Chase's Super Smash Bros.

Chase's Super Smash Bros. is a fan-made game in the Super Smash Bros. series by Chase (EdGeorgenCody). This game was not made with realistic expectations in-mind, and as a result has several abstract character choices and changes to existing characters. In addition, there have been several alterations to the gameplay designed to make Smash more fun as a whole.
==Gameplay==
This game follows a similar gameplay formula to previous games in the Super Smash Bros. series, being a platform fighter in which Nintendo characters (along with some third-party characters) try to knock each other out of an arena, having a gradually rising damage percentage that makes it easier to launch opponents the higher percentage they are at. Compared to Super Smash Bros. Ultimate, the previous game in the series, this game features several mechanical changes in the engine that are designed to make the gameplay much tighter: the game engine is generally faster, with characters getting speed buffs across the map and several features previously removed (such as Melee's wavedashing) have been reintroduced. Characters also now have 12 alternate pallettes instead of 8. and as a result have a few different costumes from previous titles. Some characters, such as veterans Falco and Ridley, as well as newcomers Dixie Kong and Shantae, can now perform Aerial Grabs, complete with their own set of aerial throws. Outside of general gameplay changes, there are now new modes introduced, as well as the return of fan favorite modes from previous games in the series:
===Single-Player Modes===
====Classic Mode====
====All-Star Mode====
====Training====
====Mob Smash====
=====Century Smash=====
=====Cruel Smash=====
====Event Smash====
====Stadium Smash====
=====Home-Run Contest=====
=====Break the Targets!=====
=====Boss Blitz=====
===Multiplayer Modes===
====Smash====
=====Squad Strike=====
=====Tourney=====
=====Special Smash=====
======Smashdown======
======Custom Smash======
======Super Sudden Death======
=====King of the Smash=====
==Characters==
There are 124 individual characters in Chase's Super Smash Bros., with 18 of them being Echo Fighters. All veterans in the series prior (minus the Mii Fighters) return. Veterans have also gone under significant changes to align their portrayals in Super Smash Bros. with those they have in canon.
===Changes to Veterans===
Veterans with the most significant changes will have their names bolded.
*Mario
**In addition to being in some of his taunts, Cappy now also appears as Mario's grab, being thrown out by Mario and then possessing opponents. As a result of this, Mario's new pummel is making opponents punch themselves in the face. His throws, however, remain the same, and Mario will pop out of opponents before grabbing them traditionally and throwing them.
**F.L.U.D.D., Mario's Down Special, has wider range and is more effective as an edgeguarding tool.
**He is generally more in-character and happy, complete with new voice clips provided by Charles Martinet to reflect this.
*Donkey Kong
**Like the other characters who formerly had bestial roars (with the exception of Ridley, who keeps his), Donkey Kong now has his canon voice, provided, as in the Donkey Kong games, by Takashi Nagasako.
**Donkey Kong is generally more in-character, smiling more and being goofier than previous installments.
*Link
*Samus
**Samus can now crawl by going into her Morph Ball, giving her the fastest moving crawl in the series as well as greatly reducing the size of her hurtbox, making it a more viable approach option.
**Samus' speed has been buffed.
**Overall, Samus' hitboxes have become less disjointed and are less likely to miss.
*Dark Samus
**Like Samus, Dark Samus can now crawl by going into her Morph Ball.
*Yoshi
**Now has a costume of Boshi, recognized as a different character by the announcer.
*Kirby
*Fox
*Pikachu
*Luigi
**Luigi's new Neutral Special is Thunderhand, functioning identically to his Fireball from previous installments but with electric effects instead of fire.
**Generally, most of Luigi's fire effects have been replaced with electricity.
*Ness
*Captain Falcon
*Jigglypuff
**Rest has been buffed back to its power in Melee.
**Sing can make opponents fall asleep for a longer amount of time, but its hitbox is smaller.
**The power of Jigglypuff's Smash Attacks has been buffed considerably, and they all KO much earlier.
*Peach
**Instead of her faceless parasol from previous installments, Peach now uses Perry from Super Princess Peach as her parasol.
**To reflect the inclusion of Captain Toad as a newcomer, Peach's Neutral Special is now Perry Parry, where Peach takes out Perry the Parasol to shield her from attacks, reflecting them back at opponents if they attack her while she has Perry out.
*Daisy
**Daisy's Neutral Special is now Parasol Parry, functioning identically to Peach's. 
**Daisy's personality has become far more taunting and mean-spirited than Peach, giving her more personality as well as aligning her more with her portrayal in the Strikers games.
*Bowser
**Like the other characters who formerly had bestial roars (with the exception of Ridley, who keeps his), Bowser now has his canon voice, provided, as in the Mario' games, by Kenny James.
**Bowser is now generally more in-character, grinning evilly on occasion throughout his attacks and laughing while taunting.
*Ice Climbers
**The Ice Climbers can now switch which of them is in control through their down taunt.
*Sheik
*Zelda
*Dr. Mario
*Pichu
*Falco
**Given a third and fourth jump.
**Air speed and dash speed buffed considerably.
**Has the new ability of Aerial Grabs and Throws.
*Marth
*Lucina
*Young Link
*Ganondorf
**Ganondorf now floats for his dash, and his dashing speed is greatly increased as a result.
**Ganondorf has a new Neutral Special: Dead Man's Volley, in which he swipes his cape to reflect projectiles back at opponents.
**Ganondorf has a new Down Special: Demon Shockwave, taken from his battle in Ocarina of Time, where he punches the ground to create shockwaves that can stun opponents.
*Mewtwo
*Roy
*Chrom
*Mr. Game & Watch
*Meta Knight
**Meta Knight's Dark Meta Knight costume is now recognized as a different character by the announcer, and has slightly different voice clips in this costume to match this.
*Pit
*Dark Pit
*Zero Suit Samus
*Wario
**Wario's Neutral Special is now Shake It, in which he grabs opponents and shakes them up and down, causing coins to fly everywhere. This move is functionally identical to Chomp, but is more powerful in exchange for losing the healing effect Chomp has in Ultimate.
**Wario Waft has been nerfed considerably, being weaker and less capable of KOing at lower percentages, as compensation for buffing the rest of his kit.
**Wario's throws have been revamped, now being based on the throws from Wario World. His down throw is now the Piledriver, and his back throw is the Wild Swing-Ding.
**Wario's forward throw is now his throw from the Wario Land games, and is the only throw in the game that can be charged.
**Wario's down air is now a Ground Pound.
*Snake
*Ike
*Pokémon Trainer - Pokémon Change is now all three Pokémon's down taunt, allowing all three Pokémon to have fleshed out movesets.
**Squirtle
***Squirtle now has his own individual Down Special: Bubble, where he shoots a small projectile forwards a short distance that doesn't do much damage but can trip opponents, as well as gimping recoveries in the air.
***Squirtle is now identified with male pronouns in game.
**Ivysaur
***Ivysaur now has her own individual Down Special: Seed Bomb, where she launches a seed into the air that explodes upon contact with opponents. If it misses, it releases Stun Spores upon contact with the ground, stunning opponents within their range.
***Bullet Seed has been moved to Ivysaur's jab.
***Ivysaur has a new Neutral Special: Synthesis/Solar Beam, where she charges Solar Beam while slowly healing herself, before firing it once it is fully charged, creating a powerful beam that is fired diagonally above her.
***Ivysaur is now considerably heavier, being the same weight as Mega Man.
***Ivysaur is now identified with female pronouns in game.
**Charizard
***Charizard's moveset is now returned to how it was when he was a solo character in SSB4, regaining Rock Smash as a Down Special.
***Charizard is now identified with male pronouns in-game.
*Diddy Kong
**Like the other characters who formerly had bestial roars (with the exception of Ridley, who keeps his), Diddy Kong now has his canon voice, provided, as in the Donkey Kong' games, by Katsumi Suzuki.
**Diddy Kong now gains a triple jump in the form of his Jetpack from Donkey Kong Country Returns and Tropical Freeze, improving his airgame.
*Lucas
**Lucas has been further decloned from Ness, gaining a new Down Special in PK Ground, where he summons a spire made of rocks that slowly rises up, dealing multiple hits and high knockback in exchange for the high amounts of lag associated with it.
**Lucas also has a new Final Smash: PK Love, where he summons Kumatora, Duster, and Boney, surrounds all four of them in a wave of PSI, and releases it in a fashion like Tabuu's Off Waves in Brawl, sending opponents flying.
**Lucas' down throw now combos into his neutral air again.
*Sonic
**Sonic's moveset has been diversified from previous installments, featuring fewer moves that look the same.
**Sonic has a new Side Special: Sonic Boost, where he charges forwards surrounded by Speed Energy, ramming into any opponents in his way.
**Sonic also has a new Down Special: Super Peel Out, where he performs the ability of the same name from the Sonic games to increase his speed, rocketing off but making it more difficult for him to stop.
**Sonic's dash attack has been restored to its SSB4 incarnation.
*King Dedede
**As opposed to his voice clips provided by Masahiro Sakurai in previous games, King Dedede is now voiced by Ted Lewis, sporting his thick Southern accent from Kirby, Right Back At Ya!
**King Dedede's Gordo Throw has been buffed considerably, as the Gordos are significantly more difficult to reflect back due to the increased size of their hitbox.
**His power and speed have both been buffed considerably.
*Olimar
*Lucario
*R.O.B.
*Toon Link
**​​​​​​​Toon Link has a new Side Special: Cane of Pacci, functioning identically to the Boomerang but having a sweetspot on the tip of the cane that buries opponents who touch it on the ground and meteor smashes those in the air in exchange for being a much weaker projectile.
**Toon Link also has a new Up Special: Deku Leaf, which summons the Deku Leaf and gives Toon Link both a short amount of vertical air and the ability to glide until he touches a platform, giving him the horizontal recovery the other two Links lack.
*Wolf
*Villager
*Mega Man
*Wii Fit Trainer
*Rosalina and Luma
*Little Mac
**Straight Lunge now has less ending lag if it misses, making it less risky.
**Jolt Haymaker is revamped, causing him to bounce off opponents if he connects with them, making it a less risky edgeguarding and zoning tool.
**Little Mac's speed and power have both been buffed considerably.
*Greninja
*Palutena
*Pac-Man
**Pac-Man now has a normal grab, making his throws a far more viable option.
*Robin
*Shulk
*Bowser Jr.
**Bowser Jr. now has a new Final Smash, Megahammer, where he summons his mech of the same name from Super Mario Galaxy 2 and hops into the background, smacking the mech's hammers into the stage to send opponents flying.
**New multipliers have been applied to the damage and knockback Bowser Jr. recieves versus the Clown Car, now being 1.25x and 0.75x respectively as opposed to 1.15x and 0.88x.
**Bowser Jr.'s air speed has been buffed considerably due to the propeller of the Clown Car spinning while he is in the air, making his already formidable aerials even more dangerous.
**Abandon Ship's hitbox and damage have been restored to their SSB4 incarnation, making it more viable again.
**Mechakoopas move considerably faster than in previous installments, and hone in on opponents once they are seen.
*Duck Hunt
*Ryu
*Ken
*Cloud
*Corrin
*Bayonetta
*Inkling
**The maximium damage multiplier on ink has been changed from 1.5x to 1.3x, making the ink less overpowered.
**Ink disappears faster than in Ultimate.
**Splat Roller will now only bury opponents if they are hit by the Roller itself, making it more difficult to use. 
*Ridley
**Ridley, like Falco, now utilizes the new ability of Aerial Grabs and Throws.
**Wing Blitz can be charged for longer and travels much higher when this is done, buffing his vertical recovery.
**Skewer can now launch opponents at higher percentages in the sourspot, giving it more utility as a spacing tool.
*Simon Belmont
*Richter Belmont
*King K. Rool
**King K. Rool now runs upright and much faster than in Ultimate.
**King K. Rool's armor breaks far sooner than before, making it less exploitable.
**Like the other characters who formerly had bestial roars (with the exception of Ridley, who keeps his), King K. Rool now has his canon voice, provided, as in the Donkey Kong 64, by Chris Sutherland. 
**Blunderbuss' vacuuming effect can now backfire if held too long, giving King K. Rool minor recoil damage. A pirate hat no longer appears on his head after performing this move.
**King K. Rool now looks at the camera for a moment during Crownerang, increasing its endlag. If he is hit while his crown is being thrown, he will shout the "HONK" from his battle in Donkey Kong Country.
**Kaptain K. Rool, Baron K. Roolenstein, and King Krusha K. Rool now appear as alternate costumes.
*Isabelle
*Incineroar
**Cross Chop now travels higher vertically than before in exchange for travelling at a sharper angle diagonally, making it more viable as vertical recovery but less viable as horizontal recovery.
*Piranha Plant
*Joker
===Newcomers===
Name/Franchise	Image/Stock Icon	Attributes/Gimmicks	Special Moves
Waluigi Waappears!
(Mario)	 	
Waluigi, never one to play fair, brings his notorious cheating to the battlefield, using several of his abilities to throw opponents off and take advantage of every loophole and exploit he can in the way the game works in order to win. Even if Waluigi didn’t cheat, he would remain a very odd target to fight; his tall, lanky frame gives him one of the skinniest hurtboxes in the series, making him somewhat difficult to hit, and he is heavier than his skinny frame may imply. However, Waluigi is not the most mobile character in the series, having slow air and fall speeds and a mediocre-at-best dashing speed, and opponents can somewhat easily get into Waluigi’s space to try and hit his bizarre frame. However, Waluigi is willing to pull any and all stops to win, and uses his wits, a wide variety of sports equipment, and every dirty trick in the book to do so.	
