Super Smash Bros. Megamix/The Legend of Zelda characters

The Legend of Zelda universe	The Legend of Zelda universe	The Legend of Zelda universe
 	Link 	
 	
*Home stage:
*Game of origin: The Legend of Zelda (1986)
*Unlockable?: No
*Victory theme: Main Theme - Breath of the Wild	
*Neutral special - Traveler's Bow: Link wields the Traveler's Bow and fires an arrow forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Upon hitting the ground or a wall, the arrows also linger for a while before disappearing, during which they can be picked up and thrown as items. If Link uses this move with an arrow picked up, he will fire two arrows at once, greatly increasing the damage dealt to opponents.
*Side special - Magnesis: Link throws his swords forwards, making it spin. Then, he uses magnesis to pull the sword back towards him, working a lot like his boomerang from the previous games, as it creates a small tornado on return.
*Up special - Glider: Link pulls out his glider, briefly sending him upwards and then being able to glide, working similar to Peach's parasol.
*Down special - Remote Bomb: Link pulls out a Remote Bomb, which can be thrown as an item. After throwing it, using the move again has Link detonate the Remote Bomb with his Sheikah Slate, creating a large blue explosion. The Remote Bomb has a maximum duration of about 30 seconds before detonating automatically, and can be knocked back by attacks, which also causes it to damage opponents in range. The Remote Bomb's throw deals low damage and knockback, but its explosion is significantly more powerful. The explosion can also hurt Link, if he's in range.
*Final Smash - Ancient Bow: Link wields the Ancient Bow and fires an Ancient Arrow straight forward, which explodes upon impact with the nearest opponent in its line of fire.	
*Neutral special - Traveler's Bow: Link wields the Traveler's Bow and fires an arrow forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Upon hitting the ground or a wall, the arrows also linger for a while before disappearing, during which they can be picked up and thrown as items. If Link uses this move with an arrow picked up, he will fire two arrows at once, greatly increasing the damage dealt to opponents.
*Side special - Magnesis: Link throws his swords forwards, making it spin. Then, he uses magnesis to pull the sword back towards him, working a lot like his boomerang from the previous games, as it creates a small tornado on return.
*Up special - Glider: Link pulls out his glider, briefly sending him upwards and then being able to glide, working similar to Peach's parasol.
*Down special - Remote Bomb: Link pulls out a Remote Bomb, which can be thrown as an item. After throwing it, using the move again has Link detonate the Remote Bomb with his Sheikah Slate, creating a large blue explosion. The Remote Bomb has a maximum duration of about 30 seconds before detonating automatically, and can be knocked back by attacks, which also causes it to damage opponents in range. The Remote Bomb's throw deals low damage and knockback, but its explosion is significantly more powerful. The explosion can also hurt Link, if he's in range.
*Final Smash - Ancient Bow: Link wields the Ancient Bow and fires an Ancient Arrow straight forward, which explodes upon impact with the nearest opponent in its line of fire.	
	Dark Link
	
*Home stage:
*Game of origin: Zelda II: The Adventure of Link
*Unlockable?: Yes
*Victory theme: Middle Boss Battle - The Legend of Zelda: Ocarina of Time
*Neutral special - Mimick: Dark Link briefly braces itself. This acts as Dark Link's counter; if it's attacked during this animation, it will mimick the opponent's moves, no matter if it is a melee attack or a projectile. However, unlike most counters, Dark Link will still take some reduced damage from the opponent's attack. Certain attacks can't be reflected, like ones that use weapons or Final Smashes.
*Side special - Dark Surprise: Dark Link turns into a shadow, then homes in on the nearest opponent and reappears behind them while slashing its sword. If no opponents are nearby, this attack can be controlled and Dark Link can be moved wherever for a brief moment before it reappears.
*Up special - Vanish: Dark Link vanishes into a cloud of dark smoke, then reappears in whatever direction the player is pointing it towards. The dark smoke cloud deals light damage and knockback.
*Down special - Copy Link: Dark Link takes the form of the opponent closest to it, gaining all of their moveset excluding specials. If the player attempts to use specials, they will revert back to normal. This attack can also run out if Dark Link stays transformed for too long. After detransforming, this attack has a long cooldown and can't be used for a while, depending on how long it was transformed.
*Final Smash - Dark Barrage: Dark Link rushes forwards and slashes with its sword. Any opponents caught in this attack are put into a cutscene, in which the opponents are transported to the Water Temple and a horde of Dark Links slash them multiple times, until one of the Dark Links jumps forward and does a large spinning swipe with its sword, forcing opponents out of the cutscene and dealing huge knockback.	
*Neutral special - Mimick: Dark Link briefly braces itself. This acts as Dark Link's counter; if it's attacked during this animation, it will mimick the opponent's moves, no matter if it is a melee attack or a projectile. However, unlike most counters, Dark Link will still take some reduced damage from the opponent's attack. Certain attacks can't be reflected, like ones that use weapons or Final Smashes.
*Side special - Dark Surprise: Dark Link turns into a shadow, then homes in on the nearest opponent and reappears behind them while slashing its sword. If no opponents are nearby, this attack can be controlled and Dark Link can be moved wherever for a brief moment before it reappears.
*Up special - Vanish: Dark Link vanishes into a cloud of dark smoke, then reappears in whatever direction the player is pointing it towards. The dark smoke cloud deals light damage and knockback.
*Down special - Copy Link: Dark Link takes the form of the opponent closest to it, gaining all of their moveset excluding specials. If the player attempts to use specials, they will revert back to normal. This attack can also run out if Dark Link stays transformed for too long. After detransforming, this attack has a long cooldown and can't be used for a while, depending on how long it was transformed.
*Final Smash - Dark Barrage: Dark Link rushes forwards and slashes with its sword. Any opponents caught in this attack are put into a cutscene, in which the opponents are transported to the Water Temple and a horde of Dark Links slash them multiple times, until one of the Dark Links jumps forward and does a large spinning swipe with its sword, forcing opponents out of the cutscene and dealing huge knockback.
	Masked Link
	
