Super Smash Bros. Megamix/Super Mario characters

Super Mario universe	Super Mario universe	Super Mario universe
 	Mario & Cappy 	
 	
*Home stage: Mushroom Kingdom (64)
*Game of origin: Donkey Kong (1981)
*Unlockable?: No
*Victory theme: Jump Up, Super Star!	
*Neutral special - Fireball: Mario throws a fireball. The fireball bounces along the ground several times before disappearing. It can be fired in mid-air. Only two fireballs can be on-screen at once.
*Side special - Cappy Toss: Mario throws Cappy, who revolves around him, attacking any enemies and picking up any items he comes into contact with. If the input is held, Cappy will spin indefinitely around Mario unless he's hit. This move has a lot of endlag due to Mario having to adjust Cappy on his head.
*Up special - Super Jump: Mario does a jumping uppercut that produces either Yellow, Red, Blue, Purple, Frog, Star, Moon, Green or any of the regional Coins from Super Mario Oddysey on contact with an opponent. Mario's only recovery move, but it covers overall a short distance and leaves him in freefall.
*Down special - Mario Tornado: Mario does a multi-hit spinning attack, similar to the spin jump from Super Mario World. The final hit knocks the opponent straight up. During the final hit, a star will appear above Mario that can deal a small amount of damage to the opponent.
*Final Smash - Mario Finale: Mario rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but deals decent damage and can carry opponents off the side of the stage.	
*Neutral special - Fireball: Mario throws a fireball. The fireball bounces along the ground several times before disappearing. It can be fired in mid-air. Only two fireballs can be on-screen at once.
*Side special - Cappy Toss: Mario throws Cappy, who revolves around him, attacking any enemies and picking up any items he comes into contact with. If the input is held, Cappy will spin indefinitely around Mario unless he's hit. This move has a lot of endlag due to Mario having to adjust Cappy on his head.
*Up special - Super Jump: Mario does a jumping uppercut that produces either Yellow, Red, Blue, Purple, Frog, Star, Moon, Green or any of the regional Coins from Super Mario Oddysey on contact with an opponent. Mario's only recovery move, but it covers overall a short distance and leaves him in freefall.
*Down special - Mario Tornado: Mario does a multi-hit spinning attack, similar to the spin jump from Super Mario World. The final hit knocks the opponent straight up. During the final hit, a star will appear above Mario that can deal a small amount of damage to the opponent.
*Final Smash - Mario Finale: Mario rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but deals decent damage and can carry opponents off the side of the stage.	
	Dr. Mario
	
*Home stage: Dr. Mario
*Game of origin: Dr. Mario (1990)
*Unlockable?: Yes
*Victory theme: Fever
*Neutral special - Megavitamin: Dr. Mario throws a Megavitamin. Much like Mario's neutral special, but, unlike the Fireball, it cannot be absorbed, bounces in a different trajectory and does not cause fire damage. It can be fired mid-air. Only two Megavitamins can be on-screen at once.
*Side special - Clipboard Throw: Dr. Mario rams forwards with a clipboard that can launch opponents and negate projectiles. Unable to reflect projectiles.
*Up special - Doctor Uppercut: Dr. Mario does a short jumping uppercut. This can be done twice before Dr. Mario goes into free-fall. This functions better as an attack than as a recovery option. Covers the same distance as Mario's up special, but deals less damage and knockback.
*Down special - Vitamin Drop: Dr. Mario throws a Megavitamin in an arc. When the Megavitamin reaches its peak height, it instantly drops down, dealing damage and temporarily becoming a platform that expires after 3 seconds.
*Final Smash - Miracle Cure: Dr. Mario drops a series of giant Megavitamins on the stage, similar to PK Starstorm, but upon hitting a hard surface, the Megavitamins stop dead in their tracks and become damaging platforms.	
*Neutral special - Megavitamin: Dr. Mario throws a Megavitamin. Much like Mario's neutral special, but, unlike the Fireball, it cannot be absorbed, bounces in a different trajectory and does not cause fire damage. It can be fired mid-air. Only two Megavitamins can be on-screen at once.
*Side special - Clipboard Throw: Dr. Mario rams forwards with a clipboard that can launch opponents and negate projectiles. Unable to reflect projectiles.
*Up special - Doctor Uppercut: Dr. Mario does a short jumping uppercut. This can be done twice before Dr. Mario goes into free-fall. This functions better as an attack than as a recovery option. Covers the same distance as Mario's up special, but deals less damage and knockback.
*Down special - Vitamin Drop: Dr. Mario throws a Megavitamin in an arc. When the Megavitamin reaches its peak height, it instantly drops down, dealing damage and temporarily becoming a platform that expires after 3 seconds.
*Final Smash - Miracle Cure: Dr. Mario drops a series of giant Megavitamins on the stage, similar to PK Starstorm, but upon hitting a hard surface, the Megavitamins stop dead in their tracks and become damaging platforms.
	Paper Mario
	
*Home stage: Paper Mario
*Game of origin: Paper Mario (2000)
*Unlockable?: Yes
*Victory theme: Paper Mario Medley
*Neutral special - Hammer: Paper Mario slams his hammer on whatever surface he's standing on, grounding anyone in direct reach of the blow. If the input is held, Paper Mario will throw his hammer forwards, dealing the same damage but without grounding opponents. Paper Mario has to wait 5 seconds before recovering the hammer.
*Side special - Kooper Shell: Paper Mario will throw a Koopa shell, its appearance resembling Kooper's. This works a lot like the Green Shell item, but the shell returns to Paper Mario before disappearing.
*Up special - Paper Jump: Paper Mario charges up, flattens himself and jumps quite high. Paper Mario jumps higher on the ground than on the air.
*Down special - Copy Block: Paper Mario briefly places down a Copy Block, which, if Paper Mario is attacked, creates a copy of Paper Mario that attacks whoever hit him with his hammer. This acts as Paper Mario's counter.
*Final Smash - Star Spirit Rain: Paper Mario whacks forwards with an Ultra Hammer, sending the opponent into the air. Then, the seven Star Spirits descend from the sky and create a circle formation. Right after this, any opponents caught in this circle will be blasted with a giant light beam from the sky.	
*Neutral special - Hammer: Paper Mario slams his hammer on whatever surface he's standing on, grounding anyone in direct reach of the blow. If the input is held, Paper Mario will throw his hammer forwards, dealing the same damage but without grounding opponents. Paper Mario has to wait 5 seconds before recovering the hammer.
*Side special - Kooper Shell: Paper Mario will throw a Koopa shell, its appearance resembling Kooper's. This works a lot like the Green Shell item, but the shell returns to Paper Mario before disappearing.
*Up special - Paper Jump: Paper Mario charges up, flattens himself and jumps quite high. Paper Mario jumps higher on the ground than on the air.
*Down special - Copy Block: Paper Mario briefly places down a Copy Block, which, if Paper Mario is attacked, creates a copy of Paper Mario that attacks whoever hit him with his hammer. This acts as Paper Mario's counter.
*Final Smash - Star Spirit Rain: Paper Mario whacks forwards with an Ultra Hammer, sending the opponent into the air. Then, the seven Star Spirits descend from the sky and create a circle formation. Right after this, any opponents caught in this circle will be blasted with a giant light beam from the sky.
	Luigi (w/Poltergust)
	
*Home stage: Luigi's Mansion
*Game of origin: Mario Bros. (1983)
*Unlockable?: Yes
*Victory theme: Main Theme - Luigi's Mansion
*Neutral special - Green Fireball: Luigi throws a green fireball. Compared to Mario's Fireball, Luigi's version has less ending lag and has a clean hit that deals more damage. Unlike Mario's version, the fireball also unaffected by gravity, which gives it more vertical range.
*Side special - Green Missile: Luigi crouches and then shoots himself forward, mimicking a missile. It takes over a second to fully charge. The range and damage depends on how long the player charges it.
*Up special - Luigi Uppercut: Luigi does a jumping uppercut that produces a green flame on hit. If a certain sweetspot collides with the opponent, this attack will do massive damage and most likely KO the opponent. If they collide with the sourspot, the move becomes completely useless, dealing minimal damage and knockback and sending Luigi into free-fall.
*Down special - Poltergust: Luigi uses his Poltergust to suck enemies in, similar to King K. Rool's blunderbuss. Luigi can then launch opponents towards whatever direction he is facing. The Poltergust can only contain opponents for a very brief amount of time, and, if the opponent breaks out, they can easily punish Luigi. 
*Final Smash - Negative Zone: Luigi dances, and a large, greenish-tint void surrounds him. Inside the void, the colors of the environment, characters inside the void and Luigi himself become inverted. Can cause various negative status effects if the opponents is caught in the void, these being: flowering, dizziness, sleep, greater launch distance, and forced taunting.	
*Neutral special - Green Fireball: Luigi throws a green fireball. Compared to Mario's Fireball, Luigi's version has less ending lag and has a clean hit that deals more damage. Unlike Mario's version, the fireball also unaffected by gravity, which gives it more vertical range.
*Side special - Green Missile: Luigi crouches and then shoots himself forward, mimicking a missile. It takes over a second to fully charge. The range and damage depends on how long the player charges it.
*Up special - Luigi Uppercut: Luigi does a jumping uppercut that produces a green flame on hit. If a certain sweetspot collides with the opponent, this attack will do massive damage and most likely KO the opponent. If they collide with the sourspot, the move becomes completely useless, dealing minimal damage and knockback and sending Luigi into free-fall.
*Down special - Poltergust: Luigi uses his Poltergust to suck enemies in, similar to King K. Rool's blunderbuss. Luigi can then launch opponents towards whatever direction he is facing. The Poltergust can only contain opponents for a very brief amount of time, and, if the opponent breaks out, they can easily punish Luigi. 
*Final Smash - Negative Zone: Luigi dances, and a large, greenish-tint void surrounds him. Inside the void, the colors of the environment, characters inside the void and Luigi himself become inverted. Can cause various negative status effects if the opponents is caught in the void, these being: flowering, dizziness, sleep, greater launch distance, and forced taunting.
	Gooigi (w/Gooey Poltergust)
	
