Super Smash Bros. Requiem/Archive

Super Smash Bros. Requiem is the seventh installment of the Super Smash Bros. series and the first installment after Masahiro Sakurai's departure form the series as a Director (although he was still heavily involved in the project after). Instead of Sakurai, and her company, Cryobyte had taken the reigns of the project, being under supervision by Nintendo most of the time.
The game takes author appeal into consideration and adds a good variety of new series, new third parties, and a few characters from returning series, of course.
==Gameplay==
Super Smash Bros. Requiem, as all other Smash games before it, keeps the traditional Platform fighter gameplay that it has had ever since its first game. You can pick a character from a multitude of iconic franchises and pit them up each other across different stages representing different Nintendo franchises (and even some non-Nintendo stages!). Unlike most fighting games, Smash's damage system is represented often by "percentages" (although some modes don't include this) and there's no set death point for fighters. The higher their percentage is, the farther they will be knocked back from attacks. And if they fly far enough away from the stage, they are knocked out of the game.
Each character has 4 special attacks and a Final Smash, along with other, more 'normal' attacks for other situations. On top of this, characters can grab and shield to counter other attacks. Requiem puts a heavy focus on momentum and combo games, more than the other games. Even the heaviest characters can gain enough momentum to pull off a devastating combo. The game is easy to pick up, but hard to master. The game has been slightly sped up overall for each character to pull off devastating combo attacks.
==Game Modes==
===Singleplayer Modes===
Modes 	Modes 	Modes
Adventure Mode	Adventure Mode	The Adventure Mode is brought back from Melee, although it has been changed immensely. Instead of set stages, each character has a different "adventure", taking them across 12 different stages and several "boss" battles. Although it keeps Melee's Adventure Mode style to an extent, it much more resembles the All-Star Mode, now.
For more info on Requiem's Adventure Mode, click here!
Classic Mode 	Classic Mode 	Classic Mode pits your character against 7 rounds of a variety of different characters, and the difficulty can be scaled to your liking. You'll be pit up against Master Hand (and Crazy Hand, depending on difficulty). If the intensity is set to at least 6, a new enemy will challenge you after you defeat Master and Crazy Hand...
All-Star Mode 	All-Star Mode 	TBA
===Multiplayer Modes===
===Special Modes===
===Vault===
==Characters==
===Roster===
click on a character's stock icon to be redirected to their description!
===Descriptions===
Mario 	Mario 	Mario 	 	
 	 	Mario is the staple of most Smash games and has been Nintendo's 'mascot' for as long as most people can remember. Mario functions as the jack of all trades in this game, being one of the most versatile fighters in the game. While he isn't too strong in any areas, he doesn't have any major weaknesses that challengers can exploit. He's a good character for beginners to the series.
{|align=center border="3" style="text-align: center; font-size:100%;"	Mario's Special Moves	Mario's Special Moves
Standard Special: Fireball - Mario throws a fireball, which bounces several times before dissapearing. Although it's a weaker attack, it has quite a bit of endlag. 	Side Special: Cape - Mario swipes a yellow cape in whatever direction he was facing. Although this doesn't deal a great amount of damage, it can also reflect projectiles away from Mario. 	Side Special: Cape - Mario swipes a yellow cape in whatever direction he was facing. Although this doesn't deal a great amount of damage, it can also reflect projectiles away from Mario. 	 	
Up Special: Super Jump Punch - Mario does his iconic jump with his arm raised up. This can be used to deal damage to opponents above or beside him, or even as a recovery move. 	Down Special: Cap Throw - Mario throws Cappy forward. This attack can be pressed once for a quick throw, or held for Cappy to stay in his spot. Cappy can also grab any items on the ground he comes in contact to. Mario can jump off of Cappy for an extra boost.	Down Special: Cap Throw - Mario throws Cappy forward. This attack can be pressed once for a quick throw, or held for Cappy to stay in his spot. Cappy can also grab any items on the ground he comes in contact to. Mario can jump off of Cappy for an extra boost.	 	