*Standard Special - Waah! - Waluigi takes a deep breath in before releasing one of his infamous “Waah”s, which inexplicably does damage and horizontal knockback to those caught within the soundwaves it causes. This move is a valuable spacing tool for Waluigi, as its horizontal knockback can usually get him out of most risky situations.
*Side Special - Liar Ball - Waluigi winds up to throw a baseball before smirking and throwing it, turning it into a much larger baseball that travels just as fast. However, Waluigi can press the button again to return the baseball to its smaller form in a puff of smoke, throwing opponents off due to them not knowing when to avoid the projectile. 
*Up Special - Air Swim - Breaking the game’s psychics because, of course, he’s Waluigi, the purple-clad plumber begins swimming vertically through the air as if it were water. Waluigi moves relatively fast in this state, but can’t attack and will go into freefall after 3 seconds unless he touches the ground, due to needing to “come up for air”.
*Down Special - Cheater’s Feint - Waluigi smirks to himself, before winding up a powerful kick that moves slowly but provides him with temporary super armor, before letting it loose on opponents with a powerful “WAAH!” What makes this attack unique, however, is that how far opponents are launched does not depend on their damage percentage, but rather, on Waluigi’s. The higher damage percentage Waluigi has, the farther an opponent will be launched, making it a viable tool if Waluigi is willing to take the risk of being KO’d, especially due to him throwing a short tantrum if he misses, making him especially vulnerable.
*Final Smash - Waluigi Number One! - Waluigi, in a desperate attempt to win, lunges forwards to try and grab an opponent. If this connects, Waluigi will throw them into the air before barraging them with Bob-ombs and sports equipment while loudly declaring that “WALUIGI NUMBER ONE” and sending them flying.
King Boo Joins the Fright!
(Mario)	 	
GIMMICK: Intangibility
King Boo is a large, floaty, somewhat bizarre character with weird hitboxes and one of the most fascinating defensive abilities in the game: shielding will not give King Boo a shield, but rather make him intangible and transparent instead. This means, that despite King Boo’s somewhat slower moves that can take a while to charge, he has very fast defenses and a ton of out-of-shield items that vastly increase his viability. However, King Boo will have to utilize his fast defenses often in order to survive due to his massive, round hurtbox and being one of the more abnormally shaped fighters. King Boo’s light weight, large size, and for the most part slower movement makes him a character where precise planning is required, although his fast defenses can be used to give him a bit of wiggle room with his slower attacks.	
*Standard Special - Laser Crown - King Boo fires a laser from his crown, which travels down at an angle towards the stage, doing electrical damage and paralyzing anyone who is hit by them. While they don’t launch very far, their paralyzing effect gives them a lot of utility as an approach option for King Boo, as his slow speed makes approaching somewhat difficult otherwise.
*Side Special - Paranormal Portal - King Boo summons a Paranormal Portal and charges through it, popping out of another one to scare whatever opponents are on the other side to send them flying. King Boo can also cancel traveling through his portals, and can make them a valuable combo tool by throwing opponents into them, which causes them a lot of dark damage.
*Up Special - Spectral Vanish - King Boo flips up, does a loop-de-loop and disappears before reappearing higher than where he initially used the move. This is King Boo’s main method of recovery and, despite its somewhat slow speed, the distance it travels makes this move worth the use. King Boo’s direction of travel can also be angled at the cost of vertical distance.
*Down Special - Boo’s Breath - King Boo begins inhaling and ballooning up as long as the button is held down. Once the button is let go or King Boo reaches his maximum size, he lets loose a huge gust of air that can send opponents flying through its massive windbox, despite doing no damage. This move is a valuable edge-guarding and spacing tool for King Boo, and it makes him a terror by the edge of the stage.
*Final Smash - Portraitification - King Boo swoops across the stage, grabbing as many characters as he can, before smacking them into portraits and having his Boo minions destroy said portraits, both releasing the characters and sending them flying into the blast zone.
Captain Toad Goes Forth!
(Captain Toad: Treasure Tracker)	 	
GIMMICK: Weight Change
Captain Toad is a character who is unique in that he is both a slow heavyweight and a fast lightweight, depending on how many items he puts in his backpack. When his backpack is full, Captain Toad is slow and cannot jump very high (in fact having the lowest jump and worst recovery in the entire series), but has a lot of power behind his slower moves, feeling as he does in his home games. However, when Captain Toad empties items from his backpack, he becomes far faster and more mobile, being able to jump higher but also becoming far lighter and less able to withstand powerful attacks. Captain Toad also has a wide number of projectiles and strange hitboxes that he can use to keep opponents on their toes, but the main bread and butter of his moveset is emptying and reloading his backpack with various objects depending on the situation.	
*Standard Special - Backpack Surprise - Captain Toad digs into his backpack, and, depending on whether the player presses up or down after he starts doing this, either throws an item out (creating a slow-moving projectile that does varying damage to opponents depending on what object it is) or loads one in. If Captain Toad adds another item, his weight will increase but his mobility will decrease, and if Captain Toad takes an item out the opposite will occur.
*Side Special - Super Pickaxe - Captain Toad rushes forwards, slamming down his pickaxe repeatedly in front of him to send opponents flying. The heavier Captain Toad is, the less far he travels but more powerful the swings of his pickaxe are.
*Up Special - Starshroom - Captain Toad summons a Starshroom, which launches him up in the air before falling down and exploding. The less weight in Captain Toad’s backpack, the higher he gets launched, but the less fast the Starshroom falls, making it easier to be avoided.
*Down Special - Turnip Pluck - Captain Toad plucks a turnip out of the ground, before gaining the ability to throw it at opponents, similar to Peach or Daisy’s down special. However, the heavier Captain Toad’s backpack is, the larger turnips he will be able to pluck and throw to do more damage, making them better for finishers, while the smaller turnips are better for combos.
*Final Smash - Minecart - Captain Toad summons a Minecart and rushes forwards in it, ramming into opponents in his way. If they are hit, they are taken to a minecart track where they are tied to the track as Captain Toad barrages them with turnips from the Minecart’s turnip cannon.
Paper Mario Joins the Fold!
(Paper Mario)	 	
Paper Mario is the lightest character in the series thus far, due to his nature of being made of paper. Although he is the same person as regular Mario, he has an entirely different set of abilities that prevents him from being a clone in any fashion. Paper Mario's partners from Paper Mario and Paper Mario: The Thousand Year Door make appearences throughout many of his moves, (with the exception of Bobbery and Kooper). Paper Mario's primary weapon is his hammer. In this iteration specifically, it appears as the normal wooden hammer from early in the games in artwork, but he switches hammers several times for different moves like his smash attacks. Paper Mario is quite speedy, being able to dash around the battlefield at very quick speeds compared to other characters. Paper Mario's moves also have rather abnormal hitboxes, due to some of his moves being offensive jumps. Paper Mario's light weight can make him rather vulnerable. He is launched at lower percentages than a lot of other characters, but he makes up for this with some powerful, hard hitting attacks that can hold opponents at bay so Paper Mario doesn't get launched into the KO Zone relatively early. Paper Mario, although he lacks many projectiles, is good at spacing due to the high amount of knockback on his moves. This gives Paper Mario a "eat-or-be-eaten" style of play that constantly makes Paper Mario trying to one-up his opponents to keep at an advantage,	
*Standard Special - Bomb - Paper Mario sends out Bombette, who walks forwards a bit and then explodes, sending any opponents within her range flying. Paper Mario can also set Bombette off by pressing the button again, meaning that Bombette can be a very practical attack tool if Paper Mario blows his cards right.
*Side Special - Shell Toss - Paper Mario kicks Koops (inside his shell) forwards, causing the Koopa to smack into opponents and send them flying. Koops moves fast but is easy to avoid if opponents know his trajectory, making him a somewhat circumstantial tool.
*Up Special - Air Lift - Paper Mario summons Parakarry, who lifts him slowly into the air before taking him high up in flight. Parakarry can lift Paper Mario quite high and can is easy to control, but if opponents manage to reach him they can gimp him pretty easily and send Paper Mario plummeting to his doom.
*Down Special - Veil - Paper Mario summons Vivian, who grabs him and pulls him into the ground, protecting him from all attacks until the button is pressed again or four seconds have passed. While this move does not have much practical application on its own, it can be a very valuable tool for exploiting endlag, benefitting Paper Mario enormously in tougher matchups against heavies.
*Final Smash - Peach Beam - Paper Mario summons Paper Peach and the Star Spirits, who fire a beam of energy down the center of the stage, trapping opponents inside and doing tons of damage.
Geno Whirls In!
(Mario RPG)	 	
Geno is a lightweight, fast, medium-sized fighter who keeps his opponents at bay through his wide array of projectiles. Geno’s strategy is heavily based on overwhelming his opponents to such an extent that they have little time to react and go back on the offensive. A lot of Geno’s moves work just as they did in Super Mario RPG, becoming more powerful and more useful if executed with precise timing. The idea of Geno is that players get into a rhythm of barraging opponents, allowing Geno to fire out flurries of timed moves, and keeping opponents away so as to not get through his rather mediocre defensive options.	
*Standard Special – Geno Beam – Geno charges up an energy beam that moves fast and can catch opponents off-guard, but only really does damage if it is charged up for 6 seconds. If fired right when the beam is fully charged, the beam becomes significantly wider and more powerful, often allowing Geno to knock opponents off the stage pretty instantly if he can set it up. This move cannot be stored, meaning it must be committed to if one decides to use it.
*Side Special – Geno Whirl – Geno fires a quick-moving disk of light at an enemy, which can go through an opponent multiple times if Geno times summoning it back around correctly. This move can be charged for 5 seconds to create three more powerful, faster-moving disks that are all released at the same time. As a reference to the original game, the middle of the three disks fired when the move is fully charged has a 0.5% chance of doing 999% damage.
*Up Special – Geno Blast – Geno aims his hands straight down and fires a beam that propels him into the air while shooting stars around him below. This is Geno’s bread and butter for escaping tough situations, as well as being his most viable recovery option. If the button is pressed again just as Geno is about to fire, Geno can change the direction the beam is fired in to propel himself in a different direction, allowing him either better horizontal recovery or the ability to hit opponents farther away.
*Down Special – Geno Boost – Geno focuses while being completely still for 4 seconds, and if he is not hit in that time, his attack is boosted until he completes a Smash Attack or is hit. If the button is pressed again just Geno is about to complete the boost animation, Geno gains complete super armor until he completes a Smash Attack, referencing the possibility of boosting defense in the original game.
*Final Smash – Geno Flash – Geno transforms into a cannon and fires a giant laser beam across the stage, which can be angled before firing to allow him to hit whatever opponents may be out of reach. The beam the cannon fires is powerful, but easy to avoid once it’s out.
Dixie Kong Gives It a Whirl!
(Donkey Kong)	 	
Dixie Kong enters the battle with a battle style based on the idea of “death from above”; an utter menace in the air who mainly uses the ground as a means to get her opponents onto her home turf, the air. Dixie’s main ability is her ability to both slow and control her fall through the use of her ponytail, which she can spin like a propeller as well as using it to grab opponents and pick up items. Dixie’s hair gives her a wide variety of trucks to use, but they are not her only tools. Rather, Dixie also uses a variety of weaponry and abilities from throughout the Donkey Kong series. Despite Dixie’s remarkable air prowess, amazing mix-up options, and ability to both approach and escape with ease, Dixie does not have a lot of kill potential in her moves, and as a result must land a risky move in order to finish her opponents off.	
*Standard Special - Helicopter Spin - Dixie spin her hair in a circle once. On the ground, this move is simply a weak move that knocks opponents back a short distance and does very little damage. In the air, however, Dixie can use this move to slow her descent and begin twirling her hair like a helicopter, getting her into an advantageous position to land.
*Side Special - Bubblegum Popgun - Dixie fires her bubblegum popgun, creating a weak projectile that flies a distance before falling and sticking to the nearest surface. If it manages to stick to an area and an opponent steps on it, it will cause them to get stuck, leaving them ripe for Dixie to come in and begin getting in a lot of damage before they are either beaten out of the gum by Dixie or shake themselves out.
*Up Special - Barrel Cannon - Dixie retreats inside a barrel, which fires her straight up into the air, causing the barrel to explode beneath her and her to be sent flying upwards. This is the easiest means of getting Dixie high into the air so she can begin gliding down, and the barrel exploding can do a ton of damage if its small hitbox actually manages to hit opponents.
*Down Special - Guitar Gazump - Dixie whips out her guitar from the level endings of Donkey Kong Country 2, and begins winding up to play it. Every time the player pushes the attack button, Dixie will play another chord, and the more chords that have a consistent rhythm, the more powerful the shockwaves caused by the attack will be. This move is one of Dixie’s most potent kill moves, but its long startup time and need for precision can make it a risky move.
*Final Smash - Animal Buddy Stampede - Dixie Kong whistles, causing all the Kongs’ Animal Buddies to come charging towards the stage. If an opponent is caught in their initial arrival, they are transported to a cutscene where all the Animal Buddies, with Dixie riding on top of Rambi, run the opponent over before sending them flying.
Kamek Spells Trouble!