*Home stage: Master Suite
*Game of origin: Luigi's Mansion (3DS) (2018)
*Unlockable?: Yes
*Victory theme: Multiplayer Theme - Luigi's Mansion 3
*Neutral special - Gooball: Gooigi throws a ball of goo, that acts exactly like Luigi's fireball, but deals blunt damage instead of fire damage and sprays the opponent with goo that functions like the Inkling's ink.
*Side special - Gooey Missile: Same as Luigi's, but Gooigi's splats the opponent with goo.
*Up special - Gooppercut: Similar to Luigi's, but instead of having a sweetspot, damage is evenly spread. Showers the opponent with goo.
*Down special - Gooey Poltergust: Same as Luigi's, but the opponent leaves the Poltergust covered in goo.
*Final Smash - Poltergust Launch: Gooigi wields a gooey version of the Poltergust to vacuum nearby opponents into it before powerfully ejecting them diagonally. Opponents will accumulate more damage the earlier they are vacuumed in.	
*Neutral special - Gooball: Gooigi throws a ball of goo, that acts exactly like Luigi's fireball, but deals blunt damage instead of fire damage and sprays the opponent with goo that functions like the Inkling's ink.
*Side special - Gooey Missile: Same as Luigi's, but Gooigi's splats the opponent with goo.
*Up special - Gooppercut: Similar to Luigi's, but instead of having a sweetspot, damage is evenly spread. Showers the opponent with goo.
*Down special - Gooey Poltergust: Same as Luigi's, but the opponent leaves the Poltergust covered in goo.
*Final Smash - Poltergust Launch: Gooigi wields a gooey version of the Poltergust to vacuum nearby opponents into it before powerfully ejecting them diagonally. Opponents will accumulate more damage the earlier they are vacuumed in.
	Princess Peach (w/Perry)
	
*Home stage: Princess Peach's Castle
*Game of origin: Super Mario Bros. (1985)
*Unlockable?: Yes
*Victory theme: Super Princess Peach!
*Neutral special - Psych Bomb: Peach pulls out a Psych Bomb, which, upon exploding, causes four smaller bombs to appear. This attack has a wide range but is worthless if it doesn't hit anything. The explosions have heart effects.
*Side special - Peach Bomber: Peach lunges her body forward to deliver a powerful bash with her rear. Upon impact, she rebounds away from the victim. The impact has heart effects.
*Up special - Perry the Parasol: Peach jumps upward and then opens Perry the parasol, allowing her to glide. If Perry comes into contact with enemies, they'll be pushed back and jabbed.
*Down special - Vegetable: Peach plucks a vegetable from the ground. She can then throw it as a projectile item. The type and ripeness of the vegetable determines how much damage the attack will do. All unripened vegetables deal minimal damage, ripened vegetables deal middling damage, and the onion deals the most damage out of them all. Very rarely, Peach can also pluck out Mr. Saturns (1/166), Bob-ombs (1/256) or Beam Swords (1/768).
*Final Smash - Peach Blossom: Peach performs a dance, causing all of her enemies to fall asleep. The closer they are to her when she activates it, the more damage they will take and the longer they will slumber. Three giant peaches appear, which Peach can use to heal herself.	
*Neutral special - Psych Bomb: Peach pulls out a Psych Bomb, which, upon exploding, causes four smaller bombs to appear. This attack has a wide range but is worthless if it doesn't hit anything. The explosions have heart effects.
*Side special - Peach Bomber: Peach lunges her body forward to deliver a powerful bash with her rear. Upon impact, she rebounds away from the victim. The impact has heart effects.
*Up special - Perry the Parasol: Peach jumps upward and then opens Perry the parasol, allowing her to glide. If Perry comes into contact with enemies, they'll be pushed back and jabbed.
*Down special - Vegetable: Peach plucks a vegetable from the ground. She can then throw it as a projectile item. The type and ripeness of the vegetable determines how much damage the attack will do. All unripened vegetables deal minimal damage, ripened vegetables deal middling damage, and the onion deals the most damage out of them all. Very rarely, Peach can also pluck out Mr. Saturns (1/166), Bob-ombs (1/256) or Beam Swords (1/768).
*Final Smash - Peach Blossom: Peach performs a dance, causing all of her enemies to fall asleep. The closer they are to her when she activates it, the more damage they will take and the longer they will slumber. Three giant peaches appear, which Peach can use to heal herself.
	Princess Daisy
	
*Home stage: Daisy Cruiser
*Game of origin: Super Mario Land (1989)
*Unlockable?: Yes
*Victory theme: Daisy Circuit
*Neutral special - Flower Strike: Daisy holds up her arm as a bright light radiates from it. Her arm is encased in a crystal gauntlet. She then swings her fist in a downwards arc, striking the floor and grounding any opponents caught in the attack. If this is used in the air, this move instead causes a meteor smash effect.
*Side special - Flower Bat: Daisy takes out a baseball bat styled after her, tosses a ball into the air and bats it in an arc. When the ball lands on a surface, a couple of multicolored flowers bloom. Anyone that touches the flowers will receive constant damage with no knockback. After 5 seconds, the patch vanishes.
*Up special - Petal Vault: Daisy causes a burst of energy to appear beneath her in the form of a blooming flower, dealing damage to nearby opponents and sending her flying in a straight line upwards, leaving a trail of petals that deal light damage to opponents.
*Down special - Crystal Pound: Daisy strikes the ground, causing two jagged crystal spikes to jut out of whatever surface she's standing on. The initial strike deals high knockback, but the spikes deal low knockback. The crystals can be attacked and shattered by both Daisy and opponents. There can only be one set of crystals at a time.
*Final Smash - Tatanga the Mysterious Spaceman: Tatanga flies down from the sky in his spaceship, the Pagosu, and kidnaps Daisy. While Daisy struggles to get out of his ship, Tatanga fires a giant laser that strikes vertically and jitters constantly. The Pagosu will also swoop around the stage and deal high knockback to anyone hit by it. After a couple of seconds, Daisy breaks out and the Pagosu explodes as Tatanga ejects himself out of it in a parachute.	
*Neutral special - Flower Strike: Daisy holds up her arm as a bright light radiates from it. Her arm is encased in a crystal gauntlet. She then swings her fist in a downwards arc, striking the floor and grounding any opponents caught in the attack. If this is used in the air, this move instead causes a meteor smash effect.
*Side special - Flower Bat: Daisy takes out a baseball bat styled after her, tosses a ball into the air and bats it in an arc. When the ball lands on a surface, a couple of multicolored flowers bloom. Anyone that touches the flowers will receive constant damage with no knockback. After 5 seconds, the patch vanishes.
*Up special - Petal Vault: Daisy causes a burst of energy to appear beneath her in the form of a blooming flower, dealing damage to nearby opponents and sending her flying in a straight line upwards, leaving a trail of petals that deal light damage to opponents.
*Down special - Crystal Pound: Daisy strikes the ground, causing two jagged crystal spikes to jut out of whatever surface she's standing on. The initial strike deals high knockback, but the spikes deal low knockback. The crystals can be attacked and shattered by both Daisy and opponents. There can only be one set of crystals at a time.
*Final Smash - Tatanga the Mysterious Spaceman: Tatanga flies down from the sky in his spaceship, the Pagosu, and kidnaps Daisy. While Daisy struggles to get out of his ship, Tatanga fires a giant laser that strikes vertically and jitters constantly. The Pagosu will also swoop around the stage and deal high knockback to anyone hit by it. After a couple of seconds, Daisy breaks out and the Pagosu explodes as Tatanga ejects himself out of it in a parachute.
	Captain Toad
	