*Home stage:
*Game of origin: The Legend of Zelda: Ocarina of Time (1998)
*Unlockable?: Yes
*Victory theme: Termina Field
*Neutral special:
**Young Link - Fairy Slingshot: Link pulls out the Fairy Slingshot and fires a Deku Seed from it. This attack can be charged, and, the more it is charged, the farther it'll go and the faster it'll fly. It also has a low chance of stunning the opponent.
**Deku Link - Bubble Blast: Link blows a magical green bubble, then releases it as a fast projectile. This can be charged, but, if charged for too long, it'll blow up in Link's face, dealing no damage but has a lot of endlag.
**Goron Link - Goron Punch: Link winds up a punch. He can then release the punch, trapping the opponent into a barrage of punches. If the player stops pressing B, Link will dish out an uppercut, dealing massive knockback.
**Zora Link - Electrical Barrier: Link surrounds himself with an electric barrier, shocking any opponents that come into contact with him. However, he can't move around in this state. Projectiles go right through the barrier.
*Side special:
**Young Link - Boomerang: Link throws his Boomerang forward. It can be angled diagonally and deals damage when returning to Link.
**Deku Link - Spin Attack: Link twirls with one foot at an accelerated pace while moving. Link moves very slowly in this state, and gets tired if he spins for too long.
**Goron Link - Goron Roll: Link rolls up into a ball, then charges forwards, hitting anyone that comes into contact with him. If he spins without hitting an opponent for long enough, spikes will emit from his body; this, however, lasts very briefly before Link gets tired and stops rolling.
**Zora Link - Double Cutters: Link lunges forwards with his arms, then swings his arm blades. If this move connects, Link kicks the opponent up into the air. If this input is held and Link isn't within reach of any opponents, however, he will instead release both of his arm cutter fins as a projectile attack, which can then return to Link, dealing damage on the way back.
*Up special:
**Young Link - Sword Spin: Link spins with his sword outwards, slashing opponents nearby. This attack can be charged when on the ground for extra damage.
**Deku Link - Deku Flower Flight: Link burrows himself into a Deku Flower, launching himself in the air briefly before starting to glide. If the A button is pressed while Link is in this state, he'll drop Deku Nuts in the air.
**Goron Link - Goron Pound: Link jumps in the air, then violently slams back on the ground. If any opponents are caught directly under this, they'll be grounded.
**Zora Link - Dolphin Jump: A puddle of water grows under Link's feet as he pulls off a Dolphin Jump, making him go extremely high and leaving a trail of water behind.
*Down special - Mask Change: Masked Link switches between one of three masks: the Deku Mask, the Goron Mask and the Zora Mask. Link can also use this to switch back to normal, which is the Keaton Mask strapped to the side of his head.
*Final Smash - Fierce Deity Link: No matter which mask Link is wearing, he'll put on the Fierce Deity's Mask and transform into Fierce Deity Link. He then pulls his sword out, reels it back and then charges forwards, releasing a giant disk of light that can trap opponents. After that, he'll lunge at anyone trapped in the disk, attacking with multiple quick slashes, then ending it off with one final sword thrust, sending opponents flying.	
*Neutral special:
**Young Link - Fairy Slingshot: Link pulls out the Fairy Slingshot and fires a Deku Seed from it. This attack can be charged, and, the more it is charged, the farther it'll go and the faster it'll fly. It also has a low chance of stunning the opponent.
**Deku Link - Bubble Blast: Link blows a magical green bubble, then releases it as a fast projectile. This can be charged, but, if charged for too long, it'll blow up in Link's face, dealing no damage but has a lot of endlag.
**Goron Link - Goron Punch: Link winds up a punch. He can then release the punch, trapping the opponent into a barrage of punches. If the player stops pressing B, Link will dish out an uppercut, dealing massive knockback.
**Zora Link - Electrical Barrier: Link surrounds himself with an electric barrier, shocking any opponents that come into contact with him. However, he can't move around in this state. Projectiles go right through the barrier.
*Side special:
**Young Link - Boomerang: Link throws his Boomerang forward. It can be angled diagonally and deals damage when returning to Link.
**Deku Link - Spin Attack: Link twirls with one foot at an accelerated pace while moving. Link moves very slowly in this state, and gets tired if he spins for too long.
**Goron Link - Goron Roll: Link rolls up into a ball, then charges forwards, hitting anyone that comes into contact with him. If he spins without hitting an opponent for long enough, spikes will emit from his body; this, however, lasts very briefly before Link gets tired and stops rolling.
**Zora Link - Double Cutters: Link lunges forwards with his arms, then swings his arm blades. If this move connects, Link kicks the opponent up into the air. If this input is held and Link isn't within reach of any opponents, however, he will instead release both of his arm cutter fins as a projectile attack, which can then return to Link, dealing damage on the way back.
*Up special:
**Young Link - Sword Spin: Link spins with his sword outwards, slashing opponents nearby. This attack can be charged when on the ground for extra damage.
**Deku Link - Deku Flower Flight: Link burrows himself into a Deku Flower, launching himself in the air briefly before starting to glide. If the A button is pressed while Link is in this state, he'll drop Deku Nuts in the air.
**Goron Link - Goron Pound: Link jumps in the air, then violently slams back on the ground. If any opponents are caught directly under this, they'll be grounded.
**Zora Link - Dolphin Jump: A puddle of water grows under Link's feet as he pulls off a Dolphin Jump, making him go extremely high and leaving a trail of water behind.
*Down special - Mask Change: Masked Link switches between one of three masks: the Deku Mask, the Goron Mask and the Zora Mask. Link can also use this to switch back to normal, which is the Keaton Mask strapped to the side of his head.
*Final Smash - Fierce Deity Link: No matter which mask Link is wearing, he'll put on the Fierce Deity's Mask and transform into Fierce Deity Link. He then pulls his sword out, reels it back and then charges forwards, releasing a giant disk of light that can trap opponents. After that, he'll lunge at anyone trapped in the disk, attacking with multiple quick slashes, then ending it off with one final sword thrust, sending opponents flying.
	Toon Link & Ezlo
	
