CrossClash II

CrossClash II (クロスオーバークラッシュ II, Crossover Crash II) is a crossover fighting game and the sequel to CrossClash, released for the Nintendo Switch and Steam on September 21st, 2026, with a Nymbus port releasing on January 7th, 2027. Faz Studios, the developers of the original game, return to helm the sequel, now publishing and distributing the game themselves, while the original was published by Nintendo. The game was directed by Faz, who also directed CrossClash.
The traditional style of one-on-one fighting returns from CrossClash, with various quality-of-life improvements to freshen the game up. However, more priority was put onto expanding the game's usage of the various media franchises it includes elements from, adding more music, stages, and characters from their worlds into the game. A variety of new game modes were also implemented, including a full story mode. This was done by request of Faz, who felt like the original game didn't do enough to truly bring the various franchises together into one full experience.
Through these elements and plans for a long DLC roadmap, the goal was to create the "ultimate" crossover tournament fighter, being the genre's answer to Super Smash Bros. Ultimate.
==Gameplay==
Much like its predecessor, CrossClash II is a traditional fighting game akin to "tournament" fighters such as the Street Fighter games, featuring one-on-one battles (although tag team modes are available featuring multiple fighters). Each player has a health meter located at the top of the screen (left for player one, right for player two), with the objective of depleting the health of the opposing player's fighter(s). Each match traditionally consists of three rounds, with the objective to win two of these rounds in order to achieve full victory. As before, many game modes exist which alter this formula, allowing players to enjoy the game however they wish.
The simplistic control scheme from the original CrossClash returns, being seen as a "middle ground" between the more complex controls of traditional fighting games such as Street Fighter and more simplistic fighting games such as the Super Smash Bros. series. The majority of fighters have seven grounded moves, three aerial moves, and six special moves (one more than in the original game).
In addition, the Clash Charge mechanic returns; Each fighter has a Clash Charge bar located beneath their health meter, which fills up as they rack up combos and take damage. This meter has three sections, and filling up each one allows the player to use a corresponding Clash Attack for their character (a level 1 Clash Attack for the first bar, Level 2 for the second, etc.).
Finally, each fighter can guard, putting them into a state where attacks dealt to them will have their damage and knockback greatly reduced. Guarding can also lead to sidestepping, which allows fighters to dodge attacks. However, absorbing too much damage in a single period by guarding will put the fighter into a dazed state, leaving them open for punishment. This is done to compensate for the lack of a universal grab/throw system (although some fighters have command grabs).
While this is the general formula for each fighter, there is an increased emphasis on special mechanics for a good portion of the roster's characters. While the previous game's Duo Fighters do not return (with those characters being reworked into individual fighters), some fighters have additional mechanics which alter their playstyle. In the case of particularly extreme mechanics, however, an option exists to convert these fighter's movesets into "simplistic" versions which remove or weaken these mechanics in favor of having the fighter play more akin to the average fighter.
Aside from the fighters themselves, various stages are a key part of gameplay, each hosting a locale and a selection of music from one of the many franchises represented within CrossClash II. Some of these stages feature stage hazards which can interfere with play, although these can be turned on and off to the player's liking. In addition, various items can be set to appear on the stage during battles, offering new strategies and ways to mix up gameplay. Finally, Assists are a new mechanic to the series, allowing players to equip various non-playable characters to their fighter for passive stat boosts, similarly to the Spirits from Super Smash Bros. Ultimate.
===Default Controls===
Controls shown are for the Nintendo Switch's Joycons and Pro Controller.
Basics 	Basics
 	Move Left/Right
 	Jump
 	Crouch
/ 	Guard
( / ) + 	Sidestep Left/Right (grounded) / Air Dodge (airborne)
/ / / 	Taunt
 	Pause
 	Switch Characters (Tag Team only)
Grounded Attacks	Grounded Attacks
 	Basic Attack
+ 	Weak Forward Attack
+ (held) 	Strong Forward Attack
+ 	Weak Up Attack
+ (held) 	Strong Up Attack
+ 	Weak Down Attack
+ (held) 	Strong Down Attack
Aerial Attacks 	Aerial Attacks
 	Basic Aerial
+ 	Forward Aerial
+ 	Back Aerial
Special Attacks 	Special Attacks
 	Neutral Special
+ 	Forward Special
+ 	Back Special
+ 	Up Special
+ 	Down Special
( / ) + 	Guard Special
( / ) + 	Clash Attack
==Modes==
CrossClash II provides a variety of modes for the player, each providing unique experiences. These modes are accessible via a main menu, which is split into various sub-menus.
Single-Player / Local Multiplayer	Single-Player / Local Multiplayer
Versus 	Versus mode is the game's most basic mode, allowing for 1-on-1 matches against either a CPU (with scalable AI on a 1-10 level) or a human opponent on the same console. Available items and Assists can be toggled at the player's discretion.
A Turbo Mode option is also available, which increases the speed of gameplay.
Tag Team 	Tag Team allows both players (regardless of if the second is a CPU or human) to select two or three fighters at a time, which can be rotated out mid-battle. Other than that, the game is essentially the same as Versus mode, aside from the objective being to knock out all of the opposing player's fighters instead of one.
The Turbo Mode option of Versus mode is also available in Tag Team.
Arcade Mode 	Arcade Mode gives each fighter their own personalized route of six battles and a boss battle to navigate through on various difficulties. Completing a character's route will unlock their Major Assist. Arcade Mode can only be played with one player.
For more information, see here.
Endurance 	Various game modes from the previous CrossClash have been grouped under the Endurance banner, as their gameplay involves the player going up against many computer-controlled opponents. Assists can be used in all of these modes.
The list of Endurance modes include:
*Survival: Survival Mode pits the player against either 10, 30, or 50 opponents in a row, with the player's fighter healing a small amount of health with each defeated opponent. Their performance is graded on a E to S scale, depending on their health remaining, longest combo streak, and time. This mode can be played with two players, with the "winner" being determined on who got the best score against the same group of opponents.
*Time Attack: Time Attack is a new game mode, with the objective being to defeat as many random opponents as possible within a certain time limit. This mode can be played with two players, with the "winner" being whoever can defeat the most opponents.
*Roster Rundown: Roster Rundown pits the player against all of their currently available fighters in order of their debut. Unlike the other Endurance modes, Roster Rundown is single-player only.
Assist Challenges 	Every hour, five new Assist Challenges become available in this mode, allowing the player to take on unique battles in order to obtain Minor Assists. The player can try a challenge up to three times before it becomes unavailable in the current rotation.
Boss Battles 	Any boss defeated in Story Mode or Arcade Mode can be refought via the Boss Battles mode with any fighter and the option of using Assists.
Tournament 	A local tournament of up to 32 players (both human and CPU) can be designed using specific rulesets. This mode is designed to make in-person tournaments for the game easier to manage.
Tutorial 	Tutorial mode offers a variety of lessons to help inexperienced players, going from basic manuevers to more complex and character-focused strategies.
Online 	Online
Versus 	Versus mode can be played online with players from around the world. There are various matchmaking options, such as whether or not the player wants items, Assists, Turbo Mode, and/or stage hazards enabled. In addition, players can choose between "Casual" and "Competitive" submodes; Casual matches can have items, Assists, Turbo Mode, and stage hazards, and does not keep track of the player's win-loss ratio. Contrastingly, Competitive matches do not have any additional features such as items, and the player's wins and losses are kept on record.
Tag Team 	Tag Team mode can be played online with players from around the world. The same options as Versus mode are available, with the exception of Competitive mode; The player's wins and losses in Tag Team are recorded by default.
Online Tournament 	A tournament of up to 32 online players can be joined at any time, with rewards such as CrossCash and Assists being given out for high-placing players.
In addition to the always-available standard tournaments, limited-time Event Tournaments are occasionally hosted.
Arenas 	The player can host special arenas with specific rules, allowing up to five others to join in as they please. Up to three matches can occur simultaneously with voice chat enabled (although both options can be disabled), and the host can kick offensive players or put them on a "ban list", blocking them from joining any arena hosted by the same player.
CrossClash TV 	Players can view ongoing online matches, being able to place bets on them. If the player wins a bet, they will receive Betting Chips which they can convert into CrossCash or redeem for items such as Assists and alternate costumes. Players can also publish saved battles online for the world to see.
Gallery 	Gallery
Characters 	Here, the player can view all their unlocked characters, their biographies, and a brief description of their moveset. Unlike the previous game, the player can also view shopkeepers and defeated bosses.
Assists 	Here, the player can view all their Assists, create preset groups of Assists for future use, or scrap Assists for CrossCash.
Music Player 	Here, the player can listen to any of their unlocked songs and manage their Favorites list, which allows for up to twelve songs to be played on any stage. On the Nintendo Switch and Nymbus versions of the game, there is also an option to listen to the music in sleep mode.
Options 	Here, the player can control various aspects of the game, including graphics, volume, controls, and the management of save data.
Statistics 	Here, the player can view their game statistics, such as their longest combo, most played character, and others.
===Menu Music / Announcers===
The music that plays while navigating the game's menus, as well as the announcer which commentates on menu selections (such as calling fighters' names) and battles can be customized, with additional options becoming available through purchasing them in the Shop. In addition, a seperate selection of music tracks is available for the Gallery menus with the same prerequisites.
Unlockable music is marked in italics. The only announcer available at the start of the game is the default announcer.
<tabber>Menu Music Options=
*They Clash Again (Main Theme) - CrossClash II
*Main Menu - CrossClash II
*Main Menu (Alt) - CrossClash II
*Main Menu - Super Mario Bros. 35
*Main Theme - Mario Kart 8
*Competition Menu (Remix) - Sonic the Hedgehog 3
*Main Menu - Sonic Heroes
*Main Menu - Club Penguin: Game Day!
*Title Screen - Spelunky (HD)
*NPC Theme - FNaF World
*Death Report! - UNDERTALE
*Online Menu - Splatoon 2
*Menu 1 - Super Smash Bros. Melee
*Menu - Super Smash Bros. Ultimate
*Character Select - Rivals of Aether
==Fighters==
==Stages==
64 stages are included in the base game of CrossClash II, with 44 of those stages being available from the get-go and 20 being unlockable through either the Shop or unique prerequisites. Some of these stages feature unique hazards which can interfere with play; These can be toggled on and off at will.
Each stage has a total of 24 music tracks which are considered "native" to that stage; 16 are available as soon as the stage itself becomes available, while eight more can be purchased through the Shop. For stages which share music tracks, purchasing an unlockable song will allow it to be played on any of its native stages. In addition to the 24 native tracks, the player can create a "Favorites" playlist of up to 24 songs from any stage in the game; This will allow those tracks to be played on any stage if desired.
===Base Game===
CrossArena
CrossClash (2022) 	CrossArena
CrossClash (2022) 	CrossArena
CrossClash (2022) 	CrossArena
CrossClash (2022)
 	 	 	
<tabber>Description=CrossArena is an unique stage created specifically for the CrossClash series, taking place in a generic gladiator-style arena. The ground is the arena itself, while the background displays podiums filled with spectators.	<tabber>Description=CrossArena is an unique stage created specifically for the CrossClash series, taking place in a generic gladiator-style arena. The ground is the arena itself, while the background displays podiums filled with spectators.	<tabber>Description=CrossArena is an unique stage created specifically for the CrossClash series, taking place in a generic gladiator-style arena. The ground is the arena itself, while the background displays podiums filled with spectators.	<tabber>Description=CrossArena is an unique stage created specifically for the CrossClash series, taking place in a generic gladiator-style arena. The ground is the arena itself, while the background displays podiums filled with spectators.
CrossCade
CrossClash II (2025)	CrossCade
CrossClash II (2025)	CrossCade
CrossClash II (2025)	CrossCade
CrossClash II (2025)
			
<tabber>Description=CrossCade is an unique area created specifically for CrossClash II, meant to resemble an arcade machine (complete with a scalined screen and borders which obstruct the view of the stage). Aside from the aforementioned visual effects, CrossCade is otherwise identical to the CrossArena.
CrossCade is an unlockable stage and can be unlocked by completing any 12 Arcade Mode routes on Hard or Nightmare difficulty.	<tabber>Description=CrossCade is an unique area created specifically for CrossClash II, meant to resemble an arcade machine (complete with a scalined screen and borders which obstruct the view of the stage). Aside from the aforementioned visual effects, CrossCade is otherwise identical to the CrossArena.
CrossCade is an unlockable stage and can be unlocked by completing any 12 Arcade Mode routes on Hard or Nightmare difficulty.	<tabber>Description=CrossCade is an unique area created specifically for CrossClash II, meant to resemble an arcade machine (complete with a scalined screen and borders which obstruct the view of the stage). Aside from the aforementioned visual effects, CrossCade is otherwise identical to the CrossArena.
CrossCade is an unlockable stage and can be unlocked by completing any 12 Arcade Mode routes on Hard or Nightmare difficulty.	<tabber>Description=CrossCade is an unique area created specifically for CrossClash II, meant to resemble an arcade machine (complete with a scalined screen and borders which obstruct the view of the stage). Aside from the aforementioned visual effects, CrossCade is otherwise identical to the CrossArena.
CrossCade is an unlockable stage and can be unlocked by completing any 12 Arcade Mode routes on Hard or Nightmare difficulty.
CrossChannels
CrossClash II (2025) 	CrossChannels
CrossClash II (2025) 	CrossChannels
CrossClash II (2025) 	CrossChannels
CrossClash II (2025)
 	 	 	
<tabber>Description=CrossChannels is an original stage set inside of a television set. The ground consists of a static floor, with the background cycling between different locations; the Flynn-Fletcher home from Phineas & Ferb, the Wubb Club from Wow! Wow! Wubbzy!, Acme Acres from Looney Tunes, Evergreen Terrace from The Simpsons, and Andy's Room from Toy Story.	<tabber>Description=CrossChannels is an original stage set inside of a television set. The ground consists of a static floor, with the background cycling between different locations; the Flynn-Fletcher home from Phineas & Ferb, the Wubb Club from Wow! Wow! Wubbzy!, Acme Acres from Looney Tunes, Evergreen Terrace from The Simpsons, and Andy's Room from Toy Story.	<tabber>Description=CrossChannels is an original stage set inside of a television set. The ground consists of a static floor, with the background cycling between different locations; the Flynn-Fletcher home from Phineas & Ferb, the Wubb Club from Wow! Wow! Wubbzy!, Acme Acres from Looney Tunes, Evergreen Terrace from The Simpsons, and Andy's Room from Toy Story.	<tabber>Description=CrossChannels is an original stage set inside of a television set. The ground consists of a static floor, with the background cycling between different locations; the Flynn-Fletcher home from Phineas & Ferb, the Wubb Club from Wow! Wow! Wubbzy!, Acme Acres from Looney Tunes, Evergreen Terrace from The Simpsons, and Andy's Room from Toy Story.
Steamboat Willie
Steamboat Willie (1928) 	Steamboat Willie
Steamboat Willie (1928) 	Steamboat Willie
Steamboat Willie (1928) 	Steamboat Willie
Steamboat Willie (1928)
 	 	 	
<tabber>Description=Steamboat Willie is based on the Mickey Mouse cartoon of the same name, taking inspiration from the level representing it in Mickey Mania. The ground consists of the deck of the titular sailboat, with the background displaying the shore, which the boat slowly sails past. Everything in the stage is rendered in black-and-white, with the exception of items and fighters.	<tabber>Description=Steamboat Willie is based on the Mickey Mouse cartoon of the same name, taking inspiration from the level representing it in Mickey Mania. The ground consists of the deck of the titular sailboat, with the background displaying the shore, which the boat slowly sails past. Everything in the stage is rendered in black-and-white, with the exception of items and fighters.	<tabber>Description=Steamboat Willie is based on the Mickey Mouse cartoon of the same name, taking inspiration from the level representing it in Mickey Mania. The ground consists of the deck of the titular sailboat, with the background displaying the shore, which the boat slowly sails past. Everything in the stage is rendered in black-and-white, with the exception of items and fighters.	<tabber>Description=Steamboat Willie is based on the Mickey Mouse cartoon of the same name, taking inspiration from the level representing it in Mickey Mania. The ground consists of the deck of the titular sailboat, with the background displaying the shore, which the boat slowly sails past. Everything in the stage is rendered in black-and-white, with the exception of items and fighters.
Mickeyjunk Mountain
Epic Mickey (2010) 	Mickeyjunk Mountain
Epic Mickey (2010) 	Mickeyjunk Mountain
Epic Mickey (2010) 	Mickeyjunk Mountain
Epic Mickey (2010)
 	 	 	
<tabber>Description=Mickeyjunk Mountain is based off the area of the same name from Epic Mickey. The ground is comprised of rock, with the background displaying various pieces of withered Mickey Mouse merchandise.	<tabber>Description=Mickeyjunk Mountain is based off the area of the same name from Epic Mickey. The ground is comprised of rock, with the background displaying various pieces of withered Mickey Mouse merchandise.	<tabber>Description=Mickeyjunk Mountain is based off the area of the same name from Epic Mickey. The ground is comprised of rock, with the background displaying various pieces of withered Mickey Mouse merchandise.	<tabber>Description=Mickeyjunk Mountain is based off the area of the same name from Epic Mickey. The ground is comprised of rock, with the background displaying various pieces of withered Mickey Mouse merchandise.
Conch Street
SpongeBob SquarePants (1999) 	Conch Street
SpongeBob SquarePants (1999) 	Conch Street
SpongeBob SquarePants (1999) 	Conch Street
SpongeBob SquarePants (1999)
 	 	 	
<tabber>Description=Conch Street is based off the street on which SpongeBob lives in SpongeBob SquarePants. The ground is comprised of the road, while the background displays the houses of Patrick, Squidward, and SpongeBob (left to right).	<tabber>Description=Conch Street is based off the street on which SpongeBob lives in SpongeBob SquarePants. The ground is comprised of the road, while the background displays the houses of Patrick, Squidward, and SpongeBob (left to right).	<tabber>Description=Conch Street is based off the street on which SpongeBob lives in SpongeBob SquarePants. The ground is comprised of the road, while the background displays the houses of Patrick, Squidward, and SpongeBob (left to right).	<tabber>Description=Conch Street is based off the street on which SpongeBob lives in SpongeBob SquarePants. The ground is comprised of the road, while the background displays the houses of Patrick, Squidward, and SpongeBob (left to right).
Wii Menu
Wii (2006) 	Wii Menu
Wii (2006) 	Wii Menu
Wii (2006) 	Wii Menu
Wii (2006)
 	 	 	
<tabber>Description=Wii Menu is based off the user interface of the Wii console. The ground resembles the bar which holds the time, Wii Message Board, and options (with the appropiate buttons appearing), with the background displaying a default Wii menu.	<tabber>Description=Wii Menu is based off the user interface of the Wii console. The ground resembles the bar which holds the time, Wii Message Board, and options (with the appropiate buttons appearing), with the background displaying a default Wii menu.	<tabber>Description=Wii Menu is based off the user interface of the Wii console. The ground resembles the bar which holds the time, Wii Message Board, and options (with the appropiate buttons appearing), with the background displaying a default Wii menu.	<tabber>Description=Wii Menu is based off the user interface of the Wii console. The ground resembles the bar which holds the time, Wii Message Board, and options (with the appropiate buttons appearing), with the background displaying a default Wii menu.
Boxing Ring
Wii Sports (2006) 	Boxing Ring
Wii Sports (2006) 	Boxing Ring
Wii Sports (2006) 	Boxing Ring
Wii Sports (2006)
 	 	 	
<tabber>Description=Boxing Ring takes place in the ring seen in Wii Sports. The ground is the floor of the ring, with the ropes being present on each side, while the background displays a jumbotron and audience, the latter of which cheering upon a fighter landing a strong hit.	<tabber>Description=Boxing Ring takes place in the ring seen in Wii Sports. The ground is the floor of the ring, with the ropes being present on each side, while the background displays a jumbotron and audience, the latter of which cheering upon a fighter landing a strong hit.	<tabber>Description=Boxing Ring takes place in the ring seen in Wii Sports. The ground is the floor of the ring, with the ropes being present on each side, while the background displays a jumbotron and audience, the latter of which cheering upon a fighter landing a strong hit.	<tabber>Description=Boxing Ring takes place in the ring seen in Wii Sports. The ground is the floor of the ring, with the ropes being present on each side, while the background displays a jumbotron and audience, the latter of which cheering upon a fighter landing a strong hit.
Super Mario Bros.
Super Mario Bros. (1985) 	Super Mario Bros.
Super Mario Bros. (1985) 	Super Mario Bros.
Super Mario Bros. (1985) 	Super Mario Bros.
Super Mario Bros. (1985)
 	 	 	
<tabber>Description=Super Mario Bros. is based off the game of the same name, which was the first installment of the Super Mario series. The ground resembles the ground found in overworld levels, while the background starts at World 1-1 and scrolls through every level found in Super Mario Bros.. Upon reaching the end of World 8-4, the background resets to World 1-1.	<tabber>Description=Super Mario Bros. is based off the game of the same name, which was the first installment of the Super Mario series. The ground resembles the ground found in overworld levels, while the background starts at World 1-1 and scrolls through every level found in Super Mario Bros.. Upon reaching the end of World 8-4, the background resets to World 1-1.	<tabber>Description=Super Mario Bros. is based off the game of the same name, which was the first installment of the Super Mario series. The ground resembles the ground found in overworld levels, while the background starts at World 1-1 and scrolls through every level found in Super Mario Bros.. Upon reaching the end of World 8-4, the background resets to World 1-1.	<tabber>Description=Super Mario Bros. is based off the game of the same name, which was the first installment of the Super Mario series. The ground resembles the ground found in overworld levels, while the background starts at World 1-1 and scrolls through every level found in Super Mario Bros.. Upon reaching the end of World 8-4, the background resets to World 1-1.
Bowser's Castle
Super Mario Bros. (1985) / Mario Kart 8 (2014) 	Bowser's Castle
Super Mario Bros. (1985) / Mario Kart 8 (2014) 	Bowser's Castle
Super Mario Bros. (1985) / Mario Kart 8 (2014) 	Bowser's Castle
Super Mario Bros. (1985) / Mario Kart 8 (2014)
 	 	 	
<tabber>Description=Bowser's Castle is based off its incarnation in Mario Kart 8. The ground resembles the bridge on which the race begins, while the background focuses on the castle's exterior.	<tabber>Description=Bowser's Castle is based off its incarnation in Mario Kart 8. The ground resembles the bridge on which the race begins, while the background focuses on the castle's exterior.	<tabber>Description=Bowser's Castle is based off its incarnation in Mario Kart 8. The ground resembles the bridge on which the race begins, while the background focuses on the castle's exterior.	<tabber>Description=Bowser's Castle is based off its incarnation in Mario Kart 8. The ground resembles the bridge on which the race begins, while the background focuses on the castle's exterior.
Peach's Castle
Super Mario 64 (1996) 	Peach's Castle
Super Mario 64 (1996) 	Peach's Castle
Super Mario 64 (1996) 	Peach's Castle
Super Mario 64 (1996)
 	 	 	
<tabber>Description=Peach's Castle is based off its incarnation in Super Mario 64 while taking certain design cues from Super Mario Odyssey. The ground is a grassy path which resembles the area in which Mario appears upon starting a save file in Super Mario 64, while the background displaying the castle itself.	<tabber>Description=Peach's Castle is based off its incarnation in Super Mario 64 while taking certain design cues from Super Mario Odyssey. The ground is a grassy path which resembles the area in which Mario appears upon starting a save file in Super Mario 64, while the background displaying the castle itself.	<tabber>Description=Peach's Castle is based off its incarnation in Super Mario 64 while taking certain design cues from Super Mario Odyssey. The ground is a grassy path which resembles the area in which Mario appears upon starting a save file in Super Mario 64, while the background displaying the castle itself.	<tabber>Description=Peach's Castle is based off its incarnation in Super Mario 64 while taking certain design cues from Super Mario Odyssey. The ground is a grassy path which resembles the area in which Mario appears upon starting a save file in Super Mario 64, while the background displaying the castle itself.
Luigi's Mansion
Luigi's Mansion (2001) 	Luigi's Mansion
Luigi's Mansion (2001) 	Luigi's Mansion
Luigi's Mansion (2001) 	Luigi's Mansion
Luigi's Mansion (2001)
 	 	 	
<tabber>Description=Luigi's Mansion is based off the main mansion from the game of the same name. The floor is an unkept dirt road, while the background displays the mansion itself.	<tabber>Description=Luigi's Mansion is based off the main mansion from the game of the same name. The floor is an unkept dirt road, while the background displays the mansion itself.	<tabber>Description=Luigi's Mansion is based off the main mansion from the game of the same name. The floor is an unkept dirt road, while the background displays the mansion itself.	<tabber>Description=Luigi's Mansion is based off the main mansion from the game of the same name. The floor is an unkept dirt road, while the background displays the mansion itself.
Fossil Falls
Super Mario Odyssey (2017) 	Fossil Falls
Super Mario Odyssey (2017) 	Fossil Falls
Super Mario Odyssey (2017) 	Fossil Falls
Super Mario Odyssey (2017)
 	 	 	
<tabber>Description=Fossil Falls is based off the Cascade Kingdom from Super Mario Odyssey. The ground is a grassy path, with the background resembling the area in which Mario spawns upon entering the kingdom.	<tabber>Description=Fossil Falls is based off the Cascade Kingdom from Super Mario Odyssey. The ground is a grassy path, with the background resembling the area in which Mario spawns upon entering the kingdom.	<tabber>Description=Fossil Falls is based off the Cascade Kingdom from Super Mario Odyssey. The ground is a grassy path, with the background resembling the area in which Mario spawns upon entering the kingdom.	<tabber>Description=Fossil Falls is based off the Cascade Kingdom from Super Mario Odyssey. The ground is a grassy path, with the background resembling the area in which Mario spawns upon entering the kingdom.
Waluigi Pinball
Mario Kart DS (2005)	Waluigi Pinball
Mario Kart DS (2005)	Waluigi Pinball
Mario Kart DS (2005)	Waluigi Pinball
Mario Kart DS (2005)
			
<tabber>Description=Waluigi Pinball is based off the track of the same name from Mario Kart DS. The floor is the bottom of the pinball machine itself (with the flippers in view), while the background displays the rest of the machine's interior.
Waluigi Pinball is an unlockable stage, and can be unlocked by unlocking Waluigi.	<tabber>Description=Waluigi Pinball is based off the track of the same name from Mario Kart DS. The floor is the bottom of the pinball machine itself (with the flippers in view), while the background displays the rest of the machine's interior.
Waluigi Pinball is an unlockable stage, and can be unlocked by unlocking Waluigi.	<tabber>Description=Waluigi Pinball is based off the track of the same name from Mario Kart DS. The floor is the bottom of the pinball machine itself (with the flippers in view), while the background displays the rest of the machine's interior.
Waluigi Pinball is an unlockable stage, and can be unlocked by unlocking Waluigi.	<tabber>Description=Waluigi Pinball is based off the track of the same name from Mario Kart DS. The floor is the bottom of the pinball machine itself (with the flippers in view), while the background displays the rest of the machine's interior.
Waluigi Pinball is an unlockable stage, and can be unlocked by unlocking Waluigi.
Stonecarving City
Wario Land: Shake It! (2008) 	Stonecarving City
Wario Land: Shake It! (2008) 	Stonecarving City
Wario Land: Shake It! (2008) 	Stonecarving City
Wario Land: Shake It! (2008)
 	 	 	
<tabber>Description=Stonecarving City is based off the eponymous level in Wario Land: Shake It!. The ground consists of a limestone-like rock, with the background displays ruins with a jungle being visible in the background.	<tabber>Description=Stonecarving City is based off the eponymous level in Wario Land: Shake It!. The ground consists of a limestone-like rock, with the background displays ruins with a jungle being visible in the background.	<tabber>Description=Stonecarving City is based off the eponymous level in Wario Land: Shake It!. The ground consists of a limestone-like rock, with the background displays ruins with a jungle being visible in the background.	<tabber>Description=Stonecarving City is based off the eponymous level in Wario Land: Shake It!. The ground consists of a limestone-like rock, with the background displays ruins with a jungle being visible in the background.
Jungle Hijinx
Donkey Kong Country (1994) 	Jungle Hijinx
Donkey Kong Country (1994) 	Jungle Hijinx
Donkey Kong Country (1994) 	Jungle Hijinx
Donkey Kong Country (1994)
 	 	 	
<tabber>Description=Jungle Hijinx is based off Jungle Hijinxs, the similarly named level from Donkey Kong Country. The ground consists of a dirt path, while the background displays a sprawling jungle, with a view of the sky appearing above the trees.	<tabber>Description=Jungle Hijinx is based off Jungle Hijinxs, the similarly named level from Donkey Kong Country. The ground consists of a dirt path, while the background displays a sprawling jungle, with a view of the sky appearing above the trees.	<tabber>Description=Jungle Hijinx is based off Jungle Hijinxs, the similarly named level from Donkey Kong Country. The ground consists of a dirt path, while the background displays a sprawling jungle, with a view of the sky appearing above the trees.	<tabber>Description=Jungle Hijinx is based off Jungle Hijinxs, the similarly named level from Donkey Kong Country. The ground consists of a dirt path, while the background displays a sprawling jungle, with a view of the sky appearing above the trees.
Gangplank Galleon
Donkey Kong Country (1994) 	Gangplank Galleon
Donkey Kong Country (1994) 	Gangplank Galleon
Donkey Kong Country (1994) 	Gangplank Galleon
Donkey Kong Country (1994)
 	 	 	