(Yoshi)	 	
GIMMICK: Minion Summon
Kamek is a unique character in that he attacks almost exclusively through magic moves, having very weak physical strength in exchange for very powerful magic that he casts using his scepter. Despite the high power on his magical moves, his spells take time to cast, and Kamek must often keep his defenses covered in order to allow him to use his powerful magical spells without being sent flying into the blast-zones due to his light weight. Luckily, Kamek has a multitude of options to keep opponents at bay, including summoning minions to do his fighting for him and having a variety of escape options through his very fast-moving and free-moving Broomstick up special, as well as his powerful aerials. However, besides his Broomstick, Kamek’s mobility is atrocious, and is best for him to stand back and bulk up his minions in order to charge up his own attacks in order to send opponents flying after being barraged by Kamek’s minions, which he can summon five of at a time to wreak havoc on the battlefield. While Kamek’s minions are weak on their own (unless bulked up by his magic), the sheer numbers of them can make them a great tool to whittle opponents down while Kamek prepares for the KO and tries to evade getting hit.	
*Standard Special - Minion Summon - Kamek waves his wand to summon one of five different kinds of Yoshi enemies:
**Ukiki - The most naturally smart of Kamek’s minions, Ukikis patrol the stage, slapping opponents as well as trying to block them from getting back onto the stage by hanging on the ledge. Despite their intelligence and aggression, they are the only one of Kamek’s minions that cannot be upgraded.
**Tap Tap - Charge at opponents, trying to impale them on their spikes. The most endurance of the minions, and upgraded, while they do not change species, they become more aggressive and faster.
**Toady - Kamek’s main means of securing safe travel through the air, the Toadys patrol the skies, attacking opponents in the air. They do not change species when upgraded, but rather become faster and more competent, hunting opponents down to attack.
**Koopa Troopa - Walks around the stage at a faster pace than the Shy Guys, and will retreat into their shell if hit, though they can easily be kicked off the stage in this state. Upgraded, these become Red Koopa Troopas, who not only don’t walk off the stage, but can also be kicked by the other minions as a weapon.
**Shy Guy - Saunters around the stage, trying to jump on opponents. The weakest of the five, and will walk off the stage if not bulked up. If bulked up, the Shy Guy becomes a Snifit, and will shoot small pellets at opponents as well as not walking off the stage.
*Side Special - Geometrical Hex - Kamek fires a blast from his scepter resembling the attacks of standard Magikoopas that hones in on opponents, slowly traveling along but doing massive damage if it lands. If this attack hits one of Kamek’s minions, it upgrades their abilities. Despite its slow speed, its different functions to both help Kamek and hurt opponents make it a very useful move.
*Up Special - Broomstick - Kamek summons his broomstick and zooms into the air, being able to ride the broom for about five seconds before falling until he hits solid ground. This is Kamek’s best mobility tool, and his best way of escaping from precarious situations.
*Down Special - Teleportation Counter - Kamek turns himself into a wisp of light and moves freely around the stage for 2 seconds before reappearing. If an opponent tries to attack Kamek as he disappears, he will reappear instantly and send them flying with a magic blast that makes them smaller for 4 seconds, allowing Kamek and his minions to knock them around.
*Final Smash - Giant Baby Bowser -  Kamek summons a giant Baby Bowser, who roars and begins clawing at the stage as boulders rain down from the sky, causing opponents to have to dodge to avoid getting obliterated.
Lip Blooms Into Battle!
(Puzzle League)	 	
GIMMICK: Healing through Lip's Stick
Lip is one of the lightest characters in the series, making it very easy for her to be knocked around and launched into the blast zones at higher percentages. However, Lip has two main tools to counteract this: one, her attacks all hit pretty powerfully and she has a lot of launching potential despite her tiny size, and two, her ability to heal herself through the use of her signature Stick. Whenever Lip attacks someone through using the Stick (her normal attacks and aerials for the most part), it will place a flower on their head that does gradual damage over time, and the next time Lip delivers an attack to that opponent, she will heal all the damage the flower just did. Lip’s unique tools and mindgames are balanced out by her light weight, meaning that Lip must always have her defenses covered in order to wreak havoc on the battlefield, as well as keeping herself at very low percentages.	
*Standard Special - Garbage Block - Lip summons a Garbage Block from Panel de Pon, which she holds in front of her using her Stick before letting go it fall once the player has let go of the button. This is one of Lip’s best spacing tools, as the Garbage Block does a lot of damage and falls very quickly after being summoned by Lip.
*Side Special - Quick Swap - Lip surrounds herself with a cursor identical to the one from Panel de Pon and swings her Stick around to create another one in front of her. If Lip manages to catch an opponent in the other cursor, she will swap positions with the opponent, going through them and causing electrical damage as well. This is a valuable tool of horizontal recovery for Lip, as well as giving her the means to spike opponents into the blast zone.
*Up Special - Watabou - Lip summons Watabou, the small cloud-like balloon creature from Panel de Pon, and floats slowly into the air while holding him. Watabou travels very high, but rather slowly, so Lip must keep her damage percentage low to avoid resorting to using Watabou.
*Down Special - Fairy Seed - Lip summons one of four Fairy Seeds based on the blocks in the Puzzle League games: red (which does fire damage), yellow (electric damage), purple (poison), and cyan (ice). Lip plants a seed in the ground, where it becomes a trap for unsuspecting opponents, as if they step on it they will experience the damage the seed inflicts and have a flower plants on their head.
*Final Smash - Walk-On Rainbow - Lip summons a rainbow, which pierces through the stage, and she walks onto it and begins casting powerful spells at opponents, sending them flying.
Captain Syrup Sweetens the Deal!
(Wario)	 	
Captain Syrup is a character built around baiting opponents into doing her work for her, much like she does in her home games. Many of Captain Syrup’s moves, while weak on their own, work well to turn opponents’ moves against them, often having reflective or counter properties that put opponents on edge from using their more powerful attacks unless they have Captain Syrup in an extremely vulnerable position, which she isn’t one to get into easily. Unfortunately, despite her many options to exploit the behavior of opponents and overall decent mobility, her moves on their own don’t do much damage, being mainly used as a means for her to relieve pressure and do weak damage in circumstances where she can’t exploit the moves of opponents immediately. Captain Syrup uses a variety of tools from her boss battles, as well as generic pirate items, in her moveset, and each is used to benefit her strategy of baiting opponents into hurting themselves.	
*Standard Special - Bottomless Coin Sack - Captain Syrup grabs the Bottomless Coin Sack (a reference to her being the one who last possessed it in Wario Land: Shake It!) and begins rapidly shaking it up and down as long as the button is held, causing coins to fly everywhere, doing minimal but constant and annoying damage to any opponents hit by said coins. This move can be used to punish opponents who try to rush Captain Syrup down, but it takes a second after the shaking begins to launch any coins so a player must read their opponent well.
*Side Special - Drop Anchor - Captain Syrup twirls an anchor around her head before throwing it to the side, sending the anchor flying forwards and allowing it to not only damage opponents but also to reflect projectiles and have transcendent priority, giving it a lot of utility in her strategy.
*Up Special - Teacup Twist - Captain Syrup twirls around upwards inside one of her teacup robots before discarding it, causing it to spin out of sight as it falls. If an opponent tries to attack Captain Syrup during this move, they will be counter-attacked right back and sent flying. The teacup robot, when it falls, can hurt opponents on the way down by shattering.
*Down Special - Recharge - Captain Syrup flips a switch on one of her devices, causing her to briefly sit still before putting the remote away. If an opponent attacks her while she is holding the remote, they are shocked by a jolt of electricity and sent flying. 
*Final Smash - Genie Lamp - Captain Syrup whips out her Genie Lamp from the first Wario Land and summons the Genie and hops on his shoulder. The Genie flies into the air before shooting fireballs at opponents as Captain Syrup laughs maniacally.
Ribbon Girl Bears ARMS!
(ARMS)	 	
GIMMICK: ARMS Swap
Ribbon Girl is a character built around preventing opponents from approaching with her insane range and vertical mobility to prevent them from taking advantage of her weak ground movement and lack of up-close defensive options. The bread-and-butter keystones of Ribbon Girl’s playstyle are her ability to switch her ARMS to fulfill different functions (with three different options with extremely different uses) as well as her unique four jumps. Ribbon Girl functions best when she has ground over her opponents, as she has rather weak horizontal movement and, as mentioned, a complete lack of up-close options other than her jab, which is her main weakness.	
*Standard Special - ARMS Swap - Ribbon Girl switches between her three different kinds of ARMS, each with different properties:
**Sparky - Ribbon Girl’s default ARM, and a basic boxing glove. The middle of the road of the three, while Sparky does not have any special benefits, it does not have any glaring weaknesses either. This glove deals electrical damage, and more powerful attacks can also have a paralysis effect.
**Popper - A party popper-like ARM, the Popper is the most efficient glove when Ribbon Girl is on the defensive, as it comes out the fastest and has added wind hitboxes to keep opponents at a distance. However, it is the weakest of the three ARMS, and nay attack with it will likely not KO an opponent unless they are on very high percentages.
**Slapamander - Based on a grenade, the Slapamander is Ribbon Girl’s most powerful ARM, dealing fire damage and being the best way for Ribbon Girl to knock her opponents into the blast zones. However, it comes out the slowest of her three ARMS, as well as leaving Ribbon Girl extremely vulnerable if it misses due to its massive endlag.
*Side Special - Deflection Dash - Based on Spring Man’s dash, Ribbon Girl dashes forwards a short distance, being surrounded by a deflect ring as she does so. This allows her to deflect attacks for a short time, as well as reflecting projectiles, but it does no damage and can only be used every ten seconds.
*Up Special - Ribbon Dance - Ribbon Girl twirls around herself for a short distance, giving her slight vertical distance. While this move is not very effective as recovery, it is extremely effective as a defensive tool due to the twirling surrounding her with a different aura depending on what ARM she is using, and can either push them away with the wind or send them flying with electrical or fire damage.
*Down Special - Descending Drill - Ribbon Girl slams her ARMS into the ground and starts spinning rapidly down her ARMS until she hits the ground. No matter high up Ribbon Girl is, she can usually always hit the ground, and her spinning down creates, much like her Up Special, a different aura depending on what ARM she is using.
*Final Smash - Rush - Ribbon Girl punches rapidly in a cone shape, causing anyone unfortunate enough to be hit by it to be sent flying.
Return of Ganon!
(The Legend of Zelda)	 	
Based heavily on his appearance from A Link to the Past, Ganon is a large, heavy character who utilizes a weapon with a lot of range in his Trident. While a huge, slow target, Ganon both has brute strength and a lot of extremely powerful magic to keep opponents at bay. While being easy to juggle, Ganon is also absurdly difficult to kill, having one of the highest weight stats in the entire series, along with having insane range due to the length of his Trident. Ganon is also surprisingly mobile due to his ability to teleport through the use of several of his moves, but his run and walk speeds remain absurdly slow (amongst the slowest in the series). Overall, Ganon is a character who can turn the tide of a battle the moment he has an open window to attack, but has to work very hard in order to obtain that window.	
*Standard Special - Dead Man’s Volley - Ganon fires a blast of dark magic out of his Trident, which moves towards opponents at a fast speed. Opponents can hit the ball of energy to reflect it back at a faster speed, but Ganon can hit it back again. The more times the blast of magic is hit back and forth, the faster and more powerful it becomes, making it a valued weapon by both sides.
*Side Special - Trident Toss - Ganon throws his Trident in a circular motion while disappearing. The control stick can be aimed so that Ganon appears a short distance away on stage, and the Trident will fly back to him, tearing through any opponents in the way. While the Trident does not travel very quickly, it does lots of damage and is a valuable spacing tool, as well as Ganon disappearing very quickly.
*Up Special - Blazing Bats - Ganon surrounds himself with Blazing Bats, who lift him a short distance up in the air before dropping him and spreading out in a spiral formation. While not very effective as a recovery move, the direction the bats spread out in can be determined by the player, making it an effective tool to allow Ganon to land.
*Down Special - Stomp Tremor - Ganon winds his foot up to stomp on the ground, causing a shockwave appear and any opponents within a certain range to be paralyzed. If players press the button again in time, Ganon will fire a ball of dark energy at paralyzed opponents, sending them flying. This move takes a long time to charge, but is a near guaranteed KO, even at lower percentages.
*Final Smash - Sage’s Seal - Ganon begins to be dragged back into the Dark World by the magic of the Sages, but he sticks his trident out to impale opponents. If opponents are hit by the Trident, they are sent to the Dark World in Ganon’s place, taking tons of damage before being sent flying.
Skull Kid Clocks In!
(The Legend of Zelda)	 	
Skull Kid, despite being named as such, is really not the fighter in control here. Rather, it is Majora’s Mask who is the main one in control, and this is shown through Skull Kid’s attacks. Skull Kid wields his signature ocarina, which he uses in several of his attacks, while also wielding Majora’s disturbing magical abilities, and being followed around by his two fairy friends, Tatl and Tael. Skull Kid is a semi-heavy fighter who is tricky and fast, utilizing magic that, while not having a lot of kill potential, is great at keeping Skull Kid’s bases covered and his defenses up.	
*Standard Special – Song of Healing – Skull Kid plays a song on his ocarina, which, if completed, heals him 10% damage. This move is best used right after an opponent has been knocked off the stage, as it gives Skull Kid enough time to heal without having to worry about being attacked.
*Side Special – Majora’s Wrath – Two tendrils appear from behind Majora’s Mask, which whip back and snap forward like a whip. If opponents are hit anywhere along the tendrils, they are knocked back, but if they hit the sweetspot right at the tips of the tendrils, they get thrown up into the air and slammed into the ground.