*Home stage:
*Game of origin: The Legend of Zelda: Four Swords (2002) (Toon Link)/The Legend of Zelda: The Minish Cap (2004) (Ezlo)
*Unlockable?: Yes
*Victory theme: Title Theme - The Legend of Zelda: The Minish Cap
*Neutral special - Hero's Bow: Toon Link equips his Hero's Bow to fire an arrow. It can be charged up for more power and range. The arrows move much slower than the arrows that Link or Young Link fire in the past games, making them easier to avoid. However, this also means that the arrows remain active for longer.
*Side special - Boomerang: Toon Link throws his boomerang forward. Spins vertically when thrown, then spins horizontally when returning. Can be aimed via directional input.
*Up special - Whirlwind Glide: A whirlwind forms under Toon Link, launching him in the air. He then grabs onto Ezlo and begins to glide with him.
*Down special - Minish Cap: Ezlo shrinks Toon Link in size for a brief moment. In this form, Toon Link can avoid attacks easier, jump higher and move faster, but is way more floatier and takes higher damage and knockback from attacks.
*Final Smash - Minish Tornado: Ezlo summons a gigantic whirlwind, which can pull in enemies, spin them around and then launch them in random directions. Toon Link is completely free to attack anyone inside the whirlwind.	
*Neutral special - Hero's Bow: Toon Link equips his Hero's Bow to fire an arrow. It can be charged up for more power and range. The arrows move much slower than the arrows that Link or Young Link fire in the past games, making them easier to avoid. However, this also means that the arrows remain active for longer.
*Side special - Boomerang: Toon Link throws his boomerang forward. Spins vertically when thrown, then spins horizontally when returning. Can be aimed via directional input.
*Up special - Whirlwind Glide: A whirlwind forms under Toon Link, launching him in the air. He then grabs onto Ezlo and begins to glide with him.
*Down special - Minish Cap: Ezlo shrinks Toon Link in size for a brief moment. In this form, Toon Link can avoid attacks easier, jump higher and move faster, but is way more floatier and takes higher damage and knockback from attacks.
*Final Smash - Minish Tornado: Ezlo summons a gigantic whirlwind, which can pull in enemies, spin them around and then launch them in random directions. Toon Link is completely free to attack anyone inside the whirlwind.
	Tri Force Heroes
	
*Home stage:
*Game of origin: The Legend of Zelda: Tri Force Heroes (2015)
*Unlockable?: Yes
*Victory theme: Title - Zelda: Tri Force Heroes
*Neutral special - Fire Arrow: Green Link quickly lifts up Blue Link (who has a bow & arrow) as Red Link ignites Blue Link's arrow and then Blue Link shoots his bow. This attack can be charged; the longer it is charged, the larger the fire gets and the faster the arrow is. However, this attack can't be charged for too long, as the arrow slowly burns up until it disappears after some time passes.
*Side special - Triple Spin: The Links charge forwards and do a spinning sword attack, dealing light knockback and damage individually, but collectively racking up decent damage.
*Up special - Totem Jump: The Links go into a totem formation, in which each Link pushes the Link above them upwards, until the last Link is launched in the air. The bottom Link will always go into free-fall and most likely be KO'd if the Links are near the blast zone.
*Down special - Link Vault: Two of the Links lift up the third Link and launch him forwards towards opponents. Depending on which Link is thrown, different attacks and effects occur: if Red Link is a thrower, then Green Link and Blue Link's weapons will be ignited with fire. If Blue Link is thrown, he will fire an extremely quick explosive arrow; if Red Link is thrown, he will engulf himself in flames and deal high knockback and fire damage to whoever he comes into contact with; and, if Green Link is thrown, he will lift his sword, then strike it down on the ground with force.
*Final Smash - Tri Force Attack: The three Links summon a triforce that can trap opponents in it; then, they all unleash their main attacks: Green Link slashes the opponent(s) repeatedly, Red Link throws fireballs at them and Blue Link deals the finishing blow as he shoots a high-speed Light Arrow, dealing massive knockback.	
*Neutral special - Fire Arrow: Green Link quickly lifts up Blue Link (who has a bow & arrow) as Red Link ignites Blue Link's arrow and then Blue Link shoots his bow. This attack can be charged; the longer it is charged, the larger the fire gets and the faster the arrow is. However, this attack can't be charged for too long, as the arrow slowly burns up until it disappears after some time passes.
*Side special - Triple Spin: The Links charge forwards and do a spinning sword attack, dealing light knockback and damage individually, but collectively racking up decent damage.
*Up special - Totem Jump: The Links go into a totem formation, in which each Link pushes the Link above them upwards, until the last Link is launched in the air. The bottom Link will always go into free-fall and most likely be KO'd if the Links are near the blast zone.
*Down special - Link Vault: Two of the Links lift up the third Link and launch him forwards towards opponents. Depending on which Link is thrown, different attacks and effects occur: if Red Link is a thrower, then Green Link and Blue Link's weapons will be ignited with fire. If Blue Link is thrown, he will fire an extremely quick explosive arrow; if Red Link is thrown, he will engulf himself in flames and deal high knockback and fire damage to whoever he comes into contact with; and, if Green Link is thrown, he will lift his sword, then strike it down on the ground with force.
*Final Smash - Tri Force Attack: The three Links summon a triforce that can trap opponents in it; then, they all unleash their main attacks: Green Link slashes the opponent(s) repeatedly, Red Link throws fireballs at them and Blue Link deals the finishing blow as he shoots a high-speed Light Arrow, dealing massive knockback.
	Princess Zelda
	
*Home stage:
*Game of origin: The Legend of Zelda (1986)
*Unlockable?: Yes
*Victory theme: Zelda's Lullaby
*Neutral special - Nayru's Love: Zelda creates a crystalline barrier around herself. The barrier deals damage and reflects projectiles; the speed and damage of the projectiles are lowered, however.
*Side special Din's Fire: Zelda launches a magical fireball. It can be aimed up or down, and releasing the B button causes it to explode. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweetspot, which is located in the inner part of the explosion, is quite powerful, especially when fully charged.
*Up special - Farore's Wind: Zelda warps to whatever direction the player is pointing her towards. It travels a long distance and can be angled in eight directions. It deals damage upon contact while disappearing and while reappearing.
*Down special - Light Arrow: Zelda summons a Light Bow and shoots a much weaker version of the Light Arrows, which pierce enemies, deal low knockback and high damage.
*Final Smash - Triforce of Wisdom: Zelda uses the Triforce of Wisdom to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they are perpetually damaged until the end of the Final Smash. Can KO instantly at higher percents.	
*Neutral special - Nayru's Love: Zelda creates a crystalline barrier around herself. The barrier deals damage and reflects projectiles; the speed and damage of the projectiles are lowered, however.
*Side special Din's Fire: Zelda launches a magical fireball. It can be aimed up or down, and releasing the B button causes it to explode. The longer the button is held down, the farther the fireball will travel, and it will automatically detonate when it reaches its maximum distance. Its sweetspot, which is located in the inner part of the explosion, is quite powerful, especially when fully charged.
*Up special - Farore's Wind: Zelda warps to whatever direction the player is pointing her towards. It travels a long distance and can be angled in eight directions. It deals damage upon contact while disappearing and while reappearing.
*Down special - Light Arrow: Zelda summons a Light Bow and shoots a much weaker version of the Light Arrows, which pierce enemies, deal low knockback and high damage.
*Final Smash - Triforce of Wisdom: Zelda uses the Triforce of Wisdom to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they are perpetually damaged until the end of the Final Smash. Can KO instantly at higher percents.
	Sheik
	
