Super Smash Bros. Infinity/Characters

Super Smash Bros. Infinity features one of the largest rosters ever assembled for a fighting game. Including DLC, there are 250 characters within the game, not including pallette swap characters and/or characters who are under a fighter umbrella. This page chronicles the fighters, organized by series, along with their movesets. This page is still under construction.
<tabber>Starting Roster=
|-|DLC Roster=
|-|Full Roster=</tabber>
----
==Super Mario Bros.==
Mario
	The fun-loving hero of the Mushroom Kingdom, Mario brings his powerful jumping abilities as well as powerful punches and kicks to bare in yet another romp in the Smash arena. Mario's moves have been somewhat tweaked to give him more of a modern flavor, but he still possesses the same easy to learn style that makes him great for beginners.
<tabber>Special Attacks=Neutral Special: Fireball- Mario launches a fireball that bounces across the stage before fizzling out. It only deals minimal damage and knockback, but up to 4 of them can be on screen at a time, allowing for easy coverage.
Side Special: Cappy Toss- Mario tosses his hat (Cappy) forward where it will hover in the air for a few seconds. Any player hit by it will take minimal damage. However its true strength comes from its use as a midair platform for Mario, as while it is hovering in mid air Mario can jump off of it if he lands on it, providing him with a new set of jumps to work with as a recovery option.
Up Special: Super Jump- Mario's trademark manuever, he will leap into the air at a diagonal angle and cover great distance. If the move hits an opponent, they will be hit multiple times, with coins coming out of each hit for added flavor.
Down Special: Luma Shake- Mario will spin in place briefly while a Luma pops out of his gloves and dances in front of him for a second or so. This attack only deals minor damage to anyone it hits, but it does have a decent amount of knockback. Any projectiles that hit Luma though will be reflected back at whomever sent them, making this a shield that replaces Mario's Super Cape.
FINAL SMASH: Mega Mario- Mario will ingest a Mega Mushroom and grow super sized. In this form he can stomp across the stage, and anyone he hits will be sent flying away. He will still take damage in this form, and doesn't have his double jump ability, so an errant jump could see him self-destruct. Mario returns to normal after a short time.
Luigi
	The eternal sidekick of Mario, Luigi has far outgrown his brother's shadow and has emerged as a well-known character in his own right, especially in Smash. With his trusty Poltergust G-00 at his side, Luigi's moves have evolved from simply being a clone of his more famous brother, to becoming a unique play style all his own!
<tabber>Special Attacks=Neutral Special: Suction Blast- Luigi flips on the Poltergust and sucks up any hapless foe who happens to be nearby, blasting them off into the sky once he releases the B button. Alternatively, the player can hold the B-Button and rotate the control stick, causing Luigi to lift the opponent in the air and then slam them down on the ground both in front and behind him. This will increase the damage they sustain, but it also allows opponents to button mash to escape the move, and if they do Luigi will be left wide open for counterattack.
Side Special: Green Missile- Luigi charges up a blast function on the Poltergust and then hurls himself forward at great velocity, doing significant damage to anyone in his path. If this move misfires, your distance will be significantly reduced, but you will also do significantly more damage.
Up Special: Jumping Super Punch- Like his brother, Luigi will leap into the air. He covers more distance vertically, but almost no horizontal distance. The best thing is that if you hit it right next to opponents at the start of your jump, you will send them flying!
Down Special: Gooigi- Pressing this will cause Luigi to spawn his slime-based doppleganger, Gooigi, who will act as a mirror for the ghost busting plumber. Only one Gooigi can be present at any time, and while he is on the screen he can absorb damage for Luigi while also mimicking Luigi's attacks, dealing half as much damage in time. If he absorbs too much damage though, Gooigi will dissolve, and Luigi will be unable to summon him again for a period of time.
FINAL SMASH: King Boo's Surprise- Luigi sucks any enemy he can into the Poltergust and the Paranormal Dimension, where they are confronted by King Boo, who scares them and throws a large bomb at them, which explodes and sends them flying back to the real world and their likely doom.
Peach
	The ruler of the Mushroom Kingdom and eternal shining light of her people, it would be easy to dismiss the Toadstool princess as a damsel in distress. Do so at your own peril, as Peach is far more than she appears. With an army of toads at her disposal and the ability to float through the air, she is far from helpless, and will send anyone who says she is flying into the distance with her frying pan.
<tabber>Special Attacks=Neutral Special: Toadsworth- Peach will summon her faithful follower Toadsworth, who will shield Peach from any harm in front of her. He will also release spores into the air in front of him, damaging any player nearby.
Side Special: Peach Bomber- With a "Huh-CHA!" war cry, Peach will hurl herself forward and strike anyone in front of her with a powerful attack, sending them flying backward.
Up Special: Parasol- Peach will launch herself up at a diagonal angle and then open her parasol, descending downward slowly and allowing the player to cover great distance horizontally.
Down Special: Poundbrella- Peach will open her parasol and jump in it, hurtling herself downwards toward the ground and hitting anything in her path. If she uses this move from a great enough height, she will causes a shockwave on the ground, causing anyone caught by it to trip and fall.
FINAL SMASH: Peach Blossom- Peach performs a special dance which causes every opponent in range to fall asleep and take damage, while also creating three large Peaches that she can use to regain health, while also delivering devastating attacks to the sleeping foes.
Daisy <ECHO>
	The princess of the faraway Sarasaland, Daisy has traveled to visit her friends in the Mushroom Kingdom on a semi-regular basis, and has arrived to join the fun inside the Smash Arena. Like her Mushroom Kingdom counterpart Peach, Daisy has a variety of Toad servants to protect her from harm. She is a bit more athletic than Peach, meaning her moves do a bit more damage, but she also can't float in the air as long is sent flying from the stage more easily due to her slightly lower weight.
<tabber>Special Attacks=Neutral Special: Toad- Daisy summons a Blue-Spotted Toad to protect her from harm, absorbing any attack or projectile aimed at her from the front. He also will fire damaging spores to counter the poor soul launching the attack, if they're close enough.
Side Special: Daisy Bomber- Like Peach, Daisy will hurl herself forward hip first and hit a thunderous attack on her foes. This move does more damage than the Peach Bomber, but doesn't quite cover as much distance horizontally.
Up Special: Parasol- Daisy will launch herself up at a diagonal angle and then open her parasol, descending downward slowly and allowing the player to cover great distance horizontally. Daisy's parasol gets further vertical distance than Peach, but her rate of descent is less, allowing her to be more easily targeted by other players.
Down Special: Poundbrella- Daisy opens her parasol and jumps inside, crashing to the ground below and (if falling from a great enough height) generating a tripping shockwave that sends other players stumbling
FINAL SMASH: Daisy Blossom- Daisy performs a special dance which causes every opponent in range to fall asleep and take damage, while also creating three large Daisies that she can use to regain health, while also delivering devastating attacks to the sleeping foes.
Bowser (Dry Bowser)
<tabber>Bowser=
The King of the Koopa Troop and eternal enemy of the Mushroom Kingdom, Bowser will seemingly stop at nothing to kidnap Princess Peach and defeat Mario, the pesky plumber. While he has occasionally "lowered" himself to engage in diplomatic games of tennis or golf with his sworn enemies, he is not to be fully trusted, and is a formidable foe in the Smash arena.
<tabber>Special Attacks=Neutral Special: Fire Breath- Bowser will breathe a stream of fire that will damage any foe in front of him. This fire breath will fade over time, forcing the player to recharge it after a short use.
Side Special: Koopa Flying Slam- Bowser lunges forward with his claws, grabbing any nearby opponent. He then leaps upward while holding onto them, before slamming down to the ground with tremendous force. Opponents who aren't sufficiently damaged can escape your grab before you hit the ground, so be careful with this attack.
Up Special: Whirling Fortress- Bowser withdraws into his shell and spins around at high speed, gaining some vertical height in the process and drilling anyone who wanders into his path. Using this move on the ground will not gain any height, but does more damage and knockback to any opponent hit by it.
Down Special: Bowser Bomb- Bowser leaps upward (or falls down if airborne) and then crashes into the ground with all his weight, crushing anyone underneath him when he lands.
FINAL SMASH: Giga Bowser Punch- Bowser will transform into Giga Bowser and reappear in the background of the stage. Players will then direct a crosshairs across the stage, pressing the special button during this will cause Giga Bowser to punch the screen hard, sending anyone he hits flying.
Wart <ECHO> *DLC*
	The would be ruler of the Dream World of Subcon, Wart is a seriously pissed off toad looking for revenge against the Mario Bros. Wart plays like a faster, lighter version of Bowser, lacking the outright dominating power of the Koopa King but able to jump higher and faster across the stage. Wart's a good bet for players who prefer a heavyweight character, but need more mobility.
<tabber>Special Attacks=Neutral Special: Bubble Breath- Wart will unleash a stream of bubbles from his mouth for a short distance, damaging opponents who are caught in the storm. It doesn't deal as much innate damage as Bowser's Fire Breath, but it also will last far longer in terms of its full power. The move also has a chance of inflicting additional poison damage at lower percentages.
Side Special: Backhand Slap- Wart will take his fist and fire a powerful backhand blow that will send players flying. It takes longer to launch then Bowser's Side Special, and it doesn't grab opponents to throw them down, but the Backhand does more damage on average and the endlag isn't nearly as great.
Up Special: Twirling Toad- Wart will leap up with his powerful legs and spin around repeatedly in the air, hitting opponents for multiple points of damage. The move goes higher than Bowser's Whirling Fortress, but players have less control in the air and it inflicts less damage overall.
Down Special: Wart Bomb- Wart will leap up a short distance in the air (or drop straight down if already in the air) and perform a powerful Butt Stomp on the ground, sending opponents flying. Wart's version of this move has a unique side effect in that he will launch two small bubble projectiles on either side of himself when he lands. Players hit by them will be trapped in them briefly, allowing the chance for Wart to hit a follow up attack.
FINAL SMASH: Mouser Bomb Squad- Wart will fire a stream of Bubbles out of his mouth straight ahead, sending anyone hit by them into a cutscene in the Dream Factory of Subcon, where the opponents are bombarded with Bombs from several Mouser's in the background. The bombs will detonate as the players return to the stage, and Wart will deliver a hearty laugh as they go flying, ending the move.
Dr. Mario
	The Doctor is In! Though on the surface it may appear that Dr. Mario plays as a copy of the other Mario, Doc has his own special moveset that sets him apart from the more iconic plumber. He generally hits harder and throws opponents further. His Megavitamins are also one of the more deceptively powerful projectiles in the game.
<tabber>Special Attacks=Neutral Special: Megavitamin- Doc will fire off one of his trademark Megavitamins, which will then bounce across the field three times before dissapating. Anyone hit by this will suffer slightly more damage than Mario's fireball, but will also be stopped in their tracks, making them a good combo opener for any experienced players.
Side Special: Breezy Sheet- Doc will flip up his lab coat, deflecting any oncoming projectiles back at the opponent who fired them (or anyone who happens to get in the way.) This move will also release a small gust of wind, sending opponents backwards slightly if they are hit by it.
Up Special: Doc Tornado- Dr. Mario spins around in the air repeatedly, gaining upward momentum in the process. Anyone caught in the tornado will be bounced around several times before being sent flying with a final single hit that does significant damage.
Down Special: Viral Outbreak- Doc reaches into his lab coat and pulls out a jar of viruses from the game. He can then hurtle this projectile at any player, hitting them with the viruses and infecting them with one of three status ailments (62.5% Fever, 25% Chill or 12.5% Drowsy), lasting for about twelve seconds a piece. FEVER is shown by the red viruses and anyone infected by them will receive a 5-10% damage add-on effect to any attack they are hit with while under its effects. CHILL is shown by the blue viruses, and anyone infected by them will have their speed and movements slowed down by 10-15% while under its effects. DROWSY is shown by the yellow viruses, and anyone infected by them will fall asleep instantaneously when hit; they will only awaken when hit by powerful attacks or when the affects of the virus wear off.
FINAL SMASH: Mega Megavitamins- Doc jumps backward and then launches two large spinning Megavitamins that circle around one another, taking up much of the screen and damaging anyone who comes near them.
Dr. Luigi <ECHO> *DLC*
	Mario isn't the only plumber in this family to branch out into the medical field. As it is with their non-doctor counterparts, Luigi jumps slightly higher and moves slower than the good Doctor, but his moves and Megavitamins don't lack any of the punch. Moreover, Dr. Luigi has three different viruses that he can pull from to cause a few different status effects than Mario has. People who prefer the way Luigi was in Ultimate may find Dr. Luigi more to their liking.
<tabber>Special Attacks=Neutral Special: Megavitamins- The trademark move of the Doc's, Luigi will launch out a patented Megavitamin at a foe. While Luigi's version of the projectile does as much damage and has as much stopping power as ever, Luigi's pills tend to bounce slightly higher, and therefore don't travel as far as Dr. Mario's do. They also can't be fired quite as rapidly, as it is hard to have more than two on screen at a time.
Side Special: Lab Coat- Luigi flips his lab coat in front of him, utilizing it to turn opponents around and reflect incoming projectiles. The hitbox on this move is slightly greater due to Luigi's increased height, but it doesn't drive opponents away with a gust of wind in addition to its other effects.
Up Special: Doc Tornado- Luigi will spin around in place, elevating himself slightly. Like Luigi's version of this move in Ultimate, this move will not hit multiple times, instead dealing a single strong blow to anyone hit by it. It also doesn't travel quite as far as Dr. Mario's version.
Down Special: Viral Outbreak- Dr. Luigi pulls out a small jar that's filled with a certain color of one of three viruses, which can then be used as a projectile. Anyone hit by it (or the small cloud it leaves behind briefly if it hits the ground) will then be infected by the virus. The appearance of the viruses is similar to Mario (62.5% Magenta, 25% Cyan, 12.5% Green). The Magenta virus is POISON in will cause any player infected by it to take an additional 10-12% damage over the course of the infection. The Cyan virus is WEAKNESS which will cause players shields to be halved in strength during the infection period. The Green Virus is DIZZY which will cause players controls to be reversed during the infection period.
FINAL SMASH: Mega Megavitamins- Dr. Luigi jumps back and fires two large Megavitamins that spin around each other in a circular motion, taking up 2/3's of the stage and hurting anyone who happens to be touched by them.
Rosalina & Luma
	The powerful Rosalina has had many names over the years. Cosmic Guardian. Mother of the Lumas. But for purposes here, she is a Smash fighter through and through. Rosalina has also brought along one of her faithful Lumas to help her out. This little powerhouse can absorb some damage and augment Rosalina's attacks, but be careful they don't take too much damage, or they will vanish into the ether, only to respawn several seconds later.
<tabber>Special Attacks=Neutral Special: Luma Shot- Rosalina twirls her wand and charges up Luma, releasing it forward for a huge headbutt to anyone who gets in its way. This move can also be used to summon a Luma back to Rosalina, if it has been lost (provided it hasn't already been KO'ed). If Luma is currently destroyed, then this move has no effect until Luma is revived.
Side Special: Star Bits- Luma will launch forward several star bits a short distance away from itself. Like with the Luma Shot, if Luma is currently destroyed than this move will have no effect until Luma respawns.
Up Special: Launch Star- Rosalina creates a Launch Star around herself and then uses it to blast off in the direction it was pointing. The star can be angled slightly when it is created, but Rosalina will be helpless (unless she has a Luma to attack for her) after lifting off, so be careful when using this move.
Down Special: Force Bubble- Rosalina creates a Force Field around herself and Luma that will reflect projectiles and absorb incoming attacks. This shield lasts for only a few seconds, and has a recharge time before it can be used again, but it provides near invulnerability during those precious few seconds.
FINAL SMASH: Grand Star- Rosalina sends her Luma to the center of the screen and transforms it into a powerful Grand Star, which will then grow larger until it encompasses most of the stage. Anyone who touches the star will suffer damage, but will also take greater damage after the Star explodes in a dazzling display of Light.
Bowser Jr. (The Koopalings)
<tabber>Bowser Jr.=
The heir to the throne of the powerful Dark Kingdom and the whole of Koopadom, Bowser Jr. (and his close minions, the Koopalings) have come to Smash to help out Bowser in his quest for total domination, and maybe have a little fun and cause mayhem along the way. Due to his age, Bowser Jr. is a bit of a lightweight on his own, so he comes equipped with the dreaded Koopa Clown Car, with a variety of devastating tools at his disposal.
<tabber>Special Attacks=Neutral Special: Clown Cannon- Bowser Jr. charges the cannon on the Koopa Clown Car and then fires a large cannonball across the stage. How far it travels and how much damage it deals depends on how much it is charged. There can be two cannonballs on screen at any time, attempting to fire a third will fail.
Side Special: Clown Car Crash- Junior turns the Clown Car into a Go-Kart and travels forward with great speed. Suddenly going in reverse will cause the Go-Kart to spin out and do a doughnut, which does more damage then if the cart hits normally.
Up Special: Abandon Ship!- Junior sets a self-destruct on the Clown Car and ejects out of it, causing the vehicle to explode a few seconds later on the ground or in the air, depending on where it lands. Bowser Jr then falls to the ground almost helplessly, but he can use a hammer (or in the Koopalings case, a magic wand) to deliver one powerful side strike to any people looking to snipe him off. The Clown Car then reforms around him as soon as he hits the ground.
Down Special: Mechakoopa- Bowser Jr launches a small Mechanized Koopa Doll across the ground, which then travels back and forth until it either hits a player or goes off on its own, leaping up into the air and exploding with devastating effect.