*Up Special – Trickster Rise – Skull Kid crosses his arms and starts laughing as he floats into the air in a fully controllable manner, as Tatl and Tael fly around him to protect him as he cackles. This moves lasts for 5 seconds, and is Skull Kid’s main recovery tool. It is somewhat easy to cover, meaning Skull Kid must be ready to be on the defensive before using it.
*Down Special – Saria’s Song – Skull Kid plays Saria’s Song on his ocarina, surrounding him with a cocoon of leaves that blasts out once the song is finished. While this move takes a while, it is a good tactic to reset the momentum of the fight to allow Skull Kid to gain the upper hand, keeping opponents on their toes.
*Final Smash – Final Day – Skull Kid floats up into the air, cackling, before firing out one of Majora’s Mask’s tendrils, which, if opponents are caught in it, brings them into a cinematic where Skull Kid brings the moon down on top of them.
Tingle Bribes Into Battle!
(The Legend of Zelda)	
(stock icon coming soon)	
GIMMICK: Rupees
Tingle is a fast lightweight character who specializes in using his bizarre tools to barrage opponents while remaining out of harm’s way through the use of his hiring Bodyguards. How does he hire these Bodyguards? Tingle has the unique gimmick of having the Rupees as a system of currency for his attacks, starting with five and gaining Rupees every time he lands a hit himself, but losing them whenever he gets hit or hires a bodyguard. If Tingle runs out of Rupees, certain attacks become weaker and some even become borderline useless without Rupees. To prevent Tingle from being hit, he can hire one of his Bodyguards to take hits for him, but they cost a lot of Rupees and won’t be able to get any back for Tingle, making them a temporary solution. Despite Tingle’s weak defenses, he is a surprisingly agile and powerful fighter that can hit rather hard if opponents are prepared for him, and is fast enough to get out of harm’s way before they can knock the Rupees out of him. 	
*Standard Special - Kooloo-Limpah! - Tingle does a dance and says his infamous magic words, which can cause a variety of effects to happen. It can either surround Tingle with an aura of fire, electricity, or ice (entirely random), summon a bag full of Rupees to bulk up Tingle’s amount, or even randomly teleport Tingle to a different part of the stage to trick approaching opponents. However, if Tingle has little to no Rupees in his storage, there is a 50% chance the words will backfire, causing an explosion that deals a lot of recoil damage to Tingle.
*Side Special - Rupee Wallet - Tingle swings a bag full of Rupees at opponents, doing varying damage depending on how many Rupees are in the bag. At lower amounts of Rupees, this move is very weak and does little damage, but the more Tingle collects the fuller the wallet becomes and the more powerful the attack becomes. At its full capacity (200 Rupees), this move can kill at insanely low percentages.
*Up Special - Tingle Balloon - Tingle summons one of his iconic balloons and begins floating up into the air. This is similar to Villager’s Up Special, but unlike Villager, Tingle has only one balloon and it is significantly more sturdy than Villager’s two individual ones. However, the one balloon means that if it is popped, Tingle is is doomed to freefall and likely lose a stock.
*Down Special - Bodyguard - Tingle summons Kakashi, Buriki, or Lion at random, pays them forty Rupees (he cannot summon them without it), and has them follow along in front of him, echoing his basic attacks like they would for Nana of the Ice Climbers. Kakashi is the weakest of the three but the fastest, while Lion is the strongest and slowest, and Buriki is the all-around one. Bodyguards can be sent to attack opponents, and they will approach them while obeying Tingle’s commands, allowing the fairy man to remain at a safe distance. While the Bodyguards are a valuable defensive tool, they can be KO’d by opponents and are very expensive to summon, meaning Tingle must protect his bodyguards as much as they protect him.
*Final Smash - Rupee Rain - Tingle summons all three of his bodyguards, before jumping around and saying his magic words again, this time summoning a rain of Rupees onto the stage, damaging any opponents in their way and being collectible by Tingle, allowing his to easily bulk up his Rupee storage.
Louie Bugs the Opposition!
(Pikmin)	 	
Louie, unlike his fellow captain, Olimar, does not use Pikmin in his moveset at all. Rather, Louie’s abilities come from riding atop the Titan Dweevil, a creature that served as the final boss of Pikmin 2 that Louie may have been control of the entire time, as he is here. Under Louie’s command, the Titan Dweevil is a rather wide fighter with bizarre hurtboxes that can seem rather slow, awkward, and unwieldy but makes up for it through the sheer power and range of its attacks, of which the main ones it utilizes are from its boss fight. The Titan Dweevil is also one of the series’ heaviest fighters, drastically increasing its survivability, and its high-traveling and powerful recovery undermines one of the main pitfalls of other heavyweight fighters. Louie is a character with very prevalent and affecting weaknesses, but his strengths are also just as extreme to balance it out.	
*Standard Special - Shock Therapist - Louie commands the Titan Dweevil to drop a spiked metal mine on the ground using the Shock Therapist. While the mine is alone, it does not do anything particularly special, doing minor damage if opponents happen to walk into it. However, if Louie places another mine anywhere on the stage within the next 20 seconds, the two are connected through an electric current and anyone unfortunate enough to be caught in their path is sent flying by an electric spark. The shock stays active for three seconds, but is rather thin despite its potential length, making it a tool that must be used deliberately.
*Side Special - Flare Cannon - Louie points forwards, causing the Titan Dweevil to activate the Flare Cannon to rocket forwards with a long trail of flames behind him. While the Dweevil can ram into enemies to hurt them, the main draw of the Flare Cannon is the trail of fire it creates, which not only does damage to opponents behind Louie and the Dweevil, but it can also be reversed to hurt opponents in front of them too in exchange for propelling them in the opposite direction. This move can be held for a long time, but the trail of fire will get smaller and the Titan Dweevil’s speed will decrease over time.
*Up Special - Monster Pump - Louie looks up and points with it, causing the Titan Dweevil to activate the Monster Pump to create a jet of water below the duo that not only causes them to slowly rise into the air, but also pushes opponents away who are caught in the jet of water with surprising force, also making it a valuable stage control tool.
*Down Special - Comedy Bomb - Louie elbows one of the Titan Dweevil’s legs and causes it to drop the Comedy Bomb, surrounding the area around the Dweevil with a poisonous gas that has the potential to stun opponents and leave them wide open for an attack that under more normal circumstances would take time to charge.
*Final Smash - King of Bugs - Louie activates all four of the Titan Dweevil’s weapons and he and the Dweevil spin in a circle, covering the stage with electricity, fire, water, and poison to rack up damage and propel opponents into the blast zone.
Kraid Makes His Big Debut!
(Metroid)	
(stock icon coming soon)	
GIMMICK: Mini-Kraids
Kraid is the most massive character in the game, standing at a full head taller than other tall characters like Ridley, and being far heavier than characters like Bowser and Donkey Kong. He has the power to match it too, and hits incredibly hard…if he can actually manage to hit that is. Kraid’s large size and power make him extremely slow and laggy, having a ton of lag on a lot of his attacks, making it very difficult for him to get a hit off in any circumstances, in addition to having his eyes and mouth be a massive weak spot that can stun him for far longer than being hit anywhere else. Kraid also has utterly atrocious aerial mobility, barely being able to lift himself off the ground before being dragged back to Earth by his high fall speed. How does Kraid manage to remain viable? By summoning weaker but far faster Mini-Kraid through his Down Special, who echo Kraid’s commands for neutral attacks in a much faster way, but are not as durable as Kraid himself with having just as atrocious airgame, meaning that Kraid will likely have to summon multiple Mini-Kraids over the course of a battle. Kraid’s status as a commander of his Mini-Kraids means that he can often sit back, providing support to his Mini-Kraids from afar with his surprisingly powerful and versatile projectiles. However, if an opponent manages to break through Kraid’s defenses and get up close, he is, for all intents and purposes, combo food and will have a very difficult time fight back unless he can somehow find a window to use one of his zoning tools. Kraid is a character with very glaring weaknesses, but his Mini-Kraids make him a force to be reckoned with.	
*Standard Special - Body Spike - Kraid shoots one of the spikes imbedded into his abdomen forwards, creating a large projectile that makes it with its average mobility by having an enormous hitbox that can be hard to avoid if opponents are caught off-guard by it. This is a powerful tool for Kraid as both a finisher at higher percentages and a spacer at lower ones, but once Kraid has used one, he takes time to regenerate another one, making it a risky move to spam.
*Side Special - Spinning Claw - Kraid slashes forwards with one of his claws, causing the nails to fly off and travel in a boomerang-like pattern before returning to Kraid. This is another way for Kraid to keep opponents out of his space through launching them, but he is completely helpless while performing this move and missing it is incredibly risky.
*Up Special - Ceiling Breaker - A layer of thorns identical to those in Kraid’s Lair in most games he appears materialize above Kraid and he begins to slowly burrow his way through them, before being able to use them as a platform and jumping back onto the stage. While this recovery is slow, touching Kraid while he is performing this move gets opponents hurt, and they can even be spiked downwards if they are caught in Kraid’s digging claws.
*Down Special - Mini-Kraid - Kraid summons a Mini-Kraid by roaring, and it burrows out of the ground in front of him. This Mini-Kraid essentially functions as a smaller (standing at about the height of Samus), faster version of its full-sized counterpart, and obeys Kraid’s commands for neutral attacks, smash attacks, grabs, throws, and aerials, while only Kraid himself can perform specials. The Mini-Kraid is how Kraid will doing a bulk of his damage, and are his main line of defense.
*Final Smash - Meta-Kraid - Kraid slaps on his scrapped helmet from Metroid Prime and grows in size before stomping across the stage at a surprisingly fast pace, sending opponents flying.
Porky Pigs Out!
(EarthBound/Mother)	 	
Porky Minch attacks using a backpack containing the spider legs of his mech from EarthBound, as they make him far more powerful than he would be otherwise. While Porky is a rather slow walker due to hobbling along on his normal legs, when he runs he gains his spider legs and becomes much more mobile. When Porky is on the offensive, he is utterly relentless, but his smug demeanor can cause him to leave weaknesses in his attacks, such as large hurtboxes, meaning that one slip up can lead to Porky fleeing with his tail between his legs like the dirty coward he is. Porky’s smug, bratty attitude makes an appearance in all of his attacks, and he will often blow raspberries and act like a child whose won a game whenever he lands an attack. 	
*Standard Special - Very Stinky Gas - Porky flips a switch on his backpack, causing a device to pop out that surrounds Porky with a green gas cloud. If opponents are caught in the gas cloud, they become far more susceptible to damage and knockback from Porky’s attacks, giving Porky a shot to send them flying at earlier percentages than before. However, if they manage to attack the gas device, it will backfire and send Porky flying, meaning that it can be very easily avoided.
*Side Special - Mecha-Porky - Porky sends out a Mecha-Porky, which zooms forwards, trying to ram into opponents and explode. However, due to Porky’s willingness to believe a bomb modeled after him is infallible, opponents can reflect the bombs back at Porky if they attack in time, causing them to come back even faster and explode.
*Up Special - Inexplicable Attack - Porky’s spider legs turn into a helicopter blade, which spins to cause Porky to rise into the air, cackling and blowing raspberries all the while. However, due to Porky’s showboating, he is a sitting duck while rising into the air, causing opponents to somewhat easily gimp his recovery if he isn’t careful. This move is called “Inexplicable Attack” because of the phrase “when pigs fly” and Porky’s association with pigs.
*Down Special - Human Shield - Porky winds his spider legs back, waiting for an opponent to attack. If they do, Porky whips them around and subjects them to the aftereffects of their own attack, using them as a a human shield against their own abilities. However, they will only be launched as far as their attack would have launched Porky, meaning that if Porky counters a weak attack, they can easily get back up and attack him again.
*Final Smash - Absolutely Safe Capsule - Porky summons his Absolutely Safe Capsule from Mother 3, opens the door, and summons a few Pigmasks to start pushing it quickly across the stage. If opponents end up caught in it, Porky slams the door, snorting with laughter, and pushes them into the blast line, instantly KOing them.
Samurai Goroh Hunts His Bounty!
(F-Zero)	
(stock icon coming soon)	
Samurai Goroh is similar to a character like Wario in that he has a very large frame but is surprisingly mobile, and he has a decent amount of power to back that mobility up. Samurai Goroh wields a katana that delivers quick but powerful blows with high knockback, and as a result is best used with incredible aggression. His high dash speed, air speed, and fall speed, makes him able to zip around the stage just as much as he pleases, barreling into opponents with extremely powerful attacks to send them flying and then being able to wind up for another hit when they try to recover. However, Samurai Goroh is not without his weaknesses: his high weight and fall speed means that he is combo food if characters manage to break through his defenses, which with him can be somewhat easy due to the high lag on some of his better moves making him extremely punishable. Samurai Goroh also finds vertical recovery somewhat difficult, but his high mobility usually manages to serve him well without creating a need for it.	
*Standard Special - Stingray Strike - Samurai Goroh leans back into his hip with his sword before slashing it forwards while the sword is surrounded by an electric stingray, sending opponents flying forwards. As he charges it, Samurai Goroh yells “Stingray…STRIKE!” This move takes a long time to charge, like Captain Falcon, but it more than makes up for it with its high power output.
*Side Special - Butterfly Barrage - Samurai Goroh charges forwards very quickly, slashing his sword rapidly in front of himself to turn into a battering ram of sorts. Samurai Goroh can jump into the air while using this move on the ground, which increases his already extremely high air mobility. However, despite its effectiveness as a battering ram and a mobility tool, it has extremely low priority, meaning that if an opponent gets in a window where they can counterattack, they can and will with ease. 