*Home stage:
*Game of origin: The Legend of Zelda: Ocarina of Time (1998)
*Unlockable?: Yes
*Victory theme: Great Temple / Temple
*Neutral special - Needle Storm: Sheik accumulates up to six needles that can be thrown immediately or stored for later use. When used in the air, Sheik throws the needles downward diagonally.
*Side special - Burst Grenade: Sheik throws a grenade attached to a tripwire. On detonation, it creates a small vortex that pulls opponents towards it, then explodes. The grenade can be thrown a farther when used in the air or when thrown over an edge.If Sheik is attacked before the grenade explodes, the grenade will detach from the tripwire and become a non-explosive item that anyone can use.
*Up special - Vanish: After a short delay, Sheik destroys a Deku Nut in order to disappear via a small explosion, before reappearing nearby in a controlled direction. It grants a small vertical boost when used in the air.
*Down special - Bouncing Fish: Sheik does a cross-legged side flip. If it connects with an opponent, she will backflip a distance away and land on her feet. She can then kick up to three times by pressing the B button again after the preceding kick connects.
*Final Smash - Sheikah Dance: Sheik dashes forward and slashes with her knife. If she catches anyone, the Sheikah eye symbol will appear onscreen, and the screen will darken. She will then proceed to launch an onslaught of attacks from multiple directions before finally launching the trapped opponent with a final slash. The last hit launches opponents the opposite direction of the initial dash. Only one opponent can be trapped in her Final Smash, though anyone nearby will also take damage during the duration.	
*Neutral special - Needle Storm: Sheik accumulates up to six needles that can be thrown immediately or stored for later use. When used in the air, Sheik throws the needles downward diagonally.
*Side special - Burst Grenade: Sheik throws a grenade attached to a tripwire. On detonation, it creates a small vortex that pulls opponents towards it, then explodes. The grenade can be thrown a farther when used in the air or when thrown over an edge.If Sheik is attacked before the grenade explodes, the grenade will detach from the tripwire and become a non-explosive item that anyone can use.
*Up special - Vanish: After a short delay, Sheik destroys a Deku Nut in order to disappear via a small explosion, before reappearing nearby in a controlled direction. It grants a small vertical boost when used in the air.
*Down special - Bouncing Fish: Sheik does a cross-legged side flip. If it connects with an opponent, she will backflip a distance away and land on her feet. She can then kick up to three times by pressing the B button again after the preceding kick connects.
*Final Smash - Sheikah Dance: Sheik dashes forward and slashes with her knife. If she catches anyone, the Sheikah eye symbol will appear onscreen, and the screen will darken. She will then proceed to launch an onslaught of attacks from multiple directions before finally launching the trapped opponent with a final slash. The last hit launches opponents the opposite direction of the initial dash. Only one opponent can be trapped in her Final Smash, though anyone nearby will also take damage during the duration.
	Toon Zelda
	
*Home stage:
*Game of origin: The Legend of Zelda: Four Swords (2002)
*Unlockable?: Yes
*Victory theme: Princess Zelda's Theme - The Legend of Zelda: The Wind Waker
*Neutral special - Light Sword: Toon Zelda raises her sword, charging it with light energy. Letting go of the B button makes Zelda do a downwards sword slash, sending out tiny shockwaves and dealing massive knockback and damage if fully charged.
*Side special - Phantom Wreck: Toon Zelda gets into the Phantom's body and curls up into a wrecking ball, rolling across the stage until she comes into contact with an opponent; if she does, then Toon Zelda deals an uppercut with her sword, sending the opponent flying.
*Up special - Light Lift: Toon Zelda charges up light energy in her hands as she puts them to her sides and propels herself upwards. The beams of light emitted from her hands can damage opponents, dealing light damage and knockback.
*Down special - Phantom Slash: Toon Zelda conjures a Phantom piece by piece and propels it forward if the B button is pressed again. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on charge.
*Final Smash - Triforce of Wisdom: Toon Zelda gets into the Phantom, strikes a heroic pose and her blade begins to emit light. She then slashes in front of her. Any foes caught in the attack are then trapped within the Triforce of Wisdom as the Phantom rolls up into a wrecking ball, rolls in place and then releases itself, dealing huge damage and knockback.	
*Neutral special - Light Sword: Toon Zelda raises her sword, charging it with light energy. Letting go of the B button makes Zelda do a downwards sword slash, sending out tiny shockwaves and dealing massive knockback and damage if fully charged.
*Side special - Phantom Wreck: Toon Zelda gets into the Phantom's body and curls up into a wrecking ball, rolling across the stage until she comes into contact with an opponent; if she does, then Toon Zelda deals an uppercut with her sword, sending the opponent flying.
*Up special - Light Lift: Toon Zelda charges up light energy in her hands as she puts them to her sides and propels herself upwards. The beams of light emitted from her hands can damage opponents, dealing light damage and knockback.
*Down special - Phantom Slash: Toon Zelda conjures a Phantom piece by piece and propels it forward if the B button is pressed again. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on charge.
*Final Smash - Triforce of Wisdom: Toon Zelda gets into the Phantom, strikes a heroic pose and her blade begins to emit light. She then slashes in front of her. Any foes caught in the attack are then trapped within the Triforce of Wisdom as the Phantom rolls up into a wrecking ball, rolls in place and then releases itself, dealing huge damage and knockback.
	Tetra
	