FINAL SMASH: Koopa Firing Squad- Bowser Jr drives the Clown Car forward at rapid speed and launches anyone hit by it into a cutscene, where they are assaulted by Junior and the Koopalings, who launch cannon balls at the helpless enemies and send them flying.
Piranha Plant
	Though it may look harmless, the Piranha Plant is actually a dangerous opponent to anyone who underestimates it. Surprisingly mobile and tough for...well...a potted plant, its razor sharp teeth and poison breath will send many an unsuspecting competitor to an early Smash grave.
<tabber>Special Attacks=Neutral Special: Patooie- Piranha Plant creates a spiked ball above its head and then blow it up and down in the air. Releasing the special button will cause the ball to fall back down on the Plant, and it will swallow it. Pushing the D-Pad either left or right will send the spike ball in that direction instead, with distance and angle determined by where it is in the air when the button is pressed.
Side Special: Poison Cloud- Piranha Plant will briefly charge up an attack for as long as the special button is pressed, blinking and flashing when it is fully charged. Pressing this again will then unleash a small cloud of poison gas that will slowly travel across the stage, damaging anyone who gets covered by it before it dissipates.
Up Special: Piranhacopter- Piranha Plant spins its leaves around its body rapidly, allowing it to helicopter high into the air before helplessly landing back on solid ground. This will also damage anyone who gets hit by it.
Down Special: Long Stem Strike- Piranha Plant will withdraw into its pot and charge an attack, before then "reaching out and touching someone" by extending its stem to full length and executing a bite attack. While the attack is charging, the player can tilt the control stick left or right to direct the stem to go in that direction.
FINAL SMASH: Petey Piranha- The Piranha Plant summons his larger cousin, Petey Piranha, to flail about the stage while holding two cages that can entrap players. He dances about the stage in time with Piranha Plants movements, before smashing the cages to the ground and sending any players contained within flying.
Waluigi*
	An assist trophy no longer, Waluigi is finally getting the respect he deserves as a full fledged member of the Smash cast of characters. Tired of being disrespected, the lean, mean, purple machine has several different moves to help him stand out from the crowd. He will ensure that no one ever forgets that it is Waluigi Time!
<tabber>Special Attacks=Neutral Special: Tennis Serve- Waluigi stands in place and tosses a tennis ball high into the air, before slamming down with his tennis racket and launching the ball forward at supersonic velocities. The ball itself is a fairly strong projectile, bouncing once off the ground before running out of energy. However if anyone is standing close to Waluigi when he hits the ball with the racket, they will get a huge shot as well and be sent flying. He will also randomly launch a Bobomb instead of a tennis ball, with explosive results.
Side Special: Whirluigi- Waluigi will spontaneously start dancing by twirling around in place for a few seconds, his elbows and knee extended and hitting anyone who comes within range. This move can also be useful as recovery, as it will give Waluigi a limited boost in the air as well as slow his descent through the air, giving him the ability to cover horizontal ground.
Up Special: Twist Dunk- Waluigi will ineplicably defy gravity and swim through the air for a brief moment, getting off four strokes in the air before falling down the rest of the way. While this only does minor damage with the stroking motion, it does allow for nearly full range of motion by the player, allowing for impressive recovery.
Down Special: Drop Rocket- Waluigi kicks a soccer ball across the ground, with the power of the strike being dictated by how long the player holds down the special button. At it's highest charge, the ball will go flying, dealing strong damage to anyone who gets hit by it, but the ball will never hit the ground. At lower charges, the ball will hit the ground and do smaller amounts of damage to anyone hit by it, but it will also create small bushels of thorns that appear wherever the ball hit the ground, which will ensnare anyone caught in them. These thorns vanish after about 7 or 8 seconds.
FINAL SMASH: Waluigi Chance Time- Waluigi will disappear off screen and then reappear in the corner with Chance Time Dice Block above his head. The player will hit the block and cause various damage or status ailments to players, such as freezing them, shrinking them, slowing their movement, or even an Instant KO. Waluigi will hit the dice block for as many players who are on screen at the time the smash is activated, so there's little chance of escaping this one.
Baby Mario & Baby Luigi*
	Don't let their small size and youth confuse you, Baby Mario and Baby Luigi are a formidable pint-sized pair. Better together than they are separate, the tenacious toddlers use their tremendous teamwork to keep opponents at bay and rack up KO's on their way to victory. Despite being brothers, the two do have different attack strengths, as Baby Mario tends to be the stronger of the two, while Luigi is the quicker. Trade off to play with their abilities!
<tabber>Special Attacks=Neutral Special: Baby Toss- The lead baby will spin around several times and then toss the other baby forward as a powerful, unreflectable projectile. This move is also how to switch which Baby is in control, as the baby who is tossed will assume control and the one who threw him will become secondary until the move is used again. This move is useless if one of the Babies has been KO'ed, similar to the Ice Climbers.
Side Special: Goo Goo Buggy- The babies will jump in their trademark mode of transportation and traverse the stage. Unlike the Koopa Clown Car, reversing will not cause the Buggy to spin out, instead it will turn like Wario's Chopper. However, like Wario's Chopper, the Buggy can be destroyed if damaged enough, which will do damage if the babies happen to be on it when it blows up.
Up Special: Baby Super Jump- Mimicking their grown-up counter parts, Baby Mario and Luigi will each perform a super jump for minimal damage and height gain. However, they will then descend to the ground slowly with the lead Baby's Super Cape, allowing them to cover greater horizontal distance.
Down Special: Chain Chomp Charge- The babies will summon a small chain chomp and then hold on for dear life as the Chomp flies off in the direction they were facing. They can only hold on for a few seconds before losing control, and setting the Chain Chomp loose to fly off screen in that direction. Using this move in mid air will nullify any remaining jumps that the pair might have for recovery.
FINAL SMASH: Baby Park Bash- The babies launch themselves forward in their Goo Goo Buggy, and any player they hit is caught in a cutscene set in Baby Park, where they are run over by several different racers in Go Karts before they are then hit again by the Buggy being led by a Chain Chomp, which sends them flying.
Birdo*
	Though she began life as an antagonist, Birdo has since gone on to become a stalwart ally of the Mushroom Kingdom, and of Mario and Luigi in particular. With her powerful eggs as a weapon, Birdo may confuse some with her odd appearance, but she is a formidable fighter to be certain!
<tabber>Special Attacks=Neutral Special: Egg Shot- Birdo will shoot a single egg from her snout that travels across the stage until it hits someone or a wall. This egg deals minimal damage, but can be rapidly fired, with up to seven eggs able to exist on screen at a time.
Side Special: Homing Birdo Egg- Birdo shoots out a single pink-spotted egg from her snout. This egg moves slower than her normal eggs and only one can be on screen at a time, but it will home in on opponents and do considerably more damage. Also, after exploding it has a random chance of spawning an item (a banana peel, green koopa shell, lightning bolt or Starman) in matches where items are turned on.
Up Special: Hover Birdo- Birdo will twirl the bow she wears and herself in a propeller motion, causing her to spin high into the air, creating multiple hits to anyone nearby.
Down Special: Birdo Egg Bomb- Birdo will plant a small pink-spotted egg onto the ground and leave it there as a hidden bomb to anyone who happens to touch it. Only one bomb can be planted at a time, and the egg will automatically explode after 12-15 seconds.
FINAL SMASH: Baby Birdo Egg- Birdo will create a giant spotted egg in the middle of the stage which then hatches into a Baby Birdo. The baby birdo will dance around the stage creating havoc before striking a victory pose and disappearing.
 Boom Boom (Pom Pom) *DLC*
<tabber>Boom Boom=
Though he ranks lower on the totem pole of the Koopa Troop, Boom Boom (and his feminine counterpart Pom Pom) can still be a handfull to any adventurer who underestimates them. Despite his size, Boom Boom is surprisingly agile, and his attacks in Smash generally reflect that, as he is able to move from standing attack to dash attack fairly quickly. Only disregard him at your own risk.
<tabber>Special Attacks=Neutral Special: Spiny Shell- Boom Boom will simply withdraw into his shell and extend the spines out of the backside, damaging anyone nearby, and maintaining that position until the B-Button is released. On its own, this attack does little damage unless someone is foolish enough to jump into it. However, if the player presses B while Boom Boom is running, he will execute this attack and his forward momentum will allow him to slide across the stage a short distance, turning himself into a powerful dash attack. This move can also be used in a similar fashion in midair.
Side Special: Koopa Twister- Boom Boom will spin around in a tornado like fashion with his arms extended, damaging anyone in range. The tornado acts like a vacuum, sucking in both victims and items that might wander nearby. The player can also steer the twister while it is active, though using it in midair will mean that the player loses altitude quickly.
Up Special: Winged Attack- Boom Boom will transform his arms into wings and flap them in order to gain height as a recovery move. The wings not only deal damage, but Boom Boom's spines will also be extended during the attack, so that anyone hit from underneath will take damage as well.
Down Special: Boom Boom Blaster- Boom Boom will whip out a miniature Bill Bazooka (borrowed from Roy Koopa no doubt) and use it to fire a single homing Bullet Bill into the stage. The Bill will lock on to the nearest opponent and head straight for them, causing a decent explosion when it hits the enemy or some other obstacle. This move can damage Boom Boom if you're not careful.
FINAL SPECIAL: Airship Assault- Boom Boom will wave a flag and trigger a cutscene where one of Bowser's Airships Blasts the Battlefield with Bullet Bills, Cannonballs and Rocky's Wrenchs. These projectiles travel across the stage horizontally and vertically, causing chaos on screen as Boom Boom is invulnerable at this time. At the end, a giant Bo-Bomb will appear center stage and explode, sending everyone hit by the explosion flying.
Hammer Bro (Fire Bro/Boomerang Bro/Ice Bro)*DLC*
<tabber>Hammer Bro=
A constant source of torment for any Mario player, no matter what flavor they come in, the Hammer Bro has been a stalwart member of the Koopa Troop from the very beginning. Though the standard Hammer Bro is tough enough, in Smash he can alter his form to become a Fire Bro, Boomerang Bro or Ice Bro with a simple flick of a button. Though the four characters play identically save for their Neutral Special, the varied projectiles can cause a headache for anyone forced to face them.
<tabber>Special Attacks=Neutral Special: Hammer/Fire/Boomerang/Ice Toss- The iconic move of the Hammer Bro. He will take out his trusty hammer projectile and fling it in an arc at nearby enemies. This projectile will change depending on which form the Hammer Bro has taken currently. The Hammer deals minor damage but can be spammed repeatedly (similar to Master Higgins Stone Axe, though the Hammer does more damage). The Fireball deals more damage but is slower to come out and doesn't travel nearly as far as Mario's Fireball. The Boomerang deals the most damage of all the projectiles, but only one of them can be on screen at a time. The Iceball does the least amount of damage, and has the same drawbacks as the Fireball, however it can also freeze opponents even at moderate damage levels.
Side Special: Koopa Launch Attack- Since the Hammer Bro is essentially a souped up Koopa, he will withdraw into his shell and then launch himself head first in a forward motion. This attack goes a long distance across the stage without having to be charged up, but only does minimal damage and knockback to opponents at low percentages.
Up Special: Hammer Hop- Using his notorious leaping ability, the Hammer Bro will simply leap upwards as high as he can, before landing back safely on the ground. The Upward Arc of the jump does no damage, however the Hammer Bro can still use his Neutral Special while in freefall during this attack, allowing for divebombing potential and damaging any edge guarders nearby.
Down Special: Change Form- The Hammer Bro will sparkle briefly while a selection wheel will pop up above his head. Then by directional input the player can select which form the Hammer Bro will take (Green shell for Hammer, Red Shell for Fire, Dark Blue Shell for Boomerang and Light Blue Shell for Ice) and he will transform into that form. The Hammer Bro can change form indiscriminantly without need for a cooldown period, allowing players to quickly change out as necessary.
FINAL SPECIAL: Sledge Bro Special- The Hammer Bro will sparkle again like he's transforming, only he will turn into a giant Sledge Bro. A flying platform will appear overhead and the player can move it from left to right as the Sledge Bro tosses Hammers from side to side automatically in a firestorm of hardware. By using the B-Button, the Sledge Bro will stomp the flying platform, sending a small lightning bolt to the ground which will engulf the platform it lands on in fire that will damage opponents. Any opponent hit directly by the Lightning Bolt will be instantly KO'ed regardless of damage. After a short while the flying platform vanishes and the Hammer Bro returns to the form he was in before the Final Smash.
Fawful *DLC*
	An insane scientist either bent on world domination, revenge, or just causing mayhem for the sake of mayhem, Fawful is one of the crazier adversaries the Mario Brothers have ever had to tangle with. With a variety of scientific gadgets and Dark Star magics at his disposal, Fawful focuses on diversionary tactics to make up for his lack of physical strength. His shadow portals can turn the game upside down, for example, and keep all opponents watching their next step.
<tabber>Special Attacks=Neutral Special: Disable Energy Ball- Fawful will form a dark energy ball in his hands and fire it at opponents. The ball will do only minimal damage, but anyone hit by it will sustain a disabling function on their attacks, as they will be unable to use special attacks for about ten seconds (shown by the flickering enemy and the dark smoke rising up from them). The ball acts in a similar manner to Pikachu's Electric Shock in that it will travel along surfaces and up walls until it hits someone (or runs out of energy). However, if fired from midair, the energy ball will not fall down to the ground, but rather act like a normal projectile. If the ball is reflected and hits Fawful, then he will suffer the same disabling effects that anyone else would.
Side Special: Vacuum Helmet- Fawful will pull out his vacuum helmet and have it suck in enemies from a short distance away, This will trap them inside the vacuum compartment, where they will take damage until they either button mash their way out of the move or until the vacuum releases them by spitting them out. Does the most knockback of any of Fawful's special moves.
Up Special: UFO- Fawful's UFO platform will materialize and lift him skyward, while simultaneously shooting out electric sparks a short distance away from it. The UFO only goes straight up, but it does cover a great deal of vertical height.
Down Special: Shadow Portal- Fawful will place a small ball of Dark Energy directly in front of him and move on. Anyone who hits this ball of energy (including Fawful himself) will trigger the Shadow Portal and be instantly transported somewhere off the edge of the stage, falling straight down from a great height. Three dormant portals can be active at any time, and once a portal is tripped a new one can be set in its place. If Fawful dies, all dormant portals disappear.
FINAL SMASH: Dark Star Core- Fawful will look at the camera (breaking the fourth wall) and ask the famous question "I Have Fury???" before transforming into his evil Dark Star Core. He will let out his trademark laugh, which emits shockwaves that paralyze any enemy hit by them, before giving an evil smile and self-destructing, sending anyone caught in the blast flying. Be careful though, as Fawful's Final Smash will cause him a moderate amount of damage as well.
----
==Donkey Kong==
Donkey Kong
	The great protector of the DK Isles and his personal Golden Banana Horde, Donkey Kong is easily one of the strongest characters in the game. With his trademark Giant Punch, powerful throws and durability, DK will be glad to teach the true Law of the Jungle: Those that touch DK's banana horde are doomed to die!
<tabber>Special Attacks=Neutral Special: Giant Punch- DK will wind up his arm for a mighty punch, glowing when he has reached full charge. A fully charged Giant Punch is capable of sending most players flying into the wild blue yonder.
Side Special: Coconut Cannon- DK pulls out his coconut gun and fires out coconut projectiles that fire in spurts. The ammunition has homing capability, but only does minimal damage to opponents. However DK will continue to fire out coconuts until he is hit or the player releases the B button.
Up Special: Barrel Cannon Blastoff- DK jumps into a Barrel cannon that then launches him straight upward. However, if the player holds down the B button, then rotates the barrel at a 90 degree angle from straight up to straight in the direction he was facing when activated. Players can then launch themselves out of the cannon when the angle is right by releasing the B button.
Down Special: Ground Slap- DK will slap the ground right beneath him, shaking the stage and causing a small shockwave around himself that will damage foes. As long as the player keeps pressing the B button with Down, DK will continue to slap the ground relentlessly.
FINAL SMASH: Jungle Beat- DK will deliver a strong first punch. Anyone hit by the punch will then be pulverized by several rapid-fire punches, before DK delivers a final huge Giant Punch that sends them flying.
Funky Kong* <ECHO>
	The most laid back member of the DK crew, Funky Kong is usually content to just chill and tinker in his workshop on new vehicles for his Kong cousins. However, Funky Kong isn't afraid to get his hands dirty in a fight. Though he isn't as strong as DK, he is slightly quicker. He's more than capable of handling himself in the Smash Arena.
<tabber>Special Attacks=Neutral Special: Giant Punch- Like DK, Funky Kong charges up for a powerful punch, glowing when he is fully charged. Though Funky's Giant Punch isn't nearly as strong as DK's, it doesn't take as long to fully charge and is quicker to release to unsuspecting players.
Side Special: Melon Bomber- Funky pulls out a variant of DK's Coconut Cannon, which fires explosive cantaloupe's as opposed to coconuts. These projectiles travel slower then DK's coconuts, and lack homing capability, but they also pack far more of a wallop. Like DK, holding down the B button will keep firing melons until Funky is hit.
Up Special: Funky's Flight Barrel- Funky will jump into his trademark flying barrel and then jet straight up into the air. Like DK's barrel cannon, the player can direct the angle of the flight by holding down the B button and releasing it when the angle is right.
Down Special: Ground Slap- Funky will slap the ground beneath him just like DK, though the shockwave that he creates doesn't do as much damage.
FINAL SMASH: Jungle Beat- Funky will deliver a strong first punch. Anyone hit by the punch will then be pulverized by several rapid-fire punches, before Funky delivers a final huge Giant Punch that sends them flying.