<tabber>Description=Gangplank Galleon is based off the level of the same name from Donkey Kong Country, which serves as King K. Rool's base of operations. The ground is comprised of the deck of the ship, while the background displays its side, with a view of the ocean also being visible.	<tabber>Description=Gangplank Galleon is based off the level of the same name from Donkey Kong Country, which serves as King K. Rool's base of operations. The ground is comprised of the deck of the ship, while the background displays its side, with a view of the ocean also being visible.	<tabber>Description=Gangplank Galleon is based off the level of the same name from Donkey Kong Country, which serves as King K. Rool's base of operations. The ground is comprised of the deck of the ship, while the background displays its side, with a view of the ocean also being visible.	<tabber>Description=Gangplank Galleon is based off the level of the same name from Donkey Kong Country, which serves as King K. Rool's base of operations. The ground is comprised of the deck of the ship, while the background displays its side, with a view of the ocean also being visible.
Pac-Maze
Pac-Man (1980) 	Pac-Maze
Pac-Man (1980) 	Pac-Maze
Pac-Man (1980) 	Pac-Maze
Pac-Man (1980)
 	 	 	
<tabber>Description=Pac-Maze is based off the maze seen in the original Pac-Man. The ground and background are comprised of glowing blue walls, with the latter also featuring Pac-Dots and Power Pellets.	<tabber>Description=Pac-Maze is based off the maze seen in the original Pac-Man. The ground and background are comprised of glowing blue walls, with the latter also featuring Pac-Dots and Power Pellets.	<tabber>Description=Pac-Maze is based off the maze seen in the original Pac-Man. The ground and background are comprised of glowing blue walls, with the latter also featuring Pac-Dots and Power Pellets.	<tabber>Description=Pac-Maze is based off the maze seen in the original Pac-Man. The ground and background are comprised of glowing blue walls, with the latter also featuring Pac-Dots and Power Pellets.
Buccaneer Beach
Pac-Man World (1999)	Buccaneer Beach
Pac-Man World (1999)	Buccaneer Beach
Pac-Man World (1999)	Buccaneer Beach
Pac-Man World (1999)
			
<tabber>Description=Buccaneer Beach is based off the first level of the same name in Pac-Man World. The ground is comprised of the boardwalk, while the background displays a sandy area with various crates.
Buccaneer Beach is an unlockable stage, and can be unlocked by eating 200 food items.	<tabber>Description=Buccaneer Beach is based off the first level of the same name in Pac-Man World. The ground is comprised of the boardwalk, while the background displays a sandy area with various crates.
Buccaneer Beach is an unlockable stage, and can be unlocked by eating 200 food items.	<tabber>Description=Buccaneer Beach is based off the first level of the same name in Pac-Man World. The ground is comprised of the boardwalk, while the background displays a sandy area with various crates.
Buccaneer Beach is an unlockable stage, and can be unlocked by eating 200 food items.	<tabber>Description=Buccaneer Beach is based off the first level of the same name in Pac-Man World. The ground is comprised of the boardwalk, while the background displays a sandy area with various crates.
Buccaneer Beach is an unlockable stage, and can be unlocked by eating 200 food items.
Green Hill
Sonic the Hedgehog (1991) 	Green Hill
Sonic the Hedgehog (1991) 	Green Hill
Sonic the Hedgehog (1991) 	Green Hill
Sonic the Hedgehog (1991)
 	 	 	
<tabber>Description=Green Hill is based off the first zone of the same name in Sonic the Hedgehog. The ground consists of grass with checkerboarded rock beneath it, while the background features an large loop and various platforms.	<tabber>Description=Green Hill is based off the first zone of the same name in Sonic the Hedgehog. The ground consists of grass with checkerboarded rock beneath it, while the background features an large loop and various platforms.	<tabber>Description=Green Hill is based off the first zone of the same name in Sonic the Hedgehog. The ground consists of grass with checkerboarded rock beneath it, while the background features an large loop and various platforms.	<tabber>Description=Green Hill is based off the first zone of the same name in Sonic the Hedgehog. The ground consists of grass with checkerboarded rock beneath it, while the background features an large loop and various platforms.
Sky Sanctuary
Sonic & Knuckles (1994) 	Sky Sanctuary
Sonic & Knuckles (1994) 	Sky Sanctuary
Sonic & Knuckles (1994) 	Sky Sanctuary
Sonic & Knuckles (1994)
 	 	 	
<tabber>Description=Sky Sanctuary is based off the level of the same name from Sonic & Knuckles, although the scenery best resembles its incarnation in Sonic Generations. The ground is comprised of marble tile, while the background displays various floating islands, and pillars, one of which holds the Master Emerald.	<tabber>Description=Sky Sanctuary is based off the level of the same name from Sonic & Knuckles, although the scenery best resembles its incarnation in Sonic Generations. The ground is comprised of marble tile, while the background displays various floating islands, and pillars, one of which holds the Master Emerald.	<tabber>Description=Sky Sanctuary is based off the level of the same name from Sonic & Knuckles, although the scenery best resembles its incarnation in Sonic Generations. The ground is comprised of marble tile, while the background displays various floating islands, and pillars, one of which holds the Master Emerald.	<tabber>Description=Sky Sanctuary is based off the level of the same name from Sonic & Knuckles, although the scenery best resembles its incarnation in Sonic Generations. The ground is comprised of marble tile, while the background displays various floating islands, and pillars, one of which holds the Master Emerald.
City Escape
Sonic Adventure 2 (2001) 	City Escape
Sonic Adventure 2 (2001) 	City Escape
Sonic Adventure 2 (2001) 	City Escape
Sonic Adventure 2 (2001)
 	 	 	
<tabber>Description=City Escape is based off the level of the same name from Sonic Adventure 2, although the scenery best resembles its incarnation in Sonic Generations. The ground is the sidewalk beside the main road, while the background various buildings and street lamps.	<tabber>Description=City Escape is based off the level of the same name from Sonic Adventure 2, although the scenery best resembles its incarnation in Sonic Generations. The ground is the sidewalk beside the main road, while the background various buildings and street lamps.	<tabber>Description=City Escape is based off the level of the same name from Sonic Adventure 2, although the scenery best resembles its incarnation in Sonic Generations. The ground is the sidewalk beside the main road, while the background various buildings and street lamps.	<tabber>Description=City Escape is based off the level of the same name from Sonic Adventure 2, although the scenery best resembles its incarnation in Sonic Generations. The ground is the sidewalk beside the main road, while the background various buildings and street lamps.
Seaside Hill
Sonic Heroes (2003) 	Seaside Hill
Sonic Heroes (2003) 	Seaside Hill
Sonic Heroes (2003) 	Seaside Hill
Sonic Heroes (2003)
 	 	 	
<tabber>Description=Seaside Hill is based off the stage of the same name from Sonic Heroes. The ground is comprised of the sand facing the ocean, while the background displays a loop-de-loop and various marble pillars.	<tabber>Description=Seaside Hill is based off the stage of the same name from Sonic Heroes. The ground is comprised of the sand facing the ocean, while the background displays a loop-de-loop and various marble pillars.	<tabber>Description=Seaside Hill is based off the stage of the same name from Sonic Heroes. The ground is comprised of the sand facing the ocean, while the background displays a loop-de-loop and various marble pillars.	<tabber>Description=Seaside Hill is based off the stage of the same name from Sonic Heroes. The ground is comprised of the sand facing the ocean, while the background displays a loop-de-loop and various marble pillars.
Eggmanland
Sonic Unleashed (2008)	Eggmanland
Sonic Unleashed (2008)	Eggmanland
Sonic Unleashed (2008)	Eggmanland
Sonic Unleashed (2008)
			
<tabber>Description=Eggmanland is based off the stage of the same name from Sonic Unleashed. The ground is comprised of the road outside the park entrance, while the background displays the entrance itself, as well as the many buildings behind it.
Eggmanland is an unlockable stage, and can be unlocked by winning 50 Vs. matches as Dr. Eggman.	<tabber>Description=Eggmanland is based off the stage of the same name from Sonic Unleashed. The ground is comprised of the road outside the park entrance, while the background displays the entrance itself, as well as the many buildings behind it.
Eggmanland is an unlockable stage, and can be unlocked by winning 50 Vs. matches as Dr. Eggman.	<tabber>Description=Eggmanland is based off the stage of the same name from Sonic Unleashed. The ground is comprised of the road outside the park entrance, while the background displays the entrance itself, as well as the many buildings behind it.
Eggmanland is an unlockable stage, and can be unlocked by winning 50 Vs. matches as Dr. Eggman.	<tabber>Description=Eggmanland is based off the stage of the same name from Sonic Unleashed. The ground is comprised of the road outside the park entrance, while the background displays the entrance itself, as well as the many buildings behind it.
Eggmanland is an unlockable stage, and can be unlocked by winning 50 Vs. matches as Dr. Eggman.
Studiopolis
Sonic Mania (2017)	Studiopolis
Sonic Mania (2017)	Studiopolis
Sonic Mania (2017)	Studiopolis
Sonic Mania (2017)
450px	450px	450px	450px
<tabber>Description=Studiopolis is based off the level of the same name from Sonic Mania. The ground is comprised of a metallic bridge, while the background displays many tall buildings and billboards.
Studiopolis is an unlockable stage, and can be unlocked by winning 50 local Vs. matches as either Mighty or Ray.	<tabber>Description=Studiopolis is based off the level of the same name from Sonic Mania. The ground is comprised of a metallic bridge, while the background displays many tall buildings and billboards.
Studiopolis is an unlockable stage, and can be unlocked by winning 50 local Vs. matches as either Mighty or Ray.	<tabber>Description=Studiopolis is based off the level of the same name from Sonic Mania. The ground is comprised of a metallic bridge, while the background displays many tall buildings and billboards.
Studiopolis is an unlockable stage, and can be unlocked by winning 50 local Vs. matches as either Mighty or Ray.	<tabber>Description=Studiopolis is based off the level of the same name from Sonic Mania. The ground is comprised of a metallic bridge, while the background displays many tall buildings and billboards.
Studiopolis is an unlockable stage, and can be unlocked by winning 50 local Vs. matches as either Mighty or Ray.
Cobalt Plateaus
Angry Birds (2009) 	Cobalt Plateaus
Angry Birds (2009) 	Cobalt Plateaus
Angry Birds (2009) 	Cobalt Plateaus
Angry Birds (2009)
 	 	 	
<tabber>Description=Cobalt Plateaus is based off the area of the same name from the Angry Birds franchise, specifically its incarnation from the Angry Birds Toons animated series. The ground is a grassy path, with the background being a grassy plateau.	<tabber>Description=Cobalt Plateaus is based off the area of the same name from the Angry Birds franchise, specifically its incarnation from the Angry Birds Toons animated series. The ground is a grassy path, with the background being a grassy plateau.	<tabber>Description=Cobalt Plateaus is based off the area of the same name from the Angry Birds franchise, specifically its incarnation from the Angry Birds Toons animated series. The ground is a grassy path, with the background being a grassy plateau.	<tabber>Description=Cobalt Plateaus is based off the area of the same name from the Angry Birds franchise, specifically its incarnation from the Angry Birds Toons animated series. The ground is a grassy path, with the background being a grassy plateau.
Town
Club Penguin (2005) 	Town
Club Penguin (2005) 	Town
Club Penguin (2005) 	Town
Club Penguin (2005)
 	 	 	
<tabber>Description=The Town is based on the room of the same name from Club Penguin. The ground consists of the brick walkway connecting each of the Town's buildings, with the background displaying the buildings themselves; The Coffee Shop, the Dance Club and the Clothes Shop.	<tabber>Description=The Town is based on the room of the same name from Club Penguin. The ground consists of the brick walkway connecting each of the Town's buildings, with the background displaying the buildings themselves; The Coffee Shop, the Dance Club and the Clothes Shop.	<tabber>Description=The Town is based on the room of the same name from Club Penguin. The ground consists of the brick walkway connecting each of the Town's buildings, with the background displaying the buildings themselves; The Coffee Shop, the Dance Club and the Clothes Shop.	<tabber>Description=The Town is based on the room of the same name from Club Penguin. The ground consists of the brick walkway connecting each of the Town's buildings, with the background displaying the buildings themselves; The Coffee Shop, the Dance Club and the Clothes Shop.
EPF Command Room
Club Penguin (2005) 	EPF Command Room
Club Penguin (2005) 	EPF Command Room
Club Penguin (2005) 	EPF Command Room
Club Penguin (2005)
 	 	 	
<tabber>Description=EPF Command Room is based on the room of the same name from Club Penguin, the headquarters of the Elite Penguin Force, taking its design from March 2014 onwards. The ground consists of lower half of the room (the same "floor" as the jail cell), with the background displaying the upper half.EPF Command Room is an unlockable stage, and can be unlocked by buying the EPF Agent costume for Penguin.	<tabber>Description=EPF Command Room is based on the room of the same name from Club Penguin, the headquarters of the Elite Penguin Force, taking its design from March 2014 onwards. The ground consists of lower half of the room (the same "floor" as the jail cell), with the background displaying the upper half.EPF Command Room is an unlockable stage, and can be unlocked by buying the EPF Agent costume for Penguin.	<tabber>Description=EPF Command Room is based on the room of the same name from Club Penguin, the headquarters of the Elite Penguin Force, taking its design from March 2014 onwards. The ground consists of lower half of the room (the same "floor" as the jail cell), with the background displaying the upper half.EPF Command Room is an unlockable stage, and can be unlocked by buying the EPF Agent costume for Penguin.	<tabber>Description=EPF Command Room is based on the room of the same name from Club Penguin, the headquarters of the Elite Penguin Force, taking its design from March 2014 onwards. The ground consists of lower half of the room (the same "floor" as the jail cell), with the background displaying the upper half.EPF Command Room is an unlockable stage, and can be unlocked by buying the EPF Agent costume for Penguin.
Dojo Courtyard
Club Penguin (2005)	Dojo Courtyard
Club Penguin (2005)	Dojo Courtyard
Club Penguin (2005)	Dojo Courtyard
Club Penguin (2005)
			
<tabber>Description=Dojo Courtyard is based off the area of the same name from Club Penguin, which first appeared in the game during the Dig Out the Dojo event in November 2008. The ground is comprised of the stone floor outside the Dojo, while the background displays the Dojo itself, as well as the surrounding scenery.
Dojo Courtyard is an unlockable stage, and can be unlocked by fighting 3000 Vs. battles.	<tabber>Description=Dojo Courtyard is based off the area of the same name from Club Penguin, which first appeared in the game during the Dig Out the Dojo event in November 2008. The ground is comprised of the stone floor outside the Dojo, while the background displays the Dojo itself, as well as the surrounding scenery.
Dojo Courtyard is an unlockable stage, and can be unlocked by fighting 3000 Vs. battles.	<tabber>Description=Dojo Courtyard is based off the area of the same name from Club Penguin, which first appeared in the game during the Dig Out the Dojo event in November 2008. The ground is comprised of the stone floor outside the Dojo, while the background displays the Dojo itself, as well as the surrounding scenery.
Dojo Courtyard is an unlockable stage, and can be unlocked by fighting 3000 Vs. battles.	<tabber>Description=Dojo Courtyard is based off the area of the same name from Club Penguin, which first appeared in the game during the Dig Out the Dojo event in November 2008. The ground is comprised of the stone floor outside the Dojo, while the background displays the Dojo itself, as well as the surrounding scenery.
Dojo Courtyard is an unlockable stage, and can be unlocked by fighting 3000 Vs. battles.
LOOT
LOOT the Game (2011)	LOOT
LOOT the Game (2011)	LOOT
LOOT the Game (2011)	LOOT
LOOT the Game (2011)
450px	450px	450px	450px
<tabber>Description=LOOT is based off the principal location in LOOT the Game. The ground is comprised of a railroad of the room, while the background displays the train which follows the player in LOOT the Game.
LOOT is an unlockable stage, and can be unlocked by beating Elephant's Arcade Mode route on Nightmare difficulty.	<tabber>Description=LOOT is based off the principal location in LOOT the Game. The ground is comprised of a railroad of the room, while the background displays the train which follows the player in LOOT the Game.
LOOT is an unlockable stage, and can be unlocked by beating Elephant's Arcade Mode route on Nightmare difficulty.	<tabber>Description=LOOT is based off the principal location in LOOT the Game. The ground is comprised of a railroad of the room, while the background displays the train which follows the player in LOOT the Game.
LOOT is an unlockable stage, and can be unlocked by beating Elephant's Arcade Mode route on Nightmare difficulty.	<tabber>Description=LOOT is based off the principal location in LOOT the Game. The ground is comprised of a railroad of the room, while the background displays the train which follows the player in LOOT the Game.
LOOT is an unlockable stage, and can be unlocked by beating Elephant's Arcade Mode route on Nightmare difficulty.
Toppat Clan Airship
Infiltrating the Airship (2013) 	Toppat Clan Airship
Infiltrating the Airship (2013) 	Toppat Clan Airship
Infiltrating the Airship (2013) 	Toppat Clan Airship
Infiltrating the Airship (2013)
 	 	 	
<tabber>Description=The Toppat Clan Airship is based off the Toppat Clan's main form of transportation in Infiltrating the Airship. The ground is comprised of a platform floating outside the airship, while the background pans around the aircraft, displaying different areas.	<tabber>Description=The Toppat Clan Airship is based off the Toppat Clan's main form of transportation in Infiltrating the Airship. The ground is comprised of a platform floating outside the airship, while the background pans around the aircraft, displaying different areas.	<tabber>Description=The Toppat Clan Airship is based off the Toppat Clan's main form of transportation in Infiltrating the Airship. The ground is comprised of a platform floating outside the airship, while the background pans around the aircraft, displaying different areas.	<tabber>Description=The Toppat Clan Airship is based off the Toppat Clan's main form of transportation in Infiltrating the Airship. The ground is comprised of a platform floating outside the airship, while the background pans around the aircraft, displaying different areas.
Park Path
Bloons Tower Defense 5 (2011) 	Park Path
Bloons Tower Defense 5 (2011) 	Park Path
Bloons Tower Defense 5 (2011) 	Park Path
Bloons Tower Defense 5 (2011)
 	 	 	
<tabber>Description=Park Path is based off the map of the same name from Bloons Tower Defense 5, while taking inspiration from its incarnation in Bloons Tower Defense 6. The ground is comprised of the outer-most bridge, while the background displays the remainder of the map, with various trees being visible in the background.	<tabber>Description=Park Path is based off the map of the same name from Bloons Tower Defense 5, while taking inspiration from its incarnation in Bloons Tower Defense 6. The ground is comprised of the outer-most bridge, while the background displays the remainder of the map, with various trees being visible in the background.	<tabber>Description=Park Path is based off the map of the same name from Bloons Tower Defense 5, while taking inspiration from its incarnation in Bloons Tower Defense 6. The ground is comprised of the outer-most bridge, while the background displays the remainder of the map, with various trees being visible in the background.	<tabber>Description=Park Path is based off the map of the same name from Bloons Tower Defense 5, while taking inspiration from its incarnation in Bloons Tower Defense 6. The ground is comprised of the outer-most bridge, while the background displays the remainder of the map, with various trees being visible in the background.
Front Yard
Plants vs. Zombies (2009) 	Front Yard
Plants vs. Zombies (2009) 	Front Yard
Plants vs. Zombies (2009) 	Front Yard
Plants vs. Zombies (2009)
 	 	 	
<tabber>Description=Front Yard takes place in front of the player's house in Plants vs. Zombies, which hosts the first ten levels of the game. The ground consists of the lawn itself, with four pots, a fence, and a view of a neighboring house being visible in the background.	<tabber>Description=Front Yard takes place in front of the player's house in Plants vs. Zombies, which hosts the first ten levels of the game. The ground consists of the lawn itself, with four pots, a fence, and a view of a neighboring house being visible in the background.	<tabber>Description=Front Yard takes place in front of the player's house in Plants vs. Zombies, which hosts the first ten levels of the game. The ground consists of the lawn itself, with four pots, a fence, and a view of a neighboring house being visible in the background.	<tabber>Description=Front Yard takes place in front of the player's house in Plants vs. Zombies, which hosts the first ten levels of the game. The ground consists of the lawn itself, with four pots, a fence, and a view of a neighboring house being visible in the background.
Nerd Room
The Angry Video Game Nerd (2004) 	Nerd Room
The Angry Video Game Nerd (2004) 	Nerd Room
The Angry Video Game Nerd (2004) 	Nerd Room
The Angry Video Game Nerd (2004)
 	 	 	
<tabber>Description=The Nerd Room is based off the principal location in the Angry Video Game Nerd series; Multiple Nerd Rooms have existed throughout the series, with the stage being based off the latest one seen starting in 2008. The ground is comprised of the floor of the room, while the the background displays the Nerd's couch and the surrounding shelves.	<tabber>Description=The Nerd Room is based off the principal location in the Angry Video Game Nerd series; Multiple Nerd Rooms have existed throughout the series, with the stage being based off the latest one seen starting in 2008. The ground is comprised of the floor of the room, while the the background displays the Nerd's couch and the surrounding shelves.	<tabber>Description=The Nerd Room is based off the principal location in the Angry Video Game Nerd series; Multiple Nerd Rooms have existed throughout the series, with the stage being based off the latest one seen starting in 2008. The ground is comprised of the floor of the room, while the the background displays the Nerd's couch and the surrounding shelves.	<tabber>Description=The Nerd Room is based off the principal location in the Angry Video Game Nerd series; Multiple Nerd Rooms have existed throughout the series, with the stage being based off the latest one seen starting in 2008. The ground is comprised of the floor of the room, while the the background displays the Nerd's couch and the surrounding shelves.
The Dread-Yacht
Skylanders Giants (2012) 	The Dread-Yacht
Skylanders Giants (2012) 	The Dread-Yacht
Skylanders Giants (2012) 	The Dread-Yacht
Skylanders Giants (2012)
 	 	 	
<tabber>Description=The Dread-Yacht is based off the hub area of Skylanders Giants, piloted by Captain Flynn. The ground is the deck of the ship, while the background displays clouds and floating islands as the ship flies past them.	<tabber>Description=The Dread-Yacht is based off the hub area of Skylanders Giants, piloted by Captain Flynn. The ground is the deck of the ship, while the background displays clouds and floating islands as the ship flies past them.	<tabber>Description=The Dread-Yacht is based off the hub area of Skylanders Giants, piloted by Captain Flynn. The ground is the deck of the ship, while the background displays clouds and floating islands as the ship flies past them.	<tabber>Description=The Dread-Yacht is based off the hub area of Skylanders Giants, piloted by Captain Flynn. The ground is the deck of the ship, while the background displays clouds and floating islands as the ship flies past them.
The Ultimate Weapon
Skylanders Trap Team (2014) 	The Ultimate Weapon
Skylanders Trap Team (2014) 	The Ultimate Weapon
Skylanders Trap Team (2014) 	The Ultimate Weapon
Skylanders Trap Team (2014)
 	 	 	
<tabber>Description=The Ultimate Weapon based off the level of the same name from Skylanders Trap Team, which is the final level of the main campaign. The ground consists of a rocky platform in front of the titular weapon, with the background displaying the weapon and the walkway leading up to it.The Ultimate Weapon is an unlockable stage, and can be unlocked by beating Kaos' Arcade Mode route on Nightmare difficulty.	<tabber>Description=The Ultimate Weapon based off the level of the same name from Skylanders Trap Team, which is the final level of the main campaign. The ground consists of a rocky platform in front of the titular weapon, with the background displaying the weapon and the walkway leading up to it.The Ultimate Weapon is an unlockable stage, and can be unlocked by beating Kaos' Arcade Mode route on Nightmare difficulty.	<tabber>Description=The Ultimate Weapon based off the level of the same name from Skylanders Trap Team, which is the final level of the main campaign. The ground consists of a rocky platform in front of the titular weapon, with the background displaying the weapon and the walkway leading up to it.The Ultimate Weapon is an unlockable stage, and can be unlocked by beating Kaos' Arcade Mode route on Nightmare difficulty.	<tabber>Description=The Ultimate Weapon based off the level of the same name from Skylanders Trap Team, which is the final level of the main campaign. The ground consists of a rocky platform in front of the titular weapon, with the background displaying the weapon and the walkway leading up to it.The Ultimate Weapon is an unlockable stage, and can be unlocked by beating Kaos' Arcade Mode route on Nightmare difficulty.
New World
Minecraft (2011) 	New World
Minecraft (2011) 	New World
Minecraft (2011) 	New World
Minecraft (2011)
 	 	 	
<tabber>Description=New World takes place in a Minecraft world, with the stage's name referencing the default name upon starting a new world. Unlike most stages, the ground and background are randomly chosen upon starting a match (unless one is specifically chosen by the player), with various biomes from Minecraft being available; Badlands, Beach, Desert, Forest, Jungle, Mountains, Mushroom Fields, and Village. The stage also has a day/night cycle, which changes the lighting and allows for certain mobs to spawn.	<tabber>Description=New World takes place in a Minecraft world, with the stage's name referencing the default name upon starting a new world. Unlike most stages, the ground and background are randomly chosen upon starting a match (unless one is specifically chosen by the player), with various biomes from Minecraft being available; Badlands, Beach, Desert, Forest, Jungle, Mountains, Mushroom Fields, and Village. The stage also has a day/night cycle, which changes the lighting and allows for certain mobs to spawn.	<tabber>Description=New World takes place in a Minecraft world, with the stage's name referencing the default name upon starting a new world. Unlike most stages, the ground and background are randomly chosen upon starting a match (unless one is specifically chosen by the player), with various biomes from Minecraft being available; Badlands, Beach, Desert, Forest, Jungle, Mountains, Mushroom Fields, and Village. The stage also has a day/night cycle, which changes the lighting and allows for certain mobs to spawn.	<tabber>Description=New World takes place in a Minecraft world, with the stage's name referencing the default name upon starting a new world. Unlike most stages, the ground and background are randomly chosen upon starting a match (unless one is specifically chosen by the player), with various biomes from Minecraft being available; Badlands, Beach, Desert, Forest, Jungle, Mountains, Mushroom Fields, and Village. The stage also has a day/night cycle, which changes the lighting and allows for certain mobs to spawn.
The Nether
Minecraft (2011) 	The Nether
Minecraft (2011) 	The Nether
Minecraft (2011) 	The Nether
Minecraft (2011)
 	 	 	
<tabber>Description=The Nether is based on the dimension of the same name from Minecraft. The ground consists of a Nether Brick walkway (presumably part of a Nether Fortress), with the background displaying the hellish landscape of the Nether, with a Bastion visible in the distance.The Nether is an unlockable stage, and can be unlocked by defeating 66 fighters in Survival.	<tabber>Description=The Nether is based on the dimension of the same name from Minecraft. The ground consists of a Nether Brick walkway (presumably part of a Nether Fortress), with the background displaying the hellish landscape of the Nether, with a Bastion visible in the distance.The Nether is an unlockable stage, and can be unlocked by defeating 66 fighters in Survival.	<tabber>Description=The Nether is based on the dimension of the same name from Minecraft. The ground consists of a Nether Brick walkway (presumably part of a Nether Fortress), with the background displaying the hellish landscape of the Nether, with a Bastion visible in the distance.The Nether is an unlockable stage, and can be unlocked by defeating 66 fighters in Survival.	<tabber>Description=The Nether is based on the dimension of the same name from Minecraft. The ground consists of a Nether Brick walkway (presumably part of a Nether Fortress), with the background displaying the hellish landscape of the Nether, with a Bastion visible in the distance.The Nether is an unlockable stage, and can be unlocked by defeating 66 fighters in Survival.
Redstone Mines
Minecraft Dungeons (2020) 	Redstone Mines
Minecraft Dungeons (2020) 	Redstone Mines
Minecraft Dungeons (2020) 	Redstone Mines
Minecraft Dungeons (2020)
 	 	 	
<tabber>Description=Redstone Mines is based off the location of the same name from Minecraft Dungeons. The ground is a wooden bridge with a railway, while the background displays the cavernous area around it, glistening with redstone ore.	<tabber>Description=Redstone Mines is based off the location of the same name from Minecraft Dungeons. The ground is a wooden bridge with a railway, while the background displays the cavernous area around it, glistening with redstone ore.	<tabber>Description=Redstone Mines is based off the location of the same name from Minecraft Dungeons. The ground is a wooden bridge with a railway, while the background displays the cavernous area around it, glistening with redstone ore.	<tabber>Description=Redstone Mines is based off the location of the same name from Minecraft Dungeons. The ground is a wooden bridge with a railway, while the background displays the cavernous area around it, glistening with redstone ore.
Sword Fight on the Heights
ROBLOX (2006)	Sword Fight on the Heights
ROBLOX (2006)	Sword Fight on the Heights
ROBLOX (2006)	Sword Fight on the Heights
ROBLOX (2006)
			
<tabber>Description=Sword Fight on the Heights takes place in the middle of the ROBLOX game of the same name. The ground consists of a thin bridge, with the various peaks of the area being visible in the background. Unlike most stages, however, the bridge does not extend to the farthest extents of the screen, but rather leaves a gap on each side of it.
Sword Fight on the Heights is an unlockable stage, and can be unlocked by fighting 100 Vs. battles.	<tabber>Description=Sword Fight on the Heights takes place in the middle of the ROBLOX game of the same name. The ground consists of a thin bridge, with the various peaks of the area being visible in the background. Unlike most stages, however, the bridge does not extend to the farthest extents of the screen, but rather leaves a gap on each side of it.
Sword Fight on the Heights is an unlockable stage, and can be unlocked by fighting 100 Vs. battles.	<tabber>Description=Sword Fight on the Heights takes place in the middle of the ROBLOX game of the same name. The ground consists of a thin bridge, with the various peaks of the area being visible in the background. Unlike most stages, however, the bridge does not extend to the farthest extents of the screen, but rather leaves a gap on each side of it.
Sword Fight on the Heights is an unlockable stage, and can be unlocked by fighting 100 Vs. battles.	<tabber>Description=Sword Fight on the Heights takes place in the middle of the ROBLOX game of the same name. The ground consists of a thin bridge, with the various peaks of the area being visible in the background. Unlike most stages, however, the bridge does not extend to the farthest extents of the screen, but rather leaves a gap on each side of it.
Sword Fight on the Heights is an unlockable stage, and can be unlocked by fighting 100 Vs. battles.
The Blockheads
Sploder (2007)	The Blockheads
Sploder (2007)	The Blockheads
Sploder (2007)	The Blockheads
Sploder (2007)
			
