Eclipse of Torment

Welcome to Eclipse of Torment, a multi-media umbrella platform fighting game that works to be a huge conglomeration of dozens of smaller ideas put forth into hopefully one tight package. Released exclusively for PC on April 20th, 20XX, developed and published by Empress Scarlet acting as an expansive author appeal project for experimenting with wacky ideas for mechanics and movesets all rolled up into a tight package.
==Gameplay==
Eclipse is a Smash-like game which controls nearly identically to the source game it's pulling inspiration from. The key difference is that it lacks a shield but, in its place, there is a parry system that can cut the damage of all attacks thrown out. Parrying attacks also builds up the Final Smash meter with the amount of charge gained being approximate to how much damage the move naturally deals. With higher damage moves filling up the meter a ton while lighter hitting attacks barely filling it at all. In addition to this, you're also able to perform a super guard which not only nullifies all damage taken but reflects the attack back as well for double damage.
To make sure this one mechanic isn't overly abused though the window for performing a super guard is extremely strict, requiring a frame perfect input to use. Attacks also have been given a slight rework as well since they all now operate on pressured inputs, giving each attack a light, medium and heavy variation that doesn't change the attacks properties but does increase damage and the effects given off by said attack. In the options you do have the choice of locking in one type of input if you want consistent results in what style of attack you want most.
However, the option to turn on shields isn't gone completely as you do still have the option to turn them on and opt for that instead of the parry system. They act identically from their smash counter parts but with some key differences such as there being a visible health bar above the active shield. Along with the size and color of it changing from character to character. With larger shields having more overall health but more weak points. While smaller sizes tend to have less health but can take more of a beating as they're denser.
Players also have the ability to expand them by rapidly rotating the control stick to increase their radius up to 3x its original size. Pushing it over the limit then will result in it blowing up, acting as a powerful explosion that acts as a hidden universal attack. Dealing absolutely monstrous damage to opponents and the user, this does come at the cost of being unable to use the shield for quite sometime.
Other mechanics such as air dodging have also received major reworks. Such as vulnerability being reduced when performing an aerial dodge which makes it possible to chain upwards of three of them at a time. With circular air dodges being used in tandem with the games grounded movement options like the returning wavedash. Along with a added long jump which is performed by dashing and pressing one of the shoulder buttons. Your character will then preform a bounding leap. Which is great for closing gaps and to start combos with.
Another big gimmick of Eclipse is the fact that each character has their own dedicated gimmick. It can either be as small as an extra stat that ties into their special moves or something as extensive as multiple attacks for one special or a special resource to manage. These are implemented in order to help make each fighter stand out in some way regardless of how simple they seem on the surface. While some may seem outlandish or strange, their main goal is to spice up each battle so that playing any one character doesn't feel stale since complex stage gimmicks and stage hazards have been scaled back a bit. Focusing on fighter and item specific abilities to bring out the chaos in these fights.
The last thing to note is that there are defined classes/archetypes among the roster of characters with some breaking the mold of how they're built along with some never-before-seen ones as well.
Balanced 	Defined by characters who are jack of all trades but master of none. Having a move for every type of situation with even stats to match up well with most characters on the roster but struggle to keep up with those who outclass them either in stats or their movesets. This archetype's main appeal is being accessible to everyone while providing deeper depth for those who want to look for it when playing competitive.
Mix Up 	Defined by characters who have a mix of both projectile and physical attacks with-in their kits. Being good on both ranged and melee fronts while still being fairly balanced at their core. Often leading to them preforming better than the balanced class characters but not my much all things considered.
Rushdown 	Defined by any fighter who has their build focused on swift attacks and a combo-heavy playstyle. That focuses on keeping things as close quarters as possible to ensure the opponent doesn't get away and to finish them off as quickly as possible. Rushdown characters are on paper the simplest to understand but the hardest to master as its all about positioning and timing as if you don't have that, things will start to fall apart quick.
Pressure 	Defined by a character with an imposing presence on the battlefield, either having a gimmick that makes them hard to damage or focuses on long ranged attacks and punishing those who try and lean too low. Exploiting any weaknesses the opposing fighter might have and going in for the knockout. Using characters like this though requires patience and good spacing in order to get the most out of them as rushing in too fast will lead to trouble.
Zoner 	Defined by characters who have mainly projectile based attacks that hit from far away. A more defensive playstyle that rewards quick thinking and reflexes as most zoners are known for being pretty speedy in order to keep their distances from their attackers. Which is what leads into their biggest flaw, their crippling defenses and reliance on charging up attacks as most don't have good close quarters options and if they do they're more likely a mix-up than a zoner.
Tank 	Defined by a character who possesses a large and bulky body with their stats heavily leaning towards taking hits instead of dealing them back. Often having more utility-based moves that help them in a pinch or whittle down an opponent's health to take them out easier. With their sheer girth comes a cost of being hard to move with and often having poor aerial game, coupled with the fact that they're usually easy to target due to their colossal size.
Assassin 	Defined by a character who has a reliance on attacks that have excellent range but take time to aim and precisely strike. Along with having the unique trait of dealing extra damage when attacking from the back. While this class is most comparable to the pressure class its key difference is in the stats as most assassin fighters are built with weak initial attacks but strong single strike attacks that lead to an early knockout. With this advantage though comes their most glaring weakness, charging these attacks leaves them vulnerable to attackers to pick on them which hurts a lot of their strategies.
Grappler 	Defined by fighters who rely on command grabs and keep their opponents as close to them as possible. With these command grabs usually being tied to a special or a secret button combo that allows for these. They also possess a more lite version of the tank's defensive abilities without the crippling speed or airtime. Making them easier to use as a result, with their weaknesses being very few and far between other than their recovery moves being less than stellar off stage.
Footsie 	Defined by a character who's strength is having good ground game but being unable to string coherent combos together. Having wonky hitboxes and harder to land sweet spots in exchange for the attacks over all power being far greater than that of a rushdown fighter. Footsies also suffer from the least amount of issues out of any class in the game other than sometimes being a bit slower than normal.
Glass Cannon	Defined by an extreme focus on raw power and non-existent defenses, these characters are forces to be reckoned with in the right hands. However, every other stat is a toss-up such as air or ground speed being either middle of the road or pretty slow with a rare speedy glass tank being uncommon. Glass Cannons also take a long time to unleash their attacks since they pack so much heat into them as a result they're usually the first to be knocked out if the player isn't prepared enough.
==Game Modes==
===Versus===
Free-for-All 	The standard game mode where you and up to seven other players can battle it out to see who’s the last one standing. The first game mode most players flock to as it's a good starting point to learn how to play the game with some low-level CPUs or some friends if you’re new to the game. Veteran players meanwhile might spice things up by either cranking the difficulty slider of the CPU players up or doubling the number of items that appear on stage at a time
Stamina 	The percentage meter changes to a traditional health bar along with reducing the jump and speed of all fighters. Making it more in line with a more traditional fighter. Along with those changes stage hazards and items will be turned off in addition to making every stage a flat plain with walls where the blast zones use to be.
Coin Battle 	Knock coins and cash out of the other fighters and take it for yourself. The player with the most coins by the end of the game takes the victory. The more coins a player accumulates the more likely they are to drop a large sum of it in a money bag if they’re hit hard enough. There's also a lot of varieties of coins all worth a different amount so keep an eye out for those rare ones like Diamond or Neon coin types.
Crumble Rush 	The longer the match goes on for, the more the stage will break apart from bombs embedded in it. Your goal is to last for five minutes as you fight for space on the steadily decreasing ground. Once the timer hits zero it’ll go into overtime as the remaining players left make a mad dash towards each other as they’re forced to fight in the air to see who’ll be the last person surviving. Closer to the end of the round, the gravity of the battlefield will be reduced that makes all players much floatier and easier to control, which helps with heavy weights not being at a complete disadvantage.
Smashdown 	Fight against the entire roster in this absolute gauntlet of a game mode. Each fighter you pick will be randomized so you'll never know which one you'll get next. After each one-on-one fight is complete the two characters from that last battle will be removed from the roster. The game ends when all fighters have been cleared out, with every 10 characters you beat granting you a power buff that'll continue stacking for the rest of the game modes run. If you wipe out at any time during it thought it'll be game over for you, meaning having to start back at square one.
Team Battle 	Groups of up to two to four fighters split into teams to duke it out with each other to see who’s color is superior. You can customize what color your team is along with changing it to make the alt colors of the fighters participating in it match the team's shade. Brand new team actions are also available to players of this mode. Such as throwing your teammates forwards to bowl over the opposition, team up combos that if pulled off successfully will grant an attack boost for a limited time and being able to cast buff and healing moves on your team as well to maximize efficiency.
Minus Mode 	Crank up the heat as each and all fighter's stats are increased to absurd levels. Making them absurdly broken on top of each of their moves coming out instantly and lacking any form of cool down. Eliminates any restrictions or limits to gimmicks meaning they can abuse them all they want. Allows all players to infinitely jump and use their recovery specials on top of also being able to stall midair when being hit away by a powerful attack. This mode is only for those who are able to keep up with the sheer speed and insanity of it all as it can get pretty out of hand quickly.
Reverse Knockback	Like the name suggests all the knockback of each fighters' movesets will be adjusted to launch in the opposite directions to what they would normally. Not only that though but the launch distance of moves will also be reversed, for example if a move has no knockback whatsoever it'll instead be cranked up to have the maximum amount of knockback possible. Changing the entire way players think and strategize about their battles, having to memorize how moves function under these new rules.
===Solo===
Training Mode 	Test your skills as a fighter or to just mess around with items, stage hazards, character gimmicks and the like. You can toggle settings such as who you or your opponent is playing as, being able to freely change what stage you're playing on and even adjust the level the CPU you're facing off with is. All without having to exit out of the mode and reselect everything, making the process of training up and honing your skills very convenient.
Arcade Mode 	Battle your way through a string of 12 random fighters as you collect rewards and play through mini games in between rounds. Before selecting which character, you're going to play through as you're given the option of a difficulty slider to make the run either easier or harder. Making it a cakewalk will reduce the fighters you face to brainless CPU's that give less rewards but are easier to take out. While on the hardest setting each opponent you face will be equipped with an item or three along with their AI being cranked up to the max setting, making for a ruthless but very rewarding time.
Eclipse Tour 	Travel around on a large moon shape board where you roll a dice, collect items and face your friends in a random match or mini-game every three rounds. Winning either even will grant you more gold to spend at item shops or to give them to a malicious spirit to cast a harmful debuff the next time everyone battles. It could either be lowering speed, attack, starting with extra damage or cutting their stats in half, this mode is all about strategy with a hint of luck.
All-Star 	A grand battle awaits as you face against the entire roster in an endurance gauntlet. Challenging everyone on the roster sorted by franchise and debut, with a resting area being placed after each round that holds a save point and a gaggle of healing items if you want to take a break or got too roughed up last round. You're also able to adjust how the order of fights goes before you enter a game, with one of them being a non-stop battle to the death in a giant arena against ever fighter at once. With more and more spawning in the more you manage to defeat.