Diddy Kong
	A lovable, fearless member of the Kong Clan, Diddy Kong has been the right-hand ape of the big guy Donkey Kong for nearly two decades now, and has shown his own capabilities time and again inside the Smash Arena. With his twin Peanut Popguns and an endless supply of bananas, Diddy's one pesky primate to deal with!
<tabber>Special Attacks=Neutral Special: Peanut Popgun- Diddy charges up a blast from his trademark guns, blasting a peanut at opposing foes. Pressing the button merely launches a single nut for minimal damage. Holding it will charge the shot and increase the speed and damage, but will also run the risk of literally blowing up in Diddy's face.
Side Special: Cartwheel Flip- As opposed to previous games, Diddy will now perform his trademark cartwheel roll, dealing multiple hits of damage to anyone who gets hit with it. He can also use this to cover great horizontal distance, at the expense of altitude, while in midair.
Up Special: Rocketbarrel Blast- Diddy charges up his rocket barrel backpack and then launches himself upwards with great speed. Occasionally the rocket can misfire, blasting off from Diddy's back with explosive results to anyone unfortunate enough to get caught by the explosion, including Diddy himself.
Down Special: Banana Peel- Diddy eats a banana and generates a peel on the ground, leaving it their for opponents to step and slip on. Diddy can then pick up the peel and toss it at an opponent for the same effect.
FINAL SMASH: Hyperrocket Barrel- Diddy straps on his rocket barrel pack and flies around the screen with reckless abandon, damaging anyone he hits. After he lands, his rocketpack will fly off and home in on the player with the most damage, exploding in front of them and dealing significant damage.
Dixie Kong* <ECHO>
	Diddy's constant companion/girlfriend, Dixie has been sidelined for many years while Diddy got to have all the fun in smash. Not anymore. Dixie plays very similar to Diddy, save for her hair spin special, which lets her nearly fly across the screen when used right. 
<tabber>Special Attacks=Neutral Special: Gumball Popgun- Dixie fires off a gumball from her gun, belting opponents with a never ending barrage of candy. Dixie's gun can be fired much more rapidly than Diddy's, but is more prone to exploding when charged for too long, and if it does blow up, the weapon will be literally "gummed up" and unusable for a period of time.
Side Special: Hair Twirl- Used on the ground, Dixie will spin around and hit opponents with her hair, doing minimal damage. Used in the air though, and Dixie will descend slowly to the ground, fully controllable by the player as she does so. Doing this deals no damage while in the air, and if Dixie is hit hard enough while spinning, she will be unable to use the move again till she lands.
Up Special: Rocketbarrel Belt- Dixie will don two small rocket barrels on her belt and blast off after charging them up briefly. While these rockets will not misfire like Diddy's can, they also provide little airborne lift, even when fully charged, so should only be used as a last resort for recovery. Anyone above Dixie when she launches will take damage, though.
Down Special: Bubblegum Surprise- Dixie tosses out her bubblegum from her mouth and throws it on the ground, letting it stick to the floor. While this gum can't be used as a projectile or cause damage, anyone who gets stuck in it will be immobile for a brief period of time, allowing for followup attacks.
FINAL SMASH: Rocket Belt Bonanza- Dixie dons her rocket barrel belt and flies around the screen with reckless abandon, though the player (unlike with Diddy Kong) can steer Dixie while she is flying around. When the move ends though (also unlike Diddy) the Rocket Belt will not fly off and strike a player. Instead it will give a final blast of thrust, damaging anyone nearby.
King K. Rool
	The Kunning and Koniving King of the Kremling Krew, K. Rool is one of the heaviest fighters in the game. His powerful super belly armor gives him protection whenever he is launching attacks or when he uses his special reflective Gut Check power to deflect enemy projectiles. On top of that, he has a variety of tools at his disposal to dish out the pain. He's one Krafty Kroc!
<tabber>Special Attacks=Neutral Special: Blunderbuss- K. Rool don's his Kaptain's hat and fires a Kannonball out of his trusty Blunderbuss. If the player holds down the B Button, he will then creating a vortex around the gun, sucking back in either the Kannonball, another player, or even some projectiles and items, and then firing them back off at an angle. However any explosive items his gun absorbs will cause the Blunderbuss to blow up in his face.
Side Special: Krown and Glory- K. Rool will toss his trademark crown off his head, throwing it directly ahead at the player. The crown will then boomerang back to K. Rool, hitting the player a second time. If K. Rool misses the crown, it will land harmlessly on the ground and he can put it back on by touching it. However another player could use it as a projectile against him.
Up Special: Kremling Kopter- K. Rool will turn on his Propeller Pack and hover high into the sky for a brief moment, before descending back down to Earth slightly slower than he would have otherwise. This move can also damage opponents caught by it on the upward ascent.
Down Special: Gut Check- K. Rool's belly will flash briefly, creating a powerful reflector shield that will counter either physical attacks or will deflect any projectile back at the sender.
FINAL SMASH: Blast-o-Matic- K. Rool rushes straight ahead, sending the enemies he hits to DK Isle. He will then sit on his throne on Krocodile Isle and use the Blast-O-Matic cannon to blow up DK Isle, and subsequently the enemies as well.
Lord Fredrik <ECHO>  *DLC*
	The powerful leader of the Snowmads, who look to freeze DK Isle in endless winter, Lord Fredrik is a chilling foe indeed. Being an Echo of King K. Rool, Fredrik has many of the same hard hitting smash attacks as the Kremling King, but Fredrik does move slightly slower than his counterpart. He also lacks the Super Armor protection that K. Rool has during Smash Attacks. Offsetting that are the powerful ice attacks that he has at his disposal.
<tabber>Special Attacks=Neutral Special: Ice Horn Blast- Lord Fredrik will don his powerful Ice Horn and shoot out a large snowball to damage any opponent in his way. The projectile itself will go a shorter distance than K. Rool's Cannonball, and won't do as much direct damage. However the horn itself will also blow out an Icy Wind for a short while after the projectile is shot (as long as the player holds down the B-Button). Anyone hit by this Icy Wind will likely be encased in ice.
Side Special: Helmet Toss- Lord Fredrik will remove his trusty horned helmet and toss it in front of him, having the projectile boomerang back to him, giving it a chance to hit opponents twice. Also, the helmet will not act as a projectile for other players if Fredrik doesn't catch it. Instead it will disappear and then immediately reappear on his head.
Up Special: Ice Dragon Floe- Lord Fredrik will use a short blast on his horn to summon a small Ice Dragon to carry him skyward before it breaks apart and he comes crashing back down to the ground. The Ice Dragon will deal damage to any player hit by it, and has the potential to freeze any player hit by the frozen mist it briefly leaves behind when it breaks apart at the apex of the jump.
Down Special: Ice Armor- Lord Fredrik will flash blue for a brief second, giving himself Ice Armor and invulnerability during that brief time. Anyone attempting a physical attack while Fredrik is flashing will be countered, but instead of taking damage they will be instantly frozen in ice, allowing Fredrik to hit a followup Smash Attack.
FINAL SMASH: Tropical Freeze- Fredrik will rush forward and transport any player he hits into a cutscene. The enemy will appear on DK Isle while Fredrik appears on his command ship with his magic horn. He will blow a mighty wind, summoning a giant Ice Dragon who proceeds to freeze all of DK Isle. Returning to the stage, any player cut in the FS will not only take some damage, if they survive they will also be encased in ice, ready for followup attack.
Cranky Kong*
	
The oldest of old school, Cranky Kong has decided to come out of retirement to teach these young whipper snappers a thing or two about how to really take down an opponent (and maybe get some revenge on his old nemesis Mario.) Cranky might be old, but he is craftier than you might think, and still has a few tricks up his old school sleeves, mostly thanks to his trusty cane, which he can even use to pogo off of enemies, even in midair!
<tabber>Special Attacks=Neutral Special: Denture Bites- Cranky Kong will seemingly pull his teeth out of his mouth and toss them at the player. These dentures do minimal damage, but like Dr. Mario's Megavitamins will stun the player briefly, allowing for followup attacks.
Side Special: Barrel Toss- Cranky Kong will generate a barrel and roll it out in front of him. The barrel will then roll on the ground until it hits a wall or a player. If used in midair, the barrel will be destroyed the moment it hits the ground. By random chance, sometimes the barrel will be an explosive one, which will do significantly more damage.
Up Special: Balloon Toss- Cranky will grab hold of a 1-up balloon with DK's face on it and float high into the air. The balloon will eventually pop, leading to Cranky falling back down to the ground.
Down Special: Cane Pain- Cranky jumps on top of his cane and pogos high into the air. Holding down the B Button will allow him to keep jumping, though the move becomes harder to control the longer it goes. It can last for five jumps before Cranky falls back to the ground helplessly. Anyone in midair who is hit by the point of the downward cane will be meteored to the ground.
FINAL SMASH: Banana Bird Surprise- Cranky launches himself forward and sends enemies into a cutscene where they swim in Lake Orangatanga. They are then hit by Cranky as he flies by on a water ski, before having an egg dropped on them by the Queen Banana Bird, which then explodes and sends them flying.
The DK Crew (Chunky, Tiny & Lanky) *DLC*
<tabber>Chunky Kong=
So they're finally here, waiting for you, the last members of the DK Crew. Chunky, Tiny and Lanky Kong may be forgotten members of the Kong Clan, but they do bring their own unique flavor to the Smash Arena. Utilizing their Tag Barrel to switch in and out as the situation requires it. Chunky is the heaviest and slowest character, packing the most attack power but virtually useless on recovery. Tiny is the lightest character and has less attack power, but she is also the quickest by far and is able to escape situations easily. Lanky is the most defensively minded, with great recovery abilities, but is also the weakest in terms of smash attacks.
<tabber>Chunky Kong Special Attacks=Neutral Special: Pineapple Launcher- Chunky pulls out his pineapple launcher and fires a single powerful shot across the stage. The launcher can be charged like Diddy and Dixie's weapons, and if the charge is held too long then the bazooka will blow up in Chunky's face, dealing damage to him. The Pineapple itself moves fairly slow, but if it connects it will deal a heavy amount of damage.
Side Special: Primate Punch- Chunky will rear back and then deliver a massive forward punch at the opponent. Unlike DK's Giant Punch, it can't be charged, but if it connects it is a certain Shieldbreaker and a move that will send most mid-range damage opponents to their doom. Problem is that it is incredibly slow to launch and connect with. Can be started in midair to somewhat mitigate this.
Up Special: 'Flying' Kong- Chunky will try in vain to increase his height by jumping in the air and flapping his arms and legs in an effort to stay afloat. This will fail, obviously, and Chunky will only gain a small amount of upward momentum before resuming his fall. Basically useless as a recovery move save for right off the stage, Chunky can use this move to damage opponents from above with a headbutt strike.
Down Special: Tag Barrel- Chunky will jump in the Kong Tag Barrel, and the player will be allowed to select either Tiny or Lanky Kong to enter the battle in his place. There is some lag startup (unlike, say, the Pokemon Trainer's switching ability) to this move, so be sure to be clear of enemies before you change out Kongs.
FINAL SMASH: Animal Buddy Stampede- Chunky will summon a golden statue of Rambi the Rhino on stage. Anyone hit by the statue will be sent into a cutscene, where they are trampled over by various animal buddies from the Donkey Kong Country Series. After that they will be sent flying from a hit from Rambi the Rhino, who is being ridden by all three Kongs. This hit sends the opponent flying as the cutscene ends.
----
==The Legend of Zelda==
 Link
	The famed Hero of Time, Link has been in Smash in one incarnation or another since the very beginning. This particular version, the Hero of the Wild, is no different than the others, wielding the powerful Master Sword and a variety of projectiles that make him a versatile, if somewhat slower, fighter. Using all of his projectiles in tandem with one another is the key to making Link a feared adversary!
<tabber>Special Attacks=Neutral Special: Bow and Arrow- Using the Traveler's Bow, Link will fire a single shot arrow at an opponent. Holding the B button will cause the shot to travel further. If an arrow misses and lands on the stage, it can be used as a projectile by enemies, or can be picked up again by Link, making his next arrow shot a double-shot.
Side Special: Boomerang- Link will fire a boomerang at opponents. This projectile will either return to Link's hand after traveling a preset distance or upon hitting an enemy. If Link doesn't catch the Boomerang, it will fly behind him a short distance, damaging any player who gets hit by it.
Up Special: Paraglider- Link sacrifices damage for upward mobility as he pulls out his Paraglider and catches an updraft that sends him soaring. He can then use the paraglider to manuever safely back to the ground by holding the B Button, though releasing it will cause Link to fall to the ground (though he can still attack on the way down. Link can also hold Bombs or other items while floating to the ground, turning him into a pseudo bomber with this move.
Down Special: Remote Bomb- Link will pull a bomb from his satchel and hold it high above his head. He can then throw this bomb in front of him. Pressing Down B again will detonate the bomb, provided it is not being held by another player at the time the buttons are pressed.
FINAL SMASH: Ancient Bow & Arrow- Link pulls out the Ancient Bow and fire a triple shot of arrows directly in front of him, with one arrow going straight ahead and the other two at an upward diagonal arc. Any player hit by the arrows will be faced with an explosion that will damage them severely.
Sheik
	Acting as a disguise for Princess Zelda, Sheik plays entirely different to her counterpart within Smash Infinity. Sheik's primary abilities are in quickstrike offense and hit and run tactics, lacking any real powerful attacks to take out foes. Though she is crafty in nature and not to be taken lightly.
<tabber>Special Attacks=Neutral Special: Needlestorm- Sheik will load up several small needles in her hand, before firing them off at opponents. Simply pressing the button will launch a single needle, while holding it will charge up to five needles at once. There is a 1/8 chance that, if all five needles connect with an enemy, then that enemy will suffer a minor amount of poison damage in addition to the minimal damage from the needles.
Side Special: Burst Grenade- Sheik launches a small grenade attached to a tripwire she controls. By releasing the B button (or after a short time), the grenade will detonate, drawing players in with a vortex effect before exploding to send them flying.
Up Special: Vanish- Sheik will teleport a short distance based on a directional input from the player. Both the departing and reappearing explosions will deal damage to any player that is caught by them. Sheik will also travel farther if this move is used on the ground versus being used in midair.
Down Special: Bouncing Fish- Sheik will flip forward. If she connects with an opponent, she will deliver a bouncing kick that will allow her to flip back to her original position. The opponent will be buried in the ground if they are standing when this connects directly, and can be meteored if it connects in the sweet spot while in midair.
FINAL SMASH: Sheikah Dance- Sheik lunges forward, delivering a powerful slash with her knife. If she hits anyone, the screen darkens and she proceeds to deliver several quick slashes to the damaged foe, before finishing with a final slash that sends them flying in the initial direction of the lunge.
Impa* <ECHO>
	The latest in a long line of guardians of the Royal Family of Hyrule, Impa is a member of the Sheikah tribe, and thus has similar techniques to Princess Zelda's named disguise. However, due to Impa's experience, her techniques tend to be stronger and deal more damage. She does sacrifice speed for power, however, and is not as nimble or quick as Sheik is.
<tabber>Special Attacks=Neutral Special: Knifestorm- Impa gathers several small throwing knives in her hand, before launching them at the opponent. A single press will fire one knife, while charging and then releasing will fire five knives. The knives do more damage than Sheik's needles, but they are slower slightly (and easier to shield against) and there is no chance of being poisoned if all five hit the target. Knifestorm also takes slightly longer to fully charge than needlestorm.
Side Special: Paralyzing Grenade- Impa fires a grenade on a tripwire she controls. Like Sheik's Burst Grenade, it will create a vortex effect before exploding, but instead of knocking opponents back, they will instead be stunned in place temporarily for followup attack. If no attack hits, then they will simply fall to the ground with electrical damage.
Up Special: Vanish- Impa teleports a small distance away from her starting position, with the disappearing and reappearing effect dealing damage to any opponent caught by them. Impa's teleport is quicker to activate, but it doesn't travel as far as Sheik's on the ground. They both travel about the same distance in the air.
Down Special: Surging Storm- Impa will leap forward with a flip, but instead of delivering a kick when she encounters an opponent, she will deliver a quick strike with her knife before flipping backwards. While this move doesn't have a meteor or burial impact possibility, it does deal significantly more damage than Sheik's Bouncing Fish.
FINAL SMASH: Sheikah Dance- Impa lunges forward with her knife, delivering a quickstrike. If anyone is hit, the screen will darken and Impa will deliver several more quick strikes before finishing with a final slash that sends the opponent flying in the direction of the initial slash.
 Zelda
	The Heir to the throne of Hyrule and the mortal incarnation of the goddess Hylia, Zelda is no mere damsel in distress. Her powerful magical abilities give her more than enough ammunition to protect herself and her kingdom from anyone who crosses her. Zelda works best as a medium range fighter, using magic to keep opponents at bay before delivering powerful smash attacks to finish them off.
<tabber>Special Attacks=Neutral Special: Nayru's Love- Zelda spins around, creating a crystalline barrier around herself. While the barrier is in tact, it will reflect any projectiles sent her way. After a second or so, the barrier disperses into crystal shards in all directions a short distance, damaging anyone hit by them.
Side Special: Din's Fire- Zelda launches a small ball of energy forward that will explode in a ball of fire some distance away. The player can hold the B button for a short time to allow the fire to travel further, and partially control its flight with the control stick. There is a maximum range at which point the Fire will explode, and it will automatically detonate if Zelda is hit before it is set off manually.