*Up Special - Stingray Leap - Samurai Goroh does a backflip into the air, throwing his sword above him as he does so and catching it at the top of the backflip’s arc. Samurai Goroh himself does no damage during this move, and it does not travel extraordinarily high, but the sweetspot across the sharp side of his katana can gives Goroh the ability to juggle if he plays his cards right.
*Down Special - Samurai Slam - Samurai Goroh jumps up a short distance before slamming the blade of his katana into the ground before spinning around it, kicking any opponents in his way and yelling “Samurai Slam” as he does so. Using this move in the air causes Goroh to fall down faster with the sword below him, the blade of the katana functioning as a meteor smashing hitbox. 
*Final Smash - Fire Stingray - Samurai Goroh summons his racer, the Fire Stingray, to ram into opponents before hopping in himself and mowing them down inside it.
Isaac Joins the Party!
(Golden Sun)	 	
Isaac, despite being a swordsman, does not use his sword as the main part of his moveset. Rather, it is his Venus Psynergy, his ability to control the earth, that is the main bread-and-butter of his moveset. Isaac is best in situations when he can react to his opponents’ mistakes, as although he has attacks with a lot of range, they have a high amount of starting and ending lag on average, and as a result he has very few options out of shield and a limited approach game. However, he makes up for this for being able to apply an enormous amount of pressure the moment he has an opening, and a lot of edge-guarding options that allow him to keep himself in control of a situation. Isaac has decent mobility and weight, and can keep opponents under pressure as long as he still has his tools, but his incredibly circumstantial recovery is easy to exploit. 	
*Standard Special - Gaia - Isaac charges up before summoning a pillar made of stone, which shoots up from the ground, sending opponents flying the longer it’s charged. This move is extremely powerful, but it takes a long time to charge up to its full potential and works best as a punish option if an opponent is asleep or stunned. Isaac can also use this to knock opponents off a ledge, as the hitbox goes through ledges.
*Side Special - Move - Isaac charges up before launching a hand made of psynergy at opponents, which do a multitude of things depending on what Isaac inputs immediately following it. If Isaac does not put in another input, the hand pushes onwards, both doing damage and pushing opponents a fixed distance. If Isaac puts in an up attack, the hand scoops up, having the potential to launch opponents into the air, making them ripe for combos. If Isaac puts in a down attack, the hand will turn into a fist and punch downwards before disappearing, having the potential to spike airborne opponents. Each version of Move has its own uses, and it is up to Isaac players to know the proper circumstances of each.
*Up Special - Scoop - A psynergy hand appears under Isaac before tossing him into the air, allowing him to fall to safety. Isaac travels very high with this move, but he cannot aim his ascent and falls helplessly once he has reached the apex of being thrown. As a result of this, Isaac can be very easily comboed out of this move, giving players extra pressure to keep Isaac safe.
*Down Special - Growth - Isaac throws out a growth sprout, which, once it hits opponents, creates vine that ensnare them and leave them struggling for Isaac to come and attack them. The sprout is easy to avoid and slow-moving, but the wide utility of this move if it lands makes it an excellent finisher setup, as well as a means to give off damage without stress.
*Final Smash - Ragnarok - Isaac holds his sword up to the sky, where a much larger one appears behind it. Isaac then jumps in the air, before slamming his sword down at a diagonal into the ground, the larger sword doing the same, creating explosions. 
Bandana Dee Gets to the Point!
(Kirby)	 	
Bandana Dee is the first character in Smash Bros. to wield a spear, bringing a whole new style of play with him. As his spear is only really a weapon on the tip, this creates a new niche for Bandana Dee in keeping opponents far away from him so he can hit them with the tip of his spear. If they are hit with any other part of the spear, it will do no damage at all and be useless. However, his spear is immensely powerful if it does hit, making him a very “high-risk, high-reward” character. Bandana Dee is also surprisingly sturdy, a reference to his appearance in Kirby Super Star Ultra as The Arena’s Waddle Dee. Bandana Dee has a number of tools besides his spear, but his spear is all Bandana Dee needs to get the job done.	
*Standard Special – Triple Throw – Bandana Dee charges his spear up before it splits into three and all three spears fly in front of him. The spears all fly different distances, and fly rather slowly but can do a lot of damage if they land.
*Side Special – Parasol – Bandana Dee whips out a parasol and spins it to the side of him. This parasol not only functions as an attack, it also reflects projectiles and turns opponents around. 
*Up Special – Spearcopter – Bandana Dee begins spinning his spear, allowing him to take off into the air. He rises a certain distance before not being able to go any higher, but has unlimited horizontal movement for 5 seconds, making it a very good horizontal recovery option. He is, however, easily knocked out of the sky during this move.
*Down Special – Megaton Punch – Bandana Dee wheels his fist back before slamming it into the ground, creating a crack in the stage and causing damage to anyone around him. If anyone happens to fall into the crack produced by Waddle Dee’s fist, they become stuck in the stage, leaving them prime for Waddle Dee to attack.
*Final Smash – Waddle Tank – Bandana Dee summons his fellow Waddle Dees, who roll onto the stage inside of the Waddle Tank, which Bandana Dee hops inside and begins to pilot it. Bandana Dee can shoot opponents with various types of ammunition inside the tank for eight seconds, each with explosive results.
Sami Opens Fire!
(Advance Wars)	
(stock icon coming soon)	
GIMMICK: Ammunition
Sami is a medium-slow, medium-heavyweight character who wields a machine gun in battle, along with a wide variety of other tools that allow her to keep opponents at bay while she barrages them with attacks from afar. Sami’s machine gun provides her with the unique experience of having to reload her gun with Ammunition, which she does by pressing the button whilst in shield, similar to the Inklings. Sami’s bullets don’t do a ton of damage by themselves, but Sami can rack up damage very quickly from how fast she shoots with her neutral attack, as well as applying excellent shield pressure. However, Sami’s mediocre mobility has its drawbacks, as it makes it very difficult for her to approach opponents, especially due to the high startup on a lot of her more powerful attacks. However, a lot of Sami’s defensive tools can be whipped out quickly, and her ability to cover the stage with Infantry and Artillery can cause an opponent to go right where Sami wants them so she can go in for the KO.	
*Standard Special - Tank - Sami summons a tank, which moves slowly along the stage, firing three powerful shots at opponents before disappearing. Although the tank’s shots are slow, it is a very large, very formidable obstacle, and Sami can use it to put the game back into neutral for herself.
*Side Special - Rocket Launcher - Sami whips out a Rocket Launcher, which she aims in front of her before firing it forwards (knocking herself over in the process), sending a fast-moving, powerful rocket flying into the path of her opponents. While the rockets themselves move quickly, Sami takes a while to set up the launcher, and has to pick herself up after it has been fired, making it a risky finisher.
*Up Special - Transport Copter - Sami summons a miniature helicopter, which she grabs onto the bottom of as it flies her into the air. While this attack doesn’t travel very fast or high, Sami can fire her machine gun at a downwards diagonal angle during it, making it a useful zoning tool.
*Down Special - Artillery - Sami puts down Artillery, which aim up into the air and fire a homing projectile on an airborne opponent before disappearing. While these projectiles are not particularly strong, they are extremely effective and safe tools of gimping recovery, despite the fact that they can be somewhat easily to predict.
*Final Smash - Orange Star Army - Sami summons Andy and Max, and together the three command their army to attack the stage, causing an influx of Orange Star troops to flood the stage until Sami orders a final attack, creating a huge explosion that sends opponents flying.
Chibi-Robo Plugs In!
(Chibi-Robo!)	 	
Chibi-Robo is one of the smallest characters in the entire series, but packs a surprising amount of power to match it. Chibi-Robo’s tiny hurtbox is balanced out by his extremely light weight and limited mobility, making him easy to pursue but not super easy to hit. Chibi-Robo has a surprising amount of range for a character so small due to use of a plug as a weapon, as well as having a few projectiles through his Side Special to keep opponents on edge without having to utilize his mediocre mobility. Chibi-Robo also has a tether grab and recovery in the form of his plug, which allows him to utilize his very powerful throw combos without having to directly rush opponents. 	
*Standard Special - Zip Lash - Chibi-Robo winds up his plug before throwing it forward with incredible force to either send opponents flying or, if they are hit by the plug’s sweetspot, are grabbed and sent back to Chibi-Robo. Chibi-Robo can angle this move 180º around him, making it a very practical edgeguarding tool as well as a ranged attack.
*Side Special - Item Use - Chibi-Robo whips out either a Toothbrush (left), a Mug (right), a Squirter (up), or his Chibi-Blaster (down), and uses it. The Toothbrush causes Chibi-Robo to rush forwards with it, the Mug blocks attacks, the Squirter absorbs and fires back energy-based attacks, and the Chibi-Blaster fires a shot at opponents.
*Up Special - Chibi-Copter - A propeller rises out of Chibi-Robo’s head and he flies high into the air, his plug dangling below him. While the propeller can be used to combo opponents, it does not allow Chibi-Robo to travel very high vertically, being better used as a means of horizontal recovery.
*Down Special - Outlet - Chibi-Robo summons an outlet that he plugs himself into, surrounding himself with an electric field that will send opponents flying if they touch him. However, Chibi-Robo takes recoil damage when using this attack due to the surplus of electrical energy, meaning that he will become even easier to launch.
*Final Smash - Super Chibi-Robo - Chibi-Robo summons his gigantic counterpart to stomp around the stage, flattening any opponents who have the misfortune of being beneath his feet and then being sent flying by Chibi-Robo’s full-power Zip Lash.
Fossil Fighter Asserts His Dominance!
(Fossil Fighter)	
(stock icon coming soon)	(coming soon) 	(coming soon)
Krystal Answers the Call!
(Star Fox)	 	
Krystal is a unique character in the context of Smash Bros. in that she wields a staff, and mainly uses it and its magical abilities in her attacks. Krystal has similar attributes to the other Star Fox characters, being extremely fast and light and hitting with speedy moves that can lead into hard-hitting combos. However, Krystal’s light weight can also be a curse, as her weak defensive options combined with her light weight and fast fall speed can make her easy to finish off at earlier percentages. Krystal’s more powerful attacks also have a bit of lag, meaning that while she can rack up damage pretty effectively, she will need a window in order to actually finish opponents off due to her more powerful attacks leaving her extremely vulnerable. Krystal is also significantly less mobile in the air than her Star Fox contemporaries, contributing to her vulnerability alongside her light frame and laggy finishers.	
*Standard Special - Ice Blaster - Krystal fires a blast of ice from her staff that gets stronger the longer it is held, doing damage and freezing any opponents in its wake. However, while the ice blast can be held for a long time, as soon as it stops, Krystal will have to wait a long time before she can use the attack again to its full effectiveness. The longer the button is held and the attack remains in motion, the longer Krystal will have to wait to get it back up to full power again.
*Side Special - Fire Blaster - Krystal fires a quick-moving fire projectile out of her staff, which zips forwards to collide with opponents, burning them and sending them reeling. While it doesn’t do an incredible amount of damage, it is a good disruption tool, as it has very little endlag and gives Krystal a means of going on the offense.
*Up Special - Rocket Boost - Krystal aims her staff below her before firing a blast of energy, creating a small shockwave around herself and sending her flying upwards. This move is an effective recovery tool for Krystal as well as being a great KO move if she can get opponents within the small range of the shockwave.
*Down Special - Ground Quake - Krystal jumps up before slamming her staff into the ground, creating slow-moving shockwaves that do more damage the closer opponents are to the initial hit. While a powerful KO move, this move must be set up as efficiently as possible to avoid missing as it has a lot of lag.
*Final Smash - Tricky - Krystal summons Tricky the Triceratops, who charges around the stage, ramming into opponents to send them flying.
Mach Rider Rides Into Battle!
(Mach Rider)	 	
GIMMICK: Gear Shift
Mach Rider is a unique fighter in that she is the first fully vehicle-based fighter, and rides around on her bike. Mach Rider’s main means of setting herself apart from the rest is her bike’s gear-shifting, allowing her to increase her power and speed in exchange for control. Mach Rider also has a unique momentum mechanic; she will build up momentum the longer she is driving around, enabling her to slam into opponents with more force after she’s kept moving for longer. However, there is a drawback to this mechanic; increased momentum means it is more difficult for Mach Rider to stop after having been kept moving for longer. Mach Rider also has poor vertical movement, but her horizontal recovery balances this out and allows her to increase her survivability. Mach Rider is also somewhat incapable of fast combos due to the momentum-based nature of her attacks, but her attacks have enough raw power to make it for it.	
*Standard Special - Machine Gun - Mach Rider uses her bike’s machine guns to fire a rapid series of bullets an opponents from her bike. While the bullets are not incredibly powerful on their own, they have a decent amount of distance and can halt opponents’ movement enough to allow Mach Rider to hit them when she normally wouldn’t.
*Side Special - Boost - Mach Rider leans into her momentum as her bike boosts forwards, ramming into any opponents in her way to send them flying. While this move is good for both attacking and recovering horizontally, there is a significant amount of cooldown after using it and Mach Rider cannot use another attack for three seconds following boosting, only being allowed to move. On higher gears, Mach Rider can boost so fast that she boosts right off the ledge and into the blast line, making this move a risk.
