The Crystal Gems

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All =
==Entrance==
===Gem Warp===
The Gem chosen on the character selection window warps onstage via the warp pad.
==Special Attacks==
===Down Special - Gem Warp===
The Gem you're playing as tags out with another Gem. The order goes Garnet>Amethyst>Pearl>back to Garnet, but you can go backwards in the cycle by holding the input. The warp stream deals passive damage to opponents caught in it and lifts them up a bit, but not enough to go into the blast zone. There's a bit of cooldown between Gem changes to compensate for the functionality.
====Move Origin==== 
Warp Pads are gem technology that allows gems to teleport between two fixed locations. Typically, warp pads work in a warp stream for one fixed location, but more powerful warps can go to different planets across the galaxy. While not technically being true teleportation, the beings using a warp pad are brought up into the stream by light and deposited into the pad of their choice. While only gems can typically use them, anything else caught in the stream can be warped, which is shown when opponents are near a gem when they switch.
===Final Smash - Alexandrite===
If the gem you're playing as is at 150% or higher, the other two gems are called upon and fuse together to form Alexandrite, who sticks around for 10 seconds. She also can't be hurt by anyone.. Unlike the other fusions, you can move around the stage and have your own set of specials.
====Neutral Special - Fire Breath====
Alexandrite winds back and shoots a stream of fire from her lower mouth to the ground. This can be aimed.
====Side Special - Sardonyx Hammer====
Alexandrite winds back and swings the mighty hammer, covering her sides.
====Up Special - Opal Arrow====
Alexandrite shoots a volley of Opal's arrows to the sky which then crash down to the ground around her.
====Down Special - Sugilite Flail====
Alexandrite winds back and slams down the flail in front of her.
====Move Origin==== 
Alexandrite is the fusion of all three of the Crystal Gems who debuted in Fusion Cuisine to stand in for Steven's mother. While Alexandrite requires all three to cooperate and focus to stay together, her power is shown to be mighty. In Super Watermelon Island, she not only shows her ability to breathe fire, but also shows her ability to use the same weapons created by Opal, Sugilite and Sardonyx at will.
==Results==
===Victories===
1. The Gems step forward and leap
2. The Gems land on the ground with Amethyst landing face first; Pearl: *laughs* Amethyst: *groans* "I'm alive."
===Losage===
Garnet sits in frustration, Amethyst is crouched down with her hair over her face, and Pearl kneels down teary-eyed
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Garnet =
==Playstyle Origin==
Garnet leads the Crystal Gems with her top-notch power and carefulness. She excels at direct offense, striking hard and fast to end things quickly, but her biggest perk is ability to get a read of what the opponent will do before she attacks. On the downside, she's not the best with mobility compared to the other two. Garnet's best for powerful blows and finishing confrontations. By prepping herself for any possibilities, she can tackle any situation.
==Special Attacks==
===Neutral Special - Future Vision===
Garnet uses her future vision to counter the opponent's attack and dish out half the damage she would have taken. Simple on the surface, but holding B is where it gets fun as it allows Garnet to react to what the opponent has planned accordingly (it can be cancelled by releasing B).
*Back - Garnet jumps out of the way, allowing for an immediate follow-up. She can also get behind the opponent.
*Forward - Garnet will counter a grab by grabbing the opponent herself and tossing them forward.
*Up - Garnet punches away any projectile coming towards her.
*Down - Garnet does the standard counter, but this time dishes out 3/4 of the damage of an opponent's attack.
Using any of the special counter variants has a 3-second cooldown to prevent spamming it and shutting down an opponent completely. Use a counter variant before the cooldown's finished and you always fail, unlike a regular counter, so it's best to use these to read opponents and plan accordingly for whatever future possibility will come. The counter will be ready again when Garnet's shades gleam in the HUD.
====Move Origin====
Due to Sapphire's ability to see the future in a linear path, Garnet has her own Future Vision ability that incorporates Ruby's spontaneous nature. As explained to Steven in the episode Future Vision, Garnet sees multiple possible outcomes of any certain situation, with Garnet focusing on the most likely scenarios and outcomes for given situations. In her analogy given to Steven, she equates time to a flowing river with many branching paths, and Garnet chooses the paths she goes down.
===Side Special - Electric Burst===
Garnet slams her fists into the ground, discharging a wave of electricity from her gauntlets that stuns an opponent as one would expect. You can charge this move to build up electricity, adding up damage and stun time. It also increases the max distance the bolt goes with 4 bounces at max. The bounces of electricity can be dodged between, but not deflected. You can also shield while charging to store your charge and use it to add the damage she deals with her future vision.