Achievements 	Dozens upon dozens of achievements are available to you that'll reward you with prizes such as extra coins to unlock characters, stages or something else entirely. These challenges range from something as simple as unlocking 20 characters to something as difficult as beat classic mode on the hardest difficulty without using a single continue. These are here to make progression feel meaningful and to keep players engaged for many more hours.
Capsule Machine	To unlock more and more content throughout the game you have to collect coins and spend them on this capsule machine that can spit out new fighters, stages and even modes if you're lucky. This is a way of speeding up the normal process of unlocking all of these which while the normal way isn't that awful to do since you just need to reach a certain number of required battles. Considering the sheer scope of this game anything that helps in that process is a good thing to have.
===Stadium===
Target Test 	You’re dropped onto a stage specially made for the character you’re playing as with the main goal of breaking all 20 targets in the fastest amount of time. The better the time, the better you'll be paid for your efforts. Each stage also has a target time to aim for that nets the winner a golden alternate costume for their player character.
Platform Chaos 	Like target test, each fighter has their own specially made stage focused on their movement and platforming skills. Requiring players to think before they jump as one wrong move will mess you up. Completing a target time will unlock a special victory theme for the character you played as. This mode also has a harder variant where platforms are spaced out more along with moving faster than normal.
Master Race 	A test of pure speed, your goal is simple. Get to the goal before time runs out while also taking as little damage as possible. Doing a perfect run will unlock a brand new victory background for the character in question. This is also able to be played with up to eight players at once, with the goal being to survive and reach the finish before everyone else does.
Home-Run Contest 	Beat up on a sandbag and then launch it into the stratosphere with a well placed homerun bat strike. The further it goes the more prizes you’ll accumulate. You can then unlock sturdier and more durable sandbags to give yourself a bigger challenge with each one being made of a stronger material that's harder to launch. Consisting of Cloth, Wood, Steel, Gold, Diamond, Netherite and Hylian Metal types of sandbags.
Sock-em Soccer 	Make a team of 2-4 players with your goal being to knock a giant soccer ball into the opposing sides net. Each round lasts around 3 minutes and you’re able to play around 5 of them in a row. With every break in the game being used to rest up for the next match and to equip special power-ups that’ll add effects to the ball such as it being able to explode upon hitting it too hard, stunning the opposite side for a bit or making it score double points at the cost of it being harder to land in the net.
Crystal Crusaders	You and up to seven other friends are tasked with breaking a large crystal in the center of the stage while hazards and clone fighters begin to flood in trying to mess you over. Shattering the crystal gives you a chance to select the option to unlock and fight against one out of three randomly selected characters, who only have hints as to who they are via codenames. Along with also selecting a stat buff to use before heading into the match.
==Characters==
Click expand to see each character and their full moveset.
Mario
Mario Heroic plumber of the Mushroom Kingdom who'll stop at nothing to protect it from trouble. Often getting into scuffles with Bowser either it be to save peach or to stop him from causing untold destruction on the land. While often courageous and kind-hearted though his more competitive side will show when he tags along with his brother on an adventure or holding any number of sports events or wild parties. He's faced off many of foe in his time as a hero either it be nightmare wizards, psychotic megalomaniacs or a doppelgänger of himself, no matter what the challenge is he'll always overcome it. As a fighter he possesses average stats across the board and is centered around being an All-Rounder class. Being a jack of all trades, master of none which makes for a great beginner pick when starting new.
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*Universe- Super Mario
*Debut - Mario Bros (1983)
*Class - Balanced
*Gimmick - Damaging Footstool: Whenever Mario footstools someone, they'll be delt chip damage which goes up the more he jumps on them in a row. This added on damage causes aerial footstools to be even more useful as it'll keep the opposing fighter falling for much longer.
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*Fireball - A fast moving orb of fire that can be shot up to three times in a row. Deals moderate damage but no knockback, they can also bounce off walls and other surfaces such as shields. If he's right up next to an opponent Mario's able to rack on the damage by spamming fireballs as there'll be no cool down.
*Hammer Swing - Swing forwards a massive hammer that deals huge damage and knockback. Hold the button to charge up before releasing to add on extra damage. Releasing it too early will have the head of it fall off with Mario simply whacking a fighter with the handle of it. Releasing it too late will have him fall backwards and trip, leaving him vulnerable for a few seconds.
*Super Jump Punch - Fly upwards with a multi-hitting uppercut that deals decent damage and knockback. Along with gaining great height off it, the one downside is it'll leave Mario vulnerable until he lands back on the ground. Along with being a good recovery tool it's also used as a great grounded option as well since it does increased knockback.
*Mario Tornado - Perform a spinning lariat that deals multiple hits of damage with the last hit launching fighters back. Rapidly tapping the button will have Mario ascend upwards which helps in recovery. The wind generated by it can block small projectiles and push opponents away as well.
*Cape - Flick a golden cape forwards that deals chip damage and reverses the direction an opponent is facing. It's also able to reflect projectiles and block weak physical hits like jabs. It's even a great way to stall in the air for an extra few seconds, making it another good recovery tool.
*Superstar - Mario's finisher calls upon the power of a power star which imbues him with a rainbow aura. Gaining increased attack and speed along with being immune to all forms of damage and knockback until it runs out after a few seconds. He also damages fighters upon contact, causing strong knockback.
Luigi
Luigi, the eternal understudy to his brother Mario, always in his shadow feeling rather envious of his brothers accomplishments. While this doesn't really get to his head all too often, he is quite the coward and socially awkward man with many blunders he's accidentally committed while trying to do even the most basic of things. He still has his heart in the right place and has gone on many of his own adventures as well, having to rescue his red clad bro from freaky haunted mansions and hotels. Battling against the ever more imposing King Boo who embodies all of Luigi's deepest fears, but he eventually over comes the odds and thwarts him each and every time. Luigi's playstyle is a bizzarro version of Mario having higher jumps but having less friction on his movement. Having the same sort of balanced playstyle with a mix of elemental and physical based moves but all of them having increased launching power at the cost of having weirder hitboxes.
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*Universe- Super Mario
*Debut - Mario Bros. (1983)
*Class - Footsie
*Gimmick - Negative Aura: Each time Luigi lands any attack on a fighter, it inflicts a small damage over time effect that shows a weird inverted colored aura surrounding them. With the damage of the effect increasing the more he's able to rack up continuous hits. Eventually causing their speed and attack stats to lower after long enough exposer to the aura.
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*Thunderhand - Charge up and fire out a blast of blue electricity that deals multiple hits of damage. This move has decently long range, being a good tool for keeping a space between you and your opponents. However, it does take a few seconds to full charge, releasing it too early will result in pitiful amounts of damage being delt. Additionally charging up for too long will cause Luigi to take some recoil damage from said attack.
*Green Missile - Rear back and fire yourself forwards like a charging missile, acting as a great means of damage and a wonderful horizontal recovery option. It takes a second to full charge up, also leaving you vulnerable to attacks from all sides so it's quite risky to use in most cases. There is, however, one saving grace for this attack, a 12% chance of performing a misfire. Where Luigi shoots forwards instantly, dealing more damage and covering a longer distance. The only thing to worry about now is shooting off the stage into the blast zone.
*Burial Header - Jump up with a rising uppercut and fall straight downwards with a descending headbutt. The punch deals little damage and knockback, but it is used to set up into the following headbutt attack that can spike foes downwards and buries them into the ground. You can cancel the second attack while in mid-air to stop yourself from potentially falling to the bottom blast zone, this does leave you more vulnerable, however.
*Luigi Typhoon - Spin around with outstretched arms, whipping up a tornado around the user's body. This attack deals multiple flinching hits of damage and launches caught fighters with the last hit. Mashing the special button will have Luigi rise upwards, acting as a much safer recovery tool as it goes up extremely high. With the apex of the attack causing him to launch even further upwards.
*Drill Shell - Equip a spiky red helmet as Luigi jumps up and slams down with it. Rapidly drilling into either the ground or into any opponent he hits. Dealing multiple hits of damage that stun the fighter briefly with the final hit launching them away. This deals pretty good damage but is pretty tricky to hit.
*Negative Zone - Luigi's finisher has him cast a field of negative emotions across the entire stage, inverting the colors in the process. Opponents start to take serious damage while under the effects of the field along with being inflicted by a wide variety of random status effects as well. Luigi is also free to move around and attack other players on the field to finish them off. The final smash ends with the negative zone shrinking then unleashing a radial burst of electricity from the spawn point of the attack, helping clear out any stragglers.
Yoshi
Yoshi a resident dinosaur of Yoshi's Island who lives with a tribe of other colorful Yoshi's serving as guardians, protecting the peace and delicious fruits of the island. One faithful day on a stroll, a green Yoshi found a sack dropped from the sky which had a poor and lonely infant Mario in it. He took the baby back to the other Yoshi's as they devised a plan to trek across the island to reunite him with his brother in a quite remote spot, guarded by horrible monsters and a terrible koopa wizard. They ultimately succeeded and helped raise up the eventual hero we all know and love today. Yoshi's playstyle is rather standard for a fighter with more close quarters moves comprising his regular moves, with having more long ranged options for his specials. This incarnation of the character pulls material from his solo games along with keeping and modifying a few of his Smash Bros original moves to have better properties. His physics are quite floaty as his second jump is a high-flying flutter kick that has more reach than most regular jumps. The only downside to all of this is his rather meager weight making him very easy to knockout at lower percentages.
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*Universe- Super Mario
*Debut - Super Mario World 2: Yoshi's Island (1995)
*Class - Mix-Up
*Gimmick - The Super Happy Heart: Tied to one of his specials, Yoshi has a meter that fills up when he eats fruit. With certain fruits yielding more gain for the meter along with healing more health. Upon filling up it up completely a giant red heart with a smile on it will appear above Yoshi's head and cause all opponents around him to start auto jumping. Being unable to attack or stop the jumping leading them to either jump off the stage or being wide open to attacks on all fronts.
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*Gulp - Lick up opponents and lay them as eggs, where they sit immobilized for a few seconds. Allowing Yoshi to get in free hits on the trapped fighters, using the special button while close to the egg will have him pick it up. Causing a moving reticle to appear as the user is then able to throw the egg forwards to cause some decent damage if aiming at the ground. Along with tossing the egg off stage for a potential free knockout.
*Egg Roller - Roll up into a circular egg and roll forwards holding the special button will have Yoshi rev up to increase the speed and damage of the special. While in egg mode you're able to jump and double jump along with being able to turn around. Giving this move a lot of flexibility in how its used along with acting as a great movement option on the ground. Since this attack has reduced ending lag when Yoshi pops out if the egg.
*Tongue Grapple - Outstretch Yoshi's tongue and grapple onto the side of a ledge to pull himself up. Acting as a very long ranged tether recovery along with being a decent damage dealing attack. Standing close to an opponent when using this special will have him throw the opponent upwards and then slam them back down with his tongue. If the foe is airborne, then Yoshi will instead grapple up to them and then kick them at a downwards angle.