*Home stage: Mushroom Mesa
*Game of origin: Super Mario Galaxy (2007)
*Unlockable?: Yes
*Victory theme: Toad Brigade Theme
*Neutral special - Double Cherry: Captain Toad uses a Double Cherry and sends out a clone of himself briefly. The original Captain Toad then dashes forwards and does a headbutt, while the original clone disappears. This works a lot like Greninja's Shadow Sneak, but Captain Toad is visible at all times.
*Side special - Pickaxe: Captain Toad attacks with his pickaxe, similar to Kirby's hammer. Can be charged, but unlike Kirby's hammer, does not deal damage to Toad. However, the fully charged version of this attack deals less damage than Kirby's.
*Up special - Spring Jump: Captain Toad pulls out a spring from his backpack and launches himself upwards with it. The spring works much like Sonic's, but heavier and wider, dealing more damage and knockback.
*Down special - Pluck Patch: Captain Toad plucks a turnip out of a Pluck Patch, much like Peach, but faster. Occasionally, Captain Toad will pluck a Super Gem that works a lot like the turnip, but is heavier and deals more knockback and damage.
*Final Smash - Turnip Cannon: Captain Toad enters a Turnip Cannon and begins firing highly damaging turnips. The cannon can be aimed at enemies. The last shot out of the Turnip Cannon is larger than the rest and deals a lot more knockback and damage.	
*Neutral special - Double Cherry: Captain Toad uses a Double Cherry and sends out a clone of himself briefly. The original Captain Toad then dashes forwards and does a headbutt, while the original clone disappears. This works a lot like Greninja's Shadow Sneak, but Captain Toad is visible at all times.
*Side special - Pickaxe: Captain Toad attacks with his pickaxe, similar to Kirby's hammer. Can be charged, but unlike Kirby's hammer, does not deal damage to Toad. However, the fully charged version of this attack deals less damage than Kirby's.
*Up special - Spring Jump: Captain Toad pulls out a spring from his backpack and launches himself upwards with it. The spring works much like Sonic's, but heavier and wider, dealing more damage and knockback.
*Down special - Pluck Patch: Captain Toad plucks a turnip out of a Pluck Patch, much like Peach, but faster. Occasionally, Captain Toad will pluck a Super Gem that works a lot like the turnip, but is heavier and deals more knockback and damage.
*Final Smash - Turnip Cannon: Captain Toad enters a Turnip Cannon and begins firing highly damaging turnips. The cannon can be aimed at enemies. The last shot out of the Turnip Cannon is larger than the rest and deals a lot more knockback and damage.
	Toadette
	
*Home stage: Toad Harbor
*Game of origin: Mario Kart: Double Dash!! (2003)
*Unlockable?: Yes
*Victory theme: Toadette's Training
*Neutral special - Racket Hop: Toadette does a short hop, throws a tennis ball in the air and then smacks it with a tennis racket forwards. If the B button is held, the attack has more power. This attack has a slight chance of poisoning the opponent.
*Side special - Pickaxe: Same as Captain Toad's.
*Up special - Pigtail Soar: Toadette's pigtails begin to rapidly spin, propelling her upwards. If an opponent hits her pigtails during this animation, the attack will cause extra damage to Toadette.
*Down special - Pluck Patch: Same as Captain Toad's.
*Final Smash - Super Crown: Toadette dons the Super Crown and turns into Peachette. She then pulls out a giant turnip onto the stage that explodes and deals a ton of damage and knockback. Toadette then takes off the Super Crown.	
*Neutral special - Racket Hop: Toadette does a short hop, throws a tennis ball in the air and then smacks it with a tennis racket forwards. If the B button is held, the attack has more power. This attack has a slight chance of poisoning the opponent.
*Side special - Pickaxe: Same as Captain Toad's.
*Up special - Pigtail Soar: Toadette's pigtails begin to rapidly spin, propelling her upwards. If an opponent hits her pigtails during this animation, the attack will cause extra damage to Toadette.
*Down special - Pluck Patch: Same as Captain Toad's.
*Final Smash - Super Crown: Toadette dons the Super Crown and turns into Peachette. She then pulls out a giant turnip onto the stage that explodes and deals a ton of damage and knockback. Toadette then takes off the Super Crown.
	Bowser
	
*Home stage: Bowser's Castle
*Game of origin: Super Mario Bros. (1985)
*Unlockable?: Yes
*Victory theme: The Evil King Bowser
*Neutral special - Fire Breath: Bowser expels a stream of fire through his mouth. It gradually loses strength and range, but will slowly regain its strength when not in use. It can be angled upward or downward.
*Side special - Flying Slam: Bowser grabs an opponent, jumps with them into the air and backflips before suplexing them onto the ground, causing an explosion effect. Bowser spins around dramatically during the descent. It deals immense vertical knockback. The suplex can also hit other opponents on the ground as it lands.
*Up special - Whirling Fortress: Bowser withdraws into his shell and spins around rapidly. In the air, it propels Bowser diagonally upward.
*Down special - Bowser Bomb: Bowser does a ground pound. Anyone hit is dealt massive vertical knockback. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is not possible to avoid if hit by it. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first. Emits a shockwave upon landing.
*Final Smash - Super Bowser Flame: Bowser turns into Super Bowser (not into Giga Bowser) and appears on the side of the stage (if the stage doesn't have big enough blast zones, the area where Bowser is supposed to be is encased in lava). Bowser then does a giant flamethrower attack that deals massive damage but low knockback.	
*Neutral special - Fire Breath: Bowser expels a stream of fire through his mouth. It gradually loses strength and range, but will slowly regain its strength when not in use. It can be angled upward or downward.
*Side special - Flying Slam: Bowser grabs an opponent, jumps with them into the air and backflips before suplexing them onto the ground, causing an explosion effect. Bowser spins around dramatically during the descent. It deals immense vertical knockback. The suplex can also hit other opponents on the ground as it lands.
*Up special - Whirling Fortress: Bowser withdraws into his shell and spins around rapidly. In the air, it propels Bowser diagonally upward.
*Down special - Bowser Bomb: Bowser does a ground pound. Anyone hit is dealt massive vertical knockback. On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is not possible to avoid if hit by it. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first. Emits a shockwave upon landing.
*Final Smash - Super Bowser Flame: Bowser turns into Super Bowser (not into Giga Bowser) and appears on the side of the stage (if the stage doesn't have big enough blast zones, the area where Bowser is supposed to be is encased in lava). Bowser then does a giant flamethrower attack that deals massive damage but low knockback.
	Dry Bowser
	
*Home stage: Dark Forest
*Game of origin: New Super Mario Bros. (2006)
*Unlockable?: Yes
*Victory theme: Rival Match - Vs. Dry Bowser
*Neutral special - Blue Fire Breath: Same as Bowser's, but the fire is blue, deals less damage and more knockback.
*Side special - Koopa Klaw: Dry Bowser does a claw swipe. It grabs opponents that are close, while it hits and launches opponents that are farther away. Grabbed foes are bitten repeatedly by Dry Bowser.
*Up special - Dry Whirling Fortress: Same as Bowser's, but has less startup, farther reach and deals less damage.
*Down special - Dry Bowser Bomb: Same as Bowser's, but without the headbutt and a larger shockwave.
*Final Smash - Dry Flamethrower: Dry Bowser becomes larger and teleports to the background, making him impervous to attacks. Red crosshairs will appear on screen to indicate where Dry Bowser will aim his blue fireball, which can be moved around by the player. After some time passes or the player presses the B button again, Dry Bowser will spew out a giant blue fireball that deals enormous damage and KOs opponents at high percentages.	
*Neutral special - Blue Fire Breath: Same as Bowser's, but the fire is blue, deals less damage and more knockback.
*Side special - Koopa Klaw: Dry Bowser does a claw swipe. It grabs opponents that are close, while it hits and launches opponents that are farther away. Grabbed foes are bitten repeatedly by Dry Bowser.
*Up special - Dry Whirling Fortress: Same as Bowser's, but has less startup, farther reach and deals less damage.
*Down special - Dry Bowser Bomb: Same as Bowser's, but without the headbutt and a larger shockwave.
*Final Smash - Dry Flamethrower: Dry Bowser becomes larger and teleports to the background, making him impervous to attacks. Red crosshairs will appear on screen to indicate where Dry Bowser will aim his blue fireball, which can be moved around by the player. After some time passes or the player presses the B button again, Dry Bowser will spew out a giant blue fireball that deals enormous damage and KOs opponents at high percentages.
	Rosalina & Luma
	
*Home stage: Mario Galaxy
*Game of origin: Super Mario Galaxy (2007)
*Unlockable?: Yes
*Victory theme: Rosalina in the Observatory / Luma's Theme
*Neutral special - Luma Shot: Rosalina launches Luma forward with her wand. It is chargeable, with a fully-charged Luma being invincible while traveling. Luma stops after either hitting something, or reaching the end of its path. By pressing the B button again, the Luma will return to Rosalina. Otherwise, the Luma will float back and forth periodically while separated. If Luma has been KOed, this move has no effect.
*Side special - Star Bits: Luma will quickly fire out three Star Bits. Again, if Luma has been KOed, this move has no effect.
*Up special - Launch Star: Rosalina uses a multicolored Launch Star to launch herself upward. The Warp Star can be angled by the player, making it capable of launching her in a vertical, diagonal or horizontal angle. If Luma hasn't been KOed, it can do attacks during this animation.
*Down special - Gravitational Pull: Rosalina waves her wand around herself to use the Star Cursor to make nearby items or projectiles gravitate toward her. Any grabbable item pulled in will be instantly picked up, used, consumed or equipped.
*Final Smash - Grand Star: Rosalina summons a Grand Star, which then begins shooting smaller stars, and ends with the Grand Star exploding. The smaller stars knock opponents towards the Grand Star, which itself hits multiple times. Rosalina can move around and attack opponents into the star while this Final Smash is in action.	
*Neutral special - Luma Shot: Rosalina launches Luma forward with her wand. It is chargeable, with a fully-charged Luma being invincible while traveling. Luma stops after either hitting something, or reaching the end of its path. By pressing the B button again, the Luma will return to Rosalina. Otherwise, the Luma will float back and forth periodically while separated. If Luma has been KOed, this move has no effect.
*Side special - Star Bits: Luma will quickly fire out three Star Bits. Again, if Luma has been KOed, this move has no effect.
*Up special - Launch Star: Rosalina uses a multicolored Launch Star to launch herself upward. The Warp Star can be angled by the player, making it capable of launching her in a vertical, diagonal or horizontal angle. If Luma hasn't been KOed, it can do attacks during this animation.
*Down special - Gravitational Pull: Rosalina waves her wand around herself to use the Star Cursor to make nearby items or projectiles gravitate toward her. Any grabbable item pulled in will be instantly picked up, used, consumed or equipped.
*Final Smash - Grand Star: Rosalina summons a Grand Star, which then begins shooting smaller stars, and ends with the Grand Star exploding. The smaller stars knock opponents towards the Grand Star, which itself hits multiple times. Rosalina can move around and attack opponents into the star while this Final Smash is in action.
	Bowser Jr. (w/Junior Clown Car)
	
