an arc, Katamari first. This Katamari will bounce off of foes, or the Prince will be standing upon landing on a surface. This move can actually slightly serve as a recovery, not only sending him forwards, but also preventing free fall if he hits someone.
Up Special: Royal Rainbow - A rainbow suddenly forms underneath the Prince's feet, before traveling upwards and forwards. As it goes upwards, the Prince will roll upwards, his ball hitting foes that are too close and dragging them up with him. The rainbow goes up about the height of three jumps.
Down Special: Slam - If done on the ground, the Prince jumps up into the sky, before lifting his Katamari overhead and slamming it down onto the ground with great force. If done in the air, he'll simply lift the Katamari overhead before slamming it down onto the ground.
Final Smash: Royal Dance - The smash is initiated when the King's face appears in front of the Prince. Then, it lunges forwards a short distance, hitting foes that are too close. If this attack lands on an opponent, they're taken up to the center of the screen, stars appearing around them. Then, the fabulous King of the Cosmos appears, and dances, his dancing smashing the stars and dealing damage to the captured foes. Eventually, the King's dancing leads to him slamming the captured foes downwards.
 	
Name: Sissel
Debut: Ghost Trick (2010)
This story happens to start with the character's death. The first thing Sissel finds out, he's dead, and some lady is about to be shot by some goon. However, thanks to the assistance of a lamp bearing a spirit, he's able to find out how to use Ghost Tricks to manipulate the environment. So, using this power, he's able to save the lady. Now, after being told he'll disappear at sunrise, he embarks on a quest to find out the mystery behind his death. Unfortunately, he comes to find he's part of an ever sprawling web of conspiracy. 
In Smash Bros, he takes the form above and, despite being dead, is fairly KO-able. He is a bit of a lightweight, boasting high speed and high jumps. Attacks tend to have him kick in a direction, while dash attacks and up/down aerials has him take the form of a ghostly ember that dashes in the appropriate direction, damaging those he touches. Be warned, for this ember, though small, is a lot easier to launch, though it is good for racking up damage. With his specials, he serves well as a counter, able to repel plenty of projectiles, warp through them, and use his up special to dash around foes. Be mindful of his defenses, and take control of the battlefield!
Neutral Special: Trick - Sissel takes the shape of a ghostly ember, and stays in place. If players simply tap, he'll go back to his normal form. However, if players hold the special button and input directions, they can have the ember stretch in a direction. The fire can hurt foes, though they deal light damage. However, if players contact an item or a projectile while stretching, they'll pull it to the origin point of the line, and then players can input a direction and release the special button to slingshot the captured item in a direction. He can only reach about 1.5x the length of his grab.
Side Special: Missile - From behind his legs, a tiny, Pomeranian dog suddenly springs forwards, dashing forwards about 1.5x the length of a dash attack. If players tap the button, he merely dashes forwards with the intent to tackle a foe. If players hold the special button, a green line connects Sissel to the dog. If players release the special button, they'll suddenly warp to where the dog is, and Sissel will shoulder-bash forwards, dealing a decent amount of damage.
Up Special: Trace - Sissel takes the shape of a ghostly ember, and a blue line begins going upwards while the ember hovers in place. Players are able to input directions to alter the path of the line drawn, though each input causes the line to make sharp 90 degree turns. After about 1.5 seconds, the ember zips through the line, before dashing with great speed out the end of the line.
Down Special: Swap - Sissel hovers in place and is highlighted green. If players tap the special button, he'll simply stop hovering. If they hold it, however, players will be able to input a direction to create a green line that can stretch out to about 3x the length of his grab. If this line touches an item, projectile, or fighter, players will be able to release the special button to have him swap places with said item. It should be noted that, while his animation has him hover, gravity still has an effect on him, so don't expect it to save him from a fall every time.
Final Smash: 4 Minutes - Sissel suddenly turns into a ghostly ember, before dashing forwards about 2x the length of a dash attack, leaving behind a red line. If an enemy is struck by the red line, a cutscene plays the shows said enemy/enemies stuck under a wrecking ball, looking around confused. The camera then goes up to the crane holding the wrecking ball, showing a familiar ghostly ember zipping up to the device holding the ball. He's upon it, and it suddenly unclamps, releasing the wrecking ball. If enemies have over 100% damage, they'll be instantly KO'ed. Otherwise, they'll be dealt a fair amount of damage, and subsequently launched.	
Neutral Special: Trick - Sissel takes the shape of a ghostly ember, and stays in place. If players simply tap, he'll go back to his normal form. However, if players hold the special button and input directions, they can have the ember stretch in a direction. The fire can hurt foes, though they deal light damage. However, if players contact an item or a projectile while stretching, they'll pull it to the origin point of the line, and then players can input a direction and release the special button to slingshot the captured item in a direction. He can only reach about 1.5x the length of his grab.
Side Special: Missile - From behind his legs, a tiny, Pomeranian dog suddenly springs forwards, dashing forwards about 1.5x the length of a dash attack. If players tap the button, he merely dashes forwards with the intent to tackle a foe. If players hold the special button, a green line connects Sissel to the dog. If players release the special button, they'll suddenly warp to where the dog is, and Sissel will shoulder-bash forwards, dealing a decent amount of damage.
Up Special: Trace - Sissel takes the shape of a ghostly ember, and a blue line begins going upwards while the ember hovers in place. Players are able to input directions to alter the path of the line drawn, though each input causes the line to make sharp 90 degree turns. After about 1.5 seconds, the ember zips through the line, before dashing with great speed out the end of the line.
Down Special: Swap - Sissel hovers in place and is highlighted green. If players tap the special button, he'll simply stop hovering. If they hold it, however, players will be able to input a direction to create a green line that can stretch out to about 3x the length of his grab. If this line touches an item, projectile, or fighter, players will be able to release the special button to have him swap places with said item. It should be noted that, while his animation has him hover, gravity still has an effect on him, so don't expect it to save him from a fall every time.