<tabber>Description=The Blockheads is based off the multiplayer game creator of the same name available on the Sploder platform. The ground is a flat gradient, while the background displays a colorful, mountainous area.
The Blockheads is an unlockable stage, and can be unlocked by playing 300 Vs. matches.	<tabber>Description=The Blockheads is based off the multiplayer game creator of the same name available on the Sploder platform. The ground is a flat gradient, while the background displays a colorful, mountainous area.
The Blockheads is an unlockable stage, and can be unlocked by playing 300 Vs. matches.	<tabber>Description=The Blockheads is based off the multiplayer game creator of the same name available on the Sploder platform. The ground is a flat gradient, while the background displays a colorful, mountainous area.
The Blockheads is an unlockable stage, and can be unlocked by playing 300 Vs. matches.	<tabber>Description=The Blockheads is based off the multiplayer game creator of the same name available on the Sploder platform. The ground is a flat gradient, while the background displays a colorful, mountainous area.
The Blockheads is an unlockable stage, and can be unlocked by playing 300 Vs. matches.
City of Gold
Spelunky (2008)	City of Gold
Spelunky (2008)	City of Gold
Spelunky (2008)	City of Gold
Spelunky (2008)
			
<tabber>Description=The City of Gold is based off the area of the same name from the Spelunky franchise, specifically its incarnation from Spelunky 2. The ground is a golden ground, with the background displaying a golden labyrinth.
The City of Gold is an unlockable stage, and can be unlocked by completing Guy Spelunky's Arcade mode route on Nightmare difficulty.	<tabber>Description=The City of Gold is based off the area of the same name from the Spelunky franchise, specifically its incarnation from Spelunky 2. The ground is a golden ground, with the background displaying a golden labyrinth.
The City of Gold is an unlockable stage, and can be unlocked by completing Guy Spelunky's Arcade mode route on Nightmare difficulty.	<tabber>Description=The City of Gold is based off the area of the same name from the Spelunky franchise, specifically its incarnation from Spelunky 2. The ground is a golden ground, with the background displaying a golden labyrinth.
The City of Gold is an unlockable stage, and can be unlocked by completing Guy Spelunky's Arcade mode route on Nightmare difficulty.	<tabber>Description=The City of Gold is based off the area of the same name from the Spelunky franchise, specifically its incarnation from Spelunky 2. The ground is a golden ground, with the background displaying a golden labyrinth.
The City of Gold is an unlockable stage, and can be unlocked by completing Guy Spelunky's Arcade mode route on Nightmare difficulty.
The Office
Five Nights at Freddy's (2014) 	The Office
Five Nights at Freddy's (2014) 	The Office
Five Nights at Freddy's (2014) 	The Office
Five Nights at Freddy's (2014)
 	 	 	
<tabber>Description=The Office takes place in the security office of Freddy Fazbear's Pizza from Five Nights at Freddy's. The ground is the checkerboarded floor of the room, with two closed doors on each side. The background displays the office itself.	<tabber>Description=The Office takes place in the security office of Freddy Fazbear's Pizza from Five Nights at Freddy's. The ground is the checkerboarded floor of the room, with two closed doors on each side. The background displays the office itself.	<tabber>Description=The Office takes place in the security office of Freddy Fazbear's Pizza from Five Nights at Freddy's. The ground is the checkerboarded floor of the room, with two closed doors on each side. The background displays the office itself.	<tabber>Description=The Office takes place in the security office of Freddy Fazbear's Pizza from Five Nights at Freddy's. The ground is the checkerboarded floor of the room, with two closed doors on each side. The background displays the office itself.
Freddy Fazbear's Mega Pizzaplex
Five Nights at Freddy's: Security Breach (2021)	Freddy Fazbear's Mega Pizzaplex
Five Nights at Freddy's: Security Breach (2021)	Freddy Fazbear's Mega Pizzaplex
Five Nights at Freddy's: Security Breach (2021)	Freddy Fazbear's Mega Pizzaplex
Five Nights at Freddy's: Security Breach (2021)
			
<tabber>Description=Freddy Fazbear's Mega Pizzaplex takes place in the entrance of the titular entertainment center from Five Nights at Freddy's: Security Breach. The ground is the checkerboarded floor of the room, with the background displaying the lobby, complete with a golden statue of Glamrock Freddy.
Freddy Fazbear's Mega Pizzaplex is an unlockable stage, and can be unlocked by winning 30 Vs. battles as Springtrap.	<tabber>Description=Freddy Fazbear's Mega Pizzaplex takes place in the entrance of the titular entertainment center from Five Nights at Freddy's: Security Breach. The ground is the checkerboarded floor of the room, with the background displaying the lobby, complete with a golden statue of Glamrock Freddy.
Freddy Fazbear's Mega Pizzaplex is an unlockable stage, and can be unlocked by winning 30 Vs. battles as Springtrap.	<tabber>Description=Freddy Fazbear's Mega Pizzaplex takes place in the entrance of the titular entertainment center from Five Nights at Freddy's: Security Breach. The ground is the checkerboarded floor of the room, with the background displaying the lobby, complete with a golden statue of Glamrock Freddy.
Freddy Fazbear's Mega Pizzaplex is an unlockable stage, and can be unlocked by winning 30 Vs. battles as Springtrap.	<tabber>Description=Freddy Fazbear's Mega Pizzaplex takes place in the entrance of the titular entertainment center from Five Nights at Freddy's: Security Breach. The ground is the checkerboarded floor of the room, with the background displaying the lobby, complete with a golden statue of Glamrock Freddy.
Freddy Fazbear's Mega Pizzaplex is an unlockable stage, and can be unlocked by winning 30 Vs. battles as Springtrap.
Snowdin Town
UNDERTALE (2015) 	Snowdin Town
UNDERTALE (2015) 	Snowdin Town
UNDERTALE (2015) 	Snowdin Town
UNDERTALE (2015)
 	 	 	
<tabber>Description=Snowdin Town is based off the location of the same name in UNDERTALE, which is where the player meets Sans and Papyrus. The ground consists of snow, while the background features an abridged version of Snowdin Town, with Grillby's being visible on the left and Sans and Papyrus' house appearing on the right.	<tabber>Description=Snowdin Town is based off the location of the same name in UNDERTALE, which is where the player meets Sans and Papyrus. The ground consists of snow, while the background features an abridged version of Snowdin Town, with Grillby's being visible on the left and Sans and Papyrus' house appearing on the right.	<tabber>Description=Snowdin Town is based off the location of the same name in UNDERTALE, which is where the player meets Sans and Papyrus. The ground consists of snow, while the background features an abridged version of Snowdin Town, with Grillby's being visible on the left and Sans and Papyrus' house appearing on the right.	<tabber>Description=Snowdin Town is based off the location of the same name in UNDERTALE, which is where the player meets Sans and Papyrus. The ground consists of snow, while the background features an abridged version of Snowdin Town, with Grillby's being visible on the left and Sans and Papyrus' house appearing on the right.
Last Corridor
UNDERTALE (2015)	Last Corridor
UNDERTALE (2015)	Last Corridor
UNDERTALE (2015)	Last Corridor
UNDERTALE (2015)
			
<tabber>Description=Last Corridor takes place in the tilutular area of New Home, where the player encounters Sans for the final time in the Neutral and Genocide routes, with his boss fight also occurring in the latter. The ground is a golden checkerboard pattern, while the background features the windows and pillars.
Last Corridor is an unlockable stage, and can be unlocked by defeating four bosses.	<tabber>Description=Last Corridor takes place in the tilutular area of New Home, where the player encounters Sans for the final time in the Neutral and Genocide routes, with his boss fight also occurring in the latter. The ground is a golden checkerboard pattern, while the background features the windows and pillars.
Last Corridor is an unlockable stage, and can be unlocked by defeating four bosses.	<tabber>Description=Last Corridor takes place in the tilutular area of New Home, where the player encounters Sans for the final time in the Neutral and Genocide routes, with his boss fight also occurring in the latter. The ground is a golden checkerboard pattern, while the background features the windows and pillars.
Last Corridor is an unlockable stage, and can be unlocked by defeating four bosses.	<tabber>Description=Last Corridor takes place in the tilutular area of New Home, where the player encounters Sans for the final time in the Neutral and Genocide routes, with his boss fight also occurring in the latter. The ground is a golden checkerboard pattern, while the background features the windows and pillars.
Last Corridor is an unlockable stage, and can be unlocked by defeating four bosses.
Card Castle
Deltarune: Chapter One (2018)	Card Castle
Deltarune: Chapter One (2018)	Card Castle
Deltarune: Chapter One (2018)	Card Castle
Deltarune: Chapter One (2018)
			
<tabber>Description=Card Castle takes place in same area where the King is fought in Deltarune: Chapter One. The ground is the arena itself, while the background is pure darkness.
Card Castle is an unlockable stage, and can be unlocked by winning 20 Vs. battles as Kris.	<tabber>Description=Card Castle takes place in same area where the King is fought in Deltarune: Chapter One. The ground is the arena itself, while the background is pure darkness.
Card Castle is an unlockable stage, and can be unlocked by winning 20 Vs. battles as Kris.	<tabber>Description=Card Castle takes place in same area where the King is fought in Deltarune: Chapter One. The ground is the arena itself, while the background is pure darkness.
Card Castle is an unlockable stage, and can be unlocked by winning 20 Vs. battles as Kris.	<tabber>Description=Card Castle takes place in same area where the King is fought in Deltarune: Chapter One. The ground is the arena itself, while the background is pure darkness.
Card Castle is an unlockable stage, and can be unlocked by winning 20 Vs. battles as Kris.
Duel Zone
King For Another Day Tournament (2019) 	Duel Zone
King For Another Day Tournament (2019) 	Duel Zone
King For Another Day Tournament (2019) 	Duel Zone
King For Another Day Tournament (2019)
 	 	 	
<tabber>Description=Duel Zone is based off the "stage" of the same name from the King For Another Day Tournament. The ground is comprised of a single platform, while the background displays a jaded, multicolored sky.	<tabber>Description=Duel Zone is based off the "stage" of the same name from the King For Another Day Tournament. The ground is comprised of a single platform, while the background displays a jaded, multicolored sky.	<tabber>Description=Duel Zone is based off the "stage" of the same name from the King For Another Day Tournament. The ground is comprised of a single platform, while the background displays a jaded, multicolored sky.	<tabber>Description=Duel Zone is based off the "stage" of the same name from the King For Another Day Tournament. The ground is comprised of a single platform, while the background displays a jaded, multicolored sky.
Botanic Panic
Cuphead (2017) 	Botanic Panic
Cuphead (2017) 	Botanic Panic
Cuphead (2017) 	Botanic Panic
Cuphead (2017)
 	 	 	
<tabber>Description=Botanic Panic is based off the boss level of the same name in Cuphead. The ground is a dirt road, while the background a small garden surrounded by a fence.	<tabber>Description=Botanic Panic is based off the boss level of the same name in Cuphead. The ground is a dirt road, while the background a small garden surrounded by a fence.	<tabber>Description=Botanic Panic is based off the boss level of the same name in Cuphead. The ground is a dirt road, while the background a small garden surrounded by a fence.	<tabber>Description=Botanic Panic is based off the boss level of the same name in Cuphead. The ground is a dirt road, while the background a small garden surrounded by a fence.
Urchin Underpass
Splatoon (2015) 	Urchin Underpass
Splatoon (2015) 	Urchin Underpass
Splatoon (2015) 	Urchin Underpass
Splatoon (2015)
 	 	 	
<tabber>Description=Urchin Underpass is based off the map of the same name from Splatoon. The ground is the rectangular area connecting both sides of the map, while the background displays the surrounding area.	<tabber>Description=Urchin Underpass is based off the map of the same name from Splatoon. The ground is the rectangular area connecting both sides of the map, while the background displays the surrounding area.	<tabber>Description=Urchin Underpass is based off the map of the same name from Splatoon. The ground is the rectangular area connecting both sides of the map, while the background displays the surrounding area.	<tabber>Description=Urchin Underpass is based off the map of the same name from Splatoon. The ground is the rectangular area connecting both sides of the map, while the background displays the surrounding area.
Cephalon HQ
Splatoon (2015) 	Cephalon HQ
Splatoon (2015) 	Cephalon HQ
Splatoon (2015) 	Cephalon HQ
Splatoon (2015)
 	 	 	
<tabber>Description=Cephalon HQ is based off the final sector of Hero Mode from Splatoon. The ground is a mechanical platform, while the background displays surrounding platforms and various Octarian forces.	<tabber>Description=Cephalon HQ is based off the final sector of Hero Mode from Splatoon. The ground is a mechanical platform, while the background displays surrounding platforms and various Octarian forces.	<tabber>Description=Cephalon HQ is based off the final sector of Hero Mode from Splatoon. The ground is a mechanical platform, while the background displays surrounding platforms and various Octarian forces.	<tabber>Description=Cephalon HQ is based off the final sector of Hero Mode from Splatoon. The ground is a mechanical platform, while the background displays surrounding platforms and various Octarian forces.
Inkopolis Square
Splatoon 2 (2017) 	Inkopolis Square
Splatoon 2 (2017) 	Inkopolis Square
Splatoon 2 (2017) 	Inkopolis Square
Splatoon 2 (2017)
 	 	 	
<tabber>Description=Inkopolis Square is based off the hub area of the same name from Splatoon 2. The ground is comprised of a paven road around the area which the player spawns in the original game, with the background displaying the Deca Tower and the surrounding area.	<tabber>Description=Inkopolis Square is based off the hub area of the same name from Splatoon 2. The ground is comprised of a paven road around the area which the player spawns in the original game, with the background displaying the Deca Tower and the surrounding area.	<tabber>Description=Inkopolis Square is based off the hub area of the same name from Splatoon 2. The ground is comprised of a paven road around the area which the player spawns in the original game, with the background displaying the Deca Tower and the surrounding area.	<tabber>Description=Inkopolis Square is based off the hub area of the same name from Splatoon 2. The ground is comprised of a paven road around the area which the player spawns in the original game, with the background displaying the Deca Tower and the surrounding area.
Deepsea Metro
Splatoon 2: Octo Expansion (2018) 	Deepsea Metro
Splatoon 2: Octo Expansion (2018) 	Deepsea Metro
Splatoon 2: Octo Expansion (2018) 	Deepsea Metro
Splatoon 2: Octo Expansion (2018)
 	 	 	
<tabber>Description=Deepsea Metro is based off the hub area of Splatoon 2: Octo Expansion, although the stage is set in the subway station rather than a subway car. The ground is comprised of the boarding platform, while the background displays the subway rail and the area behind it.Deepsea Metro is an unlockable stage, and can be unlocked by completing Octoling's Arcade Mode route on Nightmare difficulty.	<tabber>Description=Deepsea Metro is based off the hub area of Splatoon 2: Octo Expansion, although the stage is set in the subway station rather than a subway car. The ground is comprised of the boarding platform, while the background displays the subway rail and the area behind it.Deepsea Metro is an unlockable stage, and can be unlocked by completing Octoling's Arcade Mode route on Nightmare difficulty.	<tabber>Description=Deepsea Metro is based off the hub area of Splatoon 2: Octo Expansion, although the stage is set in the subway station rather than a subway car. The ground is comprised of the boarding platform, while the background displays the subway rail and the area behind it.Deepsea Metro is an unlockable stage, and can be unlocked by completing Octoling's Arcade Mode route on Nightmare difficulty.	<tabber>Description=Deepsea Metro is based off the hub area of Splatoon 2: Octo Expansion, although the stage is set in the subway station rather than a subway car. The ground is comprised of the boarding platform, while the background displays the subway rail and the area behind it.Deepsea Metro is an unlockable stage, and can be unlocked by completing Octoling's Arcade Mode route on Nightmare difficulty.
Final Destination
Super Smash Bros. (1999) 	Final Destination
Super Smash Bros. (1999) 	Final Destination
Super Smash Bros. (1999) 	Final Destination
Super Smash Bros. (1999)
 	 	 	
<tabber>Description=Final Destination is based off the stage of the same name from Super Smash Bros., specifically its incarnation from Super Smash Bros. Ultimate. The ground is comprised of a single platform, while the background displays a constantly changing view of the space surrounding it.	<tabber>Description=Final Destination is based off the stage of the same name from Super Smash Bros., specifically its incarnation from Super Smash Bros. Ultimate. The ground is comprised of a single platform, while the background displays a constantly changing view of the space surrounding it.	<tabber>Description=Final Destination is based off the stage of the same name from Super Smash Bros., specifically its incarnation from Super Smash Bros. Ultimate. The ground is comprised of a single platform, while the background displays a constantly changing view of the space surrounding it.	<tabber>Description=Final Destination is based off the stage of the same name from Super Smash Bros., specifically its incarnation from Super Smash Bros. Ultimate. The ground is comprised of a single platform, while the background displays a constantly changing view of the space surrounding it.
N. Sanity Beach
Crash Bandicoot (1996) 	N. Sanity Beach
Crash Bandicoot (1996) 	N. Sanity Beach
Crash Bandicoot (1996) 	N. Sanity Beach
Crash Bandicoot (1996)
 	 	 	
<tabber>Description=N. Sanity Beach is based off the first level of the same name in Crash Bandicoot. The ground is the sandy beach on which Crash begins his adventure, while the background displays the jungle setting he heads into right after.	<tabber>Description=N. Sanity Beach is based off the first level of the same name in Crash Bandicoot. The ground is the sandy beach on which Crash begins his adventure, while the background displays the jungle setting he heads into right after.	<tabber>Description=N. Sanity Beach is based off the first level of the same name in Crash Bandicoot. The ground is the sandy beach on which Crash begins his adventure, while the background displays the jungle setting he heads into right after.	<tabber>Description=N. Sanity Beach is based off the first level of the same name in Crash Bandicoot. The ground is the sandy beach on which Crash begins his adventure, while the background displays the jungle setting he heads into right after.
Cortex Castle
Crash Bandicoot (1996)	Cortex Castle
Crash Bandicoot (1996)	Cortex Castle
Crash Bandicoot (1996)	Cortex Castle
Crash Bandicoot (1996)
			
<tabber>Description=Cortex Castle is based off the reoccuring location from the Crash Bandicoot franchise, primarily its incarnation from Crash Bandicoot: N-Sane Trilogy. The ground is a large purple blimp, which circles around the castle, resembling the final boss fight of the original Crash Bandicoot.
Cortex Castle is an unlockable stage, and can be unlocked by defeating all 18 bosses who aren't exclusive to Story Mode.	<tabber>Description=Cortex Castle is based off the reoccuring location from the Crash Bandicoot franchise, primarily its incarnation from Crash Bandicoot: N-Sane Trilogy. The ground is a large purple blimp, which circles around the castle, resembling the final boss fight of the original Crash Bandicoot.
Cortex Castle is an unlockable stage, and can be unlocked by defeating all 18 bosses who aren't exclusive to Story Mode.	<tabber>Description=Cortex Castle is based off the reoccuring location from the Crash Bandicoot franchise, primarily its incarnation from Crash Bandicoot: N-Sane Trilogy. The ground is a large purple blimp, which circles around the castle, resembling the final boss fight of the original Crash Bandicoot.
Cortex Castle is an unlockable stage, and can be unlocked by defeating all 18 bosses who aren't exclusive to Story Mode.	<tabber>Description=Cortex Castle is based off the reoccuring location from the Crash Bandicoot franchise, primarily its incarnation from Crash Bandicoot: N-Sane Trilogy. The ground is a large purple blimp, which circles around the castle, resembling the final boss fight of the original Crash Bandicoot.
Cortex Castle is an unlockable stage, and can be unlocked by defeating all 18 bosses who aren't exclusive to Story Mode.
Crash Compactor
Crash Bandicoot 4: It's About Time (2020) 	Crash Compactor
Crash Bandicoot 4: It's About Time (2020) 	Crash Compactor
Crash Bandicoot 4: It's About Time (2020) 	Crash Compactor
Crash Bandicoot 4: It's About Time (2020)
 	 	 	
<tabber>Description=Crash Compactor is based on the stage of the same name from Crash Bandicoot 4: It's About Time. The ground is inside of a metallic halfpipe, with the background displaying the surrounding area, which is a post-apocalyptic, desert-like area.	<tabber>Description=Crash Compactor is based on the stage of the same name from Crash Bandicoot 4: It's About Time. The ground is inside of a metallic halfpipe, with the background displaying the surrounding area, which is a post-apocalyptic, desert-like area.	<tabber>Description=Crash Compactor is based on the stage of the same name from Crash Bandicoot 4: It's About Time. The ground is inside of a metallic halfpipe, with the background displaying the surrounding area, which is a post-apocalyptic, desert-like area.	<tabber>Description=Crash Compactor is based on the stage of the same name from Crash Bandicoot 4: It's About Time. The ground is inside of a metallic halfpipe, with the background displaying the surrounding area, which is a post-apocalyptic, desert-like area.
Spiral Mountain
Banjo-Kazooie (1998) 	Spiral Mountain
Banjo-Kazooie (1998) 	Spiral Mountain
Banjo-Kazooie (1998) 	Spiral Mountain
Banjo-Kazooie (1998)
 	 	 	
<tabber>Description=Spiral Mountain is based off the area of the same name first seen in Banjo-Kazooie, taking inspiration from its incarnation in Super Smash Bros. Ultimate. The ground consists of the top of the mountain, while the background rotates through the surrounding area, offering views of Gruntilda's lair and Banjo's house.	<tabber>Description=Spiral Mountain is based off the area of the same name first seen in Banjo-Kazooie, taking inspiration from its incarnation in Super Smash Bros. Ultimate. The ground consists of the top of the mountain, while the background rotates through the surrounding area, offering views of Gruntilda's lair and Banjo's house.	<tabber>Description=Spiral Mountain is based off the area of the same name first seen in Banjo-Kazooie, taking inspiration from its incarnation in Super Smash Bros. Ultimate. The ground consists of the top of the mountain, while the background rotates through the surrounding area, offering views of Gruntilda's lair and Banjo's house.	<tabber>Description=Spiral Mountain is based off the area of the same name first seen in Banjo-Kazooie, taking inspiration from its incarnation in Super Smash Bros. Ultimate. The ground consists of the top of the mountain, while the background rotates through the surrounding area, offering views of Gruntilda's lair and Banjo's house.
Neo Metroville
Project Cape (2020) 	Neo Metroville
Project Cape (2020) 	Neo Metroville
Project Cape (2020) 	Neo Metroville
Project Cape (2020)
 	 	 	
<tabber>Description=Neo Metroville is based off the map of the same name in Project Cape. The ground is comprised of the road, while the background displays a sidewalk and buildings.	<tabber>Description=Neo Metroville is based off the map of the same name in Project Cape. The ground is comprised of the road, while the background displays a sidewalk and buildings.	<tabber>Description=Neo Metroville is based off the map of the same name in Project Cape. The ground is comprised of the road, while the background displays a sidewalk and buildings.	<tabber>Description=Neo Metroville is based off the map of the same name in Project Cape. The ground is comprised of the road, while the background displays a sidewalk and buildings.
Secret Lab
Project Cape Rumble (2024) 	Secret Lab
Project Cape Rumble (2024) 	Secret Lab
Project Cape Rumble (2024) 	Secret Lab
Project Cape Rumble (2024)
450px 	450px 	450px 	450px
<tabber>Description=Secret Lab is based on the map of the same name from Project Cape Rumble. The ground consists of a concrete floor, with the background displaying test tubes, wires, and other scientific devices.Secret Lab is an unlockable stage, and can be unlocked by clearing Chewout, Kickstart, Gustice, Citra, and Shrill's Classic Mode routes on Hard or Nightmare difficulty.	<tabber>Description=Secret Lab is based on the map of the same name from Project Cape Rumble. The ground consists of a concrete floor, with the background displaying test tubes, wires, and other scientific devices.Secret Lab is an unlockable stage, and can be unlocked by clearing Chewout, Kickstart, Gustice, Citra, and Shrill's Classic Mode routes on Hard or Nightmare difficulty.	<tabber>Description=Secret Lab is based on the map of the same name from Project Cape Rumble. The ground consists of a concrete floor, with the background displaying test tubes, wires, and other scientific devices.Secret Lab is an unlockable stage, and can be unlocked by clearing Chewout, Kickstart, Gustice, Citra, and Shrill's Classic Mode routes on Hard or Nightmare difficulty.	<tabber>Description=Secret Lab is based on the map of the same name from Project Cape Rumble. The ground consists of a concrete floor, with the background displaying test tubes, wires, and other scientific devices.Secret Lab is an unlockable stage, and can be unlocked by clearing Chewout, Kickstart, Gustice, Citra, and Shrill's Classic Mode routes on Hard or Nightmare difficulty.
Merchant Port
Rivals of Aether (2015) 	Merchant Port
Rivals of Aether (2015) 	Merchant Port
Rivals of Aether (2015) 	Merchant Port
Rivals of Aether (2015)
 	 	 	
<tabber>Description=Merchant Port is based on the stage of the same name from Rivals of Aether, the home of Orcane. The ground consists of a boardwalk with two gaps on each side, with the background displaying a wheel of rotating platforms and the accompanying town in the distance.	<tabber>Description=Merchant Port is based on the stage of the same name from Rivals of Aether, the home of Orcane. The ground consists of a boardwalk with two gaps on each side, with the background displaying a wheel of rotating platforms and the accompanying town in the distance.	<tabber>Description=Merchant Port is based on the stage of the same name from Rivals of Aether, the home of Orcane. The ground consists of a boardwalk with two gaps on each side, with the background displaying a wheel of rotating platforms and the accompanying town in the distance.	<tabber>Description=Merchant Port is based on the stage of the same name from Rivals of Aether, the home of Orcane. The ground consists of a boardwalk with two gaps on each side, with the background displaying a wheel of rotating platforms and the accompanying town in the distance.
Windy
Conker's Bad Fur Day (2001)	Windy
Conker's Bad Fur Day (2001)	Windy
Conker's Bad Fur Day (2001)	Windy
Conker's Bad Fur Day (2001)
			
<tabber>Description=Windy is based off the hub world in Conker's Bad Fur Day. The ground is comprised of the path in front of the "Nasty / Nice" sign, while the background features the Windmill and the surrounding areas.
Windy is an unlockable stage, and can be unlocked by beating Conker's Arcade Mode route on Normal difficulty or higher.	<tabber>Description=Windy is based off the hub world in Conker's Bad Fur Day. The ground is comprised of the path in front of the "Nasty / Nice" sign, while the background features the Windmill and the surrounding areas.
Windy is an unlockable stage, and can be unlocked by beating Conker's Arcade Mode route on Normal difficulty or higher.	<tabber>Description=Windy is based off the hub world in Conker's Bad Fur Day. The ground is comprised of the path in front of the "Nasty / Nice" sign, while the background features the Windmill and the surrounding areas.
Windy is an unlockable stage, and can be unlocked by beating Conker's Arcade Mode route on Normal difficulty or higher.	<tabber>Description=Windy is based off the hub world in Conker's Bad Fur Day. The ground is comprised of the path in front of the "Nasty / Nice" sign, while the background features the Windmill and the surrounding areas.
Windy is an unlockable stage, and can be unlocked by beating Conker's Arcade Mode route on Normal difficulty or higher.
2Fort
Team Fortress 2 (2007) 	2Fort
Team Fortress 2 (2007) 	2Fort
Team Fortress 2 (2007) 	2Fort
Team Fortress 2 (2007)
 	 	 	
<tabber>Description=2Fort is based off the map of the same name from Team Fortress 2. The ground is the bridge connecting both sides of the map, set over a small moat, while the background displays the surrounding area.	<tabber>Description=2Fort is based off the map of the same name from Team Fortress 2. The ground is the bridge connecting both sides of the map, set over a small moat, while the background displays the surrounding area.	<tabber>Description=2Fort is based off the map of the same name from Team Fortress 2. The ground is the bridge connecting both sides of the map, set over a small moat, while the background displays the surrounding area.	<tabber>Description=2Fort is based off the map of the same name from Team Fortress 2. The ground is the bridge connecting both sides of the map, set over a small moat, while the background displays the surrounding area.
YouTube
YouTube (2005) 	YouTube
YouTube (2005) 	YouTube
YouTube (2005) 	YouTube
YouTube (2005)
 	 	 	
<tabber>Description=YouTube is based off the "Theater Mode" layout of the website of the same name. The ground is comprised of the bottom bar of every YouTube video (complete with a functioning time slider which synchronizes with the game timer), while the background displays a YouTube video, with the search bar and site logo above it.	<tabber>Description=YouTube is based off the "Theater Mode" layout of the website of the same name. The ground is comprised of the bottom bar of every YouTube video (complete with a functioning time slider which synchronizes with the game timer), while the background displays a YouTube video, with the search bar and site logo above it.	<tabber>Description=YouTube is based off the "Theater Mode" layout of the website of the same name. The ground is comprised of the bottom bar of every YouTube video (complete with a functioning time slider which synchronizes with the game timer), while the background displays a YouTube video, with the search bar and site logo above it.	<tabber>Description=YouTube is based off the "Theater Mode" layout of the website of the same name. The ground is comprised of the bottom bar of every YouTube video (complete with a functioning time slider which synchronizes with the game timer), while the background displays a YouTube video, with the search bar and site logo above it.
===DLC===
====Season 1====
Suzaku Castle
Street Fighter II (1991) 	Suzaku Castle
Street Fighter II (1991) 	Suzaku Castle
Street Fighter II (1991) 	Suzaku Castle
Street Fighter II (1991)
 	 	 	
