Super Smash Bros. Neo

Super Smash Bros. Neo follows the steps of previous installment Super Smash Bros. Ultimate of bringing back every previous fighter on the franchise along with a lot of callbacks to all previous installments on various game modes.
One of the main focus of the game involved listening to fan input through the years the franchise has been active concerning roster slots, veteran reworks, game mode implementation and the decision making for the DLC fighters with it's other main focus being further representation of previous and current video game history.
==Gameplay==
The gameplay of Super Smash Bros. Neo follows suit with that of previous titles in the series. Although depending on the rules set, the main objective remains the same: knock the opponent off the bounds of the stage to accumulate the most amounts of knockouts through the match. Each character possess a set of Smash and Special moves that can be used to inflict damage to the opponent. While Smash attacks serve as more basic attacks that can be wound up to inflict more damage, Special attacks provide a more unique option that varies greatly between each character.
Returning from both versions of Super Smash Bros. 4, Special moves can be customized to better fit the style of the player and thus providing characters with varying options of moves that slightly alter the damage input, knockback or status effect that each special move can deal to the opponent.
==Characters==
Like previous installments, Super Smash Bros. Neo includes an assortment of new fighters along with every returning veteran in the franchise including DLC. Although most of the veteran fighters remain similar to their previous incarnations, many also received reworks to their move sets that better reflect their individual character or reference the franchise they originate form.
Making a comeback from Ultimate, Echo Fighters return along with a couple new ones. Previous Echo Fighters retain the moves from the character they originate from but a couple of them have gained a few more differentiating factors that help separate them a bit thus helping make them feel more like their own rather than clones.
A new addition to all fighters comes in the form of Soul Cores. Each character possesses four unique spirits, their default Fighter Spirit, a Retro Spirit (available after completing Classic Mode), a Star Spirit (available after completing All-Stars Mode) and a Rush Spirit (available after completing Boss Rush). Once all spirits are unlocked, combining them awakens the character's Soul Core, an enhanced Spirit that represents the character at their best. Once awakened, the Soul Core grants access to all of the fighter's repertoire of custom moves as well as their character specific Masterpiece.
VETERANS
 	 	 	 	 	