Final Smash: Mario Finale - Mario throws two giant fireballs that rotate around each other, growing bigger and creating a flame path behind them. Anyone caught in this attack will be dragged off the side of the screen by this attack.	Final Smash: Mario Finale - Mario throws two giant fireballs that rotate around each other, growing bigger and creating a flame path behind them. Anyone caught in this attack will be dragged off the side of the screen by this attack. 	Final Smash: Mario Finale - Mario throws two giant fireballs that rotate around each other, growing bigger and creating a flame path behind them. Anyone caught in this attack will be dragged off the side of the screen by this attack. 	 	
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|bgcolor=#1a1a1a| Veteran
|bgcolor=#FFC347| ​
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|bgcolor=#1a1a1a colspan=3 id=zss|Zero Suit Samus
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|rowspan=2 |Samus now abandons her suit of armor for a different, more fast-paced sort of playstyle. This time, she is a lightweight character with mobility much better than the regular Samus. She is one of the fastest characters in the game, and can pull off excellent combos if played right. She is also excellent in the airgame, although she can be KOd easily since she is a lightweight.
Zero Suit Samus's Special Moves 	Zero Suit Samus's Special Moves 	
Standard Special: Paralyzer - Samus kneels down and fires an energy blast that can paralyze opponents. It can be charged up to deal more damage, but it gets slower the longer it is charged up. 	Side Special: Plasma Whip - Samus leaps forward and jabs her Plasma Whip forward in a circular motion. The whip will hit opponents repeatedly as long as they are in contact with it. It can also be used as a recovery. 	Side Special: Plasma Whip - Samus leaps forward and jabs her Plasma Whip forward in a circular motion. The whip will hit opponents repeatedly as long as they are in contact with it. It can also be used as a recovery.
Up Special: Boost Kick - Samus leaps up into the air with a kick, catching any opponents nearby into a barrage of kicks, dealing continual damage to anyone locked into the attack. 	Down Special: Flip Jump - Samus leaps up into the air, preforming a flip and then landing. Samus bounces off of teammates if landing on them. While the initial attack doesn't do any damage, Samus deals damage to any opponent under her upon contact. It can also be cancelled to go into a combo.	Down Special: Flip Jump - Samus leaps up into the air, preforming a flip and then landing. Samus bounces off of teammates if landing on them. While the initial attack doesn't do any damage, Samus deals damage to any opponent under her upon contact. It can also be cancelled to go into a combo.
Final Smash: Gunship - Samus's gunship flies in from the background, leaping onto it as it flies by. A crosshair appears on the screen and the player can aim it wherever they want, being able to fire five energy shots anywhere on the stage.	Final Smash: Gunship - Samus's gunship flies in from the background, leaping onto it as it flies by. A crosshair appears on the screen and the player can aim it wherever they want, being able to fire five energy shots anywhere on the stage. 	Final Smash: Gunship - Samus's gunship flies in from the background, leaping onto it as it flies by. A crosshair appears on the screen and the player can aim it wherever they want, being able to fire five energy shots anywhere on the stage.
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|bgcolor=#1a1a1a| Veteran
|bgcolor=#FFC347| ​
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|bgcolor=#1a1a1a colspan=3 id=ridley|Ridley
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|rowspan=2 |Ridley is the head of the space pirates and has been Samus's rival for many years. Ridley is a heavyweight character, although he can still excel in the air game, being more aerial-oriented. While Ridley is a strong fighter and can dish out a lot of damage to enemies, his attacks have to be surgical and calculated for him to use his attacks to the fullest potential.