Up Special: Farore's Wind- Zelda spins in place and then teleports a significant distance away from her initial location, based on control stick input from the player. Anyone hit by her reentry point will be heavily damaged by the maneuver. Zelda is vulnerable for the brief second or so before she actually disappears, meaning she can be stopped from using this as a recovery by a well timed hit.
Down Special: Phantom Warrior- Zelda will summon a suit of armor in pieces as long as the player holds the B Button in place. At any point, the player can release the button to launch an attack from the Phantom Warrior. The more complete the warrior, the stronger the attack will be. If Zelda or the Warrior is hit before the attack connects, than it will most likely fail.
FINAL SMASH: Triforce of Wisdom- Zelda uses her connection to the Triforce of Wisdom to create a small triangular vortex that sucks in players briefly, before damaging them and then sending them flying in the opposite direction of which Zelda is facing. This is a guaranteed KO if the player who enters the vortex has more than 100% damage before entering it.
Hilda <ECHO> *DLC*
	The Princess of the broken kingdom of Lorule, Hilda lured both Link and Zelda to her kingdom in order to restore it by way of the Hylian Triforce. Embracing different virtues than the Hylians, as well as owing to a different set of goddesses, Hilda moveset operates slightly differently than Zelda's, owing more to trickery than outright damage and power. Hilda also moves faster than her Hylian counterpart, but her recovery is significantly weaker as well.
<tabber>Special Attacks=Neutral Special: Rayun's Deceit- Hilda will spin around, causing a red crystalline structure to briefly appear around herself before breaking apart into projectiles that damage nearby players. If another player's projectile hits Hilda during this move, than Hilda will absorb it's power and convert a small percentage of it into health for herself. The absorbing hitbox on this move lasts longer than the reflective one for Zelda, but it doesn't do even half the damage of Zelda's move as a projectile.
Side Special: Ind's Ice- Hilda launches a ball of magic across the field, one that can be partially steered by the player. When the magic explodes, it leaves behind a cloud of ice magic that will deal damage to opponents hit by it and has a chance to freeze opponents at higher percentages. The move is slower than Din's Fire, but will travel further.
Up Special: Stillness of Oarref- Hilda will create a small purple vortex around herself before emerging from another vortex some distance away in a direction of the player's choosing. Hilda's recovery doesn't travel nearly as far as Zelda's, but the vortices she creates linger behind for a second or so, dealing relatively high damage to any player hit by them.
Down Special: Phantom Thief- Hilda will create a phantom incarnation of a thief in front of her, and then launch it at the enemy to attack them. The Thief, unlike Zelda's warrior, doesn't deal a heavy amount of damage even when fully charged. However, a fully charged thief will travel farther and faster than Zelda's Warrior, and anyone hit by him will be stripped of any item that they happen to be carrying (this can even strip someone of Final Smash status if they have attained it.)
FINAL SMASH: Broken Triforce- Hilda will summon the broken pieces of the Lorulean Triforce Remnants, creating three small vortices in a triangular shaped pattern on the field that will suck in enemies and then explode, sending any enemy contained within flying. This move doesn't launch as well as Zelda's Triforce of Wisdom, but it does create more effected area and the vortex effect lasts longer, making it harder to avoid.
Young Link/Deku Link/Goron Link/Zora Link
<tabber>Young Link=
A time displaced version of the legendary hero has returned, but he's brought a few masked friends with him for the ride this time. Rather than just playing as a stripped down version of the Hero of Time, Young Link can transform into his alternate forms from Majora's Mask, complete with their own special moves and play styles! Young Link plays as he did in previous Smash games. Deku Link is lightweight and his attacks don't do much damage, but he is the fastest character and has the best recovery. Goron Link has powerful hits, but is the slowest and has the weakest recovery. Zora Link is more defensively minded with good long range and close range attack options, but he has the largest hitbox in terms of height and has lower than average recovery.
<tabber>Young Link Specials=Neutral Special: Fire Arrow- Young Link fires a fire arrow from his bow, dealing significant damage. Holding down the button will allow the arrow to fly farther in distance and do more damage.
Side Special: Boomerang- Young Link takes his boomerang and launches it at opponents. The boomerang will then return upon either reaching the apex of its toss or hitting an opponent. If Young Link doesn't catch the boomerang, it will fly back behind him a short distance.
Up Special: Sword Slash- Link channels magical power into his sword and swings it around rapidly in place and trapping opponents with multiple hits. Though he can't charge this move in midair, it does provide decent recovery and still hit for multiple hits.
Down Special: Deku Transformation- Young Link will don the Deku mask and transform into Deku Link after a short fanfare. The transformations go in the order in which Link obtains the transformation masks in Majora's Mask.
FINAL SMASH: Fierce Diety Link- Regardless of which form he is in at the time, triggering the Final Smash will transform Link into Fierce Diety Link for a brief while. In this form he is invincible, and can fire off highly powerful shots of magic from his sword using the B button. Anyone hit by his sword directly will also take twice as much damage as they normally would. This only lasts a shortwhile before Fierce Diety Link removes his mask and transforms back into Young Link, regardless of which form he was in beforehand.
Ganondorf
	The ultimate personification of evil, Ganondorf is the reincarnation of a force that has plagued the land of Hyrule since the dawn of history. A powerful sorcerer and expertly skilled swordsman, Ganondorf's moveset has been significantly altered to reflect this new playstyle.
<tabber>Special Attacks=Neutral Special: Lightning Blade- Ganondorf lunges forward with his sword, hitting any opponent in front of him. He also summons a small bolt of dark lightning down from the sky, adding electrical damage to the end of the blade.
Side Special: Phantom Balls- Ganondorf summons three small energy balls that remain in front of him for a brief period, acting as reflectors. The balls remain for about seven seconds (or until the player launches them) before being launched forward, homing in on the nearest target and dealing a small amount of damage.
Up Special: Teleport- Ganondorf will teleport himself a short distance across the field, with the player having limited control over where the teleportation will take him.
Down Special: World Shaker- Ganondorf summons dark lightning from the sky and charges his fist, before slamming it down to the ground. This has a meteor effect if used in the air, and also generates a small electrical shockwave on the ground that will deal collateral damage to nearby players caught in the blast.
FINAL SMASH: Beast Ganon-Ganondorf transforms into his monstrous Ganon form, which then rushes across the stage at high speed, destroying anything or anyone in his path.
Toon Link
	The third version of the Hero of Time, this version of Link comes from a world that has been covered by a great ocean. Despite this, many of the same tactics and weapons of previous Link's are also at his disposal. Toon Link's lighter weight may make him easier to send flying, but it also makes him far faster than either of his counterparts.
<tabber>Special Attacks=Neutral Special: Magical Arrows- Toon Link will pull out the Hero's Bow and fire an arrow forward. Simply pressing the button will cause a single arrow to fly out. Charging the attack with B will cause envelope Toon Link in a colored aura, which will then influence what type of arrow is fired. A red aura signifies a Fire Arrow, which travels the shortest distance but lingers on the field for a short while and will inflict burn damage to anyone who touches it. A blue aura signifies an Ice Arrow, which does the least damage but has a chance at higher percentages of freezing enemies. A yellow Aura signifies a Light Arrow, which goes the farthest and does the most damage, but also moves the slowest of all the arrows and is thus the easiest to dodge. Releasing the Button during the aura you want will shoot that type of arrow.
Side Special: Skull Hammer- Toon Link will pull out his Skull Hammer and hold it in his hand. He can then press B repeatedly to bash the area in front of him. This will continue until Toon Link is hit by an attack or until the player presses the side special buttons again to return the Hammer from whence it came. While this move is active, Toon Link cannot use his Magical Arrows.
Up Special: Deku Leaf Lift- Toon Link will generate a Deku Leaf high above his head, which will cause him to soar high into the sky on a wind current until the leaf disappears, causing Link to fall to the ground. If this happens naturally, then Link can still attack while he is falling (though he cannot jump or summon another Deku Leaf). If the player jumps out of the Deku Leaf before it is completed, then they will fall helplessly to the ground.
Down Special: Bomb Attack- Toon Link will pull a bomb from his satchel which he can then chuck at players. These Bombs will detonate either upon contact with the enemy after being thrown, or after a short period of time.
FINAL SMASH: Gale Force Storm- Toon Link will summon a huge wave of water. Anyone hit by it will be taken to a cutscene where they are on a raft in the middle of the Great Sea. Toon Link then appears with the Wind Waker and plays the Ballad of Gales, summoning a cyclone that throws the raft around, damaging opponents within it, before slamming them back down onto the ground in the real world and sending them flying.
Tetra* <ECHO>
	The oprhaned leader of a pirate crew, Tetra is a thief true enough, but is also a thief with a Heart of Gold. She also happens to be the reincarnation of Princess Zelda, carrying a piece of the Triforce of Wisdom with her at all times. Tetra's playstyle is similar to Toon Link's, though she relies more on her projectiles, as her smash attacks do less damage.
<tabber>Special Attacks=Neutral Special: Pistol Shot- Tetra will pull out her pistol and fire a single musket ball with a press of the B Button. Holding down the B-Button though will charge the attack, and Tetra will begin to alternately glow blue and red. If the B button is released while glowing red, then she will fire an incendiary bullet which will do more damage but far less knockback than a normal shot. Firing while the Blue aura is in effect will fire a normal shot followed by a cloud of ice crystals. The shot does less damage, but the crystals have a chance at high percentages to freeze an opponent.
Side Special: Grappling Hook- Tetra will take her grappling hook and launch it at an opponent. While the grappling hook does minimal damage, it will also steal any item that the opponent is carrying at the time and pull it back to Tetra, giving it to her. It doesn't work on Hammers or Golden Hammers.
Up Special: Wind Sail- Tetra will grab hold of a sail featuring the famed Jolly Roger and hoist it above her head, catching a wind draft and launching upwards a predetermined distance. After letting go, she can then fall down and continue an attack (unless the player cancels the move early, in which case she enters freefall).
Down Special: Skull Hammer- Tetra will pull out the Skull Hammer (borrowed from Toon Link, no doubt). However she will not hold the hammer as Toon Link does, instead she will swing it down in front of her for a powerful smash attack after about a three second charge.
FINAL SMASH: Zelda's Awakening- Tetra will call forth the power of the Triforce of Wisdom and use it to transform into her royal alter ego, Princess Zelda. As Zelda she is invulnerable, and has a holy aura that surrounds her, damaging anyone who gets too close. She can also fire off light arrows using the B-Button and direction pad. If these arrows hit anyone, they will freeze in place briefly from the damage before flying off into the distance. When the FS meter ends, then she will transform back into Tetra.
 Mipha *DLC*
	The princess of the Zoras and pilot of the Divine Beast Vah Ruta, Mipha was freed from her corrupted beast to help defeat Calamity Ganon at the right moment in time. Mipha's staff, the Lightscale Trident, gives her vast controls over water and ice, in addition to her natural Zora physiology lending itself to both. While she's not the fastest character in the world, Mipha's control over her elements allow her to dictate the flow of battle pretty well.
<tabber>Special Attacks=Neutral Special: Trident Throw- Mipha will take her Lightscale Trident and toss it straight ahead at an enemy. This move can be angled up so that the trident is thrown at an arc and will land on the stage, but doing so will cause it to lose some distance on the throw (otherwise the trident will continue until it hits an enemy or a wall.) 
Side Special: Cryonis Block- Mipha will stab her trident down to the ground and form a small wall of ice in front of her that will act as a shield to oncoming projectiles or physical attacks. Any player who directly attacks the wall physically will suffer minor frost damage as a result. Mipha can press this move again to shatter the wall that exists, causing the shards to hit nearby players for additional damage. Only one Cryonis Block may be in existence at a time
Up Special: Water Slide- Mipha will aim her trident downward and shoot a jet of water straight down, propelling her forwards. This move can be slightly angled, but only slightly. Anyone hit directly by the jet of water will be sent flying backwards in the opposite direction (including meteor if it is straight down), though they will take minimal damage.
Down Special: Mipha's Grace- Mipha will kneel down and begin chanting as a heavenly light shines over her and she begins regaining health. While the health gain is slightly significant in the beginning of the move, it tapers off after a few seconds, though Mipha will continue to gain health as long as the move is active (it requires a brief cooldown between uses to regain its full strength). Mipha will be entirely vulnerable in this move, and there is slight delay from deactivating the move to being back in fighting stance.
FINAL SMASH: Ruta Monsoon- Mipha will summon the Divine Beast Vah Ruta in the background and enter its pilot seat. Ruta will then begin a torrential downpour in a concentrated area of the stage, that the player can move from left to right. Anyone caught in the downpour will be damaged, but also suffer severe downward knockback, essentially making recovery over pits impossible. Mipha returns to the stage when the FS is over.
Linkle *DLC*
	A young woman who believes herself to be the reincarnated hero of Hyrule, Linkle has set out to save Hyrule Castle, but seemingly got lost along the way to the Smash Arena. Despite her namesake, she plays very differently from Link, being decently fast (and far more lightweight). She wields dual crossbows and powerful kicks to keep opponents at bay as she attempts to fulfill her destiny.
<tabber>Special Attacks=Neutral Special: Bolt Barrage- Linkle will dual fire her crossbows in a forward fashion, showering enemies in arrows. The bolts don't do much damage on their own, but the sheer number of them will keep enemies at bay. Holding B will allow Linkle to continue to fire these bolts indefinitely, though the knockback they cause will diminish over time.
Side Special: Knee Lunge- Linkle will run in place temporarily charging up the move as long as the B-Button is held down. She will then charge forward with a powerful knee lunge. If the move isn't fully charged, she will simply deliver the strike with her knee and drive the opponent back. If it is fully charged, then Linkle will bounce backward off of the opponent and fire Two powerful Fire Arrows straight at them, dealing more damage and significant knockback that can KO upper-damage-range opponents easily. The move is telegraphed pretty easily, and even fully charged doesn't travel forward very far.
Up Special: Cucco Takeoff- Linkle will spawn a Cucco above her head and use it to fly up to the sky. If she reaches the apex of the jump, the Cucco will drop her and she will be helpless as she falls back to the ground. If she cancels the move before the apex, she can execute a powerful downward drill kick attack that will spike opponents if they are hit in midair and damage them significantly otherwise on the ground.
Down Special: Hylian Bomber- Linkle will attach miniature bombs to her arrows and fire four of them, two in front and two behind her. Two of the arrows (one in each direction) will travel a medium distance away from her and have a strong explosion do damage to opponents. The other two arrows will travel further in their respective directions, but they will not have as powerful explosions upon detonation.
FINAL SMASH: Luminous Assault- Linkle will glow brightly and jump forward, ensnaring a single enemy in her wake. She will then deliver several powerful spin kicks to the singled out enemy, while also simultaneously firing her cross bows in several different directions, with the arrows dealing twice as much damage as normal. She will finish with a powerful lightning kick that sends the captured enemy to a near guaranteed KO.
Ganon *DLC*
	The bestial form of Ganondorf in another timeline, Ganon is the first evil that Link encounters in the player's journey to the land of Hyrule, and in the Smash Arena he attempts to reign supreme once more. Even more of a heavyweight than Ganondorf Drogmire, Ganon's brute strength and magical ability make him more than a match for even the most seasoned veterans. Speedsters can run circles around him, but Ganon's special attacks are designed to counter even that advantage.
<tabber>Special Attacks=Neutral Special: Fire Bat- Ganon will fire a small Fire Bat projectile towards the ground in front of him. The bat itself does little damage, and if it hits a player (or is reflected back to Ganon) it will fizzle out and do little. But when it hits the ground it will create a small field of fire that stretches out about the width of Ganon. Players can become entrapped in this fire, which can hit multiple times. The fire can be absorbed.
Side Special: Trident Throw- Ganon will take his massive trident and throw it straight at the player as if it were a large boomerang. The trident will always return to Ganon, no matter where he is (and if he is KO'ed while it is gone, it will reappear with him when he returns to the stage). The projectile has a large hitbox and will hit for significant damage and knockback to anyone it hits. However while the trident is out of Ganon's grasp, he is unable to use his smash attacks or his down special.
'Up Special: 'Invisibility- Ganon will flicker out of existence briefly and then disappear completely. The player enters a direction and a few seconds later Ganon will appear once again. This move can cover a lot of ground (similar to Zelda's teleport), however it does no damage and if Ganon himself is hit, he will reappear midjump and fall to the ground helpless.
Down Special: Trident Flash- Ganon will hold his trident high in the air and then stab the ground directly in front of him. Lightning will strike the trident (and damage any opponent hit by it along the way) and then travel a short distance across the stage, creating an electrical field that will capture opponents and deal multiple points of damage before they get sent flying off.
FINAL SMASH: Dark Link Clones- Ganon will display the Triforce of Power and summon into existence as many Dark Link's as there are players in the match (up to three) to fight for him. The Dark Link's operate similar to Link from the original Super Smash Bros game in terms of moveset, and are controlled by the computer. Their (and during the duration of the Final Smash, Ganon's) attacks do 1.25 times the normal damage. They can be killed, but doing so doesn't alter the game's score. They will dissipate when the Final Smash ends or when all of them have been defeated.
Midna *DLC*
	The titular Twilight Princess, Midna has emerged from the shadows to take her place in the pantheon of Smash characters. Though in this form she doesn't have Wolf Link to help her (most of the time), she does have the full array of her Twilight magic and her rather peculiar hairdo. Midna largely focuses on hit and run tactics due to her lighter weight making her easier to launch.
<tabber>Special Attacks=Neutral Special: Twilight Charge- Midna will form a ball of Twilight Energy above her hair, charging it as a powerful projectile. When fully charged, Midna will glow. Pressing B again will launch the projectile. While it isn't as powerful as other charged projectiles like Samus' Charge Shot, Midna's version actually has limited homing capability and will fly in the general direction of the nearest enemy. This does mean it can launch itself into platforms on certain stages, so be careful of that.