*Home stage:
*Game of origin: The Legend of Zelda: The Wind Waker (2002)
*Unlockable?: Yes
*Victory theme: Pirates - The Legend of Zelda: The Wind Waker HD
*Neutral special - Flintlock: Tetra fires a shot from her flintlock. This is an extremely fast projectile and can make opponents flinch. Good damage but barely any knockback.
*Side special - Cannonball: Tetra drops a cannon in front of her and fires a cannonball. The initial cannon drop deals good damage and large knockback. If this attack is inputted repeatedly, Tetra will fire up to 5 cannonballs before running out of ammo and making this attack unusable for a short while. Fast projectile with huge knockback.
*Up special - Gale Lift: Tetra is lifted up by a powerful gale, which can blow back any nearby opponents. This doesn't send her up very far, but she can glide after this attack with a Deku Leaf. If over-used, this attack will simply not send her vertically and she automatically goes into a glide with the Deku Leaf.
*Down special - Explosive Barrel: Tetra sets down an explosive barrel, which explodes after a certain amount of time or if its damaged too much. Can be pushed around if attacked.
*Final Smash - Barrel Blast: Tetra traps any nearby opponents into a barrel, then puts them in her cannon and blasts them off the stage.	
*Neutral special - Flintlock: Tetra fires a shot from her flintlock. This is an extremely fast projectile and can make opponents flinch. Good damage but barely any knockback.
*Side special - Cannonball: Tetra drops a cannon in front of her and fires a cannonball. The initial cannon drop deals good damage and large knockback. If this attack is inputted repeatedly, Tetra will fire up to 5 cannonballs before running out of ammo and making this attack unusable for a short while. Fast projectile with huge knockback.
*Up special - Gale Lift: Tetra is lifted up by a powerful gale, which can blow back any nearby opponents. This doesn't send her up very far, but she can glide after this attack with a Deku Leaf. If over-used, this attack will simply not send her vertically and she automatically goes into a glide with the Deku Leaf.
*Down special - Explosive Barrel: Tetra sets down an explosive barrel, which explodes after a certain amount of time or if its damaged too much. Can be pushed around if attacked.
*Final Smash - Barrel Blast: Tetra traps any nearby opponents into a barrel, then puts them in her cannon and blasts them off the stage.
	Ganondorf
	
*Home stage:
*Game of origin: The Legend of Zelda: Ocarina of Time (1998)
*Unlockable?: Yes
*Victory theme: Ganondorf Battle - The Legend of Zelda: Ocarina of Time
*Neutral special - Dead Man's Volley: Ganondorf swings his cape, reflecting projectiles at twice their original speed while weakly damaging nearby opponents with minimal knockback. Using it once in midair will make him float, and using it again will make him perform the volley. Can only be used in the air once.
*Side special - Flame Choke: Ganondorf slides forward stretching his hand. Once the attack connects with an enemy, he puts them up, chokes and releases them onto the ground. In the air, Ganondorf grabs the opponent and slams them into the ground, weakly bouncing them upwards.
*Up special - Dark Dive: Ganondorf grabs onto the opponent and unleashes electricity onto them, then launches them with an explosion. If he grabs an opponent with the move, he doesn't go into free-fall and can use it again. Ganondorf can receive damage when grabbing an opponent, but cannot be knocked out of the move. If he misses, he will then perform an uppercut that launches enemies upwards
*Down special - Wizard's Foot: Ganondorf launches with a dark kick forward, or diagonally downwards when used in midair. The aerial version restores Ganondorf's double jump.
*Final Smash - Beast Ganon: Ganondorf becomes his beast form and rams into the opponent. Opponents can become stuck in the ground, or paralyzed in midair.	
*Neutral special - Dead Man's Volley: Ganondorf swings his cape, reflecting projectiles at twice their original speed while weakly damaging nearby opponents with minimal knockback. Using it once in midair will make him float, and using it again will make him perform the volley. Can only be used in the air once.
*Side special - Flame Choke: Ganondorf slides forward stretching his hand. Once the attack connects with an enemy, he puts them up, chokes and releases them onto the ground. In the air, Ganondorf grabs the opponent and slams them into the ground, weakly bouncing them upwards.
*Up special - Dark Dive: Ganondorf grabs onto the opponent and unleashes electricity onto them, then launches them with an explosion. If he grabs an opponent with the move, he doesn't go into free-fall and can use it again. Ganondorf can receive damage when grabbing an opponent, but cannot be knocked out of the move. If he misses, he will then perform an uppercut that launches enemies upwards
*Down special - Wizard's Foot: Ganondorf launches with a dark kick forward, or diagonally downwards when used in midair. The aerial version restores Ganondorf's double jump.
*Final Smash - Beast Ganon: Ganondorf becomes his beast form and rams into the opponent. Opponents can become stuck in the ground, or paralyzed in midair.
	Ganon
	
*Home stage:
*Game of origin: The Legend of Zelda (1986)
*Unlockable?: Yes
*Victory theme: Ganon's Message
*Neutral special - Fire Ring: Ganon twirls his trident overhead, causing a ring of bat-shaped fire projectiles to swirl around him in a circular formation. The ring expands outward, reaching a max range and then returning to Ganon, who can't move during this attack. The bats deal minimal damage individually, but can rack up a lot of damage collectively, although they deal very little knockback.
*Side special - Trident Throw: Ganon throws his trident like a boomerang. On flying, it strikes multiple times for high damage and minimal knockback, then zips back to him. While the trident is flying outward, mashing B will cause Ganon to extend a palm and imbue the trident with blue fire, causing big damage when it hits. Ganon will remain in this prone state until the trident returns, however. Otherwise, Ganon can move as normal while the trident is out, however all of his trident attacks are replaced with basic swiping palm moves.
*Up special - Teleport: Ganon teleports in one of 8 directions. The longer it is held, the larger the range. If Ganon doesn't land on-stage, he goes into free-fall.
*Down special - Shadow Protection: Ganon raises his cape, which sends a shadow creeping up him. This is a charged move; at full charge, Ganon gains super armor on all his moves for a brief amount of time and up to a certain damage percentage.
*Final Smash - Ganon's Wrath: Ganon teleports behind the stage and becomes consumed with malice before shooting a massive laser across the stage, dealing massive damage and knockback to anyone hit by it.	
*Neutral special - Fire Ring: Ganon twirls his trident overhead, causing a ring of bat-shaped fire projectiles to swirl around him in a circular formation. The ring expands outward, reaching a max range and then returning to Ganon, who can't move during this attack. The bats deal minimal damage individually, but can rack up a lot of damage collectively, although they deal very little knockback.
*Side special - Trident Throw: Ganon throws his trident like a boomerang. On flying, it strikes multiple times for high damage and minimal knockback, then zips back to him. While the trident is flying outward, mashing B will cause Ganon to extend a palm and imbue the trident with blue fire, causing big damage when it hits. Ganon will remain in this prone state until the trident returns, however. Otherwise, Ganon can move as normal while the trident is out, however all of his trident attacks are replaced with basic swiping palm moves.
*Up special - Teleport: Ganon teleports in one of 8 directions. The longer it is held, the larger the range. If Ganon doesn't land on-stage, he goes into free-fall.
*Down special - Shadow Protection: Ganon raises his cape, which sends a shadow creeping up him. This is a charged move; at full charge, Ganon gains super armor on all his moves for a brief amount of time and up to a certain damage percentage.
*Final Smash - Ganon's Wrath: Ganon teleports behind the stage and becomes consumed with malice before shooting a massive laser across the stage, dealing massive damage and knockback to anyone hit by it.
	Impa
	
