Super Smash Bros. Remix

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==Game Mechanics==
*Most characters now have an additional move, which can be activated via specific button inputs. For example, Mario can use a Ground Pound move by using his Down Special in midair, and Inkling can use a Shield Special to recover ink.
**Counter attacks are now assigned to Shield Specials.
*Combos now gain additional damage for how many unique hits you land in a row. Try to mix things up for better results!
*Some characters now deal damage from footstooling opponents - notably the main Mario cast.
*Palette swaps can now be made from scratch in the Spray Studio. These cannot be used online, however.
*Stickers have been added to the Camera.
*You can now create a Mixtape from My Music.
*Songs can now change mid-battle, though this can be turned off.
*You can now upload custom music to be played during battles or in menus.
*Sudden Death now has the screen gradually zoom in, shrinking the blast zone.
*In matches with 3 or more fighters, the player in last place will have a unique losing animation on the results screen.
*Jumping backwards now leads much more fluidly into a backwards aerial.
*Perfact Parrying a Grab will cause your opponent to be stunned.
*You can now grab and throw a teammate, dealing no damage, but bringing them into the action quicker.
*If you suffer any significant attack at 999% damage, you will immediately be KO'd.
==Game Modes==
Smash
Duke it out in a round of Smash!
==Adventure Mode: Sealed Gates==
*8 paths - one for each starting character
*rescue the rest of the roster
*open up paths by opening gates with one party
*veronica from fire emblem heroes is the villain
			
			
			
			
==Fighters==
*use the arrow css background
*roster gets coloured bg when characters are finished
*veronica fire emblem
*anna fire emblem
*cuts (going by fighter number)
**dr. mario
**young link
**roy
**snake
**greninja
**duck hunt???
**ken
**bayonetta
**cloud
**miis
VETERANS 	VETERANS 	VETERANS 	VETERANS 	VETERANS
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
NEWCOMERS	NEWCOMERS	NEWCOMERS	NEWCOMERS	NEWCOMERS
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
 	 	 	 	