Ridley's Special Moves 	Ridley's Special Moves 	
Standard Special: Fireball Stream - Ridley shoots out a fireball, similar to Mario's Fireball. This attack can be charged up to fire in a stream of fireballs. If Ridley is attacked while charging up, the attack will damage him instead.	Side Special: Ground Drag - Ridley will grab the opponent and drags them across the stage, throwing them after he is finished with them. Opponents can attempt to get out of the drag by mashing buttons. 	Side Special: Ground Drag - Ridley will grab the opponent and drags them across the stage, throwing them after he is finished with them. Opponents can attempt to get out of the drag by mashing buttons.
Up Special: Take Flight - Ridley boosts upward into the air, damaging anyone around him. This attack can be angled in different directions. Ridley will rebound off of walls if he slams into them while using this attack. 	Down Special: Tail Stab - Ridley darts his tail out in front of him. It takes awhile to start up but the attack can be fatal to opponents. The attack only does high damage if the opponent is hit in a sweetspot, dealing 10x more damage than before.	Down Special: Tail Stab - Ridley darts his tail out in front of him. It takes awhile to start up but the attack can be fatal to opponents. The attack only does high damage if the opponent is hit in a sweetspot, dealing 10x more damage than before.
Final Smash: Pirate's Fury - Ridley roars out before charging forward, sending anyone he hits off of the screen onto Samus's gunship. As it flies away, he shoots the ship down with a laser, causing it to explode. 	Final Smash: Pirate's Fury - Ridley roars out before charging forward, sending anyone he hits off of the screen onto Samus's gunship. As it flies away, he shoots the ship down with a laser, causing it to explode. 	Final Smash: Pirate's Fury - Ridley roars out before charging forward, sending anyone he hits off of the screen onto Samus's gunship. As it flies away, he shoots the ship down with a laser, causing it to explode.
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|bgcolor=#1a1a1a| Veteran
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|bgcolor=#1a1a1a colspan=3 id=dsamus|Dark Samus
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|rowspan=2 |Dark Samus is a phazon being, replicating Samus Aran's Phazon Suit, and the former Metroid Prime. Since Samus received an overhaul, even Dark Samus's overall playstyle is extremely different. Instead of playing like the rigid, Metroid-style Samus uses, Dark Samus sort of floats across the stage, having less precise movements with a great payoff. She dominates in the air game, being strong with air attacks, but plays much more defensively on the ground.
Dark Samus's Special Moves 	Dark Samus's Special Moves 	
Standard Special: Phazon Surge - Dark Samus fires a phazon orb out from her hand, the orb travelling across the stage. The more this attack is charged, the larger and more damage it does. However, the larger it is, the slower the projectile travels. 	Side Special: Homing Orb - Dark Samus puts her arms out and clenches her fist, shooting out three purple orbs from above her. These orbs fire out, homing in on anyone nearby. Although they are mostly inaccurate, it fires three at a time. 	Side Special: Homing Orb - Dark Samus puts her arms out and clenches her fist, shooting out three purple orbs from above her. These orbs fire out, homing in on anyone nearby. Although they are mostly inaccurate, it fires three at a time.
Up Special: Flip Rush - Dark Samus does a slow backflip, bursting out into a Phazon spike in the direction the player wants her to go. Although this is a slow recovery, it covers great ground and does moderate damage to opponents. 	Down Special: Phazon Spike - Dark Samus stomps her foot down, with a circle of Phazon spikes surging up around her. This damages anyone beside her and can be used to block oncoming attacks. 	Down Special: Phazon Spike - Dark Samus stomps her foot down, with a circle of Phazon spikes surging up around her. This damages anyone beside her and can be used to block oncoming attacks.
Final Smash: Echo Standoff - Dark Samus splits off into two of her, each of them flying to one side of the stage. They both fire at each other, causing a large explosion in the middle of the stage. Anyone hit by Dark Samus dashing to the edge is stunned.	Final Smash: Echo Standoff - Dark Samus splits off into two of her, each of them flying to one side of the stage. They both fire at each other, causing a large explosion in the middle of the stage. Anyone hit by Dark Samus dashing to the edge is stunned.	Final Smash: Echo Standoff - Dark Samus splits off into two of her, each of them flying to one side of the stage. They both fire at each other, causing a large explosion in the middle of the stage. Anyone hit by Dark Samus dashing to the edge is stunned.