<tabber>Description=Suzaku Castle is based on the stage of the same name from Street Fighter II, being the home stage of Ryu. The floor consists of a wooden platform, with the background displaying the Japan skyline.Suzaku Castle is a downloadable stage, and is available as part of Season 1's Street Fighter Franchise Pack.	<tabber>Description=Suzaku Castle is based on the stage of the same name from Street Fighter II, being the home stage of Ryu. The floor consists of a wooden platform, with the background displaying the Japan skyline.Suzaku Castle is a downloadable stage, and is available as part of Season 1's Street Fighter Franchise Pack.	<tabber>Description=Suzaku Castle is based on the stage of the same name from Street Fighter II, being the home stage of Ryu. The floor consists of a wooden platform, with the background displaying the Japan skyline.Suzaku Castle is a downloadable stage, and is available as part of Season 1's Street Fighter Franchise Pack.	<tabber>Description=Suzaku Castle is based on the stage of the same name from Street Fighter II, being the home stage of Ryu. The floor consists of a wooden platform, with the background displaying the Japan skyline.Suzaku Castle is a downloadable stage, and is available as part of Season 1's Street Fighter Franchise Pack.
Cyber City
Deltarune: Chapter 2 (2021) 	Cyber City
Deltarune: Chapter 2 (2021) 	Cyber City
Deltarune: Chapter 2 (2021) 	Cyber City
Deltarune: Chapter 2 (2021)
 	 	 	
<tabber>Description=Cyber City is based on the area of the same name from Deltarune: Chapter 2. The floor consists of a green bridge, with the background displaying the city itself.Cyber City is a downloadable stage, and is available as a Solo Stage in Season 1.	<tabber>Description=Cyber City is based on the area of the same name from Deltarune: Chapter 2. The floor consists of a green bridge, with the background displaying the city itself.Cyber City is a downloadable stage, and is available as a Solo Stage in Season 1.	<tabber>Description=Cyber City is based on the area of the same name from Deltarune: Chapter 2. The floor consists of a green bridge, with the background displaying the city itself.Cyber City is a downloadable stage, and is available as a Solo Stage in Season 1.	<tabber>Description=Cyber City is based on the area of the same name from Deltarune: Chapter 2. The floor consists of a green bridge, with the background displaying the city itself.Cyber City is a downloadable stage, and is available as a Solo Stage in Season 1.
Forest Frontiers
RollerCoaster Tycoon (1999) 	Forest Frontiers
RollerCoaster Tycoon (1999) 	Forest Frontiers
RollerCoaster Tycoon (1999) 	Forest Frontiers
RollerCoaster Tycoon (1999)
 	 	 	
<tabber>Description=Forest Frontiers is based on the map of the same name from RollerCoaster Tycoon, although the map is based off a finished park than the initial, blank form of the map. The floor consists of a stone path, with the background displaying the park itself, with a gateway seperating the two areas.Forest Frontiers is a downloadable stage, and is available as a Solo Stage in Season 1.	<tabber>Description=Forest Frontiers is based on the map of the same name from RollerCoaster Tycoon, although the map is based off a finished park than the initial, blank form of the map. The floor consists of a stone path, with the background displaying the park itself, with a gateway seperating the two areas.Forest Frontiers is a downloadable stage, and is available as a Solo Stage in Season 1.	<tabber>Description=Forest Frontiers is based on the map of the same name from RollerCoaster Tycoon, although the map is based off a finished park than the initial, blank form of the map. The floor consists of a stone path, with the background displaying the park itself, with a gateway seperating the two areas.Forest Frontiers is a downloadable stage, and is available as a Solo Stage in Season 1.	<tabber>Description=Forest Frontiers is based on the map of the same name from RollerCoaster Tycoon, although the map is based off a finished park than the initial, blank form of the map. The floor consists of a stone path, with the background displaying the park itself, with a gateway seperating the two areas.Forest Frontiers is a downloadable stage, and is available as a Solo Stage in Season 1.
====Season 2====
Hangar
DOOM (1993) 	Hangar
DOOM (1993) 	Hangar
DOOM (1993) 	Hangar
DOOM (1993)
 	 	 	
<tabber>Description=Hangar is based on the first level from the first chapter of 1993's DOOM, Knee-Deep in the Dead. The floor consists of a metallic ground, with the background displaying the spawn area from the original level.Hangar is a downloadable stage, and is available as part of the DOOM Franchise Pack.	<tabber>Description=Hangar is based on the first level from the first chapter of 1993's DOOM, Knee-Deep in the Dead. The floor consists of a metallic ground, with the background displaying the spawn area from the original level.Hangar is a downloadable stage, and is available as part of the DOOM Franchise Pack.	<tabber>Description=Hangar is based on the first level from the first chapter of 1993's DOOM, Knee-Deep in the Dead. The floor consists of a metallic ground, with the background displaying the spawn area from the original level.Hangar is a downloadable stage, and is available as part of the DOOM Franchise Pack.	<tabber>Description=Hangar is based on the first level from the first chapter of 1993's DOOM, Knee-Deep in the Dead. The floor consists of a metallic ground, with the background displaying the spawn area from the original level.Hangar is a downloadable stage, and is available as part of the DOOM Franchise Pack.
Sunset Shore
Donkey Kong Country Returns (2010) 	Sunset Shore
Donkey Kong Country Returns (2010) 	Sunset Shore
Donkey Kong Country Returns (2010) 	Sunset Shore
Donkey Kong Country Returns (2010)
 	 	 	
<tabber>Description=Sunset Shore is based on the level of the same name from Donkey Kong Country Returns. The floor consists of a grassy land mass, with the background displaying palm trees and the titular sunset. Notably, the stage takes on a darker shading style.Sunset Shore is a downloadable stage, and is available as a Solo Stage in Season 2.	<tabber>Description=Sunset Shore is based on the level of the same name from Donkey Kong Country Returns. The floor consists of a grassy land mass, with the background displaying palm trees and the titular sunset. Notably, the stage takes on a darker shading style.Sunset Shore is a downloadable stage, and is available as a Solo Stage in Season 2.	<tabber>Description=Sunset Shore is based on the level of the same name from Donkey Kong Country Returns. The floor consists of a grassy land mass, with the background displaying palm trees and the titular sunset. Notably, the stage takes on a darker shading style.Sunset Shore is a downloadable stage, and is available as a Solo Stage in Season 2.	<tabber>Description=Sunset Shore is based on the level of the same name from Donkey Kong Country Returns. The floor consists of a grassy land mass, with the background displaying palm trees and the titular sunset. Notably, the stage takes on a darker shading style.Sunset Shore is a downloadable stage, and is available as a Solo Stage in Season 2.
GLaDOS' Chamber
Portal (2007) 	GLaDOS' Chamber
Portal (2007) 	GLaDOS' Chamber
Portal (2007) 	GLaDOS' Chamber
Portal (2007)
 	 	 	
<tabber>Description=GLaDOS' CHamber is based on the final level of the same name from Portal. The floor consists of white tile, with the background displaying the majority of the chamber itself, including GLaDOS.GLaDOS' Chamber is a downloadable stage, and is available as a Solo Stage in Season 2.	<tabber>Description=GLaDOS' CHamber is based on the final level of the same name from Portal. The floor consists of white tile, with the background displaying the majority of the chamber itself, including GLaDOS.GLaDOS' Chamber is a downloadable stage, and is available as a Solo Stage in Season 2.	<tabber>Description=GLaDOS' CHamber is based on the final level of the same name from Portal. The floor consists of white tile, with the background displaying the majority of the chamber itself, including GLaDOS.GLaDOS' Chamber is a downloadable stage, and is available as a Solo Stage in Season 2.	<tabber>Description=GLaDOS' CHamber is based on the final level of the same name from Portal. The floor consists of white tile, with the background displaying the majority of the chamber itself, including GLaDOS.GLaDOS' Chamber is a downloadable stage, and is available as a Solo Stage in Season 2.
====Season 3====
Final Atrium
Skullgirls (2012) 	Final Atrium
Skullgirls (2012) 	Final Atrium
Skullgirls (2012) 	Final Atrium
Skullgirls (2012)
 	 	 	
<tabber>Description=Final Atrium is based on the stage of the same name from Skullgirls, which is where Marie is fought. The floor is made up of the Skullgirl's energy, with the background displaying a destroyed cathedral.Final Atrium is a downloadable stage, and is available as part of the Skullgirls Franchise Pack.	<tabber>Description=Final Atrium is based on the stage of the same name from Skullgirls, which is where Marie is fought. The floor is made up of the Skullgirl's energy, with the background displaying a destroyed cathedral.Final Atrium is a downloadable stage, and is available as part of the Skullgirls Franchise Pack.	<tabber>Description=Final Atrium is based on the stage of the same name from Skullgirls, which is where Marie is fought. The floor is made up of the Skullgirl's energy, with the background displaying a destroyed cathedral.Final Atrium is a downloadable stage, and is available as part of the Skullgirls Franchise Pack.	<tabber>Description=Final Atrium is based on the stage of the same name from Skullgirls, which is where Marie is fought. The floor is made up of the Skullgirl's energy, with the background displaying a destroyed cathedral.Final Atrium is a downloadable stage, and is available as part of the Skullgirls Franchise Pack.
Bliss
Windows XP (2001) 	Bliss
Windows XP (2001) 	Bliss
Windows XP (2001) 	Bliss
Windows XP (2001)
 	 	 	
<tabber>Description=Bliss is based on the default wallpaper of the same name from the Windows XP operating system. The floor is a grassy platform, with the background displaying the original wallpaper.Bliss is a downloadable stage, and is available as a Solo Stage in Season 3.	<tabber>Description=Bliss is based on the default wallpaper of the same name from the Windows XP operating system. The floor is a grassy platform, with the background displaying the original wallpaper.Bliss is a downloadable stage, and is available as a Solo Stage in Season 3.	<tabber>Description=Bliss is based on the default wallpaper of the same name from the Windows XP operating system. The floor is a grassy platform, with the background displaying the original wallpaper.Bliss is a downloadable stage, and is available as a Solo Stage in Season 3.	<tabber>Description=Bliss is based on the default wallpaper of the same name from the Windows XP operating system. The floor is a grassy platform, with the background displaying the original wallpaper.Bliss is a downloadable stage, and is available as a Solo Stage in Season 3.
Planet Acousa
Beatdown Town (2027) 	Planet Acousa
Beatdown Town (2027) 	Planet Acousa
Beatdown Town (2027) 	Planet Acousa
Beatdown Town (2027)
450px 	450px 	450px 	450px
<tabber>Description=Planet Acousa is based on the album of the same name from Beatdown Town. The ground consists of a rocky earth, while the background displays dome-like buildings and Emperor Mono's castle.Planet Acousa is a downloadable stage, and is available as a Solo Stage in Season 3.	<tabber>Description=Planet Acousa is based on the album of the same name from Beatdown Town. The ground consists of a rocky earth, while the background displays dome-like buildings and Emperor Mono's castle.Planet Acousa is a downloadable stage, and is available as a Solo Stage in Season 3.	<tabber>Description=Planet Acousa is based on the album of the same name from Beatdown Town. The ground consists of a rocky earth, while the background displays dome-like buildings and Emperor Mono's castle.Planet Acousa is a downloadable stage, and is available as a Solo Stage in Season 3.	<tabber>Description=Planet Acousa is based on the album of the same name from Beatdown Town. The ground consists of a rocky earth, while the background displays dome-like buildings and Emperor Mono's castle.Planet Acousa is a downloadable stage, and is available as a Solo Stage in Season 3.
====Season 4====
Avengers Tower
The New Avengers (2005) 	Avengers Tower
The New Avengers (2005) 	Avengers Tower
The New Avengers (2005) 	Avengers Tower
The New Avengers (2005)
 	 	 	
<tabber>Description=The Avengers Tower is based on the building of the same name from various Marvel titles, based off its appearance in the Marvel Cinematic Universe. The ground consists of the tower's deck, while the skyline of New York City can be seen in the background.Avengers Tower is a downloadable stage, and is available as part of the Spider-Man Franchise Pack in Season 4.	<tabber>Description=The Avengers Tower is based on the building of the same name from various Marvel titles, based off its appearance in the Marvel Cinematic Universe. The ground consists of the tower's deck, while the skyline of New York City can be seen in the background.Avengers Tower is a downloadable stage, and is available as part of the Spider-Man Franchise Pack in Season 4.	<tabber>Description=The Avengers Tower is based on the building of the same name from various Marvel titles, based off its appearance in the Marvel Cinematic Universe. The ground consists of the tower's deck, while the skyline of New York City can be seen in the background.Avengers Tower is a downloadable stage, and is available as part of the Spider-Man Franchise Pack in Season 4.	<tabber>Description=The Avengers Tower is based on the building of the same name from various Marvel titles, based off its appearance in the Marvel Cinematic Universe. The ground consists of the tower's deck, while the skyline of New York City can be seen in the background.Avengers Tower is a downloadable stage, and is available as part of the Spider-Man Franchise Pack in Season 4.
Chef Saltbaker's Kitchen
Cuphead (2017) 	Chef Saltbaker's Kitchen
Cuphead (2017) 	Chef Saltbaker's Kitchen
Cuphead (2017) 	Chef Saltbaker's Kitchen
Cuphead (2017)
 	 	 	
<tabber>Description=Chef Saltbaker's is based on the "A Dish To Die For" level found in Cuphead: The Delicious Last Course. The ground consists of a wooden table, while the background displays the remainder of Chef Saltbaker's kitchen.Chef Saltbaker's Kitchen is a downloadable stage, and is available as a Solo Stage in Season 4.	<tabber>Description=Chef Saltbaker's is based on the "A Dish To Die For" level found in Cuphead: The Delicious Last Course. The ground consists of a wooden table, while the background displays the remainder of Chef Saltbaker's kitchen.Chef Saltbaker's Kitchen is a downloadable stage, and is available as a Solo Stage in Season 4.	<tabber>Description=Chef Saltbaker's is based on the "A Dish To Die For" level found in Cuphead: The Delicious Last Course. The ground consists of a wooden table, while the background displays the remainder of Chef Saltbaker's kitchen.Chef Saltbaker's Kitchen is a downloadable stage, and is available as a Solo Stage in Season 4.	<tabber>Description=Chef Saltbaker's is based on the "A Dish To Die For" level found in Cuphead: The Delicious Last Course. The ground consists of a wooden table, while the background displays the remainder of Chef Saltbaker's kitchen.Chef Saltbaker's Kitchen is a downloadable stage, and is available as a Solo Stage in Season 4.
Scorch Gorge
Splatoon 3 (2022) 	Scorch Gorge
Splatoon 3 (2022) 	Scorch Gorge
Splatoon 3 (2022) 	Scorch Gorge
Splatoon 3 (2022)
 	 	 	
