Super Smash Bros. Megamix/Super Smash Bros. characters

Super Smash Bros. universe	Super Smash Bros. universe	Super Smash Bros. universe
 	Master Hand 	
 	
*Home stage: Master Hand's Residence
*Game of origin: Super Smash Bros. (1999)
*Unlockable?: Yes
*Victory theme: Master Hand	
*Neutral special - Finger Gun: Master Hand makes the shape of a gun and fires a pair of flaming bullets. Can fire 3 bullets if he's at 150% or more.
*Side special - Hazardous Smudge: Master Hand drags one of his fingers over the floor, causing a string of damaging spikes to sprout in the area.
*Up special - Airplane Drill: Master Hand makes the shape of an airplane and flies up before violently crashing down in a drill-like motion.
*Down special - Laser Nails: Master Hand rises up and fires a blue laser from each of his fingertips. Does less damage and has less range if used repeatedly.
*Final Smash - Jetstream: Master Hand makes an airplane shape, flies into the background and rushes towards the stage. The direction he goes towards can be controlled by the player. This attack instantly breaks shields.	
*Neutral special - Finger Gun: Master Hand makes the shape of a gun and fires a pair of flaming bullets. Can fire 3 bullets if he's at 150% or more.
*Side special - Hazardous Smudge: Master Hand drags one of his fingers over the floor, causing a string of damaging spikes to sprout in the area.
*Up special - Airplane Drill: Master Hand makes the shape of an airplane and flies up before violently crashing down in a drill-like motion.
*Down special - Laser Nails: Master Hand rises up and fires a blue laser from each of his fingertips. Does less damage and has less range if used repeatedly.
*Final Smash - Jetstream: Master Hand makes an airplane shape, flies into the background and rushes towards the stage. The direction he goes towards can be controlled by the player. This attack instantly breaks shields.	
	Crazy Hand
	
*Home stage: Final Destination (Melee)
*Game of origin: Super Smash Bros. Melee (2001)
*Unlockable?: Yes
*Victory theme: Crazy Hand
*Neutral special - Paralyzing Gaze: Crazy Hand manifests an eye between his fingers that circles a beam of light. If the opponent is caught within the eye's line of sight, it will charge up and unleash a dark purple energy burst that stuns the victim.
*Side special - Pentaflame: Crazy Hand produces 5 blue fireballs that circle around him briefly before being launched towards the direction Crazy Hand is pointing at.
*Up special - Crazy Launch: Crazy Hand summons a bomb, throws it lightly up in the air and explodes it, launching him upwards. While the vertical trajectory is long and fast, this attack also deals damage to Crazy Hand and anyone around him when the bomb explodes.
*Down special - Shovel Claw: Crazy Hand digs his fingers into the ground and swipes them back out as a clawing attack. The force of the swipe also creates a yellow shockwave that travels along the ground, which can be reflected.
*Final Smash - Roving Void: Crazy Hand produces a black hole that proceeds to hover around the stage by itself (allowing Crazy Hand to do something else in the meantime). Being caught is a grab that leads into a meteor smash.	
*Neutral special - Paralyzing Gaze: Crazy Hand manifests an eye between his fingers that circles a beam of light. If the opponent is caught within the eye's line of sight, it will charge up and unleash a dark purple energy burst that stuns the victim.
*Side special - Pentaflame: Crazy Hand produces 5 blue fireballs that circle around him briefly before being launched towards the direction Crazy Hand is pointing at.
*Up special - Crazy Launch: Crazy Hand summons a bomb, throws it lightly up in the air and explodes it, launching him upwards. While the vertical trajectory is long and fast, this attack also deals damage to Crazy Hand and anyone around him when the bomb explodes.
*Down special - Shovel Claw: Crazy Hand digs his fingers into the ground and swipes them back out as a clawing attack. The force of the swipe also creates a yellow shockwave that travels along the ground, which can be reflected.
*Final Smash - Roving Void: Crazy Hand produces a black hole that proceeds to hover around the stage by itself (allowing Crazy Hand to do something else in the meantime). Being caught is a grab that leads into a meteor smash.
	Sandbag
	
*Home stage: Midair Stadium
*Game of origin: Super Smash Bros. Melee (2001)
*Unlockable?: Yes
*Victory theme: Home-Run Contest
*Neutral special - Capsule Spawn: Sandbag vibrates and picks up a capsule from inside himself. This capsule works exactly like the item. If the item switch is turned off, nothing will come out of it. The capsule also has a chance of becoming an exploding capsule.
*Side special - Sandgrab: Sandbag leaps forwards into the air headfirst. If he makes contact with an opponent, he grabs them with his head, then suspends them in the air for a moment before flipping and throwing them forwards.
*Up special - Bob-omb Toss: Sandbag pulls out a Bob-omb from out of himself then lightly tosses it upwards. The Bob-omb then returns to him, blowing him up and causing damage to him in the process, but sending him a great distance vertically. If Sandbag is attacked before the Bob-omb hits him, the explosion will be larger and more violent.
*Down special - Sanddash: Sandbag briefly flashes, then moves quickly in whatever direction the player presses. This works a lot like a wavedash.
*Final Smash - Revenge: Sandbag puts down a Smash Ball in front of him. Anyone hit by it gets thrown into a cutscene in the Home-Run Stadium, where Sandbag begins to combo the opponents and then launches them with a Baseball Bat.	
*Neutral special - Capsule Spawn: Sandbag vibrates and picks up a capsule from inside himself. This capsule works exactly like the item. If the item switch is turned off, nothing will come out of it. The capsule also has a chance of becoming an exploding capsule.
*Side special - Sandgrab: Sandbag leaps forwards into the air headfirst. If he makes contact with an opponent, he grabs them with his head, then suspends them in the air for a moment before flipping and throwing them forwards.
*Up special - Bob-omb Toss: Sandbag pulls out a Bob-omb from out of himself then lightly tosses it upwards. The Bob-omb then returns to him, blowing him up and causing damage to him in the process, but sending him a great distance vertically. If Sandbag is attacked before the Bob-omb hits him, the explosion will be larger and more violent.
*Down special - Sanddash: Sandbag briefly flashes, then moves quickly in whatever direction the player presses. This works a lot like a wavedash.
*Final Smash - Revenge: Sandbag puts down a Smash Ball in front of him. Anyone hit by it gets thrown into a cutscene in the Home-Run Stadium, where Sandbag begins to combo the opponents and then launches them with a Baseball Bat.
	Primid
	