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|bgcolor=#1a1a1a| Veteran
|bgcolor=#FFC347| ​
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|bgcolor=#1a1a1a colspan=3 id=kirby|Kirby
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|rowspan=2 |The friendly puffball from Popstar. Kirby is a short lightweight character with relatively slow speed, but has 5 double jumps. Kirby, although slow, is an extremely versatile fighter. Kirby can deal immense amounts of damage if he gets near an enemy, although he's easy to avoid in battle. While he has many disadvantages on the ground, Kirby succeeds best in his air game, being able to punish any opponents that get close to him in midair.
Kirby's Special Moves 	Kirby's Special Moves 	
Standard Special: Inhale - Kirby inhales an opponent, being able to carry them around for a few seconds. He can either spit them out or copy their neutral move. After copying their neutral move. 	Side Special: Hammer Flip - Kirby pulls out a large hammer and swings forward, sending anyone near him backwards. The attack can be charged up, making it deal more damage and adding a flame effect. Kirby can slowly move while charging it.	Side Special: Hammer Flip - Kirby pulls out a large hammer and swings forward, sending anyone near him backwards. The attack can be charged up, making it deal more damage and adding a flame effect. Kirby can slowly move while charging it.
Up Special: Final Cutter - Kirby swings the sword from his Cutter ability up, then slamming it back down. It creates a shockwave in front of him upon impact. 	Down Special: Stone - Kirby transforms into a stone, slamming down into the ground if he is in midair, dealing damage to anyone hit by it. He is invincible in this stage, but can be grabbed while transformed. 	Down Special: Stone - Kirby transforms into a stone, slamming down into the ground if he is in midair, dealing damage to anyone hit by it. He is invincible in this stage, but can be grabbed while transformed.
Final Smash: When the Smash Ball is in possession, Kirby will turn a rainbow color. When the FS is activated, Kirby will begin to inhale anyone in front of him, then shooting them out off of the stage in a large star.	Final Smash: When the Smash Ball is in possession, Kirby will turn a rainbow color. When the FS is activated, Kirby will begin to inhale anyone in front of him, then shooting them out off of the stage in a large star. 	Final Smash: When the Smash Ball is in possession, Kirby will turn a rainbow color. When the FS is activated, Kirby will begin to inhale anyone in front of him, then shooting them out off of the stage in a large star.
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|bgcolor=#1a1a1a| Veteran
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|bgcolor=#1a1a1a colspan=3 id=dedede|King Dedede
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|rowspan=2 |The "king" of Dream Land. King Dedede is one of the heaviest characters in the game, making him extremely hard to KO. Even though he's heavy, he has a great vertical recovery. Although, his frame data is the main thing that weighs him down. His range is better than most heavyweights, allowing him to deal damage from a safe distance. He has been greatly buffed from Ultimate to have less frame lag overall, being much more versatile than previous installments.
King Dedede's Special Moves	King Dedede's Special Moves	
Standard Special: TBA 	Side Special: TBA 	Side Special: TBA
Up Special: TBA 	Down Special: TBA 	Down Special: TBA
Final Smash: TBA 	Final Smash: TBA 	Final Smash: TBA
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|bgcolor=#1a1a1a| Veteran
|bgcolor=#F59D99| ​
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|bgcolor=#1a1a1a colspan=3 id=metaknight|Meta Knight
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|rowspan=2 |TBA
Meta Knight's Special Moves	Meta Knight's Special Moves	
Standard Special: TBA 	Side Special: TBA 	Side Special: TBA
Up Special: TBA 	Down Special: TBA 	Down Special: TBA
Final Smash: TBA 	Final Smash: TBA 	Final Smash: TBA
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|bgcolor=#1a1a1a| Veteran
|bgcolor=#F59D99| ​
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|bgcolor=#1a1a1a colspan=3 id=ness|Ness
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|rowspan=2 |A courageous boy from the town of Onett. Ness is a floaty middleweight character with many projectile options. Ness also has a very potent combo game. On top of that, Ness has an amazing aerial game, with each aerial attacks having little startup lag. His floaty nature makes him a little slow, and he has a weak ground-game. His main flaw is his tricky Recovery, which is hard to master.