<tabber>Description=Scorch Gorge is based on the map of the same name found in Splatoon 3. The ground consists of a desert cliff, while the background displays the map itself as it appears in the original game.Scorch Gorge is a downloadable stage, and is available as a Solo Stage in Season 4.	<tabber>Description=Scorch Gorge is based on the map of the same name found in Splatoon 3. The ground consists of a desert cliff, while the background displays the map itself as it appears in the original game.Scorch Gorge is a downloadable stage, and is available as a Solo Stage in Season 4.	<tabber>Description=Scorch Gorge is based on the map of the same name found in Splatoon 3. The ground consists of a desert cliff, while the background displays the map itself as it appears in the original game.Scorch Gorge is a downloadable stage, and is available as a Solo Stage in Season 4.	<tabber>Description=Scorch Gorge is based on the map of the same name found in Splatoon 3. The ground consists of a desert cliff, while the background displays the map itself as it appears in the original game.Scorch Gorge is a downloadable stage, and is available as a Solo Stage in Season 4.
==Items==
Various items can be toggled on and off for battles, with most of the items being new additions to the series. If an item is activated, it will appear on the ground, allowing it to be collected by any fighter by crouching and pressing the attack button.
Food
CrossClash	Food takes a variety of appearances, each resembling a different food item. Upon being picked up by a fighter, they will automatically eat the food, gaining a small amount of health back.
Rotten Food
CrossClash	Rotten Food appears mostly the same as its regular counterpart, aside from a green haze surrounding it. Upon being picked up by a fighter, they will automatically eat the food, but instead of being healed, they receive a temporary poison effect, slowly draining their health.
Clash Cola
CrossClash	Upon being picked up, the fighter drinks the Clash Cola, adding additional charge to their Clash Charge meter. If the fighter already has their meter at Level 3, the Clash Cola simply vanishes.
Clash Orb
CrossClash	Upon being picked up, the Clash Orb instantly fills the fighter’s Clash Charge meter to the next highest tier. If the fighter already has their meter at Level 3, the Clash Orb simply vanishes.
Bubble Wand
SpongeBob SquarePants	Upon being picked up, the fighter’s basic attack is replaced with a swing of the Bubble Wand. While being hit by the wand itself is a decent attack, swinging the wand also creates a weak bubble projectile. The Bubble Wand can be swung twenty times before breaking.
Orb of Confusion
SpongeBob SquarePants	Upon being picked up, the fighter’s basic attack is replaced with them throwing the Orb of Confusion forwards. If the Orb hits the stage, it’ll simply break, but if it hits the opponent, they will be put into a dazed state.
Happy Meal
McDonald's	Upon being picked up, the Happy Meal appears in the fighter’s HUD. Upon being KO’d with a Happy Meal, they are revived with 20% of their maximum HP as the Happy Meal vanishes. The player can only have one Happy Meal in their possession, and picking one up while one is already on standby will have the second Happy Meal act as a food item, healing the fighter.
Super Mushroom
Super Mario	Upon coming in contact with the Super Mushroom, the fighter grows in size for a short period. During this time, their mobility is nerfed, but their attack power and resistance grows accordingly.
Poison Mushroom
Super Mario	Upon coming in contact with the Poison Mushroom, the fighter shrinks in size for a short period. During this time, their attack power and resistance is nerfed, but their mobility improves accordingly.
Super Star
Super Mario	Upon coming in contact with the Super Star, the fighter becomes invincible for a short period, with the current music being replaced with the invincibility theme from Paper Mario: The Origami King during that time.
Banana Peel
Donkey Kong	The Banana Peel remains idle after spawning, and fighters who try and walk across it will trip as the Banana Peel vanishes. The peel can be picked up by careful fighters, who can then throw it by using their basic attack. However, it can only be thrown three times; Attempting to pick it up a fourth time will cause the fighter to trip.
Power Pellet
Pac-Man	Upon being picked up, the fighter’s attack power is temporarily increased, indicated by a white glow surrounding them.
Shield Monitor
Sonic the Hedgehog	The Shield Monitor must be broken open in order for a fighter to receive its effects. Once this is done, the fighter who broke the monitor temporarily gains increased attack resistance, indicated by a blue shield surrounding them. In actuality, the shield simply absorbs some of the damage taken by the fighter, with it breaking after absorbing a certain amount.
Speed Shoes Monitor
Sonic the Hedgehog	The Speed Shoes Monitor must be broken open in order for a fighter to receive its effects. Once this is done, the fighter who broke the monitor temporarily gains increased walking and dashing speed, indicated by a sparkly aura surrounding them.
TNT Crate
Angry Birds	Upon being picked up, the fighter’s basic attack is replaced with throwing the TNT Crate forwards, creating a large explosion upon contact with the opponent or stage. However, there is a small change that the TNT Crate will explode as soon as it’s picked up, damaging the fighter.
Snowball
Club Penguin	Upon being picked up, the fighter’s basic attack is replaced with them throwing the snowball forwards. The snowball deals low damage, but it does have a chance to freeze the opponent upon contact.
Fishing Rod
Minecraft	Upon being picked up, the fighter’s basic attack is replaced with them casing the rod forwards, being able to grab the opponent from afar. The Fishing Rod can be cast ten times before breaking.
Golden Apple
Minecraft	Upon being picked up by a fighter, they will automatically eat the Golden Apple, gaining a small amount of health back and gaining temporary attack resistance, indicated by a golden aura surrounding them.
Freddy Plush
Five Nights at Freddy's	Upon being picked up, the fighter’s basic attack is replaced with them throwing the Freddy Plush forwards; Being in contact with an airborne Freddy Plush will cause a fighter to automatically pick it up. Some time after appearing, the Freddy Plush will be attacked by a swarm of Freddles from Five Nights at Freddy’s 4, rapidly damaging any fighter who happens to be holding it.
Devilsknife
Deltarune	Upon being picked up, the fighter’s basic attack is replaced with a swing of the Devilsknife. While being hit by the scythe itself is a decent attack, it does have a small chance to deal a critical hit, dealing double the damage and knockback. The Devilsknife can be swung thirteen times before breaking.
Rainmaker
Splatoon	Upon being picked up, the fighter holding the Rainmaker can only walk, perform a single jump, and fire the Rainmaker with either of the attack buttons. The Rainmaker’s shot is incredibly powerful, but can only be used once before the Rainmaker vanishes.
==Assists==
New to CrossClash II are Assists, which are images of various characters from the universes represented in-game which can be equipped to power up fighters in various modes (with three Assist slots being available in each), similarly to the Stickers and Spirits in Super Smash Bros. Brawl and Ultimate respectively. The player can have multiple copies of one Assist, but can also scrap them in exchange for CrossCash. There are two types of Assists:
*Major Assists usually provide stronger buffs, but take up two Assist slots rather than one. Major Assists are those representing fighters and bosses, creating a total of 120 Major Assists to collect. Unlike Minor Assists, they cannot be scrapped.
*Minor Assists are much more plentiful and only take up one Assist slot, but are weaker than Major Assists.
An important property of Assists is the fact that they will become stronger when used alongside other Assists from the same series.
Assists can be obtained through various means:
*The Assist Challenges mode primarily revolves around Assists. Every hour, five Minor Assists become available through the mode, with each providing a personalized challenge for the player to complete in order to collect them.
*Completing Arcade Mode routes can earn the player up to three Minor Assists, depending on their performance. In addition, completing a fighter's route for the first time will unlock their Major Assist.
*Enemies in Story Mode can occasionally carry up to three Minor Assists, increasing their power accordingly. Defeating them will cause the player to collect at least one of their equipped Assists.
**In addition, beating bosses in Story Mode unlocks their Major Assist.
*Performing well enough in Survival Mode, Time Attack, and normal online Tournaments can earn the player Minor Assists.
*Minor Assists can be purchased through the Shop.
For a full list of Assists and their effects, see here.
==Bosses==
CrossClash II features twenty bosses, with ten returning from the first game and ten being new additions. Bosses are split into two categories, with ten each;
*Normal: Normal bosses act like proper fighters, with their full body being present on the stage. They can walk, jump, guard, and make use of various moves, including a Clash Attack.
*Background: Background bosses loom in the background, only having certain weak points. They can walk across the stage for repositioning, but other than that, they can only attack.
While most bosses can be found in both Arcade and Story Mode, two bosses are exclusive to the latter. Regardless, once a boss is defeated in either mode, they are made available in the Boss Battles mode, allowing the player to fight them with any character. In addition, beating a boss in Story Mode unlocks their Major Assist.
Clock Tower	Clock Tower	Clock Tower	Clock Tower
  	  	Debut: Epic Mickey (2010)
Voice Actor: N/A
Once a friendly resident of Gremlin Village, this clock tower was driven mad due to having to listen to the same song on loop for all time. It's a small world, alright... and he wants to make it even smaller.	Debut: Epic Mickey (2010)
Voice Actor: N/A
Once a friendly resident of Gremlin Village, this clock tower was driven mad due to having to listen to the same song on loop for all time. It's a small world, alright... and he wants to make it even smaller.
<tabber>Encounter=The Clock Tower is a background boss, with his only weak spot being his face. Unlike most background bosses, however, his body will never move; Just his hands. His battle takes place in the same area where he was fought in Epic Mickey, with his boss music being the rendition of It's a Small World from the same game.
The Clock Tower's special moves include:
*Clap: The Clock Tower claps his hands together at the center of the stage. 
*Hand Slam: The Clock Tower slams one or both of his hands on the ground with an open palm, dealing heavy damage to the player upon contact. This move originates from Epic Mickey.
*Hand Sweep: Tiki Tong sweeps one of his hands across the stage, either directly across the ground or slightly in the air.
*Paint Spew: The Clock Tower's face opens up to spew paint at the player. Getting hit by the paint causes the player to suffer from reduced movement speed.
*Thinner Spew: The Clock Tower's face opens up to spew paint thinner at the player. Getting hit by the thinner causes the player to suffer poison damage.
After the Clock Tower is defeated, his face violently shakes before falling off, causing his limbs to fall limp. The screen then fades to white.	<tabber>Encounter=The Clock Tower is a background boss, with his only weak spot being his face. Unlike most background bosses, however, his body will never move; Just his hands. His battle takes place in the same area where he was fought in Epic Mickey, with his boss music being the rendition of It's a Small World from the same game.
The Clock Tower's special moves include:
*Clap: The Clock Tower claps his hands together at the center of the stage. 
*Hand Slam: The Clock Tower slams one or both of his hands on the ground with an open palm, dealing heavy damage to the player upon contact. This move originates from Epic Mickey.
*Hand Sweep: Tiki Tong sweeps one of his hands across the stage, either directly across the ground or slightly in the air.
*Paint Spew: The Clock Tower's face opens up to spew paint at the player. Getting hit by the paint causes the player to suffer from reduced movement speed.
*Thinner Spew: The Clock Tower's face opens up to spew paint thinner at the player. Getting hit by the thinner causes the player to suffer poison damage.
After the Clock Tower is defeated, his face violently shakes before falling off, causing his limbs to fall limp. The screen then fades to white.	<tabber>Encounter=The Clock Tower is a background boss, with his only weak spot being his face. Unlike most background bosses, however, his body will never move; Just his hands. His battle takes place in the same area where he was fought in Epic Mickey, with his boss music being the rendition of It's a Small World from the same game.
The Clock Tower's special moves include:
*Clap: The Clock Tower claps his hands together at the center of the stage. 
*Hand Slam: The Clock Tower slams one or both of his hands on the ground with an open palm, dealing heavy damage to the player upon contact. This move originates from Epic Mickey.
*Hand Sweep: Tiki Tong sweeps one of his hands across the stage, either directly across the ground or slightly in the air.
*Paint Spew: The Clock Tower's face opens up to spew paint at the player. Getting hit by the paint causes the player to suffer from reduced movement speed.
*Thinner Spew: The Clock Tower's face opens up to spew paint thinner at the player. Getting hit by the thinner causes the player to suffer poison damage.
After the Clock Tower is defeated, his face violently shakes before falling off, causing his limbs to fall limp. The screen then fades to white.	<tabber>Encounter=The Clock Tower is a background boss, with his only weak spot being his face. Unlike most background bosses, however, his body will never move; Just his hands. His battle takes place in the same area where he was fought in Epic Mickey, with his boss music being the rendition of It's a Small World from the same game.
The Clock Tower's special moves include:
*Clap: The Clock Tower claps his hands together at the center of the stage. 
*Hand Slam: The Clock Tower slams one or both of his hands on the ground with an open palm, dealing heavy damage to the player upon contact. This move originates from Epic Mickey.
*Hand Sweep: Tiki Tong sweeps one of his hands across the stage, either directly across the ground or slightly in the air.
*Paint Spew: The Clock Tower's face opens up to spew paint at the player. Getting hit by the paint causes the player to suffer from reduced movement speed.
*Thinner Spew: The Clock Tower's face opens up to spew paint thinner at the player. Getting hit by the thinner causes the player to suffer poison damage.
After the Clock Tower is defeated, his face violently shakes before falling off, causing his limbs to fall limp. The screen then fades to white.
Plankton & King Neptune	Plankton & King Neptune	Plankton & King Neptune	Plankton & King Neptune
  	  	Debut: SpongeBob SquarePants (1999)
Voice Actor: Doug Lawrence / Jeffrey Tambor
Despite his small stature, Plankton will stop at nothing to steal the Krabby Patty secret formula and drive former friend Mr. Krabs out of business. He's even gone as far as to brainwash King Neptune, ruler of the sea!	Debut: SpongeBob SquarePants (1999)
Voice Actor: Doug Lawrence / Jeffrey Tambor
Despite his small stature, Plankton will stop at nothing to steal the Krabby Patty secret formula and drive former friend Mr. Krabs out of business. He's even gone as far as to brainwash King Neptune, ruler of the sea!
<tabber>Encounter=Plankton is a normal boss. However, he doesn't do most of the actual fighting; Rather, King Neptune serves as the main attacker, having been brainwashed with a Chum Bucket helmet from The SpongeBob SquarePants Movie, while Plankton rides on his shoulder. King Neptune's weak spot is the helmet itself. The duo's battle takes place in the Krusty Krab, with their boss music being King Neptune's battle music from the video game adaptation of The SpongeBob SquarePants Movie.
King Neptune performs all of the duo's basic attacks, being swipes and stabs with his trident. The duo's special moves include:
*Charge: King Neptune charges across the stage with his trident.
*Fire Laser: King Neptune fires a fiery laser across the stage, rapidly damaging the player. This move originates from the video game adaptation of The SpongeBob SquarePants Movie.
*Ice Laser: King Neptune fires a laser from his trident, freezing the player upon contact. This move originates from The SpongeBob SquarePants Movie.
*Majestic Sizzlemaster: Plankton throws the Majestic Sizzlemaster spatula, which acts as a boomerang which returns to Plankton. This move originates from the SpongeBob SquarePants episode "Evil Spatula".
*Robo Patty: Plankton throws a Krabby Patty onto the ground. The Krabby Patty then sprouts legs and scuttles forwards, detonating upon contact with the player. This move originates from the SpongeBob SquarePants episode "Krusty Krab Training Video".
*Clash Attack (Light Laser): King Neptune fires a laser of light across the stage, rapidly damaging the player before launching them. This move originates from the video game adaptation of The SpongeBob SquarePants Movie.
After King Neptune is defeated, the helmet controlling him breaks, setting him free and causing Plankton to fall to the ground. King Neptune then swats him away with his tail, after which the screen fades to white.	<tabber>Encounter=Plankton is a normal boss. However, he doesn't do most of the actual fighting; Rather, King Neptune serves as the main attacker, having been brainwashed with a Chum Bucket helmet from The SpongeBob SquarePants Movie, while Plankton rides on his shoulder. King Neptune's weak spot is the helmet itself. The duo's battle takes place in the Krusty Krab, with their boss music being King Neptune's battle music from the video game adaptation of The SpongeBob SquarePants Movie.
King Neptune performs all of the duo's basic attacks, being swipes and stabs with his trident. The duo's special moves include:
*Charge: King Neptune charges across the stage with his trident.
*Fire Laser: King Neptune fires a fiery laser across the stage, rapidly damaging the player. This move originates from the video game adaptation of The SpongeBob SquarePants Movie.
*Ice Laser: King Neptune fires a laser from his trident, freezing the player upon contact. This move originates from The SpongeBob SquarePants Movie.
*Majestic Sizzlemaster: Plankton throws the Majestic Sizzlemaster spatula, which acts as a boomerang which returns to Plankton. This move originates from the SpongeBob SquarePants episode "Evil Spatula".
*Robo Patty: Plankton throws a Krabby Patty onto the ground. The Krabby Patty then sprouts legs and scuttles forwards, detonating upon contact with the player. This move originates from the SpongeBob SquarePants episode "Krusty Krab Training Video".
*Clash Attack (Light Laser): King Neptune fires a laser of light across the stage, rapidly damaging the player before launching them. This move originates from the video game adaptation of The SpongeBob SquarePants Movie.
After King Neptune is defeated, the helmet controlling him breaks, setting him free and causing Plankton to fall to the ground. King Neptune then swats him away with his tail, after which the screen fades to white.	<tabber>Encounter=Plankton is a normal boss. However, he doesn't do most of the actual fighting; Rather, King Neptune serves as the main attacker, having been brainwashed with a Chum Bucket helmet from The SpongeBob SquarePants Movie, while Plankton rides on his shoulder. King Neptune's weak spot is the helmet itself. The duo's battle takes place in the Krusty Krab, with their boss music being King Neptune's battle music from the video game adaptation of The SpongeBob SquarePants Movie.
King Neptune performs all of the duo's basic attacks, being swipes and stabs with his trident. The duo's special moves include:
*Charge: King Neptune charges across the stage with his trident.
*Fire Laser: King Neptune fires a fiery laser across the stage, rapidly damaging the player. This move originates from the video game adaptation of The SpongeBob SquarePants Movie.
*Ice Laser: King Neptune fires a laser from his trident, freezing the player upon contact. This move originates from The SpongeBob SquarePants Movie.
*Majestic Sizzlemaster: Plankton throws the Majestic Sizzlemaster spatula, which acts as a boomerang which returns to Plankton. This move originates from the SpongeBob SquarePants episode "Evil Spatula".
*Robo Patty: Plankton throws a Krabby Patty onto the ground. The Krabby Patty then sprouts legs and scuttles forwards, detonating upon contact with the player. This move originates from the SpongeBob SquarePants episode "Krusty Krab Training Video".
*Clash Attack (Light Laser): King Neptune fires a laser of light across the stage, rapidly damaging the player before launching them. This move originates from the video game adaptation of The SpongeBob SquarePants Movie.
After King Neptune is defeated, the helmet controlling him breaks, setting him free and causing Plankton to fall to the ground. King Neptune then swats him away with his tail, after which the screen fades to white.	<tabber>Encounter=Plankton is a normal boss. However, he doesn't do most of the actual fighting; Rather, King Neptune serves as the main attacker, having been brainwashed with a Chum Bucket helmet from The SpongeBob SquarePants Movie, while Plankton rides on his shoulder. King Neptune's weak spot is the helmet itself. The duo's battle takes place in the Krusty Krab, with their boss music being King Neptune's battle music from the video game adaptation of The SpongeBob SquarePants Movie.
King Neptune performs all of the duo's basic attacks, being swipes and stabs with his trident. The duo's special moves include:
*Charge: King Neptune charges across the stage with his trident.
*Fire Laser: King Neptune fires a fiery laser across the stage, rapidly damaging the player. This move originates from the video game adaptation of The SpongeBob SquarePants Movie.
*Ice Laser: King Neptune fires a laser from his trident, freezing the player upon contact. This move originates from The SpongeBob SquarePants Movie.
*Majestic Sizzlemaster: Plankton throws the Majestic Sizzlemaster spatula, which acts as a boomerang which returns to Plankton. This move originates from the SpongeBob SquarePants episode "Evil Spatula".
*Robo Patty: Plankton throws a Krabby Patty onto the ground. The Krabby Patty then sprouts legs and scuttles forwards, detonating upon contact with the player. This move originates from the SpongeBob SquarePants episode "Krusty Krab Training Video".
*Clash Attack (Light Laser): King Neptune fires a laser of light across the stage, rapidly damaging the player before launching them. This move originates from the video game adaptation of The SpongeBob SquarePants Movie.
After King Neptune is defeated, the helmet controlling him breaks, setting him free and causing Plankton to fall to the ground. King Neptune then swats him away with his tail, after which the screen fades to white.
Metal Mario	Metal Mario	Metal Mario	Metal Mario
  	  	Debut: Super Mario 64 (1996)
Voice Actor: Charles Martinet
A steely counterpart of everyone's favorite plumber, Metal Mario is a silent, strong fighter. In addition to boasting the same abilities as his namesake, his metal body leaves him able to tank even the strongest of attacks. Prepare for a good scrap when you're up against this shiny superstar!	Debut: Super Mario 64 (1996)
Voice Actor: Charles Martinet
A steely counterpart of everyone's favorite plumber, Metal Mario is a silent, strong fighter. In addition to boasting the same abilities as his namesake, his metal body leaves him able to tank even the strongest of attacks. Prepare for a good scrap when you're up against this shiny superstar!
<tabber>Encounter=Metal Mario is a normal boss. His battle takes place in a cavernous area, resembling a mixture of Hazy Maze Cave from Super Mario 64 and Meta Crystal from Super Smash Bros.. The theme that plays during the battle is Metal Battle, his battle theme from Super Smash Bros. Melee.
Metal Mario is naturally very similar to Mario, boasting the same animations and most of his moves (including all of his basic attacks). However, Metal Mario has differing properties; He is slower, more resistant to knockback, and generally exchanges the frame data of his moves for more damage. His special moves include:
*Fireball: Metal Mario throws a blue fireball. While it travels slower than Mario's normal fireball, it deals more damage.
*Hammer Slam: Metal Mario pulls out a hammer which he slams down in front of himself. The move has considerable start and end lag; moreso than that of Mario's hammer.
*Super Metal Punch: Metal Mario leaps into the air with an uppercut, dealing multiple hits of damage before coming back down.
*Metal Tornado: Metal Mario spins in place repeatedly, being able to reflect projectiles and launch the player upon contact. This move originates from Super Smash Bros..
*Ultra Flame (Clash Attack): Metal Mario fires two large, swirling fireballs forwards.
After Metal Mario is defeated, he is launched forwards before he explodes, after which the screen fades to white.	<tabber>Encounter=Metal Mario is a normal boss. His battle takes place in a cavernous area, resembling a mixture of Hazy Maze Cave from Super Mario 64 and Meta Crystal from Super Smash Bros.. The theme that plays during the battle is Metal Battle, his battle theme from Super Smash Bros. Melee.
Metal Mario is naturally very similar to Mario, boasting the same animations and most of his moves (including all of his basic attacks). However, Metal Mario has differing properties; He is slower, more resistant to knockback, and generally exchanges the frame data of his moves for more damage. His special moves include:
*Fireball: Metal Mario throws a blue fireball. While it travels slower than Mario's normal fireball, it deals more damage.
*Hammer Slam: Metal Mario pulls out a hammer which he slams down in front of himself. The move has considerable start and end lag; moreso than that of Mario's hammer.
*Super Metal Punch: Metal Mario leaps into the air with an uppercut, dealing multiple hits of damage before coming back down.
*Metal Tornado: Metal Mario spins in place repeatedly, being able to reflect projectiles and launch the player upon contact. This move originates from Super Smash Bros..
*Ultra Flame (Clash Attack): Metal Mario fires two large, swirling fireballs forwards.
After Metal Mario is defeated, he is launched forwards before he explodes, after which the screen fades to white.	<tabber>Encounter=Metal Mario is a normal boss. His battle takes place in a cavernous area, resembling a mixture of Hazy Maze Cave from Super Mario 64 and Meta Crystal from Super Smash Bros.. The theme that plays during the battle is Metal Battle, his battle theme from Super Smash Bros. Melee.
Metal Mario is naturally very similar to Mario, boasting the same animations and most of his moves (including all of his basic attacks). However, Metal Mario has differing properties; He is slower, more resistant to knockback, and generally exchanges the frame data of his moves for more damage. His special moves include:
*Fireball: Metal Mario throws a blue fireball. While it travels slower than Mario's normal fireball, it deals more damage.
*Hammer Slam: Metal Mario pulls out a hammer which he slams down in front of himself. The move has considerable start and end lag; moreso than that of Mario's hammer.
*Super Metal Punch: Metal Mario leaps into the air with an uppercut, dealing multiple hits of damage before coming back down.
*Metal Tornado: Metal Mario spins in place repeatedly, being able to reflect projectiles and launch the player upon contact. This move originates from Super Smash Bros..
*Ultra Flame (Clash Attack): Metal Mario fires two large, swirling fireballs forwards.
After Metal Mario is defeated, he is launched forwards before he explodes, after which the screen fades to white.	<tabber>Encounter=Metal Mario is a normal boss. His battle takes place in a cavernous area, resembling a mixture of Hazy Maze Cave from Super Mario 64 and Meta Crystal from Super Smash Bros.. The theme that plays during the battle is Metal Battle, his battle theme from Super Smash Bros. Melee.
Metal Mario is naturally very similar to Mario, boasting the same animations and most of his moves (including all of his basic attacks). However, Metal Mario has differing properties; He is slower, more resistant to knockback, and generally exchanges the frame data of his moves for more damage. His special moves include:
*Fireball: Metal Mario throws a blue fireball. While it travels slower than Mario's normal fireball, it deals more damage.
*Hammer Slam: Metal Mario pulls out a hammer which he slams down in front of himself. The move has considerable start and end lag; moreso than that of Mario's hammer.
*Super Metal Punch: Metal Mario leaps into the air with an uppercut, dealing multiple hits of damage before coming back down.
*Metal Tornado: Metal Mario spins in place repeatedly, being able to reflect projectiles and launch the player upon contact. This move originates from Super Smash Bros..
*Ultra Flame (Clash Attack): Metal Mario fires two large, swirling fireballs forwards.
After Metal Mario is defeated, he is launched forwards before he explodes, after which the screen fades to white.
Fury Bowser	Fury Bowser	Fury Bowser	Fury Bowser
 	 	Debut: Super Mario 3D World + Bowser's Fury (2021)
Voice Actor: Kenny James
After his son painted him with a mysterious black paint as a prank, Bowser grew to an enormous size and gained godlike power. Blinded by his own rage, only the power of the Cat Shines from Lake Lapcat could help bring him back to normal.	Debut: Super Mario 3D World + Bowser's Fury (2021)
Voice Actor: Kenny James
After his son painted him with a mysterious black paint as a prank, Bowser grew to an enormous size and gained godlike power. Blinded by his own rage, only the power of the Cat Shines from Lake Lapcat could help bring him back to normal.
<tabber>Encounter=Fury Bowser is a background boss, with his head being his only weak point. His battle takes place on top of a lighthouse during a rainstorm in Lake Lapcat, and the theme that plays during the battle is the music which plays during his first phase in Super Mario 3D World + Bowser's Fury.
Fury Bowser's special moves include:
*Claw Swipe: Fury Bowser swings one of his claws into the foreground.
*Fireball: Fury Bowser spews a fast fireball from his mouth.
*Fire Blast: Fury Bowser fires a massive beam of fire from his mouth, rapidly damaging the player.
*Fury Shockwave: Fury Bowser slams his fist into the ground, creating a shockwave of fire.
*Fury Spikes: Fury Bowser launches a Fury Spike from his shell, with it slamming into the ground a moment after. While the Fury Spike deals immense damage if it lands on the player, it does serve as a makeshift platform for a short time after hitting the ground, allowing the player easier access to Fury Bowser's head.
After Fury Bowser is defeated, a great flash of light envelopes the screen. Once the light fades, Bowser is seen in his normal form before he plummets to the ground. This does not occur if the player is controlling Bowser, as the game transitions to the results screen after the screen goes white.	<tabber>Encounter=Fury Bowser is a background boss, with his head being his only weak point. His battle takes place on top of a lighthouse during a rainstorm in Lake Lapcat, and the theme that plays during the battle is the music which plays during his first phase in Super Mario 3D World + Bowser's Fury.
Fury Bowser's special moves include:
*Claw Swipe: Fury Bowser swings one of his claws into the foreground.
*Fireball: Fury Bowser spews a fast fireball from his mouth.
*Fire Blast: Fury Bowser fires a massive beam of fire from his mouth, rapidly damaging the player.
*Fury Shockwave: Fury Bowser slams his fist into the ground, creating a shockwave of fire.
*Fury Spikes: Fury Bowser launches a Fury Spike from his shell, with it slamming into the ground a moment after. While the Fury Spike deals immense damage if it lands on the player, it does serve as a makeshift platform for a short time after hitting the ground, allowing the player easier access to Fury Bowser's head.
After Fury Bowser is defeated, a great flash of light envelopes the screen. Once the light fades, Bowser is seen in his normal form before he plummets to the ground. This does not occur if the player is controlling Bowser, as the game transitions to the results screen after the screen goes white.	<tabber>Encounter=Fury Bowser is a background boss, with his head being his only weak point. His battle takes place on top of a lighthouse during a rainstorm in Lake Lapcat, and the theme that plays during the battle is the music which plays during his first phase in Super Mario 3D World + Bowser's Fury.
Fury Bowser's special moves include:
*Claw Swipe: Fury Bowser swings one of his claws into the foreground.
*Fireball: Fury Bowser spews a fast fireball from his mouth.
*Fire Blast: Fury Bowser fires a massive beam of fire from his mouth, rapidly damaging the player.
*Fury Shockwave: Fury Bowser slams his fist into the ground, creating a shockwave of fire.
*Fury Spikes: Fury Bowser launches a Fury Spike from his shell, with it slamming into the ground a moment after. While the Fury Spike deals immense damage if it lands on the player, it does serve as a makeshift platform for a short time after hitting the ground, allowing the player easier access to Fury Bowser's head.
After Fury Bowser is defeated, a great flash of light envelopes the screen. Once the light fades, Bowser is seen in his normal form before he plummets to the ground. This does not occur if the player is controlling Bowser, as the game transitions to the results screen after the screen goes white.	<tabber>Encounter=Fury Bowser is a background boss, with his head being his only weak point. His battle takes place on top of a lighthouse during a rainstorm in Lake Lapcat, and the theme that plays during the battle is the music which plays during his first phase in Super Mario 3D World + Bowser's Fury.
Fury Bowser's special moves include:
*Claw Swipe: Fury Bowser swings one of his claws into the foreground.
*Fireball: Fury Bowser spews a fast fireball from his mouth.
*Fire Blast: Fury Bowser fires a massive beam of fire from his mouth, rapidly damaging the player.
*Fury Shockwave: Fury Bowser slams his fist into the ground, creating a shockwave of fire.
*Fury Spikes: Fury Bowser launches a Fury Spike from his shell, with it slamming into the ground a moment after. While the Fury Spike deals immense damage if it lands on the player, it does serve as a makeshift platform for a short time after hitting the ground, allowing the player easier access to Fury Bowser's head.
After Fury Bowser is defeated, a great flash of light envelopes the screen. Once the light fades, Bowser is seen in his normal form before he plummets to the ground. This does not occur if the player is controlling Bowser, as the game transitions to the results screen after the screen goes white.
Tiki Tong	Tiki Tong	Tiki Tong	Tiki Tong
  	  	Debut: Donkey Kong Country Returns (2010)
Voice Actor: ???
After he was awakened from a centuries-long slumber beneath Donkey Kong Island, Tiki Tong sent out his Tiki Tak Tribe to hypnotize the island's inhabitants and steal its bananas to gain their magical power. Of course, once the big ape himself caught wind of his plan, Tiki Tong soon had to take matters into his own hands...	Debut: Donkey Kong Country Returns (2010)
Voice Actor: ???
After he was awakened from a centuries-long slumber beneath Donkey Kong Island, Tiki Tong sent out his Tiki Tak Tribe to hypnotize the island's inhabitants and steal its bananas to gain their magical power. Of course, once the big ape himself caught wind of his plan, Tiki Tong soon had to take matters into his own hands...
<tabber>Encounter=Tiki Tong is a background boss, and while he can be attacked on any part of his body, he has very high attack resistance. However, certain attacks cause a red button to appear on his head; Attacking said button will deal major damage to Tiki Tong. His battle takes place in the arena seen in the level Tiki Tong Terror from Donkey Kong Country Returns, with the theme playing being Tiki Tong Song, his battle music from the same game.
Tiki Tong's special moves include:
*Clap: Tiki Tong claps his hands together at the center of the stage. After this is done, the button on his head becomes suspectible to damage.
*Flaming Tiki Buzz: Tiki Tong spits a Flaming Tiki Buzz out of his mouth. The Flaming Tiki Buzz then follows the player until either they get hit (dealing fire damage) or a few seconds pass; Once either condition is met, the Flaming Tiki Buzz vanishes. 
*Hand Slam: Tiki Tong slams one or both of his hands on the ground with an open palm, dealing heavy damage to the player upon contact. After this is done, the button on his head becomes suspectible to damage. When his health gets low, Tiki Tong can fake out a hand slam.
*Hand Sweep: Tiki Tong sweeps one of his hands across the stage, either directly across the ground or slightly in the air.
*Head Slam: Tiki Tong slams his head in the general area of the player, creating a shockwave which must be jumped over to avoid damage. After this is done, the button on his head becomes suspectible to damage.
*Head Sweep: Tiki Tong swoops downwards with his head, going in an arc-like motion from one side of the arena to the other.
After Tiki Tong is defeated, he explodes in a burst of light, causing bananas to rain from the sky as the screen fades to white.	<tabber>Encounter=Tiki Tong is a background boss, and while he can be attacked on any part of his body, he has very high attack resistance. However, certain attacks cause a red button to appear on his head; Attacking said button will deal major damage to Tiki Tong. His battle takes place in the arena seen in the level Tiki Tong Terror from Donkey Kong Country Returns, with the theme playing being Tiki Tong Song, his battle music from the same game.
Tiki Tong's special moves include:
*Clap: Tiki Tong claps his hands together at the center of the stage. After this is done, the button on his head becomes suspectible to damage.
*Flaming Tiki Buzz: Tiki Tong spits a Flaming Tiki Buzz out of his mouth. The Flaming Tiki Buzz then follows the player until either they get hit (dealing fire damage) or a few seconds pass; Once either condition is met, the Flaming Tiki Buzz vanishes. 
*Hand Slam: Tiki Tong slams one or both of his hands on the ground with an open palm, dealing heavy damage to the player upon contact. After this is done, the button on his head becomes suspectible to damage. When his health gets low, Tiki Tong can fake out a hand slam.
*Hand Sweep: Tiki Tong sweeps one of his hands across the stage, either directly across the ground or slightly in the air.
*Head Slam: Tiki Tong slams his head in the general area of the player, creating a shockwave which must be jumped over to avoid damage. After this is done, the button on his head becomes suspectible to damage.
*Head Sweep: Tiki Tong swoops downwards with his head, going in an arc-like motion from one side of the arena to the other.
After Tiki Tong is defeated, he explodes in a burst of light, causing bananas to rain from the sky as the screen fades to white.	<tabber>Encounter=Tiki Tong is a background boss, and while he can be attacked on any part of his body, he has very high attack resistance. However, certain attacks cause a red button to appear on his head; Attacking said button will deal major damage to Tiki Tong. His battle takes place in the arena seen in the level Tiki Tong Terror from Donkey Kong Country Returns, with the theme playing being Tiki Tong Song, his battle music from the same game.
Tiki Tong's special moves include:
*Clap: Tiki Tong claps his hands together at the center of the stage. After this is done, the button on his head becomes suspectible to damage.
*Flaming Tiki Buzz: Tiki Tong spits a Flaming Tiki Buzz out of his mouth. The Flaming Tiki Buzz then follows the player until either they get hit (dealing fire damage) or a few seconds pass; Once either condition is met, the Flaming Tiki Buzz vanishes. 
*Hand Slam: Tiki Tong slams one or both of his hands on the ground with an open palm, dealing heavy damage to the player upon contact. After this is done, the button on his head becomes suspectible to damage. When his health gets low, Tiki Tong can fake out a hand slam.
*Hand Sweep: Tiki Tong sweeps one of his hands across the stage, either directly across the ground or slightly in the air.
*Head Slam: Tiki Tong slams his head in the general area of the player, creating a shockwave which must be jumped over to avoid damage. After this is done, the button on his head becomes suspectible to damage.
*Head Sweep: Tiki Tong swoops downwards with his head, going in an arc-like motion from one side of the arena to the other.
After Tiki Tong is defeated, he explodes in a burst of light, causing bananas to rain from the sky as the screen fades to white.	<tabber>Encounter=Tiki Tong is a background boss, and while he can be attacked on any part of his body, he has very high attack resistance. However, certain attacks cause a red button to appear on his head; Attacking said button will deal major damage to Tiki Tong. His battle takes place in the arena seen in the level Tiki Tong Terror from Donkey Kong Country Returns, with the theme playing being Tiki Tong Song, his battle music from the same game.
Tiki Tong's special moves include:
*Clap: Tiki Tong claps his hands together at the center of the stage. After this is done, the button on his head becomes suspectible to damage.