Final Smash: 4 Minutes - Sissel suddenly turns into a ghostly ember, before dashing forwards about 2x the length of a dash attack, leaving behind a red line. If an enemy is struck by the red line, a cutscene plays the shows said enemy/enemies stuck under a wrecking ball, looking around confused. The camera then goes up to the crane holding the wrecking ball, showing a familiar ghostly ember zipping up to the device holding the ball. He's upon it, and it suddenly unclamps, releasing the wrecking ball. If enemies have over 100% damage, they'll be instantly KO'ed. Otherwise, they'll be dealt a fair amount of damage, and subsequently launched.
 	
Name: Amaterasu
Debut: Okami (2006)
Long ago, a dreadful dragon ruled over Nippon, terrorizing Kamiki Village, ordering them to submit a maiden to him every year. Eventually, one was ready to be served up, but Nagi dressed himself up and took her place, ready to fight the beast. The god Shiranui accompanied him to the beast's lair. After a hard fought battle, they were able to slay the dragon, but not without Shiranui suffering grave injury. Despite the villagers fearing him, they saw he was an ally after all, and made a shrine to him. 100 years later, darkness returned, and the god was revived as the sun goddess Amaterasu. And now, the deity must traverse the land of Nippon to not only relearn her lost divine powers, but also to stop the forces of darkness as it springs up about the land. 
In Smash, she wields her reflector and great agility. She is very quick and can jump very far and high. However, her small frame also makes her an easy to launch target if an enemy gets their hands on her. However, on top of her special attacks and ink powers to keep foes at bay, swings of her reflectors also come with high priority, able to cancel out many attacks and projectiles thrown at her. Use the forward smash to unleash an ink-y slash, use the up smash to release a sharp tornado overhead, and use the down smash to assail the ground around her with heavy rain. Use her attacks to diffuse the enemy attacks, come in close for quick combos, and try to use her powers to finish them off.
Neutral Special: Sunrise - A sun seems to form above Amaterasu's head, before it casts a burning beam down at the ground in front of her. This beam then travels forwards about the length of a dash attack, the beam being the same distance from the sun as when it originated. Players can spawn this up high above the ground to make sure it's reach is large. It deals low damage and doesn't knockback.
Side Special: Galestorm - A move with a fair amount of starting lag. A forwards-facing swirl forms above Amaterasu as she's forced into a standstill. Once the drawing's completely formed, a heavy gale rushes forwards, pushing items and foes (and cherry bombs) forwards. This serves good for edge guarding if you can take the beginning lag into account and make sure she isn't open to a dangerous attack.
Up Special: Vine - If done on the ground, Amaterasu glances upwards before sending a pair of vines up into the air, flicking the air above her before they retreat back to her. If these catch an opponent, she pulls herself up to them before suplexing them downwards. If done in the air, she still flicks the vines upwards, though she hovers as the vines fly. If these vines hit a platform or a wall, she's pulled to it.
Down Special: Cherry Bomb - Before Amaterasu, a cartoonishly large bomb forms in front of Amaterasu, it being larger than her body. It'll detonate on hitting an opponent, but players can also hit it to make it move around. They can hit it up into the air, use smash attacks to really get it rolling, etc. It'll explode after 5 seconds, and there can only be one on screen at a time.
Final Smash: Wrath of the Gods - Amaterasu begins by forming three parallel lines, producing a raging tornado that captures foes that are overhead/below her. If enemies are caught, a cutscene plays, showing them in a realm akin to when Amaterasu receives a Celestial Brush Technique. Amaterasu is in the middle of them all, and she howls out. An ink-y infinity sign is formed, causing the caught opponents to be incinerated by extreme flames. An ink-y snowflake forms, pelting the enemies with extreme cold. An ink-y lightning bolt forms, striking the enemies with extreme zaps, finishing the combo, ending the cutscene, and sending the caught foes flying.	
Neutral Special: Sunrise - A sun seems to form above Amaterasu's head, before it casts a burning beam down at the ground in front of her. This beam then travels forwards about the length of a dash attack, the beam being the same distance from the sun as when it originated. Players can spawn this up high above the ground to make sure it's reach is large. It deals low damage and doesn't knockback.
Side Special: Galestorm - A move with a fair amount of starting lag. A forwards-facing swirl forms above Amaterasu as she's forced into a standstill. Once the drawing's completely formed, a heavy gale rushes forwards, pushing items and foes (and cherry bombs) forwards. This serves good for edge guarding if you can take the beginning lag into account and make sure she isn't open to a dangerous attack.
Up Special: Vine - If done on the ground, Amaterasu glances upwards before sending a pair of vines up into the air, flicking the air above her before they retreat back to her. If these catch an opponent, she pulls herself up to them before suplexing them downwards. If done in the air, she still flicks the vines upwards, though she hovers as the vines fly. If these vines hit a platform or a wall, she's pulled to it.
Down Special: Cherry Bomb - Before Amaterasu, a cartoonishly large bomb forms in front of Amaterasu, it being larger than her body. It'll detonate on hitting an opponent, but players can also hit it to make it move around. They can hit it up into the air, use smash attacks to really get it rolling, etc. It'll explode after 5 seconds, and there can only be one on screen at a time.
Final Smash: Wrath of the Gods - Amaterasu begins by forming three parallel lines, producing a raging tornado that captures foes that are overhead/below her. If enemies are caught, a cutscene plays, showing them in a realm akin to when Amaterasu receives a Celestial Brush Technique. Amaterasu is in the middle of them all, and she howls out. An ink-y infinity sign is formed, causing the caught opponents to be incinerated by extreme flames. An ink-y snowflake forms, pelting the enemies with extreme cold. An ink-y lightning bolt forms, striking the enemies with extreme zaps, finishing the combo, ending the cutscene, and sending the caught foes flying.