*Home stage: Delfino Plaza
*Game of origin: Super Mario Sunshine (2002)
*Unlockable?: Yes
*Victory theme: Enter Bowser Jr.!
*Neutral special - Jr. Fireball: Bowser Jr. inhales deeply and spits out a slow-moving fireball. If held down, Bowser Jr. will inhale more, making the fireball larger and last longer. After some time, the fireball drops to the ground and creates a small patch of fire that lasts briefly before burning out. Fails if used too often.
*Side special - Paintbrush Barrage: Bowser Jr. takes out his Magic Paintbrush and jabs it forwards, hitting multiple times if held down. Any opponents caught in the jab will be pumped full of paint, which acts a lot like the Inkling's ink, making them more susceptible to damage.
*Up special - Clown Car Escape: Bowser Jr. flies up with his Junior Clown Car for a short while. Instead of going into free-fall, however, the Junior Clown Car quickly dives downwards like a drill, dealing damage to opponents below him. If the Junior Clown Car is attacked or hits a hard surface, Bowser Jr. will fall out and go into free-fall.
*Down special - Jr. Shell: Bowser Jr. retreats into his shell and begins spinning after getting out of his Junior Clown Car. This works a lot like Squirtle's shell attack, but Bowser Jr. can jump during this attack. While this is happening, opponents can damage the Junior Clown Car and either blow it up or throw it off-stage. If Bowser Jr. doesn't return to it in time, he will spin out of his shell and sit on the floor very briefly before it rematerializes.
*Final Smash - Clown Car Upgrade: Bowser Jr. jumps off his Junior Clown Car and gets into Bowser's Clown Car. After that, he is able to fire multiple large cannon balls at opponents before the Clown Car breaks down and he returns to his original one.	
*Neutral special - Jr. Fireball: Bowser Jr. inhales deeply and spits out a slow-moving fireball. If held down, Bowser Jr. will inhale more, making the fireball larger and last longer. After some time, the fireball drops to the ground and creates a small patch of fire that lasts briefly before burning out. Fails if used too often.
*Side special - Paintbrush Barrage: Bowser Jr. takes out his Magic Paintbrush and jabs it forwards, hitting multiple times if held down. Any opponents caught in the jab will be pumped full of paint, which acts a lot like the Inkling's ink, making them more susceptible to damage.
*Up special - Clown Car Escape: Bowser Jr. flies up with his Junior Clown Car for a short while. Instead of going into free-fall, however, the Junior Clown Car quickly dives downwards like a drill, dealing damage to opponents below him. If the Junior Clown Car is attacked or hits a hard surface, Bowser Jr. will fall out and go into free-fall.
*Down special - Jr. Shell: Bowser Jr. retreats into his shell and begins spinning after getting out of his Junior Clown Car. This works a lot like Squirtle's shell attack, but Bowser Jr. can jump during this attack. While this is happening, opponents can damage the Junior Clown Car and either blow it up or throw it off-stage. If Bowser Jr. doesn't return to it in time, he will spin out of his shell and sit on the floor very briefly before it rematerializes.
*Final Smash - Clown Car Upgrade: Bowser Jr. jumps off his Junior Clown Car and gets into Bowser's Clown Car. After that, he is able to fire multiple large cannon balls at opponents before the Clown Car breaks down and he returns to his original one.
	Shadow Mario
	
*Home stage: The Shell's Secret
*Game of origin: Super Mario Sunshine (2002)
*Unlockable?: Yes
*Victory theme: Shadow Mario
*Neutral special - Paintbrush Strike: Shadow Mario lifts his paintbrush and begins to charge an attack. If the B button is released, Shadow Mario will strike the ground with force and spray paint everywhere. The longer this move is charged, the harder the hit and the more paint sprayed.
*Side special - Paintbrush Barrage: Same as Bowser Jr.'s, but slower and deals more damage.
*Up special - Orb Teleport: Shadow Mario turns into a flying blue orb and teleports to whatever direction the player is pointing him at.
*Down special - Paint Vortex: Shadow Mario begins to spin and uses his paintbrush to dispense a swirling vortex of paint. The more the opponent is hit, the more paint they're covered in.
*Final Smash - Shadow X: The camera zooms in on Shadow Mario as he paints a giant orange X over it. Anyone that touches the X will be dealt light damage and knockback. The knockback will usually send opponents into the middle of the X, making it hard to escape. At the end of the Final Smash, the X explodes, dealing high knockback and covering enemies with paint.	
*Neutral special - Paintbrush Strike: Shadow Mario lifts his paintbrush and begins to charge an attack. If the B button is released, Shadow Mario will strike the ground with force and spray paint everywhere. The longer this move is charged, the harder the hit and the more paint sprayed.
*Side special - Paintbrush Barrage: Same as Bowser Jr.'s, but slower and deals more damage.
*Up special - Orb Teleport: Shadow Mario turns into a flying blue orb and teleports to whatever direction the player is pointing him at.
*Down special - Paint Vortex: Shadow Mario begins to spin and uses his paintbrush to dispense a swirling vortex of paint. The more the opponent is hit, the more paint they're covered in.
*Final Smash - Shadow X: The camera zooms in on Shadow Mario as he paints a giant orange X over it. Anyone that touches the X will be dealt light damage and knockback. The knockback will usually send opponents into the middle of the X, making it hard to escape. At the end of the Final Smash, the X explodes, dealing high knockback and covering enemies with paint.
	Piranha Plant
	
*Home stage: Pipe Land
*Game of origin: Super Mario Bros. (1985)
*Unlockable?: Yes
*Victory theme: Ground Theme / Underground Theme
*Neutral special - Ptooie: The Piranha Plant spits up a metal spiky ball, keeping it suspended by blowing air upwards. The spiky ball can then be blown either in front or behind the Piranha Plant. Holding the B button will keep the spiky ball afloat, while letting go will cause the Piranha Plant to swallow it, canceling the move.
*Side special - Poison Breath: The Piranha Plant spews a damaging cloud of poison in front of it. If all hits connect, it'll deal large amounts of damage. However, this move deals nearly no knockback and no hitstun. It can be charged and saved for later use.
*Up special - Piranhacopter: The Piranha Plant spins its leaves in a fashion akin to a propeller, causing it to rise upwards. It can be angled to the left and right by the player during the ascent. The leaves cause minimal damage to opponents.
*Down special - Long-Stem Strike: The Piranha Plant retreats into its pot/pipe, charges up, and extends outward to bite opponents in the direction aimed.
*Final Smash - Petey Piranha: The Piranha Plant summons Petey Piranha, who stomps around the stage with his cages from his boss fight in The Subspace Emissary. Opponents that get too close will get trapped in his cages. When the Final Smash is nearly over, Petey Piranha will breathe fire at both of the cages, then slam both of the cages to the ground, dealing heavy damage and knockback to the opponents who were trapped in the cages as well as anyone too close when he slams them.	
*Neutral special - Ptooie: The Piranha Plant spits up a metal spiky ball, keeping it suspended by blowing air upwards. The spiky ball can then be blown either in front or behind the Piranha Plant. Holding the B button will keep the spiky ball afloat, while letting go will cause the Piranha Plant to swallow it, canceling the move.
*Side special - Poison Breath: The Piranha Plant spews a damaging cloud of poison in front of it. If all hits connect, it'll deal large amounts of damage. However, this move deals nearly no knockback and no hitstun. It can be charged and saved for later use.
*Up special - Piranhacopter: The Piranha Plant spins its leaves in a fashion akin to a propeller, causing it to rise upwards. It can be angled to the left and right by the player during the ascent. The leaves cause minimal damage to opponents.
*Down special - Long-Stem Strike: The Piranha Plant retreats into its pot/pipe, charges up, and extends outward to bite opponents in the direction aimed.
*Final Smash - Petey Piranha: The Piranha Plant summons Petey Piranha, who stomps around the stage with his cages from his boss fight in The Subspace Emissary. Opponents that get too close will get trapped in his cages. When the Final Smash is nearly over, Petey Piranha will breathe fire at both of the cages, then slam both of the cages to the ground, dealing heavy damage and knockback to the opponents who were trapped in the cages as well as anyone too close when he slams them.
	Waluigi
	