*Flaming Tiki Buzz: Tiki Tong spits a Flaming Tiki Buzz out of his mouth. The Flaming Tiki Buzz then follows the player until either they get hit (dealing fire damage) or a few seconds pass; Once either condition is met, the Flaming Tiki Buzz vanishes. 
*Hand Slam: Tiki Tong slams one or both of his hands on the ground with an open palm, dealing heavy damage to the player upon contact. After this is done, the button on his head becomes suspectible to damage. When his health gets low, Tiki Tong can fake out a hand slam.
*Hand Sweep: Tiki Tong sweeps one of his hands across the stage, either directly across the ground or slightly in the air.
*Head Slam: Tiki Tong slams his head in the general area of the player, creating a shockwave which must be jumped over to avoid damage. After this is done, the button on his head becomes suspectible to damage.
*Head Sweep: Tiki Tong swoops downwards with his head, going in an arc-like motion from one side of the arena to the other.
After Tiki Tong is defeated, he explodes in a burst of light, causing bananas to rain from the sky as the screen fades to white.
Perfect Chaos	Perfect Chaos	Perfect Chaos	Perfect Chaos
  	  	Debut: Sonic Adventure (1999)
Voice Actor: N/A
Chaos was the original guardian of the Master Emerald, and while it was usually a gentle being, the actions of the Echidna tribe caused it to be corrupted by its own anger. This led to it seeking out the Chaos Emeralds, absorbing them to gain godlike power.	Debut: Sonic Adventure (1999)
Voice Actor: N/A
Chaos was the original guardian of the Master Emerald, and while it was usually a gentle being, the actions of the Echidna tribe caused it to be corrupted by its own anger. This led to it seeking out the Chaos Emeralds, absorbing them to gain godlike power.
<tabber>Encounter=Perfect Chaos is a background boss, with its weak points being its neck and head. Its battle takes place a flooded Station Square from Sonic Adventure (with the floodwater decreasing the player's movement speed while grounded), with its boss music being Open Your Heart from the same game.
Perfect Chaos' special moves include:
*Bite: Perfect Chaos bites forwards, dealing major damage to the player upon contact.
*Energy Beam: Perfect Chaos launches an energy beam from its mouth, rapidly damaging the player before launching them. This attack originates from Sonic Adventure.
*Energy Spheres: Perfect Chaos launches energy spheres from its back which home in on the player. This attack originates from Sonic Adventure.
*Typhoon: Perfect Chaos generates a typhoon, dealing no damage to the player while launching them. This attack originates from Sonic Adventure.
*Water Tentacle: Perfect Chaos lashes one of its tentacles at the player. This attack originates from Sonic Generations.
After Perfect Chaos is defeated, he begins to deform and sink, roaring wildly as the screen then fades to white.	<tabber>Encounter=Perfect Chaos is a background boss, with its weak points being its neck and head. Its battle takes place a flooded Station Square from Sonic Adventure (with the floodwater decreasing the player's movement speed while grounded), with its boss music being Open Your Heart from the same game.
Perfect Chaos' special moves include:
*Bite: Perfect Chaos bites forwards, dealing major damage to the player upon contact.
*Energy Beam: Perfect Chaos launches an energy beam from its mouth, rapidly damaging the player before launching them. This attack originates from Sonic Adventure.
*Energy Spheres: Perfect Chaos launches energy spheres from its back which home in on the player. This attack originates from Sonic Adventure.
*Typhoon: Perfect Chaos generates a typhoon, dealing no damage to the player while launching them. This attack originates from Sonic Adventure.
*Water Tentacle: Perfect Chaos lashes one of its tentacles at the player. This attack originates from Sonic Generations.
After Perfect Chaos is defeated, he begins to deform and sink, roaring wildly as the screen then fades to white.	<tabber>Encounter=Perfect Chaos is a background boss, with its weak points being its neck and head. Its battle takes place a flooded Station Square from Sonic Adventure (with the floodwater decreasing the player's movement speed while grounded), with its boss music being Open Your Heart from the same game.
Perfect Chaos' special moves include:
*Bite: Perfect Chaos bites forwards, dealing major damage to the player upon contact.
*Energy Beam: Perfect Chaos launches an energy beam from its mouth, rapidly damaging the player before launching them. This attack originates from Sonic Adventure.
*Energy Spheres: Perfect Chaos launches energy spheres from its back which home in on the player. This attack originates from Sonic Adventure.
*Typhoon: Perfect Chaos generates a typhoon, dealing no damage to the player while launching them. This attack originates from Sonic Adventure.
*Water Tentacle: Perfect Chaos lashes one of its tentacles at the player. This attack originates from Sonic Generations.
After Perfect Chaos is defeated, he begins to deform and sink, roaring wildly as the screen then fades to white.	<tabber>Encounter=Perfect Chaos is a background boss, with its weak points being its neck and head. Its battle takes place a flooded Station Square from Sonic Adventure (with the floodwater decreasing the player's movement speed while grounded), with its boss music being Open Your Heart from the same game.
Perfect Chaos' special moves include:
*Bite: Perfect Chaos bites forwards, dealing major damage to the player upon contact.
*Energy Beam: Perfect Chaos launches an energy beam from its mouth, rapidly damaging the player before launching them. This attack originates from Sonic Adventure.
*Energy Spheres: Perfect Chaos launches energy spheres from its back which home in on the player. This attack originates from Sonic Adventure.
*Typhoon: Perfect Chaos generates a typhoon, dealing no damage to the player while launching them. This attack originates from Sonic Adventure.
*Water Tentacle: Perfect Chaos lashes one of its tentacles at the player. This attack originates from Sonic Generations.
After Perfect Chaos is defeated, he begins to deform and sink, roaring wildly as the screen then fades to white.
Heavy Gunner	Heavy Gunner	Heavy Gunner	Heavy Gunner
  	  	Debut: Sonic Mania (2017)
Voice Actor: N/A
One of Dr. Eggman's five Hard-Boiled Heavies, the reckless Heavy Gunner patrols Studiopolis Zone with his squadron of Eggrobos. With his trusty rocket launcher, he's more than willing to blast any opposition to the doctor's plans!	Debut: Sonic Mania (2017)
Voice Actor: N/A
One of Dr. Eggman's five Hard-Boiled Heavies, the reckless Heavy Gunner patrols Studiopolis Zone with his squadron of Eggrobos. With his trusty rocket launcher, he's more than willing to blast any opposition to the doctor's plans!
<tabber>Encounter=Heavy Gunner is a normal boss. His battle takes place in Studiopolis Zone from Sonic Mania (although the arena differs from the stage version of the zone), with his boss music being Hi-Spec Robo Go! from the same game.
The Heavy Gunner's basic attacks involve hitting the player with his rocket launcher and throwing headbutts. His special moves include:
*Charge: Heavy Gunner charges forwards, damaging the opponent upon contact.
*Homing Missile: Heavy Gunner fires a slow, blue homing missile. This move originates from Sonic Mania.
*Laser: Heavy Gunner fires a barrage of laser fire forwards. This move originates as the Eggrobos' attack in Sonic & Knuckles.
*Missile: Heavy Gunner fires a missile straight forwards. This move originates from Sonic Mania.
*Clash Attack (Missile Rain): Heavy Gunner flies to the background of the stage and fires multiple missiles towards the player. This move originates from Sonic Mania.
After Heavy Gunner is defeated, he begins to malfunction and uncontrollably flies into the background, exploding. The screen then fades to white.	<tabber>Encounter=Heavy Gunner is a normal boss. His battle takes place in Studiopolis Zone from Sonic Mania (although the arena differs from the stage version of the zone), with his boss music being Hi-Spec Robo Go! from the same game.
The Heavy Gunner's basic attacks involve hitting the player with his rocket launcher and throwing headbutts. His special moves include:
*Charge: Heavy Gunner charges forwards, damaging the opponent upon contact.
*Homing Missile: Heavy Gunner fires a slow, blue homing missile. This move originates from Sonic Mania.
*Laser: Heavy Gunner fires a barrage of laser fire forwards. This move originates as the Eggrobos' attack in Sonic & Knuckles.
*Missile: Heavy Gunner fires a missile straight forwards. This move originates from Sonic Mania.
*Clash Attack (Missile Rain): Heavy Gunner flies to the background of the stage and fires multiple missiles towards the player. This move originates from Sonic Mania.
After Heavy Gunner is defeated, he begins to malfunction and uncontrollably flies into the background, exploding. The screen then fades to white.	<tabber>Encounter=Heavy Gunner is a normal boss. His battle takes place in Studiopolis Zone from Sonic Mania (although the arena differs from the stage version of the zone), with his boss music being Hi-Spec Robo Go! from the same game.
The Heavy Gunner's basic attacks involve hitting the player with his rocket launcher and throwing headbutts. His special moves include:
*Charge: Heavy Gunner charges forwards, damaging the opponent upon contact.
*Homing Missile: Heavy Gunner fires a slow, blue homing missile. This move originates from Sonic Mania.
*Laser: Heavy Gunner fires a barrage of laser fire forwards. This move originates as the Eggrobos' attack in Sonic & Knuckles.
*Missile: Heavy Gunner fires a missile straight forwards. This move originates from Sonic Mania.
*Clash Attack (Missile Rain): Heavy Gunner flies to the background of the stage and fires multiple missiles towards the player. This move originates from Sonic Mania.
After Heavy Gunner is defeated, he begins to malfunction and uncontrollably flies into the background, exploding. The screen then fades to white.	<tabber>Encounter=Heavy Gunner is a normal boss. His battle takes place in Studiopolis Zone from Sonic Mania (although the arena differs from the stage version of the zone), with his boss music being Hi-Spec Robo Go! from the same game.
The Heavy Gunner's basic attacks involve hitting the player with his rocket launcher and throwing headbutts. His special moves include:
*Charge: Heavy Gunner charges forwards, damaging the opponent upon contact.
*Homing Missile: Heavy Gunner fires a slow, blue homing missile. This move originates from Sonic Mania.
*Laser: Heavy Gunner fires a barrage of laser fire forwards. This move originates as the Eggrobos' attack in Sonic & Knuckles.
*Missile: Heavy Gunner fires a missile straight forwards. This move originates from Sonic Mania.
*Clash Attack (Missile Rain): Heavy Gunner flies to the background of the stage and fires multiple missiles towards the player. This move originates from Sonic Mania.
After Heavy Gunner is defeated, he begins to malfunction and uncontrollably flies into the background, exploding. The screen then fades to white.
Herbert	Herbert	Herbert	Herbert
  	  	Debut: Club Penguin (2005)
Voice Actor: Dave B. Mitchell
Hailing from the Arctic Circle, Herbert P. Bear came to Club Penguin island to escape his cold climate. In his quest to turn the island into the tropical paradise of his dreams, he became one of the island's most dangerous threats, making him the sworn enemy of the Elite Penguin Force.	Debut: Club Penguin (2005)
Voice Actor: Dave B. Mitchell
Hailing from the Arctic Circle, Herbert P. Bear came to Club Penguin island to escape his cold climate. In his quest to turn the island into the tropical paradise of his dreams, he became one of the island's most dangerous threats, making him the sworn enemy of the Elite Penguin Force.
<tabber>Encounter=Herbert is a normal boss. His battle takes in his HQ from the Club Penguin party dubbed Operation Blackout, with his boss music being Battle of Doom, his battle theme from the event of the same name.
Herbert's basic moves include paw swipes and punches, with Klutzy appearing for some attacks in the form of pinches. Herbert's special moves include:
*Electromagnet: Herbert uses his Electromagnet to drag the player closer to him.
*Jumbo Hot Sauce: Herbert uses a large bottle of hot sauce as a makeshift flamethrower, rapidly damaging the player. This move references the Operation Hot Sauce event from Club Penguin.
*Klutzy Deploy: Herbert deploys Klutzy the crab, who scuttles around the stage as a hazard for a short time.
*Mini Popcorn Bomb: Herbert throws a minature version of his popcorn bomb forwards, which explodes upon making contact with the player or the ground.
*Clash Attack (Earthquake Driller): Herbert hops into the Earthquake Driller and drives forwards, requiring the player to jump over the drill in order to avoid damage.
After Herbert is defeated, he anticlimatically falls to the ground. The screen then fades to white.	<tabber>Encounter=Herbert is a normal boss. His battle takes in his HQ from the Club Penguin party dubbed Operation Blackout, with his boss music being Battle of Doom, his battle theme from the event of the same name.
Herbert's basic moves include paw swipes and punches, with Klutzy appearing for some attacks in the form of pinches. Herbert's special moves include:
*Electromagnet: Herbert uses his Electromagnet to drag the player closer to him.
*Jumbo Hot Sauce: Herbert uses a large bottle of hot sauce as a makeshift flamethrower, rapidly damaging the player. This move references the Operation Hot Sauce event from Club Penguin.
*Klutzy Deploy: Herbert deploys Klutzy the crab, who scuttles around the stage as a hazard for a short time.
*Mini Popcorn Bomb: Herbert throws a minature version of his popcorn bomb forwards, which explodes upon making contact with the player or the ground.
*Clash Attack (Earthquake Driller): Herbert hops into the Earthquake Driller and drives forwards, requiring the player to jump over the drill in order to avoid damage.
After Herbert is defeated, he anticlimatically falls to the ground. The screen then fades to white.	<tabber>Encounter=Herbert is a normal boss. His battle takes in his HQ from the Club Penguin party dubbed Operation Blackout, with his boss music being Battle of Doom, his battle theme from the event of the same name.
Herbert's basic moves include paw swipes and punches, with Klutzy appearing for some attacks in the form of pinches. Herbert's special moves include:
*Electromagnet: Herbert uses his Electromagnet to drag the player closer to him.
*Jumbo Hot Sauce: Herbert uses a large bottle of hot sauce as a makeshift flamethrower, rapidly damaging the player. This move references the Operation Hot Sauce event from Club Penguin.
*Klutzy Deploy: Herbert deploys Klutzy the crab, who scuttles around the stage as a hazard for a short time.
*Mini Popcorn Bomb: Herbert throws a minature version of his popcorn bomb forwards, which explodes upon making contact with the player or the ground.
*Clash Attack (Earthquake Driller): Herbert hops into the Earthquake Driller and drives forwards, requiring the player to jump over the drill in order to avoid damage.
After Herbert is defeated, he anticlimatically falls to the ground. The screen then fades to white.	<tabber>Encounter=Herbert is a normal boss. His battle takes in his HQ from the Club Penguin party dubbed Operation Blackout, with his boss music being Battle of Doom, his battle theme from the event of the same name.
Herbert's basic moves include paw swipes and punches, with Klutzy appearing for some attacks in the form of pinches. Herbert's special moves include:
*Electromagnet: Herbert uses his Electromagnet to drag the player closer to him.
*Jumbo Hot Sauce: Herbert uses a large bottle of hot sauce as a makeshift flamethrower, rapidly damaging the player. This move references the Operation Hot Sauce event from Club Penguin.
*Klutzy Deploy: Herbert deploys Klutzy the crab, who scuttles around the stage as a hazard for a short time.
*Mini Popcorn Bomb: Herbert throws a minature version of his popcorn bomb forwards, which explodes upon making contact with the player or the ground.
*Clash Attack (Earthquake Driller): Herbert hops into the Earthquake Driller and drives forwards, requiring the player to jump over the drill in order to avoid damage.
After Herbert is defeated, he anticlimatically falls to the ground. The screen then fades to white.
Dr. Zomboss	Dr. Zomboss	Dr. Zomboss	Dr. Zomboss
  	  	Debut: Plants vs. Zombies (2009)
Voice Actor: ???
Dr. Edgar Zomboss is the leader of zombiekind, commanding them in the never-ending fight for world domination. Despite being a zombie himself, Zomboss has the brains to strategize and lead his army to all the delicious brains they can find!	Debut: Plants vs. Zombies (2009)
Voice Actor: ???
Dr. Edgar Zomboss is the leader of zombiekind, commanding them in the never-ending fight for world domination. Despite being a zombie himself, Zomboss has the brains to strategize and lead his army to all the delicious brains they can find!
<tabber>Encounter=Dr. Zomboss, piloting the Zombot from Plants vs. Zombies, is a background boss, with his weak point being the Zombot's head. His battle takes on the roof of the player's house from Plants vs. Zombies, with his boss music being a remix of Brainiac Maniac from the same game.
Dr. Zomboss' special moves include:
*Fireball: The Zombot spits out a large fireball which heavily damages the player. This move originates from Plants vs. Zombies.
*Fire Breath: The Zombot breathes fire, rapidly damaging the player. This move originates from Plants vs. Zombies 2: It's About Time.
*Fist Slam: The Zombot slams its fist into the roof, damaging the player upon contact.
*Iceball: The Zombot spits out a large ball of ice which freezes the player upon contact. This move originates from Plants vs. Zombies.
*Missile: The Zombot fires a missile at the player's current location. This move originates from Plants vs. Zombies 2: It's About Time.
*Zombie Deploy: Dr. Zomboss deploys a Browncoat Zombie which shambles across the screen. If it makes contact with the player, it will grab and bite at them, dealing damage. This move originates from Plants vs. Zombies.
After the Zombot is defeated, it falls to the ground as Dr. Zomboss panics, with the screen shaking as it makes contact with the ground. The screen then fades to white.	<tabber>Encounter=Dr. Zomboss, piloting the Zombot from Plants vs. Zombies, is a background boss, with his weak point being the Zombot's head. His battle takes on the roof of the player's house from Plants vs. Zombies, with his boss music being a remix of Brainiac Maniac from the same game.
Dr. Zomboss' special moves include:
*Fireball: The Zombot spits out a large fireball which heavily damages the player. This move originates from Plants vs. Zombies.
*Fire Breath: The Zombot breathes fire, rapidly damaging the player. This move originates from Plants vs. Zombies 2: It's About Time.
*Fist Slam: The Zombot slams its fist into the roof, damaging the player upon contact.
*Iceball: The Zombot spits out a large ball of ice which freezes the player upon contact. This move originates from Plants vs. Zombies.
*Missile: The Zombot fires a missile at the player's current location. This move originates from Plants vs. Zombies 2: It's About Time.
*Zombie Deploy: Dr. Zomboss deploys a Browncoat Zombie which shambles across the screen. If it makes contact with the player, it will grab and bite at them, dealing damage. This move originates from Plants vs. Zombies.
After the Zombot is defeated, it falls to the ground as Dr. Zomboss panics, with the screen shaking as it makes contact with the ground. The screen then fades to white.	<tabber>Encounter=Dr. Zomboss, piloting the Zombot from Plants vs. Zombies, is a background boss, with his weak point being the Zombot's head. His battle takes on the roof of the player's house from Plants vs. Zombies, with his boss music being a remix of Brainiac Maniac from the same game.
Dr. Zomboss' special moves include:
*Fireball: The Zombot spits out a large fireball which heavily damages the player. This move originates from Plants vs. Zombies.
*Fire Breath: The Zombot breathes fire, rapidly damaging the player. This move originates from Plants vs. Zombies 2: It's About Time.
*Fist Slam: The Zombot slams its fist into the roof, damaging the player upon contact.
*Iceball: The Zombot spits out a large ball of ice which freezes the player upon contact. This move originates from Plants vs. Zombies.
*Missile: The Zombot fires a missile at the player's current location. This move originates from Plants vs. Zombies 2: It's About Time.
*Zombie Deploy: Dr. Zomboss deploys a Browncoat Zombie which shambles across the screen. If it makes contact with the player, it will grab and bite at them, dealing damage. This move originates from Plants vs. Zombies.
After the Zombot is defeated, it falls to the ground as Dr. Zomboss panics, with the screen shaking as it makes contact with the ground. The screen then fades to white.	<tabber>Encounter=Dr. Zomboss, piloting the Zombot from Plants vs. Zombies, is a background boss, with his weak point being the Zombot's head. His battle takes on the roof of the player's house from Plants vs. Zombies, with his boss music being a remix of Brainiac Maniac from the same game.
Dr. Zomboss' special moves include:
*Fireball: The Zombot spits out a large fireball which heavily damages the player. This move originates from Plants vs. Zombies.
*Fire Breath: The Zombot breathes fire, rapidly damaging the player. This move originates from Plants vs. Zombies 2: It's About Time.
*Fist Slam: The Zombot slams its fist into the roof, damaging the player upon contact.
*Iceball: The Zombot spits out a large ball of ice which freezes the player upon contact. This move originates from Plants vs. Zombies.
*Missile: The Zombot fires a missile at the player's current location. This move originates from Plants vs. Zombies 2: It's About Time.
*Zombie Deploy: Dr. Zomboss deploys a Browncoat Zombie which shambles across the screen. If it makes contact with the player, it will grab and bite at them, dealing damage. This move originates from Plants vs. Zombies.
After the Zombot is defeated, it falls to the ground as Dr. Zomboss panics, with the screen shaking as it makes contact with the ground. The screen then fades to white.
The Arch-Illager	The Arch-Illager	The Arch-Illager	The Arch-Illager
  	  	Debut: Minecraft Dungeons (2020)
Voice Actor: N/A
Once known as Archie, this small illager was shunned by both his own kind and the opposing villagers. However, after discovering the Orb of Dominance, he would rebel who exiled him as the tyrannical Arch-Illager!	Debut: Minecraft Dungeons (2020)
Voice Actor: N/A
Once known as Archie, this small illager was shunned by both his own kind and the opposing villagers. However, after discovering the Orb of Dominance, he would rebel who exiled him as the tyrannical Arch-Illager!
<tabber>Encounter=The Arch-Illager is a normal boss. His battle takes place in his throne room from Minecraft Dungeons, with his boss music being a remix of The Arch-Illager from the same game, with the remix originating from Super Smash Bros. Ultimate.
The Arch-Illager's basic attacks consist of swings from his staff, having high range and average power. The Arch-Illager's special moves include:
*Ender Blasts: The Arch-Illager conjures three energy blasts which he fires at the player.
*Summon Redstone Golem: The Arch-Illager summons a Redstone Golem behind himself, who creates a powerful shockwave with their arms before vanishing.
*Summon Vindicator: The Arch-Illager summons a Vindicator, which charges forwards. Making contact with the Vindicator causes them to slash at the player with their axe, dealing damage.
*Teleport: The Arch-Illager teleports to a different area of the arena.
*Whirlwind: The Arch-Illager conjures a whirlwind near himself, rapidly damaging the player before launching them. This move is inspired by the Arch-Illager's defeat animation from Minecraft Dungeons.
*Clash Attack (Self-Enchant): The Arch-Illager enchants himself, increasing his attack power and resistance. Unlike most bosses' Clash Attacks, the Arch-Illager will only enchant himself once his health drops below 50%.
After the Arch-Illager is defeated, he falls to the ground, his crown falling off his head as the Orb of Dominance shatters. The screen then fades to white.	<tabber>Encounter=The Arch-Illager is a normal boss. His battle takes place in his throne room from Minecraft Dungeons, with his boss music being a remix of The Arch-Illager from the same game, with the remix originating from Super Smash Bros. Ultimate.
The Arch-Illager's basic attacks consist of swings from his staff, having high range and average power. The Arch-Illager's special moves include:
*Ender Blasts: The Arch-Illager conjures three energy blasts which he fires at the player.
*Summon Redstone Golem: The Arch-Illager summons a Redstone Golem behind himself, who creates a powerful shockwave with their arms before vanishing.
*Summon Vindicator: The Arch-Illager summons a Vindicator, which charges forwards. Making contact with the Vindicator causes them to slash at the player with their axe, dealing damage.
*Teleport: The Arch-Illager teleports to a different area of the arena.
*Whirlwind: The Arch-Illager conjures a whirlwind near himself, rapidly damaging the player before launching them. This move is inspired by the Arch-Illager's defeat animation from Minecraft Dungeons.
*Clash Attack (Self-Enchant): The Arch-Illager enchants himself, increasing his attack power and resistance. Unlike most bosses' Clash Attacks, the Arch-Illager will only enchant himself once his health drops below 50%.
After the Arch-Illager is defeated, he falls to the ground, his crown falling off his head as the Orb of Dominance shatters. The screen then fades to white.	<tabber>Encounter=The Arch-Illager is a normal boss. His battle takes place in his throne room from Minecraft Dungeons, with his boss music being a remix of The Arch-Illager from the same game, with the remix originating from Super Smash Bros. Ultimate.
The Arch-Illager's basic attacks consist of swings from his staff, having high range and average power. The Arch-Illager's special moves include:
*Ender Blasts: The Arch-Illager conjures three energy blasts which he fires at the player.
*Summon Redstone Golem: The Arch-Illager summons a Redstone Golem behind himself, who creates a powerful shockwave with their arms before vanishing.
*Summon Vindicator: The Arch-Illager summons a Vindicator, which charges forwards. Making contact with the Vindicator causes them to slash at the player with their axe, dealing damage.
*Teleport: The Arch-Illager teleports to a different area of the arena.
*Whirlwind: The Arch-Illager conjures a whirlwind near himself, rapidly damaging the player before launching them. This move is inspired by the Arch-Illager's defeat animation from Minecraft Dungeons.
*Clash Attack (Self-Enchant): The Arch-Illager enchants himself, increasing his attack power and resistance. Unlike most bosses' Clash Attacks, the Arch-Illager will only enchant himself once his health drops below 50%.
After the Arch-Illager is defeated, he falls to the ground, his crown falling off his head as the Orb of Dominance shatters. The screen then fades to white.	<tabber>Encounter=The Arch-Illager is a normal boss. His battle takes place in his throne room from Minecraft Dungeons, with his boss music being a remix of The Arch-Illager from the same game, with the remix originating from Super Smash Bros. Ultimate.
The Arch-Illager's basic attacks consist of swings from his staff, having high range and average power. The Arch-Illager's special moves include:
*Ender Blasts: The Arch-Illager conjures three energy blasts which he fires at the player.
*Summon Redstone Golem: The Arch-Illager summons a Redstone Golem behind himself, who creates a powerful shockwave with their arms before vanishing.
*Summon Vindicator: The Arch-Illager summons a Vindicator, which charges forwards. Making contact with the Vindicator causes them to slash at the player with their axe, dealing damage.
*Teleport: The Arch-Illager teleports to a different area of the arena.
*Whirlwind: The Arch-Illager conjures a whirlwind near himself, rapidly damaging the player before launching them. This move is inspired by the Arch-Illager's defeat animation from Minecraft Dungeons.
*Clash Attack (Self-Enchant): The Arch-Illager enchants himself, increasing his attack power and resistance. Unlike most bosses' Clash Attacks, the Arch-Illager will only enchant himself once his health drops below 50%.
After the Arch-Illager is defeated, he falls to the ground, his crown falling off his head as the Orb of Dominance shatters. The screen then fades to white.
Nightmarionne	Nightmarionne	Nightmarionne	Nightmarionne
  	  	Debut: Five Nights at Freddy's 4 (2015)
Voice Actor: Aleks Le
A ghastly, nightmarish being, Nightmarionne exists solely to feast on the fear of his victims. With a plethora of frightening tricks at his disposal, he'll give anyone daring to face him head-on a rude awakening...	Debut: Five Nights at Freddy's 4 (2015)
Voice Actor: Aleks Le
A ghastly, nightmarish being, Nightmarionne exists solely to feast on the fear of his victims. With a plethora of frightening tricks at his disposal, he'll give anyone daring to face him head-on a rude awakening...
<tabber>Encounter=Nightmarionne is a normal boss. His battle takes place in the bedroom from Five Nights at Freddy's 4, with his boss music being the standard ambience from the same game.
Nightmarionne's standard attacks, claw swipes, are weak, but have very long range. In addition, Nightmarionne can step forward while performing the swipes. Nightmarionne's special moves include:
*Jumpscare: Nightmarionne lunges across the screen with his arms extended, damaging and stunning the player upon contact.
*Teleport: Nightmarionne teleports to a new area of the room, slashing his claws upon reappearing.
*Tentacle Stab: An indicator appears on screen, originating from the ground. After a few seconds, a swarm of tentacles cover the indicator, going from the ground to the top of the screen before quickly retracting.
*Tentacles: Tentacles cover one of the stage's side borders, damaging the player upon contact. The Tentacles linger for some time before retracting. This move originates from Five Nights at Freddy's: Help Wanted.
*Clash Attack (String Stab): Nightmarionne appears in the arena's background at a large size before stabbing into the foreground with his talons to deal major damage to the player.
After Nightmarionne is defeated, he begins to fade away as an alarm clock is heard. The screen then fades to white.	<tabber>Encounter=Nightmarionne is a normal boss. His battle takes place in the bedroom from Five Nights at Freddy's 4, with his boss music being the standard ambience from the same game.
Nightmarionne's standard attacks, claw swipes, are weak, but have very long range. In addition, Nightmarionne can step forward while performing the swipes. Nightmarionne's special moves include:
*Jumpscare: Nightmarionne lunges across the screen with his arms extended, damaging and stunning the player upon contact.
*Teleport: Nightmarionne teleports to a new area of the room, slashing his claws upon reappearing.
*Tentacle Stab: An indicator appears on screen, originating from the ground. After a few seconds, a swarm of tentacles cover the indicator, going from the ground to the top of the screen before quickly retracting.
*Tentacles: Tentacles cover one of the stage's side borders, damaging the player upon contact. The Tentacles linger for some time before retracting. This move originates from Five Nights at Freddy's: Help Wanted.
*Clash Attack (String Stab): Nightmarionne appears in the arena's background at a large size before stabbing into the foreground with his talons to deal major damage to the player.
After Nightmarionne is defeated, he begins to fade away as an alarm clock is heard. The screen then fades to white.	<tabber>Encounter=Nightmarionne is a normal boss. His battle takes place in the bedroom from Five Nights at Freddy's 4, with his boss music being the standard ambience from the same game.
Nightmarionne's standard attacks, claw swipes, are weak, but have very long range. In addition, Nightmarionne can step forward while performing the swipes. Nightmarionne's special moves include:
*Jumpscare: Nightmarionne lunges across the screen with his arms extended, damaging and stunning the player upon contact.
*Teleport: Nightmarionne teleports to a new area of the room, slashing his claws upon reappearing.
*Tentacle Stab: An indicator appears on screen, originating from the ground. After a few seconds, a swarm of tentacles cover the indicator, going from the ground to the top of the screen before quickly retracting.
*Tentacles: Tentacles cover one of the stage's side borders, damaging the player upon contact. The Tentacles linger for some time before retracting. This move originates from Five Nights at Freddy's: Help Wanted.
*Clash Attack (String Stab): Nightmarionne appears in the arena's background at a large size before stabbing into the foreground with his talons to deal major damage to the player.
After Nightmarionne is defeated, he begins to fade away as an alarm clock is heard. The screen then fades to white.	<tabber>Encounter=Nightmarionne is a normal boss. His battle takes place in the bedroom from Five Nights at Freddy's 4, with his boss music being the standard ambience from the same game.
Nightmarionne's standard attacks, claw swipes, are weak, but have very long range. In addition, Nightmarionne can step forward while performing the swipes. Nightmarionne's special moves include:
*Jumpscare: Nightmarionne lunges across the screen with his arms extended, damaging and stunning the player upon contact.
*Teleport: Nightmarionne teleports to a new area of the room, slashing his claws upon reappearing.
*Tentacle Stab: An indicator appears on screen, originating from the ground. After a few seconds, a swarm of tentacles cover the indicator, going from the ground to the top of the screen before quickly retracting.
*Tentacles: Tentacles cover one of the stage's side borders, damaging the player upon contact. The Tentacles linger for some time before retracting. This move originates from Five Nights at Freddy's: Help Wanted.
*Clash Attack (String Stab): Nightmarionne appears in the arena's background at a large size before stabbing into the foreground with his talons to deal major damage to the player.
After Nightmarionne is defeated, he begins to fade away as an alarm clock is heard. The screen then fades to white.
Photoshop Flowey	Photoshop Flowey	Photoshop Flowey	Photoshop Flowey
  	  	Debut: UNDERTALE (2015)
Voice Actor: ???
On the surface, Flowey seems like your everday, average talking flower. On the inside, though, he's cunning, manipulative, and near-megalomaniacal. Once he gets his hands on six human SOULs, he gained a monstorous appearance and planned to show the world the TRUE meaning of life; Kill or be killed!	Debut: UNDERTALE (2015)
Voice Actor: ???
On the surface, Flowey seems like your everday, average talking flower. On the inside, though, he's cunning, manipulative, and near-megalomaniacal. Once he gets his hands on six human SOULs, he gained a monstorous appearance and planned to show the world the TRUE meaning of life; Kill or be killed!
<tabber>Encounter=Photoshop Flowey is a background boss, with his weak spot being the television that serves as his "head". His battle takes place in a pitch black void (with a white "ground" appearing as the player stands on it), with his boss music being Your Best Nightmare, his battle music from UNDERTALE.
Photoshop Flowey's special moves include:
*Botany Bombs: Several bombs drop from the sky, damaging the player with their explosions as soon as they hit the ground.
*Dentata: Photoshop Flowey deploys a dentata which bounces around the screen for a short time, damaging the player upon contact.
*Eye Sore: Photoshop Flowey fires several X-shaped bullets from his eyes at the player.
*Finger Guns: Photoshop Flowey shoots flowery bullets from his fingertips straight forwards.
*Flamethrower: Photoshop Flowey deploys a flamethrower which spews fire forwards, dealing multiple hits to the player.
*Friendliness Pellets: A yellow circle surrounds the player, with "friendliness pellets" appearing and closing in soon after to damage the player.
*Vines: Several markings appear at the bottom of the screen; Soon after one appears, a series of vines shoots out to the top of the screen in its place.
*SAVE/LOAD: A small marking appears in the player's current position. Soon after, Photoshop Flowey will LOAD suddenly a save, transporting the player back to the marking.
After Photoshop Flowey is defeated, he begins to panic as the six human SOULs begin to circle around him, with them circling faster as the screen fades to white.	<tabber>Encounter=Photoshop Flowey is a background boss, with his weak spot being the television that serves as his "head". His battle takes place in a pitch black void (with a white "ground" appearing as the player stands on it), with his boss music being Your Best Nightmare, his battle music from UNDERTALE.
Photoshop Flowey's special moves include:
*Botany Bombs: Several bombs drop from the sky, damaging the player with their explosions as soon as they hit the ground.
*Dentata: Photoshop Flowey deploys a dentata which bounces around the screen for a short time, damaging the player upon contact.
*Eye Sore: Photoshop Flowey fires several X-shaped bullets from his eyes at the player.
*Finger Guns: Photoshop Flowey shoots flowery bullets from his fingertips straight forwards.
*Flamethrower: Photoshop Flowey deploys a flamethrower which spews fire forwards, dealing multiple hits to the player.
*Friendliness Pellets: A yellow circle surrounds the player, with "friendliness pellets" appearing and closing in soon after to damage the player.
*Vines: Several markings appear at the bottom of the screen; Soon after one appears, a series of vines shoots out to the top of the screen in its place.
*SAVE/LOAD: A small marking appears in the player's current position. Soon after, Photoshop Flowey will LOAD suddenly a save, transporting the player back to the marking.
After Photoshop Flowey is defeated, he begins to panic as the six human SOULs begin to circle around him, with them circling faster as the screen fades to white.	<tabber>Encounter=Photoshop Flowey is a background boss, with his weak spot being the television that serves as his "head". His battle takes place in a pitch black void (with a white "ground" appearing as the player stands on it), with his boss music being Your Best Nightmare, his battle music from UNDERTALE.
Photoshop Flowey's special moves include:
*Botany Bombs: Several bombs drop from the sky, damaging the player with their explosions as soon as they hit the ground.
*Dentata: Photoshop Flowey deploys a dentata which bounces around the screen for a short time, damaging the player upon contact.
*Eye Sore: Photoshop Flowey fires several X-shaped bullets from his eyes at the player.
*Finger Guns: Photoshop Flowey shoots flowery bullets from his fingertips straight forwards.
*Flamethrower: Photoshop Flowey deploys a flamethrower which spews fire forwards, dealing multiple hits to the player.
*Friendliness Pellets: A yellow circle surrounds the player, with "friendliness pellets" appearing and closing in soon after to damage the player.
*Vines: Several markings appear at the bottom of the screen; Soon after one appears, a series of vines shoots out to the top of the screen in its place.
*SAVE/LOAD: A small marking appears in the player's current position. Soon after, Photoshop Flowey will LOAD suddenly a save, transporting the player back to the marking.
After Photoshop Flowey is defeated, he begins to panic as the six human SOULs begin to circle around him, with them circling faster as the screen fades to white.	<tabber>Encounter=Photoshop Flowey is a background boss, with his weak spot being the television that serves as his "head". His battle takes place in a pitch black void (with a white "ground" appearing as the player stands on it), with his boss music being Your Best Nightmare, his battle music from UNDERTALE.
Photoshop Flowey's special moves include:
*Botany Bombs: Several bombs drop from the sky, damaging the player with their explosions as soon as they hit the ground.
*Dentata: Photoshop Flowey deploys a dentata which bounces around the screen for a short time, damaging the player upon contact.
*Eye Sore: Photoshop Flowey fires several X-shaped bullets from his eyes at the player.
*Finger Guns: Photoshop Flowey shoots flowery bullets from his fingertips straight forwards.
*Flamethrower: Photoshop Flowey deploys a flamethrower which spews fire forwards, dealing multiple hits to the player.
*Friendliness Pellets: A yellow circle surrounds the player, with "friendliness pellets" appearing and closing in soon after to damage the player.
*Vines: Several markings appear at the bottom of the screen; Soon after one appears, a series of vines shoots out to the top of the screen in its place.
*SAVE/LOAD: A small marking appears in the player's current position. Soon after, Photoshop Flowey will LOAD suddenly a save, transporting the player back to the marking.
After Photoshop Flowey is defeated, he begins to panic as the six human SOULs begin to circle around him, with them circling faster as the screen fades to white.
The King	The King	The King	The King
  	  	Debut: Deltarune: Chapter One (2018)
Voice Actor: N/A
Following orders in the name of his "Knight", the King of the Dark World is ruthless, cunning, and more than willing to crush anyone in his path. Nothing will stop him from pursuing his goal of casting the world in darkness.	Debut: Deltarune: Chapter One (2018)
Voice Actor: N/A
Following orders in the name of his "Knight", the King of the Dark World is ruthless, cunning, and more than willing to crush anyone in his path. Nothing will stop him from pursuing his goal of casting the world in darkness.
<tabber>Encounter=The King is a normal boss. His battle takes place on the Card Castle stage, with his boss music being Chaos King, his battle music from Deltarune: Chapter One.