*Metal Eggdozer - Headbutt a grey and green metal box as it morphs into a giant egg that Yoshi then rolls forwards. Traveling slowly at first as it begins picking up speed, increasing in damage and launching power as it goes. It's also able to bury opponents into the ground along with acting as a nasty off-stage tool that when colliding with an opponent will spike them downwards.
*Fruit Finder - Yoshi will start digging through the ground for precious fruit, after a while a gaggle of them will pop out for Yoshi to eat up. Eating up these fruits will add to Yoshi's super happy meter along with healing back some damage he's taken, the fruits that can appear ranked from weakest to strongest: Apple, Banana, Grapes, Peaches, Melons.
*Stampede! - Yoshi's finisher has him whistle a small tune as a heard of other colored Yoshi's bombard the stage, trampling any opponents in their way. Racking up huge damage and knockback. While this final smash is activated, you're able to still move around, jump and attack any foes who've escaped from the heard. Along with that there is a periodic chance of some of the other Yoshi's to jump up and attack stragglers as well.
8-Bit Mario
8-Bit Mario is the blocky and retro form of the red plumber himself. Who's ventured across the kingdom through blocky plains and castles to rescue his fair maiden. As a hero his options for abilities are rather limited with him only possessing a jump and a small handful of power-ups. Despite these shortcomings he makes up for it with lightning speeds and high damaging jump that acts as a passive attack whenever he jumps towards a fighter. His main playstyle revolves around fast movement and quick hits that deal minimal damage along with having a very fragile frame which is prone to getting him knocked out easier. He's also the only fighter with one singular very high jump to set him apart from the rest of the roster.
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*Universe- Super Mario
*Debut - Super Mario Bros. (1985)
*Class - Resource
*Gimmick - Mushroom'd State: Tied to one of the specials, 8-Bit Mario can stack up to three super mushrooms that act as layers of super armor. With each layer taking around 30-35% to destroy, once all the layers are gone he'll shrink down to a smaller size making him faster but more vulnerable.
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*Mushroom - A golden ? block will appear overhead as 8-Bit Mario hits it. Out will pop a Super Mushroom that'll grant one layer of super armor, holding down the button will make extra mushrooms pop out of it. Up to three at a time with a small chance of a massive red mushroom replacing the normal one which instantly grants full layers.
*Super Ball - Fire off grey projectiles that bounce off enemies and surfaces like a ping-pong ball. With their speed and damage increasing with each hit. 8-Bit Mario can fire up to four at a time which will all travel around the stage and even bounce off the blast zones. He can also interact with them by attacking or jumping into them to send them flying faster!
*Buzzy Shell - Kick a Buzzy Beetle shell forwards that knocks away opponents and blocks all incoming energy or fire-based projectiles. 8-Bit Mario can continue to jump on the shell to knock it around or pick it up as a throwing item. Which increases it overall damage of the attack, be careful though as it can also be used against you easily.
*Black Stiletto - 8-Bit Mario drops a pipe down that'll spawn a black stiletto shoe with a Goomba in it. You can let it roam the stage as it jumps up and slams down while in the shoe to deal heavy damage and send out a shockwave attack. You can also then defeat the Goomba and steal the stiletto for yourself which acts as another extra layer of defense and extra damage to your jumps. Along with gaining that extra ground pound move.
*Trampoline - A tall green trampoline appears from beneath the player that when landed on will shoot them high into the sky. This move deals no damage but is among one of the best recoveries in the game to make up for the fact that 8-Bit Mario only has one jump and no other movement options to his name.
*Mega Star - 8-Bit Mario's finisher has him summon a giant 8-Bit star from a block that greatly increases his size. Becoming invincible and damaging to the touch, along with being granted a giant hitbox with no speed reductions and a earthquake causing stomp whenever he lands from a jump. This effect lasts for quite a bit and is very hard to avoid if you're not planning things carefully.
Regice
Regice listed as #378 on the national dex, its a mono ice type hailing from the Hoenn region. It belongs to a group of legendary golem Pokemon which shaped the planet and its many regions. Regice was birthed during the midst of the ice age when Regigigas created it from a glacier, giving its body a forever frozen body that can chill the air around it to -328 degrees fahrenheit. Its body is incapable of being destroyed or melted away even by the hottest of flames making it extremely resilient to climate change as a result. Regice's main playstyle is that of a heavy tank with long ranged specials but a poor air game. Its one of the heaviest characters in the game making it relatively hard to score a knockout when its grounded. This does come at the cost of its aerials being hard to land and its recovery not being anything special. However, where it lacks in a good air game and slower attacks it more than makes up for it in pure raw power.
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*Universe- Pokemon
*Debut - Pokemon Ruby and Sapphire (2003)
*Class - Tank
*Gimmick - Ice Body: Due to Regice's intensely cold shell it has an aura around its body that deals damage over time. Either when a fighter comes too close to it or makes any form of contact from their moves. It'll also freeze weak projectiles into ice cubes that can then be pushed forwards, dealing minor damage.
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*Blizzard - Regice whips up a powerful blizzard behind itself as it sweeps across the battlefield. Dealing constant damage to all opponents in front of itself, at higher percentages it'll freeze them in a solid cube of ice. Instead of dealing knockback it instead pushes players away via a strong windbox that's generated from the attack.
*Glacial Rush - Engulfing itself in a frozen aura, Regice charges forwards as ice crystals form on the ground as it runs. The initial impact from the rush will deal the most damage and knockback. With the crystals budding from the ground erupting out into large spires after the initial attack has ended. Dealing heavy damage and instantly freezing any fighter who comes too close.
*Frost Breath - Spewing a sharp cold wind downwards, Regice uses this move in an attempt to gain height. While the damage it deals is alright the height it gains is abysmal as it barely shoots it up. Causing it to plummet like a rock afterwards, although as a trade off it does deal massive shield damage when used on the ground.
*Icicle Cannon - Holding its arms outwards, Regice fires a rapid stream of icy spikes forwards. With each one dealing more and more damage as they connect. Increasing by 2% with each icicle that lands on a fighter, along with this you're able to adjust the moves trajectory.
*Icy Terrain - Regice injects the stage with a special icy aura that boosts its stats and special moves potential. Each special will gain a boost in effectiveness and size along with increased damage. Along with that all of its stats will gain a 1.5x boost which greatly improves its performance in battle.
*Eternal Ice Age - Regice's finisher has it blast forwards a charged ice beam that draws all caught opponents into a cinematic. As they're thrown into the middle of a field, with Regice standing high on a ice pillar. It begins firing off dozens and dozens of cold infused beams of energy that start to encase everything in ice and snow. Eventually cutting to a shot to the planet being completely frozen over. With it jumping off its pillar and crashing down onto the fighters with a giant body slam, sending them flying and ending the finisher. Dealing gigantic damage and instantly knocking out any fighter over 100%.
Ceruledge
Ceruledge listed as #937 on the national dex, its a dual fire and ghost type hailing from the Paldea region. Known for being a ruthless knight with blades made from soulbound flames made from lingering resentment and grudges of past spirits. Its armor radiates a sinister energy that makes anyone who goes near them feel an unnerving aura surrounding them. This hatred and spite is used as a means to deal some nasty damage to those it despises and loathes. Ceruledge's main playstyle consists of a hyper aggressive, speedy rushdown focused character who keeps opponents locked into long strings of combos. Which are usually hard to break free from and finishes them off while they're stunned or burned by one of Ceruledge's deadly fire attacks. Her biggest flaws are that she lacks any long-ranged tools and if not careful can be easily out maneuvered by zoners and their insane spread of projectiles.
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*Universe- Pokemon
*Debut - Pokemon Scarlet and Violet (2022)
*Class - Rushdown
*Gimmick - Soul Edge: When striking foes with the tips of Ceruledge's blade arms she's able to land a critical hit which deals double damage but has a very strict hitbox tied to it. However, when an opponent is above 100% damage and she lands a crit on them, they'll be instantly knocked out.
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*Bitter Blade - Gathering up massive amounts of spiteful souls, Ceruledge enlarges one of her blade arms and strikes forwards with it. This deals pretty great damage and knockback along with leaving a lingering purple flame coated on the opponent. Dealing steady damage over time that'll keep adding up the more damage they take.
*Dual Inferno - Ingulfing herself in a layer of flames, Ceruledge performs a slicing and spinning dashing attack. That deals multiple flinching hits of damage and leaves the opponent stunned for a few seconds after the move's been executed. This is a great combo tool along with being a good defensive option as it grants temporary super armor.
*Fire Spin - Ceruledge spins herself in a pillar of flame that rises upwards. Dealing multiple flinching hits of damage, acting as a great recovery that travels a pretty good distance. Though when the flames disappear, you'll be left wide open to attacks. If used on the ground it'll simply summon the spiraling flames without rising upwards.
*Spectral Grasp - Surrounding the opposing fighter in a ghostly aura. Ceruledge extends its arms as they form large hands as she grabs the opponent and burns them. Engulfing them in a ghastly blaze that deals large damage and launches the caught player away. While the charge time is a bit slow, the amount it deals is more than worth risking it.
*Psycho Cut - Imbuing her blades with psychic energy, Ceruledge rapidly slashes forwards. Unleashing a flurry of mind slicing cuts that deal multiple flinching hits of damage and stun the caught fighter after the last cut. This acts as a great combo starter along with being a good way of dealing heavy damage.
*Blade of the End - Ceruledge's finisher has her draw in massive amounts of energy into her body. Summoning a storm of souls to sweep across the stage, knocking opponents around and dealing good bits of damage. These souls start to then gather above Ceruledge's head eventually forming a giant sword that when fully formed will come crashing down. Causing massive damage to all opponents in front of the blade, usually guaranteeing a knockout. The blade then dissolves as the souls return to their home, ending the attack.
Hydron
Hydron a mischievous half nautilus and kraken hybrid monster who was gifted extraordinary power by a being known as Scion. Ruling over a frozen over section of the world known as Icelarn, a village he calls his home. For a time he was uncontested until a girl by the name of Tessa was able to stand up to his incredible power. Hydron is still feared far and wide though, due to his absolute mastery over the oceans themselves and the terrifying secrets they hold. Hydron's playstyle is that of a long ranged physical and projectile based attacker. Heavily relying on his tentacles and trident to keep distances. Along with having mastery over both water and ice elemental magic which gives him quite the versatile skill set. Being a great counter to annoying zoners or ones with very annoying gimmicks based around crippling opponents. With his biggest weakness being his heavy weight nature and rather sluggish speed, thought its a lot better than with other heavies.
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*Universe- Red Earth
*Debut - Red Earth (1996)
*Class - Pressure
*Gimmick - Wave Absorption: Hydron's protective shell makes him resistant to being stunned or paralyzed along with being less likely to be confused. Giving him a unique form of armor that helps in dealing with annoying status users that rely on those attributes specifically.
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*Arctic Stream - Shoot a fast-moving whirlpool of freezing water that acts as a powerful projectile. With some massive launching power on it along with dealing decent damage. Hydron is able to angle it either up or down with a flick of the control stick. Letting it have increased range that can snipe opponents from above or below him.