*Home stage: Subspace
*Game of origin: Super Smash Bros. Brawl (2008)
*Unlockable?: No
*Victory theme: Step: Subspace
*Neutral special - Fire Stream: The Primid spews out a burst of fire from its mouth, dealing light knockback and hitting multiple times. The fire stream covers a wide area and can't be reflected. If the Primid's body is hit from behind during the move, the attacker gets hit with fire damage.
*Side special - Blade Boomerang: The Primid jumps backwards while throwing a sharp boomerang forwards. The boomerang moves slowly, but has a large hitbox. If there is an opponent right in front of the Primid when it's doing the move, the Primid will instead do a sharp melee attack with the boomerang.
*Up special - Boomvault: The Primid shoots downwards with its bazooka three times, launching it vertically. The last shot is larger and deals more damage to anyone caught by it.
*Down special - Beam Spin: The Primid will pull out its energy sword and begin spinning. Each hit deals low damage but high knockback. This move has a lot of end lag and leaves the Primid vulnerable to attacks.
*Final Smash - Shadow Infestation: The Primid summons Shadow Bugs to attack all opponents on the ground. Anyone caught by the Shadow Bugs is paralyzed and dealt constant darkness damage until the end of the Final Smash.	
*Neutral special - Fire Stream: The Primid spews out a burst of fire from its mouth, dealing light knockback and hitting multiple times. The fire stream covers a wide area and can't be reflected. If the Primid's body is hit from behind during the move, the attacker gets hit with fire damage.
*Side special - Blade Boomerang: The Primid jumps backwards while throwing a sharp boomerang forwards. The boomerang moves slowly, but has a large hitbox. If there is an opponent right in front of the Primid when it's doing the move, the Primid will instead do a sharp melee attack with the boomerang.
*Up special - Boomvault: The Primid shoots downwards with its bazooka three times, launching it vertically. The last shot is larger and deals more damage to anyone caught by it.
*Down special - Beam Spin: The Primid will pull out its energy sword and begin spinning. Each hit deals low damage but high knockback. This move has a lot of end lag and leaves the Primid vulnerable to attacks.
*Final Smash - Shadow Infestation: The Primid summons Shadow Bugs to attack all opponents on the ground. Anyone caught by the Shadow Bugs is paralyzed and dealt constant darkness damage until the end of the Final Smash.
	Tabuu
	
*Home stage: Tabuu's Residence
*Game of origin: Super Smash Bros. Brawl (2008)
*Unlockable?: Yes
*Victory theme: Tabuu
*Neutral special - Chain of Light: Tabuu produces a golden chain and throws it in front of him in an attempt to catch the opponent. Despite its range, it cannot catch those too close to him. If he succeeds, he will swing the opponent around before smashing them into the ground.
*Side special - Shuriken Boomerang: Tabuu throws a huge, circular, three-bladed shuriken, which flies across the stage like a boomerang before he catches it. It deals more damage on return.
*Up special - Golden Bracket: Tabuu transforms into an energy cage (resembling two glowing yellow brackets) and flies vertically. Anyone caught by the cage is semi-spiked.
*Down special - Teleport: Tabuu will briefly disappear then reappear in the direction the player is pointing him towards. This has a slight chance of causing an explosion.
*Final Smash - Off Waves: Tabuu appears in the background and unfolds his wings. He then charges energy and proceeds to release three red circular shockwaves that encompass the whole stage. If any one of these hit, they will cause extreme damage and knockback. The closer the opponent is to the waves, the more damage they receive.	
*Neutral special - Chain of Light: Tabuu produces a golden chain and throws it in front of him in an attempt to catch the opponent. Despite its range, it cannot catch those too close to him. If he succeeds, he will swing the opponent around before smashing them into the ground.
*Side special - Shuriken Boomerang: Tabuu throws a huge, circular, three-bladed shuriken, which flies across the stage like a boomerang before he catches it. It deals more damage on return.
*Up special - Golden Bracket: Tabuu transforms into an energy cage (resembling two glowing yellow brackets) and flies vertically. Anyone caught by the cage is semi-spiked.
*Down special - Teleport: Tabuu will briefly disappear then reappear in the direction the player is pointing him towards. This has a slight chance of causing an explosion.
*Final Smash - Off Waves: Tabuu appears in the background and unfolds his wings. He then charges energy and proceeds to release three red circular shockwaves that encompass the whole stage. If any one of these hit, they will cause extreme damage and knockback. The closer the opponent is to the waves, the more damage they receive.
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