The King's standard attacks are relatively slow, but they deal major damage. In addition, he boasts high knockback resistance. The King's special moves include:
*Cage: The King produces a "cage" around the player; After a few seconds, the cage will close in, trapping and damaging the opponent.
*Chain Grab: The King swings a chain with a spear attached forwards, being able to grab the player and either drag them closer to him or slam them on the ground.
*Leap: The King leaps to the other side of the arena.
*Spades: The King fires a volley of spades forwards.
*Darkness Falls (Clash Attack): The stage becomes much darker, leaving the player barely able to see themselves or the King for a short time.
After the King is defeated, he kneels over and eventually falls to the ground as the screen fades to white.	<tabber>Encounter=The King is a normal boss. His battle takes place on the Card Castle stage, with his boss music being Chaos King, his battle music from Deltarune: Chapter One.
The King's standard attacks are relatively slow, but they deal major damage. In addition, he boasts high knockback resistance. The King's special moves include:
*Cage: The King produces a "cage" around the player; After a few seconds, the cage will close in, trapping and damaging the opponent.
*Chain Grab: The King swings a chain with a spear attached forwards, being able to grab the player and either drag them closer to him or slam them on the ground.
*Leap: The King leaps to the other side of the arena.
*Spades: The King fires a volley of spades forwards.
*Darkness Falls (Clash Attack): The stage becomes much darker, leaving the player barely able to see themselves or the King for a short time.
After the King is defeated, he kneels over and eventually falls to the ground as the screen fades to white.	<tabber>Encounter=The King is a normal boss. His battle takes place on the Card Castle stage, with his boss music being Chaos King, his battle music from Deltarune: Chapter One.
The King's standard attacks are relatively slow, but they deal major damage. In addition, he boasts high knockback resistance. The King's special moves include:
*Cage: The King produces a "cage" around the player; After a few seconds, the cage will close in, trapping and damaging the opponent.
*Chain Grab: The King swings a chain with a spear attached forwards, being able to grab the player and either drag them closer to him or slam them on the ground.
*Leap: The King leaps to the other side of the arena.
*Spades: The King fires a volley of spades forwards.
*Darkness Falls (Clash Attack): The stage becomes much darker, leaving the player barely able to see themselves or the King for a short time.
After the King is defeated, he kneels over and eventually falls to the ground as the screen fades to white.	<tabber>Encounter=The King is a normal boss. His battle takes place on the Card Castle stage, with his boss music being Chaos King, his battle music from Deltarune: Chapter One.
The King's standard attacks are relatively slow, but they deal major damage. In addition, he boasts high knockback resistance. The King's special moves include:
*Cage: The King produces a "cage" around the player; After a few seconds, the cage will close in, trapping and damaging the opponent.
*Chain Grab: The King swings a chain with a spear attached forwards, being able to grab the player and either drag them closer to him or slam them on the ground.
*Leap: The King leaps to the other side of the arena.
*Spades: The King fires a volley of spades forwards.
*Darkness Falls (Clash Attack): The stage becomes much darker, leaving the player barely able to see themselves or the King for a short time.
After the King is defeated, he kneels over and eventually falls to the ground as the screen fades to white.
King Dice	King Dice	King Dice	King Dice
 	 	Debut: Cuphead (2017)
Voice Actor: Alana Bridgewater
King Dice is the Devil's right-hand man and manages most of the casino's operations. He's usually willing to step aside and out of the action, but if you make him lose a bet, you'll learn why you don't mess with King Dice!	Debut: Cuphead (2017)
Voice Actor: Alana Bridgewater
King Dice is the Devil's right-hand man and manages most of the casino's operations. He's usually willing to step aside and out of the action, but if you make him lose a bet, you'll learn why you don't mess with King Dice!
<tabber>Encounter=King Dice is a background boss, with his head being his only weak point. His battle takes place on a casino table (resembling his arena from Cuphead), and the theme that plays during the battle is The King's Court, his battle theme from Cuphead.
King Dice's special moves include:
*Card Parade: King Dice casts a parade of red and black playing cards out of his sleeve, which march across the table. There are some pink cards which the player can safely jump on.
*Chip Flip: King Dice flips a casino chip onto the table, which bounces along until it goes off-screen.
*Clap: King Dice claps in the center of the table, resembling his animation when summoning a die in Cuphead.
*Horseshoe Hail: King Dice drops numerous small horseshoes onto the table, resembling Phear Lap's attack from Cuphead.
*Mangosteen Beam: King Dice holds Mangosteen up as a rainbow-colored liquid comes out of his mouth as a beam attack.
*Pip Spikes: A wave of spikes pokes out from beneath the ground, resembling Pip and Dot's attack from Cuphead.
*Rabbit Ring: A ring of rabbit skulls circle the player before closing in, resembling Hopus Pocus' attack from Cuphead.
*Rum Waterfall: King Dice pours a bottle of rum onto the table, causing a large splash attack, resembling that of the Tipsy Troop from Cuphead.
After King Dice is defeated, he begins flailing around as the screen fades to white.	<tabber>Encounter=King Dice is a background boss, with his head being his only weak point. His battle takes place on a casino table (resembling his arena from Cuphead), and the theme that plays during the battle is The King's Court, his battle theme from Cuphead.
King Dice's special moves include:
*Card Parade: King Dice casts a parade of red and black playing cards out of his sleeve, which march across the table. There are some pink cards which the player can safely jump on.
*Chip Flip: King Dice flips a casino chip onto the table, which bounces along until it goes off-screen.
*Clap: King Dice claps in the center of the table, resembling his animation when summoning a die in Cuphead.
*Horseshoe Hail: King Dice drops numerous small horseshoes onto the table, resembling Phear Lap's attack from Cuphead.
*Mangosteen Beam: King Dice holds Mangosteen up as a rainbow-colored liquid comes out of his mouth as a beam attack.
*Pip Spikes: A wave of spikes pokes out from beneath the ground, resembling Pip and Dot's attack from Cuphead.
*Rabbit Ring: A ring of rabbit skulls circle the player before closing in, resembling Hopus Pocus' attack from Cuphead.
*Rum Waterfall: King Dice pours a bottle of rum onto the table, causing a large splash attack, resembling that of the Tipsy Troop from Cuphead.
After King Dice is defeated, he begins flailing around as the screen fades to white.	<tabber>Encounter=King Dice is a background boss, with his head being his only weak point. His battle takes place on a casino table (resembling his arena from Cuphead), and the theme that plays during the battle is The King's Court, his battle theme from Cuphead.
King Dice's special moves include:
*Card Parade: King Dice casts a parade of red and black playing cards out of his sleeve, which march across the table. There are some pink cards which the player can safely jump on.
*Chip Flip: King Dice flips a casino chip onto the table, which bounces along until it goes off-screen.
*Clap: King Dice claps in the center of the table, resembling his animation when summoning a die in Cuphead.
*Horseshoe Hail: King Dice drops numerous small horseshoes onto the table, resembling Phear Lap's attack from Cuphead.
*Mangosteen Beam: King Dice holds Mangosteen up as a rainbow-colored liquid comes out of his mouth as a beam attack.
*Pip Spikes: A wave of spikes pokes out from beneath the ground, resembling Pip and Dot's attack from Cuphead.
*Rabbit Ring: A ring of rabbit skulls circle the player before closing in, resembling Hopus Pocus' attack from Cuphead.
*Rum Waterfall: King Dice pours a bottle of rum onto the table, causing a large splash attack, resembling that of the Tipsy Troop from Cuphead.
After King Dice is defeated, he begins flailing around as the screen fades to white.	<tabber>Encounter=King Dice is a background boss, with his head being his only weak point. His battle takes place on a casino table (resembling his arena from Cuphead), and the theme that plays during the battle is The King's Court, his battle theme from Cuphead.
King Dice's special moves include:
*Card Parade: King Dice casts a parade of red and black playing cards out of his sleeve, which march across the table. There are some pink cards which the player can safely jump on.
*Chip Flip: King Dice flips a casino chip onto the table, which bounces along until it goes off-screen.
*Clap: King Dice claps in the center of the table, resembling his animation when summoning a die in Cuphead.
*Horseshoe Hail: King Dice drops numerous small horseshoes onto the table, resembling Phear Lap's attack from Cuphead.
*Mangosteen Beam: King Dice holds Mangosteen up as a rainbow-colored liquid comes out of his mouth as a beam attack.
*Pip Spikes: A wave of spikes pokes out from beneath the ground, resembling Pip and Dot's attack from Cuphead.
*Rabbit Ring: A ring of rabbit skulls circle the player before closing in, resembling Hopus Pocus' attack from Cuphead.
*Rum Waterfall: King Dice pours a bottle of rum onto the table, causing a large splash attack, resembling that of the Tipsy Troop from Cuphead.
After King Dice is defeated, he begins flailing around as the screen fades to white.
Unrestrained Hypercam 2	Unrestrained Hypercam 2	Unrestrained Hypercam 2	Unrestrained Hypercam 2
  	  	Debut: SiIvaGunner King for Another Day Tournament (2019)
Voice Actor: Microsoft Sam
After winning the first King for A Day Tournament, Unregistered Hypercam 2 was invited to help host its successor. However, the sentient Crown of the competition took control of the YouTube-loving machine, brainwashing him into what was to be the King of Eternity!	Debut: SiIvaGunner King for Another Day Tournament (2019)
Voice Actor: Microsoft Sam
After winning the first King for A Day Tournament, Unregistered Hypercam 2 was invited to help host its successor. However, the sentient Crown of the competition took control of the YouTube-loving machine, brainwashing him into what was to be the King of Eternity!
<tabber>Encounter=Unrestrained Hypercam 2 is a normal boss. His battle takes place in a corrupted version of Duel Zone from King for Another Day, with his boss music being NIGHTMARESCAPE, the character's second battle theme during the event.
Unrestrained Hypercam 2's basic attacks involve his disc blade, which he swings and spins to attack. His special moves include:
*Buzzsaw Upper: Unrestrained Hypercam 2 performs an uppercut with his disc rapidly spinning.
*Disc Launch: Unrestrained Hypercam 2 fires his disc forwards, which quickly returns to him like a boomerang.
*Shoop Da Woop: Unrestrained Hypercam 2 charges up before firing a laser from his lens.
*Paralyzing Shot: Unrestrained Hypercam 2 fires a light shot which stuns the player upon contact.
*Clash Attack (Lens Flare): Unrestrained Hypercam 2 fires a large laser from his lens, rapidly damaging the player.
After Unrestrained Hypercam 2 is defeated, the Crown falls off of his head, reverting him to Unregistered Hypercam 2 as he looks around in confusion before saying "wow im n0t paralyz3d anymoar". The screen then fades to white.	<tabber>Encounter=Unrestrained Hypercam 2 is a normal boss. His battle takes place in a corrupted version of Duel Zone from King for Another Day, with his boss music being NIGHTMARESCAPE, the character's second battle theme during the event.
Unrestrained Hypercam 2's basic attacks involve his disc blade, which he swings and spins to attack. His special moves include:
*Buzzsaw Upper: Unrestrained Hypercam 2 performs an uppercut with his disc rapidly spinning.
*Disc Launch: Unrestrained Hypercam 2 fires his disc forwards, which quickly returns to him like a boomerang.
*Shoop Da Woop: Unrestrained Hypercam 2 charges up before firing a laser from his lens.
*Paralyzing Shot: Unrestrained Hypercam 2 fires a light shot which stuns the player upon contact.
*Clash Attack (Lens Flare): Unrestrained Hypercam 2 fires a large laser from his lens, rapidly damaging the player.
After Unrestrained Hypercam 2 is defeated, the Crown falls off of his head, reverting him to Unregistered Hypercam 2 as he looks around in confusion before saying "wow im n0t paralyz3d anymoar". The screen then fades to white.	<tabber>Encounter=Unrestrained Hypercam 2 is a normal boss. His battle takes place in a corrupted version of Duel Zone from King for Another Day, with his boss music being NIGHTMARESCAPE, the character's second battle theme during the event.
Unrestrained Hypercam 2's basic attacks involve his disc blade, which he swings and spins to attack. His special moves include:
*Buzzsaw Upper: Unrestrained Hypercam 2 performs an uppercut with his disc rapidly spinning.
*Disc Launch: Unrestrained Hypercam 2 fires his disc forwards, which quickly returns to him like a boomerang.
*Shoop Da Woop: Unrestrained Hypercam 2 charges up before firing a laser from his lens.
*Paralyzing Shot: Unrestrained Hypercam 2 fires a light shot which stuns the player upon contact.
*Clash Attack (Lens Flare): Unrestrained Hypercam 2 fires a large laser from his lens, rapidly damaging the player.
After Unrestrained Hypercam 2 is defeated, the Crown falls off of his head, reverting him to Unregistered Hypercam 2 as he looks around in confusion before saying "wow im n0t paralyz3d anymoar". The screen then fades to white.	<tabber>Encounter=Unrestrained Hypercam 2 is a normal boss. His battle takes place in a corrupted version of Duel Zone from King for Another Day, with his boss music being NIGHTMARESCAPE, the character's second battle theme during the event.
Unrestrained Hypercam 2's basic attacks involve his disc blade, which he swings and spins to attack. His special moves include:
*Buzzsaw Upper: Unrestrained Hypercam 2 performs an uppercut with his disc rapidly spinning.
*Disc Launch: Unrestrained Hypercam 2 fires his disc forwards, which quickly returns to him like a boomerang.
*Shoop Da Woop: Unrestrained Hypercam 2 charges up before firing a laser from his lens.
*Paralyzing Shot: Unrestrained Hypercam 2 fires a light shot which stuns the player upon contact.
*Clash Attack (Lens Flare): Unrestrained Hypercam 2 fires a large laser from his lens, rapidly damaging the player.
After Unrestrained Hypercam 2 is defeated, the Crown falls off of his head, reverting him to Unregistered Hypercam 2 as he looks around in confusion before saying "wow im n0t paralyz3d anymoar". The screen then fades to white.
Tabuu	Tabuu	Tabuu	Tabuu
  	  	Debut: Super Smash Bros. Brawl (2008)
Voice Actor: N/A
The leader of the Subspace army, Tabuu is hellbent on drawing other worlds into his, expanding his empire. With various godlike abilities, including the power to transform opponents into lifeless trophies, he is perhaps one of the greatest threats in the universe...	Debut: Super Smash Bros. Brawl (2008)
Voice Actor: N/A
The leader of the Subspace army, Tabuu is hellbent on drawing other worlds into his, expanding his empire. With various godlike abilities, including the power to transform opponents into lifeless trophies, he is perhaps one of the greatest threats in the universe...
<tabber>Encounter=Tabuu is a background boss, with everything above his waist being a weak point. His battle takes place on the incarnation of Final Destination from Super Smash Bros. Brawl, and the theme that plays during the battle is his battle theme from Super Smash Bros. Brawl.
Tabuu's special moves include:
*Blade Charge: Tabuu morphs into a blade and flies across the stage at high speed.
*Chain of Light: Tabuu lashes a chain of light on the player's direction, grabbing them if it makes contact. If Tabuu succeeds, he slams the player onto the ground, dealing damage.
*Off Waves: Tabuu sprouts butterfly wings and charges up before releasing a large circular wave around himself, being able to instantly KO the player. However, this move can be dodged.
*Shadow Laser: Tabuu projects a dragon head which fires a large laser across the stage, dealing multiple hits of damage to the player.
*Tabuu Boomerang: Tabuu throws a large energy boomerang across the stage.
*Tabuu Charge: Tabuu teleports to one side of the arena and swoops across the stage in an arc.
*Tabuu Fire: Tabuu points forward, creating a small indicator which erupts into a fiery burst which repeatedly damages the player.
*Tabuu Shot: Tabuu fires a series of small bullets before launching a large energy sphere.
*Tabuu Smash: Tabuu teleports near the opponent and throws a series of karate chops, repeatedly damaging the fighter before launching them.
*Teleport: Tabuu teleports to a different area of the stage.
After Tabuu is defeated, he contorts in pain before he explodes, after which the screen fades to white.	<tabber>Encounter=Tabuu is a background boss, with everything above his waist being a weak point. His battle takes place on the incarnation of Final Destination from Super Smash Bros. Brawl, and the theme that plays during the battle is his battle theme from Super Smash Bros. Brawl.
Tabuu's special moves include:
*Blade Charge: Tabuu morphs into a blade and flies across the stage at high speed.
*Chain of Light: Tabuu lashes a chain of light on the player's direction, grabbing them if it makes contact. If Tabuu succeeds, he slams the player onto the ground, dealing damage.
*Off Waves: Tabuu sprouts butterfly wings and charges up before releasing a large circular wave around himself, being able to instantly KO the player. However, this move can be dodged.
*Shadow Laser: Tabuu projects a dragon head which fires a large laser across the stage, dealing multiple hits of damage to the player.
*Tabuu Boomerang: Tabuu throws a large energy boomerang across the stage.
*Tabuu Charge: Tabuu teleports to one side of the arena and swoops across the stage in an arc.
*Tabuu Fire: Tabuu points forward, creating a small indicator which erupts into a fiery burst which repeatedly damages the player.
*Tabuu Shot: Tabuu fires a series of small bullets before launching a large energy sphere.
*Tabuu Smash: Tabuu teleports near the opponent and throws a series of karate chops, repeatedly damaging the fighter before launching them.
*Teleport: Tabuu teleports to a different area of the stage.
After Tabuu is defeated, he contorts in pain before he explodes, after which the screen fades to white.	<tabber>Encounter=Tabuu is a background boss, with everything above his waist being a weak point. His battle takes place on the incarnation of Final Destination from Super Smash Bros. Brawl, and the theme that plays during the battle is his battle theme from Super Smash Bros. Brawl.
Tabuu's special moves include:
*Blade Charge: Tabuu morphs into a blade and flies across the stage at high speed.
*Chain of Light: Tabuu lashes a chain of light on the player's direction, grabbing them if it makes contact. If Tabuu succeeds, he slams the player onto the ground, dealing damage.
*Off Waves: Tabuu sprouts butterfly wings and charges up before releasing a large circular wave around himself, being able to instantly KO the player. However, this move can be dodged.
*Shadow Laser: Tabuu projects a dragon head which fires a large laser across the stage, dealing multiple hits of damage to the player.
*Tabuu Boomerang: Tabuu throws a large energy boomerang across the stage.
*Tabuu Charge: Tabuu teleports to one side of the arena and swoops across the stage in an arc.
*Tabuu Fire: Tabuu points forward, creating a small indicator which erupts into a fiery burst which repeatedly damages the player.
*Tabuu Shot: Tabuu fires a series of small bullets before launching a large energy sphere.
*Tabuu Smash: Tabuu teleports near the opponent and throws a series of karate chops, repeatedly damaging the fighter before launching them.
*Teleport: Tabuu teleports to a different area of the stage.
After Tabuu is defeated, he contorts in pain before he explodes, after which the screen fades to white.	<tabber>Encounter=Tabuu is a background boss, with everything above his waist being a weak point. His battle takes place on the incarnation of Final Destination from Super Smash Bros. Brawl, and the theme that plays during the battle is his battle theme from Super Smash Bros. Brawl.
Tabuu's special moves include:
*Blade Charge: Tabuu morphs into a blade and flies across the stage at high speed.
*Chain of Light: Tabuu lashes a chain of light on the player's direction, grabbing them if it makes contact. If Tabuu succeeds, he slams the player onto the ground, dealing damage.
*Off Waves: Tabuu sprouts butterfly wings and charges up before releasing a large circular wave around himself, being able to instantly KO the player. However, this move can be dodged.
*Shadow Laser: Tabuu projects a dragon head which fires a large laser across the stage, dealing multiple hits of damage to the player.
*Tabuu Boomerang: Tabuu throws a large energy boomerang across the stage.
*Tabuu Charge: Tabuu teleports to one side of the arena and swoops across the stage in an arc.
*Tabuu Fire: Tabuu points forward, creating a small indicator which erupts into a fiery burst which repeatedly damages the player.
*Tabuu Shot: Tabuu fires a series of small bullets before launching a large energy sphere.
*Tabuu Smash: Tabuu teleports near the opponent and throws a series of karate chops, repeatedly damaging the fighter before launching them.
*Teleport: Tabuu teleports to a different area of the stage.
After Tabuu is defeated, he contorts in pain before he explodes, after which the screen fades to white.
Gruntilda	Gruntilda	Gruntilda	Gruntilda
  	  	Debut: Banjo-Kazooie (1998)
Voice Actor: Chris Seavor
"I am Gruntilda, world's greatest witch, and this boss roster I'm here to enrich! That bear and bird have beat me before, but now I'm back to even the score! So come and fight me, if you dare; My battle will be a true nightmare!"	Debut: Banjo-Kazooie (1998)
Voice Actor: Chris Seavor
"I am Gruntilda, world's greatest witch, and this boss roster I'm here to enrich! That bear and bird have beat me before, but now I'm back to even the score! So come and fight me, if you dare; My battle will be a true nightmare!"
<tabber>Encounter=Gruntilda is a normal boss, although she is airborne for the a good portion of her fight via her broomstick. Her battle takes place on top of her tower from Banjo-Kazooie, with her boss music being a remix of Final Battle from the same game.
Due to being airborne, Gruntilda does not have "standard" normal attacks like most normal bosses. Instead, she uses a variety of special attacks and a Clash Attack. However, unlike background bosses, every area of her body is subject to attack, making her rather easy to hit.
Gruntilda's special moves include:
*Broomstick Sweep: Gruntilda swoops downwards in an arc, attempting to ram into the player with her broomstick. This move originates from Banjo-Kazooie.
*Fireball: Gruntilda hurls a fireball at the player. This move originates from Banjo-Kazooie.
*Homing Spell: Gruntilda fires a magical projectile which homes in on the opponent.
*Lasers: Two lasers fire across the ground at the same time, forcing the player to jump in order to avoid damage. This move is inspired by the Hag 1 fight from Banjo-Tooie.
*Lightning Ball: Gruntilda hurls a ball of lightning at the ground, which expands upon contact.
*Clash Attack (Force Field): Gruntilda projects a force field around herself, temporarily increasing her attack resistance. This move originates from Banjo-Kazooie.
After Gruntilda is defeated, she falls off of her broom and onto the ground, bouncing off it before falling off of her tower. The screen then fades to white.	<tabber>Encounter=Gruntilda is a normal boss, although she is airborne for the a good portion of her fight via her broomstick. Her battle takes place on top of her tower from Banjo-Kazooie, with her boss music being a remix of Final Battle from the same game.
Due to being airborne, Gruntilda does not have "standard" normal attacks like most normal bosses. Instead, she uses a variety of special attacks and a Clash Attack. However, unlike background bosses, every area of her body is subject to attack, making her rather easy to hit.
Gruntilda's special moves include:
*Broomstick Sweep: Gruntilda swoops downwards in an arc, attempting to ram into the player with her broomstick. This move originates from Banjo-Kazooie.
*Fireball: Gruntilda hurls a fireball at the player. This move originates from Banjo-Kazooie.
*Homing Spell: Gruntilda fires a magical projectile which homes in on the opponent.
*Lasers: Two lasers fire across the ground at the same time, forcing the player to jump in order to avoid damage. This move is inspired by the Hag 1 fight from Banjo-Tooie.
*Lightning Ball: Gruntilda hurls a ball of lightning at the ground, which expands upon contact.
*Clash Attack (Force Field): Gruntilda projects a force field around herself, temporarily increasing her attack resistance. This move originates from Banjo-Kazooie.
After Gruntilda is defeated, she falls off of her broom and onto the ground, bouncing off it before falling off of her tower. The screen then fades to white.	<tabber>Encounter=Gruntilda is a normal boss, although she is airborne for the a good portion of her fight via her broomstick. Her battle takes place on top of her tower from Banjo-Kazooie, with her boss music being a remix of Final Battle from the same game.
Due to being airborne, Gruntilda does not have "standard" normal attacks like most normal bosses. Instead, she uses a variety of special attacks and a Clash Attack. However, unlike background bosses, every area of her body is subject to attack, making her rather easy to hit.
Gruntilda's special moves include:
*Broomstick Sweep: Gruntilda swoops downwards in an arc, attempting to ram into the player with her broomstick. This move originates from Banjo-Kazooie.
*Fireball: Gruntilda hurls a fireball at the player. This move originates from Banjo-Kazooie.
*Homing Spell: Gruntilda fires a magical projectile which homes in on the opponent.
*Lasers: Two lasers fire across the ground at the same time, forcing the player to jump in order to avoid damage. This move is inspired by the Hag 1 fight from Banjo-Tooie.
*Lightning Ball: Gruntilda hurls a ball of lightning at the ground, which expands upon contact.
*Clash Attack (Force Field): Gruntilda projects a force field around herself, temporarily increasing her attack resistance. This move originates from Banjo-Kazooie.
After Gruntilda is defeated, she falls off of her broom and onto the ground, bouncing off it before falling off of her tower. The screen then fades to white.	<tabber>Encounter=Gruntilda is a normal boss, although she is airborne for the a good portion of her fight via her broomstick. Her battle takes place on top of her tower from Banjo-Kazooie, with her boss music being a remix of Final Battle from the same game.
Due to being airborne, Gruntilda does not have "standard" normal attacks like most normal bosses. Instead, she uses a variety of special attacks and a Clash Attack. However, unlike background bosses, every area of her body is subject to attack, making her rather easy to hit.
Gruntilda's special moves include:
*Broomstick Sweep: Gruntilda swoops downwards in an arc, attempting to ram into the player with her broomstick. This move originates from Banjo-Kazooie.
*Fireball: Gruntilda hurls a fireball at the player. This move originates from Banjo-Kazooie.
*Homing Spell: Gruntilda fires a magical projectile which homes in on the opponent.
*Lasers: Two lasers fire across the ground at the same time, forcing the player to jump in order to avoid damage. This move is inspired by the Hag 1 fight from Banjo-Tooie.
*Lightning Ball: Gruntilda hurls a ball of lightning at the ground, which expands upon contact.
*Clash Attack (Force Field): Gruntilda projects a force field around herself, temporarily increasing her attack resistance. This move originates from Banjo-Kazooie.
After Gruntilda is defeated, she falls off of her broom and onto the ground, bouncing off it before falling off of her tower. The screen then fades to white.
Serpenace	Serpenace	Serpenace	Serpenace
  	  	Debut: Project Cape Rumble (2024)
Voice Actor: Unknown
A large mech resembling some kind of snake, Serpenance was built to be one of the tools used to train upcoming heroes as part of the Project Cape Initiative. Armed with a strong body and energy attacks, it serves as a challenge for both new and experienced fighters!	Debut: Project Cape Rumble (2024)
Voice Actor: Unknown
A large mech resembling some kind of snake, Serpenance was built to be one of the tools used to train upcoming heroes as part of the Project Cape Initiative. Armed with a strong body and energy attacks, it serves as a challenge for both new and experienced fighters!
<tabber>Encounter=Serpenance is a background boss, with its head being a weak point. Its battle takes place in the Secret Lab stage, and the theme that plays during the battle is Vs. Serpenance from Project Cape Rumble.
Serpenace's special moves include:
*Bite: Serpenance throws a series of bites.
*Snakebox: Sepenace drops a Snakebox from its mouth which rushes towards the player, damaging them upon contact.
*Tail Stab: Sepenace stabs its tail into the player, severely damaging them.
*Tail Sweep: Serpenance sweeps its tail across the ground.
*Venom Blast: Serpenance charges up before firing a laser of energy from its mouth.
*Venom Shot: Serpenance spews a series of energy balls from its mouth.
After Serpenance is defeated, it shuts down, resting its head on the stage. The screen then fades to white.	<tabber>Encounter=Serpenance is a background boss, with its head being a weak point. Its battle takes place in the Secret Lab stage, and the theme that plays during the battle is Vs. Serpenance from Project Cape Rumble.
Serpenace's special moves include:
*Bite: Serpenance throws a series of bites.
*Snakebox: Sepenace drops a Snakebox from its mouth which rushes towards the player, damaging them upon contact.
*Tail Stab: Sepenace stabs its tail into the player, severely damaging them.
*Tail Sweep: Serpenance sweeps its tail across the ground.
*Venom Blast: Serpenance charges up before firing a laser of energy from its mouth.
*Venom Shot: Serpenance spews a series of energy balls from its mouth.
After Serpenance is defeated, it shuts down, resting its head on the stage. The screen then fades to white.	<tabber>Encounter=Serpenance is a background boss, with its head being a weak point. Its battle takes place in the Secret Lab stage, and the theme that plays during the battle is Vs. Serpenance from Project Cape Rumble.
Serpenace's special moves include:
*Bite: Serpenance throws a series of bites.
*Snakebox: Sepenace drops a Snakebox from its mouth which rushes towards the player, damaging them upon contact.
*Tail Stab: Sepenace stabs its tail into the player, severely damaging them.
*Tail Sweep: Serpenance sweeps its tail across the ground.
*Venom Blast: Serpenance charges up before firing a laser of energy from its mouth.
*Venom Shot: Serpenance spews a series of energy balls from its mouth.
After Serpenance is defeated, it shuts down, resting its head on the stage. The screen then fades to white.	<tabber>Encounter=Serpenance is a background boss, with its head being a weak point. Its battle takes place in the Secret Lab stage, and the theme that plays during the battle is Vs. Serpenance from Project Cape Rumble.
Serpenace's special moves include:
*Bite: Serpenance throws a series of bites.
*Snakebox: Sepenace drops a Snakebox from its mouth which rushes towards the player, damaging them upon contact.
*Tail Stab: Sepenace stabs its tail into the player, severely damaging them.
*Tail Sweep: Serpenance sweeps its tail across the ground.
*Venom Blast: Serpenance charges up before firing a laser of energy from its mouth.
*Venom Shot: Serpenance spews a series of energy balls from its mouth.
After Serpenance is defeated, it shuts down, resting its head on the stage. The screen then fades to white.
Sansiroth	Sansiroth	Sansiroth	Sansiroth
  	  	Debut: CrossClash (2022)
Voice Actor: N/A
Nobody knows how this strange mixture of Sans and Sephiroth came to be, but what is known is that he is very dangerous. Boasting a carefree, yet megalomaniacal attitude, his trusty "Marrowmune", and a variety of powerful magical attacks, one would be wise to fear the "dis-pear" Sansiroth can dish out.	Debut: CrossClash (2022)
Voice Actor: N/A
Nobody knows how this strange mixture of Sans and Sephiroth came to be, but what is known is that he is very dangerous. Boasting a carefree, yet megalomaniacal attitude, his trusty "Marrowmune", and a variety of powerful magical attacks, one would be wise to fear the "dis-pear" Sansiroth can dish out.
<tabber>Encounter=Unrestrained Hypercam 2 is a normal boss. His battle takes place in a decrepit version of the Last Corridor from UNDERTALE, with his boss music being a mixture of MEGALOVANIA and One-Winged Angel, dubbed in-game as "one winged judge.".
Sansiroth's basic attacks involve his "Marrowmune", a large bone-like sword which he swings and stabs to attack. His special moves include:
*Jenova Blastova: Sansiroth fires a Jenova Blastova (a Gaster Blaster bearing a resemblance to Bizarro∙Sephiroth's head) straight forward. It has great power, but lengthy startlag. The move can also be cancelled by attacking Sansiroth before it fires.
*Shortcut: Sansiroth disappears before reappearing somewhere in the arena.
*Skulltilla: Sansiroth casts a honeycomb-like barrier in front of himself, blocking attacks. The barrier explodes a second after deployment.
*Octobone: Sansiroth rushes forwards while swinging Marrowmune.
*Clash Attack (Superdunking): A massive Jenova Blastova appears above the opponent, aiming towards them before firing an equally massive laser.
After Sansiroth is defeated, he begins fading away into dust, winking at the camera before fading completely. The screen then fades to white.	<tabber>Encounter=Unrestrained Hypercam 2 is a normal boss. His battle takes place in a decrepit version of the Last Corridor from UNDERTALE, with his boss music being a mixture of MEGALOVANIA and One-Winged Angel, dubbed in-game as "one winged judge.".
Sansiroth's basic attacks involve his "Marrowmune", a large bone-like sword which he swings and stabs to attack. His special moves include:
*Jenova Blastova: Sansiroth fires a Jenova Blastova (a Gaster Blaster bearing a resemblance to Bizarro∙Sephiroth's head) straight forward. It has great power, but lengthy startlag. The move can also be cancelled by attacking Sansiroth before it fires.
*Shortcut: Sansiroth disappears before reappearing somewhere in the arena.
*Skulltilla: Sansiroth casts a honeycomb-like barrier in front of himself, blocking attacks. The barrier explodes a second after deployment.
*Octobone: Sansiroth rushes forwards while swinging Marrowmune.
*Clash Attack (Superdunking): A massive Jenova Blastova appears above the opponent, aiming towards them before firing an equally massive laser.
After Sansiroth is defeated, he begins fading away into dust, winking at the camera before fading completely. The screen then fades to white.	<tabber>Encounter=Unrestrained Hypercam 2 is a normal boss. His battle takes place in a decrepit version of the Last Corridor from UNDERTALE, with his boss music being a mixture of MEGALOVANIA and One-Winged Angel, dubbed in-game as "one winged judge.".
Sansiroth's basic attacks involve his "Marrowmune", a large bone-like sword which he swings and stabs to attack. His special moves include:
*Jenova Blastova: Sansiroth fires a Jenova Blastova (a Gaster Blaster bearing a resemblance to Bizarro∙Sephiroth's head) straight forward. It has great power, but lengthy startlag. The move can also be cancelled by attacking Sansiroth before it fires.
*Shortcut: Sansiroth disappears before reappearing somewhere in the arena.
*Skulltilla: Sansiroth casts a honeycomb-like barrier in front of himself, blocking attacks. The barrier explodes a second after deployment.
*Octobone: Sansiroth rushes forwards while swinging Marrowmune.
*Clash Attack (Superdunking): A massive Jenova Blastova appears above the opponent, aiming towards them before firing an equally massive laser.
After Sansiroth is defeated, he begins fading away into dust, winking at the camera before fading completely. The screen then fades to white.	<tabber>Encounter=Unrestrained Hypercam 2 is a normal boss. His battle takes place in a decrepit version of the Last Corridor from UNDERTALE, with his boss music being a mixture of MEGALOVANIA and One-Winged Angel, dubbed in-game as "one winged judge.".
Sansiroth's basic attacks involve his "Marrowmune", a large bone-like sword which he swings and stabs to attack. His special moves include:
*Jenova Blastova: Sansiroth fires a Jenova Blastova (a Gaster Blaster bearing a resemblance to Bizarro∙Sephiroth's head) straight forward. It has great power, but lengthy startlag. The move can also be cancelled by attacking Sansiroth before it fires.
*Shortcut: Sansiroth disappears before reappearing somewhere in the arena.
*Skulltilla: Sansiroth casts a honeycomb-like barrier in front of himself, blocking attacks. The barrier explodes a second after deployment.
*Octobone: Sansiroth rushes forwards while swinging Marrowmune.
*Clash Attack (Superdunking): A massive Jenova Blastova appears above the opponent, aiming towards them before firing an equally massive laser.
After Sansiroth is defeated, he begins fading away into dust, winking at the camera before fading completely. The screen then fades to white.
==CrossCash + Shop==
By playing the game's various modes, players can earn CrossCash, with higher payouts being awarded with better performance. This currency can then be used in the game's shop for a variety of items;
*Fighters: While only offered on rare occasions, purchasing a fighter through the Shop will not require the player to battle them.
*Stages: In addition to meeting their prerequisites, stages can be purchased through the Shop.
*Costumes: The player can buy various alternate costumes for unlocked fighters.
*Music Tracks: In addition to stage music, the player can also purchase menu music.
*Announcers: The player can purchase various different announcers to commentate during play.
*Assists: The player can purchase various Assists through the Shop, although none are exclusive to the area.
The Shop is hosted by eleven different shopkeepers, with a random one being selected every time the game is booted up.
List of Shopkeepers	
{|align=center cellpadding=1 cellspacing=2 width=100% style="font-size:12px; padding:1px;"	
Squidward 	
*"Welcome. I'm Squidward, and I'll be your cashier today... Unfortunately." (introduction)
*"Welcome to the shop of misery." (entering shop)
*"Another day, another migraine." (entering shop)
*"(Don't say anything, Squidward. Rememeber your karma...)" (entering shop)
*"Let me guess; Couldn't meet the unlock criteria." (buying fighter)
*"Go ahead, take another one of these annoying fools off my hands." (buying fighter)
*"Let me tell you; That stage is WAY better than this place." (buying stage)
*"This stage is so far away that you'll be able to brag about it." (buying stage)
*"I don't see why they even bother with these dumb outfits..." (buying costume)
*"They're making you pay for these now?" (buying costume)
*"Is THIS what passes as music these days? Pah-lease." (buying music track)
*"Now if this was a Kelpy G album, then it'd actually be worth the money." (buying music track)
*"You need to buy something to get better at the game? Have you considered, y'know, actually playing?" (buying Assist)
*"Ah, instant gratification." (buying Assist)
*"Whatever." (successful purchase)
*"If it'll get you out of here quicker." (successful purchase)
*"You know you're supposed to PAY for these, right?" (insufficient funds)
*"You can't afford this." (insufficient funds)
*"Please come again... when I'm not working." (leaving shop)
*"See you never." (leaving shop)
*"If you'll excuse me, I've got some clarinet to practice." (leaving shop)
==DLC==
CrossClash II adopts a season-based system for its DLC, similar to that of Street Fighter V. While each portion of a season can be purchased individually for a total of around $29 USD, a Season Pass for each season can be purchased for $20 USD per season. Each season contains:
*Franchise Pack: A pack of content featuring elements of one franchise, usually one which is being introduced to the game. Includes a fighter, stage, 24 music tracks, and Assists. If bought individually, a Franchise Pack costs $10 USD.
*Solo Fighters (three per season): A single fighter and music track. If bought individually, a Solo Fighter costs $4 USD.
*Solo Stages (two per season): A new stage, alongside a list of 24 music tracks which are native to it. If bought individually, a Solo Stage costs $2 USD.
*Music Packs (two per season): A package of eight music tracks. If bought individually, a Music Pack costs $1 USD.
*Alternate Costumes: In each season, a collection of alternate costumes for the game's base fighters is made available. The costumes are free in terms of real-world money, but must be purchased with CrossCash.
<tabber>Season 1=
Franchise Pack	Franchise Pack	Franchise Pack	Franchise Pack
Here comes a new challenger! Ryu from the Street Fighter lineup joins the battle to kick off the first DLC season. Take control of the World Warrior as you use his balanced playstyle and iconic attacks in order to achieve victory! In addition, more content from the series is included, such as the Suzaku Castle stage, 22 new music tracks, and Assists!	
Here comes a new challenger! Ryu from the Street Fighter lineup joins the battle to kick off the first DLC season. Take control of the World Warrior as you use his balanced playstyle and iconic attacks in order to achieve victory! In addition, more content from the series is included, such as the Suzaku Castle stage, 22 new music tracks, and Assists!	 	
 