*Strangle Spark - Lash out with electrified tentacles as they wrap around a foes neck. Dealing sharp electrical damage to them as they're then punted away, tilting the control stick will have Hydron throw them in any of the four cardinal directions. With different combos being able to be set up depending on where you throw them as this move has set knockback no matter how much damage the opposing player has.
*Hydro Spinner - Spin around in a water infused vortex that rises off the ground. Gaining more height, the more you mash the special button which also increases the amount of hits you're able to deal with it. Able to hit fighters up to sixteen times maximum, launching them away with a trident poke. Hydron gains some impressive vertical distance from this attack despite his weight.
*Tadpole Shot - Summon a horde of damaging tadpoles that either launch outwards for heavy damage or surrounding Hydron to recover health. You're able to keep the tadpoles out as long as you want if you want to save them for an extra powerful attack or to heal up some nasty damage. They can't be hit as they're floating in the background, only going away once they've been used for one of their two purposes.
*Frozen Geyser - Erupt a line of three geysers made from icy water that quickly freeze into temporary platforms. The initial summons of the geysers deals multiple hits of moderate damage but when it freezes it'll freeze any opponent in its wake as well. These extra platforms help Hydron in recovering along with keeping the pressure on opponents as they can be interrupted mid attack when landing on the frozen pillars.
*Abyssal Spawn - Hydron's finisher has him flood the stage with darkened water as Hydron summons a giant kraken to lash out at all fighters on stage. Causing huge damage and knockback, with them being pulled under once they've reached 100%. Delivering an instant KO, in addition to this any opponent pulled down to the depths will then have part of their vitality sucked out. Sapping their damage and using it to recovery some off Hydron, making this final smash extra effective.
Buttered Blue
Buttered Blue, a doughy and soft Yokai hailing from the charming tribe, Buttered Blue is a poor piece of bread that gets beaten senselessly by much higher-ranking opponents. Often getting bruised and battered day in and day out but that's never stopped him from fighting for even a second. He pushes himself harder and harder to be the absolute best fighter he can be even if it comes at the cost of feeling massive amounts of pain. Buttered Blue's main playstyle is that of a uniquely floaty tank with heavy hitting attacks that cause recoil damage to himself. He also takes more damage than the average fighter, but the knockback is reduced by half than what it normally would be depending on what attack hits him.
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*Universe- Yo-Kai Watch
*Debut - Yo-Kai Watch 3 (2016)
*Class - Tank
*Gimmick - Hard Worker: A special combat skill that'll gradually help Buttered Blue get stronger and stronger the more he attacks. Building up his defenses, reducing recoil on attacks and overall dealing harder hits with less ending lag. Along with working in tandem with his tank class status.
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*Blued Haymaker - Rear back to charge up a launching punch that sends him forwards quite the distance. Acting as a good way of getting around the stage while dealing heavy damage. Holding down the charge button for too long will have him faceplant mid-way through the attack. While only pressing it will have Buttered Blue stubble and trip where he's standing.
*Buttered Again - Frantically throw punches forwards that all deal huge swinging damage. Great for breaking shields and locking opponents into a string of heavy attacks. This does come at a cost of dealing higher than normal recoil damage since each swing acts as its own attack instead of it all being combined into one. Making this one a high-risk high reward as whiffing it could spell the end for Buttered Blue.
*Dizzying Blitz - Send up a rapid flurry of jabs that carries Buttered Blue upwards along with dealing many hits of hard-dealing damage. When the attack is finished he'll become dazed and exhausted which'll cause him to go into a freefall that gradually deals damage over time until he lands. Which does leave him vulnerable as a result so make sure you're not close to your opponent when executing this attack.
*All Blued and Buttered - This debuffing inspirit causes Buttered Blue to infect the opponent with a nasty status that sharply lowers their defenses. Meaning they take more damage and knockback from attacks along with their shield health being reduced. Making foes much more vulnerable and easier to deal with, however there'll be a cool down on the inspirit so the users not able to abuse its power.
*Searing Bruise - Buttered Blue's body starts glowing in a burning blue aura, unleashing a string of burning punches shortly after. This attack's damage scales with how much damage he's taken. Either dealing next to nothing or causing an instant knockout. Its biggest downside is the recoil of the move will also scale with how much it does which can be extremely risky if used as the wrong time.
*Bruised Bashing - Buttered Blue's finisher has his body start glowing with a bright red aura. As he launches out a flurry of powerful fist shaped projectiles from his boxing gloves. Traveling in waves of three across the stage which deal heavy damage and knockback. With the final smash ending off with one last giant fist being sent outwards. Keep in mind you still take recoil damage from this move so make sure you use it right to score knockouts on your opposing fighters if you don't want to be left vulnerable afterwards.
Punching Baguette
Punching Baguette, a battle hardened Yokai hailing from the charming tribe, Punching Baguette is a fierce fighter who'll never stand down from a battle. Hardened by years of training as a bruised up buttered blue, this lean mean bread machine delivers powerful pelts that are sure to put the pound in any soft doughy fighter. Having lightning quick reflexes and some mad fighting skills to keep up with the growing competition he constantly draws to himself on the daily. Punching Baguette's playstyle overall is that of a traditional rushdown character focused about dealing as much damage as possible and scoring early knockouts. While also keeping the opponent unable to keep their distance from them, which leads to a lot of hyper aggression in his attacks. Which does lead into his biggest weakness, a lack of any defensive maneuvers along with a lack of bulk that makes him incredibly light.
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*Universe- Yo-Kai Watch
*Debut - Yo-Kai Watch 3 (2016)
*Class - Rushdown
*Gimmick - Breadwinner: Punching Baguette possesses a skill that powers up all of his specials when he hasn't used them for a bit. Via using his normal attacks to build up energy into his gloves which goes into making them hit a lot harder and deal much more knockback as well. You're able to keep track of how much power you have via a boxing glove shaped meter on his HUD icon.
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*Meteor Roll - Launch a powerful punch that causes loads of damage and causes the opponent to become dizzy for a few seconds. This chargeable punch has Baguette swirl stars around his boxing glove before launching it outwards. Causing a large starburst to come out of said glove which gives this attack a lot of weight and more oomph.
*Baked Fury - Send out a flurry of blistering hot punches that deal multiple hits of damage with a finishing uppercut at the end. Having a load of start and ending lag but packing a lot of heat in those blows which when all added up deal huge amounts of damage. They're also good for dealing huge shield damage and excellent for messing up parry strings.
*Dough Magnum - Wind up for a powerful uppercut as it shoots Baguette upwards gaining great height and dealing decent damage to whoever it hits. While this attack is active it gives the user super armor which prevents disrupters from knocking him out of the action. Which is great for recovering off stage safely, however the super armor is greatly reduced when used while grounded as a trade-off.
*Blazing Spirit - Charge up a glowing aura that causes Punching Baguette to bulk up his muscles, drastically raising the power of all attacks. The move does have quite a bit of start up along with the powered-up attacks dealing pretty nasty recoil damage as a tradeoff for how powerful it is. However, if it's used in the right hand's fights can be changed with in a matter of seconds.
*Kneading Point - Throwing out a targeted punch, Punching Baguette hits a fighter in their weakest spot. Dealing extremely high amounts of damage but only if timed right. The window for this attack to deal its maximum amount of damage is small and very hard to hit. Along with that despite the damage it deals it deals no knockback and instead leaves the foe incapacitated on the ground for a few seconds.
*Dempsy Roller - Punching Baguette's finisher has him launch forwards as he catches any fighters in his way and locks them into a devastating flurry of quick and powerful strikes. With each punch being of a different color which each give off a different particle effect when landed. After this round of attacks Baguette will round it off by charging up a massive three-hit uppercut that is guaranteed to score a knockout to anyone who's hit by it. In addition to this the last punch will send out a screen wide shockwave to deal chip damage to stragglers which also deals large knockback as well.
Apple Mortar
Apple Mortar a type of plant belonging to the Arma-Mint family. This bright red fruit's main form of attack is firing off explosive apples and apple cores that help in stunning zombies, keeping them in their place. His personality is usually defined as strong and courageous, fiercely standing guard as it deals with on coming attacks no matter how tough. Which makes it one of the most invaluable assets in Crazy Dave's Bloom and Doom army. Apple Mortar's main playstyle is that of a slow tank that has various means of keeping fighters at bay with traps. Whittling down their health until they're open for a clean strike, which is benefited by the Mortars long range and ease of use since aiming its attacks isn't too hard. Its flaws are pretty bad though as its sluggish and very weak with most of its standard and special attacks. Dealing pitiful knockback and damage save for a handful of slightly stronger ones. 
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*Universe- Plants vs Zombies
*Debut - Plants vs Zombies 2: Its About Time (2013)
*Class - Trapper
*Gimmick - Apple Mush: Attacks landed by the Apple Mortar will leave a sticky residue on opponents that slows down their attacking and movement speeds. You're able to tell the mount of mush present on a player by how yellow they are, as when they're completely blanketed in it they'll straight up be unable to move for a few seconds until it all hardens and breaks off.
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*Triple Core - Apple Mortar loads up its cannons and shoots three apple cores in an arc. Covering a decent portion of the battlefield and dealing decent damage with no knockback. If the shots connect to the ground instead of a fighter they'll leave a temporary trail of fruit mash on the ground that'll stick to anyone that steps in it.
*Smith Bullets - Aiming its cannons forwards, the Apple Mortar shoots out four sharp pieces of a green apple like bullets. Dealing light damage to fighters and heavy damage to shields along with by passing reflectors and counters too.
*Golden Branch - Tree branches rapidly sprout from the top of Apple Mortars launchers as it latches onto part of the stage. Pulling him up, acting as a decent recovery if aimed well. Its also able to latch onto opponents and bring them down to the ground, dealing decent damage and bouncing them away.
*Malic Puddle - Bubble out from one of Apple Mortars cannons, a puddle of acid pours out and coats the ground. When an opposing player steps in it they'll take damage over time, around 2% each second until it disappears or when they step out of it. When the Apple Mortar walks into it though they'll be coated in the acid without it dealing damage. Making their skin hurt to touch to oncoming attackers, causing them to take recoil damage if they hit with a melee attack.
*Crisp Grenade - The Apple Mortar rolls forwards a small pink apple that flashes red a few times before exploding into a burst of honey. The damage it deals is pretty good but its main effect is covering half of the opponents body in apple mush. Its relatively easy to hit as you're able to pick it up and toss it at the opponent without it exploding in your hand. However, you're only allowed to use seven of them per stock so wasting them isn't ideal.
*Apple of Eden - Apple Mortar's finisher has it summon a gigantic rainbow apple that crashes onto the stage and instantly explodes into a flurry of light and fruity chunks. Dealing insane damage and having a wide reach across the entire battlefield. Before it lands you're also able to aim its placement on the stage to either snipe opponents or to predict the position of fleeing players to catch them off-guard.