====Move Origin==== 
Garnet has shown the ability to use Electrokinesis on occasion. While she typically uses it to create electrical bursts from her gauntlets or body, the functionality of producing electricity that hops in bursts across the ground was shown in When It Rains, when the Gems saved Steven and Peridot from the corrupted gems.
===Up Special - Gauntlet Shot===
Garnet aims her gauntlets at her feet and shoots them, launching her upward and knocking away any opponents near her. This is one of her only projectiles, which travels similarly to Mega Man's Hard Knuckle, but with super armor. Holding B has Garnet enlarge her gauntlets, increasing the damage dealt and the height she ascends. Once the gauntlets are fired, you have to wait to land before being able to attack again as Garnet loses her hands in the process. Getting hit returns your gauntlets earlier.
====Move Origin==== 
This move combines two different abilities Garnet uses with her gauntlets. On a few occasions, Garnet had been able to fire her gauntlets off of her arms as exploding rockets. Since Gem weapons are light projections like the gems themselves, Garnet can reform her gauntlets immediately after, although the nubs where her hands would be are replaced with her gems. Garnet's ability to increase her gauntlets in size, while first appearing in the fictional story created by Steven in Garnet's Universe, became canon in Warp Tour when she increased her gauntlet size to destroy the Home Warp.
===Final Smash - Sardonyx===
Garnet fuses with Pearl to form Sardonyx, who reveals herself via curtain. After saying good evening to everybody, she jumps offscreen, hammer in hand. A spotlight then appears and scrolls between the opponents for 3 seconds. The opponent the spotlight stops on will be given a hard whack with the hammer, then Garnet and Pearl un-fuse, leaving a dust cloud that deals passive damage. Pressing B drops the hammer early.
====Move Origin====
Sardonyx is the fusion of Garnet and Pearl that debuted in the episode A Cry For Help. Sardonyx is a spunky performer who breaks the fourth wall and loves putting on a performance, hence the spotlights in her Final Smash. While she does have great speed and destructive power, her Final Smash focuses on her elegance and precision, which were used to destroy the communications tower in her debut episode.
==KO Sounds==
1. *frustrated groan*
2. "Ow."
Star: *screams*
==Taunts==
Up: "And I'm never going down to the likes of you 'cause I'm so much better."
Side: *lowers her shades* "Future vision."
Down: "All comedy is derived from fear."
==Results==
===Victories===
1. "'Cause I'm stronger than you.~"
2. *gives a thumbs-up*
==Standard Attacks==
===Ground Attacks===
*Jab - 
*Dash Attack - 
*Side Tilt - 
*Up Tilt - 
*Down Tilt - Garnet stomps the ground
*Side Smash - Garnet delivers a side hook
*Up Smash - Garnet does an uppercut
*Down Smash - Garnet slams her gauntlets on the ground, creating a shockwave
===Aerials===
*N-Air -
*F-Air -
*B-Air - Garnet does a back kick followed by an elbow
*U-Air -
*D-Air -
===Throws=== 
*Grab -
*Pummel -
*Forward -
*Back -
*Up -
*Down -
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Amethyst =
==Playstyle Origin==
Amethyst is very untraditional compared to not only the Crystal Gems, but the other Quartz soldiers. She may be small, but she has strength respectable in her own way. Be it a whip or shapeshifting, Amethyst is best at grappling through grabbing opponents and tossing them to maximize damage output. She can also utilize her toolkit in unexpected ways, making her a tricky gem to approach and with great range to boot. Though outside of those two aspects, she doesn't excel at anything groundbreaking compared to her contemporaries. Her stats aren't spectacular, but she can quickly overwhelm opponents with her moves.
==Special Attacks==
===Neutral Special - Whip Grapple===
Amethyst uses her whip for an extended grab that can clank with attacks. Pressing B can reel in an opponent for her regular grab or slam them into the ground, either downward or behind her by moving the stick in the respective direction. Amethyst can't slam opponents offstage this way. If Amethyst grabs an opponent in midair and she's above ground, she spins them around and slams them into the dirt. The whip can also grab and toss back projectiles, halving the damage but maintaining the other properties. This can also grab items, automatically bringing them to her hands. This creates space between Amethyst and her opponent, but the wind-up slows down the more she uses it as a means of spam prevention. It slows down every 3 uses and has a cooldown time of 7 seconds. Much like normal grabs, you can't hold an opponent forever, and the grip time depends on how hurt the opponent is.
===Move Origin=== 
Amethyst's whip is her primary gem weapon which she uses mostly to grab and throw opponents and objects around. While she uses her whip to grab allies to save them from a fall or pull people away from danger, Amethyst also uses the whip to throw opponents around a battlefield or to pick up heavy objects to throw as projectiles or slam to destroy things.