===Veterans===
 	Mario 	 	 	 	 	 	
 	Mario's been a staple of gaming ever since his debut in Donkey Kong. Known for his jumping skills, he's got a great aerial game, with many options to boot. His downward aerial has been replaced with a Star Spin, his dash attack is now a roll, and he deals some minor damage when footstooling enemies. Not to mention his alternate costumes, new Side Special, and brand new Aerial Down Special! 	 	 	 	 	 	
 	Moveset 	 	 	 	 	 	
{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: #f27373; color: white;"	
{| align=center class=sortable cellspacing="1" cellpadding="1" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: #f27373; color: white;" 	Entrance	Mario jumps out of a pipe, exclaiming "Let's-a-go!"	 	 	 	
Jump Options 	Mario brings with him his trademark Triple Jump, which is an extra-high jump activated after two consecutive jumps. Footstooling enemies not only sends them downward, but it also deals some extra damage! Mario's new downward aerial, the Star Spin, grants him a small bit of height, as opposed to his new Aerial Down Special, which sends him plummeting.In addition, Mario can enter a Long Jump by jumping out of his dash attack animation, or his crouch with a bit of momentum.	 	 	 	 	 	
Standard SpecialFireball 	Mario shoots a bouncing fireball from his hand. It's weak enough, but it travels a good distance, and causes enemies to flinch. You're not gonna get any kills with it, though.
*Fire Blast - Mario shoots a fast-moving fireball that travels through the air. Though more powerful overall, Mario suffers a bit of recoil damage.
*Ice Ball - The regular fireball is replaced with a ball of ice, replacing all its fiery properties with the potential to freeze enemies.
*Koopa Shell - Mario kicks a Koopa Shell forward, acting just like the item.	 	 	 	 	 	
Side SpecialCappy 	Mario throws Cappy forward like a frisbee. If timed correctly, Cappy can reflect projectiles. By holding the special button, Cappy will stay in place, acting as a good zoning tool, or to trap enemies. Run into Cappy to get a boosted jump! In midair, it's a good idea to double tap the special button to get Mario to dive toward Cappy.
*Reflecting Cappy - Cappy can reflect projectiles, even while held in place! However, he won't deal much damage to enemies.
*Capturing Cappy - If Cappy hits an enemy, he'll jump on their head and stun them. You can't hold Cappy in place, though.
*Homing Cappy - Cappy will home in on nearby opponents. This version of the move lacks the ability to dive.	 	 	 	 	 	
Up SpecialSuper Jump Punch 	Mario jumps into the air, his fist outstretched. If he hits an enemy, Coins will fly out. Which kind of Regional Coins depends on the stage, though!
*Tanooki Jump - Mario spins around with a Tanooki Tail, and then hovers upward. The move finishes off with him transforming into stone for a few frames, with the potential to meteor smash! It's not the best recovery option, though.
*Cape Jump - Mario outstretches a cape, and ascends diagonally. It's a great recovery, but deals no damage.
*Propeller Jump - Mario uses a Propeller Block to fly upwards, and then hover gently downwards. Only the propeller itself can deal damage.	 	 	 	 	 	
Down SpecialF.L.U.D.D. 	Mario pulls out F.L.U.D.D. and charges it up. Once charged, it can be stored indefinitely. F.L.U.D.D. can shoot a blast of water that deals no damage, but pushes enemies back, acting as a great zoning tool.
*Scalding F.L.U.D.D. - The pushing effect isn't great on this variation of the move, but it's capable of inflicting damage!
*Freezing F.L.U.D.D. - While Freezing F.L.U.D.D. takes a while to charge, it's able to freeze opponents!
*Bubble Blower F.L.U.D.D. - This move operates at close range, trapping an opponent in a bubble for a short time, making them vulnerable, and lighter.	 	 	 	 	 	
Aerial Down SpecialGround Pound	Mario comes crashing to the ground in his signature Ground Pound move. This will cancel out any potential Triple Jumps. 	 	 	 	 	 	
Final SmashMario Finale 	Mario fires a barrage of flames from his hands, travelling across the stage. The flames can carry enemies offstage with it, but it's sure to leave a mark even if it doesn't KO them. 	 	 	 	 	 	
Taunts 	
*Up Taunt - Mario twirls around and takes off his hat.
*Side Taunt - Randomly alternates between an open palm, a victory sign, or a fistpump.
*Down Taunt - Mario takes a short nap. Cappy hovers over him judgingly. 	 	 	 	 	 	
Classic ModeLet's-A-Go! 	Classic ModeLet's-A-Go! 	 	 	 	 	 	
Mario's Classic Mode has him on a journey to take down Bowser, jumping through worlds and stomping on foes! After Bowser's defeat, he'll come back as Giga Bowser!
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 80%; margin: 0 auto; background-color: transparent; color: white; border-color:transparent"	Mario's Classic Mode has him on a journey to take down Bowser, jumping through worlds and stomping on foes! After Bowser's defeat, he'll come back as Giga Bowser!
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 80%; margin: 0 auto; background-color: transparent; color: white; border-color:transparent" 	R1 	R2 	R3 	R4 	R5	Boss
Piranha Plant 	PAC-MAN & Sonic 	Wario 	Bowser Jr. 	Bowser	Giga Bowser	 	
===Newcomers===
<tabber>♀= 	 	 	 	 	 	 	
<tabber>♀= 	Octoling 	 	 	 	 	 	
<tabber>♀= 	Octoings were once the sworn enemies of Inklings, but the Calamari Inkantation freed their minds and souls. These octo kids now live happy lives alongside their squid counterparts, and participate in Turf Wars and Splatfests alike.Octoling is an echo of Inkling, and they're identical aside from a few minor differences. Octoling tends to use stronger weapons than Inkling - such as the Octobrush over the Inkbrush - but these attacks take more time to execute as a result.	 	 	 	 	 	
Moveset 	 	 	 	 	 	 	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: #f2628e; color: white; border-color:#d0406b"	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: #f2628e; color: white; border-color:#d0406b" 	Entrance	Octoling jumps out of a splash of ink in her octopus form, then shakes off her ink, much like in the opening to Turf Wars.	 	 	 	
Ink 	A lot of Octoling's attacks utilise ink. If an enemy is covered in your ink, they'll move a small bit slower, and you're able to deal extra damage to them! But you've only got a tankful at a time, so you'll need to balance combat and recovering ink. 	 	 	 	 	 	
Dash 	Octoling transforms into her octopus form for her dash, swimming through ink. Her hitbox is much smaller when dashing. 	 	 	 	 	 	
Shield SpecialOcto Form 	If you're low on ink, you'll need to use this move to turn into an octopus and dive into a puddle of ink to recover your supply. You're still vulnerable while in your ink, but your hitbox is much smaller. 	 	 	 	 	 	
Standard SpecialOctoshot 	Octoling fires a burst of ink from her primary weapon - the Octoshot. This doesn't deal much damage, nor is it great for knockback, but it's sure to douse your target in ink. You can also aim your shot a bit!
*N-ZAP '89 - A more focused shot, dealing significantly more damage, but less ink coverage. Light on the ink tank.
*.96 Gal - A powerhouse shooter, dealing more damage than the Octoshot and knocking enemies back a bit. An ink consumer.
*Aerospray RG - Has a much longer range than any other variant, as well as sporting the same damage and flinching potential as the Octoshot. Of course, it's heavy on your ink supply.	 	 	 	 	 	
Side SpecialSplat Roller 	Octoling whips out a Splat Roller and charges forward. This does some nifty damage, and covers enemies in a bit of ink, but the Roller really shines when it buries opponents.
*Carbon Roller Deco - Much lighter, much quicker, and consumes way less ink! Unfortunately, it's a bit weaker, and has a harder time burying opponents.
*Gold Dynamo Roller - The tank of the Rollers, being slower but packing a mean punch - even it's ink flings are powerful! It's a drain on your ink supply, though.
*Foil Flingza Roller - This Roller can't bury opponents. Instead it's got some great knockback potential.	 	 	 	 	 	
Up SpecialSuper Jump 	Octoling transforms into her octopus form, and jumps upward in a flurry of ink. It's a very versatile recovery move, sporting great height, as well as the ability to direct yourself.
*Quick Super Jump - Much quicker, and much higher, but you won't be able to deal any damage.
*Stealth Jump - Allows you to change directions midjump, allowing for a much more unpredictable flight pattern.
*Respawn Punisher - Much slower, but boy does this Super Jump pack a punch! 	 	 	 	 	 	
Down SpecialSplat Bomb 	Octoling throws a Splat Bomb, which will explode after a set period of time. Holding the special will allow you to aim your Splat Bomb. Uses up a good chunk of your ink tank.
*Burst Bomb - Throw a weaker bomb that explodes upon impact. Weaker, but much easier on your ink tank.
*Suction Bomb - This bomb is significantly more powerful, with a higher blast radius, and will stick to surfaces. Unfortunately, it's a drain on your ink supply.
*Fizzy Bomb - The longer you hold this bomb, the stronger it becomes! It can explode up to three times, but uses a bit more ink than your regular Splat Bomb.	 	 	 	 	 	
Final SmashBooyah Bomb 	Octoling screams "Veemo!" and jumps into the air, covered in ink armour. Cheered on by Pearl, Marina, and Cap'n Cuttlefish, Octoling throws a massive ball of ink, which has a devastating, explosive finale. 	 	 	 	 	 	
K.O. 	C.Q. Cumber's mumbled voice can be heard when Octoling is knocked offstage, as a blast of Sanitized Octoling ink is shot. 	 	 	 	 	 	
Taunts 	
*Up Taunt - Octoling thrusts her fist in the air and yells "Veemo!"
*Side Taunt - Octoling transforms into her octopus form and jumps up and down.
*Down Taunt - Octoling takes out a CQ-80 device, and takes a selfie with it. 	 	 	 	 	 	
Smash TauntCQ-80 Calls 	By using her down taunt on TBA, Octoling can activate CQ-80 Calls, where Pearl, Marina, and Cap'n Cuttlefish will give her the rundown on her enemy. Featuring special appearances from DJ Octavio and C.Q. Cumber! 	 	 	 	 	 	
Classic ModeInk-A-Zig-Ah!	Classic ModeInk-A-Zig-Ah! 	 	 	 	 	 	
Octoling's Classic Mode has her/him face off against exclusively female characters, as a reference to the infamous Girl Power Station.
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 80%; margin: 0 auto; background-color: #f2628e; color: white; border-color:#d0406b"	Octoling's Classic Mode has her/him face off against exclusively female characters, as a reference to the infamous Girl Power Station.
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 80%; margin: 0 auto; background-color: #f2628e; color: white; border-color:#d0406b" 	R1 	R2 	R3	R4 	R5	Boss
 	 	 	 	 	Queen Sectonia	 	
==Stages==
Final Destination
Final Destination is a platform floating between dimensions, travelling through space and time. At least, that's the theory. Very little is known about the stage, other than the fact that Master Hand is frequently fought here. In this iteration, the stage seems very futuristic, but inspection of the bottom of the stage reveals many old-fashioned gears and cogs. What's the deal with this contrast?
==Items==
	Smash Ball
	