Bananasaurus Rex
Bananasaurus Rex is a ferocious mega grow plant with some mean attacks but a rather cute looking outward appearance. Being a rather rare plant to come across she's hard come by as her plant card belongs to the legendary status. A relatively strong plant who's known for her tremendous bite force and habit of eating zombies whole. Bananasaurus Rex's playstyle leans into a grappler build that's all about leaning back and waiting for the perfect time to strike with those sharp teeth. Which comes at a cost of range and variety with in her kit, as she doesn't exactly have much in the way of unique traits minus a token gimmick each fighter has. Along with that her heavy weight status only applies to how much knockback she takes as she takes increased damage making her quite fragile in the long run. Despite those glaring flaws, she's still found her place as a niche but simple grappler to easy those into knowing how to play others of the same class.
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*Universe- Plants vs Zombies
*Debut - Plants vs Zombies Heroes (2016)
*Class - Grappler
*Gimmick - Peel Trail: When moving around B. Rex has a chance of dropping a banana peel on the ground that will trip fighters who step on them. There's no limit to how many can be on the stage however, the spawn rate is always randomized and if the peels are picked up by another opponent they can be used against you.
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*Banan-Omp - B. Rex leans forwards with her mouth gapping open as she snaps it shut shortly after. Any opponent in the attacks range will be caught in it and shaken around for multiple hits of damage. Afterwards you'll be able to launch the caught fighter in any of the four directions to deal extra damage.
*Peel-Out Launcher - Charging up a powerful headbutt, B. Rex lunges forwards and bashes any opponent in front of her. Dealing pretty good damage and temporarily stunning them for a few seconds. Being used as a good set up and combo starting tool along with being useful as a vertical recovery tool.
*Roto Peeler - B. Rex rapidly spins upwards, kicking up a small wind around her. While this attack deals next to no damage, its recovery prowess is fantastic. Gaining incredible height and has a useful defensive measure to make sure no opponents interrupt it. It generates a small windbox around, below and above its body that knocks back any fighters too close to her.
*Potassium Snapper - With glowing yellow energy surrounding her jaw, B. Rex snaps downwards. Grabbing fighters by their heads and dealing multiple bites in quick succession before launching them away with a small burst of energy. The damage it deals is pretty good but its greatest effect is healing itself. Tapping the special button will have her sink her teeth into the opponents hide, draining their health and healing herself up with what's been taken.
*Dino-Roar - Letting out a loud and bellowing roar, B. Rex gains a golden aura around her. As her speed increases along with gaining an effect that heals her over time. While its slow to come out and leaves her quite vulnerable, the buff gained from it will last quite a long while along with being great for prolonging her survival in battle.
*Bananasaurus Rex Rampage - B. Rex's finisher has her whistle out for someone, that someone ends up being an entire heard of other Bananasaurus Rex's. Charing through the stage as they bite and snap forwards, dealing large damage to any fighter in their way. All ending off with the player B. Rex rocketing forwards and finishing off the attack with one last bite, launching all opponents away.
Duck
Duck, Classified as a GWR 5700 Pannier tank engine, Montague, nicknamed Duck works as one of the many steam engines on the isle of Sodor. Originally built in England to work on both the Sunshine and Paddington lines on the Great Western Railway, Montague had a slight flaw in his design which made him waddle back and forth while he moved. Which his friends affectionately gave the nickname of Duck and it eventually stuck. A hard working and rather hard-headed engine, he's always talking about the Great Western Way of getting work done and will always get on the other engines cases if they don't align right. Pitching fights with even the biggest of the big engines to prove a point. He is still a rather thoughtful and charming soul when it counts but did use to have a prejudice against all diesels until he met one by the name of Boko who broke him of this view. Duck is a very unique fighter from the rest of the cast, being a massive sturdy tank engine means he can take hits and dish them out even harder. When it comes to his body shape though that's when things get a bit strange, he's very stiff on moments being a train. Eclipse's take on him will be exaggerating a lot of his attributes and qualities to make a functional fighter. He's also rather restricted in the air, while still having aerials he is abysmally awful off stage and will fall fast and die hard.
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*Universe- Thomas the Tank Engine and Friends
*Debut - The Railway Series: Percy the Small Tank Engine (1956)
*Class - Tank
*Gimmick - Coal Charge: While moving around Duck has a chance of being charged up with extra coal that makes both his impact run hit harder and increasing his speed. However, it is a resource that needs to be monitored closely and can be properly filled up via one of his special moves
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*The Great Western Bother - Press the special button and watch as Duck chatters on about his previous railway. A speech bubble will appear above his head as it continues to increase in size, stepping into it will stun lock foes into it. As they take rapid damage, after long enough it'll explode in a dust cloud. Any foe who's in the surrounding area when the bubble bursts will be inflicted by reversed controls that last for a few seconds.
*Slip Coaches - Charing up, Duck has three slip coaches loaded up on his back cufflinks, he then darts forwards when the special button is released. The regular dash deals a load of damage but is easy to avoid. Pressing the special button while the dash is active will have him release on of the slip coaches which act as an extra hitbox that linger for a bit. You're able to do this up to three times along with being able to turn around during the move on a dime.
*Troublesome Cargo - With a puff from his smokestack and a quick whistle, five troublesome trucks fall from the sky behind him and drop onto the stage. They act as powerful falling projectiles that have a nasty initial hit that deals a freight trains load of damage. While coal rains from the sky to coat the foes in chip damage while providing Duck with extra coal that when it lands on him provides a temporary boost of speed and power for a short while.
*Put on the Breaks - Duck halts to a screeching stop as sparks fly out from his wheels violently. The faster you're moving the bigger the sparks will be along with the amount of them as well. Pairs hand and hand with side special which is useful for catching opponents off guard. Breaking also causes Duck to slide forwards for a moment which deals less damage but tons of knockback making quick work of opponents at high percentages.
*Coal Toll - Stopping in place, a chute filled with coal spawns as it fills up his coal reserves. Giving duck some fresh coal that'll slightly heal him along with refilling his stock back up to full. You're able to use this at any time other than when its full, if you use it then the coal will overflow onto the stage acting as a decent splash damage attack.
*A Close Shave - Duck's finisher has a part of the stage suddenly turning into a steep slope that makes him quickly roll down with Duck throwing any caught opponent into a cinematic. All of them clinging onto his face plate as they come ever closer to crashing into a barber shop. With duck attempting to break in time but it seeming to fail and them colliding with the building. Dealing massive tank engines load of damage and launching all caught fighters away, ending the finisher.
Snow Miser
Snow Miser, master of the cold and protector of Santa Claus and his family, Snow Misers one true goal in life is to make sure the north pole is nice and frigid all year round. In addition to spreading cold weather and snow all across the world near the time of Christmas. Often possessing an outgoing and level-headed personality, he's often in a fierce rivalry with his brother Heat Miser who keeps trying to melt him down both literally and figuratively. However, after their feuds were jeopardizing the jolly holiday they did eventually have to reconcile their differences and work with each other rather than against. They do still like to take pot shots at one another every once in a while. Snow Miser's main playstyle is that of a light and frail character with harsh kill-power and quick speeds. Who's all about ganging up on a fighter with all of his strongest moves before he get knocked out. He primarily fights with snow and ice attacks along with using a cane for close quarters stuff which gives him good variety.
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*Universe- The Ranken/Bass Christmas Collection
*Debut - A Year Without Santa Claus (1974)
*Class - Glass-Canon
*Gimmick - Frosty Hands: Any projectile based attack when hit by one of Snow Misers moves will turn into a small pile of snow that lingers on the ground. This snow can be picked up and thrown as a light hitting item or left alone to continue piling up. The more a snow pile builds up the harder it is to move around the stage as it restricts movement.
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*Snowsicle - Form a snow-covered icicle in Snow Miser's hand as he throws it forwards, causing decent damage and knockback. This special deals increased damage to shields and reflectors with the biggest drawback being its slow start up. If the icicle misses it'll land on the ground and act as a throwable item for anyone else to pick up. It'll shatter upon being thrown 3 times at a target with the final throw dealing slightly more damage.
*Frost Cane - Swing a frozen cane made from pure ice forwards like a powerful bat, dealing extra heavy damage and knockback. This attack while being slow to start and slow to end, the power behind the special is more than worth it. As it's a useful tool for scoring early knockouts if you're able to get it off just in time.
*Freezing Cloudscape - Whirl upwards in a flurry of snow clouds as they carry Snow Miser upwards. This attack while dealing light damage does hit multiple times adding up quite nicely. This recovery also goes quite the long distance and can be controlled once activated, being able to go in any direction as you please. He is still vulnerable from the top, however, so watch out for that.
*Frigid Hands - Swipe forwards with a grabbing motion as Snow Miser's glove glows with ice magic. This special acts as a cargo throw mixed with a command grab, being able to freeze fighters in blocks of ice and being able to walk around with them. He then has the option of throwing them in any direction he pleases either on the ground or in the air. That can be nasty if used right, the one weakness it has is its deceptively short range.
*Slicky Floors - Snow Miser inhales a huff of air and breathes it out onto the floor of the battlefield. Freezing it solid, making it slick to move across and causing fighters to trip over it if they make a run on it. This icy floor can be easily avoided or destroyed via elemental attacks that aren't ice. Despite that though its still a major nuisance if players get too cocky.
*Turn to Snow in My Clutch - Snow Miser's finisher has him freezing over the stage and calling in his snowbound minions as he starts to sing his theme musical style. As snowballs and large icicles start to pelt the stage, dealing decent damage and knockback, after a while the snow around the stage starts to glow blue. Signifying that it's about to end, capping off with one final flash freeze to send every fighter on the stage flying back, ending the attack.
Star Butterfly
Star Butterfly, a Mewni born princess with a wild side sent to earth by her parents in order to help her train on how to use her royal wand. She's usually an optimistic and high energy gal who often prioritizes having fun above her actual responsibilities, though this stems from her rather sheltered life. Having an innate curiosity for all things new and strange to her, especially to a lot of Earth's customs which often puts people in weird or sometimes dangerous situations. Especially her new best friend Marco Diaz, who's family she's staying with. However, she still has a love for others and will sometimes risk her own life to save them which proved she could step up when it counts. Star Butterfly's main playstyle is that of a speedy zoner with a high amount of magical spells at her disposal which can cast different effects on opponents. Ranging from inflicting status ailments, changing their entire look or something else entirely, she has no shortage of powerful attacks. However, she is pretty easy to knockout when caught up too along with also having a limit to how many spells she can cast at once.
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*Universe- Star vs. The Forces of Evil
*Debut - Star Comes to Earth (2015)
*Class - Zoner
*Gimmick - Wand Limit: Star's magic wand has a limit to how many times its able to cast magic. Indicated by a star shaped icon on her HUD, when emptied out she's unable to use any of her specials or attacks that use magic. In order to refill it you can either wait for it to recharge or attack enemies with her physical oriented attacks to gain it back much quicker. The maximum amount of magic the wand can have at ant time is 200 points with each spell casted costing a different amount.
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*Narwhal Blast/Mega Narwhal Blast (20/40 Magic) - Star charges up her wand as it fires out a blue stream of angry looking Narwhals. Homing onto enemies and ramming them with their horns, each one dealing decent damage and knockback. Charging up the spell for longer will make the whales much bigger and increase their damage and range as well.