 	 	 	 	 	
MARIO 	DONKEY KONG 	LINK 	SAMUS 	YOSHI 	PIKACHU
 	 	 	 	 	
FOX 	KIRBY 	LUIGI 	NESS 	CAPTAIN FALCON 	JIGGLYPUFF
 	 	 	 	 	
PEACH 	BOWSER 	ICE CLIMBERS 	ZELDA 	SHIEK 	DR. MARIO
 	 	 	 	 	
PICHU 	FALCO 	MARTH 	YOUNG LINK	GANONDORF 	MEWTWO
 	 	 	 	 	
ROY 	MR. GAME & WATCH	META KNIGHT 	PIT 	ZERO SUIT SAMUS	WARIO
 	 	 	 	 	
SNAKE 	IKE 	POKÉMON TRAINER	DIDDY KONG	LUCAS 	SONIC
 	 	 	 	 	
KING DEDEDE 	OLIMAR 	LUCARIO 	R.O.B. 	TOON LINK 	WOLF
 	 	 	 	 	
VILLAGER 	MEGA MAN 	WII FIT TRAINER	LITTLE MAC	ROSALINA 	GRENINJA
 	 	 	 	 	
PALUTENA 	DARK PIT ε 	PAC-MAN 	LUCINA ε 	ROBIN 	SHULK
 	 	 	 	 	
BOWSER JR. 	DUCK HUNT 	RYU 	CLOUD 	CORRIN 	BAYONETTA
 	 	 	 	 	
INKLING 	DAISY ε 	RIDLEY 	SIMON 	RICHTER ε 	CHROM ε
 	 	 	 	 	
DARK SAMUS ε	KING K. ROOL 	ISABELLE 	KEN ε 	INCINEROAR 	PIRANHA PLANT
 	 	 	 	 	
JOKER 	HERO 	BANJO KAZOOIE 	TERRY 	BYLETH 	MIN MIN
 	 	 	 	 	
STEVE 	SEPHIROTH 	PYRA/MYTHRA 	KAZUYA 	? 	MII FIGHTERS
NEWCOMERS
 	 	 	 	 	
 	 	 	 	 	
GENO 	DIXIE KONG 	SKULL KID	SCEPTILE	KRYSTAL 	BANDANA DEE
 	 	 	 	 	
ISAAC	KUMATORA 	VAATI 	CRONO 	SHOVEL KNIGHT	NIGHTS
 	 	 	 	 	
ULALA	MIMIKYU 	BOMBERMAN	SHANTAE 	PAPER MARIO 	SPRING MAN
 	 	 	 	 	
MARX 	HADES 	KAMEK 	ASHLEY 	OCTOLING ε 	LLOYD
 	 	 	 	 	
SYLUX	LORD FERDRIK	TIKI 	RAIDEN 	LOKI 	ZERO
DLC
 	 	 	 	 	
 	 	 	 	 	
WALUIGI	GHIRAHIM	BENIMARU	CELICA 	ALUCARD	SHADOW ε
 	 	 	 	 	
CHUN-LI	SLIPPY 	MORRIGAN	MONOKUMA	SORA 	ZERAORA ε
===Veterans===
 	Mario
 	Known worldwide as Mr. Nintendo, Mario uses his incredible jumping ability along with an array of various other techniques and gadjets he's acquired through his many adventures around the Mushroom Kingdom and beyond. This time he's joined by his latest companion, Cappy!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialFireball 	Mario throws a fireball projectile that bounces along the ground. 
*Iceball - Slower but more powerful, has a chance of freezing the opponent. 
*Quick Ball - Throws a faster, slightly weaker fireball straight ahead. 
*Fire Orb - Throws a big ball of fire. Slow, but hits repeatedly before disappearing.
Side SpecialF.L.U.D.D. 	Mario blasts opponents with water. Can charge and aim at an angle. 
*High-Pressure F.L.U.D.D. - Takes a while to fully charge, but blasts opponents with torrents of water that produce a greater push even with low charge. 
*Jet F.L.U.D.D. - An offensive variant of the move. The jet of water produced doesn't do as much knock-back nor duration as the regular version and in it's place it inflicts damage to the opponent.
*Scalding F.L.U.D.D. - Shoots hot water a short distance. Burns opponents on contact. Charging time dramatically increases.
Up SpecialStar Spin 	Mario spins while in the air, producing a galaxy trail that propels him upwards adding height to his jump. 
*Gravity Spin - Although the jump's height doesn't increase, the spin motion allows projectiles to be reflected upon contact with the move. 
*Super Jump - A regular swift jump with quicker activation time but less height and no knock-back upon contact.
*Comet Jump Punch - Less jump than the Super Jump, but with an explosive, fiery punch at the top that causes major damage if timed correctly.
Down SpecialCappy 	Mario utilizes his companion, Cappy, to incapacitate foes from a distance leaving them in a state of stun. 
*Cappy Capture - The opponent's controls reverse for a few seconds while Cappy's in possession of the opponent. 
*Cappy Zap - Rather than stunning the opponent, Cappy produces a shock effect causing minor damage to the opponent. 
*Cappy Nap - The opponent gets the sleep effect for a couple seconds while Cappy's in posession of the opponent.
Final SmashMario Finale 	Mario unleashes a devastating torrent of fire in the direction he is facing. The attack covers a wide range and travels far, so it’s best to fire this after you jump.
Classic ModeSuper Mario Run! 	Classic ModeSuper Mario Run!
Mario's Classic Mode has him fighting opponents that serve as references to previous 'Super Mario' titles. At higher difficulties Bowser's replaced by Giga Bowser!	Mario's Classic Mode has him fighting opponents that serve as references to previous 'Super Mario' titles. At higher difficulties Bowser's replaced by Giga Bowser!
 	Link
 	The Hero of Hyrule is back and this time he's not alone. Channeling the power of the Champions of Hyruel, Link's arsenal is now more powerful than ever! You can select between his Tunic of the Wild and his Champion's Tunic. Take down the fiercest of enemies with these amped-up variations of classic moves and show them the power of the Triforce of Courage!
 	Moveset
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Neutral SpecialBow and Arrows (Urbosa's Fury) 	Link fires an arrow projectile towards his opponent. When fully charged the arrow gains electrical properties. 
*Hero's Bow - A regular arrow is fired, the arrows can be picked up if they land on the ground. 
*Fire Bow - Launches an arrow ablaze towards his opponent with less distance but more damage. 
*Quickfire - Rapid-fire arrows that can pass through enemies to hit others.
Side SpecialHero Boomerang (Mipha's Grace) 	Link throws his boomerang diagonally. Gains a little bit of health back with each opponent the attack hits. 
*Ripping Boomerang - A short-ranged boomerang that passes through opponents, dealing multiple hits. 
*Gale Boomerang - Deals damage on its way out, and can pull opponents towards you on its way back. 
*Piercing Boomerang - Throw a high-speed boomerang that passes through fighters. Deals less damage than normal.
Up SpecialSpin Attack (Revali's Gale) 	Link spins with his blade outstretched. When used midair the attacks produces a small zephyr that lifts Link even higher. When used on ground a small tornado forms while active, pushing opponents away. 
*Charged Spin - Can be charged allowing multiple hits the more time it charges.
*Shocking Spin - Strong and electrical, but sideways motion is reduced and it leaves you vulnerable. 
*Ricochet - The duration while airborne is less but anything that hits you while it's active is reflected towards the opponent.
Down SpecialRemote Bomb (Daruk's Protection) 	Link creates a remote bomb with the Sheikah Slate that he can detonate at will. While holding the bomb Link gains super armor but if he holds the bomb for too long it'll detonate. 
*Meteor Bomb - Pull out a short-fused bomb that has a meteor effect on airborne foes. 
*Time Bomb - The bomb only explodes when its fuse runs out. Does less damage but launches foes. 
*Short-Fused Bomb - A powerful bomb with a very short fuse. The explosion sends fighters flying upward.
Final SmashAncient Bow and Arrow 	Link shoots an Ancient Arrow that flies straight ahead. If the arrow hits an opponent or the terrain, it explodes. You can only hit one fighter, but the explosion also launches nearby opponents.
Classic ModeHyrule's Warrior 	Classic ModeHyrule's Warrior
Link's Classic Mode has him fighting opponents that have posed a threat to other kingdoms. The final battle's a showdown against Beast Ganon!	Link's Classic Mode has him fighting opponents that have posed a threat to other kingdoms. The final battle's a showdown against Beast Ganon!
 	Samus
 	The galaxy's greatest bounty hunter is back and fully loaded to take on her next target. With her incredible physical prowess and an arsenal of long-range projectile weapons at her disposal, a fight against Samus will prove to be a challenge for any opponent!
 	Moveset
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Neutral SpecialCharge Shot 	Samus charges up a projectile while on the ground or in midair. Can keep the charge after dodging or shielding. 
*Dense Charge Shot - A Charge Shot with even more power, but at the expense of range and speed. 
*Melee Charge Shot - A point-blank Charge Shot that isn't a projectile. Charging expands its range. 
*Static Charge Shot - A Charge Shot variation that paralyzes the opponent upon impact at the cost of some damage.
Side SpecialMissile 	Samus launches a homing missile. Flicking rather than tilting the control stick launches a Super Missile. 
*Relentless Missile - Launch a slower, more persistent missile. Also, the Super Missiles decelerate after a bit. 
*Turbo Missile - Launch a missile that takes a second to get going. Its direction can be adjusted. 
*Ice Missile - Launch a missile that freezes the target upon impact at the cost of some damage.
Up SpecialScrew Attack 	Samus hits opponents several times while spinning up into the air. 
*Screw Rush - Spin forward through the air, launching opponents sideways.
*Apex Screw Attack - Hits at the start and peak of the jump. The force at the peak can launch foes.
*Screw Attack Flurry - Hits the opponent for multiple more hits and gives a higher jump distance at the cost of some damage.
Down SpecialBomb 	Samus drops a bomb in Morph Ball form. Flies upwards if hit by the explosion. 
*Slip Bomb - Drop a bomb that can knock foes over but deals less damage. 
*Mega Bomb - Drop a stronger bomb with a longer fuse. Only one can exist at a time. 
*Dual Bombs - Drops two bombs simultaneously that combined deal the same damage of a single regular bomb but allows for more coverage.
Final SmashZero Laser 	Samus unleashes a massive, long range beam. You can angle the beam up and down while firing. Fighters are drawn to the center, and the attack repeatedly hits any foes caught in its blast.
Classic ModeDeadliest Catch 	Classic ModeDeadliest Catch
Samus's Classic Mode has her facing other space-bound foes, as the mission progresses the threats become more familiar and dangerous before a final showdown against her nemesis, Mother Brain!	Samus's Classic Mode has her facing other space-bound foes, as the mission progresses the threats become more familiar and dangerous before a final showdown against her nemesis, Mother Brain!
 	Pikachu
 	Everyone's favorite Pokémon, Pikachu jolts back into the fray with his ever powerful and nimble electric based attacks. Although not the final form of it's evolutionary line, Pikachu utilizes his slight frame and quick attacks to it's advantage!
 	Moveset
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Neutral SpecialThunder Jolt 	Pikachu discharges a semi-circular bolt of electricity. When grouded, it travels forward while airborne it does so diagonally. 
*Thunder Wave - Discharges a bolt of electricity that can paralyze grounded opponents, but deals less damage and has much less range. 
*Thunder Shock - Discharges a ball of electricity that moves horizontally, albeit angled slightly downward, and explodes rather than bounces as it touches a surface. 
*Thunder Punch - Discharges an electric charged punch that has a minimal close-range yet powerful attack with huge knock-back.
Side SpecialSkull Bash 	Pikachu crouches and then shoots itself forward to perform a corkscrew battering ram, charging the attack increases the travel distance. 
*Shocking Skull Bash - Hits multiple times, with the last hit launching the opponent. However, it deals considerably less damage, and doesn’t go as far.
*Heavy Skull Bash - Grants slightly less distance, and charging doesn’t increase distance, but charges quicker and travels faster, dealing more damage near its beginning.
*Skull Bash Missile - Allows for a greater distance of travel with even minimal charging time. It only deals damage if fully charge yet the damage is minimal.
Up SpecialQuick Attack 	Pikachu Dashes at a blindingly fast speed in two directions that can be selected via the control stick. 
*Meteor Quick Attack - Both dashes have higher knockback at their beginnings and meteor smash aerial opponents, but are slower and cover less distance.
*Swift - The speed of the dashes increases greatly and even allows for a third dash but with poor movility. Each dash leaves a star projectile similar to the Star Rod item.
*Quick Feet - Deals more damage and covers more distance, but only one dash can be performed.
Down SpecialThunder 	Pikachu generates a thundercloud to drop a large thunderbolt onto itself dealing damage to fighters nearby or those directly struck by it. 
*Thunder Burst - Instead of dropping a thunderbolt onto itself, Pikachu discharges electricity around itself. It has more knockback.
*Distant Thunder - The thunderbolt deals more damage and the thundercloud is generated higher, the latter of which makes Thunderspiking much easier.
*Thunderbolt - A small thundercloud is generated over an enemy within a close, visual proximity. The thunderbolt deals less damage than the regular thunder.
Final SmashVolt Tackle 	Pikachu performs Volt Tackle, its evolutionary line's signature move. Pikachu surrounds itself in a sphere of electricity and flies around the stage, charging through opponents. Pressing the attack button will cause the sphere to discharge electricity!