 	
Name: Riki
Debut: Xenoblade Chronicles (2010)
Riki is the Heropon of Frontier Village. At least, that's what they call him. Riki is actually in a lot of debt, so he took up this job to get the money to pay this off. Fortunately, a group of travelers happened to be coming by. So, Riki decided to work with these guys, especially when one of those travelers was a friend of his. As they travel, the travelers eventually come to learn how much of a family man Riki is.
In battle, Riki is a lightweight and a bit of a funky fighter. He wields a Biter, a staff with a snapping head on top. Attacks tend to be quick, consisting of bashes of the staff. Hits with the head at the tip of it deal more knockback. Smash attacks, meanwhile, have him thrust the staff in the appropriate direction, the head opening up, and then snapping on foes for massive damage. Air attacks are especially good for spiking. Furthermore, his portrait comes with a blank bubble that ties into his down special. Hitting foes repeatedly fills up the bubble, which'll make it usable for the down special. Combine this with his neutral special that allows him to steal an attribute from an enemy, and you've got a risky character that can mess up the competition.
Neutral Special: Yoink! - Riki swishes his arm in front of him, lightly damaging an opponent with a smack. If he manages to connect with an enemy, he'll also steal a stat from them. He could increase his Speed, Jump, Attack, Special, Arms, and Defense, while decreasing that stat in whoever he hits. The stat he steals his random. If he misses the hit, there'll be an additional animation to show him failing, leaving him very vulnerable.
Side Special: Lurgy/Burninate - Riki comes into a standstill, and begins channeling something in his belly, purple bubbles forming around him. This is a chargeable move, whose charge can be pocketed like Samus' charge. Tapping the button initiates the charge, inputting a direction has him roll while holding onto he charge, and tapping the button again will have him deploy (Lurgy if pressed during the charge, Burninate if pressed at full charge). If players use the attack before a full charge, he emits a cloud of poison, repeatedly damaging those that are within. If players use the attack at full charge, he unleashes a powerful torrent of fire, burning up those that are too close and repeatedly stun them.
Up Special: Sneaky - Riki suddenly springs up into the air a little, lifting his Biter overhead as he ascends. After going up about the height of 2.5 jumps, he descends at fast speeds, lowering his Biter on the way down. On top of harming those that are too close, if the Biter hits the behind of an enemy, they're dealt extra damage.
Down Special: Hero Time - A move usable only if the bubble by his character portrait is filled. If it is, Riki's aura will suddenly flare up, and he gets a momentary boost of super armor. He also gleams with a color, meaning that he has a big boost in a certain stat. Green represents speed, yellow represents jump, orange represents attack, red represents special, purple represents arms, and blue represents defense. This lasts about 6.5 seconds.
Final Smash: Tantrum Combo - Riki holds his Biter up, before swinging downwards in a wide arc, intent on hitting a foe. If his hammer strike manages to hit a foe, a combo begins in which Riki's Heroic Aura suddenly flares up, and then he repeatedly bashes his Biter upon the foe, hitting them repeatedly like he were wailing on a Whack-a-Mole. After his tantrum, he then rears up his Biter like he's rearing up for a Homerun, before he swings it, finishing the combo with massive knockback.	
Neutral Special: Yoink! - Riki swishes his arm in front of him, lightly damaging an opponent with a smack. If he manages to connect with an enemy, he'll also steal a stat from them. He could increase his Speed, Jump, Attack, Special, Arms, and Defense, while decreasing that stat in whoever he hits. The stat he steals his random. If he misses the hit, there'll be an additional animation to show him failing, leaving him very vulnerable.
Side Special: Lurgy/Burninate - Riki comes into a standstill, and begins channeling something in his belly, purple bubbles forming around him. This is a chargeable move, whose charge can be pocketed like Samus' charge. Tapping the button initiates the charge, inputting a direction has him roll while holding onto he charge, and tapping the button again will have him deploy (Lurgy if pressed during the charge, Burninate if pressed at full charge). If players use the attack before a full charge, he emits a cloud of poison, repeatedly damaging those that are within. If players use the attack at full charge, he unleashes a powerful torrent of fire, burning up those that are too close and repeatedly stun them.
Up Special: Sneaky - Riki suddenly springs up into the air a little, lifting his Biter overhead as he ascends. After going up about the height of 2.5 jumps, he descends at fast speeds, lowering his Biter on the way down. On top of harming those that are too close, if the Biter hits the behind of an enemy, they're dealt extra damage.
Down Special: Hero Time - A move usable only if the bubble by his character portrait is filled. If it is, Riki's aura will suddenly flare up, and he gets a momentary boost of super armor. He also gleams with a color, meaning that he has a big boost in a certain stat. Green represents speed, yellow represents jump, orange represents attack, red represents special, purple represents arms, and blue represents defense. This lasts about 6.5 seconds.
Final Smash: Tantrum Combo - Riki holds his Biter up, before swinging downwards in a wide arc, intent on hitting a foe. If his hammer strike manages to hit a foe, a combo begins in which Riki's Heroic Aura suddenly flares up, and then he repeatedly bashes his Biter upon the foe, hitting them repeatedly like he were wailing on a Whack-a-Mole. After his tantrum, he then rears up his Biter like he's rearing up for a Homerun, before he swings it, finishing the combo with massive knockback.
 	
Name: Chosen Undead
Debut: Dark Souls (2011)
In a world once ruled by dragons, Gwyn used the power of the First Flame and the Lord Souls to take them down, thus starting the Age of Fire. With the rise of humanity and the flickering of the flames, Gwyn gave his life to prolong the Age of Fire. Unfortunately, this led to the beginning of the Undead Curse, resurrecting those that die and taking a bit of their humanity away until they become monsters. In this day, it was prophesized that an Undead would come and undo the Undead Curse. This was that undead. They were tasked with traveling the world to gather the material needed to either further the Age of Fire or usher in the Age of Dark.