New Fighter: Ryu	 
New Stage: Suzaku Castle	 	
Solo Fighters	Solo Fighters	Solo Fighters	Solo Fighters
Pillager 	Classic Sonic	Scott 	
 	 	 	
The Pillager from Minecraft arrives to ravage the battlefield! Using your Ominous Banner, employ various tools and tricks to overwhelm your opponent and take victory!
♪ Evoker - Minecraft Dungeons	The mania continues as Classic Sonic speeds into battle! While a simple fighter on the surface, using his special Spin Jump and Elemental Shields will leave your opponents in the dust!
♪ Checkpoint - Nitro Fun & Hyper Potions	Hey all, Scott here! Rounding out Season 1, Scott puts his street smarts to work as he uses all sorts of powerful abilities in battle, including the Madden 08 Bot! It's awesome, baby!
♪ Credits (You're Not an RPG Guy) - Scott the Woz	
Solo Stages 	Solo Stages 	Solo Stages	Solo Stages
Cyber City 	Forest Frontiers 	 	
  	  	 	
Enter a Cyber's World with this stage from Deltarune: Chapter 2; Just watch out for cars! Included is a variety of Deltarune characters as cameos and 19 new songs!	Come one, come all to one of the RollerCoaster Tycoon series' most iconic parks! Take in the sights of the fair as you enjoy 24 new songs from the franchise.	 	
Music Packs 	Music Packs 	Music Packs	Music Packs
Songs for Spooky Month!	Scott the Woz Music Pack	 	
Get into the Halloween spirit with a variety of spooky songs from different franchises!
Grim Grinning Ghosts (Remix) - Haunted Mansion
Haunted Surf - SpongeBob SquarePants
Hang Castle - Sonic Heroes
Apocalyptic Hogriders - Angry Birds Epic
Amalgam (Remix) - UNDERTALE
Witchyworld (Remix) - Banjo-Tooie
Spooky Scary Skeletons (Remix) - Andrew Gold
Scary Swing (Remix) - Spooky Month	Eight songs from Scott the Woz are here to make your battles borderline awesome!
A Madden Just For Me - Scott the Woz
Scott vs. the Supreme Leader - Scott the Woz
Battle Theme (It's Awesome, Baby!) - Scott the Woz
The Anti-Gex - Scott the Woz
Title Theme (You're Not an RPG Guy) - Scott the Woz
Opening Credits (Borderline Forever) - Scott the Woz
Closing In - Scott the Woz
Madden on the Rocks - Scott the Woz	 	
Alternate Costumes	Alternate Costumes	Alternate Costumes	Alternate Costumes
 	 	 	
|-|Season 2=
Franchise Pack	Franchise Pack	Franchise Pack	Franchise Pack
Rip and tear into Season 2 with content from the DOOM franchise! With Doom Slayer's amazing arsenal at your disposal, carefully manage your ammo in order to crush your foes! Alongside Doom Slayer comes the hellish Hangar stage, 24 new music tracks, and Assists!	
Rip and tear into Season 2 with content from the DOOM franchise! With Doom Slayer's amazing arsenal at your disposal, carefully manage your ammo in order to crush your foes! Alongside Doom Slayer comes the hellish Hangar stage, 24 new music tracks, and Assists!	 	
New Fighter: Doom Slayer	
New Stage: Hangar	 	
Solo Fighters	Solo Fighters	Solo Fighters	Solo Fighters
Patrick 	Big Cookie 	Garfield 	
 	 	 	
SpongeBob's pinheaded pal is joining the battle! Use Patrick's up-close-and-personal fighting style to rack up the damage, and you'll be a star on the battlefield!
♪ Jellyfish Fields - Nickelodeon All-Star Brawl	There's no time to idle when the Big Cookie's around! Make sure to get as many cookies as you can in order to use this sweet treat's several abilities!
♪ Collecting Cookies - The Living Tombstone / Mic the Microphone	Garfield's here to throw his weight around as Season 2's final fighter! With his pies, burps, and other tricks, it's an all-you-can-eat buffet of pain!
♪ Play Misty for Me - Garfield Kart	
Solo Stages 	Solo Stages 	Solo Stages	Solo Stages
Sunset Shore 	GLaDOS' Chamber 	 	
  	  	 	
This breathtaking stage from Donkey Kong Country Returns has a special shading style replicating the original! In addition, 17 new music tracks from the Donkey Kong franchise are included!	Test your skills as you hop from portal to portal in this stage from the original Portal. A handful of cameos and 19 new music tracks from the duology come alongside the stage!	 	
Music Packs 	Music Packs 	Music Packs	Music Packs
Variety Pack Vol. 1	Late Arrivals	 	
New franchises, old franchises; There's something here for everyone!
Beware the Forest's Mushrooms (Remix) - Super Mario RPG: Legend of the Seven Stars
Main Menu - Pac-Man Community
Let Them Eat Lead - Bloons TD Battles 2
Main Theme (Remix) - Five Nights at Freddy's: Security Breach
Menu Music - Sega Genesis Mini
Big Apple, 3 AM - Teenage Mutant Ninja Turtles IV: Turtles in Time
The Office (Remix) - Gremlins II: The New Batch (NES)
Boss - Plok!	Eight tracks from the original CrossClash make their big comeback in this Music Pack!
Happy Together - The Turtles
Stage 1 - Bugs Bunny's Birthday Blowout
Title Theme (SSB4 Remix) - Super Mario Maker
Eddie, Let Me Go Back To My Home - Donkey Kong Country (cartoon)
Jazzy Note Blocks - Animation vs. Minecraft
Catchin' Waves (Remix) - Club Penguin
Horror - ROBLOX
Training Mode - Super Smash Bros.	 	
Alternate Costumes	Alternate Costumes	Alternate Costumes	Alternate Costumes
 	 	 	
|-|Season 3=
Franchise Pack	Franchise Pack	Franchise Pack	Franchise Pack
Ladies and gentlemen, it's showtime! Squigly from Skullgirls takes the stage in this Franchise Pack, making use of her musical abilities and her parasite Leviathan. Included is the Final Atrium stage, 24 music tracks, and a slew of Assists!	
Ladies and gentlemen, it's showtime! Squigly from Skullgirls takes the stage in this Franchise Pack, making use of her musical abilities and her parasite Leviathan. Included is the Final Atrium stage, 24 music tracks, and a slew of Assists!	 	
New Fighter: Squigly	
New Stage: Final Atrium	 	
Solo Fighters	Solo Fighters	Solo Fighters	Solo Fighters
Sephiroth 	Jess 	Madeline 	
 	 	 	
Are you ready to feel despair? The One-Winged Angel joins the fight, bringing devastating magic to terrorize the opposition.
♪ J-E-N-O-V-A - Final Fantasy VII	While a goofy and light-hearted gal, this new face doesn't joke around when it comes to battle (mostly, anyway). With a wide variety of magical attacks, she'll keep foes on their toes!
♪ Jess' Theme - CrossClash II	Climb to the top with the heroine of Celeste! With her trusty Dash and other movement tools, you'l be running circles around your opponent!
♪ First Steps - Celeste	
Solo Stages 	Solo Stages 	Solo Stages	Solo Stages
Bliss 	Planet Acousa 	 	
  	 250px|link=CrossClash II#Season 3 	 	
Boot up a brawl with this nostalgic background from Windows XP! Included are a handful of cameos from Microsoft Office assistants and 23 new music tracks from Windows history!	Enter the homeworld of the Cacophonoids from Beatdown Town! Enjoy some cameos from the game's stars, as well as 23 new music tracks from its various albums!	 	
Music Packs 	Music Packs 	Music Packs	Music Packs
Variety Pack Vol. 2	Celeste Music Pack	 	
Eight more tracks from all sorts of franchises join the music library!
Yoshi's Tropical Island - Mario Party
Pirate Lagoon - Diddy Kong Racing
Crisis City (Act 2) - Sonic Generations
Trophy Gallery - Super Smash Bros. Melee
Main Menu (Remix) - Among Us
Glass Joe - Punch-Out!! (2009)
Main Theme - Jetpack Joyride
Mineshaft - Annalynn	Enjoy a selection of tracks from Celeste!
Resurrections - Celeste
Checking In - Celeste
Scattered and Lost - Celeste
Confronting Myself - Celeste
Reach for the Summit - Celeste
Forksaken City - Celeste
Mirror Temple - Celeste
Beyond the Heart - Celeste	 	
Alternate Costumes	Alternate Costumes	Alternate Costumes	Alternate Costumes
 	 	 	
|-|Season 4=
Franchise Pack	Franchise Pack	Franchise Pack	Franchise Pack
Your friendly neighborhood Spider-Man joins the fight! Make use of the wall-crawler's abilities and do whatever a spider can to defeat your opponents! Not only that, but Spidey's amazing friends from across the Marvel universe make appearances in the Avengers Tower stage and contribute some of the 24 new music tracks!	
Your friendly neighborhood Spider-Man joins the fight! Make use of the wall-crawler's abilities and do whatever a spider can to defeat your opponents! Not only that, but Spidey's amazing friends from across the Marvel universe make appearances in the Avengers Tower stage and contribute some of the 24 new music tracks!	 	
 
New Fighter: Spider-Man	 
New Stage: Avengers Tower	 	
Solo Fighters	Solo Fighters	Solo Fighters	Solo Fighters
Squid Sisters	Annalynn 	Peach 	
 	 	 	
It's time to freshen up your fights with Inkopolis Plaza's greatest duo! Control both sisters as you use a variety of weapons in order to achieve victory!
♪ Splattack! (Remix) - Splatoon 3	This Canadian miner's here to dig her way to victory! With a variety of specialized attacks, Annalynn is a surefire pick for just about any player!
♪ Boss (Remix) - Annalynn	The ruler of the Mushroom Kingdom caps off CrossClash II with a defensive playstyle! Wielding her trusty parasol, there's no messing with this princess!
♪ Peach Beach - Mario Kart: Double Dash!!	
Solo Stages 	Solo Stages 	Solo Stages	Solo Stages
Chef Saltbaker's Kitchen 	Scorch Gorge 	 	
  	  	 	
Looks like Chef Saltbaker's cooking up a dish to die for! Dodge desert limes as you duke it out with your opponent and enjoy 22 new music tracks from the world of Cuphead!	The final stage of CrossClash II splashes in from Splatoon 3! Take in the heat as you listen to 24 new fresh tunes!	 	
Music Packs 	Music Packs 	Music Packs	Music Packs
Marvel vs. Capcom Music Pack	Variety Pack Vol. 3	 	
No matter where you're fighting, you'll be taken for a ride with these music tracks from the Marvel vs. Capcom series!
Captain America's Theme - Marvel vs. Capcom
Wolverine's Theme - Marvel vs. Capcom
I Wanna Take You For A Ride - Marvel vs. Capcom 2
Training Mode - Marvel vs. Capcom 2
Clock Tower - Marvel vs. Capcom 2
Main Theme - Marvel vs. Capcom 3
Theme of Hulk - Marvel vs. Capcom 3
Theme of Magneto - Marvel vs. Capcom 3	Eight final music tracks from a variety of sources!
SpongeBob's Dream - SpongeBob SquarePants: Battle for Bikini Bottom
The Credits Concerto - Donkey Kong Country
MELTDOWN - Undertale: Bits & Pieces
Season Finale - Garfield: Caught in the Act
Cold Spaghetti - Pizza Tower
Boiler City - Antonball Deluxe
It's Happy Hour! - Antonblast
The Tricky Treasure / The Lum King (Remix) - Rayman Origins	 	
</tabber>
==Trivia==
===General===
*During the game's development, a "Dojo" in a similar vein to that of Super Smash Bros. Brawl was maintained, sharing information of the game.
*The emphasis on the crossover aspect of the game was done due to the creator's dissatisfaction with the lack of meaningful interaction between worlds in the original CrossClash.
*The choice of making the "two" in the game's title Roman numerals was made to help the game stand out among other sequels.
*Interestingly, despite originating in Untitled Community Fighting Game, CrossClash II marks Yalp's debut in a Faz Studios title.
*Only three bosses do not return from the original CrossClash; Giga Bowser (being replaced with Fury Bowser), Metal Sonic (due to being a fighter) and L.O.L.Z.H.A.X. from the Five Nights at Freddy's series (who was cut due to a surplus of robotic bosses).
===Unused Content===
*A number of fighters were considered for the base game, but were scrapped for various reasons:
**Mr. Krabs (SpongeBob SquarePants): Mr. Krabs was planned to have a money mechanic, in which he would earn money by attacking opponents with his normal attacks, using that money to improve his specials. However, he was scrapped due to a lack of moveset ideas.
**Princess Peach (Super Mario): Princess Peach was considered to complete the main quartet of the Super Mario franchise alongside Mario, Luigi, and Toad, but was scrapped due to a lack of moveset ideas.
**? Block (Super Mario): ? Block was planned to use abilities based on the various kinds of blocks and power-ups from the Super Mario franchise, but was cut as Faz felt that there were other characters from the series that he wanted to use more.
**Paper Mario (Paper Mario): Paper Mario was planned as a way to represent a prominent subseries of Super Mario, but was scrapped due to a lack of personal interest.
**Diddy Kong (Donkey Kong): Diddy Kong was scrapped due to a lack of moveset ideas; Faz did not want to reuse his moveset from the Super Smash Bros. series, but couldn't think of anything else for the character.
**Cranky Kong (Donkey Kong): Cranky Kong was scrapped due to a lack of moveset ideas (aside from the Denture Popgun from Donkey Kong Country: Tropical Freeze as his Neutral Special and a cane bounce attack as his Up Special). However, it is known that he was planned after Diddy Kong was cut.
***Cranky Kong was also considered for the original CrossClash.
**Funky Kong (Donkey Kong): Funky Kong was briefly considered to make up for the fact that he did not return as an alternate costume from Donkey Kong, but was quickly scrapped due to a lack of moveset ideas. He was instead chosen for a shopkeeper position.
**Mii Hero (Mii): A "Mii Hero" inspired by Find Mii and Miitopia was considered as a way to rework Matt, while also allowing for Mii customization. While the idea of the Mii Hero was scrapped due to it being unfitting for Matt specifically, the concept of custom Miis did make its way into the latter's design.
**Classic Sonic (Sonic the Hedgehog): Classic Sonic was considered as a "archival fighter" for Sonic, retaining certain elements of the latter's moveset from the original CrossClash. However, he was scrapped and replaced with Metal Sonic.
***Classic Sonic was also considered for the original CrossClash.
***Classic Sonic would eventually be added as DLC, albeit with a much different design philosophy.
**Bart (The Simpsons): Not much is known about what Bart would have been like, but it can be assumed he was scrapped due to a lack of moveset ideas.
**Puffle (Club Penguin): Of all the scrapped characters, the Puffle got relatively far into the game's development, even having a Boxing Ring title picked out for them. However, it was later replaced with Sensei.
**Foot Soldier (Plants vs. Zombies): The Foot Soldier was planned as a villain rep for the Plants vs. Zombies series, but was scrapped due to the similarities between them and the Soldier from Team Fortress 2.
**Circus Baby (Five Nights at Freddy's): Circus Baby was considered, but quickly cut before any moveset design was done for her.
***Circus Baby was also considered for the original CrossClash.
**As part of the development process, a theoretical moveset was created for all of the Project Cape series' characters (including non-playable ones) to see who would be viable for a playable position.
***Out of this group, Afterthought got the closest to making it into the final game, as Faz thought it would be interesting to have a psychic fighter in the game. However, due to a lack of moveset ideas, he was replaced with Citra.
**Shovel Knight (Shovel Knight): Shovel Knight was heavily considered, but was cut as Faz wanted to play more of his game to get a better feel for the character.
***Shovel Knight was also considered for the original CrossClash.
**Bubsy (Bubsy): Bubsy was considered for a "joke character", but was quickly scrapped.
*Out of the 47 stages available in the original CrossClash, seventeen did not return;
**Game Central Station (Wreck-It Ralph): Scrapped in favor of CrossCade. Several music tracks from Game Central Station were made available in CrossCade as compensation.
**Mario Circuit (Mario Kart DS): Scrapped in favor of Waluigi Pinball.
**Greenhorn Forest (Wario World): Scrapped in favor of Stonecarving Ruins.
**Death Egg (Sonic the Hedgehog 2): Scrapped in favor of Eggmanland. However, there were originally plans to rework the Death Egg into its incarnation from Sonic Forces before it was cut entirely.
**Crisis City (Sonic the Hedgehog (2006)): Scrapped due to an overabundance of city-themed stages.
**Mirage Saloon (Sonic Mania): Scrapped in favor of Studiopolis.
**Pig City (The Angry Birds Movie): Scrapped due to the incarnation of Red seen in CrossClash II being his in-game incarnation rather than that of the movies.
**Captain's Quarters (Club Penguin): Scrapped due to similarities between it and Gangplank Galleon.
**MAD City (MAD): Scrapped due to a lack of music tracks.
**Adobe Flash (Adobe): Scrapped due to a lack of music tracks.
**Dining Area (Five Nights at Freddy's): Scrapped in favor of The Office.
**Fazbear's Fright (Five Nights at Freddy's 3) and The Ultimate Office (Ultimate Custom Night): Scrapped because Faz only wanted one "office" area from the Five Nights at Freddy's series featured.
**Grandiose Lighthouse (SiIvaGunner): Scrapped in favor of Duel Zone.
**NILS Statue (Splatoon 2: Octo Expansion): Scrapped due to a lack of music tracks.
**Power Plant (Project Cape): Scrapped in favor of ???.
**The Skeld (Among Us): Scrapped due to a lack of music tracks. As compensation, Among Us recieved music tracks and a cameo on the Toppat Clan Airship stage.
*Many ideas were considered for the Plankton boss fight, including controlling an unnamed fish ala the Nickelodeon Super Brawl flash games, using a growth ray, and using Karen as a vessel.
*Animdude from the Five Nights at Freddy's series was considered for a boss role, but was scrapped for multiple reasons, including the meta nature of the character.
===Credits===
*Various people created some of the character renders seen in-game.
**AzzieAsriel (deactivated): Jevil
**Galactigal: Crewmate
**JCThornton: Bugs Bunny, King Koopa, Dr. Robotnik
**Legoformer1000: Soldier
**MutationFoxy: Conker
**Nibroc-Rock: Sonic (Race Suit), Zombot Shadow
**RamChoops: Toy Freddy, Withered Freddy, The Puppet
**RendersSSBU: Frisk
**SlimyFrick: Smol Nozomi (Pilot)
**YanpaiArt: Sans, Papyrus
**Unknown: Smol Nozomi, Freddy, Glitchtrap, Undyne
*Many ideas for characters' movesets came from various content creators.
**A fake trailer for an 8-bit Mario in Super Smash Bros. Ultimate inspired Retro Mario's Power-Up gimmick.
**A Reddit post by /u/DefinitelyNotSascha inspired Toad's moveset.
**The Duke of Dorks' YouTube videos inspired Donkey Kong's Guard Special, Banana Break.
**Henry Stickmin's Choice special was inspired by a Rivals of Aether mod for the character.
**thEmg12's YouTube videos inspired the Puppet's Music Box gimmick.
**Most of Smol Nozomi's specials were taken from a Rivals of Aether mod for the character.
**Dingodile's moveset was inspired by a Rivals of Aether mod for the character.
**BrawlFan1's YouTube videos inspired the moveset of the Soldier.
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