Classic ModeLet's Go, Pikachu! 	Classic ModeLet's Go, Pikachu!
Pikachu's Classic Mode has him fighting foe Pokémon from various different regions ending with a battle against Ultra Necrozma!	Pikachu's Classic Mode has him fighting foe Pokémon from various different regions ending with a battle against Ultra Necrozma!
 	Luigi
 	Although Mario's younger brother has always played second fiddle, things are looking up for Luigi. With his trusty Poltergust at his disposal along with his legendary jumping prowess, not to mention a couple old trick from previous installments, this time around Luigi's scared of no fight and no ghost!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialVacuum Gust 	Luigi spews a small gust of wind out of the Poltergust that pushes enemies away from him with without producing damage. 
*Fire Elemental Ghost - With the help of the Fire Elemental Medal, the Poltergust fires a ball of flames at the opponent causing fire damage. 
*Water Elemental Ghost - With the help of the Water Elemental Medal, the Poltergust fires a jet of water at the opponent causing both knockback and damage. 
*Ice Elemental Ghost - With the help of the Ice Elemental Medal, the Poltergust launches a ball of hail towards the opponent with a chance of freezing them depending on their current damage.
Side SpecialGreen Missile 	Luigi charges up a diving attack that can explode with unexpected power although it can sometimes backfire. 
*Floating Missile - Float sideways in a straight line. Charges quickly, but doesn't do a lot of damage.
*Quick Missile - Fly faster and farther than normal, sliding across the ground if you miss.
*Green Fury - Charging time is greatly increased in exchange of explosive power upon impact. Regardless of if it hits the opponent, there's recoil damage.
Up SpecialSuper Jump Punch 	Luigi punches up through the air. Stronger at the start of the move. 
*Fiery Jump Punch - Easier to get a critical hit at the start, but you don't jump as high. 
*Burial Header - Can bury opponents on the way down, but no critical hits on the way up.
*Soaring Leap - The jump is higher than any other variant of the move at the cost of not producing any damage whatsoever.
Down SpecialFlashlight Spook 	Luigi blinds the opponent his flashlight causing them to get stunned for a few seconds. 
*Freeze Frame - The flash of light lasts less but it freezes the opponent on their tracks. 
*Night Light - The angle covered by the flashlight increases causing more enemies to get caught in it's range at the cost of less stun time.
*Blinding Light - The flash from the light is so severe it causes damage but deals no knockback, similar to Fox's Blaster.
Final SmashPoltergust G-00 	Luigi uses his vacuum to suck in enemies, damages them, and then fires them diagonally upward. If it's used in an area with no ceilings, you might send them soaring right off the screen!
Classic ModeWho You Gonna Call? 	Classic ModeWho You Gonna Call?
Luigi's Classic Mode has him fighting invisible opponents with ghostly or supernatural abilities. The final fight is a battle with the big ghost himself, King Boo!	Luigi's Classic Mode has him fighting invisible opponents with ghostly or supernatural abilities. The final fight is a battle with the big ghost himself, King Boo!
 	Ice Climbers
 	Back once more to the Smash battlefield, the inseparable pair of Ice Climbers is ready to freeze their foes right on their tracks. Two heads are better than one and two mallets hit harder than anything, don't underestimate Popo and Nana, these two are ready to double the pain!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialIce Shot 	The Ice Climbers create ice chunks and hit them with hammers. The chunks slide on the ground and bounce off walls.. 
*Big Ice Shot - Creates a larger ice chunk rather than two separate ones, dealing more damage. If there's only one Ice Climber on the field the ice chunk is normal sized. 
*Ice Skate - Creates ice chunks that melt as they slide through the ground leaving a slippery trail behind it. 
*Thin Ice - Creates ice chunks that travel a longer distance but deal minimal damage when hitting opponents.
Side SpecialSquall Hammer 	The Ice Climbers twirl with their hammers extended. Directional input can move them left and right. 
*Hammer Charge - The twirl is stationary but can be charged, the longer the charge the higher the damage.
*Icecapade - Causes the twirl to produce ice damage as well as freezing to those in contact with the move.
*Double Hammer - The twirl is delayed on one of the Ice Climbers allowing the move to cover more space at the cost of less damage.
Up SpecialBelay 	The Ice Climbers pull on the rope that the other throws, and the two work together to jump up high. 
*Ice Peak - The jump is decreased at the cost of the rope allowing those in contact with it to get frozen for a couple of seconds. 
*Tag Team - The jump of the playable Ice Climber is increased while the other one's is decreased thus allowing a safer recovery at the cost of the partnered Ice Climber.
*Secured Rope - The rope workes as a tether grab allowing it to either catch opponents off the air or grabbing on to the ledge.
Down SpecialBlizzard 	The Ice Climbers unleash an icy flurry that may freeze foes. On an already frozen foe, this prolongs their freeze. 
*Snow Storm - The icy wind hits opponents at a faster pace at the cost of the damage inflicted. 
*Freeze! - The amount of icy wind produced is limited to a single hit but the freezing period is increased.
*Northern Wind - The wind current no longer freezes the opponent but covers more space and pushes enemies away.
Final SmashIceberg 	The Ice Climbers summon a huge iceberg in the center of the stage. Opponents are hit each time they touch it. The iceberg can be controled with left or right inputs!
Classic ModeDouble Trouble 	Classic ModeDouble Trouble
The Ice Climbers' Classic Mode has them fighting famous duos from different universes, the final match is a two-on-two against both Master Hand and Crazy Hand!	The Ice Climbers' Classic Mode has them fighting famous duos from different universes, the final match is a two-on-two against both Master Hand and Crazy Hand!
 	Zelda
 	Bestowed with the blessings of the goddess Hylia, Princess Zelda is back in the fray weilding more power than ever before! With a repertoire of magical abilities at her disposal along with a special moveset fit for a ruler, it wouldn't be wise to underestimate her power!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialNayru's Love 	Zelda envelops herself in a crystal that deals damage and reflects projectiles directed at her. 
*Nayru's Rejection - Summoning Nayru's power, the crystal spins opponent around with ease. Less duration, damage, and knockback, but adds a "flip" effect akin to Mario's Cape. 
*Nayru's Passion - Summoning Nayru's power, the crystal spins to pull opponents in, and then deal fire damage. Won't reflect projectiles. 
*Nayru's Embrace - Summoning Nayru's power, the crystal serves as a shield for a small amount of time. The shield disappears after a couple of seconds or if enough damage is recieved.
Side SpecialDin's Fire 	Zelda fires an orb of magical flames that explodes after a time or when the action is commanded. 
*Din's Flare - Summoning Din's power, the orb travels farther but can't be aimed up or down. Damage is the same at all distances.
*Din's Blaze - Summoning Din's power, a steady fireball floats in the air and explodes after a bit with decreased distance but greater damage power.
*Din's Inferno - Summoning Din's power, all of Zelda's neutral attacks gain fiery damage for a short duration increasing their power.
Up SpecialFarore's Wind 	Zelda teleports in any direction and deals damage when disappearing and reappearing. 
*Farore's Squall - Summoning Farore's power, teleporting doesn't deal damage, but a gust of wind will push foes away. 
*Farore's Windfall - Summoning Farore's power, teleporting will only occur upward, but foes hit when reappearing are meteor smashed.
*Farore's Current - Summoning Farore's power, all of Zelda's jumps get increased range along with a third jump for a short duration.
Down SpecialPhantom Slash 	Zelda summons a Phantom that slashes foes in front of her. Can be charged, each charged state deals different amounts of damage. 
*Phantom Breaker - The Phantom travels a set distance and wears down enemy shields rapidly. 
*Phantom Strike - The Phantom strikes harder than normal but will not move forward much.
*Phantom Guard - The Phantom serves as a shield and won't deal damage but will take a high amount of damage before vanishing.
Final SmashTriforce of Wisdom 	Zelda uses the Triforce of Wisdom against an opponent, damaging and launching them. If the opponent has 100% damage or more, they are sealed away instead of being launched!
Classic ModeNone the Wiser 	Classic ModeNone the Wiser
Zelda's Classic Mode has her fighting against some of the smartest and wiser characters in the franchise before a final showdown against Hyrule's greatest threat, Ganon!	Zelda's Classic Mode has her fighting against some of the smartest and wiser characters in the franchise before a final showdown against Hyrule's greatest threat, Ganon!
 	Meta Knight
 	The mysterious head of the Meta-Knights and one of Kirby's most formidable rivals, Meta Knight is back on the battlefield and is ready to take on any opponent that stands on his path. With one of the fastest paced movesets out of any fighter, a match with Meta Knight will never be an easy one!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialMach Tornado 	Meta Knight twirls and hits enemies to launch them. Repeated button presses can change the direction or cause him to float. 
*Entangling Tornado - Pull enemies in, and then hit them straight up into the air. 
*Dreadful Tornado - A more powerful Mach Tornado, but the amount of spins can't be increased. 
*Mach Vortex - Non-damaging version of the attack that serves as a recovery alternative. Meta Knight floats higher as it's produced.
Side SpecialDrill Rush 	Meta Knight launches forwards in a dizzying spin and drills into foes. The direction can be steered. 
*High-Speed Drill - Faster than Drill Rush, but the angle can't be changed.
*Shieldbreaker Drill - Drill Rush designed to break shields. Attack power and distance are reduced.
*Horn Drill - Stronger version of the attack, has a sweet spot at the tip but leaves the user vulnerable after it's done.
Up SpecialShuttle Loop 	Meta Knight flies into the air, strikes, then strikes again after a loop. Enemies hit by this move are launched upward. 
*Blade Coaster - Fly forward instead of up. Enemies hit will be launched at a lower angle. 
*Lazy Shuttle Loop - Do a slow loop, and then strike hard while rising quickly.
*Halberd Slash - Rather than a second slash, Meta Knight glides after the first slash. Can't be utilized again until hitting the ground.
Down SpecialDimensional Cape 	Meta Knight vanishes, teleports in any direction, and then attacks when reappearing. 
*Shield Piercer - The attack penetrates shields, but the power and distance are lower. 
*Stealth Smasher - Longer travel distance, but the user's left vulnerable for longer.
*Countered Dimension - The attack serves as a counter, Meta Knight appears from behind the foe once activated.
Final SmashDarkness Illusion 	Meta Knight raises his sword, emitting a blast of electricity. If he hits an opponent, he multiplies himself to attack and launch the opponent! If no one is hit, the move won't do anything.
Classic ModeKnight Time 	Classic ModeKnight Time
Meta Knight's Classic Mode has him adhere to his code of honor of only fighting oponents with swords while the final battle has his fighting against one Dreamland's biggest threats, Nightmare!	Meta Knight's Classic Mode has him adhere to his code of honor of only fighting oponents with swords while the final battle has his fighting against one Dreamland's biggest threats, Nightmare!
 	Ike
 	The Commander of the Greil mercenaries is back for another round on the Smash arena. With the choice of his younger, Path of Radiance self or his more seasoned Radiant Dawn persona, Ike's always ready to take to the battlefield and showcase his swordsmanship to those who defy him!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialEruption 	Ike plunges his sword, Ragnell, into the ground triggering a fiery burst. Suffers damage by his own hand when fully charged. 
*Tempest - Plunging Ragnell into the ground creates a wind gust that pushes opponents away but deals no damage. 