The Smash Ball is a unique item that floats around the stage in seemingly random patterns. Break it with your attacks to unleash the powerful energy within, and activate your Final Smash!
	Ink Storm
	
The Ink Storm debuted as a Special Weapon in Splatoon 2, being thrown to create a massive cloud of ink that travels the battlefield, raining your colour ink. In Smash, it acts pretty similar, raining pink ink over a portion of the stage, which deals chip damage to enemies.
==Summons==
===Assist TRophies===
TBA!
===Pokémon===
TBA!
==Bosses==
 	Queen Sectonia 	 	
 	
Queen Sectonia is a being obsessed with her beauty. She took over Floria and Planet Popstar in the hopes of becoming their goddess, and even created Royal Road. However, she wasn't always like this. It's rumoured that her appearance and tyrannical personality were the works of the Dimension Mirror.	 	
 	Attacks 	 	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: #ab65dd; color: white; border-color:#d0406b"	
{| align=center class=sortable cellspacing="1" cellpadding="0" border="0" style="text-align: center; width: 100%; margin: 0 auto; background-color: #ab65dd; color: white; border-color:#d0406b"	Teleportation	Sectonia is likely to teleport around the stage a lot during her battle.
Rapier 	Sectonia can transform her scepters into rapiers, and fly in to attack from the foreground and background.	 	
Blinding Ring 	Sectonia creates a ring of light around her hips, and charges forward with this. 	 	
Silver Rod Shots	Sectonia shoots three blasts of energy from her scepters. 	 	
Antlers 	Sectonia summons Antler minions to attack. 	 	
Jewel Crush 	Sectonia summons three large jewels, and crashes them to the ground one by one. 	 	
Rapier Rush 	Sectonia thrusts forward with her rapiers in rapid succession. 	 	
==Smash Taunts==
TBA!
==Trivia==
*this is filling the smash ultimate-shaped hole in my heart