Side Special: Wolf Rider- Midna will form a Shadow Wolf (that looks like Wolf Link) underneath herself and ride it forward for about three leaps across the stage. Any player who gets in the way will be damaged by the wolf's teeth, claws and body. The player can leap back and forth by inputting directions, but after the third leap the wolf will dissipate, and Midna will be momentarily vulnerable.
Up Special: Hair Grab and Spin- Midna will spin her hair around in a wide arc around her body. Any person caught in this swirling vortex of hair will be grabbed and flung into the opposite direction a significant way. A great way to turn the tables on edge guarders. In the process of swinging her head, Midna will also gain upward mobility in the form of a helicopter spin, though this isn't her best recovery move.
Down Special: Blink- Midna will laugh and then randomly teleport somewhere else on the stage. Anyone close to her when she reappears will get a blast with Twilight energy that does moderate damage. The location she returns to is influenced by the general direction the player inputs, but how far she travels (and where she ultimately winds up) are random. This makes this mvoe a powerful, but occasionally unreliable, recovery move.
FINAL SMASH: Twilight Portal- Midna will laugh again and create a portal to the Twilight Realm, sucking in anyone who's nearby. They will be sent to a cutscene where True Form Midna will appear stoically, summoning Shadow Wolves to rip and tear at the offending fighters, before delivering a powerful blast of magic that sends them flying back to the Smash Arena, with imp Midna reappearing back on stage.
----
==Metroid==
Samus Aran
	The most renowned bounty hunter that the galaxy has ever known, Samus Aran has been battling Metroids, Space Pirates and Phazon-infused clones of herself for over three decades, with the occasional timeout for a visit to the Smash Arena. Samus is largely a projectile based fighter, using her missiles and bombs to keep opponents at bay while she waits for a chance to fire her signature Charge Shot to send them flying. But a Screw Attack or two can hurt anyone who gets too close.
<tabber>Special Attacks=Neutral Special: Charge Shot- With a single press of the button, Samus will begin charging a massively powerful blast from her arm cannon. She can release this shot with another press of the B-Button, depending on the level it is charged at. Players can begin charging the blast while in midair and falling, though this will preclude them from doing anything else while charging.
Side Special: Missile Shot- Samus will launch a single missile from her arm cannon. Firing this in midair or by just pressing the B-Button will fire a single missile with minor homing capabilities but little knockback or damage. Firing by holding the B-Button briefly will shoot a single super missile, which doesn't have homing abilities but has two and a half times the damage and knockback as a regular missile. By random chance, Samus will occasionally fire an Ice Missile instead of a super missile, which has the same effect as a super missile but will also instantly freeze opponents. 
Up Special: Screw Attack- Samus will perform a quick somersault jump into the air, her entire body engulfed in an electrical field that will damage anyone caught in it multiple times. The final hit off of a Screw Attack in the most powerful, and will usually send opponents flying.
Down Special: Bomb Drop- Samus will roll into a ball and drop a single bomb onto the field. Using this ability in midair will cause Samus to drop a normal bomb which will fall to the ground. These bombs do minimal damage but will cause opponents to flinch. Samus can also drop multiple bombs this way. Using it on the ground however will cause Samus to drop a Power Bomb instead. She can only deploy one Power Bomb at a time. The Power Bomb has a longer detonation time and cannot be dropped from midair. However it has a far greater blast radius, and will do far more damage (equal to about five bombs worth if a player is standing right next to it when it goes off).
FINAL SMASH: Zero Laser- Samus will reconfigure her arm cannon to fire off one continuous laser that engulfs much of the stage. This laser can also be aimed up or down with the control stick to maximize coverage of stage. Anyone caught in the laser at the end will be bombared with a final pulsed charge through the laser and sent flying.
 Dark Samus <ECHO>
	A Phazon induced clone of everyone's favorite bounty hunter, Dark Samus on the surface appears to have very little difference to her counterpart other than aesthetics. And certainly she does have the same moveset as Samus. However, her moves sacrifice initial damage capability for an additional "corruption" factor similar to Inklings Ink powers. Dark Samus' special attacks will add a small amount of Phazon corruption to any enemy hit by them, which is displayed by a dark blue hue surrounding the enemy and their icon on screen. The more intense the glow, the more they have been corrupted. The more corrupted they are, the more damage Dark Samus' attacks (special or otherwise) will do to them. Corruption does fade over time.
<tabber>Special Attacks=Neutral Special: Charge Shot- Dark Samus will charge a powerful blast of Phazon energy that envelops players. Fully charged, the Charge Shot does about half the initial damage of Samus', but also deals the most corruption of any of Dark Samus' attacks. Like all of her attacks, the initial damage will scale up based on how corrupted an enemy player already is when it hits.
Side Special: Missile Shot- Dark Samus fires a single missile from her arm cannon. Like Samus, using this move in the air or simply by pressing the B-Button will fire a single with homing abilities a short distance that does minimal damage. Using it on the ground and as a Smash Attack will fire a Super Missile that deals significantly more damage, but only flies in a straight line. Dark Samus has a random chance capability of firing a Phazon Missile, which if it connects will do the same amount of damage as a Super Missile, but will also fully corrupt an individual.
Up Special: Screw Attack- Dark Samus will somersault upwards and envelop her body with a Phazon electrical field, hitting anyone caught nearby with multiple hits of damage. The Screw Attack does the least amount of corruption on enemy players, but each hit's damage takes this corrupting influence into account off the previous hit, scaling the damage up with each successive hit.
Down Special: Bomb Drop- Dark Samus will curl up into a ball and drop a single bomb onto the ground, which will then explode a short time later or on contact with the enemy. This item can be dropped from the air as well in its normal form. Using it on the ground and Holding the B-Button will instead drop a more destructive Power Bomb, which has a higher blast radius, higher initial damage, and more corrupting influence. Only 1 Power Bomb can be active at a time, though.
FINAL SMASH: Phazon Laser and Absorbtion- Dark Samus will glow briefly and deal damage to all players who are currently corrupted in some form, proportional to the amount of corruption they possess. Concurrently Dark Samus will regain health based on the amount of Damage dealt. Dark Samus will then fire a powerful laser across the screen that will damage any hit by it (but not corrupt them) and send them flying.
Zero Suit Samus
	Even without her Chozo Power Suit, Samus Aran has proven to be a formidable adversary. Relying more on her natural agility and combat training, Zero Suit Samus may lack the powerful projectiles of her armored counterpart, but she has far more hand to hand prowess to make up for it. She also possesses the Paralyzer Pistol for added damage effect.
<tabber>Special Attacks=Neutral Special: Paralyzer Shot- Samus will fire a single shot from her Paralyzer Pistol a short distance forward. Anyone hit by the attack will be temporarily paralyzed in place before flying backwards (unless they are hit by another attack). Samus can charge this attack slightly to increase its damage, its paralyzing power and the distance it travels, at the expense of speed.
Side Special: Plasma Whip Grapple- Samus converts her pistol into the Plasma Whip and shoots it forward, dealing out multiple hits to anyone caught in the energy portion of the whip. Anyone caught by the sweet spot at the end of the whip will not take multiple hits of damage, but will instead be paralyzed briefly and then grappled back to Samus to allow for followup attacks.
Up Special: Thrust Kick- Samus will activate her jet boots and jump up at an angle with a forward thrust kick, before finishing the combo with a powerful upward spin kick for a devastating one-two punch.
Down Special: Flip Kick- Samus will leap forward with a somersaulting jump. Impacting an enemy will cause her to flip backward to where she began. However at any time the player can attack with a powerful downward diagonal kick to send opponents flying.
FINAL SMASH: Gunship Barrage- Samus will call in her gunship by jumping off screen. The gunship will then automatically target enemies as best it can (mobile enemies might be able to avoid this), firing off several shots for damaging effect. The gunship then swoops in and drops a powerful payload of bombs into the center of the stage, sending anyone caught in blast flying as Samus reappears on stage.
 Ridley
	The fearsome leader of the Space Pirates that raided Samus Aran' home as a child and killed her parents, this draconic foe has been a thorn in the bounty hunter's side nearly her entire life. Ridley's size makes him an easy target for most Smash competitors, but his speed allows him to stand out from the other heavyweights on the roster. Though he takes some getting used to, masters with Ridley are very hard to defeat.
<tabber>Special Attacks=Neutral Special: Plasma Breath- Ridley charges up to 5 shots worth of Molten Plasma that he fires in a wave pattern at any enemy. Though the projectiles move slowly, they deal a strong amount of damage, and can even fall off of ledges to hurt edge grabbers.
Side Special: Space Pirate Rush- Ridley will lunge forward with his claws in an attempt to grab an enemy. If he does so, he will then drag the enemy across the ground (or through the air if off the ground) for a short distance before flinging them forward for minimal damage but significant knockback.
Up Special: Wing Blitz & Tail Spike- Ridley charges up and then can launch himself in whatever direction the player chooses, dealing multiple hits do any opponent who happens to get in his way. At the apex of the jump, the player can again press the B-Button to cause Ridley to immediately drop down with its tail extended downward. If it hits the ground with its tail, then Ridley will bounce up slightly where it can deliver another midair attack. If it hits an opponent with the sweet spot at the point of the tail, then it will meteor them downward as it bounces up in the air slightly.
Down Special: Skewer- Ridley's tail will shine briefly as he draws it back, before launching it forward for a quick stab. Anyone hit by anything other than the point of the tail will take minimal damage and knockback. Anyone hit by the point of the tail however will crumple to the ground and take 50% damage in one strike. A slow moving attack, by with high reward if you can hit it.
FINAL SMASH: Plasma Scream- Ridley lets out a screech and dives forward, sending the first player hit into a cutscene where they are up against Samus' gunship. Ridley will then shoot a beam of powerful plasma at the gunship, causing an explosion on the player and sending them flying to their doom.
 Sylux *DLC*
	A rival bounty hunter to Samus Aran, Sylux has harbored a hatred for the Galactic Federation for a number of years for reasons unknown. As a result, his hatred has extended to Samus as well, as she often works with the governing body. Sylux's mastery of electricity (thanks to his weapon the Shock Coil) allows him to rack up damage in a reliable fashion. He is also deceptively fast despite his armor, particularly in his Lockjaw form. However, his reckless nature has been known to put himself in dangerous situations to damage his opponent.
<tabber>Special Attacks=Neutral Special: Shock Coil- Sylux will fire a small beam of electrical energy straight ahead, damaging any player in his line of sight. While the range isn't great, the shock coil will travel through opponents, allowing multiple targets to be hit if they are lined up correctly. Given its lack of stopping power and rapid fire nature, this let's Sylux sit back and damage two other opponents engaged in a battle.
Side Special: Trip Wire Tradeoff- Sylux will fire a trip wire connecting himself to another player. This move does no damage initially, but when activated, Sylux will sacrifice around 10% of his own health by sending a remote electrical charge to the trip wire on the opponent, damaging them for about 15-18% of health. This will burn out the trip wire. Only one trip wire may be active at any time, and an active trip wire will be lost if Sylux or the enemy is KO'ed.
Up Special: Jet Thrusters- Sylux will activate rear jet thrusters on his suit and launch himself upward at an angle. If he hits nothing, then after the jump he will fall to the ground helplessly. If he impacts another player on the upward arc, then he will grab them and slam them straight down to the ground in a powerful explosion (which will also damage Sylux slightly). This move can be broken out of by button mashing, and can also be used to suicide players off the screen.
Down Special: Lockjaw- Sylux will assume his Lockjaw form and role up into a ball. In this form Sylux is incredibly fast, but has no access to any innate attacks. A strong enough attack can send him flying back into his default mode. While in Lockjaw form, the player can lay electrical pulse mines on the platform they are on by pressing the B-Button. These mines may be laid in groups of 5. Upon exiting the Lockjaw form by pressing the jump button, these mines will detonate all at once, dealing a massive field of damage to anyone on the platform with Sylux.
FINAL SMASH: Delano 7- Sylux radios for his ship, the Delano 7, to aid him. It flies onto screen picking him up and taking any players it hits with him to a cutscene in space. In space the Delano fires several electrical missiles at the opponents, damaging them, before Sylux himself finishes them with a blast from the Imperialist gun (stolen from Trace no doubt) that will send them flying back to the stage, as the Delano drops Sylux back to the stage and can be seen flying off in the background.
----
==Yoshi==
 Yoshi
	The famed denizen of Dinosaur Isle has returned, and the name of the game remains the same. Eggs. Eggs. and More Eggs. Whether its using eggs as projectiles, using eggs for defense, or even turning opponents into eggs, Yoshi has the skills. Yoshi's powerful double jump makes his lack of a true recovery option a minor nuisance, and of all the original 8 fighters he is probably the most versatile, with no real true weakness.
<tabber>Special Attacks=Neutral Special: Egg Lay- Yoshi will stick out his tongue to ensnare enemies. If he hits one, he will swallow them and then spit them out the backside as an egg, leaving them prone for attack. The more damaged they are, the harder it will be for them to break out. Yoshi can even use this move over pits to send opponents to a rather humiliating doom.
Side Special: Egg Roll- Yoshi encases himself in an egg shell and begins to roll around the stage, dealing damage to anyone in his path. Egg Roll is best used on the ground, as it will cause the player to bounce upon hitting the ground and doesn't gain much horizontal distance in midair. It can also be countered with a powerful enough smash attack or projectile.
Up Special: Egg Launch- Yoshi will reach back and then hurl an egg in an upward arc that the player can partially control. The Egg Launch also grants Yoshi slight vertical momentum, but only slightly. The Eggs will bounce once off the ground if they happen to hit it, but at the expense of half their damage.
Down Special: Yoshi Stomp- Yoshi leaps up into the air, spins around and then slams himself down to the ground with a powerful crash. Using this move in midair will forego the leaping aspect. When Yoshi hits the ground, this move will send out two small stars as pseudo-shockwaves that will damage anyone nearby.
FINAL SMASH: Stampede- Yoshi will rush forward with a headbutt attack. Anyone hit by this will be send into a cutscene in the middle of a gorge, where they will proceed to be stomped to death by a stampeding herd of Multi-Colored Yoshis. The enemies will then go flying when they return to the stage.
Kamek*
	Though Magikoopa's have been around for a decent period of time, Kamek has quickly become the go to magician of the Koopa Troop. As the caretaker of Baby Bowser, Bowser Jr, and a high ranking officer in Bowser's Army, Kamek has been making life difficult for the Mushroom Kingdom (and the Yoshi clan in particular) for many years now. Kamek's magical abilities allow him to create confusion and disarray among opponents, to make up for his lack of powerful Smash Attacks.
<tabber>Special Attacks=Neutral Special: Magical Spell- Kamek's basic attack fires a magical spell (signified by the twirling square, circle and triangle from his wand) that deals moderate damage to any enemy it hits. The spell has limited homing capability, in that it will aim in the direction that the nearest player is standing when it is cast. If the spell hits an item (except a Smash Ball), then that item will be transmuted into either a Goomba, Koopa, Paratroopa, Toady, Spiny or (rarely) a Walking Bobomb.
Side Special: Magical Blast- Kamek will wind up and deliver a powerful magical shot straight ahead of himself. The Magical Blast has no homing capability, and deals less direct damage. However it does grant a random status effect to any player who is hit by it for a short period of time. The Blast can either freeze enemies in ice, shrink them, poison them to take damage for a short while, slows them down as if they were under the Stopwatch's effects, or (in rare instances) reverse their controls for a brief while. These effects cannot be stacked on top of each other.
Up Special: Broom Ride- Kamek will mount his broomstick and launch himself skyward for a short period of time, damaging anyone in front of him. The broomstick will give out with a coughing noise shortly after takeoff, but Kamek will still get a good amount of distance out of the move.
Down Special: Magical Minions- Kamek will laugh and detonate a magical blast right in front of him, summoning a minion forward with a puff of smoke. The minion will randomly be a Goomba, Koopa, Paratroopa, Toady, Spiny or (rarely) a Hammer Bro. Kamek himself is immune to the attacks of these minions, as they patrol the stage damaging any opponent they happen to hit. While these minions are easy to defeat (on strong attack will usually do the trick), Kamek can summon up to 4 of them at a time (this number includes any minions created by his Magical Spells). If a player happens to be in the middle of the explosion when Kamek summons the minion, then they will be sent flying ala Jigglypuff's Rest move. The downside is that this move does have a 1/8 chance of misfiring and literally blowing up in Kamek's face, dealing damage to him.
FINAL SMASH: Naval Infestation- Kamek will fly high above the stage and begin sprinkling magical dust across the area, as a massive Naval Piranha Plant will cover the entire stage, with its thorns and mouth damaging opponents. Anyone attempting to fly above the fracass will be caught by the magical fog Kamek generates, shrinking them down to size (enemies sent flying into the Blast Zone by the Piranha will not be shrunken). After 12 seconds or so, the Piranha Plant will disappear and Kamek will land back on stage, the magical fog having dissipated.
----
==Kirby==
 Kirby
	The pink puffball of Dreamland, Kirby is arguably the earliest "high tier" fighter you can find, or at least the easiest to master. Kirby's varied arsenal, unique copy ability, and great recovery makes him a versatile opponent, even if he is easily knocked aside by blows that other fighters would take in stride. Underestimate him at your own peril, Kirby is a powerhouse in the right hands.