In battle, the Chosen Undead wields the infamous Lifehunt Scythe, and wields the power of magic against foes. With this scythe, players tend to have relatively slow swings, though it has a fairly long reach. Jabs last according to something unique to the Chosen Undead: a stamina bar. Said bar is visible under the Chosen Undead's character portrait. Non-special attacks eat up bits and pieces of the bar depending on the strength of the attack itself. Jabs can last as long as there is stamina, which effectively allows the Chosen Undead to trap foes in combos for a long time. The stamina bar itself is fairly large, and also applies to the guard. While the shield is only as large as there is stamina, it won't deplete if it's just held. Utilize the reach of the Lifehunt Scythe to keeps foes far away, utilize the specials to keep them away, and allow your stamina to restore to keep up your assault. Other than that, their jumps are fairl low, though they wield some powerful dair and bair attacks with that scythe.
Neutral Special: Homing Soul Mass - A chargeable neutral special. The Chosen Undead starts by waving a catalyst before them, summoning up a few soul arrows. Upon initial press, soul arrows will lit up and hover behind the Chosen Undead's back, 5 of them being summoned after 3 seconds. If players stop charging, the soul arrows will hover around their back until an enemy comes within a certain radius. When someone does, the soul arrows fly out from behind and attempt to slam into the foes. It should be noted that while these arrows fly out, the Chosen Undead can act independently, allowing them to capitalize on foes being attacked by the arrows.
Side Special: Lightning Spear - Upon initiating, the Chosen Undead will get into a firing pose, them holding out their hand, it bearing talisman in it, forwards as lightning cackles in their hand. Players can mash the special button to have them send forth several bolts of lightning that deal little damage. While in this pose, players can have them move forwards, backwards, and even jump. If players stop pressing the special button, they'll get out of this pose and be able to go back to normal control.
Up Special: Homeward - The Chosen Undead takes a knee and holds out a Talisman, with which they become surrounded by light. The light envelopes them, causing them to disappear. If players don't press a special button, they'll simply appear forwards and upwards, appearing diagonal from their original position. Otherwise, players can input any direction to have them teleport in a particular direction.
Down Special: Firestorm - The Chosen Undead wields fire in their hand, initiating a pyromancy that wields a fairly long beginning and ending lag. The Chosen Undead raises their hand upwards, before thrusting it downwards, unleashing a pair of fiery pillars that stretch out towards ftilt range in front of and behind them, the pillars not dealing a lot of knockback, but rather capturing them and making sure they're hit for a ton of damage.
Final Smash: Pursuers - The Chosen Undead wields their catalyst in front of them, a mass of dark beings forming before them. While charging, characters within a certain radius of the Chosen Undead will have lock-on symbols lock onto them, up to 10 being able to form. After the 10 are made, or after the mass of darkness gets big enough, the Chosen Undead sends them forwards, the mass separating into several figures resembling silhouettes of humans. Then, they separate, a few targeting a locked on figure. The amount of these pursuers targeting a foe is dependent on how many lock-ons there are on them. They are remarkably hard to avoid, and very capable of juggling foes into the air, possibly even sending them flying off screen easily.	
Neutral Special: Homing Soul Mass - A chargeable neutral special. The Chosen Undead starts by waving a catalyst before them, summoning up a few soul arrows. Upon initial press, soul arrows will lit up and hover behind the Chosen Undead's back, 5 of them being summoned after 3 seconds. If players stop charging, the soul arrows will hover around their back until an enemy comes within a certain radius. When someone does, the soul arrows fly out from behind and attempt to slam into the foes. It should be noted that while these arrows fly out, the Chosen Undead can act independently, allowing them to capitalize on foes being attacked by the arrows.
Side Special: Lightning Spear - Upon initiating, the Chosen Undead will get into a firing pose, them holding out their hand, it bearing talisman in it, forwards as lightning cackles in their hand. Players can mash the special button to have them send forth several bolts of lightning that deal little damage. While in this pose, players can have them move forwards, backwards, and even jump. If players stop pressing the special button, they'll get out of this pose and be able to go back to normal control.
Up Special: Homeward - The Chosen Undead takes a knee and holds out a Talisman, with which they become surrounded by light. The light envelopes them, causing them to disappear. If players don't press a special button, they'll simply appear forwards and upwards, appearing diagonal from their original position. Otherwise, players can input any direction to have them teleport in a particular direction.
Down Special: Firestorm - The Chosen Undead wields fire in their hand, initiating a pyromancy that wields a fairly long beginning and ending lag. The Chosen Undead raises their hand upwards, before thrusting it downwards, unleashing a pair of fiery pillars that stretch out towards ftilt range in front of and behind them, the pillars not dealing a lot of knockback, but rather capturing them and making sure they're hit for a ton of damage.
Final Smash: Pursuers - The Chosen Undead wields their catalyst in front of them, a mass of dark beings forming before them. While charging, characters within a certain radius of the Chosen Undead will have lock-on symbols lock onto them, up to 10 being able to form. After the 10 are made, or after the mass of darkness gets big enough, the Chosen Undead sends them forwards, the mass separating into several figures resembling silhouettes of humans. Then, they separate, a few targeting a locked on figure. The amount of these pursuers targeting a foe is dependent on how many lock-ons there are on them. They are remarkably hard to avoid, and very capable of juggling foes into the air, possibly even sending them flying off screen easily.
 	
Name: Jevil
Debut: Deltarune (2018)
In the Dark World, there lived a Court Magician and a Court Jester. A merchant formerly served as this Magician, and Jevil served as this Jester. He entertained the king for a while, until a mysterious man met him. Ever since then, his world view has changed for the worst. He seemed to believe the world to be a game, and everyone else its characters. His ramblings led to him being taken by the four Kings and getting locked down. And so, he's left locked away, yet he seems to believe that his world view is what makes him truly free.