*Home stage:
*Game of origin: The Legend of Zelda: Ocarina of Time (1998)
*Unlockable?: Yes
*Victory theme: Impa's Theme
*Neutral special - Sheikah Freeze: Impa throws a small and quick energy ball forwards that can freeze opponents upon impact. After the opponent breaks out, the Sheikah eye will flash over them for a short while, dealing no knockback but constant damage to the opponent before disappearing.
*Side special - Magic Barrier: Impa forms a magical barrier in front of her with her palms. This barrier can block any attacks and is up for 1.5 seconds before disappearing and having to use it again. However, this barrier has a limit to how much damage it can take, and, if that limit is broken, it won't be usable for a while.
*Up special - Naginata Spin: Impa pulls out her Guardian Naginata and swivels it around, sending her upward. Once she reaches peak height, she performs a front flip, then slashes her blade with force in a downwards direction.
*Down special - Giant's Knife: Impa summons her Giant's Knife and takes a stance, before rapidly thrusting it in front of her. If this attack makes contact with an opponent, they will be stuck in place, and Impa summons a water geyser, sending the opponent flying and dealing huge damage and knockback.
*Final Smash - Sheikah Energy: Impa focuses her energy and raises her hands while being engulfed in purple energy. Then, a giant beam of purple energy goes vertically across the stage right where Impa is standing, dealing enormous damage and knockback to anyone that touches it.	
*Neutral special - Sheikah Freeze: Impa throws a small and quick energy ball forwards that can freeze opponents upon impact. After the opponent breaks out, the Sheikah eye will flash over them for a short while, dealing no knockback but constant damage to the opponent before disappearing.
*Side special - Magic Barrier: Impa forms a magical barrier in front of her with her palms. This barrier can block any attacks and is up for 1.5 seconds before disappearing and having to use it again. However, this barrier has a limit to how much damage it can take, and, if that limit is broken, it won't be usable for a while.
*Up special - Naginata Spin: Impa pulls out her Guardian Naginata and swivels it around, sending her upward. Once she reaches peak height, she performs a front flip, then slashes her blade with force in a downwards direction.
*Down special - Giant's Knife: Impa summons her Giant's Knife and takes a stance, before rapidly thrusting it in front of her. If this attack makes contact with an opponent, they will be stuck in place, and Impa summons a water geyser, sending the opponent flying and dealing huge damage and knockback.
*Final Smash - Sheikah Energy: Impa focuses her energy and raises her hands while being engulfed in purple energy. Then, a giant beam of purple energy goes vertically across the stage right where Impa is standing, dealing enormous damage and knockback to anyone that touches it.
	Midna & Wolf Link
	
*Home stage:
*Game of origin: The Legend of Zelda: Twilight Princess (2006)
*Unlockable?: Yes
*Victory theme: Midna's Theme
*Neutral special - Dark Force Field: Midna lifts her hair hand into the air as Wolf Link slowly moves forward. A dark energy field is created around them which locks onto anyone who enters its radius, and its reach expands to a certain point. When released, Wolf Link will instantly lunge into everyone caught starting with the closest. Wolf Link will attack enemies regardless of their position.
*Side special - Wolf Lunge: Wolf Link lunges forward with a red glow. If he makes contact with an enemy, he’ll latch on and begin them biting them as rapidly as the player can press the B button. After a short time, he’ll kick them away as Midna hits the enemy with her hair fist.
*Up special - Claw Catapult: Midna clutches Wolf Link in her hair hand, reels back, and tosses him like a pitcher at an upwards angle slightly determined by the player. Anyone who hits the rapidly-spinning Wolf Link will get repeatedly damaged and he can add an additional biting attack for more damage. Midna then teleports onto his back.
*Down special - Warp Attack: Midna creates a portal beneath herself and one that travels in front of her along the ground as long as the button is held. When it’s released, Wolf Link crawls into the ground portal and emerges in the moving one, and will unleash a quick spin attack when the button is pressed and held again.
*Final Smash - Fused Shadows: Midna creates a massive portal that draws all near it into a dark dimension. A cutscene will play where Wolf Link will rapidly dash back and forth while attacking the victims. Then Wolf Link will stop and howl as Midna, transformed into a spider-like monster from the Fused Shadow, drops down from the sky and stabs the foe with a giant spear. The cutscene ends and the opponents are launched away.	
*Neutral special - Dark Force Field: Midna lifts her hair hand into the air as Wolf Link slowly moves forward. A dark energy field is created around them which locks onto anyone who enters its radius, and its reach expands to a certain point. When released, Wolf Link will instantly lunge into everyone caught starting with the closest. Wolf Link will attack enemies regardless of their position.
*Side special - Wolf Lunge: Wolf Link lunges forward with a red glow. If he makes contact with an enemy, he’ll latch on and begin them biting them as rapidly as the player can press the B button. After a short time, he’ll kick them away as Midna hits the enemy with her hair fist.
*Up special - Claw Catapult: Midna clutches Wolf Link in her hair hand, reels back, and tosses him like a pitcher at an upwards angle slightly determined by the player. Anyone who hits the rapidly-spinning Wolf Link will get repeatedly damaged and he can add an additional biting attack for more damage. Midna then teleports onto his back.
*Down special - Warp Attack: Midna creates a portal beneath herself and one that travels in front of her along the ground as long as the button is held. When it’s released, Wolf Link crawls into the ground portal and emerges in the moving one, and will unleash a quick spin attack when the button is pressed and held again.
*Final Smash - Fused Shadows: Midna creates a massive portal that draws all near it into a dark dimension. A cutscene will play where Wolf Link will rapidly dash back and forth while attacking the victims. Then Wolf Link will stop and howl as Midna, transformed into a spider-like monster from the Fused Shadow, drops down from the sky and stabs the foe with a giant spear. The cutscene ends and the opponents are launched away.
	Tingle
	