*Furious Eruption - Plunging Ragnell into the ground causes an eruption that covers a wider area at the cost of less damage and more recoil. 
*Volcanic - Plunging Ragnell into the ground deals an incredibly damaging burst that deals immense recoil and, if damaged enough, will automatically K.O. the user.
Side SpecialQuick Draw 	Ike lunges forward and slashes at any foe in his path. Can be charged. 
*Close Combat - Produces a faster forward lunge that ends with a body blow that launches foes.
*Unyielding Blade - Produces super armor during the charge and lunge, but the lunge is slower and shorter.
*Path of Radiance - Produces a fiery charge that adds fire damage both on the attack and the trail it crosses. Deals recoil damage.
Up SpecialAether 	Ike throws the sword high into the air, jumps to catch it, and then descends in a two-handed strike. 
*Aether Drive - Throws the sword diagonally up, jumps to grab it, and then swings it on the way down. 
*Aether Wave - Throws the sword diagonally up, jumps to grab it, and creates a shock wave when hitting the ground, but it's less powerful than normal.
*Aether Plunge - Throws the sword diagonally up only, giving the move a safer recovery at the cost of most of the move's damage.
Down SpecialCounter 	Ike prepares for an attack and strikes back if hit. The power depends on the enemy's attack. 
*Paralyzing Counter - A counter that paralyzes enemies instead of dealing damage. 
*Smash Counter - Delivers a slower, more powerful attack when countering.
*Counter Move - Instead of attacking after countering, Ike moves away from the attacker gaining distance.
Final SmashGreat Aether 	Ike knocks his foes into the air and then strikes them repeatedly. Finally, he slams them down to the ground with a single powerful blow. The first strike lacks reach, but it can hit multiple opponents!
Classic ModeKing of the Mercenaries 	Classic ModeKing of the Mercenaries
Ike's Classic Mode has him fighting opponents that represent most members of the Greil Mercenaries before a team-up fight along 'Soren' against his nemesis, the Black Knight!	Ike's Classic Mode has him fighting opponents that represent most members of the Greil Mercenaries before a team-up fight along 'Soren' against his nemesis, the Black Knight!
 	Pokémon Trainer
 	The Pokémon Trainer returns with his trusty companions by his side! Using either Squirtle's nimble flow, Ivysaur's growing power or Charizard's blazing fury, the Trainer has all the tools at their disposal for any type of situation on the battlefield!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral Special'Shoot!' 	The Trainer commands the Pokémon on the field to shoot an attack at the opponent by using a basic STAB move. 
*Water Gun - Squirtle charges up, then spits out streams of water. The water does not deal damage serving only to push opponents. 
*Bullet Seed - Ivysaur sends a barrage of seeds ascending from its bulb. If desired, the move can continue for up to 2 seconds. 
*Flamethrower - Charizard attacks opponents by breathing fire. The range decreases if used too much; the move can be angled.
Side Special'Attack!' 	The Trainer commands the Pokémon on the field to directly attack the opponent with a potent STAB attack. 
*Withdraw - Squirtle retreats into its shell and slides across the stage at high speed. If it hits a wall, it will continue in the opposite direction.
*Razor Leaf - Ivysaur flings a single spinning leaf forward as a projectile, which can hit multiple opponents. The leaf has a random moderate curve to its trajectory.
*Flare Blitz - Charizard charges forward, engulfed in flame, and explodes. It's so powerful that the user takes recoil damage.
Up Special'Recover!' 	The Trainer commands the Pokémon on the field to utilize a move to return to the stage let it be to recover or to damage the opponent. 
*Waterfall - Squirtle creates a wave of water and rides it upwards. The attack deals multiple hits, and is difficult to interrupt.
*Vine Whip - Ivysaur whips a vine diagonally upwards. The move functions as a tether recovery but can also damage the opponent.
*Fly - Charizard spirals into the sky. Can hit opponents multiple times while soaring upward..
Down SpecialPokémon Change 	The Pokémon Trainer calls the current Pokémon on the field back by throwing a Poké Ball at it and switching into another one. 
*'Get Back, Squirtle!' - Squirtle is called back into their Poké Ball, Ivysaur takes their position. 
*'Get Back, Ivysaur!' - Ivysaur is called back into their Poké Ball, Charizard takes their position.
*'Get Back, Charizard!' - Charizard is called back into their Poké Ball, Squirtle takes their position.
Final SmashMega Triple Finish 	The Trainer calls Mega Blastoise, Mega Venasaur and Mega Charizard Y to perform a synchronized combo attack of Hydro Pump, Solar Beam and Fire Blast at the opponent!
Classic ModeThe Road to Mt. Silver 	Classic ModeThe Road to Mt. Silver
Pokémon Trainer's Classic Mode has him fighting opponents representing the Elite Four and Champion of the Indigo League before a final showdown with the previous Champion and his signature Pokémon!	Pokémon Trainer's Classic Mode has him fighting opponents representing the Elite Four and Champion of the Indigo League before a final showdown with the previous Champion and his signature Pokémon!
 	Little Mac
 	The boxing legend from The Bronx is back for another chance at the Smash ring! Known for his dominance of the field and lack of aerial maneuvers, Little Mac can pose a threat to those who don't know better as well as those who think they got the upper hand. Don't let his stature fool you, this guy packs one heck of a punch!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialStraight Lunge 	Little Mac blasts forward with a powerful punch. One button press begins the charge and a second unleashes the strike. 
*Flaming Straight Lunge - Blast forward with a flaming punch that hits multiple times before launching opponents. 
*Stunning Straight Lunge - Blast through opponents at high speed. Will stun and launch at full charge. 
*Low Straight Lunge - Shorter range blow that blasts through opponents at double the charging time for greater power.
Side SpecialJolt Haymaker 	Little Mac leaps forward, dodging low attacks and delivering a punch. A second press unleashes the punch early. 
*Grounding Blow - Jump high into the air to whack opponents downward and bury them.
*Guard Breaker - A slower but more powerful Jolt Haymaker that can't be blocked by shields.
*Sweet Spot - Contains a sweet spot at the center of the hit that deals massive damage, if not utilized it deals regular damage.
Up SpecialRising Uppercut 	Little Mac punches upward while twisting into the air. Hits opponents multiple times. 
*Tornado Uppercut - A twisting uppercut that reaches greater heights. Knocks foes away, only hitting them once.
*Rising Smash - Pop up foes, and then leap up to deliver an extra-powerful punch. Doesn't go very high.
*Rocket Uppercut - Launches user up for the highest distance possible but deals no damage whatsoever.
Down SpecialSlip Counter 	Little Mac Waits for his opponent to attack, and then counters with an uppercut. 
*Compact Counter - A weaker counterattack that doesn't knock foes very far, allowing for easy follow-up combos.
*Dash Counter - The counter window is shorter, but you dash forward to strike, making it useful at range.
*Damage Counter - Counter for double the damage recieved but inflicts double the damage to the attacker.
Final SmashGiga Mac Rush 	Little Mac transforms into Giga Mac and charges forward. If he strikes an opponent, he unleashes a flurry of punches, finishing with a powerful uppercut. If the initial blow misses, he transforms back into Little Mac.
Classic ModeRing Master 	Classic ModeRing Master
Little Mac's Classic Mode has him fighting opponents who serve as callbacks to fighters from his home series, Punch Out!! before a final battle against a high level Donkey Kong!	Little Mac's Classic Mode has him fighting opponents who serve as callbacks to fighters from his home series, Punch Out!! before a final battle against a high level Donkey Kong!
 	Cloud
 	The protagonist of Final Fantasy VII, Cloud wields the enormous Buster Sword. Once a SOLDIER of Shinra, he now fights as a mercenary against the corporation he originally served. You can also select between his Advent Children and original Final Fantasy VII outfits. Charging up his Limit Gauge increases his special move abilities!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialBlade Beam 	Cloud slashes the air to send out a shock wave. The wave can hit multiple enemies during a Limit Break. 
*Blade Wave - The projectile doesn't do damage but it instead pushes the opponent for as long as the move remains active. 
*Blade Strikes - Three smaller shock waves are shot at once one behind a the other dealing smaller damage than a regular Beam Blade. 
*Blade Flurry - Shorter distance in exchange of multiple hits that deal small amounts of damage.
Side SpecialCross Slash 	Cloud continuously slashes the opponent in a swift motion. Finish the combo for the perfect attack. 
*Slash Blow - The combo produced from this variation lasts less but landing the last blow manages to produce a strong hit.
*Cross Chop - The multiple attacks of the combo ger replaced in favor of multiple cross slashes that maintain the opponent trapped. After a couple blows the attacks goes into cooldown.
*Quick Slash - The combo for this attack is produced quickly but the hits deal less damage than any other variation.
Up SpecialClimhazzard 	Cloud thrust his sword and then jumps into the air. Push the button again for a high-speed downward cut. 
*Climjump - The upward slash allows a higher jump distance but doesn't allow a downward cut. The damage on contact is minimal. 
*Climslash - The upward slash produces minimal height but the downward slash produces a high damage slash.
*Braver - The slash attack is done horizontally and further attacks aren't done after the first slash.
Down SpecialLimit Charge/Finishing Touch 	Cloud charges up the Limit Gauge. Causes a tornado with immense launching power during a Limit Break. 
*Limit Charge - The attack only produces a Limit Charge but the charging speed increases. 
*Finishing Touch - The Limit Gauge only charges if the button remains pushed. Otherwise a weaker Finishing Touch is produced.
*Limit Break - Once the Limit Gauge is fully charged, the Finishing Touch deals more damage but causes recoil damage.
Final SmashOmnislash 	Cloud unleashes a flurry of swift slashes before delivering the finishing blow. The final strike creates an explosion, launching nearby fighters caught in the attack.
Classic ModeQuest for Materia 	Classic ModeQuest for Materia
Cloud's Classic Mode has him fighting opponents who serve as callbacks to summons from Final Fantasy VII, specifically Ifrit, Shiva, Ramuh, Odin, Leviathan and Bahamut ZERO!	Cloud's Classic Mode has him fighting opponents who serve as callbacks to summons from Final Fantasy VII, specifically Ifrit, Shiva, Ramuh, Odin, Leviathan and Bahamut ZERO!
 	Inkling
 	The mysterious race of beings that can transform into squids at will are back to leave their mark on the Smash battlefield! Known for being fashion forward, Inklings come in a variety of forms and styles. Choose your look and splatter foes with your ink, there's a turf to conquer!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialSplattershot 	Inkling shoots a stream of ink. Tilting up or down adjusts the angle of the attacks. 
*Messy Splattershoot - The range of the attack is decreased but there's an increase in paint coverage.
*Splattershot Snipe - A single, point-blank Splattershot that will deal more damage the further from the target.
*Splatterbomb - Shoots single ink projectile that will deal increased damage and massive paint coverage but drains the ink meter.
Side SpecialSplat Roller 	Inkling pushes the Splat Roller, burying any opponents hit by it. Tilting left or right changes the direction. 
*Roller Derby - The speed of the Splat Roller is doubled at the cost of damage and paint coverage.
*Paint Roll - Enemies hit by the Splat Roller aren't burried but are covered in paint instantly.
*Rolling Cycle - The attack drains all of the paint meter instantly but deals massive damage and extends the burrial time.
Up SpecialSuper Jump 	Inkling transforms into a squid and jumps straight up. Tilting left or right can change the angle a little. 
*Ink Rocket - The paint trail left after doing the jump can cover whoever's in it's path.
*Squid Missile - A damaging variation of the move, less distance in exchange for damage.