===Side Special - Quartz Spin Dash===
Amethyst curls up into a ball, charges up a spin, and rockets off much like a certain hedgehog. Holding B charges up the dash, increasing the distance and power. Without a full charge, you just get a short burst in the determined direction. At a full charge, Amethyst is surrounded by purple flames, turning her into a fireball for an explosive blow. Pressing B again while you roll has you uncurl, but jumping does a jumping dive attack. In the air, she only does the dive, but can change into the normal version when she hits the ground. Keep in mind that the spin dash only goes one way.
===Move Origin=== 
Quartz soldiers have an innate ability to curl into a ball and roll their bodies around, which is a homage to the Sonic the Hedgehog series. Amethyst uses this ability often to either directly knock into foes or spin around them to trap them with her whip. Amethyst also takes a que from Sonic through a spin dash jump used in When It Rains, referencing the homing attack Sonic uses. Amethyst also used her seldom used pyrokinesis to charge into a fireball in her battle with Jasper in Earthlings.
===Up Special - Puma Heel===
Amethyst changes into her wrestling persona and leaps into the air, then elbow drops down to the stage. Pressing B makes her slam down with a punch. You can use this in tandem with the spin dash for extra mobility. If an opponent's near Amethyst as she shapeshifts, she grabs them and takes them along for the ride, ending in a bury when you hit the ground. Though if you do it off stage, you'll take your own stock along with the opponent's.
===Move Origin=== 
While this move references Amethyst's love of shapeshifting, Amethyst's Purple Puma wrestling persona debuted in Tiger Millionaire as her way to relieve stress and feel free from Garnet and Pearl. While she employs multiple wrestling techniques in the ring, she goes straight on the offensive when transforming into the Puma in actual combat scenarios. The way she can grab opponents and slam them down is a general nod to wrestling and the grappling that is commonly employed in matches (which Amethyst does).
===Final Smash - Sugilite===
Amethyst fuses with Garnet to form Sugilite, who puts on her shades and lets out a chuckle. She them swings her flail around to damage opponents. The last opponent hit by the flail will be dragged into a cutscene where they get headbutted, uppercutted, and are finished off with a two-handed axe. Amethyst and Garnet then un-fuse and the former gets back into the action. It's a pretty standard heavy damage FS.
===Move Origin=== 
Sugilite is the fusion of Amethyst and Garnet that debuted in the episode Coach Steven. While having a huge amount of destructive power, the pair get carried away when fused as Sugilite, resulting in a gem that leaves nothing behind in her path of destruction. This, and her limited appearances on the show, play into her being the simplest of the four final smashes.
==KO Sounds==
1. "Come on!"
2. "Whoa-wa-ha!"
Star: *screams*
==Taunts==
Up: *holds her hands behind her head and leans back* "I guess I am pretty great."
Side: *eats a burrito*
Down: *shapeshifts into Pearl and smacks her butt* "Womp womp!"
==Results==
===Victories===
1. *spin-dashes into frame and points up* "Who's the runt now??"
2. *flexes as the Purple Puma while the crowd boos*
==Standard Attacks==
===Ground Attacks===
*Jab - Amethyst lashes two whips at the opponent
*Dash Attack - Amethyst slides forward
*Side Tilt - 
*Up Tilt - Amethyst lashes her whip at an upward angle
*Down Tilt - 
*Side Smash - 
*Up Smash - Amethyst whips her hair upward
*Down Smash -
===Aerials===
*N-Air -
*F-Air -
*B-Air -
*U-Air -
*D-Air - Amethyst curls up into a ball and slams into the ground
===Throws=== 
*Grab - Amethyst grabs the opponent with one hand
*Pummel -
*Forward - Amethyst turns into a bat and knocks the opponent away
*Back -
*Up -
*Down -
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Pearl =
==Playstyle Origin==
While Pearls aren't built for combat, Pearl here has made herself known for being Rose Quartz's deadly renegade Pearl. She excels at being an expert duelist with her spear, compensating for the low damage output with quick and nimble movements that make her the most natural at fighting opponents. Her nimbleness also helps her with the fault of her being on the fragile side, moving around opponents to strike. While she can't kill as easily as the other two, her best offenses do half the work for her.
==Special Attacks==
===Neutral Special - Spear Shot===
Pearl fires a blast from her spear. They deal minimal damage, but stun the opponent the closer they are. Up to 3 can be fired at a time. Holding B has Pearl charge her spear and release a more powerful blast that deals more knockback than the smaller variants. In midair, Pearl aims the shots diagonally downward like Ness with PK Fire. This variant has the added perk of giving her an aerial boost for every shot. While Pearl's neutral special is the simplest of the three, it's her best tool for zoning and gaining an opportunity to build up damage.