*Home stage: Waluigi's Island
*Game of origin: Mario Tennis (2000)
*Unlockable?: Yes
*Victory theme: Waluigi Pinball
*Neutral special - Waluigi Dice: Waluigi throws dice block forward, which explodes, revealing a number, functioning similar to Mr. Game & Watch's Judge. The effects of each number are as follows: if the dice lands on 1, the dice explodes into confetti that deals minimal damage and knockback; if the dice lands on 2, it produces a windbox that pushes opponents but doesn't deal damage; if the dice lands on 3, it produces a toxic explosion that can poison opponents; if the dice lands on 4, it produces electric damage; if the dice lands on 5, it buries opponents if grounded, and spikes opponents in mid-air; and finally, if the dice lands on 6, it produces a fiery explosion that sends opponents vertically with huge knockback and damage.
*Side special - Purple Torpedo: Same as Luigi's, but homes in on opponents. If no opponents are nearby, he simply travels in an arc. Can misfire, which makes him fly further, though if he hits a wall, he will be temporarily stuck to it
*Up special - Whirluigi: Waluigi spins upwards in a corkscrew manner, striking a pose at the end to launch opponents, while his symbol flashes briefly.
*Down special - Piranha Plant: Waluigi places a potted Piranha Plant on stage, which grabs opponents that get close to it and throws them toward Waluigi. Only one can be on the stage, though it can be attacked by anyone, including Waluigi himself, to despawn it.
*Final Smash - Tennis Fake-Out: Waluigi whips out a giant tennis ball machine, which begins launching Bob-ombs at the stage while he laughs. The player can aim the machine to shoot the Bob-ombs to anywhere on the stage. At the end of the Final Smash, the machine will jam and then explode, causing huge damage and knockback.	
*Neutral special - Waluigi Dice: Waluigi throws dice block forward, which explodes, revealing a number, functioning similar to Mr. Game & Watch's Judge. The effects of each number are as follows: if the dice lands on 1, the dice explodes into confetti that deals minimal damage and knockback; if the dice lands on 2, it produces a windbox that pushes opponents but doesn't deal damage; if the dice lands on 3, it produces a toxic explosion that can poison opponents; if the dice lands on 4, it produces electric damage; if the dice lands on 5, it buries opponents if grounded, and spikes opponents in mid-air; and finally, if the dice lands on 6, it produces a fiery explosion that sends opponents vertically with huge knockback and damage.
*Side special - Purple Torpedo: Same as Luigi's, but homes in on opponents. If no opponents are nearby, he simply travels in an arc. Can misfire, which makes him fly further, though if he hits a wall, he will be temporarily stuck to it
*Up special - Whirluigi: Waluigi spins upwards in a corkscrew manner, striking a pose at the end to launch opponents, while his symbol flashes briefly.
*Down special - Piranha Plant: Waluigi places a potted Piranha Plant on stage, which grabs opponents that get close to it and throws them toward Waluigi. Only one can be on the stage, though it can be attacked by anyone, including Waluigi himself, to despawn it.
*Final Smash - Tennis Fake-Out: Waluigi whips out a giant tennis ball machine, which begins launching Bob-ombs at the stage while he laughs. The player can aim the machine to shoot the Bob-ombs to anywhere on the stage. At the end of the Final Smash, the machine will jam and then explode, causing huge damage and knockback.
	Goomba
	
*Home stage: Mushroomy Kingdom (1-1)
*Game of origin: Super Mario Bros. (1985)
*Unlockable?: Yes
*Victory theme: Goomba Village
*Neutral special - Mini Goombas: The Goomba charges up and launches a line of 1-8 Mini Goombas (depending on how long the attack was charged) that chase after the nearest opponent, each one individually doing small amounts of damage but collectively dealing a decent amount of damage.
*Side special - Goomba Plow: The Goomba begins to speed up and then charges forwards, dealing high amounts of knockback and plowing through enemies.
*Up special - Paragoomba: The Goomba grows a pair of wings and gets 2 extra jumps for a short period of time before the wings disappear and the Goomba goes into free-fall.
*Down special - Goomba Shoe: The Goomba hops in a Goomba Shoe and plummets straight down. If the Goomba is on the ground, it jumps in an arc before slamming. If B is pressed multiple times, the Goomba keeps performing the attack until there is no more ground to hop on or the Goomba is hit. If on the air, the Goomba simply slams hard into the floor, possibly grounding opponents.
*Final Smash - Goomba Stampede: The Goomba puts on a Captain Goomba flag hat and charges forwards. Any opponents hit will be put into a cinematic in which they are trampled by an army of Goombas in the overworld of the Mushroom Kingdom, launching enemies far after the cinematic ends.	
*Neutral special - Mini Goombas: The Goomba charges up and launches a line of 1-8 Mini Goombas (depending on how long the attack was charged) that chase after the nearest opponent, each one individually doing small amounts of damage but collectively dealing a decent amount of damage.
*Side special - Goomba Plow: The Goomba begins to speed up and then charges forwards, dealing high amounts of knockback and plowing through enemies.
*Up special - Paragoomba: The Goomba grows a pair of wings and gets 2 extra jumps for a short period of time before the wings disappear and the Goomba goes into free-fall.
*Down special - Goomba Shoe: The Goomba hops in a Goomba Shoe and plummets straight down. If the Goomba is on the ground, it jumps in an arc before slamming. If B is pressed multiple times, the Goomba keeps performing the attack until there is no more ground to hop on or the Goomba is hit. If on the air, the Goomba simply slams hard into the floor, possibly grounding opponents.
*Final Smash - Goomba Stampede: The Goomba puts on a Captain Goomba flag hat and charges forwards. Any opponents hit will be put into a cinematic in which they are trampled by an army of Goombas in the overworld of the Mushroom Kingdom, launching enemies far after the cinematic ends.
	Koopa Troopa
	
*Home stage: Koopa Cape
*Game of origin: Super Mario Bros. (1985)
*Unlockable?: Yes
*Victory theme: Koopa Cape
*Neutral special - Koopa Shell: The Koopa produces a small shell and throws it forward. The shell slides across the ground and does mild damage to anyone it hits. While the shell thrown is usually a green shell, it can rarely be a red shell. The red shell can hone in on opponent and can't fall off the stage.
*Side special - Shell Retreat: The Koopa retreats into its shell and quickly slides forwards, working much like Squirtle's withdraw, but without the water damage. Any opponent hit is flung vertically.
*Up special - Paratroopa: The Koopa grows a pair of wings and flies vertically while flapping them. The Koopa cannot move horizontally while performing this move.
*Down special - Counter Koopa: The Koopa briefly retreats into its shell. This acts like a counter; if the Koopa is hit, it will leave its shell and spin around the floor with its limbs briefly before getting back up.
*Final Smash - Spiny Shell: Koopa retreats into its shell, which transforms into a blue Spiny Shell. The player can then control the shell while it spins in the air. After some time, or after the player presses the B button again, Koopa will slam into the ground, causing an explosion larger and more dangerous than the item's.	
*Neutral special - Koopa Shell: The Koopa produces a small shell and throws it forward. The shell slides across the ground and does mild damage to anyone it hits. While the shell thrown is usually a green shell, it can rarely be a red shell. The red shell can hone in on opponent and can't fall off the stage.
*Side special - Shell Retreat: The Koopa retreats into its shell and quickly slides forwards, working much like Squirtle's withdraw, but without the water damage. Any opponent hit is flung vertically.
*Up special - Paratroopa: The Koopa grows a pair of wings and flies vertically while flapping them. The Koopa cannot move horizontally while performing this move.
*Down special - Counter Koopa: The Koopa briefly retreats into its shell. This acts like a counter; if the Koopa is hit, it will leave its shell and spin around the floor with its limbs briefly before getting back up.
*Final Smash - Spiny Shell: Koopa retreats into its shell, which transforms into a blue Spiny Shell. The player can then control the shell while it spins in the air. After some time, or after the player presses the B button again, Koopa will slam into the ground, causing an explosion larger and more dangerous than the item's.
	? Block
	
*Home stage: 3D Land
*Game of origin: Super Mario Bros. (1985)
*Unlockable?: Yes
*Victory theme: Main Theme / Beach Theme - Super Mario 3D Land
*Neutral special - Coin Collector: A coin bounces on top of the ? Block, storing it. Up to 5 coins can be stored. If B is pressed one more time, the ? Block will spew out the coins in a line formation in whatever direction the player points towards.
*Side special - Block Shoot: The ? Block shoots a different projectile based on how many coins its carrying. With 0 coins, the ? Block blows up, dealing damage to itself and around it. With 1 coin, the ? Block throws a fireball, similar to Mario's, but weaker. With 2 coins, the ? Block fires a cannonball, dealing high knockback but similar damage to the fireball. With 3 coins, the ? Block fires a boomerang, which is slightly stronger than the cannonball but deals less knockback; it can also pierce opponents. With 4 coins, the ? Block fires a red cannonball, which is slow but deals massive knockback. With 5 coins, the ? Block fires a Bullet Bill, which is fast, deals high knockback and explodes on contact with an opponent.
*Up special - Propeller Block: The ? Block turns into a Propeller Block and flies vertically. The more coins are stored, the slower it flies.
*Down special - Block Bomb: The ? Block spews out a Bob-omb that explodes instantly. If the ? Block is holding 5 coins however, it spews out a Spiny Shell instead, which has a bigger radius and deals more knockback. Both cause self-damage.
*Final Smash - Roulette Block: The ? Block turns into a Roulette Block, firing multiple projectiles from many different universes in all directions, until it overloads and causes a huge explosion.	
*Neutral special - Coin Collector: A coin bounces on top of the ? Block, storing it. Up to 5 coins can be stored. If B is pressed one more time, the ? Block will spew out the coins in a line formation in whatever direction the player points towards.
*Side special - Block Shoot: The ? Block shoots a different projectile based on how many coins its carrying. With 0 coins, the ? Block blows up, dealing damage to itself and around it. With 1 coin, the ? Block throws a fireball, similar to Mario's, but weaker. With 2 coins, the ? Block fires a cannonball, dealing high knockback but similar damage to the fireball. With 3 coins, the ? Block fires a boomerang, which is slightly stronger than the cannonball but deals less knockback; it can also pierce opponents. With 4 coins, the ? Block fires a red cannonball, which is slow but deals massive knockback. With 5 coins, the ? Block fires a Bullet Bill, which is fast, deals high knockback and explodes on contact with an opponent.
*Up special - Propeller Block: The ? Block turns into a Propeller Block and flies vertically. The more coins are stored, the slower it flies.
*Down special - Block Bomb: The ? Block spews out a Bob-omb that explodes instantly. If the ? Block is holding 5 coins however, it spews out a Spiny Shell instead, which has a bigger radius and deals more knockback. Both cause self-damage.
*Final Smash - Roulette Block: The ? Block turns into a Roulette Block, firing multiple projectiles from many different universes in all directions, until it overloads and causes a huge explosion.
	Pauline
	