Ness's Special Moves 	Ness's Special Moves 	
Standard Special: PK Flash - A flashing orb of energy appears above Ness, curving downwards. As it curves downward, the attack increases in power before exploding, dealing damage to anybody nearby.	Side Special: PK Fire - Ness fires a lightning bolt forward that travels forward before bursting into flames, leaving a lasting fire effect in that spot that can damage anybody near it.	Side Special: PK Fire - Ness fires a lightning bolt forward that travels forward before bursting into flames, leaving a lasting fire effect in that spot that can damage anybody near it.
Up Special: PK Thunder - Ness shoots a burst of lightning out above him. He can control where it goes, and hitting himself with the lightning will send him flying. 	Down Special: PSI Magnet - A field of energy surrounds Ness completely. Any energy-based attacks will be consumed and used to heal Ness. 	Down Special: PSI Magnet - A field of energy surrounds Ness completely. Any energy-based attacks will be consumed and used to heal Ness.
Final Smash: PK Starstorm - A straight line of stars begin to fall onto the stage, and can be controlled by going either left and right to sweep across the stage. 	Final Smash: PK Starstorm - A straight line of stars begin to fall onto the stage, and can be controlled by going either left and right to sweep across the stage. 	Final Smash: PK Starstorm - A straight line of stars begin to fall onto the stage, and can be controlled by going either left and right to sweep across the stage.
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|bgcolor=#1a1a1a| Veteran
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|bgcolor=#1a1a1a colspan=3 id=lucas|Lucas
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|rowspan=2 |A determined boy from Tazmily Village. Lucas is a floaty middleweight character and a semi-clone of Ness. Although many of his attacks seem similar, they all function very differently. Lucas has an amazing grab game with an extremely strong set of throws. Although he’s a very strong character, his moves sometimes have to be very precise to actually hit. Similar to Ness, he has a tricky recovery that makes it hard for him to recover.
Lucas's Special Moves 	Lucas's Special Moves 	
Standard Special: PK Freeze - A blue orb appears above Lucas, curving downwards. As it travels it increases in strength. If it explodes near any opponent it will temporary freeze them.	Side Special: PK Fire - Lucas shoots a lightning bolt forward, creating a burst of fire on contact. Unlike Ness’ PK Fire, Lucas’ can travel farther, although with the downside of not lasting as long. 	Side Special: PK Fire - Lucas shoots a lightning bolt forward, creating a burst of fire on contact. Unlike Ness’ PK Fire, Lucas’ can travel farther, although with the downside of not lasting as long.
Up Special: Lucas shoots a burst of lightning out above him. He can control where it goes and can hit himself to send him flying. It deals continual damage unlike Ness’. 	Down Special: PSI Magnet - Lucas puts his hand outwards, creating a blue forcefield in front of him. Any energy projectiles sent into the field will heal Lucas. Unlike Ness’ PSI Magnet, Lucas can deal damage with his attack.	Down Special: PSI Magnet - Lucas puts his hand outwards, creating a blue forcefield in front of him. Any energy projectiles sent into the field will heal Lucas. Unlike Ness’ PSI Magnet, Lucas can deal damage with his attack.