*Paint Geyser - Drains the ink meter but propells the user into a massive jumping distance.
Down SpecialSplat Bomb 	Inkling throws a Splat Bomb, which explodes when it hits or after time passes. Holding the button tosses it farther. 
*Timed Splat - Throws a Splat Bomb that explodes after a fixed amount of time as opposed to contact or activation.
*Splat Grenade - Throws a Splat Bomb that explodes as soon as it makes contact with either an opponent or the ground. 
*Atomic Splat - Launches a single Splat Bomb that depletes the ink meter but explodes into a massive ink explosion.
Final SmashKiller Wail 	Inkling sets up the Killer Wail, which fires a sonic blast. The beam damages and launches anyone caught in its path. The angle can be adjusted up or down. You can also move away from the beam and attack on your own.
Classic ModePaint by Numbers 	Classic ModePaint by Numbers
Inkling's Classic Mode has them facing characters that represent every color on the rainbow spectrum before a final battle against their dreaded nemesis, the slimy DJ Octavio!	Inkling's Classic Mode has them facing characters that represent every color on the rainbow spectrum before a final battle against their dreaded nemesis, the slimy DJ Octavio!
 	Dark Samus ε
 	An exceptionally strong and terrifying being made of Phazon, Dark Samus is back with an array of new tricks to her name. While still utilizing many of the moves she learned from Samus, energy attacks now deal way less damage to Dark Samus due to her Phazon biology!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialPhazon Shot 	Dark Samus charges up a projectile while on the ground or in midair. Can keep the charge after dodging or shielding. 
*Light Phazon Shot - A Phazon Shot with even more range and speed, but at the expense of power. 
*Melee Phazon Shot - A point-blank Phazon Shot that isn't a projectile. Charging expands its range. 
*Parasitic Phazon Shot - A Phazon Shot variation that heals the user upon impact at the cost of damage and range.
Side SpecialPhazon Spheres 	Dark Samus launches up to four homing spheres similar to how she did on her Assist Trophy days. The longer the charge, the more spheres released. 
*Relentless Spheres - Launch a slower, more persistent sphere. Limited to two spheres per use. 
*Savage Spheres - Launch spheres at a quicker homing speed at the cost of some damage. 
*Stalling Spheres - Launch spheres that paralyze the target in place at the cost of range and damage.
Up SpecialScrew Attack 	Dark Samus hits opponents several times while spinning up into the air. 
*Screw Rush - Spin forward through the air, launching opponents sideways.
*Apex Screw Attack - Hits at the start and peak of the jump. The force at the peak can launch foes.
*Screw Attack Flurry - Hits the opponent for multiple more hits and gives a higher jump distance at the cost of some damage.
Down SpecialPhazon Tentacles 	Dark Samus generates tentacles that erupt from the ground, dealing great knockback. 
*Phazon Wave - Generate tentacles that deal no damage but cause extreme knockback on the opponent. 
*Phazon Crush - Generate tentacles that cause increased damage but deal little knockback and have a shorter duration. 
*Phazon Counter - Once hit, generate tentacles that counter the attack that struck the user.
Final SmashPhazon Laser 	Dark Samus creates a Dark Echo on the other side of the field, both unleash a massive, long range beam. Fighters are drawn to the center, and the attacks repeatedly hit any foes caught in its blast. The damage is increasingly lower than that of Samus's Zero Laser but covers more ground.
Classic ModePrime Corruption 	Classic ModePrime Corruption
Dark Samus's Classic Mode has her facing 'pure' characters in an attempt to corrupt them into her side. Each defeated fighter will appear as an allie on the next battle culminating in a showdown against Mother Brain!	Dark Samus's Classic Mode has her facing 'pure' characters in an attempt to corrupt them into her side. Each defeated fighter will appear as an allie on the next battle culminating in a showdown against Mother Brain!
 	Joker
 	The protagonist of Persona 5, a high school student with the ability to wield the supernatural power of the Persona. You can also select between his Phantom Thief attire and high school outfit. Unlike the rest of the roster, Joker doesn't have custom moves, rather he utilizes his Rebelion Gauge to change his playstyle completely!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialGun 	Joker fire his gun once, and he will continually fire if the special button is pressed multiple times. It also works while airborne. 
*Gun Special - Joker summons Arsene upgrading the attack. He will fire three bullets with each shot when firing straight forwards. The other two methods of firing become stronger, as well.
Side SpecialEiha 	Joker snaps his fingers, and sends out a small projectile with an explosive area of effect. The projectile doesn't do much damage, but will cause the opponent to become cursed, taking damage over time. 
*Eigaon - Joker summons Arsene upgrading the attack. He utilizes Eigaon, a more powerful projectile that hits multiple times, and causes the curse to last longer than usual.
Up SpecialGrappling Hook 	Joker will shoot a grappling hook upwards at an angle. It acts as a tether recovery, similar to Ivysaur's Vine Whip, and can pull opponents closer to Joker if it hits them. 
*Wings of Rebellion - Joker summons Arsene upgrading the attack. Causes Arsene to allow Joker to fly upwards, or at a slight angle. Joker is invincible during Wings of Rebellion's startup.
Down SpecialRebel's Guard 	Joker will assume a defensive pose, and any hit given to him will fill his Rebellion Gauge, and cause him to take 0.4x the amount of damage. 
*Tetrakarn - Joker summons Arsene upgrading the attack. Tetrakarn is activated when the opponent uses a physical attack against him, causing Joker to counter the opponent with 1.6x the damage, with a 12% minimum.
*Makarakarn - Joker summons Arsene upgrading the attack. If a projectile hits Joker instead, he will use Makarakarn, and reflect the projectile with 1.6x the damage and 1.9x the speed.
Final SmashAll-Out Attack 	Joker, along with three of his fellow Phantom Thieves rush the enemy at speeds that cause them to turn into blurs. When the attack finishes, Joker lands in front of the opponents, and a splash screen appears before the opponent's KOed.
Classic ModeTeen Heartthrob 	Classic ModeTeen Heartthrob
Joker's Classic Mode has him fighting opponents who posses corrupted hearts, each representing a deadly sin thus taking the distorted desires away from the opponents!	Joker's Classic Mode has him fighting opponents who posses corrupted hearts, each representing a deadly sin thus taking the distorted desires away from the opponents!
===Newcomers===
 	Sceptile
 	The Forest Pokemon joins the fight as the first fully evolved grass Pokémon in the Smash battlefield. Taking advantage of its high speed, Sceptile brings a deadly game of melee and ranged attacks that are sure ensnare the compatition. Whoever said that grass was the weaker starter type hasn't faced Sceptile yet!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialEnergy Ball 	Sceptile draws power from nature and fires it at the foe in the form of a spherical projectile. The longer the charge the bigger the attack. 
*Giga Drain - If the energy ball is fully charged, the user recovers half the damage inflicted upon the enemy hit by the projectile. 
*Nature Power - The launched projectile becomes either a Shadow Ball or an Aura Sphere depending on the stage the battle is taking place in. 
*Grass Whistle - A non-damaging version of the attack. Impact with the projectile causes the enemy to fall asleep. Sleep duration depends on the charge time of the attack.
Neutral SpecialSeed Bomb 	Sceptile slams a barrage of three hard-shelled seeds down on the foe that deal high explosion damage on those who come in contact with them. 
*Bullet Seed - Rapidly fires seeds towards the foe. The damage from the seeds is similar to Fox's Blaster while equally causing no knockback. 
*Seed Grenade - The seed bombs take longer to detonate but cause higher damage upon exploding. Can be picked up and thrown while they're not ingited. 
*Nature Bomber - Throws a single huge seed bomb that explodes dealing massive damage upon impact with an opponent or the ground. Reduced launch distance and range.
Up SpecialLeaf Storm 	Sceptile whips up a storm of sharp leaves around itself that propels it upwards after a small charge duration. Enemies hit by the leaves recive massive damage but Sceptile remains extremely vulnerable if hit before landing back. 
*Petal Dance - Summons a flurry of petals that deal high damage without the vulnerable state post-attack but leaves the user dazzed for a couple seconds after landing.
*Razor Leaf - The amount of leaves around the user decrease exponentially and deal less damage but the charge time is shorter and there's no vulnerable state post-attack.
*Leafage - A weaker damage dealing variation of the move that trades power for speed causing the travel distance to increase exponentially.
Down SpecialLeaf Blade 	Sceptile prepares for an incoming attack and counterattacks with the razor sharp leaves on its wrist dealing massive damage to the attacker. 
*X-Scissor - The counterattack deals less damage but hits both left and right sides of the user upon activation.
*Shadow Claw - The counterattack deals an increased amount of damage if the foe is hit from behind, it deal regular damage otherwise.
*Cross Poison - The attack leaves the foe with the flower status condition for a couple seconds after being hit by the attack.
Final SmashFrenzy Plant 	Sceptile Mega evolves into Mega Sceptile, sticks its hands in the ground and makes giant roots come out of the ground and strike the opponent.The direction at which the roots slam the enemies can be adjusted!
Classic ModeVoice of the Forest 	Classic ModeVoice of the Forest
Sceptile's Classic Mode consist of fights against enemies that pose a threat to the forest! Take down these pyromaniacs and deforestators prior to a final battle against Ultra Necrozma!	Sceptile's Classic Mode consist of fights against enemies that pose a threat to the forest! Take down these pyromaniacs and deforestators prior to a final battle against Ultra Necrozma!
 	Marx
 	The Cosmic Jester joins the fight with big dreams of conquest and destruction. Using a wide array of attacks that range from toys to eldritch terrors, the tiny jester is as unexpected as they can get. Don't let his appearance fool you, Marx is a threat of cosmic proportions, just ask his foes!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialTime-Bomb Jester Ball 	Marx creates a Ball that can either be left on the ground to explode after a couple seconds or kicked towards an opponent to deal explosion damage. 
*Ball Kick Shot - Summons and kicks a ball at a high speed that initially travels straight, it may bounce if it does not collide with anything. 
*Blizzard Ball Kick - The summoned ball can be kicked and once it hits lands a cold explosion occurs that can freeze opponents with high damage. 
*Bluster Ball Kick - The gravity on the ball differs from other variants as descends more slowly, giving it greater air time.
Side SpecialJester Ball Ride 	Marx creates a Ball for him to roll around on, increasing his speed and dealing damage to opponents he runs over similarly to Wario's Bike. 
*Spark Ball Ride - The speed of the ball increases greatly and inflicts electric damage against opponents it comes into contact with.
*Explosive Bomb Ride - Rather than a ball, a bomb is summoned which explodes after a while damaging both the opponent and Marx as soon as it's time runs out.
*Icy Ball Skate - The summoned ball does minimal damage upon contact but leaves a trail of slippery ice behind it making it harder for players to maneuver through it.
Up SpecialRadiant Flight 	Marx grows wings and rushes through the air, taking on an appearance akin to his boss form. This move allows Marx a short hover time similar to Peach and Daisy's float. Pressing B while on this form allows Marx to spew an explosive ball downwards before immediately putting him in free fall. 
*Wicked Wings - The wings' crystals take a purple hue. Pressing B has Marx drop two eyeballs that cause darkness damage upon impact.
*Wing Cutter - The wings' crystals take a green hue. Pressing B has Marx summon four wind cutters that shoot diagonally.
*Sizzling Flight - The wings' crystals take an orange hue and cause fire damage upon contact. Pressing B has Marx drop a fire ball.