*Up Special - Grapple Wheel - Mach Rider angles her bike up before shooting the front tire forwards on a chain, allowing it to potentially attach itself to opponents before pulling them back in and getting them run over by Mach Rider. This attack can also function as a tether grab to return Mach Rider to ledges, but it doesn’t launch any higher than a 45 degree angle.
*Down Special - Gear Shift - Mach Rider switches her bike between four different gears, with the speed and power increasing for each gear, but the acceleration after stopping and control decreasing. A good Mach Rider player must switch between the four depending on the fight.
*Final Smash - Armageddon - Mach Rider boosts forwards, trapping opponents before shooting them wildly with her machine gun and sending them flying.
Takamaru Strikes!
(The Mysterious Murasame Castle)	 	
Takamaru is a very fast character with a lot of weapons and projectiles to keep opponents from getting a window in on him. Takamaru’s main weapon is his Katana, which he uses in quick strikes to overwhelm opponents, especially in the air. Takamaru’s high speed and combo potential makes him a very viable offensive character, but his light weight and difficulty in KOing means that Takamaru must be careful in order to survive. Takamaru also has a very solid airgame with high jumps as well as being generally mobile, and is overall an incredibly solid character with few weaknesses minus, once again, his lack of launching potential.	
*Standard Special - Windmill Swords - Takamaru throws four windmill swords in an X formation around him, similar to his activities as an Assist Trophy. The swords are not very powerful, but they can be very useful disruption tools, and come out incredibly quickly for projectiles.
*Side Special - Shuriken - Takamaru charges up for a moment before throwing a Shuriken at incredibly high speed, hitting opponents and disrupting their attacks. While not an incredibly powerful projectile, its potential disruptive qualities, combined with the ability to also overwhelm opponents with Windmill Swords, make it a very powerful pressuring tool.
*Up Special - Invisibility Cloak - Takamaru wraps his invisibility cloak around himself, disappearing as he somersaults into the air. Although a valuable recovery tool, the main draw of this is, if Takamaru lands back on solid ground after using it, he will remain invisible until attacking again, in which he will let loose a powerful sword strike that can send opponents flying. However, if opponents can see Takamaru’s transparent silhouette when he lands, his attack becomes easy to read, meaning that being discrete is Takamaru’s bread-and-butter.
*Down Special - Ancestral Fire - Takamaru summons a fireball, which floats to the ground and surrounds him, creating both a shield for Takamaru and a powerful attack that can send opponents flying if they try to attack him. However, the main drawback is that despite its power and utility as both an offensive and defensive tool, Takamaru takes 20% recoil from it, meaning that after it he is rather vulnerable to being launching after the attack, due to his light weight.
*Final Smash - Inazuma Lighting - Takamaru holds his katana up in the air before summoning a huge storm that surrounds the stage, covering it in lightning, zapping opponents to send them flying.
Muddy Mole Gets Dirty!
(Mole Mania)	
(stock icon coming soon)	
GIMMICK: Holes and Burrowing
Muddy Mole is a small character with somewhat subpar ground speed and aerials, but makes up for it with two main things: one, his ability to cover the stage with traps that make opponents sitting ducks for Muddy to come and attack, and two, his ability to create what is essentially a teleporter to transport himself from one part of the stage to the other in no time at all through the use of his Burrowing ability. Muddy’s ability to control the stage is absolutely off-the-charts, and more than often makes up for his other, less desirable attributes. Muddy can work off of setups incredibly well, and he can set up a ton of them, but his lack of any real ability to be a threat without his traps and changing location due to his more powerful and useful attacks taking longer to charge means that Muddy Mole must always be running a cautious defense in order to to have an effective offense.	
*Standard Special - Hole Trap - Muddy Mole quickly digs a hole in the dirt before covering it with grass and leaves, covering the hole from view. If opponents touch the grass or leaves in any way, they will be buried in the ground and must dig themselves out to avoid being hit by whatever Muddy has planned for them. He can place three of these hole traps on any surface at any time, making them a hazard opponents need to look out for to avoid being buried and vulnerable.
*Side Special - Iron Ball - Muddy Mole begins pushing an Iron Ball from his game across the stage, mowing down anyone in his path and launching them farther the longer he has been pushing the ball, being able to KO at obscenely low percentages once it’s moving. However, if the Iron Ball touches either a Hole Trap or Burrow, it will fill them in and make both disappear, meaning that Muddy must know when he wants to use it.
*Up Special - Cabbage Corkscrew - In one of his more basic moves, Muddy Mole spins around himself with his claws out, launching himself into the air and doing damage to those who are caught in it. This move functions similarly to Wario’s Up Special, but does less damage in exchange for traveling far higher and being able to be angled.
*Down Special - Burrow - Muddy Mole digs a hole in the ground, but, unlike his Standard Special, doesn’t cover it. Rather, Muddy cannot do anything with this hole until he has gone somewhere else on the stage, where he can make another. As long as Muddy does not fill one of his holes with an Iron Ball, or choose to dig a third hole (in which the first hole will disappear), he can now use the attack button again when above any of these holes to zip between them as fast as he pleases. This is Muddy’s main method of mobility, and can make him an utter nightmare to fight on larger stages. However, opponents can easily camp out Muddy’s holes if they aren’t being overwhelmed by his other traps, making Muddy have to keep the pressure on in order to properly utilize the burrows.
*Final Smash - Mole Family - Muddy summons his family, and commands them to begin digging holes in the stage. Within a certain radius, the Mole Family build a construction wall preventing those outside from getting in…or, as unfortunate opponents will find, those inside from getting out. As the Mole Family digs holes within the barricade, opponents must try desperately to recover or plummet straight into the blast zone, which is the far more likely option.
Meowth, That's Right!
(Pokémon)	
(stock icon coming soon)	
GIMMICK: Coin Charm
Meowth is a small, fast character with a lot of tricky moves based on his appearance in the Pokémon anime, being one of the only Pokémon (along with Mewtwo and Lucario) to speak full English while he attacks. Meowth’s main gimmick is his Coin Charm, which boosts his attacks while he has it, but it can be knocked off by opponents’ particularly powerful attacks and severely gimp his knockback potential, causing him to immediately scramble to get it back in order to remain viable. Luckily, Meowth’s high speed (on the ground and in the air) and small size makes it usually easy to get his Coin Charm back, but it won’t spawn again after flying off the stage until Meowth has lost a stock, essentially gimping Meowth if he loses it to lose a stock. Meowth is also somewhat lightweight, and becomes even more so without his Coin Charm, adding another incentive to keep an eye on it.	
*Standard Special - Pay Day - Meowth barrages opponents with an onslaught of coins, throwing them constantly to do constant nagging damage. This move is far more effective when Meowth has his Coin Charm, as he is able to summon and throw twice as many coins, creating far fewer windows for opponents to get in on Meowth and attack him. 
*Side Special - Thief - Meowth winds up his paw for a moment before leaping forwards and slashing at an opponent. Though this move doesn’t launch opponents very far, its main draw is being able to steal items and projectiles for Meowth’s use later, giving him a means of slowing down projectile users who would otherwise destroy him. While with his Coin Charm, Meowth will steal projectiles and items 100% of the time, while without it he has a 75% chance.
*Up Special - Aerial Ace - Meowth jumps into the air and does a powerful uppercut with one of his paws, sending opponents flying. This move is unique in that Meowth can only use it every 5 seconds, but this move will always hone in on opponents, no matter where they are, and as long as the player doesn’t override control of the move, or there isn’t a ledge in the way, it will always connect while Meowth has his Coin Charm. When he doesn’t, the move will both not hone in and not launch Meowth as high.
*Down Special - Nasty Plot - Meowth rubs his paws together while giggling maniacally. If he is allowed to complete this, Meowth will have his attack boosted significantly, giving him launching power that his moveset would normally lack. However, without his Coin Charm, this move takes a much longer time to perform, creating another reason for Meowth to hold onto it.
*Final Smash - Meowth’s Party - Meowth grabs his guitar from Pokémon Channel and starts jamming out, causing Pokémon to flood the stage. As Meowth jams out, the other players get moshed by the Pokémon, being bounced about in the crowd before being sent flying as soon as he finishes.
Gardevoir Takes Control!
(Pokémon)	 	
GIMMICK: Trace
Gardevoir is a character built around her unique Trace ability, which allows her to, when using her neutral special and hitting opponents, to take on their attributes to increase her survivability and decrease their’s. Gardevoir is slow and light, but makes up for it with immensely powerful attacks, making her an extremely formidable force when her weight is altered. However, Gardevoir becomes easier to combo when she is heavy, as well as being significantly slowed down by her increased weight; it creates a tradeoff between survivability and mobility, even if Gardevoir is going to be somewhat slower than average no matter what. Gardevoir has solid aerials and approach options, but her light weight and low mobility makes her incapable of really barraging opponents.	
*Standard Special - Psychic - Gardevoir uses psychic force to attempt to grab opponents, releasing a psychic explosion if she fails to do so. However, if she does manage to grab opponents by getting them in the move’s sweetspot, she will swap attributes with them before sending them flying, where upon landing they will gain Gardevoir’s physics. Gardevoir can return her physics to normal by using this move on an opponent again.
*Side Special - Dazzling Gleam - Gardevoir releases a gleam of energy that can both hit opponents and trap them in place, allowing Gardevoir a means of approach. This is one of Gardevoir’s more potent combo-starting and approach tools, as while opponents are locked in by Dazzling Gleam, it gives her enough time to go up and prepare a powerful attack.
*Up Special - Stored Power - Gardevoir unleashes a powerful shockwave of psychic energy that sends her flying upwards, as well as sending opponents around her flying. This move can send Gardevoir incredibly high, but the less time between uses makes the distance Gardevoir travels vary, as well as making the move somewhat unpredictable.
*Down Special - Calm Mind - Gardevoir charges up and creates an aura around herself, charging up for four seconds. If she manages to pull this attack off correctly, she will have her attack and defense boosted for the next 10 seconds or until she uses a Smash Attack, making her both more powerful and durable if she can actually manage to charge this attack.
*Final Smash - Mega Gardevoir - Gardevoir transforms into Mega Gardevoir and releases a series of Dazzling Gleams that make other players have a hard time seeing the stage, before releasing a series of psychic shockwaves all around herself to send opponents flying.
Krokorok Rocks the Opposition!
(Pokémon)	
(stock icon coming soon)	(coming soon) 	(coming soon)
Rex and Pyra Make It Double!
(Xenoblade)	 	
GIMMICK: Affinity
Rex and Pyra are a different kind of duo character compared to previous duos like the Ice Climbers and the Rosalina-duo combo in that separating them actually makes them worse, as opposed to improving their range as it does with the former two. The player controls Rex while Pyra follows along behind with a glowing Affinity line between them, which is a visual aid for Pyra’s presence boosting the power of Rex’s attacks. There are two factors in increasing the strength of Rex’s attacks through the Affinity mechanic: first, the distance between Rex and Pyra (the closer together they are, the more Rex’s attacks will be boosted), and second, the time Pyra has been on the battlefield (the longer Pyra has been on the field, the more the capacity to boost Rex’s attacks increases). Rex must balance these two factors throughout the battle to try and protect Pyra in order to max out the boost his attacks get in order to send opponents flying. On his own, Rex is a fairly bulky character with average mobility and power, his only real strength being his ability to survive. Pyra is slower than Rex and will echo his neutral and aerial attacks while following along behind him. Pyra’s AI works a bit differently from other duo characters in that she will only go off an edge if knocked off by an opponent rather than her own accord. However, boosted by Pyra’s Affinity, Rex becomes an extremely powerful character and a force to be reckoned with if opponents don’t know what they’re in for.	
*Standard Special - Anchor Shot - Rex charges up an Anchor, which he then throws in an arc of varying height depending on how long the attack has been charged. While the Anchor is a powerful projectile on its own, it can also meteor smash opponents if they touch the sweetspot right at the peak of its arc. 
*Side Special - Sword Bash - Rex slams Aegis, his broadsword, out in front of him, potentially hitting opponents with the sword. While this move is a fine zoning tool at lower percentages, it deals twice as much knockback and increased damage if Rex manages to hit opponents in the back, much like Shulk’s Back Slash.
*Up Special - Double-Spinning Edge - Rex leaps into the air and spins Aegis around him, giving him a bit of air. While this move doesn’t travel very high, it is a good combo finisher and has a lot of power.
*Down Special - Rolling Smash - Rex rolls forwards before slamming Aegis into the ground. If he manages to pass through an opponent while rolling forwards, they will be stunned and experience twice as much knockback as they would if he didn’t.
*Final Smash - Blade Combo - Rex winds up Aegis before summoning Pyra’s alter-ego, Mythra, and unleashing a series of fiery attacks with Aegis that can send opponents flying.
Dillon Rolls In!
(Dillon's Rolling Western)	 	
Dillon is a fast character with a lot of powerful moves at his disposal, and benefits most from a very aggressive style of play where he can overwhelm opponents with combos and powerful attacks to compensate for his light weight and somewhat circumstantial recovery. While Dillon’s style of play is not enormously complicated, that does not mean he does not have a few more complex tools to keep opponents on their toes, as he has a wide variety of projectiles and odder moves in his arsenal that are great tools for not only launching opponents, but also for setting up combos. Aesthetically, while Dillon matches his appearance from the first two games in his series, he does have four alternate palletes based on his appearance in Dillon’s Dead-Heat Breakers.	
*Standard Special - Dynamite - Dillon whips out a stick of dynamite before lobbing it forwards, exploding after a certain amount of time. Dillon can also set sticks of dynamite down in the ground to have them as a trap, but they take longer to explode this way. They are a valuable tool for stage control, but the time they take to explode can reduce their practicality.