<tabber>Special Attacks=Neutral Special: Inhale and Copy- Kirby will generate a swirling vortex of air into his bottomless pit of a stomach, absorbing any enemy that happens to wander by. If Kirby swallows and enemy, then he will have the option of spitting that enemy out as a projectile or of copying that enemy's neutral special attack for his own. If the player chooses the latter, then Kirby will adopt a look similar to the enemy he copied (for example, a Mario cap if Kirby copies Mario). He can then use the Neutral Special of that enemy, though sometimes with alteration (for example, Kirby will adopt Dark Samus' Charge Shot, but the projectiles he fired will not corrupt anyone hit by them). Players can discard a copied ability by taunting. Kirby will also lose any copied abilities if he is hit by a strong enough attack or if he dies.
See below for a list of Kirby's copied abilities for each fighter.
Side Special: Hammer Flip- Kirby pulls out a powerful hammer and swings it forward for damage. Holding down the B-Button will allow the player to charge this attack, and charging it up to max power will not only deal significant damage to opponents, but holding the hammer in full charge mode will also slowly deal damage to Kirby. When used (uncharged) in midair, Kirby will spin the hammer forward twice, provided he doesn't land in between swings.
Up Special: Final Cutter- Kirby will take a small sword and jump straight up, before slamming down with the sword in front of him, fring a small projectile upon landing. Can be combined with slight horizontal movement for a more effective recovery, and will meteor anyone hit by the sweet spot on the downward stroke.
Down Special: Stone- Kirby will transform his body into a stone block and fall straight to the ground, dealing massive damage to anyone underneath. Obviously best used in the air, Stone can be canceled out of in mid-drop. While in Stone form, Kirby will not take damage, but each stone only lasts a short while, and enemies can still grab you while in Stone form.
FINAL SMASH: Ultra Sword- Kirby will create the overly large Ultra Sword and connect with a series of swipes in all directions, before finishing with a final powerful downward slash that sends opponents flying.
Meta Knight (Galacta Knight)
<tabber>Meta Knight=
Though some might consider him a mere shadow of what he once was, the enigmatic and chivalrous Meta Knight is still a formidable force inside the Smash Arena. Able to recover from almost any moderate hit and featuring powerful sword attacks, Meta Knight is focused primarily on offense and racking up damage as quick as possible. Though it may take some time to master the Star Warrior's powers, it is definitely worth the effort.
<tabber>Special Attacks=Neutral Special: Mach Tornado- Meta Knight will begin spinning around in a cyclone of death, swinging his sword in every direction he can. Continuously pressing the B-Button will cause the Mach Tornado to continue spinning longer, and will even give Meta Knight some degree of elevation, however using this move in midair will render Meta Knight helpless after it ends. There is a small window of opportunity at the beginning of the move, no more than a few frames in length, in which Meta Knight can entrap enemies within the tornado and deliver multiple hits. Otherwise, the Mach Tornado will only deliver a single hit.
Side Special: Drill Rush- Meta Knight will spin around rapidly, forming a drill motion, and then move in the direction that the player indicates. The default direction is straight ahead, but the player can alter direction mid-move to some extent. Like the Mach Tornado, using this move in midair will render Meta Knight helpless when it ends, unless the move began while Meta Knight was on the ground.
Up Special: Shuttle Loop- Meta Knight will extend his sword and wings (converting his cape in the latter case) and fly in a loop-de-loop form, hitting enemies once on take off and a second time after completing the loop. He will then descend slowly to the ground as if gliding, although the horizontal distance he can gain is minimal.
Down Special: Dimensional Cape- Meta Knight will surround himself with his cape, and then teleport a short distance away as indicated by the player's direction. Simply pressing the button will cause Meta Knight to transport himself without any other attack. Holding the B-Button during the teleport will cause Meta Knight to reemerge with his sword at the ready, delivering a powerful downward slash to anyone close by at the exit point.
FINAL SMASH: Darkness Illusion- Meta Knight raises his Galaxia Sword high into the air, and a lightning bolt strikes it sending out an X-pattern. Anyone caught by the pattern will be transported high above the stage, where Meta Knight will proceed to attack them multiple times with powerful sword strikes, before finishing them off with one final powerful slash attack to send them flying.
King Dedede
	The self-professed ruler of Dreamland, King Dedede is a sometimes antagonist, sometimes ally to Kirby. In Smash he has sought to surpass the pink puffball in almost everyway, utilizing his strength and durability to withstand even the toughest of hits. With his trusty hammer by his side (and more than a few Gordos), Dedede is ready to give anyone he fights his special Royal Treatment.
<tabber>Special Attacks=Neutral Special: Inhale- Dedede opens wide and sucks in any opponent who happens to get caught in the vortex, inhaling them and holding them in his stomach. He can then launch them out as a star projectile, damaging them and any other enemies hit by the star. Inhale can also be used as a pseudo reflector, inhaling almost any projectile and launching it back at the opponent. It will also work on any Gordo's that Dedede himself launched, if they are in range. However, Dedede lacks the copy ability of Kirby.
Side Special: Gordo Throw- Dedede will generate a Gordo and then pound it with his hammer, sending it flying as a projectile at any enemies nearby. The throw can be angled both upwards and downwards, changing the distance that the Gordo will fly. The Gordo will stay on screen for about three seconds (or three bounces on the ground) and can be lodged in the side of walls to act as a temporary obstacle.
Up Special: Dedede Leap- King Dedede will leap high into the air and then come crashing down onto the ground, creating two small stars as shockwave projectiles on either side of him. This is a tremendous recovery move (and can be canceled from the downward descent by the player), but compared to Yoshi or Bowser's similar move it doesn't do as much damage on direct impact, nor does it have a meteor effect.
Down Special: Jet Hammer- Dedede fires up the afterburners located in his hammer, charging up for a powerful smash attack with it. Like Kirby's Hammer Attack, when fully charged this move will deal residual damage to Dedede as he walks around waiting to hit it. A fully charged Hammer Attack will also leave Dedede briefly helpless, so be sure if you fire it off not to miss lest you face a retaliation.
FINAL SMASH: Dedede Rush- King Dedede will swing his hammer forward, sending the first player he hits into a cutscene inside a Steel Cage Wrestling Ring. Then adopting the guise of Masked Dedede, the good King will fire missiles from his Electrical Hammer, before dealing out a devastating Spinning Hammer Attack to send the enemy flying.
Daroach*
	The leader of the Squeak Squad, a group of treasure seeking thieves, Daroach has been a staunch ally and antagonist to Kirby over the years. With his magical abilities, small size and speedy nature, Daroach is a hard opponent to pin down inside the Smash Arena. True he won't send anyone flying away anytime soon, but his strengths make up for that small setback.
<tabber>Special Attacks=Neutral Special: Triple Star Attack- Daroach will fire three stars from his Star Cane at once. The three stars will bounce across the floor until they impact an opponent or bounce three times each, whichever comes first. Each star deals minimal damage, but together they can deal a moderate amount.
Side Special: Ice Beam- Daroach will fire an ice beam from the end of his cane, dealing moderate damage (possibly for multiple hits) and having a chance to freeze opponents at higher percentages. The beam's length and width will shrink the longer that the B-Button is held down, requiring the player to recharge the move over a period of time.
Up Special: Mouse Teleport- Daroach will disappear in a wipe effect, leaving behind a small puff of smoke before reappearing a short distance away according to the player's directional input. Players close to Daroach when he teleports will take a moderate amount of damage. The move is quick to execute, but doesn't gain as much as other teleports such as Sheik.
Down Special: Bomb Throw- Daroach will reach into his coat and toss a bomb out onto the stage that will detonate upon contact with the enemy. Can be used multiple times in the air to allow for a dive bombing effect, though repeated continuous use will cause the bombs to be less powerful over time.
FINAL SMASH: Squeak Squad Summon- Daroach will appear at the upper corner of the stage with a flourish, declaring to "Get 'Em Boys" and summon the Squeak Squad to deal damage to the opponents. Spinni will fire off shurikens in all directions, Doc will fire lasers horizontally across the stage and Storo will teleport across the stage to various opponents and smack them with his hammer. To end it Daroach will fire a large Triple Star Attack into the center of the stage and detonate it, sending opponents flying.
 Prince Fluff*
	The Prince of Patch Land, Prince Fluff is certainly...unique. Despite the fact that he is made of yarn, he is incredibly durable and can morph his body into all kinds of different objects. Like most small characters, Fluff can be sent flying pretty easily. However, his recovery Jet Fighter and his trademark Yarn Whip can be used to get back to the stage fairly easily.
<tabber>Special Attacks=Neutral Special: Yarn Whip- Prince Fluff will take out a piece of himself, literally, and whip it directly in front of him. This move is a good distance creator between opponents and does okay damage. It can also be used to grab onto the edge of ledges from a distance, ala Samus' Grapple Beam. There is a bit of endlag on the move if the Yarn hits nobody though, so aim carefully.
Side Special: Patchwork- Prince Fluff will create a hole in the fabric of the stage for a second, during which any projectile that is fired at him will be stored away and covered over by a patch in that position. At any point the player can trigger this again and rip the patch off, causing the projectile to fly back in the opposite direction from which it was launched. Only one patch can be on screen at a time.
Up Special: Jet Fighter- Prince Fluff will morph his body into a jet and launch himself upwards at an angle for a short distance. The move lasts about 5 seconds normally, but the player can also press B during upwards flight to "self-destruct" to damage nearby opponents, as Fluff will fall helpless to the ground, though doing this will cause the prince to take minimal damage to himself.
Down Special: Digger- Prince Fluff will transform into a small shovel and perform a digging motion directly in front of him, burying opponents hit by it. If this move is used in the air, then Fluff will fall down in an angle, but will not bury anyone on the ground hit by it.
FINAL SMASH: Tankbot- Prince Fluff will transform his body into a tank and begin stalking the stage. Players hit by the Tankbot will take damage, and users can also jump with A, causing a shockwave when they land, and fire homing Yarn Missiles with B. Prince Fluff returns to his normal Yarned self when the FS ends.
Bandana Dee*
	No longer content to be a nameless and (nearly) faceless soldier in the army of King Dedede, the Bandana Waddle Dee has struck out on his own into the Smash Arena! Don't be fooled by his docile appearance. While he may not look like much on the surface, the Waddle Dee is actually a powerhouse when used right, surprisingly strong and armed with a powerful spear.
<tabber>Special Attacks=Neutral Special: Spear Chuck- Bandana Dee will toss his spear high into the air in an upward arc forward at the opponent. The spear does the most damage right at the point, though even that is only average. Bandana Dee can fire multiple spears at once though, as they will quickly respawn in his hand and disappear as soon as they hit an opponent or the ground.
Side Special: Spear Kabob- Bandana Dee will perform one powerful thrust attack with his spear. If he hits nothing then a sweatdrop will form on his head in shame briefly, opening him up to attack. However, if he hits an opponent, then the opponent will be temporarily stunned and Bandana Dee will follow up with several quick trike lunge attacks with his spear, hitting for multiple points of damage.
Up Special: Spear Copter- Bandana Dee will spin his spear high above his head at a rapid rate, causing him to fly up into the air a short distance. Anyone hit by the spear will do damage. While this isn't the highest vertical gain for a recovery move, Bandana Dee's neutral air (the Parasol) allows him to fly to descent to the ground slowly and offers a slight amount of horizontal recovery.
Down Special: Spear Drop- Bandana Dee will jump into the air and then drive his spear down into the ground (simply diving down if this move is used in the air), meteoring anyone hit on the point of the spear as he comes crashing down to deal a large amount of damage.
FINAL SMASH: Mecha Waddle Dee- Bandana Dee will whistle loudly, and summon fellow Waddle Dee's who carry in a Mecha Suit from Kirby: Planet Robot! The Bandana Dee can then use the Mecha Suit to run around the level and deal massive damage to any enemy he hits before the FS ends and the Mecha Suit disappears with it.
----
==StarFox==
 Fox McCloud
	The leader of the Star Fox team, Fox McCloud has been a member of the Smash Arena since the very beginning. His core gameplay hasn't changed much over the years, focusing on speed over power and combos to rack up damage over single powerful strikes. This remains the case here, and Fox's strong recovery allows him to dominate the air.
<tabber>Special Attacks=Neutral Special: Blaster- Fox will pull out his trusty blaster and begin firing repeatedly at the enemy straight ahead. The blaster only does a small amount of damage (greater at close distance) and has no real stopping power, but the shots can be fired very quickly to allow for damage to be racked up quickly. There is a slight endlag to the end of the move, so keep that in mind for use against oncoming opponents.
Side Special: Fox Illusion- Fox will move forward at blindingly fast speed, creating an afterimage of himself as he passes by. This move must be timed correctly; foes jumping into the afterimage will only take minimal damage and suffer no knockback. Foes hit by the initial charge though will take above average damage and be sent flying.
Up Special: Fox Fire- Fox engulfs himself in flames for a brief moment before launching himself in the direction the player inputs. This move can hit opponents multiple times if they are hit before Fox actually launches himself (due to splash damage from the flames engulfing Fox). Otherwise the move only deals one powerful burst of damage to any enemy hit by it.
Down Special: Reflector- Fox flips on his reflector shield and, as long as B is held, will keep it on. The reflector will bounce back any projectile sent its way, magnifying its damage by roughly 30% in the process. One of the more powerful shields in the game, Fox's reflector can also damage any opponent standing right next to Fox when he activates it.
FINAL SMASH: Star Fox Assault- Fox jumps into an Arwing that flies by through a pair of crosshairs directly in front of him. If a player is hit by the Arwing, then they will be sent into a cutscene where Fox and the rest of the Star Fox team blast them into oblivion with their lasers. The opponent will then be sent flying off stage as we return from the cutscene.
Falco Lombardi
	Fox's brash and cocky wingman, Falco Lombardi is another high flyer in the Smash Arena. However, due to his slightly lighter build and higher jump, he can be a bit harder to control then Fox, even if his moves tend to hit just a little harder (and move a little slower). Otherwise, Falco is a good choice as a Main for any skilled Fox player.
<tabber>Special Attacks=Neutral Special: Blaster- Falco will pull out his trusty blaster and fire a single shot across the stage. Though this move can be repeated just like Fox's blaster, it is significantly slower than it (operating at about a third of the speed of Fox's weapon.) On the other hand, Falco's blaster does more damage than Fox's, and actually has stopping power as well, making it just as versatile in use.
Side Special: Falco Phantasm- Falco will zoom ahead at blinding speeds, leaving an afterimage in his wake. This move lacks the knockback that Fox's Illusion move has, even if the initial damage is slightly higher. However it's strength is that it travels farther than Fox's move overall, making it a better recovery option for Falco than Illusion is for Fox.
Up Special: Fire Bird- Falco will surround himself with flames and then launch himself in the direction of the player's choice. This move doesn't have the KO potential that Fox's does (nor does it travel as far as a recovery move). However it can hit multiple times throughout the move, and if every hit connects than Falco will do more damage than a full-powered Fire Fox. 
Down Special: Reflector- Falco throws his reflector shield in front of him a short distance, electrocuting anyone hit by it and reflecting back any projectiles hit by it at around 40% their normal damage. Falco's reflector however is only one for a short period of time before it returns to his belt and deactivates. This makes the weapon more powerful offensively, but less effective defensively overall.
FINAL SMASH: Star Fox Assault- Falco will jump into an oncoming Arwing that flies through crossairs in front of him. Any opponents hit by the Arwings will be sent into a cutscene where Falco (and the rest of the Star Fox team) launch into an aerial assault, bombarding the players with laser fire. The player is then launched vertically from the stage after the cutscene ends.
 Wolf O'Donnell
	The leader of mercenary squadron Star Wolf, Wolf O'Donnell is the rival pilot to Fox McCloud and seeks to better him in everyway possible. Wolf carries much of the same loadout as his Star Fox counterparts, but is much more ferocious in his attacks, not afraid to get dirty with his claws and more physical attacks. Wolf can often seem reckless to newer players used to the speed of Falco and Fox, but in the right hands he is more powerful than they are.
<tabber>Special Attacks=Neutral Special: Blaster- Wolf will pull out his own version of the Blaster pistol and fire it straight ahead one shot at a time. The Blaster moves even slower than Falco's, having additional frames of animation, but it packs even more of a wallop and has better stopping power overall. 
Side Special: Wolf Flash- Wolf will launch himself forward with a quick dash at an angle (which can be slightly altered before flight), leaving a claw shaped trail behind him. Wolf's dash attack does very little damage by itself. However if he ends the dash on top of an opponent, he'll follow up with a powerful slash attack that does major damage. A powerful finisher that has to be used carefully, as unlike Fox Illusion or Falco Phantasm, it will leave Wolf helpless after it's over.
Up Special: Fire Wolf- Wolf launches himself in a direction of a player's choosing with a powerful flying kick. Fire Wolf goes slightly shorter than either Fox or Falco's recovery, making it slightly less useful in that regard. But if it connects on all hits it does more damage than either move. The move is also quicker to launch on the ground than either Fox or Falco's move.
Down Special: Reflector- Wolf will turn on a purple reflector shield similar to the one's Star Fox uses. Like Fox's, his reflector will remain on as long as the player holds down the B-Button. However Wolf's reflector covers a greater distance and does slightly more damage to any player who gets hit by it when it activates. It doesn't increase the damage of reflected projectiles by much (10%) versus Fox or Falco.
FINAL SMASH: Star Wolf Assault- Wolf will call out to his teammates and jump in a Wolfen that flies by through a target reticule in front of him. Anyone hit by the ship will be sent to a cutscene wherein Star Wolf blasts them into oblivion with their lasers, sending them flying from the explosion as they return to the scene.