*Home stage: New Donk City Hall
*Game of origin: Donkey Kong (1981)
*Unlockable?: Yes
*Victory theme: Mushroom Mayhem 1
*Neutral special - Mini Figure: Pauline holds up a capsule, with a Mini Figure inside of it. The capsule cycles through the different available Mini Figures, until the move is fully charged and activates automatically. Then, she throws it on the ground and a Mini Figure appears. There can only be one Mini Figure on-screen at all times. They all disappear after a few seconds. The available Mini Figures are: Mini-Mario (walks slowly forwards, has a very short jump and can wall-jump), Mini-Luigi (can jump upwards in an arc), Mini-Peach (can glide after jumping), Mini-Bowser Jr. (flies horizontally and drops small cannonballs), Mini-Donkey Kong (stays in place and throws small barrels that roll on the ground) and Mini-Bowser (shoots small fireballs).
*Side special - Hat Spin: Pauline throws her hat forwards after a quick spin. The hat acts like a boomerang, piercing enemies and returning to Pauline after the attack is finished. Pauline can't move during this attack. If Pauline is hit, the hat will instantly go back to being on her head.
*Up special - Girder Lift: Pauline summons a girder lift that slowly brings Pauline upwards. The girder lift also acts as a platform for other fighters. Pauline can't use it until she's touched the ground and the other girder lift has disappeared.
*Down special - Mini Cannon: Pauline brings out a Mini Cannon and loads the Mini Capsule from her neutral B in it. The cannon can be aimed by the player and fired by pressing B, shooting the capsule in an arc. This uses up her neutral special charge. If a Mini is already on-stage, she will shoot a weaker Mini-Mario.
*Final Smash - Donkey Kong: Pauline summons a giant Mini-Donkey Kong that jumps into the background and begins throwing giant barrels at the stage. If the barrels hit a platform, they'll either follow the slope (if the platform is sloped) or go in a random direction (if the platform is flat). Opponents can attack the barrels to change their direction or destroy them after 3 hits or instantly if the opponent uses a hammer as part of their moveset.	
*Neutral special - Mini Figure: Pauline holds up a capsule, with a Mini Figure inside of it. The capsule cycles through the different available Mini Figures, until the move is fully charged and activates automatically. Then, she throws it on the ground and a Mini Figure appears. There can only be one Mini Figure on-screen at all times. They all disappear after a few seconds. The available Mini Figures are: Mini-Mario (walks slowly forwards, has a very short jump and can wall-jump), Mini-Luigi (can jump upwards in an arc), Mini-Peach (can glide after jumping), Mini-Bowser Jr. (flies horizontally and drops small cannonballs), Mini-Donkey Kong (stays in place and throws small barrels that roll on the ground) and Mini-Bowser (shoots small fireballs).
*Side special - Hat Spin: Pauline throws her hat forwards after a quick spin. The hat acts like a boomerang, piercing enemies and returning to Pauline after the attack is finished. Pauline can't move during this attack. If Pauline is hit, the hat will instantly go back to being on her head.
*Up special - Girder Lift: Pauline summons a girder lift that slowly brings Pauline upwards. The girder lift also acts as a platform for other fighters. Pauline can't use it until she's touched the ground and the other girder lift has disappeared.
*Down special - Mini Cannon: Pauline brings out a Mini Cannon and loads the Mini Capsule from her neutral B in it. The cannon can be aimed by the player and fired by pressing B, shooting the capsule in an arc. This uses up her neutral special charge. If a Mini is already on-stage, she will shoot a weaker Mini-Mario.
*Final Smash - Donkey Kong: Pauline summons a giant Mini-Donkey Kong that jumps into the background and begins throwing giant barrels at the stage. If the barrels hit a platform, they'll either follow the slope (if the platform is sloped) or go in a random direction (if the platform is flat). Opponents can attack the barrels to change their direction or destroy them after 3 hits or instantly if the opponent uses a hammer as part of their moveset.
	Hammer Bro
	
*Home stage: Mushroom Kingdom Adventure
*Game of origin: Super Mario Bros. (1985)
*Unlockable?: Yes
*Victory theme: Battle Theme
*Neutral special - Hammer Throw: The Hammer Bro throws his hammer at an arc into the air. Much like Simon Belmont's axe, but Hammer Bro's is faster and bounces a little when it hits the ground. However, it doesn't travel as far or as high as Simon's axe
*Side special - Boomerang Bro: The Hammer Bro tosses a large boomerang that can pierce enemies and always returns to Hammer Bro whether he's hit or not.
*Up special - AFH Bro: The Hammer Bro utilizes the AFH Bro's floating platform. It doesn't gain much vertical height, but it can be jumped off of. The platform cannot be hit, only nudged, and it can't be accessed from below.
*Down special - Bro Slam: The Hammer Bro slams the ground with two of his hammers, causing damage to anyone he lands on. If the Hammer Bro performs this move on the ground, he will do a short hop and slam. The slam creates a shockwave that trips anyone it hits.
*Final Smash - Sledge Bro: The Hammer Bro turns into a Sledge Bro and begins launching multiple sledgehammers in an arc across the stage in different directions.	
*Neutral special - Hammer Throw: The Hammer Bro throws his hammer at an arc into the air. Much like Simon Belmont's axe, but Hammer Bro's is faster and bounces a little when it hits the ground. However, it doesn't travel as far or as high as Simon's axe
*Side special - Boomerang Bro: The Hammer Bro tosses a large boomerang that can pierce enemies and always returns to Hammer Bro whether he's hit or not.
*Up special - AFH Bro: The Hammer Bro utilizes the AFH Bro's floating platform. It doesn't gain much vertical height, but it can be jumped off of. The platform cannot be hit, only nudged, and it can't be accessed from below.
*Down special - Bro Slam: The Hammer Bro slams the ground with two of his hammers, causing damage to anyone he lands on. If the Hammer Bro performs this move on the ground, he will do a short hop and slam. The slam creates a shockwave that trips anyone it hits.
*Final Smash - Sledge Bro: The Hammer Bro turns into a Sledge Bro and begins launching multiple sledgehammers in an arc across the stage in different directions.
	Chain Chomp
	
*Home stage: Bob-omb Battlefield
*Game of origin: Super Mario Bros. 3 (1988)
*Unlockable?: Yes
*Victory theme: Chain Chomp is Mad!
*Neutral special - Chomp: A charged move. The Chain Chomp reels backwards into its chain, and, when the B button is released, the Chain Chomp will charge at whatever direction you're pointing it at. Afterwards, it'll snap back to its post.
*Side special - Chain Post: A loose post will appear at the end of the Chain Chomp's chain, which the Chain Chomp flails and slams into the ground. If an opponent is hit by the post's slam, they'll be pinned down and grounded. If the B button is pressed again quickly, the Chain Chomp will snap back to the post and attack the grounded opponent.
*Up special - Chain Grow: The Chain Chomp leaps high into the air while incrementally turning bigger. When this move reaches its peak, the Chain Chomp will drop straight down.
*Down special - Rage Chomp: This move acts as a counter. If the Chain Chomp is hit with the counter active, it will burst into flames with anger. The Chain Chomp has a constant flame effect while this is active, and anyone who touches it will receive light burn damage. The Chain Chomp will cool down if hit with an energy based attack besides fire or explosions.
*Final Smash - Big Chain Chomp: The Chain Chomp turns into a Big Chain Chomp and begins thrashing about the stage, dealing massive knockback to anyone hit by the main body. Anyone caught in Chain Chomp's mouth is munched and spat out at the end of the Final Smash.	
*Neutral special - Chomp: A charged move. The Chain Chomp reels backwards into its chain, and, when the B button is released, the Chain Chomp will charge at whatever direction you're pointing it at. Afterwards, it'll snap back to its post.
*Side special - Chain Post: A loose post will appear at the end of the Chain Chomp's chain, which the Chain Chomp flails and slams into the ground. If an opponent is hit by the post's slam, they'll be pinned down and grounded. If the B button is pressed again quickly, the Chain Chomp will snap back to the post and attack the grounded opponent.
*Up special - Chain Grow: The Chain Chomp leaps high into the air while incrementally turning bigger. When this move reaches its peak, the Chain Chomp will drop straight down.
*Down special - Rage Chomp: This move acts as a counter. If the Chain Chomp is hit with the counter active, it will burst into flames with anger. The Chain Chomp has a constant flame effect while this is active, and anyone who touches it will receive light burn damage. The Chain Chomp will cool down if hit with an energy based attack besides fire or explosions.
*Final Smash - Big Chain Chomp: The Chain Chomp turns into a Big Chain Chomp and begins thrashing about the stage, dealing massive knockback to anyone hit by the main body. Anyone caught in Chain Chomp's mouth is munched and spat out at the end of the Final Smash.
	Birdo
	