*Side Special - Freeze Crystal - Dillon quickly throws a Freeze Crystal out in front of him, which travels a short distance before falling to the ground and shattering. If an opponent is hit by the Freeze Crystal, they will be frozen with little knockback, giving Dillon a means to use a powerful attack on them or start a combo while they are incapacitated.
*Up Special - Grind Attack - Dillon curls into a ball and hops up a short distance, spinning the entire way. While this move does not launch Dillon very high by itself, if it manages to connect with an opponent, Dillon will grind into them, not only doing a ton of damage (and even meteor smashing in the air) but also launching Dillon himself far higher, using the opponent as a platform of sorts.
*Down Special - Tunnel Attack - Dillon burrows underground for a moment, being able to slide along the stage underground for four seconds before popping out of the ground and attacking opponents. Dillon can only travel as far as the platform he is on while underground, but if opponents are caught in him popping up out of the ground they will be sent flying.
*Final Smash - Arma-Mode - Dillon goes into “Arma-Mode” and rolls around the stage at lightning fast speed, ramming into opponents as he pleases.
Chorus Kids Get Into the Groove!
(Rhythm Heaven)	 	
GIMMICK: Rhythm
The Chorus Kids have several unique features that set them apart from other characters. For starters, they are a trio character, making up for their individually weak moves by attacking one after the other, as well as being able to trap opponents in their attacks. Another thing that makes the Chorus Kids unique is their Rhythm mechanic, where, if they attack with a consistent rhythm, their attacks will be twice as powerful on every hit after the second. Although this is incredibly situational, if Chorus Kids happen to attack to the beat of the stage’s music, their attacks will become three times as powerful. Unlike the Ice Climbers, another character consisting of multiple entities, the best way to use the Chorus Kids is to keep them all together, as they have far higher potential in terms of both kills and combos when they are working together due to their weak individual power. The Chorus Kids are fast-moving, but their light weight and slow fall speed makes it difficult for them to survive for long, so a “safety in numbers” game as well as getting them in, delivering a powerful attack, and fleeing before opponents can react is the way to go with these characters.	
*Standard Special - Glee Club - The Chorus Kids sing loudly, releasing a sound wave that shocks opponents before sending them flying depending on how much the move is charged. This move is best as a combo finisher, and can be utterly devastating if enhanced by the rhythm multiplier. However, it has a lot of cooldown, leaving the Chorus Kids vulnerable if it fails to land properly.
*Side Special - Karate Man - The Chorus Kids pass along a random object (either a flowerpot, a rock, a soccer ball, a lightbulb, a bomb, or a cooking pot) of varying strength before the lead Kid headbutts it towards opponents, which can be either cause them minor damage or major damage and knockback depending on the strength of the object launched, as well as if the rhythm multiplier is in play.
*Up Special - Air Rally - The Chorus Kids summon a plane piloted by Baxter the Dog, who whacks each surviving kid one by one with a badminton racket to send them upwards before flying forwards at high speed for a short distance and disappearing. While this move launches the Chorus Kids quite high, the main benefit of it is Baxter flying the plane forwards afterwards, as it explodes upon contact with opponents and is easily the Chorus Kids’ best KOing option despite being easy to read.
*Down Special - Sneaky Spirit - The Chorus Kids summon a sneaky spirit, who follows them around for five seconds underground (only seen as a shadow) before disappearing. If the Down Special is used again, the Sneaky Spirit can pop up quickly in front of the Chorus Kids, being a great combo finisher. However, if the spirit is not used before it disappears, it will speed past the Chorus Kids, knocking them over as well as causing 10% damage, making the use of this move deliberate through necessity,
*Final Smash - Night Walk - The Chorus Kids whip each other forward in a chain, trapping opponents in the process. If this works, opponents will be brought to a version of Night Walk, where the Chorus Kids hop between boxes, stomping on them and sending them raining down onto opponents. 
Tails Takes Flight!
(Sonic the Hedgehog)	 	
GIMMICK: Flight
Tails is a semi-clone of Sonic with several added features and differing attributes and moves to differentiate him from Sonic. For starters, while he is fast, Tails is not as fast as Sonic is, but has a number of other tools to help him stand out. For starters, Tails’ double jump allows him to fly for short time, giving him some of the best recovery in the game due to his ability to pretty much recover out of any situation. This, combined with Tails’ high-utility aerials and the effectivity of his aerial mobility, makes Tails one of the most terrifying air fighters in the game. Tails has the added benefit over Sonic of having a projectile or two in his arsenal, making him far more effective in matchups where Sonic would struggle. Tails is not, however, without his weaknesses: he is lighter than Sonic, and as a result has more difficulty withstanding powerful attacks than he does, despite his incredible recovery. Tails can also only fly for a short amount of time before getting fatigued and going into freefall, making him very vulnerable if his flight is overused. 	
*Standard Special - Homing Attack - Tails charges up before launching forwards towards the nearest opponent, doing a small amount of damage. Due to the changes in Sonic’s Homing Attack mechanics in Ultimate, Tails’ Homing Attack functions in a similar fashion to Sonic’s from Brawl and SSB4.
*Side Special - Dummy Ring - Tails throws a dummy ring underhanded towards opponents. Although the ring travels slowly through the air, if it hits opponents it creates an explosion that can send opponents flying, as well as creating rings that can heal Tails. If this move is used in the air, Tails doesn’t throw the ring, instead simply dropping it front of himself onto opponents below.
*Up Special - Spring Jump - A spring appears beneath Tails, launching him into the air. Mechanically, this move is identical to Sonic’s, but it doesn’t launch Tails nearly as high, as well as the spring being able to do damage to those beneath it.
*Down Special - T-Bomb - Tails drops a bomb from his appearance in Tails Adventure, causing an explosion to happen under him. While this move doesn’t have much use when Tails is on the ground, in the air it is an utterly devastating means for Tails to gimp recoveries.
*Final Smash - Tornado - Tails summons his plane, the Tornado, which he gets into before flying into opponents, sending them into the air as Tails barrages them with bombs from the plane’s cannons. He finally sends them flying after a long sequence of bombs, and floats gently down towards the stage.
Banjo and Kazooie Get Jiggy!
(Banjo-Kazooie)	 	
GIMMICK: Stance Change
The Bear and Bird duo join the battle as a medium-heavy fighter with a lot of tricks up their sleeve, as well as an ability to switch their mobility with their down special, which switches which of the two is dominant. When Banjo is in control, the duo’s normal attacks are more powerful at the expense of slower, more lumbering movement. When Kazooie is in control, the duo becomes significantly faster and nimbler, but at the expense of losing a lot of the knockback potential that Banjo has. A true master of the two will switch between them constantly to keep opponents on edge and prevent them from truly knowing what the two are going to do. Between the two of them, they have a variety of projectiles and abnormal attacks that help keep opponents at bay and at attention, as well as having great aerial tools in the form of Kazooie’s extra jump.	
*Standard Special – Breegull Blaster – Based off the move from Banjo-Tooie, Banjo grabs Kazooie and wields her like a gun, shooting a Blue Egg out in front of her, which bounces twice before fading away. The longer Kazooie is charged, the farther the egg travels before bouncing and the more momentum it regains. The Blue Egg’s bizarre movement pattern makes it great for catching opponents off-guard, as well as being a great off-stage anti-air tool. Using this move instantly puts Banjo in control, so if one needs to switch back, they need to use the Talon Trot quickly.
*Side Special – Wonderwing – Based on the move from Banjo-Kazooie, Kazooie, with Banjo on her back, shields herself with her wings and rushes forwards, sending opponents who come in contact with her golden wings flying. The longer amount of time between uses, the longer Kazooie can hold her wings in front of her, with enough time allowing for ten seconds of usage. However, the move has a lot of cooldown, so it is best to use it only when the opponent has taken enough damage to be launched far away by it. Using this move instantly puts Kazooie in control.
*Up Special – Flight Pad – No matter who is in control, the duo spawns a flight pad that allows them to leap into the air, giving them limited flight. The two get three extra flaps through this method of recovery, but they cannot attack until they have either landed or used every jump, meaning it is strictly for recovery.
*Down Special – Talon Trot – Banjo and Kazooie flip over, switching which one of them is in control. This move is pretty instant, meaning constant switching depending on the situation is easy, as is switching from one preferred type of movement to another when one wants to prioritize in one.
*Final Smash – Mumbo’s Transformations – The duo summons Mumbo, who proceeds to transform them into his various transformations as they one by one attack opponents. If opponents are caught in Mumbo’s initial field of magic, they are then attacked.
Rayman Becomes a Legend!
(Rayman)	 	
Rayman is a medium-light fighter with somewhat slower movement whose main weapons in battle are his floating hands, and lack of limbs attached to them, as well as his abilities from his appearances in Rayman Origins and Rayman Legends. Rayman’s hands can travel a considerably far range away from Rayman’s body, and this works very well when Rayman is on offense. However, Rayman must keep his attacks constant and bombarding in order to prevent opponents from getting to his unprotected body, which is especially vulnerable if opponents manage to get around his fists. Rayman also his decent ability to get around in the air as well due to his ability to glide using his helicopter hair.	
*Standard Special – Blue Punch – Rayman fires a blue boxing glove forwards, which not only hits opponents to launch them backwards, but can also be charged for an attack that does more damage but not as much knockback. This is a very potent spacing tool in Rayman’s arsenal, and he can use it to get opponents away from the weak-spot on his body.
*Side Special – Plum Toss – Rayman volleys a plum towards opponents, which does an arc before potentially landing on them. If an opponent is hit by the center of the plum, then they will get covered in plum juice, severely slowing their movement and preventing them from attacking for three seconds, giving Rayman time to escape.
*Up Special – Swingman – Rayman summons a Swingman, which flutters in the air for five seconds so Rayman can decide what direction he wants to swing in, which he will be propelled in the air after doing. When Rayman is in the air after using a swingman, he can use aerial attacks but cannot jump again.
*Down Special – Vortex Fist – Rayman winds up his fist before firing out a green tornado, which whips opponents around before sending them flying straight up into the air. While not a very powerful move, it is a great combo starter that allows Rayman to keep his opponents just where he wants them while he preps a combo.
*Final Smash – Moskito Ride – Rayman summons Moskito, and zips around the stage, shooting projectiles all over the place to send opponents flying
Crash Bandicoot Goes for a Spin!
(Crash Bandicoot)	 	
Crash Bandicoot is a decently well-rounded characters with attributes that, while not particularly spectacular on their own, all sit firmly in the territory of “above average”. Crash’s main drawback is his lack of stellar horizontal mobility in the air, but his wide arsenal of tools usually covers this weakness decently well. Crash has a lot of moves that come out very quickly with a lot of launching power, but they often leave Crash very vulnerable if they miss and do not have any super armor whatsoever and as a result are usually cancelled out if an opponent reads Crash well enough to attack back in time. Nonetheless, though he doesn’t have any particular gimmick, Crash is a character who can easily hold his own in any fight.	
*Standard Special - Death Tornado Spin - Crash spins around for as long as the button is held, knocking opponents aside as well as sending them flying on higher percentages. Crash can spin for a long time as long as the button, but he will eventually stop after being dizzy for a while. This move is at its most powerful in the middle of its animation, as Crash has built up the most momentum.
*Side Special - Aku Aku - Crash sends Aku Aku out in front of him, who flies forwards for a short distance, reflecting all projectiles in that time. While Aku Aku moves forward fast, he is only on the field for a small amount of time and he takes a while to summon.
*Up Special - Bounce Crate - Crash summons a Bounce Crate before bouncing off of it and jumping into the air. This launches Crash very high as well as having the crate fall below him, spiking anyone it hits on the way down.
*Down Special -  Nitro Crate - Crash places a Nitro Crate down on the ground in front of him. If anyone touches it after he places it, including himself, it will explode and send them flying. However, the crate disappears after seven seconds, giving Crash only a brief time to take advantage of it.
*Final Smash - Jet Pack - Crash uses his Jet Pack to fly into the air before rushing back down into the stage, creating a serious of explosions from his impact with the stage.
Shovel Knight Digs In!
(Shovel Knight)	 	
Shovel Knight is a stocky, slow-moving character with fast fall speed, making him seem like he could very easily just be combo fodder, combined with a somewhat weak recovery. However, Shovel Knight also has surprisingly high jump height, and a variety of unorthodox abilities with a high amount of damage backed up by surprisingly little lag to keep opponents on their toes. Among the rather strange weapons in Shovel Knight’s arsenal are the ability to use opponents as leverage for horizontal recovery (making punishing him offstage extremely risky for opponents) and the ability to temporarily render himself invulnerable in exchange for severely weakened damage output, and this can catch opponents off-guard. When Shovel Knight is aware of all the tools in his arsenal, he becomes an utter nightmare to fight, and opponents must be on guard for his unique tools.	
*Standard Special - War Horn - Shovel Knight takes a deep breath before blowing into the War Horn with another press of the button, creating a soundwave that damages any opponents that have the misfortune of being caught inside it. The longer Shovel Knight is allowed to take a breath before blowing into the War Horn, the larger and more powerful the wave around him will be.
*Side Special - Dust Knuckle - Shovel Knight punches forwards with the Dust Knuckles, going forwards a short distance. If Shovel Knight manages to hit an opponent while going forward with the Dust Knuckles, he will travel even farther and be allowed to take another punch or even use another attack. This move can make Shovel Knight the most difficult character to punish offstage in the series, as when opponents attack they risk being simply used as leverage for Shovel Knight’s recovery.