In battle, Jevil is a light and floaty character, his dreadful Devilsknife floating behind him and holding all sorts of magic in his repertoire. Normal attacks has him thrust his hand in front of him, conjuring some magic in his hand as he does so, essentially whipping foes with magic (it generating clubs, spades, hearts, and diamonds upon hitting). Non-smash attacks are fairly short ranged, yet they seem to usually hit a foe multiple times. In the air, he also uses these magical swipes, but is b-air has him whip his tail behind him. Smash attacks, meanwhile, has him pull back his Devilsknife and slashing it in front of him a fair distance forwards, spinning above him and really keeping foes close for damage, and spinning it around his feet. Use his Devilsknife and tricky specials to corner foes and bring them in close for some magical damage before sending them flying with a well timed Devilsknife strike!
Neutral Special: Ring of Devilsknife - Jevil seems to vanish, leaving only four Devilsknives a fair distance away from him, them in an X formation. Suddenly, the Devilsknives retract, pulling foes towards the center until they meet up, expanding outwards now in a cross formation, though not as far as they initially appeared. The moment those Devilsknives meet up at the center, Jevil spawns at that moment.
Side Special: Beauty Joying - Jevil swipes his hand in front of him, forming a clover-shaped magical construct. If players input no direction, it'll simply point forwards. If players input up or down, they can have it aim upwards or downwards upon spawning. After spawning, Jevil's free to do as he wishes, the clover emitting magical bullets from the leaves. It'll fire 1 bullet from each leaf at a time, and it'll give off 3 volleys before disappearing.
Up Special: Hearts, Diamonds - Jevil vanishes for a moment, before spawning up the height of two jumps, a diamond spawning below him before it flies upwards. He's then able to warp 2 more times, players able to input horizontal directions to have him spawn. He teleports right after the diamonds fly up, also allowing him to move around horizontally, though not vertically.
Down Special: Heart Goes Out - Jevil goes into a standstill before summoning up a ring of hearts that spin rapidly around him. They stay in place for a split second. If players don't input a direction, the ring of hearts will simply fly forwards. However, if players input a direction, he'll throw the ring of hearts in that direction, them traveling a fair distance and disappearing upon colliding with a surface or enemy.
Final Smash: Final Chaos - Jevil transforms into a Devilsknife, before flying up off screen. Then, from the top of the screen come several fairly large Devilsknives, cascading downwards and slicing through enemies and intending to drag them downwards. During this, players are able to input horizontal directions to adjust the final strike. When the final strike comes, an even bigger Devilsknife comes down, slamming into the ground and unleashing a massive pillar of light that lunges upwards. After that hit, Jevil appears where the final Devilsknife hits, and he continues on fighting.	
Neutral Special: Ring of Devilsknife - Jevil seems to vanish, leaving only four Devilsknives a fair distance away from him, them in an X formation. Suddenly, the Devilsknives retract, pulling foes towards the center until they meet up, expanding outwards now in a cross formation, though not as far as they initially appeared. The moment those Devilsknives meet up at the center, Jevil spawns at that moment.
Side Special: Beauty Joying - Jevil swipes his hand in front of him, forming a clover-shaped magical construct. If players input no direction, it'll simply point forwards. If players input up or down, they can have it aim upwards or downwards upon spawning. After spawning, Jevil's free to do as he wishes, the clover emitting magical bullets from the leaves. It'll fire 1 bullet from each leaf at a time, and it'll give off 3 volleys before disappearing.
Up Special: Hearts, Diamonds - Jevil vanishes for a moment, before spawning up the height of two jumps, a diamond spawning below him before it flies upwards. He's then able to warp 2 more times, players able to input horizontal directions to have him spawn. He teleports right after the diamonds fly up, also allowing him to move around horizontally, though not vertically.
Down Special: Heart Goes Out - Jevil goes into a standstill before summoning up a ring of hearts that spin rapidly around him. They stay in place for a split second. If players don't input a direction, the ring of hearts will simply fly forwards. However, if players input a direction, he'll throw the ring of hearts in that direction, them traveling a fair distance and disappearing upon colliding with a surface or enemy.
Final Smash: Final Chaos - Jevil transforms into a Devilsknife, before flying up off screen. Then, from the top of the screen come several fairly large Devilsknives, cascading downwards and slicing through enemies and intending to drag them downwards. During this, players are able to input horizontal directions to adjust the final strike. When the final strike comes, an even bigger Devilsknife comes down, slamming into the ground and unleashing a massive pillar of light that lunges upwards. After that hit, Jevil appears where the final Devilsknife hits, and he continues on fighting.
 	
Name: Tetrimino
Debut: Tetris (1984)
In battle, the Tetrimino block loves disruption. While normal attacks has it spin its body around to hit foes with the edges of its T-shaped design, punching or whipping its bottom around. Forward smashes has it send a vertical I-block forwards. Up smashes has it spawn an L-block and make it swing upwards, the hook dealing plenty of damage. Down smashes has it spawn a pair of squiggly-blocks that slam down on either side of the block. Aerials also tend to spawn blocks, including a b-air that has it spawn an L-block and slamming it behind the block, spiking airborne foes. Use its blocks to stop projectiles, wear them down with quick swipes of the Tetrimino's body, and finish foes with well-placed blocks.
Neutral Special: Hard Drop - The Tetrimino suddenly spawns an O-block that stays up on its "shoulders". This makes the Tetrimino block significantly heavier, and players are able to throw it forwards, backwards, or upwards. Upon traveling a short distance, the block quickly descends, doing a lot of damage to whoever's underneath. Be weary of beginning lag.
Side Special: I-Block - The Tetrimino spawns an I-block in front of it, it spawning horizontally, and then the block flies forwards. It overpowers projectiles, players can stand on top of it, and the block itself can deal damage to whoever's out at front, maybe even drag them if it hits just right. Be weary of beginning lag.
Up Special: S-Block an Z-Block - A pair of squiggly blocks form a platform underneath the Tetrimino block. This can stop the Tetrimio's fall, and allow it the chance to get out of danger. There can only be one of these pairs on screen at once, and after a few moments, it'll start to quickly descend. A jump from off of it causes the platforms to fly downwards, able to strike enemies that are directly underneath.