*Rainbow Avalanche (30 Magic) - A blast of rainbows pours out from Stars wand, creating a wide radial burst in front of her. Dealing continuous damage for a few seconds before it ends with a launching blast that deals great damage and knockback. It also acts as a great way to deal loads of heavy shield damage as well, guaranteed to break one if used right.
*Bunny Rabbit Blast (10 Magic) - Aiming downwards Star casts a beam of white and pink energy that fires her upwards. Acting as a great recovery along with an unorthodox hitbox that only hits downwards. The beam itself deals a single hit of damage which is pretty great but she is left vulnerable by this so be careful when using it.
*Starfish Tsunami (40 Magic) - Swirling water around her wand, Star fires forwards a long reaching wave that deals light damage but generates a large hitbox that knocks fighters way. Acting as an insanely useful defensive tool, being a great way to get opponents off your tail and stall out a fight for just a bit longer to ensure you survive.
*Spell List (Varies) - Star ponders to herself about what spell to use next, as a list appears by her HUD icon that shows a list of five potential spells she can use out of a pool of many. With each one having their own special effects and costs to keep track of.
**Cupcake Blast (30 Magic) - Fires out a stream of pink cupcakes that deal decent damage along with acting as healing items if they hit a solid surface.
**Dagger Crystal Heart Attack (25 Magic) - Shoots out a barrage of sharp, heart shaped projectiles that deal good damage and can pierce through any defenses.
**Glowworm Blast (20 Magic) - Streams out a blast of blue glowworms that explode on impact and coats caught fighters in a sticky layer of damaging goo.
**Rolling Thunder Lightning Blast (45 Magic) - Shoots out a blue blast of lightning that comes out quick and stuns opponents in the way of its path.
**Shimmering Destructo Cannon (55 Magic) - Morphs the wand into a powerful rocket launcher that fires out four homing missiles that explode into bursts of light.
**Stardust Daisy Devastation (40 Magic) - Fires out a yellow beam made from daisies that freezes opponents in place as they take the full force of the attack.
**Strawberry Annihilation (45 Magic) - Summons a large pink shockwave that sweeps across the stage hitting through shields and super armor at the cost of dealing no knockback.
**Tiara Tornado (30 Magic) - Whips up twisters of pink glitter and crowns around the closest target, throwing them high up into the air.
**Supersonic Leech Bomb (70 Magic) - Launches a pack of exploding leeches that stick to fighters and detonate after a few seconds, packing serious power and knockback.
**Cotton Candy Cloud (15 Magic) - Summons a cloud made from cotton candy that rains spaghetti and meatballs, coating the ground in slippery noodles that cause fighters to trip.
**Rainbow Kaiju Battle Armor (100 Magic) - Equips Star with a coat of powerful rainbow armor that boosts her defenses and triples the power of all casted spells for a limited time.
**Honeybee Tornado Swarm (30 Magic) - Launches a vortex of honey and bees that coats an opponent in both, slowing them down and dealing damage to them over time.
**Rainbow Flytrap (10 Magic) - Coats a surface or a fighter in a sticky rainbow goo that stops them in place for a few seconds, allowing for follow up attacks.
**Never-Ending Fireworks (50 Magic) - Unleashes a powerful barrage of fireworks that fly across the stage and explode, dealing large damage in a radius.
**Emerald Snake Strike (40 Magic) - Creates a swarm of green snakes that latch onto and bite opponents, this spell also turns projectiles into green snakes.
**Magnificent Marshmallow Mush (20 Magic) - Briefly turns an opponent into a large squishy marshmallow that restricts movement and lowers their defenses.
**Glitter Dragon Escalation (120 Magic) - Summons out a massive dragon that shoots across the stage surrounded in a storm of shiny glitter, dealing massive damage and knockback.
**Bright Glow Pyro (20 Magic) - Fires a bright flame into the air that explodes into a beautiful firework, it explodes upon contact with a surface or a fighter.
**Mega Explosive Crystal Laser (200 Magic) - Using up every ounce of magic in her wand, Star fires forwards a massive blast of red energy that hits for insane damage, comparable to the power of a finishing move.
**Mind Eraser (150 Magic) - Casting a forgetful spell on the nearest opponent, it'll reverse their controls and make them unable to use their specials for a bit while under its influence.
**Jellybean Hallucination Mist (25 Magic) - Releases a cloud of blue mist that temporarily makes fighters caught in it become dizzy, unable to move until the effect is wore off.
**Mending Heart Hurricane (??? Magic) - Unleashes a powerful heart shaped blast that deals damage equivalent to the damage Star has taken in battle.
*Thermonuclear Butterfly Blast (200 Magic) - Star Butterfly's finisher has her charge up and unleash a gigantic rainbow-colored explosion that bathes the stage in a damaging inferno. This one move is always guaranteed to score a knockout as it completely engulfs the stage and all fighters in it. Unable to let them escape, with the one cost being that it consumes all of the magic in her wand and won't activate until she has full magic in her meter.
Hyper Blossom
Hyper Blossom or simply just Blossom was formerly an ordinary girl living in New Townsville, going about her day went she's suddenly struck by a beam of white light. Transforming her into her alter ego superhero form, who along with two other girls who've met the same fate teamed up to form the Powerpuff Girls. A team of crime fighters who have to balance their regular lives with always saving the day. Blossom claims to be the leader of them despite her rather stubborn and air-headed nature. Along with having an obsession for all things sweet and being pretty boy crazy. Despite those flaws she's good at heart and a loyal friend, most of the time anyways. Hyper Blossom's playstyle revolves around her being a rather speedy fighter with long ranged tether attacks with her yo-yo that can snatch opponents up to perform some nasty command grabs. She's also quite light and possesses four very floaty jumps that make recovery quite easy. With her biggest flaw being her frail nature, being knocked out earlier than most fighters.
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*Universe- Powerpuff Girls Z
*Debut - Powerpuff Girls to the Rescue/The Secret of the Powerpuff Girls (2006)
*Class - Keep Away
*Gimmick - Jet Boot Stall: Jumping while being knocked back with any attack will let Hyper Blossom stop in the air and reduce said knockback to 0. However, it only works until you get to a certain percentage in which it'll stop working in order to keep things semi-balanced.
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*Shortcake Blast - Launch a yo-yo straight forward as its surrounded in a pink aura that deals good damage and knockback. It's also able to block projectiles and deal heavy shielding damage if used right as it does have multiple hits it can deal. When it comes into contact with an opponent, however, it'll launch them away with that initial hit where it's at its most powerful.
*Apple Fritter Tango - Wrap a fighter up in Blossom's yo-yo string as she tightens it to deal chip damage. Allowing her to throw the caught opponents backwards, launching them and dealing decent damage. At high enough percentages they'll be buried face first into the ground, being unable to move until they're hit out of it or escape on their own.
*Zest-a-Boost - Activate the light boosters on the bottom of the users jet shoes, performing a rising shoulder tackle. Dealing a powerful launching hit of damage and being great as a vertical recovery as it has excellent reach. For the start-up of the attack Blossom has invincibility frames that allow her to dodge attacks unharmed, though these frames do disappear once the rest of the attack is in motion.
*Strawberry Twirler - Swing the yo-yo around Blossom's body in a cone formation, hitting from all possible sides. With the initial hit stunning an opponent and drawing them into the center of the attack where they're hit multiple times before being launched away. Adding up to deal tons of damage and having great knockback power as well.
*Fruity Blast Back - Blossom performs a forward lunging kick with both of her jet shoes as she's thrusted backwards. Acting as a good get away tool and being a great source of quick, reliable damage. During the attack you're also able to jump out of it to gain extra distance if you're really in a hard place.
*Blossom's Fury - Hyper Blossom's finisher has her launch a powerful yo-yo strike that freezes all caught opponents in place. As she then unleashes a flurry of powerful attacks, consisting of kicks, punches, yo-yo attacks and elbow jabs. All ending off with a final energy shot being released from in between her yo-yo that zaps the hell out of the caught fighters, launching them away and ending the attack.
Garnet
Garnet the stoic and head strong leader of the Crystal Gems. She's a fusion between a homeworld Ruby soldier and a Sapphire aristocrat who accidentally fused when Rose Quartz attacked their court on Earth. Forcing them to flee after such a taboo caused an uproar. Both eventually decided to start life together as a permanent fusion born from the love they both had for each other. As Garnet she possesses a calm and sturdy nature along with powers such as future vision she has from Sapphire and powerful gauntlet weapons she has from Ruby. She also provides helpful wisdom and a much-needed pillar of support to her gem partners, especially to steven when he was still in training. Garnet's playstyle is a blend of a mix-up and balance fighter. having perfectly even stats across the board, decent recovery and a relatively modest skill ceiling. Along with having a mix of good projectiles and close ranged options that are used to play mind games with her adversaries. Garnets an excellent choice for a beginner character for those who want to pack a bit more of a punch compared to other balanced fighters. She's also one of the few characters to lack any real flaws which is good for easing in new players but might be a problem when faced up against characters who have more extreme stats.
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*Universe- Steven Universe
*Debut - Gem Glow (2013)
*Class - Mix-Up
*Gimmick - Future Sight: Whenever an attack is about to land on garnet there will be a chance for her to outright avoid it or to take reduced damage. The chance of this happening is anywhere between 25-50% when you're below 100 damage but the change will increase to 75% when you're above that damage range.
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*Gauntlet Rush - Channeling energy into her gemstones, she summons both gauntlets and performs a flurry of punches forwards. Ending off with one giant punch, causing large damage and knockback. The longer Garnet charges this move the more punches she deals which in turn increases the overall damage of the move.
*Rocket Knuckles - Garnet fires both gauntlets' forwards like rockets, dealing harsh damage upon impact. Both the angle and trajectory of these rocket fists can be slightly adjusted to make landing hits on moving targets easier. Damage also increases if Garnet uses this attack up close making the gauntlets explode.
*Zap Driver - Coating one of her fists in electricity, Garnet performs a powerful uppercut with one of her charged gauntlets. Shooting up high in a column of energy, dealing multiple hits of damage to any fighters above her. Acting as a great anti-air tool and strong recovery.
*Quake Palm - Super sizing her gauntlets, Garnet smashes the ground in front of her. Sending out a massive shockwave forwards that deals good damage and stuns any fighter in the blast zone. If hit with the initial strike, they'll be dealt even greater damage and buried for a few seconds, preventing them from acting.
*Stance Strike - Bracing herself for an attack, Garnet puts up her gauntlets in defense. Once she's hit, she'll quickly weave behind the attacker and deliver a heavy hitting punch to their back, sending them upwards. The moves damage scales to the power and size of the attack she's hit by which also includes projectiles. Instead of countering though she reflects them back to the sender at double speed and double the damage.
*Stronger Than You - Garnet's finisher has her start by synchronizing booth of her gemstones to emit a red and blue glow across the stage. As this is happening she rushes forwards and summons her gauntlets to deal a launching strike to all opponents in her way. When the hit connects she'll quickly zip around the launched fighters, continuing to deal heavy hit after heavy hit. Before it all ends off as she deals one final strike, piercing through all the opponents as she poses with a final launching flash of light. Sending all opponents away, ending the move.