*Up Special - Propeller Dagger - Shovel Knight whips out the Propeller Dagger and uses it to go up into the air a short distance. While not very effective as a recovery move, it can be a good way to punish opponents falling to the stage as well as a good finisher, as it deals surprisingly high knockback.
*Down Special - Phase Locket - Shovel Knight uses the Phase Locket to turn himself transparent, making him invulnerable for the next five seconds and allowing him to exploit the attempts of opponents to attack him. However, this is not a simple “free win” card, as Shovel Knight’s damage and knockback are reduced to 20% of their former output, making it better as an escape tool.
*Final Smash - Shield Knight - Shovel Knight calls upon Shield Knight, who charges forwards with her shield. All opponents touched by the shield are stunned as both Knights attack them ferociously before Shovel Knight winds up his Shovel to send them flying.
Shantae Shakes It Up!
(Shantae)	 	
Shantae is a character with a lot of range in the form of her hair, which she uses in most of her neutrals like a whip, albeit being less powerful than the whip of the Belmonts in exchange for being snappier and less laggy. Aside from her hair, Shantae can come across as slower than a lot of other characters of her type, but this does not mean she does not have a wide variety of other tools at her disposal to put pressure on just as much as anyone else. Her Genie abilities prove themselves throughout a lot of her more powerful attacks to make her hit a lot harder than she would otherwise, especially in her Smash attacks and specials. Shantae also has great aerial momentum, meaning that she can recover easily as well as getting right in her opponents’ space when need be to make up for her mediocre ground mobility. 	
*Standard Special - Spider Venom - Shantae does a short belly dance before transforming into her Spider form and firing a glob of venom forwards, which travels in a short arc before falling to the ground. This projectile does not do much damage, but if it hits it has the unique quality of poisoning opponents and doing gradual damage over time in exchange for not doing any knockback. Once she has spit out the venom, she transforms back into her normal self with a puff of smoke.
*Side Special - Monkey Bullet - Shantae transforms into her Monkey form through a short belly dance and launches herself forwards towards opponents, being able to headbutt them to send them flying as well as bouncing back in the other direction off of them after colliding with them, avoiding being punished immediately but having a bit of lag once getting a safe distance away to return to her normal form.
*Up Special - Harpy Flight - Shantae performs another short belly dance to transform into her Harpy form and begins to fly high into the air. While this move does no damage, it is incredibly effective as a recovery move as transforming into a Harpy gives Shantae the ability to perform three high jumps before poofing back into her normal self and going into freefall. 
*Down Special - Elephant Stomp - Shantae does another belly dance to transform into her Elephant form and slam her feet into the ground, creating a short shockwave that surrounds her. If this move is used in the air, the shockwave will be larger and more powerful in exchange for there being higher landing lag on the end of the move, making it highly punishable.
*Final Smash - Super Silky Creme - Shantae uses the Super Silky Creme to make her hair longer before whipping it all around the stage, knocking opponents around and sending them flying with one final “CRACK” of her whiplike hair.
Steve Picks a Fight!
(Minecraft)	 	
GIMMICK: Placing Blocks
In terms of his attributes, Steve is both average and intuitive. Operating in a very similar fashion to the way he does in his home game, Steve does not excel in any particular attribute, but has a wide variety of tools that set him apart from the average fighter, including his wide range of tools including a Diamond Pickaxe (his usually held weapon) and Sword, the ability to create Armor for himself, as well as, the bread and butter of his moveset, the ability to create towers out of Blocks to get in the way of opponents. These Blocks can make the field a living nightmare for the opponent, as they can make mobility difficult and give Steve an incredible amount of control over the stage. However, Steve is not entirely positive attributes; he is far lighter than he looks, and as a result can be easily picked off by opponents if they manage to make their way through Steve’s built-up battlefield, combined with having slow, floaty fall speed that make it very difficult for him to escape combos he finds himself trapped in. Steve has the unique distinction of being the only character with customizable alts, as Minecraft skins can be loaded into the game and onto Steve.	
*Standard Special - Place Block - Steve places a random Block in front of him, creating an obstruction in the path of his opponent. Steve can stack Blocks as well, which is often the suggested strategy for Steve players as they come out quickly as well as creating more of a mess for opponents to either avoid or clean up. While most Blocks disappear in one hit, some have unique qualities (such as the semi-common Sand block being affected by gravity if the block under it is destroyed, or the 0.1% of appearing Obsidian taking an absurd amount of damage to make disappear). When Steve loses a stock, all his Blocks disappear from the battlefield.
*Side Special - Ender Pearl - Steve tosses an Ender Pearl in front of him, teleporting quickly to its location. Steve will either teleport to it the moment it hits the ground, or, if it remains in the air, three seconds after it is thrown. This is both a valuable escape and recovery tool for Steve, but it can also completely ruin Steve if it flies off the edge of the stage and Steve can’t recover.
*Up Special - Elytra - Steve gains an Elytra, which gives a short boost into the air before allowing him to slowly glide until he hits the ground. While Steve can recover very well with this move, its slow speed makes it very situational, as it can be easily exploited due to the fact that attacking will instantly stop Steve’s gliding and cause him to begin to fall.
*Down Special - Craft Armor - Steve summons a Crafting Table, and begins making Armor for himself. This move lasts approximately 3 seconds, and if Steve is allowed to complete the full Armor set, he will gain a set of Diamond Armor, which consists of a helmet, chestplate, pants, and boots. The armor takes all damage for Steve, in addition to reducing his knockback, until he has taken 80% of damage while wearing it. Each 20% of damage Steve takes, he will lose another piece of armor until they are all gone, making it less effective the more hits it takes. This move increases Steve’s survivability tenfold, but takes a while to set up.
*Final Smash - Creative Mode - Steve goes into Creative Mode, covering the stage with Blocks and Mob eggs so as to make opponents not able to take a step without taking massive damage. Finally, the last Mob Egg Steve throws is that of a Creeper, which explodes, ridding the stage of everything else Steve has placed (including the blocks he has placed prior to it) and sending opponents flying.
Bomberman Has a Blast!
(Bomberman)	 	(coming soon) 	(coming soon)
===Echo Fighters===
There are 18 Echo Fighters in Chase's Super Smash Bros., seven of which return from Ultimate. Echoes also have aspects of their movesets and attributes changed that they did not before, making the Echoes seem more different than ever. (This will be redone as a table soon)
====Returning Echo Fighters====
*Peach - Daisy
*Samus - Dark Samus
*Pit - Dark Pit
*Marth - Lucina
*Roy - Chrom
*Ryu - Ken
*Simon Belmont - Richter Belmont
====New Echo Fighters====
=====For Veterans=====
*Bowser - Dry Bowser (lighter and faster, blue flame effects)
*Donkey Kong - Funky Kong (some attacks have a water effect)
*Inkling - Octoling (heavier and harder hitting on their own, but the damage multiplier on the Ink is reduced)
*Sheik - Impa (uses Chain from Melee instead of the Burst Grenade, slower on the ground but faster in the air)
*Ness - Ninten (Ness' attributes and normal attacks with Lucas' aerials and Mewtwo's Down Special)
*Captain Falcon - Black Shadow (essentially Melee Ganondorf with renamed attacks and higher speed)
*Meta Knight - Galacta Knight (more powerful attacks with higher knockback but increased lag)
*Sonic - Shadow (Slightly slower but more powerful, Mewtwo's Up Special)
=====For Newcomers=====
*Captain Toad - Toadette (less extreme changes in weight and speed compared to Captain Toad)
*Isaac - Matthew (longer sword so easier to approach, but reduced raw power and mobility)
*Gardevoir - Gothitelle (faster and better at surviving by default, but cannot change her attributes like Gardevoir can)
*Rayman - Globox (heavier and slower in the air, but hits harder and is faster on the ground)
==Non-Playable Characters==
===Assist Trophies===
Name/Franchise	Image	Function
Chain Chomp
(Mario)	 	
Flies and Hand
(Mario)	 	
Hammer Bro.
(Mario)	 	
Lakitu and Spinies
(Mario)	 	
Thwomp
(Mario)	 	
Boom Boom
(Mario)	 	
Professor E. Gadd
(Mario)	 	
O'Chunks
(Paper Mario)	 	
Mallow
(Super Mario RPG)	 	
Klaptrap
(Donkey Kong)	 	
Lord Fredrik
(Donkey Kong)	 	
Poochy
(Yoshi)	 	
Ashley
(Wario)	 	
Kat & Ana
(Wario)	 	
Shake King
(Wario)	 	
Super Macho Man
(Punch-Out!!)	 	
Squid Sisters
(Splatoon)	 	
Spring Man
(ARMS)	 	
Ghirahim
(The Legend of Zelda)	 	
Midna
(The Legend of Zelda)	 	
Revali
(The Legend of Zelda)	 	
Daruk
(The Legend of Zelda)	 	
Mipha
(The Legend of Zelda)	 	
Urbosa
(The Legend of Zelda)	 	
Mr. Resetti
(Animal Crossing)	 	
Kapp'n
(Animal Crossing)	 	
Burrowing Snagret
(Pikmin)	 	
Charlie and Rock Pikmin
(Pikmin)	 	
Metroid
(Metroid)	 	
Mother Brain
(Metroid)	 	
Sylux
(Metroid)	 	
Magnus
(Kid Icarus)	 	
Phosphora
(Kid Icarus)	 	
Jeff
(EarthBound/Mother)	 	
Starman
(EarthBound/Mother)	 	
Wess
(EarthBound/Mother)	 	
Jody Summer
(F-Zero)	 	
Felix
(Golden Sun)	 	
Chef Kawasaki
(Kirby)	 	
Knuckle Joe
(Kirby)	 	
Nightmare
(Kirby)	 	
Gooey
(Kirby)	 	
Prince Fluff
(Kirby)	 	
Black Knight
(Fire Emblem)	 	
Lyn
(Fire Emblem)	 	
Tiki
(Fire Emblem)	 	
Celica
(Fire Emblem)	 	
Andy
(Advance Wars)	 	
Andross
(Star Fox)	 	
Slippy Toad
(Star Fox)	 	
Condor
(Ice Climber)	 	
Professor Hector
(Gyromite)	 	
Jinbe
(Mole Mania)	 	
Riki
(Xenoblade)	 	
Elma
(Xenoblade)	 	
Nomad
(Dillon's Rolling Western)	 	
Karate Joe
(Rhythm Heaven)	 	
Vince
(Art Academy)	 	
Dr. Kawashima
(Brain Age)	 	
Color TV-Game 15
(Color TV-Game)	 	
Ray Mk. III
(Custom Robo)	 	
Devil
(Devil World)	 	
Jill
(Drill Dozer)	 	
Nikki
(Swapnote)	 	
Nintendog
(Nintendogs)	 	
Sukapon
(Joy Mech-Fight)	 	
Yuri Kozukata
(Fatal Frame)	 	
Sablé Prince
(The Frog for Whom the Bell Tolls)	 	
Helirin
(Kuririn)	 	
Arcade Bunny
(Nintendo Badge Arcade)	 	
Sheriff
(Sheriff)	 	
Saki Amamiya
(Sin & Punishment)	 	
Starfy
(Starfy)	 	
Abraham Lincoln
(Codename: STEAM)	 	
Wonder Red
(The Wonderful 101)	 	
Bubbles
(Clu Clu Land)	 	
Balloon Fighter
(Balloon Fight)	 	
Knuckles the Echidna
(Sonic the Hedgehog)	 	
Mighty the Armadillo and Ray the Flying Squirrel
(Sonic the Hedgehog)	 	
Gray Fox
(Metal Gear)	 	
Elec Man
(Mega Man)	 	
Wily Capsule
(Mega Man)	 	
Zero
(Mega Man)	 	
Ghosts
(Pac-Man)	 	
Guile
(Street Fighter)	 	
Rodin
(Bayonetta)	 	
Alucard
(Castlevania)	 	
Gruntilda
(Banjo-Kazooie)	 	
Rabbids
(Rayman)	 	
Dr. Neo Cortex
(Crash Bandicoot)	 	
Plague Knight
(Shovel Knight)	 	
Risky Boots
(Shantae)	 	
Killer Rabbit
(Minecraft)	 	
Black Bomberman
(Bomberman)	 	
Rathalos
(Monster Hunter)	 	
Akira
(Virtua Fighter)	 	
Sans
(Undertale)	 	
The Noid
(Yo Noid!)	 	
Hat Kid
(A Hat in Time)	 	
===Poké Ball Pokémon===
===Bosses===
====Returning Bosses====
*Master Hand - Super Smash Bros.
*Crazy Hand - Super Smash Bros.
*Giga Bowser - Super Smash Bros.
*Rayquaza - Pokémon
*Metal Face - Xenoblade
*Yellow Devil - Mega Man
*Dark Emperor - Find Mii
*Marx - Kirby
*Rathalos - Monster Hunter
====New Bosses====
*Big Bob-omb - Mario
*Wingo - Captain Toad: Treasure Tracker
*Blooper - Paper Mario
*Raphael the Raven - Yoshi
*Gohma - The Legend of Zelda
*Dr. Eggman - Sonic the Hedgehog
*Ender Dragon - Minecraft
*Wither - Minecraft
*The Noid - Yo Noid!
Category:Super Smash Bros. Games
Category:Fighting Games
Category:Fan Games
Category:Games
Category:X's Super Smash Bros.