Down SpecialFlip Ultima 	Marx sinks into the ground, and after a short delay burst back out dealing damage to all opponents caught in the emergence. 
*Shadow Uppercut - The delay before the attacks lasts less time but the blow deals more damage. 
*Shadow Veil - Rather than attacking, the move serves as a means to avoid damage while Marx hides in the shadows for a small amount of time.
*Ultimatum - A counter variant of the move. Upon activation, a shadow uppercut hits the opponent who hits Marx regardless of their location.
Final SmashDimensional Split 	Marx enters Radiant Flight, then Marx splits in half and opens a black hole, sucking in all opponents close to him and dealing damage. Opponents over 100% are defeated instantly!
Classic ModeMilky Way Wishes 	Classic ModeMilky Way Wishes
Marx's Classic Mode has him fighting opponents who have ties with light or darkness symbolizing the conflict between the Sun and the Moon in Kirby Super Star before a final battle against Kirby villain, Nightmare!	Marx's Classic Mode has him fighting opponents who have ties with light or darkness symbolizing the conflict between the Sun and the Moon in Kirby Super Star before a final battle against Kirby villain, Nightmare!
 	Hades
 	The true ruler of the Underworld joins the battle. His power is on a god—like level, literally! Full of arrogance, he does have a genuine sense of humor, though it mainly serves to conceal his callous disregard for life. Don't let his size fool you, his power's eons bigger than his stature!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialUnfortunate Souls 	Hades summons the souls of the fallen in the form of purple orb-like homing projectiles. Can be charged to summon up to eight orbs. 
*Dark Souls - The summoned orbs deal dark damage upon contact with increased damage but also at an increased charging time. 
*Burning Souls - The summoned orbs cause an explosion upon impact. Can be charged to summon up to four orbs.
*Army of Souls - Eight orbs are summoned at once but with the drawback of dealing minimum damage per hit landed.
Side SpecialTouch of Death 	Hades lunges at the opponent with a vicious slash attack of dark energy. The move deals more damage the less damaged the opponent it touches has accumulated upon impact. 
*Death's Cold Hand - The slashing motion now produces cold damage, freezing the opponent. Freezing time is determined by the opponent's damage.
*Reaping Touch - The attack deals regular damage but once the opponent has more than 180% damage, the attack immediately K.O.s the enemy. Similar to Death's Scythe.
*Touch of Life - Hitting the opponent gives back some health to Hades, the more damaged the opponent is upon impact the more health Hades gains back. The attack deals regular damage regardless of the foe's accumulated damage.
Up SpecialUnderworld Vortex 	Hades summons an enormous tornado that lifts him upwards while dealing massive damage. The tornado's size covers a huge amount of the stage upon activation but the duration is minimal thus limiting the traveled distance. 
*Fatal Zephyr - A smaller summoned tornado that does no damage but causes massive push-back to the enemies near it. Similar to Gust Bellows.
*Netherworld Gale - The tornado's size is limited to Hades' lower body but it allows him to travel upwards for more time.
*Treacherous Winds - A gust of wind lifts Hades after his second jump allowing him to get what would be the equivalent of a third jump.
Down SpecialDragged to Hell 	Hades opens a small portal under the opponent's feet that has undead hands pull the enemy downwards leaving them buried. 
*Underworld's Gate - The portal underneath the opponent unleashes a dark wave causing the enemy to become stunned. 
*Eye for an Eye - A counter variant of the move. Once the opponent hit's Hades, the portal underneath hits back launching them upwards.
*Demon Warp - The portal underneath the opponent teleports them to a random location on the stage.
Final SmashDevastation Ensemble 	Hades teleports the opponents to the Underworld where his army stampedes through them before Hades himself blasts them with all his weaponry before taking him gigantic final form and slamming them with his palm like bugs!
Classic ModeUnderworld Army Recruitment Drive 	Classic ModeUnderworld Army Recruitment Drive
Hades' Classic Mode has him fighting the evilest of evils of gaming history in an attempt to find competent new recruits for his all-new and improved Underworld Army.	Hades' Classic Mode has him fighting the evilest of evils of gaming history in an attempt to find competent new recruits for his all-new and improved Underworld Army.
 	Ashley & Red
 	Who's the girl next door living in the haunted mansion? You better learn her name 'cause it's Ashley! Joined by her little devil of a companion, Red, Ashely utilizes her mishief magic to transform everything around her into something dangerous. Beware of this little witch, she'll cast a hex on you!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialRed Poke 	Ashley commands Red to strike his opponent with his poker multiple times. 
*Wand Whack - A slow powerful thrust with a Wand. Single hitting variation of the attack.
*Broom Bash - A long reaching smack with the Broom. This variation hits with the opponent twice.
*Jack-O-Drop - Drop a pumpkin down in front of you. If the pumpkin hits the opponent it produces an explosion.
Side SpecialRed Javelin 	Ashley commands Red to toss his poker as a quick projectile attack. 
*Wand Crash - A small flaming purple meteor crashes in front of you. The projectile deals fire damage.
*Broom Sweep - Sweep a gust of dust and wind at your foe. The projectile gust pushes opponents without dealing damage.
*Jack-O-Flare - The Jack-O-Lantern spits a fireball towards the opponent. The projectile causes a small explosion upon impact.
Up SpecialRed Wings 	Ashley commands Red to lift her for good vertical height. Red flies for a couple seconds before letting go. 
*Wand Rocket - Shoot electricity down and blast up. The electric blast trail from the Wand damages enemies.
*Broom Flight - Ride the Broom for good horizontal distance. Hitting an enemy interrupts the attack while dealing damage.
*Jack-O-Copter - Jack-O-Lantern spins it leaves like a helicopter. Ashley can let go earlier making Jack-O-Lantern explode.
Down SpecialTransform 	This is where all the magic happens! Use this move to cycle through Red's various forms: Red, Wand, Broom or Jack-O-Lantern! Ashley might be left vulnerable when doing this. 
*Reverse Transform - Cycle through Red's transformations in reverse order for your convenience.
Final SmashPantalones Giganticus! 	Ashley summons a giant, purple cloud of magic mist that covers the stage as her hair turns white, signifying a power-up. Enemies in the stage become tiny while Ashley grows in size allowing for easier K.O.s! But beware, the move has a chance to backfire thus turning everyone but Ashley into giants.
Classic ModeSwitcheroo-Witcheroo 	Classic ModeSwitcheroo-Witcheroo
Ashley's Classic Mode has her fighting enemies known for transforming or switching stances when they fight. The final battle pits her against King Boo for a battle of the paranormal!	Ashley's Classic Mode has her fighting enemies known for transforming or switching stances when they fight. The final battle pits her against King Boo for a battle of the paranormal!
 	Octoling ε
 	Joining their more popular counterparts in battle, the Octoloings are no pushovers! Utilizing many of the same moves that Inklings use much like in Splatoon, the Octolings deal more damage when a foe is covered in their ink yet their ink meter deplets faster. You can also change their look into a variety of styles, from voluminous afros to slick ponytails and edgy mohawks!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialOcto-Shot 	Octoling shoots a stream of ink. Tilting up or down adjusts the angle of the attacks. 
*Messy Octo-Shoot - The range of the attack is decreased but there's an increase in paint coverage.
*Octo-Shot Snipe - A single, point-blank Octo-Shot that will deal more damage the further from the target.
*Octo-Bomb - Shoots single ink projectile that will deal increased damage and massive paint coverage but drains the ink meter.
Side SpecialSplat Roller 	Octoling pushes the Splat Roller, burying any opponents hit by it. Tilting left or right changes the direction. 
*Roller Derby - The speed of the Splat Roller is doubled at the cost of damage and paint coverage.
*Paint Roll - Enemies hit by the Splat Roller aren't burried but are covered in paint instantly.
*Rolling Cycle - The attack drains all of the paint meter instantly but deals massive damage and extends the burrial time.
Up SpecialSuper Jump 	Octoling transforms into an octopus and jumps straight up. Tilting left or right can change the angle a little. 
*Ink Rocket - The paint trail left after doing the jump can cover whoever's in it's path.
*Octo Missile - A damaging variation of the move, less distance in exchange for damage.
*Paint Geyser - Drains the ink meter but propells the user into a massive jumping distance.
Down SpecialAuto Bomb 	Octoling throws an Auto Bomb, which explodes when it hits or after time passes. Holding the button tosses it farther. 
*Auto Timed - Throws a Auto Bomb that explodes after a fixed amount of time as opposed to contact or activation.
*Auto Grenade - Throws a Auto Bomb that explodes as soon as it makes contact with either an opponent or the ground. 
*Atomic Bomb - Launches a single Auto Bomb that depletes the ink meter but explodes into a massive ink explosion.
Final SmashKiller Wail 	Octoling sets up the Killer Wail, which fires a sonic blast. The beam damages and launches anyone caught in its path. The angle can be adjusted up or down. You can also move away from the beam and attack on your own.
Classic ModeOcto Expansion 	Classic ModeOcto Expansion
Octoling's Classic Mode has them facing orange and blue characters before a final showdown against the nasty leader of the Octarians, DJ Octavio!	Octoling's Classic Mode has them facing orange and blue characters before a final showdown against the nasty leader of the Octarians, DJ Octavio!
 	Loki
 	The young, tricky and always charming Sovereign One joins the battle! Wielding the power of literal gods as well as some more simple yet effective tricks up his sleeve, facing him in battle will provide any foe with a worthy challenge. Don't let his young apperance fool you, that's exactly what he wants!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialTrump Card 	Loki throws energy charged cards towards the enemy, contact with them cause the opponent to flinch momentarily. Will continually throw cards if the special button is pressed multiple times. 
*Royal Flush - The throwing cards will take a delay between hits and will reach shorter distances but will deal more damage. 
*Gambit - Impact with the card will deal massive damage at the cost of the continuous throwing function, just a single card thrown per activation.
*Go Fish - The throwing cards will be thrown at higher speed but will deal minimal damage and cause no knockback upon impact.
Side SpecialArcane Runes 	Loki's hands glow with mystical energy as he launches a shockwave towards the opponent. Impact with the attack causes the enemy to become either paralyze or stunned momentarily. 
*Inferno Rune - Loki's hands glow red and the shockwave causes a burning effect both on the enemy and on the trail it leave behind.
*Coldsnap Rune - Loki's hands glow white and the shockwave causes a freezing effect on the enemy and leaves an ice trail that causes anyone who walks on it to slip.
*Slumber Rune - Loki's hands glow pink and the shockwave causes a sleeping effect on the enemy for a couple seconds or until the enemy is hit.
Up SpecialMystic Travel 	Loki metamorphs into an orb of pure mystic energy that travels through the stage. The traveling angle can be changed while charging. 
*Arcane Orb - The travel distance of the move is decreased but impact with it deals damage on the enemy.
*Mystic Flight - The travle distance of the move is increased but the move exclusively travels upwards.
*Transmutation - The move doesn't showcase the traveling trail thus making the landing spot a surprise but makes it harder to maneuver.
Down SpecialRememberance of Time 	Loki looks into the future allowing him to know his opponent's next move and thus avoiding the attack and shifting time around them to keep them slowed down, similar to Bayonetta's Witch Time. 
*Time Warp - The time shift doesn't slow down the enemy but slightly delays their attack moves for a small duration. 