Bixbite
Bixbite, formerly a homeworld soldier left behind in the aftermath of the Gem War. She was among the 100s of casualties when the diamond's unleashed their corrupting light, turning into a giant crab monster who was eventually poofed and bubbled by the crystal gems. Eventually being cured of the corruption and finding her new purpose on earth. Working as the kind and skill full slicer at Fish Stew Pizza in Beach City. Bixbite's playstyle is balanced and precise, utilizing her claw hand in tandem with some new gem powers made up exclusively for Eclipse. Her stats are rather balanced across the board but as such she doesn't specialize in any one aspect and is somewhat outclassed by other better fighters, even in her own class.
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*Universe- Steven Universe
*Debut - Rising Tides, Crashing Skies (2015)
*Class - Mix-Up
*Gimmick - Sharpened Slice: Bixbite's claw gradually gets sharpened over the course of battle when she uses attacks that utilize her claw. Honing it more and more until its able to effortlessly strike through counters and certain special shields. Its one draw back is that it takes a while for any significant changes to be noticeable. 
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*Bix Vice - Bixbite's claw glows with an orange aura as she clamps it forwards. Dealing decent damage to any foe in her path along with blocking small projectiles though the timing is hard to nail. In addition to this it's the one move that'll sharpen her pincer the most so it's also useful on that front.
*Vorpal Wave - A wave of crescent shaped projectiles shoot from her crab hand. Bixbite is able to charge up this special to increase its damage and speed along with how long it stuns for as it deals no knockback. The number of projectiles fires out is also increased from three to seven.
*Aerial Drill - Enlarging the spikes on her head, Bixbite spins with her arms outstretched that sort of forms a drill. Rising up high and crashing back down with both attacks dealing damage and knocking fighters away. As a recovery tool its also pretty good but kind of risky to use off stage if you're not close to a ledge.
*Bite Launcher - Bixbite creates a column of orange spikes that she then swats forwards. Dealing multiple flinching hits of damage with no knockback. This attack is used for quick and reliable damage along with dealing absurd amounts of shield damage at the cost of the actual damage caused by these to be rather low.
*Morph Claw - Morphing both of her hands into large spiked claws, Bixbite swings both of them forwards. Alternating between each arm, dealing great damage and knockback. While it does take a bit to come out this move does possess some temporary super armor to help with vulnerability.
*The Last Slice - Bixbite's finisher has her dart forwards towards as the screen turns black. As she then starts performing triangular shaped series of cuts that individually deal alright damage, but all add up over time. Finishing off the attack with one last sweeping slash that launches fighters away. This finisher also holds the unique trait of not needing to aim it first in order to work as it damages every opponent no matter where on the stage they are.
Emerald
Emerald is a high-ranking member of gem society on Homeworld. A power tactician and warlord, she leads multiple gem colonies on different planets and hopes to further spread the word of the diamond's vast empire. However, when one man by the name of Lars Barringa stole one of her ships the Sun Incinerator and bypassed the security measures of the homeworld surveillance drones. She starts hauling after them in an imperial warship when the incinerators tracker goes off. Declaring a war with him and his off-color crew showing off how absolutely ruthless she can truly be. After this encounter though she's never seen or heard from again, its assumed that she got the message of the new era starting and wanted absolutely nothing to do with it. Emerald's playstyle is focused on extreme damage and command grabs that leave nasty marks on fighters. Having very slow but extremely potent attacks relying on her physical and weapon strength to deal the hard hits. Emerald's one fatal flaw is her crippling defenses, while still being a heavy weight she does have an issue of taking higher damage than normal which means quicker knockouts. With the one silver lining of this being what her gimmick holds which benefits players out when it comes to playing as this destructive powerhouse.
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*Universe- Steven Universe
*Debut - Lars of the Stars (2018)
*Class - Glass Cannon
*Gimmick - Disruption Field: Emerald's very body emits a harsh yellow glow that slowly builds up over the course of battle. Displaying as a bar by her HUD icon, when at 25% all of her attacks gain a weak stun property that helps in keeping opponents in check. At 50% this stun increases along with all of her specials dealing double damage in the process. At 75% she deals contact damage to anyone who approaches too close to hear or hits her with a physical blow which deals hefty recoil damage. Finally at 100% she's borderline untouchable but it comes at the cost of being much slower and being unable to jump without loosing a substantial amount of charge, the full charge also plays a key component into her neutral special.
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*Disrupter Charge/Disrupter Burst - Emerald channels electricity through her entire body as she gradually stores it up. This fills her disrupter bar by 1% every two seconds however doing so will leave her extremely vulnerable to on coming attacks. When it reaches 100% though, she'll be able to unleash it all in a gigantic pulse of electric energy that deals gigantic damage but drains the entire bar upon its use along with it removing the buffs provided by her Disruption Field.
*War Cannon - Morphing one of her arms into a fierce warship cannon, she takes aim and blasts a shot forwards. Exploding on impact, dealing heavy damage and knockback along with leaving a lingering trail of fire on the ground that deals damage. This projectile also bypasses most reflectors and counters making it a useful tool against more defensive playstyles.
*Turbine Helm - Forming a large spiky helmet on her head, Emerald charges up her body with energy and rushes upwards. Spinning upwards in a corkscrew motion, hitting any fighters in the way for multiple hits of damage with the final hit launching them away. This recovery is decent and pretty powerful but leaves her vulnerable after its used up
*Vortex Vice - Emerald transforms one of her arms into a dangerous claw that spins and strikes forwards. Acting as a sort of command grab that takes hold of an opponent and throttles them about until they're launched away. While this does deal pretty great damage, it can deal even more if the player taps the special button while the attack is out. With the giant vice crushing and smashing them in between them with the final hit being a slam to the ground.
*Hyper Stasis - Using up a large chunk of her Disruption Field energy to cause the entire battle to freeze around her, allowing for a momentary escape but it won't last long. As it takes 20% of energy per second to keep things slowed down which means at max she's only able to use this move for five seconds tops.
*Homeworld Assault + Giga Disruption Beam - Emerald's finisher has her call upon an entire fleet of homeworld warships as they proceed to take aim. Firing down onto the battlefield as every fighter is bombarded by constant cannon shots and elemental attacks. While Emerald stands high upon one of them charging up a devastating attack. Once the cannons die down, she finally unleashes a stage sweeping laser that deals a ludicrous amount of damage and vaporizes them, instantly knocking them out, ending the attack.
SMG4
SMG4 or Super Meme Guardian 4 is a meme guardian that one day arrived in the Mushroom Kingdom abord a USB drive. A relatively sane man who is obsessed with memes helped the kingdom out in a new crisis caused by his pod's influence. Unleashing a wave of memes across the world and started making people incredibly stupid prompting him to fire up his own YouTube channel in order to broad cast them across the world. Which apparently is what was needed to return the inhabitants of this universe to a relative level of sanity, though none of them out right recovered from it. He was aided by this universes Mario who quickly became his closest friend and main channel icon. As the years went on, he'd form an unlikely band of friends while also discovering more about his powers and his role as a meme guardian. SMG4's main playstyle is that of a heavy zoner with lots of far flinging projectiles that are slow but deal heavy damage if they connect. Despite his nature as a bulky character, he is quite acrobatic and possesses three total jumps that fly high. His biggest weakness is the fact he has to charge up most of his attacks which means he has a lot of lag on his moves that leads to easier punishes.
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*Universe- SMG4
*Debut - Super Mario 64 Bloopers: Account Lost (2011)
*Class - Zoner
*Gimmick - Meme Power: SMG4 naturally draw's his power from meme floating in the atmosphere which increase his strength and speed the more the match goes on for. Alternatively, he can draw in additional power from using his specials or landing strong attacks. This is represented by a meter next to his HUD icon.
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*Meme Ball - Using his guardian powers, SMG4 takes a meme floating right beside him and turns it into a ball of pure energy that can then be guided via the control stick. The controls are a bit slippery but when connected the orb will deal modest damage and knockback along with raising his power by a bit.
*Waluigi Launcher - He takes out a clone of waluigi and fires it off like a rocket launcher. Traveling in a straight line, when it collides with a surface or an opponent it'll cause a large purple explosion that deals heavy damage and covers a wide area. Sweeping up any nearby opponents who aren't close to the blast radius.
*Moon Jump - SMG4 activates a moon jump cheat and starts gently floating upwards. While this move deals no damage or knockback it is an incredible form of recovery off stage. With its biggest downside being that it leaves players vulnerable to oncoming attacks so its best to play it safe.
*Recording Camera - Deploying a tripod camera onto the ground, this device will trap anyone in its field of view stunning them for a few seconds. SMG4 is still able to move around during this, as he's able to check the camera to see if a new recording has been made. Viewing said recording will grant SMG4 a boost to his meme meter, which varies depending on which character he captures.
*Flash Drive - With a flash of energy, SMG4 throws a USB drive forwards that traps a foe inside of it. He and other opponents can then pick it up and toss it around as a throwing item. The higher damage the opponent is the longer they'll be trapped inside it. The USB can even be thrown off stage though it comes at the risk of them getting out easier.
*Who Let the Chomp Out - SMG4's finisher unleashes a chain chomp that'll rampage across the stage, tearing up scenery and dealing heavy damage to any player that comes into contact with it. It'll continue its storm of destruction for quite a while until it gets bored and decides to leave. As it leaps off the stage though it'll leave behind a Bob-Omb that'll cause a screen clearing explosion, finishing off the attack.
Shroomy
Shroomy is a demon hunter turned boy scout leader is a humble but sometimes unhinged friend of SMG4 and his crew. Often helping in some of their problems with his mastery of building weapons out of just sticks and stones and his perfect aiming abilities with his trusty sniper rifle. He got these skills from years of spending time with his Uncle Doom. The very same Marine that made hell quiver in fear. As such Shroomy had a past of intense anger issues until when at a birthday party he got a sever bite to his head from an animatronic that tuned out that side of him. Until he rediscovered it many years later as his anti-form. Shroomy being a typical gun wielder has a whole load of weapons at his disposal which makes him a powerful and nimble zoner/assassin with a light frame. He's all about precise hits and aiming at weak spots to get quick kills while also keeping his distance.
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*Universe- SMG4
*Debut - The Mario Channel: MARIO'S CHALLENGE (2017)
*Class - Assassin
*Gimmick - Anti-Shroomy: When being damaged, a purple bar in his HUD icon will begin to fill. When maxed out Shroomy will enter his anti-form, turning a dark shade of purple and growing angry. For a short time all of his stats will be increased to ludicrous levels at the cost of being unable to shield, grab or roll.
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*Sniper Shroomy - Taking out his trusty rifle, Shroomy loads it up and takes aim. With a reticle showing up on the closest target to him. Holding down the special button will cause it to aim up at their head and increase the bullets damage as well. Shooting at the body of the fighter will deal heavy damage and knockback while getting a perfect headshot will guarantee a knockout.
*Slingshot Shroomy - Loading up a small rock into a slingshot. Shroomy fires it as it travels in an arc, which when colliding with a foe it'll stun them for a few seconds before sending them flying into the ground. This deals light chip damage and can be spammed. Though with each consecutive hit the stun duration will last less and less.