Final Smash: PK Starstorm - A straight line of stars begin to fall onto the stage, and can be controlled by going either left and right to sweep across the stage. 	Final Smash: PK Starstorm - A straight line of stars begin to fall onto the stage, and can be controlled by going either left and right to sweep across the stage. 	Final Smash: PK Starstorm - A straight line of stars begin to fall onto the stage, and can be controlled by going either left and right to sweep across the stage.
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|bgcolor=#1a1a1a| Veteran
|bgcolor=#FF4500| ​
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|bgcolor=#1a1a1a colspan=3 id=monsterhunter|Monster Hunter and Palico
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|rowspan=2 |NEWCOMER!Making their debut as a "duo" character, Monster Hunter and Palico are newcomers to the game. They are a heavyweight character, relying on slow, devastating attacks. Although their attacks are slow, they have a long reach and devastating damage for a melee attack. Although, they have a very limited ranged game, and suffer in the air game due to their slow melees. Although the Monster Hunter is slow, their Palico assists them, switching between Support and Attack roles by pressing Shield + Down B to switch between roles.
<tabber>
Palico Support =
Monster Hunter and Palico's Special Moves 	Monster Hunter and Palico's Special Moves 	
Standard Special: Axe Slam - Monster Hunter brings their axe over their head, slamming it down in front of them. Anyone directly hit by this attack with be buried. While this attack is powerful, it has significant endlag. 	Side Special: Meowlotov Cocktail - Monster Hunter ducks and their Palico crawls onto their back, throwing a meowlotov cocktail that burns anyone on contact, exploding when it hits anything. This attack stops any character in their tracks. 	Side Special: Meowlotov Cocktail - Monster Hunter ducks and their Palico crawls onto their back, throwing a meowlotov cocktail that burns anyone on contact, exploding when it hits anything. This attack stops any character in their tracks.
Up Special: Dual Blades - Monster Hunter equips a blade on each arm and spins around, similar to Link's Spin Attack. This is Monster Hunter's main recovery move, lifting them up in the air if preformed as an aerial attack. Although, a strong attack can knock them out of this move. If knocked out, the Palico will throw a spear in the direction they are facing.	Down Special: Felyne Bomb - The Monster Hunter brings their knee forward as the Palico climbs up onto their shoulders, throwing a bomb forward. While this bomb only deals minimal damage on contact, it coats the opponent in a pink smoke that will cause the Monster Hunter's damage output against this opponent to be much greater.	Down Special: Felyne Bomb - The Monster Hunter brings their knee forward as the Palico climbs up onto their shoulders, throwing a bomb forward. While this bomb only deals minimal damage on contact, it coats the opponent in a pink smoke that will cause the Monster Hunter's damage output against this opponent to be much greater.
Final Smash: Palico Tank - Monster Hunter will throw a trap forward, locking anyone hit by it inside. A large Palico Tank will fall from the sky and the Palico will fire a large projectile at anyone in the trap, dealing large amounts of damage to anyone it hits. 	Final Smash: Palico Tank - Monster Hunter will throw a trap forward, locking anyone hit by it inside. A large Palico Tank will fall from the sky and the Palico will fire a large projectile at anyone in the trap, dealing large amounts of damage to anyone it hits. 	Final Smash: Palico Tank - Monster Hunter will throw a trap forward, locking anyone hit by it inside. A large Palico Tank will fall from the sky and the Palico will fire a large projectile at anyone in the trap, dealing large amounts of damage to anyone it hits.
|-|
Palico Attack =
Monster Hunter and Palico's Special Moves 	Monster Hunter and Palico's Special Moves 	
Standard Special: Sword Slam - Monster Hunter brings their sword over their head, slamming it down in front of them. Anyone directly hit by this attack with be buried. While this attack is powerful, it has significant endlag. This attack doesn't change. 	Side Special: Felyne Frenzy - The Monster Hunter's Palico will leap forward, swiping at anyone nearby with a stick. If this attack is double tapped, the Monster Hunter will pull out a Light Bowgun and fire once. 	Side Special: Felyne Frenzy - The Monster Hunter's Palico will leap forward, swiping at anyone nearby with a stick. If this attack is double tapped, the Monster Hunter will pull out a Light Bowgun and fire once.