Leon Powalski <ECHO> *DLC*
	Melodramatic but devlishly clever, Leon Powalski has been a member of Star Wolf since the beginning, and seems to be a rival to Falco Lombardi more than anyone. Leon's tactics are similar to Wolf's in their ferocity, but with a little more cunning and guile that bely his nature. Leon's attacks aren't as strong as Wolf's, but he is quicker on the ground and in the air.
<tabber>Special Attacks=Neutral Special: Blaster- Leon's version of the Blaster fires a green ray similar to Fox's version in that it can be rapidly fired. However, it does more damage than Fox's blaster, while less than Falco or Wolf's. It does share Wolf's endlag on the move upon stopping the rapid fire motion, though.
Side Special: Lizard Flare- Leon will crouch down on the ground and then dash quickly across it. This move is quicker than Wolf's Wolf Flash, and the dash attack does more damage. However it goes a shorter distance and the end attack (which activates in an enemy is caught by Leon when the dash attack ends) doesn't do nearly as much damage. This move can also leave Leon helpless if done in midair, but it does stop at the edge's (unlike Wolf's move).
Up Special: Fire Lizard- Leon will deliver a powerful drill kick after launching himself in a chosen direction. This move goes farther than Wolf's recovery, but it has more startup time and doesn't connect for as much damage as the Fire Wolf. Like Wolf's move though, it has better use on the ground than it does in midair.
Down Special: Reflector- Leon will hold his fist up and activate his reflector shield. This combines the power of Falco's shield (a 35% damage increase to reflected projectiles) with the range of Wolf's reflector and the hold of Fox's. However this reflector will not damage foes when it is activated, and it only covers the front of Leon's body, leaving him vulnerable from behind.
FINAL SMASH: Star Wolf Assault- Leon will pose dramatically and then jump in a Wolfen that flies by through crosshairs pointed in front of him. Anyone hit by the ship will be sent to a cutscene that sees Star Wolf destroy them with their lasers and an explosion that will send them flying when they return to the stage.
Krystal*
	A native to a planet outside the Lylat System, Krystal is the sometimes love interest/sometimes enemy of Fox McCloud and a sometimes member of the Star Fox team. Krystal plays similarly to the other members of the Star Fox roster, though she is a little more nimble and relies more on melee attacks and defense than her counterparts. Her staff weapon gives her more reach on the former, and her Magic Shield as opposed to a reflector gives her more options on the latter.
<tabber>Special Attacks=Neutral Special: Fire Blaster- Krystal will fire a small bolt of fire energy out of her staff. The ball doesn't travel nearly as far as any of the other Star Fox members, when it hits an enemy it will explode into a pillar of fire that can hit them multiple times, allowing it to rack up more damage than any of the other blaster weapons with a single shot. However, due to its nature, it cannot be rapidly fired.
Side Special: Staff Explosion- Krystal will extend her staff outward and detonate a small explosion at the end of it. The effect of this explosion is determined by directional input by the player. Simply pressing Side-B will cause the explosion to be fire-based, doing the most damage but little knockback. Pressing Up immediately after the staff is extended will cause it to be an ice explosion, which does less damage but has the chance of freezing opponents. Pressing down will cause the explosion to be electrically based, which does the least amount of damage per hit but has the chance to hit multiple times.
Up Special: Vixen Fire- Krystal will charge fire around herself and then launch herself forward, twirling her staff in the process. This move doesn't go as far as Fox Fire, but it does potentially hit multiple times with the spinning staff. It also has the least amount of charge time to any of the other Star Fox launch moves.
Down Special: Magic Shield- Krystal will stand in place and activate her staff, causing a magical shield to envelop her. This shield reflects projectiles back, but only at half their normal damage. The other half is converted into health for Krystal. Also unlike the Star Fox/Star Wolf reflectors, Krystal's shield will absorb physical attacks as well. This shield will shrink overtime if it is held in place, however, and requires a few seconds of non-use to fully recharge.
FINAL SMASH: Cloud Runner Bombing Run- Krystal will stand in place and call in her own version of the Arwing, the Cloud Runner. Rather than launching into a cinematic sequence, the Cloud Runner will fly across the screen, dropping bombs across it that deal damage to any opponent hit by them. The final bomb dropped will cause an even larger explosion to send opponents flying.
Slippy Toad*
	The most inexperienced (and some would say aggravating) member of the Star Fox team, Slippy is a unique fighter amongst the Star Fox crew. Slippy focuses almost entirely on long range tech weapons, designed to trip up opponents and weaken their stats in the hopes of finishing them off. Slippy's signature Data Analysis will grant random nerfs to opponents, though it takes some time to pull off. Up close, Slippy is capable of defending himself, but is the lightest of all the Star Fox characters and the easiest to send to an early grave.
<tabber>Special Attacks=Neutral Special: Shock Grenade- Slippy will toss a small robotic device forward across the field. This grenade will then either bounce around for a couple of seconds before exploding, or it will attach itself to the first opponent it finds. Upon attaching, three seconds later the shock grenade will detonate, stunning an enemy with electrical damage and allowing for follow-up attack. This move can backfire, as if an opponent is sent flying before the shock grenade goes off, the grenade's discharge will stop their momentum and allow them the chance to come back.
Side Special: AegisCam- Slippy will toss out a small drone called an AegisCam and activate it. This drone can then fire lasers at opponents who wander into its range. Great for edgeguarding, though each Cam has a limited amount of health and can be destroyed with a powerful enough move. Only three AegisCams can be deployed at any time, and if Slippy tries to implement a fourth one, the oldest AegisCam will self-destruct.
Up Special: Rocket Boost- Slippy will activate a rocket pack on his back that allows him to fly unhindered through the air for a short while. It gets great vertical and horizontal recovery, but only has about 4 seconds of fuel before it runs out and Slippy falls to the ground helpless. Unlike ROB's jet booster, the Rocket Boost cannot be canceled once it is activated.
Down Special: Data Analysis- Slippy will glance on an iPad like device briefly, scanning the nearest opponent. Upon it being successful (it will take about four seconds for success), then Slippy will say "Data Analysis Complete" and a random stat nerf will afflict the opponent for about 20 seconds afterwards. This can range from severely reducing their damage output, halving the strength of their shield, to increasing the amount of knockback that they suffer from attacks. Data Analysis can only be used successfully once; the player must wait for the status effect to end plus 5 seconds to attempt to use it again. The status effect will end if the opponent is KO'ed.
FINAL SMASH: Landmaster- The Landmaster Tank returns for Slippy's usage. The tank can move around on the stage and fire blaster shots out of its cannon. It can also elevate itself with its thrusters. The blaster does significant damage to anyone hit by it. Be careful with this move, as Slippy could accidentally KO himself while using it.
----
==Pokemon==
Pikachu
	The Electric Mouse Pokemon, Pikachu has been a competitor in Smash Bros since the beginning, and nothing much has changed for the iconic yellow Pokemon. With powerful electrical attacks and speed the name of the game, Pikachu is here to prove once again that size doesn't matter in Smash.
<tabber>Special Attacks=Neutral Special: Thundershock- Pikachu shoots a single bolt of electricity across the ground. The energy arcs across the ground until it hits a player or until about five seconds has passed, traversing walls and down around platforms. If fired in the air, a small bolt of energy will travel until it hits the ground, from which it will continue arcing forward.
Side Special: Iron Tail- Pikachu jumps forward and does a somersault, slamming his tail town to the ground in front of him. This attack does major damage to anyone who gets hit with the full blast of it, and the attack has a meteor impact when delivered in mid air, however it is slow to move and can be interrupted before it launches.
Up Special: Quick Attack- Pikachu zaps its way upward in a quick jump attack, delivering minor damage to anyone he hits along the way. At the end of the jump, the player can input a direction, causing a second jump to occur in that direction.
Down Special: Thunder- Pikachu will call down a massive lightning bolt from the sky, that will then strike his body and deal strong damage to anyone standing nearby. Players above Pikachu can also be hit by the bolt of electricity as it travels downward from the clouds above.
FINAL SMASH: Volt Tackle- Pikachu assumes a powerful electrical aura and then zooms around the stage, dealing damage and destruction to anyone he hits. Anyone hit by the Tackle dead on freezes in place, surrounded by the shock, before Pikachu delivers a final Thunderbolt attack that sends them all flying at the end.
Jigglypuff
	The lovable singing balloon Pokemon, Jigglypuff's lightweight and lack of strength means that many will likely overlook it. Don't be so confident. In the hands of a skilled player, Jigglypuff can traverse the entirety of a stage with its floating jump powers and versatile Pound attack without ever once touching the ground. Combined with its rather unique moveset, Jigglypuff can be a difficult foe to account for.
<tabber>Special Attacks=Neutral Special: Rollout- Jigglypuff will begin spinning in place, charging up the move. Once fully charged and the B button is released, Jigglypuff will roll in the direction it was facing until it hits an enemy. Players can steer the Rollout at least once, sometimes twice depending on the power, moving the Pokemon in the opposite direction. But doing this reduces the power by half each time. Once a rollout has started, it will continue until it hits something or runs out of energy, regardless of whether you are on solid ground or not, so be careful aiming.
Side Special: Pound- Jigglypuff will reach back and then deliver a powerful forward punch that does stronger than expected damage, and also breaks up most attempts at combos. This also moves Jigglypuff forward, so can be used to gain horizontal distance in the air.
Up Special: Sing- Jigglypuff's signature attack, the Pokemon will begin serenading nearby opponents with its song. Anyone caught in the blast radius will be instantly put to sleep, the duration of which depending on their damage status. Jigglypuff can then follow up with additional attacks.
Down Special: Rest- Jigglypuff will flash and fall asleep for a short period of time. If Jigglypuff is touching any enemy when this move is triggered, that player will then go flying upwards. At high damage, this is a surefire KO. If the enemy survives, they will be afflicted with a Lip's Stick status ailment which causes them to take damage overtime. Furthermore, if Jigglypuff survives the entire Rest period without taking damage (roughly 5-7 seconds), then it will regain between 10-12% of health.
FINAL SMASH: Puff Up- Jigglypuff will grow to an enormous size, taking up most of the stage. It will then shout its name and blast an aura outward, damaging anyone too close, before shrinking back down to normal size.
Pichu
	The unevolved form of Pikachu, Pichu has many of the same attacks as its more famous brethren. However, because it is unevolved, the power of these attacks tends to be a little too much for the little guy to handle. Pichu's electric attacks will each deal a certain amount of recoil damage to him. While this recoil damage isn't too bad, it does add up after a while, making Pichu a powerful but dangerous fighter. Still, Pichu is one of the quickest fighters in the game, and is also one of the smallest, making him hard to hit.
<tabber>Special Attacks=Neutral Special: Thunder Jolt- Pichu will fire a bolt of Electricity forward that then arcs across the ground until it runs out of juice or hits an enemy. Firing this move in midair will show the bolt of electric energy as a ball that will then arc if it hits the ground. Compared to Pikachu's Thundershock attack, Pichu's Thunder Jolt doesn't deal as much damage but travels farther along the ground. This move will do around 1% recoil damage to Pichu.
Side Special: Skull Bash- Pichu will charge up an attack, and then launch itself head first across the field with a powerful headbutt. Fully charged, this move can cover most of the distance of Final Destination. The closer Pichu is to an opponent when it hits though, the more damage it will do. Pichu will take between 2-3% recoil damage on this move, depending on how charged it is.
Up Special: Agility- Pichu will zoom forward with a quick move in a direction of the player's choosing. If the player is quick enough, they can perform a second dash move in another direction to give this move even greater recovery ability. Unlike Pikachu's Quick Attack, this move will not deal damage to any player hit by it. Pichu will receive about 1% recoil damage for the first dash, and around 2% for the second one.
Down Special: Thunder- Pichu will summon a bolt of lightning from the sky which will strike it, creating a powerful aura of electrical energy around it briefly. Pichu's Thunder moves quicker than Pikachu's version, with less set up time, making it hard to dodge. On the other hand, it does less damage, and the electrical aura it generates relative to Pichu's body is smaller too. Pichu will also take roughly 4% recoil damage per use.
FINAL SMASH: Volt Tackle- Pichu will charge forward with a powerful electric tackle. He will then swirl around the stage with a powerful electrical aura, damaging anyone who gets in his way. Anyone hit dead on by the tackle will be frozen in place temporarily before Pichu delivers a final powerful Thunderbolt attack to send them flying. Pichu will take around 2% recoil damage on the initial tackle, around 1% per enemy hit by the Volt Tackle, and 4% for the final Thunderbolt attack in this FS.
Mewtwo
	The legendary Psychic Pokemon, Mewtwo is a powerful fighter despite his lightweight and relatively easy knockback. Utilizing status moves such as Disable and Confusion, Mewtwo can set up for his powerful Smash Attacks or for his dreaded Shadow Ball, which is a highly versatile projectile weapon. Mewtwo can control the area around him, but its best not to stand toe to toe with fast characters who can run circles around his more deliberate movements.
<tabber>Special Attacks=Neutral Special: Shadow Ball- Mewtwo will begin charging a ball of Dark Energy behind his back, damaging any opponent who touches it at that time. He can then store the charge or fire the Shadow Ball forward, which will then travel in a straight but erratic pattern. The Shadow Ball does strong damage when fully charged, and is definitely Mewtwo's most versatile offensive move.
Side Special: Confusion- Mewtwo will create ripples of psychic energy in front of him. Opponents hit by these ripples wil be spun around in the air briefly before landing with their back turned to Mewtwo. Timed correctly, though, and this move will also act as a reflector shield, sending projectiles back from whence they came.
Up Special: Teleport- Mewtwo will quickly teleport to another location, based on directional input from the player. This move will travel a good distance, but Mewtwo will be helpless upon reappearing and it deals no damage. There is also a lot of endlag if the player lands on the ground with the teleport, rather than having it end in midair.
Down Special: Disable- Mewtwo will stare straight ahead and fire a small bolt of psychic energy from his eyes. Any player who is grounded and facing Mewtwo within range of the attack will then be instantly stunned. This move can help set up combos, but its limited range and effectiveness makes it somewhat useless unless timed correctly.
FINAL SMASH: Psystrike- Mewtwo will transform into Mega Mewtwo Y and fire a ball of psychic energy across the field. This ball takes up a good chunk of the stage, and anyone who is hit by it will be frozen in place temporarily, before they are sent flying at the end of the Final Smash period.
 Pokemon Trainer [Squirtle, Ivysaur, Charizard]
<tabber>Male Trainer=
A nameless trainer from the Kanto Region, this would be Pokemon Champion has returned in Smash Infinity to claim the title once more. And aiding him in this endeavor are representatives of the three starter Pokemon of the Kanto Region: Squirtle, Ivysaur, and Charizard. Squirtle is the lightest of these three, and focuses on quick attacks to cover his weak defense. Ivysaur is the most evenly balanced and has a good range of attack options, though even with improvements his projectiles are the weakest of the three. Charizard is a powerhouse who will send most players flying with his powerful attacks, and has surprisingly good runspeed, though his attacks have powerful endlag. Using all three in tandem makes the Pokemon Trainer a tough foe to crack.
<tabber>Special Attacks=Neutral Specials:
*Water Gun (Squirtle)- Squirtle will charge up a spout of water in his mouth, glowing when he's reached a full charge. Pressing B again will cause him to shoot the water gun, driving players back off the stage and potentially ruining the chances of someone coming back. The water gun can be aimed, and if players are struck right next to Squirtle when he fires it, they will take a minor amount of damage.
*Bullet Seed (Ivysaur)- Ivysaur will shoot several seeds straight up out of its back. This attack can hit opponents multiple times, and the final seed shot does far more damage and knockback then the others, however the fact that it shoots straight up makes this attack very limited.
*Flamethrower (Charizard)- Charizard will shoot a stream of fire out of its mouth that can damage opponents multiple times. The flames will decrease both in power and range the longer this move is held down, though it has no significant cool down period (less than 2 seconds) to recharge fully.
Side Specials:
*Withdraw (Squirtle)- Squirtle will withdraw into its shell, during which time its defense is improved dramatically. He will then slide across the stage with a powerful shell attack that does little damage but has impressive knockback ability.
*Razor Leaf (Ivysaur)- Ivysaur will launch a single leaf forward that does moderate damage but virtually no knockback. The attack speed on this move has been dramatically increased to make it a more viable projectile.
*Flare Blitz (Charizard)- Charizard will steel its resolve and then fly with reckless abandon at the opponent, damaging them heavily and sending them flying. This move also can serve as a great horizontal recovery option. The downside is that Flare Blitz will deal 12% damage to Charizard (6 on launch and 6 on impact) when using it.
Up Specials:
*Waterfall (Squirtle)- Squirtle will create a jet of water underneath himself, rising up at a steep angle and dealing multiple hits of damage to opponents caught in the blast. A good recovery move.
*Vine Whip (Ivysaur)- Ivysaur will launch two vines out of its back at an upward angle, aiming for grabbing either a player or ledge. This move can grab a ledge from a long distance away, but requires exact aim to use as an actual attack.
*Fly (Charizard)- Charizard will perform a drill attack as he flies straight up a short distance. Has the least amount of vertical gain of any of the Pokemon's recovery moves, but also is the most functional as an attack and deals the most damage.
Down Special: Change Pokemon- From their platform off stage, the Pokemon Trainer will recall their current Pokemon and change out to the next one in the sequence. The Sequence is Squirtle to Ivysaur to Charizard and back. Pokemon can be quickly changed in midair as well.
FINAL SMASH: Triple Finish- The Pokemon Trainer calls all of their Pokemon out at once and they will deliver signature moves across the stage (Squirtle uses Hydro Pump, Ivysaur uses Solar Beam and Charizard uses Fire Blast), damaging anyone caught in the beam of death and sending them flying. The Pokemon who was on stage when the attack began will remain on stage when it ends.