*Home stage: Ribbon Road
*Game of origin: Yume Kōjō: Doki Doki Panic (1987)
*Unlockable?: Yes
*Victory theme: Birdo's Theme
*Neutral special - Egg Shot: Birdo charges up an egg shot. Pressing B once makes Birdo shoot a single horizontal-flying egg from her mouth, dealing damage to anyone that collides with it. Holding B for a short time makes her fire 3 eggs in rapid succession. Holding B for a longer time makes her shoot out a fireball that moves faster and deals more damage than eggs. Holding B for the longest possible time makes her shoot out 3 fireballs.
*Side special - Egg Toss: Birdo produces an egg (covered in pink spots) from her mouth and tosses it forward. The egg will then begin to roll on the ground. The more it rolls, the more it increases in size. It breaks upon hitting an enemy, and deals a random elemental damage type.
*Up special - Pidgit: Pidgit's flying carpet appears under Birdo, which carries her upwards for a short amount of time and acts as a platform that can be jumped out of.
*Down special - Birdo Smooch: Birdo begins to inhale, which can suck in enemies and items. Overusing it will make Birdo gasp for breath before doing the attack, making her vulnerable. If Birdo manages to suck in an opponent, she deals a devastasting smooch that can send the opponent flying. If Birdo inhales a non-explosive item, she will heal. If an explosive item is inhaled, the inside of her mouth will blow up.
*Final Smash - Birdo's Moonlight Serenade: Birdo is brought up by a pink moon prop hanging from a ceiling and begins to sing a serenade. All opponents are spotlighted. After Birdo finishes her serenade, all foes will fall asleep and Birdo heals half of her percentage.	
*Neutral special - Egg Shot: Birdo charges up an egg shot. Pressing B once makes Birdo shoot a single horizontal-flying egg from her mouth, dealing damage to anyone that collides with it. Holding B for a short time makes her fire 3 eggs in rapid succession. Holding B for a longer time makes her shoot out a fireball that moves faster and deals more damage than eggs. Holding B for the longest possible time makes her shoot out 3 fireballs.
*Side special - Egg Toss: Birdo produces an egg (covered in pink spots) from her mouth and tosses it forward. The egg will then begin to roll on the ground. The more it rolls, the more it increases in size. It breaks upon hitting an enemy, and deals a random elemental damage type.
*Up special - Pidgit: Pidgit's flying carpet appears under Birdo, which carries her upwards for a short amount of time and acts as a platform that can be jumped out of.
*Down special - Birdo Smooch: Birdo begins to inhale, which can suck in enemies and items. Overusing it will make Birdo gasp for breath before doing the attack, making her vulnerable. If Birdo manages to suck in an opponent, she deals a devastasting smooch that can send the opponent flying. If Birdo inhales a non-explosive item, she will heal. If an explosive item is inhaled, the inside of her mouth will blow up.
*Final Smash - Birdo's Moonlight Serenade: Birdo is brought up by a pink moon prop hanging from a ceiling and begins to sing a serenade. All opponents are spotlighted. After Birdo finishes her serenade, all foes will fall asleep and Birdo heals half of her percentage.
	Shy Guy
	
*Home stage: Figure-8 Circuit
*Game of origin: Yume Kōjō: Doki Doki Panic (1987)
*Unlockable?: Yes
*Victory theme: Shy Guy Beach
*Neutral special - Item Box: Shy Guy pulls out an item box and opens it, giving him a weaker version of one of the following items: a Banana, a Mushroom (speeds him up instead of making him grow larger), a Green Shell, a Red Shell, a Spiny Shell, a Starman (no invincibility but reduced knockback) or Lightning (makes enemies lighter instead of shrinking them).
*Side special - Glider Leap: A ramp will appear in front of the Shy Guy. He will then ram into it, launching him into the air in an arc, damaging anyone who touches him. If charged, the Shy Guy will use his kart's glider, allowing him to glide.
*Up special - Lakitu: Lakitu will appear and hook up Shy Guy's kart, bringing him up vertically. If Shy Guy is close enough to the stage, Lakitu will move in an arc and land him safely on a flat surface.
*Down special - Dual Wield: Shy Guy puts whatever item he's holding on the back of his kart, allowing him to pick up a second item. If the item on the back of the kart is hit enough times, it'll bounce off of him.
*Final Smash - Lucky Seven: Shy Guy will zoom across the stage, launching anyone he comes across vertically. After this, a cutscene will play (located in the Shy Guy Bazaar), and Shy Guy will grab a Lucky Seven from an item box. Shy Guy then proceeds to send a barrage of items towards all opponents caught in the Final Smash, launching them after the end of the cutscene.	
*Neutral special - Item Box: Shy Guy pulls out an item box and opens it, giving him a weaker version of one of the following items: a Banana, a Mushroom (speeds him up instead of making him grow larger), a Green Shell, a Red Shell, a Spiny Shell, a Starman (no invincibility but reduced knockback) or Lightning (makes enemies lighter instead of shrinking them).
*Side special - Glider Leap: A ramp will appear in front of the Shy Guy. He will then ram into it, launching him into the air in an arc, damaging anyone who touches him. If charged, the Shy Guy will use his kart's glider, allowing him to glide.
*Up special - Lakitu: Lakitu will appear and hook up Shy Guy's kart, bringing him up vertically. If Shy Guy is close enough to the stage, Lakitu will move in an arc and land him safely on a flat surface.
*Down special - Dual Wield: Shy Guy puts whatever item he's holding on the back of his kart, allowing him to pick up a second item. If the item on the back of the kart is hit enough times, it'll bounce off of him.
*Final Smash - Lucky Seven: Shy Guy will zoom across the stage, launching anyone he comes across vertically. After this, a cutscene will play (located in the Shy Guy Bazaar), and Shy Guy will grab a Lucky Seven from an item box. Shy Guy then proceeds to send a barrage of items towards all opponents caught in the Final Smash, launching them after the end of the cutscene.
	Nabbit
	
*Home stage: Mushroom Kingdom U
*Game of origin: New Super Mario Bros. U (2012)
*Unlockable?: Yes
*Victory theme: Nabbit - New Super Mario Bros. 
*Neutral special - Invincibility: Nabbit opens his bag to catch any projectile he encounters. If he catches a projectile in his bag, Nabbit glows yellow and gains Super Armor. If Nabbit gains the damage the projectile in his bag would have given, the Super Armor expires. Nabbit can only catch one projectile at a time.
*Side special - Sneak Steal: Nabbit will sprint very fast in a line, similar to Fox's side special. Nabbit will leave behind dust clouds, obscuring the view where he travels. If Nabbit encounters an opponent, he'll steal any items and charge the opponent had.
*Up special - Squirrel Suit: Nabbit opens his bag to use it as a squirrel suit. While this is being performed, Nabbit gains an extra jump and can glide.
*Down special - Buzzy Beetle: Nabbit opens his sack and puts it upside down. A Buzzy Beetle shell falls out, and Nabbit kicks it forwards, dealing high knockback.
*Final Smash - Item Dump: Nabbit's bag grows gigantic and he will be invincible. He then begins pulling out giant versions of various items from the Mario series randomly and throwing them towards enemies, dealing high damage and knockback.	
*Neutral special - Invincibility: Nabbit opens his bag to catch any projectile he encounters. If he catches a projectile in his bag, Nabbit glows yellow and gains Super Armor. If Nabbit gains the damage the projectile in his bag would have given, the Super Armor expires. Nabbit can only catch one projectile at a time.
*Side special - Sneak Steal: Nabbit will sprint very fast in a line, similar to Fox's side special. Nabbit will leave behind dust clouds, obscuring the view where he travels. If Nabbit encounters an opponent, he'll steal any items and charge the opponent had.
*Up special - Squirrel Suit: Nabbit opens his bag to use it as a squirrel suit. While this is being performed, Nabbit gains an extra jump and can glide.
*Down special - Buzzy Beetle: Nabbit opens his sack and puts it upside down. A Buzzy Beetle shell falls out, and Nabbit kicks it forwards, dealing high knockback.
*Final Smash - Item Dump: Nabbit's bag grows gigantic and he will be invincible. He then begins pulling out giant versions of various items from the Mario series randomly and throwing them towards enemies, dealing high damage and knockback.
	King Boo
	
*Home stage: Ghost Valley 2
*Game of origin: Luigi's Mansion (2001)
*Unlockable?: Yes
*Victory theme: King Boo's Illusion
*Neutral special - Smack: King Boo charges and smacks the opponent multiple times. This attack can be charged; if the B button is held longer, the number of smacks increases and the last hit deals more knockback.
*Side special - Paralyzing Lick: King Boo sticks his tongue out, briefly stunning any opponents directly in front of him.
*Up special - Boo Vanish: King Boo spins up in the air in a vertical trajectory while spinning, and briefly disappears. While vanished, King Boo can't be hit.
*Down special - Chandelier: King Boo spits out a circle of blue fire around himself that will tank hits for him briefly before disappearing. The fire can also disappear if an opponent runs into it.
*Final Smash - Paranormal Portal: King Boo summons a Paranormal Portal and begins to suck in opponents in the vicinity. A cutscene plays in which numerous ghosts from Luigi's Mansion attack anyone caught in the Final Smash, the victims being launched after the cutscene ends.	
*Neutral special - Smack: King Boo charges and smacks the opponent multiple times. This attack can be charged; if the B button is held longer, the number of smacks increases and the last hit deals more knockback.
*Side special - Paralyzing Lick: King Boo sticks his tongue out, briefly stunning any opponents directly in front of him.
*Up special - Boo Vanish: King Boo spins up in the air in a vertical trajectory while spinning, and briefly disappears. While vanished, King Boo can't be hit.
*Down special - Chandelier: King Boo spits out a circle of blue fire around himself that will tank hits for him briefly before disappearing. The fire can also disappear if an opponent runs into it.
*Final Smash - Paranormal Portal: King Boo summons a Paranormal Portal and begins to suck in opponents in the vicinity. A cutscene plays in which numerous ghosts from Luigi's Mansion attack anyone caught in the Final Smash, the victims being launched after the cutscene ends.
	Geno
	