*Home stage:
*Game of origin: The Legend of Zelda: Majora's Mask (2000)
*Unlockable?: Yes
*Victory theme: Tingle's Theme
*Neutral special - Tingle's Rupees: Tingle tosses colorful rupees in a similar way to Mr. Game & Watch's neutral special. He can throw multiple rupees at once, which can make enemies flinch. He can throw the following types of rupees, from least to most damage: Green Rupee, Blue Rupee, Red Rupee, Purple Rupee, Silver Rupee, Orange Rupee and Gold Rupee. He can also throw a Rupoor, which can heal enemies (and allies) instead of damaging them.
*Side special - Tingle Bomb: Tingle pulls out a bomb and throws it in front of him, rolling on the floor for a brief moment before exploding. The bomb is quite large and heavy, which means it can't be picked up by opponents. However, it can be pushed and eventually exploded with attacks.
*Up special - Tingle's Balloon Trip: A balloon inflates from Tingle's back, and he begins to float. Tingle can float freely for some time before it pops and Tingle goes into free-fall. Any attack that hits the balloon will also make it pop.
*Down special - Koolo-Limpah: Tingle does his Koolo-Limpah dance. During the dance, he throws confetti that deals very little damage and knockback to opponents. If he manages to finish the dance, Tingle heals a great bit of damage.
*Final Smash - Fatal Blow: Tingle blows kisses in the form of hearts that home in on opponents. If they come into contact with any opponents, they will be pulled towards Tingle as he pulls out a giant bomb, which he drops onto opponents sending him and anyone caught in the Final Smash flying.	
*Neutral special - Tingle's Rupees: Tingle tosses colorful rupees in a similar way to Mr. Game & Watch's neutral special. He can throw multiple rupees at once, which can make enemies flinch. He can throw the following types of rupees, from least to most damage: Green Rupee, Blue Rupee, Red Rupee, Purple Rupee, Silver Rupee, Orange Rupee and Gold Rupee. He can also throw a Rupoor, which can heal enemies (and allies) instead of damaging them.
*Side special - Tingle Bomb: Tingle pulls out a bomb and throws it in front of him, rolling on the floor for a brief moment before exploding. The bomb is quite large and heavy, which means it can't be picked up by opponents. However, it can be pushed and eventually exploded with attacks.
*Up special - Tingle's Balloon Trip: A balloon inflates from Tingle's back, and he begins to float. Tingle can float freely for some time before it pops and Tingle goes into free-fall. Any attack that hits the balloon will also make it pop.
*Down special - Koolo-Limpah: Tingle does his Koolo-Limpah dance. During the dance, he throws confetti that deals very little damage and knockback to opponents. If he manages to finish the dance, Tingle heals a great bit of damage.
*Final Smash - Fatal Blow: Tingle blows kisses in the form of hearts that home in on opponents. If they come into contact with any opponents, they will be pulled towards Tingle as he pulls out a giant bomb, which he drops onto opponents sending him and anyone caught in the Final Smash flying.
	Skull Kid & Majora's Mask
	
*Home stage:
*Game of origin: The Legend of Zelda: Majora's Mask (2000)
*Unlockable?: Yes
*Victory theme: Majora's Theme
*Neutral special - Song of Healing: Skull Kid begins to play an Ocarina, playing a brief version of the Song of Healing. The player has to do directional inputs to pull this off successfully; if the player manages to play the song for long enough, the Skull Kid will begin to heal his health. The longer he plays it, the more health he recovers, up until he recovers half of his percentage before the beginning of the move. Over-using this will make it less effective and more punishable.
*Side special - Puppet: Skull Kid calls forth a puppet that drops from above (dealing light damage and knockback) that stays in place and attacks enemies that go near him, dealing enormous damage and knockback. However, the puppet can be easily defeated with projectiles.
*Up special - Fairy Swirl: Tatl and Tael swirl around the Skull Kid, covering him with fairy dust and flying him upward. Anyone who comes near is pushed away and any projectiles shot at Skull Kid while he's doing this move will be absorbed.
*Down special - Curse: Skull Kid thrusts his face forwards. Whoever hits him during this move will be cursed with a status effect: burned, stunned, frozen or poisoned. The stronger the attack that hits him, the longer-lasting and stronger the curse is.
*Final Smash - The Moon: The Skull Kid calls upon the Moon, which comes crashing down and bursts into flame onto the stage, covering everything and dealing tremendous damage and knockback. It is nearly impossible to survive this attack.	
*Neutral special - Song of Healing: Skull Kid begins to play an Ocarina, playing a brief version of the Song of Healing. The player has to do directional inputs to pull this off successfully; if the player manages to play the song for long enough, the Skull Kid will begin to heal his health. The longer he plays it, the more health he recovers, up until he recovers half of his percentage before the beginning of the move. Over-using this will make it less effective and more punishable.
*Side special - Puppet: Skull Kid calls forth a puppet that drops from above (dealing light damage and knockback) that stays in place and attacks enemies that go near him, dealing enormous damage and knockback. However, the puppet can be easily defeated with projectiles.
*Up special - Fairy Swirl: Tatl and Tael swirl around the Skull Kid, covering him with fairy dust and flying him upward. Anyone who comes near is pushed away and any projectiles shot at Skull Kid while he's doing this move will be absorbed.
*Down special - Curse: Skull Kid thrusts his face forwards. Whoever hits him during this move will be cursed with a status effect: burned, stunned, frozen or poisoned. The stronger the attack that hits him, the longer-lasting and stronger the curse is.
*Final Smash - The Moon: The Skull Kid calls upon the Moon, which comes crashing down and bursts into flame onto the stage, covering everything and dealing tremendous damage and knockback. It is nearly impossible to survive this attack.
	Ghirahim
	