Down Special: Hold - The Tetrimino emits an aura around itself, which sucks up a block that might've been spawned via either of its specials. When this is done, players will be able to use the Down Special again to summon said-stored block for some mix-ups. When using this, there's no beginning lag, which means you can send I-Blocks and Hard Drops out for some quick and painful strikes. Use your specials in tandem with this to wear down foes.
Final Smash: Tetris - A pair of I-Blocks suddenly spawn in front of the Tetrimon, them covering a little over the length of a dash attack. If an enemy is caught by these blocks, a cutscene will begin with the captured foes stuck in a Tetris board. Then, a bunch of blocks will descend from above, hitting foes repeatedly. They'll be beaten and beaten and beaten, and after the blocks eventually form four rows, they all detonate, blowing up the Tetris board and ending the cutscene, sending the captured foes flying.	
Neutral Special: Hard Drop - The Tetrimino suddenly spawns an O-block that stays up on its "shoulders". This makes the Tetrimino block significantly heavier, and players are able to throw it forwards, backwards, or upwards. Upon traveling a short distance, the block quickly descends, doing a lot of damage to whoever's underneath. Be weary of beginning lag.
Side Special: I-Block - The Tetrimino spawns an I-block in front of it, it spawning horizontally, and then the block flies forwards. It overpowers projectiles, players can stand on top of it, and the block itself can deal damage to whoever's out at front, maybe even drag them if it hits just right. Be weary of beginning lag.
Up Special: S-Block an Z-Block - A pair of squiggly blocks form a platform underneath the Tetrimino block. This can stop the Tetrimio's fall, and allow it the chance to get out of danger. There can only be one of these pairs on screen at once, and after a few moments, it'll start to quickly descend. A jump from off of it causes the platforms to fly downwards, able to strike enemies that are directly underneath.
Down Special: Hold - The Tetrimino emits an aura around itself, which sucks up a block that might've been spawned via either of its specials. When this is done, players will be able to use the Down Special again to summon said-stored block for some mix-ups. When using this, there's no beginning lag, which means you can send I-Blocks and Hard Drops out for some quick and painful strikes. Use your specials in tandem with this to wear down foes.
Final Smash: Tetris - A pair of I-Blocks suddenly spawn in front of the Tetrimon, them covering a little over the length of a dash attack. If an enemy is caught by these blocks, a cutscene will begin with the captured foes stuck in a Tetris board. Then, a bunch of blocks will descend from above, hitting foes repeatedly. They'll be beaten and beaten and beaten, and after the blocks eventually form four rows, they all detonate, blowing up the Tetris board and ending the cutscene, sending the captured foes flying.
 	
Name: Byleth
Debut: Fire Emblem: Three Houses (2019)
In battle, Byleth wields the Sword of the Creator, a sword whose blade is capable of extended out like a whip. While several attacks from her seem to be usual slashes, side tilts, smash attacks, and certain aerials utilize the blade's whip-like quality to extend its reach and lash out at enemies. Byleth is good for short-range coverage. She also has her allies to fall back on: Edelgard, Dimitri, and Claude.
Edelgard wields an axe, a short ranged and weighty weapon that wields hefty damage and knockback, albeit with lower range. You'll have to worry about her speed as you go through, but as long as she's close to enemies, you can trust her swings, and especially her aerials, to devastate foes. They'll especially be in a bind if their in the air, though you'll have to worry about Edelgard's low jump height.
Dimitri wields a lance, a weapon that covers a fair area in front of him while relying on striking in a more precise fashion than the Sword of the Creator would. Whereas Byleth would give wide swings to certain attacks, Dimitri prefers to pull the head of his lance forwards before thrusting them in the proper direction. Dimitri is useful for taking care of enemies that keep their distance, and his lance is good for canceling certain projectiles. He's also faster than Edelgard, yet slower than Byleth.
Claude wields a bow, a ranged weapon that prefers enemies to not be in his face. However, that's not to say he has no melee options. Forward Smash attacks has him swipe his bow and arrow in front of him to strike foes. On top of that, he is the fastest and most agile of the characters, able to utilize his speed to keep away from enemies and snipe them from a distance. Utilize his agility and superior range to keep foes at a distance and wear them down. He typically isn't the guy to finish off an opponent though.
Gimmick: Class Mastery - As either member of the combo battles, they'll slowly build up a meter underneath their portrait. Once it's filled and a player swaps from another character to them, they come out as a more powerful version of themselves, wielding their respective heroic relic and dealing more damage. When players swap from them to someone else, Class Mastery resets (that is, if the person they swap from was at full Class Mastery).
Neutral Special: Ruptured Heaven/Sublime Heaven - Byleth's sword sparks with red magic as she takes up her sword. She swings with enough force to spin herself, whipping her sword far out and striking enemies with an absolutely painful blow. This is one of her farther reaching attacks. The Class Mastery comes with a sweet spot at the tip of the blade.
Side Special: Wrath Strike/Bane of Monsters - Byleth grabs her handle with both hands, holding her sword back, before swinging and striking with a harsh, overhead swing intent on smashing foes before her. The Class Mastery variation has spiking properties.
Up Special: Recover/Aura - Byelth begins hovering upwards as Faith magic surrounds her, light sparkles surrounding her as the magic lifts her a fair distance in the air. The Class Mastery version has her produce a beam of light below her after she reaches the height of her ascent.
Down Special: Tactical Retreat - The player chooses another character to play as, at which Byleth will vanish from the fight, allowing either Edelgard, Dimitri, or Claude to take her place.
Final Smash: Gambit: Onslaught - A grid-like plane appears in front of the player, red tiles marking the space between the length of a dash attack and the height of a double jump. Anyone in that space is struck by mercenaries. If someone is struck, there is a quick flash of Byleth, Edelgard, Dimitri, and Claude reacting as they give orders. A cutscene then shows Byelth commanding her battalion to charge, them plowing through the caught enemies and dealing a hefty amount of damage before launching them.	