===Move Origin=== 
With her spear as her primary weapon, Pearl has mastered the ability to fire laser blasts from her blade at will. While she usually fires smaller blasts at a time, she has shown the ability in Watermelon Steven to charge and fire larger explosive blasts. 
===Side Special - Holo-Pearl===
Pearl spawns a training hologram. The Holo-Pearl attacks depending on the level she's at, of which there are 3.
*Level 1 - The default level, of course, where Holo-Pearl thrusts away opponents and goes into a parry stance while maintaining its position. The parry works like Marth's counter, just with more knockback, albeit non-lethal.
*Level 2 - Holding down B has the Holo-Pearl go into basic attack mode, now moving around and leaning more on the offensive. Sadly it can be poofed easier.
*Level 3 - Holding down B for even longer has the Holo-Pearl go into advanced mode, now like a fully-fledged CPU with more attacks, but it only stays for 10 seconds and has a 10-second cooldown.
The Holo-Pearl stays onstage for 15 seconds before poofing away automatically. Strong attacks poof the Holo-Pearl away and slash attack do them in quicker. There can only be 2 Holo-Pearls at a time, but only 1 level 2 at a time. If another gem is in play while a Holo-Pearl is out, they go inactive and stay where they are, unable to be interacted with until either Pearl returns or their time's up.
===Move Origin=== 
Holo Pearl refers to the light holograms created by Pearl for combat training purposes. Debuting in Steven the Swordfighter, Pearl shows the ability to have the bots either move in rudimentary basic attacks for training purposes or be full blown expert sword opponents for sparring. While both the offensive and basic functions all come from that episode, the episode Sworn to the Sword showcased Pearl's ability to summon multiple at a time, all set at their own levels. While Pearl's moveset in Beatdown focuses on her spear mastery, Holo Pearl uses the blades she's also proficient in.
===Up Special - Pearlbot Leap===
Pearl boards her mech, which crouches down and does a huge leap into the air followed a pirouette at the peak of the jump. After that, she leaves the mech and enters a normal fall. She can be kicked out earlier by someone attacking during the ascent. During the ascent, but not when she hits the peak, she has access to her own powerful aerials.
*N-Air - The Pearlbot spins with a leg erect
*F-Air - The Pearlbot fires a laser from the cone
*B-Air - The Pearlbot kicks behind it
*U-Air - The Pearlbot lifts a leg up for a kick
*D-Air - The Pearlbot thrusts a leg down for a midair stomp.
The startup and ascension deal damage, keeping her safe from opponents right on top of her. 
===Move Origin=== 
While Pearl has shown to have vehicle and mechanical proficiency (being able to pilot gem ships and build rockets), Pearl's mech was built in the episode Back to the Barn to compete with Peridot for the rights to build the cluster drill. Pearl's mech is just as dextrous as Pearl herself, moving gracefully and beating Peridot in mobility but falling behind when it came to pure power.
===Final Smash - Opal===
Pearl fuses with Amethyst to form Opal who slides to the left side of the screen (damaging anyone in the way) and readies a bow and arrow. Pressing B shoots a basic but powerful arrow. Holding B for a bit fires multiple arrows at once, which can break shields. Hold for even longer to shoot a ball light that bursts with multiple arrows. After 3 shots or doing nothing for 10 seconds, Pearl and Amethyst un-fuse.
===Move Origin=== 
Opal is the fusion of Pearl and Amethyst that debuted in the episode Giant Woman. Combining the weapons of the two into a bow, Opal was shown to fire off both concentrated light arrows and a large volley of arrows to strike multiple foes, being able to bubble the entire horde of corrupted gems chasing her and Steven
==KO Sounds==
1. "D'oh!"
2. "Ohh-aiee!"
Star: *screams*
==Taunts==
Up: *gets into a dueling stance* "We shall lets our swords decide."
Side: *points her spear* "You can't beat me!"
Down: *leans forward with one bent knee and projects a mini-Pearl*
==Results==
===Victories===
1. "That will be all."
2. "I did it for me!"
==Standard Attacks==
===Ground Attacks===
*Jab - Pearl swipes her spear down, then up
*Dash Attack - Pearl does a huge swing upward with her spear
*Side Tilt - 
*Up Tilt - Pearl swings her spear overhead
*Down Tilt - Pearl stabs forward with her spear
*Side Smash - 
*Up Smash - Pearl jumps up with a twirl and knocks the opponent away with a kick
*Down Smash -
===Aerials===
*N-Air -
*F-Air -
*B-Air -
*U-Air -
*D-Air - Pearl drops down with her spear pointing down; landing on an opponent has her backflip
===Throws=== 
*Grab -
*Pummel -
*Forward -
*Back -
*Up -
*Down -
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