*Home stage:
*Game of origin: The Legend of Zelda: Skyward Sword (2011)
*Unlockable?: Yes
*Victory theme: Ghirahim's Theme
*Neutral special - Diamond Barrier: Ghirahim conjures a diamond barrier as a horizontal platform to step on or a vertical wall to block attacks. These fade after some time and can be broken with enough hits from an opponent.
*Side special - Dagger Barrage: Ghirahim summons a line of quick-moving daggers to fire at opponents. If B is tapped repeatedly, he can send out a barrage of single daggers at a brisk pace. If B is held down, he can stack up to five daggers that can be released in whatever direction the player points Ghirahim towards.
*Up special - Teleport Slash: Ghirahim teleports for a brief moment, then reappears in mid-air with his sword drawn. Then, he drops down while slashing it.
*Down special - Stun Swap: Ghirahim's hand glow with electric aura. This works as a unique counter; if Ghirahim is attacked while in this state, he will stun the opponent and swap places with them.
*Final Smash - Fabolous Barrage: Ghirahim is enveloped in a pillar of black diamonds, transforming into his final form and draws a massive broadsword, swinging it forwards. Any opponents hit by this attack are then attacked with a barrage of daggers and sword slashes, before being launched by one final sword thrust.	
*Neutral special - Diamond Barrier: Ghirahim conjures a diamond barrier as a horizontal platform to step on or a vertical wall to block attacks. These fade after some time and can be broken with enough hits from an opponent.
*Side special - Dagger Barrage: Ghirahim summons a line of quick-moving daggers to fire at opponents. If B is tapped repeatedly, he can send out a barrage of single daggers at a brisk pace. If B is held down, he can stack up to five daggers that can be released in whatever direction the player points Ghirahim towards.
*Up special - Teleport Slash: Ghirahim teleports for a brief moment, then reappears in mid-air with his sword drawn. Then, he drops down while slashing it.
*Down special - Stun Swap: Ghirahim's hand glow with electric aura. This works as a unique counter; if Ghirahim is attacked while in this state, he will stun the opponent and swap places with them.
*Final Smash - Fabolous Barrage: Ghirahim is enveloped in a pillar of black diamonds, transforming into his final form and draws a massive broadsword, swinging it forwards. Any opponents hit by this attack are then attacked with a barrage of daggers and sword slashes, before being launched by one final sword thrust.
	Zant
	
*Home stage:
*Game of origin: The Legend of Zelda: Twilight Princess (2006)
*Unlockable?: Yes
*Victory theme: Zant's Theme
*Neutral special - Poison Orbs: Zant levitates and extends his arms forwards, releasing four red orbs. These orbs don't deal much damage or knockback, but they do poison opponents. If used in mid-air, Zant will aim them diagonally downwards instead.
*Side special - Zant's Hand: Zant summons a Zant's Hand, which can grapple any opponents directly in front of Zant and throw them into the floor, grounding them, or it can grab projectiles and then shoot them back with more speed but less damage.
*Up special - Twilight Teleport: Zant teleports away in a burst of twilight energy before quickly re-emerging in mid-air. After reappearing, Zant does a quick aerial spin attack before going into free-fall.
*Down special - Scimitar Spin: Zant pulls out his twin scimitars and begins to spin rapidly with them, having a slight gravitational pull. He can also move slightly to the left or right wihile performing this move.
*Final Smash - Zant Masks: Zant begins to float in mid-air as he summons numerous Zant Masks that fire multiple large magic fireballs at the stage while Zant laughs. Any projectiles shot at the Masks will be reflected at full force, dealing more damage than before.	
*Neutral special - Poison Orbs: Zant levitates and extends his arms forwards, releasing four red orbs. These orbs don't deal much damage or knockback, but they do poison opponents. If used in mid-air, Zant will aim them diagonally downwards instead.
*Side special - Zant's Hand: Zant summons a Zant's Hand, which can grapple any opponents directly in front of Zant and throw them into the floor, grounding them, or it can grab projectiles and then shoot them back with more speed but less damage.
*Up special - Twilight Teleport: Zant teleports away in a burst of twilight energy before quickly re-emerging in mid-air. After reappearing, Zant does a quick aerial spin attack before going into free-fall.
*Down special - Scimitar Spin: Zant pulls out his twin scimitars and begins to spin rapidly with them, having a slight gravitational pull. He can also move slightly to the left or right wihile performing this move.
*Final Smash - Zant Masks: Zant begins to float in mid-air as he summons numerous Zant Masks that fire multiple large magic fireballs at the stage while Zant laughs. Any projectiles shot at the Masks will be reflected at full force, dealing more damage than before.
	Vaati
	
*Home stage:
*Game of origin: The Legend of Zelda: Four Swords (2002)
*Unlockable?: Yes
*Victory theme: Vaati's Theme
*Neutral special - Black Energy: Vaati summons a small eye that begins to charge up a black energy sphere. This works just like Mewtwo's Shadow Ball, but is much slower and more powerful.
*Side special - Dark Spikes: Vaati conjures a series of purple spikes in front of him. The longer the B button is held down, the more spikes appear. The spikes then remain there for a short while before disappearing. Any opponents that touch them from above will be caught in them and be repeatedly dealt damage with no knockback until the spikes disappear.
*Up special - Shadow Teleport: Vaati splits into two dark ripples, then teleports in one of 8 directions the player can point him towards, reappearing in mid-air before going into free-fall.
*Down special - Shadow Grapple: Vaati conjures one of his final form's arms, which burrows into the ground and then reappears next to the closest enemy. Then, the arm grapples the opponent and throws them towards Vaati, also stunning them in the process.
*Final Smash - Vaati's Wrath: Vaati transforms into his final form, Vaati's Wrath, and shoots a variety of lasers onto the stage: a large energy laser from his horns, four blue energy balls from his belt of eyes and two gigantic beams of dark energy from his arms.	
*Neutral special - Black Energy: Vaati summons a small eye that begins to charge up a black energy sphere. This works just like Mewtwo's Shadow Ball, but is much slower and more powerful.
*Side special - Dark Spikes: Vaati conjures a series of purple spikes in front of him. The longer the B button is held down, the more spikes appear. The spikes then remain there for a short while before disappearing. Any opponents that touch them from above will be caught in them and be repeatedly dealt damage with no knockback until the spikes disappear.
*Up special - Shadow Teleport: Vaati splits into two dark ripples, then teleports in one of 8 directions the player can point him towards, reappearing in mid-air before going into free-fall.
*Down special - Shadow Grapple: Vaati conjures one of his final form's arms, which burrows into the ground and then reappears next to the closest enemy. Then, the arm grapples the opponent and throws them towards Vaati, also stunning them in the process.
*Final Smash - Vaati's Wrath: Vaati transforms into his final form, Vaati's Wrath, and shoots a variety of lasers onto the stage: a large energy laser from his horns, four blue energy balls from his belt of eyes and two gigantic beams of dark energy from his arms.
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