*Time Stop - The time shift doesn't allow Loki to avoid the hit but freezes the opponent for a couple of seconds.
*Time Vortex - The time shift doesn't allow Loki to avoid the hit but his movements are sped up for a small duration.
Final SmashNothingness 	Loki taps into his connection to the Nothingness and erases his opponents' fighting capabilities causes all of the enemy fighters in the match to loose the use of their Special and Smash attacks for a 10 second duration. At the same time, Loki's stats are boosted for the same duration making it easier to knock enemies out!
Classic ModeTheomachy 	Classic ModeTheomachy
Loki's Classic Mode has him fighting against enemies with god-like or divine adjacent origins before a final team-up battle with Bayonetta against the angel Fortitudo!	Loki's Classic Mode has him fighting against enemies with god-like or divine adjacent origins before a final team-up battle with Bayonetta against the angel Fortitudo!
===Downloadable Fighters===
 	Waluigi
 	At long last! The eternal party goer, the sports adept, the kart afficionado: Waluigi joins the battle! You can select between his default Mario Tennis Aces outfit or his more well known plumber look. Being a jack of all trades, this nasty fellow is ready to show why he's worthy of a spot in the Smash roster!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialServe 	Waluigi pulls out his trusty tennis racket and launches a high speed serve towards his opponents. The move's direction can be angled. 
*High Serve - The tennis ball thrown covers a larger distance of the field at a slower speed. Attack power is also decreased. 
*Quick Serve - The tennis ball is thrown at a higher speed dealing more damage at the cost of distance and control. 
*Low Blow - Throws the tennis ball directly towards the ground in front of him causing enemies hit to get burried for a while.
Side SpecialDouble Dash 	Waluigi rides a kart that allows him to hit any opponent in his path. The move is similar to Wario's Bike but with higher speed and less control. 
*One-Way Dash - The kart moves faster and hits harder but can't turn around from it's initial direction upon activation.
*Slow and Steady - The kart's speed is decreased increasingly but allows for a longer use of the move. Waluigi gains damage mitigation while on the kart.
*Waluigi Pinball - Hitting enemies with the kart causes them to get pushed back recoil but does no damage. A physical variation of Fox's Blaster move.
Up SpecialDice Roll 	Waluigi jumps high in the air to hit a rolling dice block. Each dice block roll gives a different effect or item. If he hits an enemy before hitting the dice the move does massive damage but stops immediately. 
*Low Roll - The dice block rolls only from 1-5 allowing the effects of those numbers to be accessible more often.
*High Roll - The dice block rolls only from 6-10 allowing the effects of those numbers to be accessible more often.
*Waluigi Party - Each roll of the dice makes multiple dice block items appear on stage at once. Can't be used for a preset set of time after activation.
Down SpecialBob-Omb 	Waluigi sets loose a Bob-omb that explodes if touched, attacked, or just left alone. The longer it walks the bigger the explosion. 
*Unstable Bob-omb - The Bob-omb set off has an increasingly higher damage output but has a chance of exploding before being set up, harming Waluigi.
*Quick Bob-omb - The Bob-omb walks at a faster speed thus covering more ground at the cost of it's damage and explosion size.
*Stationary Bob-omb - The Bob-omb set of by Waluigi remains still on it's activation spot and explodes after a set amount of time or if interacted with.
Final SmashDance Dance Revolution: Waluigi Mix 	Waluigi performs fast paced dance moves as arrows and buttons appear on screen. If he hits all of the commands correctly, all of his enemies are heavily damaged or if they have 100% or more they get an immediate K.O.!
Classic ModeFighter Pass Champion 	Classic ModeFighter Pass Champion
Waluigi's Classic Mode has him fighting all of the opponents who are included in the first Fighter Pass! Prove why he's the worthiest of fighters before taking on Smash Bros. staples Master Hand and Crazy Hand!	Waluigi's Classic Mode has him fighting all of the opponents who are included in the first Fighter Pass! Prove why he's the worthiest of fighters before taking on Smash Bros. staples Master Hand and Crazy Hand!
 	Ghirahim
 	An evil from a time as ancient as many of the old gods in Hyrule's history, the demon lord Ghirahim joins the Smash battlefield! Graceful as he is deadly, Ghirahim utilizes a vast array of abilities to gain the upper hand while on the field. Be weary or you might get at the fatal end of his blade.
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialThrowing Knives 	Ghirahim summons three knives that float around him, the projectiles can be launch on command. If hit by more than one knife, the opponent takes increased damage from the remaining knives. 
*Target Practice - A single knife is thrown towards the opponent. If it hits the head area the damage is exponentially increased.
*Cutting Edge - All three knives are thrown simultaneously towards the opponent dealing more damage at once. 
*Knive's Edge - If the three knives hit the same target, two more are immediately summoned back at Ghirahim's side.
Side SpecialDiamond Storm 	Ghirahim launches a barrage of five sharp diamond projectiles towards the opponent. The longer the charge the longer the distance they travel. 
*Diamond Strike - The diamonds launched towards the opponent deal more damage but travel a much shorter distance. 
*Diamond Formation - A single diamond projectile is launched left, right, above and (if applicable) below Ghirahim. 
*Sole Diamond - A single diamond three times the size of a regular diamond is launched towards the enemy.
Up SpecialDemon Dimensions 	Ghirahim snaps his fingers and teleport into a flury of diamonds that allows for a simple yet effective recovery, similar to Mewtwo's Teleport. 
*Demon Warp - The teleport's distance is increased on a horizontal axis as opposed to a vertical one.
*Dimension Pull - The teleport generates a small pull that makes nearby objects draw towards the location Ghirahim appears back in.
*SNAP! - There's a small damage hitbox once the teleport is activated, harming those near the range of the attack.
Down SpecialEn Garde! 	Ghirahim uses his superior sparring skills to counter any attack aimed his way with his rapier. 
*Defense Stance - No damage is taken at the cost of any damage that the move would normally provide.
*Attack Stance - Ghirahim takes the full damage output of the move that hits him but the counter deals twice the damage.
*Movement Stance - The counter makes Ghirahim move further from the enemy while dealing minimal damage.
Final SmashGreat Demise 	Ghirahim assumes his Sword Spirit form before teleporting any opponents in his path to the Sealed Grounds where Demise, towering over the opponents, deals a fatal finishing blow with his Demon Sword! Enemies above 100% damage are immediately K.O.ed.
Classic ModeSpirit Swords 	Classic ModeSpirit Swords
Ghirahim's Classic Mode has him fighting against a full roster of sword wielding fighters before a final battle against the reincarnation of Demise, Beast Ganon!	Ghirahim's Classic Mode has him fighting against a full roster of sword wielding fighters before a final battle against the reincarnation of Demise, Beast Ganon!
 	Benimaru
 	Model, playboy, champion, there are a few things Benimaru Nikaido hasn't done and now being a member of the Smash roster is another on he can cross out of his list. You can select between his King of the Fighters XII & XIV looks. Don't get distracted by his magnificent mane, Benimaru's electically charged attacks are the cherry on top of this shocking newcomer's arsenal!
 	Moveset
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{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center;
Neutral SpecialBenimaru Lancer 	Benimaru calls forth a single electric bolt that hits any enemy that's near him. The electric charge gives his neutral and smash attacks added electric damage for a couple of seconds. 
*Lightning Rod - The bolt that strikes Benimaru does more damage, similarly to Pikachu's Thunder, but adds no extra electric damage to his other attacks.
*Charged Strikes - The electric charge deals no damage but charges his other attacks for a longer period of time. 
*Super Lancer - The electric charge makes Benimaru's movement increase in speed for the duration of the attack.
Side SpecialCollider 	Benimaru rushes forward to grab his opponent's head. If he manages to grab them he unleashes an electric discharge on their head leaving them stunned. 
*Charged Rush - The initial rush is increased but, if sucessfully caught, the enemy doesn't recieve much damage. 
*Charged Collider - Lower distance and shorter range but if sucessfully caught, the enemy gets hit with massive damage. 
*Electric Collision - The stun time after the discharge is doubbled against the enemy.
Up SpecialInazuma Kick 	Benimaru performs a somersault kick whilst channeling electricity on his feet for higher reach. Enemies in contact with the move get damaged. 
*Inazuma Strike - The reach of the somersault is decreased but more electricity is charged on his feet, dealing more damage.
*Inazuma Sprint - The electricity is channeled on the ground below Benimaru for higher reach at the cost of all damage.
*High Jump Kick - The somersault follows it's regular path before quickly descending diagonally to strike the foe.
Down SpecialRolling Thunder 	Benimaru uses an electric field to encompass himself and covers the space around him hitting enemies within range. Can deflect projectiles. 
*Thunder Shield - The attack serves as a counter, when hit the discharge shocks back the opponent.
*Rolling Thunderstorm - Benimaru lets out a wider electic discharge that deals more damage but leave his stunned for a moment.
*Electric Bomb - Does a version of the attack that deals the most damage but hits Benimaru with severe recoil damage.
Final SmashRaikouken 	Benimaru charges an immense amount of electricty as lightning fast electric doubles hit enemies in a straight line in front of him. All enemies hit by the doubles are stunned as Benimaru calls fourth a massive electic blast that snipes the foes on its path!
Classic ModeHair-Raising Smackdown 	Classic ModeHair-Raising Smackdown
Benimaru's Classic Mode has him fighting enemies that are known for their fierce follicles and impressive manes. The final battle is a one-on-one stamina match against a high level Terry!	Benimaru's Classic Mode has him fighting enemies that are known for their fierce follicles and impressive manes. The final battle is a one-on-one stamina match against a high level Terry!
==Stages==
NEW STAGES 	NEW STAGES 	NEW STAGES 	NEW STAGES 	NEW STAGES 	NEW STAGES
Battlefield 	Final Destination 	Bowser's Castle 	Donkey Kong Island 	Clock Tower 	Temple of Souls
Castle Dedede 	Poké Floats 2 	Blue Dome 	Phos Volcano 	Dragons Nest 	Pac-Maze
The Epoch 	Plains of Passage 	Bellbridge 	Venus Lighthouse 	Channel 5 HQ 	Tower of Salvation
DLC STAGES 	DLC STAGES 	DLC STAGES 	DLC STAGES 	DLC STAGES 	DLC STAGES
Waluigi Pinball 	Fire Sanctuary 	Masquarade Stage 	Zofia Castle 	Forbidden Wing 	Radical Highway
Taiping Road 	Fichina 	Lord Raptor’s Graveyard	Class Trial 	Dive to the Heart 	Fula City
RETURNING STAGES 	RETURNING STAGES 	RETURNING STAGES 	RETURNING STAGES 	RETURNING STAGES 	RETURNING STAGES
Mushroom Kingdom 	Princess Peach's Castle	Mushroom Kingdom II 	Delfino Plaza 	Luigi's Mansion 	Mushroomy Kingdom
Figure-8 Circuit 	Mario Bros. 	Rainbow Road 	Mushroom Kingdom U 	Mario Galaxy 	Mario Circuit
New Donk City 	Kongo Jungle 	Jungle Japes 	110px Jungle Hijinxs 	Great Bay 	Temple
Bridge of Eldin 	Pirate Ship 	Gerudo Valley 	Spirit Train 	Skyloft 	Great Plateau Tower
Brinstar 	Brinstar Depths 	Norfair 	Frigate Orpheon 	Super Happy Tree 	Yoshi's Island (Melee)
Yoshi's Story 	Yoshi's Island 	Dream Land 	Fountain of Dreams 	Green Greens 	Halberd
The Great Cave Offensive	Corneria 	Venom 	Lylat Cruise 	Saffron City 	Pokémon Stadium
Pokémon Stadium 2 	Spear Pillar 	Unova Pokémon League 	Prism Tower 	Kalos Pokémon League 	Onett
New Pork City 	Magicant 	Big Blue 	Port Town Aero Drive 	Mute City SNES 	Summit
Castle Siege 	Arena Ferox 	Coliseum 	Garreg Mach Monastery	Flat Zone X 	Skyworld
Reset Bomb Forest 	Palutena's Temple 	Garden of Hope 	Smashville 	Town and City 	Wii Fit Studio
Boxing Ring 	Gaur Plains 	Cloud Sea of Alrest 	Duck Hunt 	Moray Towers 	Spring Stadium