*Rocket Shroomy - Shroomy starts building up a large rocket from wood and rocks and holds it over head. You can either shoot it off like a projectile while deals astronomically high amounts of damage when it hits a fighter or use it as a recovery tool. Jumping off stage and using it will have him surfing on it as you're able to control is trajectory. After a few seconds it'll run out of fuel and come crashing back down in a large explosive mess.
*Shotgun Shroomy - Cocking a shotgun, Shroomy lets out a powerful boom burst from it. Its range is good but to deal the maximum amount of damage you have to be closer to the fighter when firing it. It also multiplies the opponent's knockback by how much damage they've taken already along with adding on the shotguns damage. Making this attack one of Shroomy's most potent killing tools.
*Trip-Mine Shroomy - Shroomy takes out three mines and plants them in the ground. Their placements on the stage will be randomized which'll make avoiding them a whole lot more difficult. When a fighter ends up stepping on one of them, it'll explode, dealing massive damage and knockback. Along with kicking up a cloud of dust that temporarily blinds them, reversing their controls.
*The Shroominator - Shroomy's finisher gives him the power to morph into his ultra powerful robotic form. Where his entire moveset gets a change, he's able to fly around freely via jet boosters. Preform powerful punches and kicks filled with intense plasma energy. Fire off bullets and lasers from his eyes that home in on fighters. Then caping off with the ability to unleash a full screen wave of red energy that'll catch all opponents, dealing heavy damage and ending the finisher. This attack can be used at any time during the transformation, using it before the natural timer runs out will make the Shroominator end prematurely though.
==Stages==
Retro Mushroom KingdomSuper Mario Bros. 	The first rendition of the Mushroom Kingdom found in the original Super Mario Bros. which features many iconic enemies in their retro states. Stages layout is comprised of two seesaw platforms that move up or down depending who's standing on it. Along with two pipes that connect together which players can either hop in to get to the other side of the stage, or if unlucky can be snapped up by a red Piranha Plant. Along with that, the right side has destructible brick blocks that hold one of the pipes while the other side has solid indestructible blocks. Periodically a pixelated Lakitu can appear on stage to either rain down Spinys which walk back and forth and deal contact damage or he can on rare occasions throw random items from his cloud.
Minus WorldSuper Mario Bros. 	This strange dimension was the result of going through the warp zone the wrong way and ending up in an infinitely looping world. The level itself is a seemingly infinite spanning ocean that's infested with Bloopers and Cheep-Cheeps that'll swoop in on players to knock them away. Low gravity is also present on the stage to replace the water physics, giving players higher but slower jumps and decreased landing speed. Pillars of coral will also periodically spawn in to act as temporary walls that can also be destroyed. There's also a singular row of green stone blocks to stand on towards the left side. With the far-right side having a bottomless pit to avoid. Bloopers will sometimes fly out of it and swarm the stage on rare occasions which can royally mess up a match.
Mirage KingdomPokemon the Series: Ruby and Sapphire 	An isolated kingdom ruled by a monarch who worship Togepi that have a special power to open up portals to a place known as the Togepi Paradise. Which the paradise is watched over by a kind-hearted and protective Togetic who originally belonged to Misty but eventually had to release it to help settle a conflict with one of the kingdoms corrupt officials. The stage takes place between three zones as you travel across them in a set order. Starting with high above the kingdom, which has you riding on top of a giant Togekiss surrounded by three other cloud platforms. As it flies closer and closer to the entrance its wings will fold up as it drops all the fighters off at the gate, which is a straight walk off on either sides with the arc in the center acting as a ceiling you can be bounced off of or a platform to stand on if you manage to get on top of it. Lastly, you'll be teleported with in the walls of the Togepi sanctuary as a bunch of them are playing with the guardian Togetic periodically swooping by the players and generating a small windbox that pushes them back slightly with a rare chance of dropping of items as well.
Snow Miser's PalaceThe Ranken/Bass Christmas Collection	The home to Snow Miser and his minions, a giant castle made from pure ice and snow that sits atop a tall mountain looking over everything. The layout takes place in his throne room as the floors are slick to walk on, causing random tripping along with having characters turn much slower. There's a singular platform in the middle of the stage and snow misers throne off to the right-side opponents can stand on and also break. However, breaking either of these will cause large icicles to fall from the ceiling and cover the stage dealing heavy damage to all players.
Magic SanctuaryStar vs. The Forces of Evil 	This place is a refuge building owned by the Butterfly family in Mewni. Guarded and protected by a large group of crocodiles as this place acts as a portal to the realm of magic which is a very sacred place not to be toyed with. The stage itself consists of three flower platforms floating on a pool of water which can be jumped across, which occasionally are hoisted up by fountain streams that shoot upwards. If a fighter lands in the water they'll only have a few seconds to hop out before a crocodile comes up and snaps their jaws on them dealing heavy damage and knockback.
Beach CitySteven Universe 	A small and quaint little town by the sea in the state of Delmarva, where the home of Steven Universe and the Crystal Gems are located. The main town itself is also filled with tons of other colorful and funny side characters that periodically appear in the background such as local french fry head and conspiracy theorist Ronaldo or the man of many jobs Mr. Smiley. The stages layout is a flat, long stretch of shore with shifting tides that can periodically cause fighters to be knocked away. Along with that attacking the beach itself will cause sand to pile up to act as platforms to stand on. Occasionally a stray volleyball will be thrown from off-screen which you can hit back with your own attacks and score some damage on your opponent if aimed right.
Bloopersville PlazaSMG4 	The location where all of the various Mario recolors from the SMG4 universe now live. Living comfortably and at peace in the middle of a valley somewhere in the Mushroom Kingdom, well mostly in peace when the town isn't attacked by a giant spaghetti monster. The stage's layout is set in the very center of town where a lone flower bed sits that acts a solid platform to stand on. Along with that there are two red-roofed houses that both act as semi-solid platforms that are dangerously close to the blast zones. Periodically a few of the recolored Marios will pass through the stage, knocking fighters away either with a dive or a one-two-three combo that'll do meager damage.
TitanReal Life 	Saturn's largest moon and perhaps one of the most fascinating ones in our solar system as it's the only moon with a thick atmosphere and the key ingredients for life to emerge. The stage's layout is a steep incline with a pool of liquid methane at the bottom of it that'll damage fighters who land in it. Rocks will also periodically fall from a top the mountain and crash into opponents, another hazard present that'll occasionally pop up is acid rain which pours down across the field, constantly dealing chip damage to everyone.
==Items==
===Collectibles===
Collectibles are special items that are collected outside of battles which could either be either in game currency, goodies that offer some flavor text to stuff in the game or bits of hidden lore and story. Along with having items that help with progression and unlocking further content like characters or extra modes.
Golden Coins 	The standard collectible obtained by winning matches or playing mini-games, it's not hard to gain massive amounts of them which is good since because players should always have a massive amount of them to spend on the capsule machine to unlock those sacred unlocks.
Capsules 	Obtained from pulling one from a capsule machine or doing extra well in a match. It'll open up to reveal a prize hidden inside, either it be a new unlockable character, alternate costume, music track, stage, mode or a new menu look. These are always great to get as you're guaranteed to get something new as there's absolutely no repeats with these.
Machine Vouchers	These rare coupons can be found after completing something spectacular or have a random chance of spawning during a match. Once you've done that you can either use it right away to redeem one free prize out of the machine or keep it to save up for later. If you don't get something you particularly like you can always retrieve the coupon back and either retry or come back again later.
===Combat Items===
Items that show up in matches across many different modes, they all have their own forms of use and categories they're sorted by. Some have bonus effects they can be applied via doing a certain command or being hit by a specific element or attack, a lot of them have these special quirks to help them be set apart from others so they don't blend together with ones that have similar effects.
Homerun BatSuper Smash Bros. 	An aluminum bat imbued with a weird unearthly power that when picked up can either be thrown as a projectile or swung as a powerful weapon. Which if the swing comes into contact with an opponent will cause an instant knockout no matter what, along with that it instantly breaks shields and passes through counters. It does take a bit for your character to swing it though so you'll be left vulnerable for a few seconds.
Mega MushroomNew Super Mario Bros. 	A giant yellow mushroom with red spots that's quite the rare oddity in the Mushroom Kingdom. When consumed the player will grow to a gigantic size, increasing a fighters strength, making them resistant to all knockback at the cost of them loosing all but one of their jumps and moving much slower. While in this form they can use any of their normal attacks which will rock the stage and cause a massive earthquake that'll cause all grounded opponents to be stunned. If using any moves that strike the ground, the screen itself will split in half and reveal an empty black void that acts as a temporary bottomless pit.
Metal Cap BoxSuper Mario 64 	A green striped box hailing from the depths of Hazy Maze Cave. When grabbed it'll coat the user in a layer of metal. Increasing their weight and attack power along with being resistant to all forms of knockback. It also makes the players who have it equipped immune to elemental based attacks which nullify all damage from them. This effect lasts for quite a while, but it can be knocked out of a player earlier either from taking too much damage at once or being knocked out.
Super-Spicy CurryKirby's Dreamland 	A piping hot plate of curry specially made by Chef Kawasaki which when consumed will make the player shoot fire from their mouth. Running around frantically trying to fan the flames as the fire catches other fighters and deals constant damage to them. This items effect can be doused via eating certain items or being hit by certain elemental attacks like ice or water. Being hit by another fire attack while this effect is active will make the duration of it last longer, enlarge the flames but as a tradeoff it'll start to do recoil damage.
Enigma BerryPokemon Ruby and Sapphire 	A glitched out and otherworldly fruit found in the depths of the Hoenn region. When consumed it'll coat the player in a harsh rainbow light that quadruples all of their stats, makes any damage dealt to them heal them instead of hurt them multiplied by 2 times what the regular damage would've been. Finally it'll grant the user one giant all-consuming shockwave attack that will instantly cause every fighter on the stage to be knocked out regardless of where they are. To balance this out during matches the item is very rare to spawn at only a 0.5 chance to encounter it normally.
Breaking PointSteven Universe 	Forged by Bismuth, this weapon was designed to shatter gems and was planned to be used during the gem war until deemed too dangerous by Rose Quartz and was promptly hidden away along with Bismuth. When wielded it'll be attached to the users arm as they're able to punch forwards with it as the spike on front juts out, impaling opponents in the way. Dealing massive damage and knockback, with the absolutely devastating effect of instantly causing a knockout to any fighter over 100% if hit in which they'll be shattered into a million pieces.
Attack PodSteven Universe: Save the Light	This specialized vehicle comes from the gems homeworld and originally piloted by peridots who were made too short. When in use, any fighter who hitches a ride in this vehicle gains free flight around the stage in addition to resistance from all forms of damage and knockback. Along with this they'll gain access to high damaging laser canons and large fists to punch with, along with a special move that has the mechs hands spin like fan blades as they vacuum up items and opponents and fire them back out for extra damage.
===Buddies===
TBA
==Triva and Other Info==
This game has been in the works since 2020 but didn't officially start development until 2022 where its gone through a whole host of changes.
Category:Scarlet's Junk
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