*Home stage: Forest Maze
*Game of origin: Super Mario RPG (1996)
*Unlockable?: Yes
*Victory theme: Beware The Forest's Mushrooms
*Neutral special - Geno Beam: Geno charges his Geno Beam, shooting a horizontal energy beam that gets longer and thicker the more Geno charges up the attack.
*Side special - Geno Whirl: Geno throws a disk of light (Geno Whirl) that can home in on enemies. If the B button is pressed as soon as this attack hits an opponent, it'll deal twice as much damage as before. Overuse of this will decrease the damage down to x1.2.
*Up special - Geno Boost: Geno uses his Geno Boost to increase his jump height. This also temporarily boosts aerial attacks.
*Down special - Geno Blast: Geno summons a big ray of light from the sky (Geno Blast), encompassing his entire body and damaging anyone that touches it. This works a lot like Pikachu's Thunder.
*Final Smash - Geno Flash: Geno transforms into a cannon (Geno Flash) and shoots a giant ball of energy that, when coming into contact with opponents or a hard surface, cause a large explosion that depicts the Sun. The Sun continues to grow larger up until a certain point, in which it suddenly discharges, dealing massive damage to nearby opponents.	
*Neutral special - Geno Beam: Geno charges his Geno Beam, shooting a horizontal energy beam that gets longer and thicker the more Geno charges up the attack.
*Side special - Geno Whirl: Geno throws a disk of light (Geno Whirl) that can home in on enemies. If the B button is pressed as soon as this attack hits an opponent, it'll deal twice as much damage as before. Overuse of this will decrease the damage down to x1.2.
*Up special - Geno Boost: Geno uses his Geno Boost to increase his jump height. This also temporarily boosts aerial attacks.
*Down special - Geno Blast: Geno summons a big ray of light from the sky (Geno Blast), encompassing his entire body and damaging anyone that touches it. This works a lot like Pikachu's Thunder.
*Final Smash - Geno Flash: Geno transforms into a cannon (Geno Flash) and shoots a giant ball of energy that, when coming into contact with opponents or a hard surface, cause a large explosion that depicts the Sun. The Sun continues to grow larger up until a certain point, in which it suddenly discharges, dealing massive damage to nearby opponents.
	Mallow
	
*Home stage: Nimbus Land
*Game of origin: Super Mario RPG (1996)
*Unlockable?: Yes
*Victory theme: Nimbus Land
*Neutral special - Thunderbolt: Mallow strikes forwards with a Thunderbolt attack, briefly paralyzing any opponents hit by the bolt.
*Side special - Psychopath: Mallow uses his Psychopath ability, which in this case can also make foes fall asleep if timed properly. If this attack isn't timed properly, this attack will instead just deal mild electric damage.
*Up special - HP Cloud: Mallow summons an HP Cloud which he can grab onto and fly upwards with. Raindrops will fall from the HP Cloud, slightly healing not only Mallow but anyone under him while he's performing this move.
*Down special - Snowy: Mallow summons a snowman. The longer this attack is charged, the larger the snowman dropped is. If an opponent is hit by the snowman, they will be briefly frozen.
*Final Smash - Star Rain: Mallow summons a gigantic star from the sky. Once this star hits the ground, it'll deal high knockback to enemies and release smaller stars around it that can deal light damage and knockback to anyone hit by them.	
*Neutral special - Thunderbolt: Mallow strikes forwards with a Thunderbolt attack, briefly paralyzing any opponents hit by the bolt.
*Side special - Psychopath: Mallow uses his Psychopath ability, which in this case can also make foes fall asleep if timed properly. If this attack isn't timed properly, this attack will instead just deal mild electric damage.
*Up special - HP Cloud: Mallow summons an HP Cloud which he can grab onto and fly upwards with. Raindrops will fall from the HP Cloud, slightly healing not only Mallow but anyone under him while he's performing this move.
*Down special - Snowy: Mallow summons a snowman. The longer this attack is charged, the larger the snowman dropped is. If an opponent is hit by the snowman, they will be briefly frozen.
*Final Smash - Star Rain: Mallow summons a gigantic star from the sky. Once this star hits the ground, it'll deal high knockback to enemies and release smaller stars around it that can deal light damage and knockback to anyone hit by them.
	Vivian
	
*Home stage: Star Haven
*Game of origin: Paper Mario: The Thousand-Year Door (2004)
*Unlockable?: Yes
*Victory theme: Shadow Sirens Battle
*Neutral special - Fiery Jinx: Vivian raises her finger and creates an explosion of fire around her, dealing high damage and knockback but having long start-up lag.
*Side special - Infatuate: Vivian blows a kiss, a slow-moving projectile shaped like a heart that travels in a wavy pattern horizontally. It deals no knockback on hit, but does deal decent damage. It also briefly reverses the opponent's controls.
*Up special - Veil: Vivian will gravitate towards the nearest surface and disappear into the stage, becoming intangible for a brief moment before reappearing on the closest surface. If used on the ground, Vivian will instead be able to move to wherever she wants across the ground for a brief moment.
*Down special - Shade Fist: Vivian charges up and punches the ground with her fist, dealing fire damage and causing a fire shockwave to appear briefly.
*Final Smash - Supernova: The Crystal Star will fly in front of Vivian, dealing damage to any opponents it hits. Then, Vivian peforms the Supernova move, piercing and dealing slashing damage to opponents and breaking all shields instantly.	
*Neutral special - Fiery Jinx: Vivian raises her finger and creates an explosion of fire around her, dealing high damage and knockback but having long start-up lag.
*Side special - Infatuate: Vivian blows a kiss, a slow-moving projectile shaped like a heart that travels in a wavy pattern horizontally. It deals no knockback on hit, but does deal decent damage. It also briefly reverses the opponent's controls.
*Up special - Veil: Vivian will gravitate towards the nearest surface and disappear into the stage, becoming intangible for a brief moment before reappearing on the closest surface. If used on the ground, Vivian will instead be able to move to wherever she wants across the ground for a brief moment.
*Down special - Shade Fist: Vivian charges up and punches the ground with her fist, dealing fire damage and causing a fire shockwave to appear briefly.
*Final Smash - Supernova: The Crystal Star will fly in front of Vivian, dealing damage to any opponents it hits. Then, Vivian peforms the Supernova move, piercing and dealing slashing damage to opponents and breaking all shields instantly.
	Fawful
	
*Home stage: Bowser's Body
*Game of origin: Mario & Luigi: Superstar Saga (2003)
*Unlockable?: Yes
*Victory theme: Fawful is There
*Neutral special - Special Steal: Fawful's headgear inhales the opponent, then releases them, dealing some damage and knockback. If A is pressed repeatedly, Fawful can steal the opponent's most recent special (if the opponent has used no specials, their neutral special will be stolen). If Fawful is hit, the opponent regains their special.
*Side special - Blaster: Fawful will shoot out two sets of stars from his blaster, which cirlce around each other and fly horizontally. Each star individually deals minimal damage and knockback, but collectively deal decent amounts of damage. If both sets hit all of their stars, the next time Fawful uses this move, it'll be stronger and faster.
*Up special - Headgear Flight: Fawful uses his headgear to fly vertically, working a lot like Diddy Kong's jetpack, but Fawful cannot turn 90 degrees, instead simply being able to nudge himself to the right or the left.
*Down special - Fawful's Dome: Fawful's Dome forms around him and begins spinning and charging energy balls around him, before releasing them in both directions. The longer this is charged, the larger the energy balls are.
*Final Smash - Dark Star Core: Fawful summons the Dark Star, merges with it and becomes the Dark Star Core. Then, he shoots out an enormous laser that can be aimed by the player.	
*Neutral special - Special Steal: Fawful's headgear inhales the opponent, then releases them, dealing some damage and knockback. If A is pressed repeatedly, Fawful can steal the opponent's most recent special (if the opponent has used no specials, their neutral special will be stolen). If Fawful is hit, the opponent regains their special.
*Side special - Blaster: Fawful will shoot out two sets of stars from his blaster, which cirlce around each other and fly horizontally. Each star individually deals minimal damage and knockback, but collectively deal decent amounts of damage. If both sets hit all of their stars, the next time Fawful uses this move, it'll be stronger and faster.
*Up special - Headgear Flight: Fawful uses his headgear to fly vertically, working a lot like Diddy Kong's jetpack, but Fawful cannot turn 90 degrees, instead simply being able to nudge himself to the right or the left.
*Down special - Fawful's Dome: Fawful's Dome forms around him and begins spinning and charging energy balls around him, before releasing them in both directions. The longer this is charged, the larger the energy balls are.
*Final Smash - Dark Star Core: Fawful summons the Dark Star, merges with it and becomes the Dark Star Core. Then, he shoots out an enormous laser that can be aimed by the player.
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