Shadow Moses Island 	Wily Castle 	Suzaku Castle 	Midgar 	Northern Cave 	Umbra Clock Tower
Dracula's Castle 	Mementos 	Yggdrasil's Altar 	Spiral Mountain 	King of Fighters Stadium	Minecraft World
110px Mishima Dojo 	??? 	PictoChat 2 	Balloon Fight 	Living Room 	Find Mii
==New Items==
	Dice Block
	A staple of the Mario Party series, the Dice Block defines the course a turn can take. In Smash, roll the Dice Block for a chance at gaining a status effect ranging from beneficial to game breaking!
	Curling Stone
	As a Curling Stone, Kirby will slide in the direction he was facing when he transformed. In Smash, launch the Curling Stone towards your enemy for a powerful strike that leave a slippery trail down it's path!
	Universal Crystal
	Shards capable of allowing heroes to reach their full potential. In Smash, utilizing the Universal Crystal allows the user to gain a momentary stat boost that can change the tides of battle!
	Growth Psynergy
	One of the many Psynergies utilized by Isaac on his quest. In Smash, activating the Growth Synergy will heal the user and slightly grow their stats! This takes the place of the Healing Sprout.
	Tiger Claws
	One of the many claw weapons Pit utilized on his quest against Hades. In Smash, equiping the Tiger Claws gives neutral attacks a longer range and a speed increase for as long as they're active!
	Demon Orbs
	A very rare item containing demon's life force used in business transactions within Inferno. In Smash, throw a Demon Orb towards your opponent to neutralize their use of special moves for a short period of time!
	Curling Bomb
	An explosive device that slides and combusts upon impact leaving an area covered in ink. In Smash, the Curling Bomb will slide until it hits an enemy/wall and explode covering them in ink!
	Nightopian
	The rescident creatures of the Night Dimension, Nightopians exist to enlighten people's dreams. In Smash, summoning a Nightopian will cause all opponents to fall into a deep slumber before it vanishes.
	Guardian
	A shield capable of taking many hits before releasing a powerful shockwave. In Smash, the Guardian will take up to 30% damage before it emits out an electric shockwave against all nearby enemies.
==Bosses==
 	Giga Bowser 	 	
 	An even more imposing figure than the original King of the Koopas, Giga Bowser is roughly twice the size of his scaly, fire-breathing, spike-studded counterpart. With juiced up version of Bowser's attack and greater resistance, overcoming this beast will be no easy task!	 	
 	Attacks 	 	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: transparent; color: #ffffff; border-color:#d0406b"	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: transparent; color: #ffffff; border-color:#d0406b" 	Fire Breath	Giga Bowser takes a short breath and lets loose with a stream of fire! It seems that a good portion of the flames miss by shooting to the side of the playing field.
Flying Slam 	Giga Bowser snatches the opponent and does a massive flying suplex! The knockback from this attack is the strongest in all of the game. 	 	
Whirling Fortress	Giga Bowser gets into his shell and helicopters around. The ground attack only deals up to two hits, while the aerial attack deals up to 11 hits. 	 	
Bowser Bomb 	Giga Bowser leaps into the air and plummets downwards. This attacks leaves all hit opponents buried longer than normal. 	 	
 	King Boo 	 	
 	The leader of the Boos and ruler of the Paranormal Dimension, King Boo's array of supernatural skills are certain to keep anyone who faces him on their toes. With many reality altering abilities and spooks that are sure to leave fighters frozen in fear, this ghost packs a very tangible punch!	 	
 	Attacks 	 	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: transparent; color: #000000; border-color:#d0406b"	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: transparent; color: #000000; border-color:#d0406b" 	Slick	King Boo slams the opponent with his massive ghostly tongue! If hit by this attack the opponent remains paralyzed.
Crown Zapper 	King Boo unleashes a barrage of electric volts out of his crown zapping enemies on it's path! This attack leaves opponents stunned momentarily. 	 	
Ghosting 	King Boo multipies himself to confusie his opponents! If the opponent doesn't hit the correct duplicate in time the actual King Boo will deal a massive Slick attack. 	 	
Paranormal Dimension	King Boo summons the power from the Paranormal Dimension thus making all of the fighter's commands the opposite of what they're intended to be for a small time duration. 	 	
 	Beast Ganon 	 	
 	The true form of the King of Evil, Beast Ganon is malice in it's purest, most savage form. With animalistic senses and unhinged attacks at it's disposal, a showdown against this monster will not be an easy quest for anyone involved!	 	
 	Attacks 	 	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: transparent; color: #ffffff; border-color:#d0406b"	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: transparent; color: #ffffff; border-color:#d0406b" 	Malice Incarnate	Beast Ganon spews a barrage of fiery malice towards the enemy! Opponents caught in it's stream will have small tick damage even after getting out.
Beast Rush 	Beast Ganon rushes through the stage horizontally with savage fury! Lightweight opponents hit by the attack are almost guaranteed to get knocked out. 	 	
Call of the Demon King	Beast Ganon lets out a terrifying roar that paralyzes opponents in close rage! This move is mostly followed by a Beast Rush. 	 	
Calamity 	Beast Ganon stomps the ground near him unleashing an earth shaking attack that leaves opponents buried in the ground! 	 	
 	Nightmare 	 	
 	The evil entity responsible for corrupting the Fountain of Dreams and attempting to spread his nightmares all across Dream Land. The only way to beat this monstrosity is by hitting it while it's tornado-like core is exposed. After enough damage, he takes his Parallel Nightmare forme dealing more damage!	 	
 	Attacks 	 	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: transparent; color: #ffffff; border-color:#d0406b"	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: transparent; color: #ffffff; border-color:#d0406b" 	Dark Veil	Nightmare turns the whole stage dark for a small time duration. Not moving while this effect's in place makes the fighter take tick damage.
Wind Cutters 	Nightmare exposes his core as he lets out wind blades that damage opponents! Nightmare's vulnerable to damage only while on this stance. 	 	
Power Orb 	Nightmare takes his power orb form before letting out shockwaves of dark enery that pulse through the whole stage! 	 	
Sweet Nightmares	Nightmare makes his foes fall into a deep slumber, for each second that the enemy is asleep they take increasing damage! 	 	
 	Ultra Necrozma 	 	
 	The form that the Prism Pokémon takes when it has absorbed overwhelming light energy. Ultra Necrozma has unparalleled power that no Pokémon nor opponent can really forsee before facing off against this magnificent yet extremely volatile force of nature!	 	
 	Attacks 	 	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: transparent; color: #000000; border-color:#d0406b"	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: transparent; color: #000000; border-color:#d0406b" 	Photon Geyser	Ultra Necrozma attacks it's target with a pillar of light! The more times an opponent is hit with it, the more damage it does.
Prismatic Laser 	Ultra Necrozma starts glowing white before it fires multicolored lasers from its body at the opponent! While charing, Ultra Necrozma is extremely vulnerable to attacks. 	 	
Ultra Burst 	Ultra Necrozma calls forth the power of it's Dawn Mane or Dusk Wing forms! A version of either Sunsteel Strike or Moongeist Beam is perofmred as Ultra Necrozma disappears. 	 	
Light That Burns the Sky	Ultra Necrozma performs a more powerful version of Photon Geyser that obliterates anyone caught in it's impact! 	 	
==Game Modes==
TBA
==Downloadable Content==
Super Smash Bros. Neo is the third game of the franchise to feature DLC or Downloadable Content. The main bulk of said DLC comes in the form of Fighter Passes that include five brand new characters along with an extra echo fighter to round up the number to six new fighters per pass.
Each Fighter Pass comes with new stages and an array of music tracks that match each of the five original fighters in the pass. Unlike previous entries, the Fighter Pass can only be purchased as a whole rather than buying each character separately.
Fighter Pass Vol. 1
The Fighter Pass was selected by the community on the ballot ran through the month of February of 2020 where four different battle pass options with a selection of different fighters was provided. Out of the four options, the fighter pass with Waluigi, Ghirahim, Benimaru, Celica and Alucard was the one that recieved the most votes as a whole, with Waluigi being the most wanted character in said option. Likewise, the Fighter Pass was the one with the leading majority of the votes, equating to more than half of the votes from the poll.
Fighter Pass Vol. 1 includes fan favorite Waluigi as his own original fighter after being seen as an assist trophy on every entry of the franchise since Brawl, Waluigi comes with the stage Waluigi Pinball from Mario Kart DS. The demon Sword Spirit Ghirahim follows suit by joining the battle after being an assist trophy in previous entries, his home stage is the Fire Sanctuary from The Legend of Zelda Skyward Sword. Benimaru Nikaido joins Terry Bogard as the second The King of Fighters (previously Fatal Fury) rep, his stage is the Masquarade Stage from The King of Fighters XIV. The Queen of Valentia, Celica, is the fourth fighter in the pack combining both swordsmanship with powerful spellcasting, she comes with the Zofia Castle stage from Fire Emblem Echoes: Shadows of Valentia. The last of the original fighters, Alucard completes the trifecta of assist trophies turned fighters. Alucard comes with the mysteriously dark Forbidden Wing from Castlevania Lords of Shadow 2.
Fighter Pass Vol. 2
The second Fighter Pass was determined by two factors surrounding the ballot used to determine the first pass, those factors being the most wanted characters of each of the options (not counting the winning pass) and the character suggestions set on the last segment of the ballot. Out of all of the given options, Chun-Li and Slippy were the characters with the most votes out of the passes that didn't include the winning pick. Rex from Xenoblade Chronicles 2 came in third place but priority was given to the community suggestions with the most support thus they ended up missing the cut. The remainder of the Fighter Pass's new fighters were chosen by the community come from franchises new to the Smash Bros. series!
Fighter Pass Vol. 2 includes the icon Chun-Li as the third member of Street Fighter to join the fight, Chun-Li comes with her signature stage Taiping Road from Street Fighter II. The brains of team Star Fox Slippy joins his fellow teammates by joining them in battle, his accompanying stage is the icy planet Fichina from Star Fox 64. The legendary succubus Morrigan Aensland is summoned into the battlefiled, her stage is Lord Raptor’s Graveyard from Darkstalkers. Dispair makes its way into Smash as Monokuma joins the battle, he comes with the Class Trail stage from Danganronpa: Trigger Happy Havoc. Last but not least, Sora awakens and dives into battle! Sora comes with the Dive to the Heart stage, a unique realm from Kingdom Hearts.
==Trivia==
DISCLAIMER: This page is being HEAVILY inspired by WesternSkies's amazing fangame Super Smash Bros. Remix (Western) as well as my previous attempt at a fangame Super Smash Bros. for NX.
==References==
====Information====
*http://www.ssbwiki.com/Super_Smash_Bros._4
*http://www.ssbwiki.com/Classic_Mode_%28SSBM%29
*http://www.ssbwiki.com/All-Star_Mode
*http://www.ssbwiki.com/Home-Run_Contest
*http://www.ssbwiki.com/VS_Mode
*http://www.ssbwiki.com/Special_Smash
*http://www.ssbwiki.com/Event_match
*http://www.ssbwiki.com/Target_Smash!!#Target_Test_.28Super_Smash_Bros._Melee.29
====Renders====
*http://www.smashbros.com/us/
*http://smashifiedart.com/
*http://smashboards.com/threads/pac-mans-amazing-full-colour-fan-club-pac-man-general-thread.324354/page-72
*http://zelda.wikia.com/wiki/Hyrule_Warriors/Gallery
====Miscellaneous====
*https://en.wikipedia.org/wiki/Super_Smash_Bros.
*https://www.reddit.com/r/smashbros/
*http://www.ssbwiki.com/Super_Smash_Bros._%28series%29
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Games
Category:Fighting Games
Category:Crossover Fighting Games
Category:Fan Games