Up Special: Blade Leap - The Monster Hunter will slam their sword into the ground, pushing off of it into the air. The Palico leaps onto the Monster Hunter's shoulders and swings a Felyne-sized blade around until the Monster Hunter lands. If preformed in the air, the Monster Hunter will slam her foot down into seemingly nothing, pushing herself up.	Down Special: Bomb Barrel - The Calico will run forward, throwing an explosive barrel forward. It will explode on impact, but it can also be destroyed by projectiles. This attack can be used to stop someone from recovering or just to break a shield. 	Down Special: Bomb Barrel - The Calico will run forward, throwing an explosive barrel forward. It will explode on impact, but it can also be destroyed by projectiles. This attack can be used to stop someone from recovering or just to break a shield.
Final Smash: Palico Tank - Monster Hunter will throw a trap forward, locking anyone hit by it inside. A large Palico Tank will fall from the sky and the Palico will fire a large projectile at anyone in the trap, dealing large amounts of damage to anyone it hits. This attack doesn't change. 	Final Smash: Palico Tank - Monster Hunter will throw a trap forward, locking anyone hit by it inside. A large Palico Tank will fall from the sky and the Palico will fire a large projectile at anyone in the trap, dealing large amounts of damage to anyone it hits. This attack doesn't change.	Final Smash: Palico Tank - Monster Hunter will throw a trap forward, locking anyone hit by it inside. A large Palico Tank will fall from the sky and the Palico will fire a large projectile at anyone in the trap, dealing large amounts of damage to anyone it hits. This attack doesn't change.
</tabber>
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|bgcolor=#1a1a1a | Newcomer
|bgcolor=#AC553C | 
|}
==Stages==
 	 	
Final Destination	Final Destination	Final Destination
 	 	Final Destination is a simple stage, with no hazards or platforms located anywhere on the stage, leaving you with a fair battle. The background behind the stage is ever-changing.
New 	​ 	Final Destination is a simple stage, with no hazards or platforms located anywhere on the stage, leaving you with a fair battle. The background behind the stage is ever-changing.
 	 	Similar to the regular Final Destination, although it's quite a bit smaller and has a more static background. A polygonal Master Hand will fly across the stage, but he acts more as a stage hazard instead of a boss.
Returning 	​ 	Similar to the regular Final Destination, although it's quite a bit smaller and has a more static background. A polygonal Master Hand will fly across the stage, but he acts more as a stage hazard instead of a boss.
 	 	A simplistic stage with three platforms. It's a very simplistic stage, being similar to Final Destination in stage layout.
New 	​ 	A simplistic stage with three platforms. It's a very simplistic stage, being similar to Final Destination in stage layout.
 	 	A larger version of Battlefield, meant for larger battles. Although it's larger, it keeps the same basis as Battlefield, being a simple stage with a few platforms.
New 	​ 	A larger version of Battlefield, meant for larger battles. Although it's larger, it keeps the same basis as Battlefield, being a simple stage with a few platforms.
==Items==
==Music==
==Trivia==
*Both the game infobox and table come from because I'm extremely incompetent when it comes to CSS and I wanted this to look good. Their tables were a lifesaver.
*Also a special thanks to for making a good amount of the game's stocks.
==Soundtrack==
Soundtrack 	Soundtrack 	Soundtrack
Super Smash Bros.	Mario 	
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Tracklist 	Tracklist 	Tracklist
Music A(Game A) 	Music B(Game B)	Music C(Game C)
I really don't care if you critique my roster picks, it's not gonna change my mind on anything, either.
Category:Games
Category:Fan Games
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Games
Category:Fighting Games
Category:Crossovers
Category:Crossover Games
Category:2021
Category:V2 Games
Category:Cryobyte