Gimmick: Class Mastery - As either member of the combo battles, they'll slowly build up a meter underneath their portrait. Once it's filled and a player swaps from another character to them, they come out as a more powerful version of themselves, wielding their respective heroic relic and dealing more damage. When players swap from them to someone else, Class Mastery resets (that is, if the person they swap from was at full Class Mastery).
Neutral Special: Ruptured Heaven/Sublime Heaven - Byleth's sword sparks with red magic as she takes up her sword. She swings with enough force to spin herself, whipping her sword far out and striking enemies with an absolutely painful blow. This is one of her farther reaching attacks. The Class Mastery comes with a sweet spot at the tip of the blade.
Side Special: Wrath Strike/Bane of Monsters - Byleth grabs her handle with both hands, holding her sword back, before swinging and striking with a harsh, overhead swing intent on smashing foes before her. The Class Mastery variation has spiking properties.
Up Special: Recover/Aura - Byelth begins hovering upwards as Faith magic surrounds her, light sparkles surrounding her as the magic lifts her a fair distance in the air. The Class Mastery version has her produce a beam of light below her after she reaches the height of her ascent.
Down Special: Tactical Retreat - The player chooses another character to play as, at which Byleth will vanish from the fight, allowing either Edelgard, Dimitri, or Claude to take her place.
Final Smash: Gambit: Onslaught - A grid-like plane appears in front of the player, red tiles marking the space between the length of a dash attack and the height of a double jump. Anyone in that space is struck by mercenaries. If someone is struck, there is a quick flash of Byleth, Edelgard, Dimitri, and Claude reacting as they give orders. A cutscene then shows Byelth commanding her battalion to charge, them plowing through the caught enemies and dealing a hefty amount of damage before launching them.
===Supporter Characters===
Supporters	Supporters
 	
Name: Pyra
Debut: Xenoblade Chronicles 2 (2017)
The legendary Aegis, Pyra is a Blade found in a vessel sunken under Alfheim's Cloud Sea. When the evil Torna gang show up and cause trouble, they end up leaving Rex to awaken her, upon which she requests to see the World Tree. So, with her powers, Rex embarks on a quest to this World Tree, while also dealing with the many troubles throughout.
In this game, she is an Offensive supporter, and shows up when the Smasher's racked up around 60% damage. She lingers in the background and tends to hover near whoever selected her. Players are prompted to stay near her, for her supports occur so long as the player is within a certain range.
Prominence Revolt - After charging up an up smash, a fairly large pillar of flame erupts in front of the smasher, trapping opponents that are too close in a flurry of damage.
Rolling Smash - After charging up a forwards smash, Pyra appears in front of the Smasher, sword in hand, and then advances forwards, spinning with her blade stretched out, before slamming it down in front of her a few paces forwards.	
Prominence Revolt - After charging up an up smash, a fairly large pillar of flame erupts in front of the smasher, trapping opponents that are too close in a flurry of damage.
Rolling Smash - After charging up a forwards smash, Pyra appears in front of the Smasher, sword in hand, and then advances forwards, spinning with her blade stretched out, before slamming it down in front of her a few paces forwards.
 	
Name: Toad
Debut: Super Mario Bros. (1985)
The everyman of the Mushroom Kingdom, Toads are typically seen either in the clutches of nefarious enemies to the throne, or providing aid to the heroes. They tend to take up multiple jobs, though this one is a fairly ordinary citizen, providing assistance to the Mario brothers.
In this game, he is a Booster supporter, and appears after a Smasher's taken about 80% damage.
Super Mushroom - After recovering from a forward smash at high damage, the player receives a Super Mushroom, increasing their size for a short while.
Metal Box - After recovering from an up smash at high damage, the players is given the metal effect, becoming harder to flinch for a short while.	
Super Mushroom - After recovering from a forward smash at high damage, the player receives a Super Mushroom, increasing their size for a short while.
Metal Box - After recovering from an up smash at high damage, the players is given the metal effect, becoming harder to flinch for a short while.
==Bosses==
Ashnard 	The Mad King, the 13th king of Daein, Ashnard is a malevolent ruler that wages war on Crimea with the intent to wage continent wide conflict. He firmly believes that one's power should determine their lot in life, that the strong must rule the weak, and sought to raze the continent in order to weed out the weaklings. When challenged in Smash, Ashnard appears on his dreadful wyvern, and battles players upon the castle grounds of the Crimean Royal Palace, wielding his horrifying Gurugurant blade. His sword is a very dangerous weapon, covering a fair distance whenever he swings, and dealing more knockback if a player is struck by the tip of Gurugurant. Players will have to carefully maneuver around his attacks and strike back. Hitting Ashnard himself will deal more damage than to the wyvern itself.
Attacks 	
*Gurugurant Crescent - Ashnard's wyvern places itself upon the ground, crouching low as Ashnard holds his blade, before he swings it in front of him, a slow yet powerful strike whipping in front of him.
*Winds of the Powerful - While his wyvern is crouching, Ashnard plants the hea of his blade upon the ground, and then the wyvern dashes forwards, him dragging his sword through it. Those caught by it are dragged along, before he reaches a fair distance forwards and swings upwards, launching captured foes forwards.
*Slam - The wyvern suddenly flies up to the top of the screen, there are a couple of seconds of nothing, before the wyvern suddenly flies down upon the player, intending on slamming upon them.
*Dancing Gurugurant - Ashnard brings his blade down to his side, before swinging in front of him. Then he swings in front of him again. After the second swing, his wyvern continues forwards as he swings upwards, before the wyvern stamps forwards once more and Ashnard unleashes one final, upwards swing.
*Daunt - Ashnard holds his blade parallel to his body, before raising it skyward, unleashing a wave of fear-inducing energy in a ring around himself, dealing repeated damage to whoever's too close to him.
Void Termina	The horrific Dark Lord, Void Termina is born from a thick broth of negative emotions, bred to bring about the end to so many planets. It is unintelligent about the world around it, and seems to only be filled with the intent to destroy those around it. Whether or not it'll change when surrounded by positive emotions is unknown, and may never be known for millennia. In Smash, players challenge the essence of the monstrosity within the innards of the titanic vessel, upon a platform spanning the whole horizontal plane, the ethereal innards of the beast filling the background while the spherical essence lingers in the foreground, bearing a Kirby-like face as it grins down at the player. And thus, the fight starts. Void Termina lingers in the air, requiring a bit of jumping in order to hit. The monstrosity is known for covering a wide area of field, so careful maneuvering around the arena is key to taking on this beast. Be wary after his health gets low, for he'll begin to utilize more dangerous attacks at that point.
Attacks 	
*If health is >50%
**Needle - Void Termina's spherical body seems to get spiky, before 6 large spikes jut out, each going upright, upleft, left, downleft, downright, and right. Those that are too close will be forcibly pushed towards the ends of those spikes.
**Inhale - Void Termina spawns a miniature version of itself, which floats a few paces towards the player, before opening wide and attempting to suck them up. If a player is sucked up, they'll be dealt a fair bit of damage before getting spat out.
**Ball - Void Termina begins rolling in place, before it shoots in a direction. Upon colliding with a surface, or colliding with the edge of the screen, it'll rebound off of it, and continue bouncing aroun for a few bounces, before stopping in place. 
**Cutter - Void Termina spins in a circle, before spinning rapidly in the other direction, summoning up crescent shaped projectiles that fly out a short distance before boomeranging back to it.
**Laser - Void Termina takes the form of a Dark Matter-like being, before the eye points towards players and shooting an electrical laser at them. Void Termina tends to fire 2-4 lasers, changing its position each time.
*If health is <50%
**Needle - Void Termina splits into three, one going to the left side, one going to the right side, and one going to the middle of the screen. Then, their spherical surface spiking up, they each unleash six spikes in the pre-stated directions.
**Inhale - Void Termina spawns two miniature versions of itself, which each float a few paces towards the player, before opening wide and attempting to suck them up. If a player is sucked up, they'll be dealt a fair bit of damage before getting spat out.
**Ball - Void Termina begins rolling in place, before shrinking down a little and splitting into 3 Void Terminas, each bouncing in different directions and ricocheting off of the battlefield and the borders of the screen.
**Cutter - Void Termina spins in a circle, before spinning rapidly in the other direction, while moving towards the other side of the screen, and erratically unleashing crescent-shaped projectiles that boomerang back around to it.
**Laser - Void Termina takes the form of a Dark Matter-like being, before several mirrors spawn, each angled in a certain direction. Once they spawn, Void Termina points its eye at one of the mirrors, before firing and having it bounce around, covering a fair amount of the area as it zips around.
DJ Octavio 	The leader of the Octarions, DJ Octavio works to steal the many sources of energy from the Inklings. They've been in a deep combat for a long time, and he's seen to have history with Cap'n Cuttlefish. Boasting his own musical style, Octaronica, he attempts to remix the battlefield, all without the majority of Inklings knowing. In battle, fighting DJ Octavio isn't as simple as avoiding attacks and coming in to strike him. Players are still tasked with damaging him, but after a certain amount of damage, he'll fly away, forcing players to carefully maneuver through a platforming course to get close to him.
Metal Face 	One of the most well known members of the Mechon. Metal Face attacked Colony 9, leading to massive casualties and leaving a permananet mark on Shulk's memory. Aside from the more human-like appearance in comparison to other Mechon, the most striking thing about him was his ability to resist the Monado, the Mons' top weapon against the Mechon. He led the attack on Colony 9, and is would've nearly killed Zanza before Shulk could make the Monado capable of destroying him. He remains a large presence in Shulk's adventure.
Players battle Metal Face on a special platform modeled to be upon the Mechonis itself, a pair of thick Faced Mechons wielding spears lingering in the background. Metal Face is seen in the background, before flying in and unfolding into its bipedal form, claws extended and taunting whoever challenges him. He tends to stay on the field for a while, and also tends to be slow. However, there are a few attacks that take him out of the field, as well as a few that have him hover above the field a little, requiring players to jump to hit him. Either way, once his health is depleted, his body begins exploding, each shot causing him to fly more and more backwards, until one last explosion causes him to plummet from the platform players fight on.
Attacks 	
*Very Last Resort - Metal Face swings one claw upwards in a wide sweep, before using his other arm to deliver an overhead slash, slamming foes down into the ground.
*Special Killing Claw - Metal Face lifts a claw up, before thrusting it downwards, slamming the ground and producing a small shockwave. Sometimes when Metal Face is in the air, he'll pull this move off, causing him to lunge from up in the air down to the platform for a rough blow.
*Hell Spin Venom - Metal Face slams down on the center of the stage, and then spins about, his claws sweeping the ground at his face and producing a venomous cloud. This spin can also suck players towards him.
*Custom Grand Shot - Tends to be done in intervals (whenever his health goes down a third). He flies up into the background and folds up, pointing his cannon down at the player, the tip charging blue. After a bit of charge, a powerful beams fires towards them. Immediately chains into him flying off before zipping towards a part of the stage, hitting whoever's close to his point of impact.
*Venom Lance - Done after his health is taken down to half. The Face Mechons in the background each take up their spears, and then throw them onto the field. Not only will the spears themselves hurt, but upon touchdown, they also produce a venomous cloud. This causes the far left and far right side of the platform to be hazardous for a few seconds.
*Custom Deadway - Tends to be done at under a third of his health left. He leaps over to one edge of the platform, his cannon pointing at the ground. A beam is shot down onto it, and then he sweeps it towards the other end of the platform, intent on hitting whoever's in the path.
==Trivia==
*Credits
**Pyro and Doodlefox for improving presentation of tables
**Helena for aid on Marx's moveset
*Shantae made a brief appearance for April Fool's of 2019, but just as quickly disappeared
Category:Ursa Division Games
Category:Super Smash Bros. (series)
Category:Fan Games
Category:Fighting Games