 Lucario
	Probably best described as a zen-fighting type, Lucario is one of the only fighters in the game who gets stronger the more he is damaged. The Aura Effect will increase the power of both his special moves and smash attacks, both in terms of damage and knockback of the opponent. Of course this comes with an obvious risk, as Lucario will also become more vulnerable the more damage he takes as well. Using Lucario is always finding a balance between utilizing the damage giving properties of the Aura, with the risk that comes with using them.
<tabber>Special Attacks=Neutral Special: Aura Sphere- Lucario will charge a sphere of Aura energy similar to Mewtwo's Shadow Ball. He can then store this energy as a charge, and then later fire it off as a projectile at an enemy. The size of power of Lucario's Aura Sphere will scale up based on the amount of damage he has sustained in battle, but the amount of time to charge it will remain constant.
Side Special: Force Palm- Lucario will concentrate and then fire a stream of Aura energy straight ahead. The size and power of this stream will scale up based on the amount of damage Lucario has sustained in battle. While this stream can deal damage at a distance, if used close enough to an opponent it will launch into a command grab move, where Lucario will grab the opponent and deliver another powerful Aura Strike, throwing them back further than they would have otherwise.
Up Special: Extreme Speed- Lucario will dash forward after a short delay, flying through the air at rapid speed in order to get back to the stage. This move doesn't deal any damage, but the amount of distance covered will scale up based on how much damage Lucario has sustained. Players can control Lucario to a certain degree while he is in motion.
Down Special: Double Team- Lucario will flicker in place while doing a kata. If he is hit during this time, he will counter any physical attack with a flying kick who's power scales up depending on how much damage Lucario has taken up to that point.
FINAL SMASH: Aura Storm- Lucario will evolve into Mega Lucario and fly up to the center of the stage. He will then fire a fully charged beam of Aura Energy that lasts a few seconds and can be steered across the stage to damage foes. He will then finish with a final explosion at the end of the beam to send opponents flying as the FS ends. The damage this deals does not scale up with Lucario's damage.
 Zeraora <ECHO> *DLC*
	A recently discovered mythical Pokemon, Zeraora is a powerful electric type who, despite not generating electricity on his own, will absorb ambient electrical energy from all around him. This ability is passive and becomes more pronounced the more damage he takes, exactly like Lucario's Aura Effect. The difference is that Zeraora's damage will not scale up as quickly as Lucario at higher damages, plateauing earlier than Lucario does in his Aura Effect. That said, Zeraora is overall quicker and does more base damage with all his attacks.
<tabber>Special Attacks=Neutral Special: Electro Ball- Zeraora will charge a powerful electric projectile and then launch it across the screen, dealing damage once it hits a player. The ball as it is traveling will occasionally fire of a small spark of energy, damaging nearby opponets. The size and damage of the ball is dependent on how much damage Zeraora has taken to that point.
Side Special: Plasma Fists- Zeraora will charge his fists and fire a powerful beam of electricity outwards along the ground at opponents. The distance this beam travels and the damage it does is dependent on how much damage Zeraora has taken to that point. If this move connects with an opponent close up, then it will trigger a command grab where Zeraora will deliver a powerful Thunder Punch to the foe, sending them flying.
Up Special: Wild Charge- Zeraora will pause for a moment before he flies through the air with reckless abandon, surrounded by an electric aura. Like with Lucario's Extreme Speed, this move can be partially controlled in the air. Unlike Extreme Speed though, it's distance will not increase with the Electric Effect. Instead the aura around Zeraora, and the damage it causes, will increase. This move can do serious damage, but the lag time increases the more powerful the aura becomes, leaving Zeraora open to attack.
Down Special: Volt Switch- Zeraora will create a small electric aura around itself, flashing for a moment. During that time, Zeraora will counter any physical attack with an explosion of that electric aura. The amount of damage dealt is dependent on how much damage Zeraora has taken to that point.
FINAL SMASH: Hyper Electric Beam- Zeraora will appear in the middle of the stage and fire a Hyper Beam straight down, supercharging it with electricity. The player can aim this beam in any direction for a short time in order to hit opponents with it. The beam is wider than Lucario's Aura Storm, and also does more damage. When Zeraora is done, he will be briefly winded, leaving those who survive the FS a chance to catch him off guard.
Greninja
	A fighting water type, Greninja's speed and quick style of play is the name of the game in Smash Infinity. What it lacks in outright power it makes up for in the quick speed with which its attacks can damage opponents. Greninja can also use it's down air attack to bounce off of opponents who are caught off guard by it, while its Subsitute Attack is one of the harder hitting counters in the game.
<tabber>Special Attacks=Neutral Special: Water Shuriken- Greninja will charge a shuriken made of water for a short period, before firing it straight ahead. The Shuriken will travel a short distance and, unlike many other projectiles, will actually deal multiple hits of damage (when fully charged) to enemies hit by it before detonating at the end and sending them flying. Greninja can also fire uncharged shurikens that do a limited amount of damage, but fire very quickly.
Side Special: Shadow Sneak- Greninja will stand in place, staring at the enemy. Along the ground though, it's shadow will move quickly across. When the player releases the B-Button, Greninja will teleport to the location where his shadow stopped and deliver a powerful drop kick to the enemy. This move will deal decent damage, but during the set up Greninja is almost completely vulnerable (players can jump, but that's it.)
Up Special: Hydro Pump- Greninja will direct a stream of water behind itself, flinging itself upward based on directional input from the player. Players can also alter the trajectory once, similar to Pikachu's Quick Attack. Any player caught be the stream of water won't take any damage, but they will be thrown in the direction of the stream.
Down Special: Substitute- Greninja will flicker in place for a moment while performing a kata. If struck in this time, even by projectiles, Greninja will pause and a log or substitute doll will appear in its place. Greninja will then counter attack with a powerful forward kick across the field, attacking any opponent hit by it. The log or doll left behind can also be used as a projectile.
FINAL SMASH: Secret Ninja Attack- Greninja will throw a slash of water in front of itself a short distance. The first player caught by it will be thrown up into the air and then attacked by the shadowy form of Greninja against the moonlight, as the Pokemon delivers powerful kicks and punches, before finishing with a downward strike that will rebound them off the ground and send them flying.
 Incineroar
	A powerful fighter that bases its moves off of pro wrestling, Incineroar has been tweaked slightly in Smash Infinity, primarily seeing its Neutral Special changed from Darkest Lariat to the Alolan Whip and his side special changed to Fire Punch/Blaze Kick. Incineroar is still just as ferocious though, his moves require expert timing in order to execute them properly. Be off by a second, and you'll find him not so forgiving.
<tabber>Special Attacks=Neutral Special: Alolan Whip- Incineroar will jump forward slightly, grabbing the first opponent he can. If he does, he will whip that opponent into wrestling ropes that appear behind him. Depending on the button press, Incineroar will then deliver either a powerful lariat, a back body drop, or a very weak headbutt attack. This command grab can fling opponents off stage at low percentages with the lariat, provided that you can hit it. However it does have tremendous endlag due to Incineroar's post-move posing, so be careful in a crowded fight.
Side Special: Fire Punch/Blaze Kick- Incineroar will take a quick step back and then launch into an attack. Simply pressing the B-Button once will cause him to fire off a Fire Punch that does moderate damage and very little knock back. Pressing the B-Button again right before Incineroar launches the attack will see him execute a more powerful Blaze Kick, which has a longer range and does more damage. Blaze Kick does see Incineroar pose, whereas Fire Punch does not.
Up Special: Cross Chop- Incineroar will jump straight into the air and then launch himself downward at a high rate of speed at an angle, looking to crash into an opponent. Steering this move is possible now, as pressing the directional pad to the left or right (depending on which way Incineroar is facing) will cause the angle to not be as steep and thus cover much more horizontal ground. Getting the timing wrong though will cause the headbutt to fail entirely, and send Incineroar falling to the ground helplessly, making this a high risk high reward manuever.
Down Special: Revenge- Incineroar will glow briefly, and counter any physical attack that hits him with a counter of his own. Revenge has been altered to become a running buff on Incineroar's attacks. He can store up to 4 counters, gaining a buff each time he successfully counters a physical attack. Pressing Revenge a 5th time will unleash a powerful Fire Burst attack around Incineroar, dealing massive damage to anyone hit by it, though clearing out the buffer. The buffer will also disappear if Incineroar is KO'ed or if he is grabbed and thrown at any time.
FINAL SMASH: Max Malicious Moonsault- Incineroar will launch forward like he is attempting an Alolan whip. The first player he hits will be sent to a cutscene, where Incineroar performs several powerful moves in a wrestling ring. This ends when Incineroar leaps into the air and performs a powerful diving headbutt that explodes on the enemy, sending him flying when they return to the stage.
Rillaboom*
	A Grass Ape Pokemon with a penchant for wanting to bang on his drum all day, Rillaboom is a powerhouse and one of the heaviest fighters in the game. It carries its drum on its back, slowing its running speed significantly while carrying it. On the other hand, the drum is a vital component to Rillaboom's arsenal of special attacks, and knowing when to deploy it is vital. While his smash attacks are formidable, they have a lot of endlag that leave him opon to attack. Using your drum to your advantage will help make Rillaboom a viable option in battle.
<tabber>Special Attacks=Neutral Special: Drum Beating- Rillaboom will pound the area directly in front of him with a drumstick in a slamming motion. Repeatedly hitting the B-Button will cause him to repeat this motion over and over again. By itself, this attack does very little damage and has horrible range. But if it is used on his drum when it is deployed, then it will generate additional soundwaves that fire off in several directions in front of the drum, damaging opponents.
Side Special: Grassy Terrain- Rillaboom smacks his fist on the ground, creating a small patch of thorns in front of him that will damage enemies multiple times before it vanishes. If he smacks his drum, the patch of thorns will expand out twice as long, while also lasting twice as long. There is little knockback from this move, meaning that enemies can sustain a lot of damage if caught in the vines too long.
Up Special: Boomburst- Rillaboom will cast a sound beat directly underneath itself to launch itself into the air a short distance. This distance is greatly magnified however if Rillaboom is carrying his drum, as he will remove it and fire the sound beat off of it, giving him a significant uptick in height. Doing this however will cause the drum to fall to the ground, where it can damage opponents if it lands on them. If it falls into a pit, it will respawn in 6 seconds on Rillaboom's back. If it falls on the stage, then Rillaboom can pick it up again with Drum Deploy.
Down Special: Drum Deploy- Rillaboom will remove the drum from off his back and set it down in front of him. Using this move next to the deployed drum will return it to his back. While deployed, the drum acts as an amplifier for Rillaboom's Neutral and Side Special, and will also send out additional sound wave projectiles when hit with a Smash Attack. The Deployed Drum can also act as a pseudo-Shield, as it will absorb projectiles. No one but Rillaboom can pick up his drum (not even other Rillabooms players are using.) If the drum takes too much damage and is destroyed, it will respawn on Rillaboom's back after about 6 seconds.
FINAL SMASH: Gigantamax Concert- Rillaboom will appear behind the stage in his Gigantamax form, complete with his drum at the ready. Players can press the B-Button repeatedly to generate soundwave attacks from the enlarged drum to damage foes. When the FS ends, Rillaboom will deliver a powerful Solar Blade attack right down the center of the screen, sending anyone hit by it flying as he returns to the field.
 Giovanni*
	The former leader of Viridian City Gym and head of the international crime syndicate Team Rocket, Giovanni is bent on dominating the world of Pokemon for his own personal financial and social gain. While he has several minions to do his battle for him most of the time, Giovanni is not above getting involved in the fray and do battle himself. Unlike the Pokemon Trainer, he doesn't diversify types and relies almost exclusively on Ground Type Pokemon, and the three he has brought with him into battle are Rhyperior, Nidoking and Marowak. Unlike the Pokemon Trainer, Giovanni cares nothing for the welfare of his Pokemon, and will stop at nothing to win. 
<tabber>Special Attacks=Neutral Specials:
*Horn Drill (Rhyperior)- Rhyperior sets its head forward and lunges ahead with a massive headbutt horn first, dealing strong damage at the point of attack and breaking almost any shield. A powerful move, but incredibly slow.
*Poison Sting (Nidoking)- Nidoking fires a horn from its face at any enemy in front of him. Anyone hit by it will be poisoned and take a small amount of damage.
*Bonemerang (Marowak)- Marowak takes its bone club and tosses it forward like a boomerang, giving it a chance to hit opponents twice (once a hit and the second on return.)
Side Specials:
*Rock Wrecker (Rhyperior)- Rhyperior will toss a huge boulder at the opponent that deals massive damage and knockback at the cost of slow delivery. Rock Wrecker also has a cooldown time of roughly ten seconds between uses.
*Megahorn (Nidoking)- Nidoking will charge ahead a short distance with his horn facing out, barreling through anything and anyone. If a player is hit at the beginning of the move, they will simply be knocked backward. If they are hit at the end of the move, then Nidoking will do additional damage by lifting his horn like a lever and hurtling the opponent over his head and behind him.
*Bone Rush (Marowak)- Marowak will utilize its Bone Club like a sword and charge forward attacking opponents. Players can input different directions and keep pressing B (up to 5 times) to have Marowak continue punishing opponents with the Bone. However, each successive input becomes slower than the last, and each one can be countered or blocked to stop the chain.
Up Specials
*Drill Rush (Rhyperior)- Rhyperior jumps a short distance into the air, spinning around with its drill horn leading the charge, as the player can launch in any direction and deal multiple hits to players. However, this move has very little upward mobility, despite its power.
*Stomping Tantrum (Nidoking)- Nidoking will jump twice with two short hops, before jumping up higher and landing with a huge shockwave. Anyone underneath Nidoking will take significant damage. Anyone close to the landing zone will take damage from the shockwave.
*Focus Punch (Marowak)- Marowak will pause a moment to gain focus, before jumping into the air and delivering a powerful uppercut to any foe nearby. The best recovery move of any of Giovanni's Pokemon.
Down Special: Pokemon Switch- Giovanni, from his comfy couch seat, will recall his current Pokemon and send out the next one in order. The order of release is Rhyperior to Nidoking to Marowak and back.
FINAL SMASH: Blast Off- Giovanni will call back his current Pokemon and snap his fingers, causing Team Rocket grunts to appear nearby and toss several Pokeballs onto the field. These Pokeballs contain Koffings, who will roam the battlefield delivering poison damage, Zubats which fly back and forth delivering a small amount of damage in great numbers, Raticates which roam the ground hitting players with Bite attacks, and Houndoom's which shoot off Fire Blasts at any players nearby. After a few seconds of this, Giovanni will snap his fingers again, recalling all of the other Pokemon before sending his original Pokemon back onto the field.
Genesect*
	A mythical Pokemon resurrected and upgraded by Team Plasma, Genesect is primarily a Bug and Steel Type. However that can change with the upgraded drive on its back. In Smash Infinity, the player can use a the Driver Switch Attack to change the drive currently in Genesect: Normal, Chill, Douse, Burn or Shock. Changing drives will not only change the basic forms of Genesect's Neutral Special, but it will also change the effect damage that Genesect's Smash Attacks will generate as well, and even slightly alter Genesect's other stats as well. For example, the Shock drive increases Genesect's speed at the expense of attack power, while the Chill drive lowers his speed but increases his defense. The Burn Drive increases Attack Power but increases his knockback against. The Douse drive decreases attack power, but gives him a resistance to status effects such as paralyze and freeze. These stat buffs, however, are minute.
<tabber>Special Attacks=Neutral Special: Techno Blast- Genesect will fire a beam of light at the opponent that goes straight across the stage and damages them. The effect of the beam will vary slightly based on which Drive is loaded into Genesect. A Normal Drive will produce a projectile with standard damage and knockback. The Chill Drive will do less damage, but has a chance at freezing the opponent at higher percentages. The Douse Drive deals no damage, but will deal a tremendous amount of knockback similar to Mario's FLUDD. The Burn Drive will do the most damage, but also has a slower rate of fire than the other blasts. The Shock Drive will do less damage but can be rapidly fired and will travel through enemies (losing attack power the more enemies it goes through.)
Side Special: Flash Cannon- Genesect will crouch on the ground and brace itself, firing a powerful ball projectile out of its back cannon that can deal a great amount of damage to the opponent. The setup time for the attack is great, but if it connects the projectile is one of the stronger ones in the game. Depending on which drive is loaded into Genesect, the explosion of the projectile will add fire, ice, electric or poison effect damage at the end of the attack, though the damage will remain constant regardless of the drive.
Up Special: Aerial Ace- Genesect will fly straight at an upward angle with its claws extended, dealing a powerful slash attack to any opponent who gets in the way. This attack deals minimal damage in midair, but on the ground and against shielded opponents, Aerial Ace will do a significant amount of shield damage, to the point of being a shield breaker against some weaker opponents/those who have halved shields due to status effects. The player can slightly change the trajectory angle on the upward ascent when this is used in midair, giving it more use as a recovery move.
Down Special: Drive Switch- Genesect will stand in place and a selector wheel will appear, allowing the player to select which drive to load into Genesect. The wheel has 4 selections: Burn, Chill, Douse and Shock, with the normal drive (the default drive Genesect starts with during every new stock) taking the place of the Drive that is currently loaded on the wheel. The Drive Switch is near instantaneous, and each Drive may be used indefinitely. However if Genesect is KO'ed, you will need to switch drives again to your preferred method of attack.
FINAL SMASH: Infestation- Genesect will stay in place and become like a stationary cannon, firing a powerful beam across the stage (Regardless of what drive he has loaded.) This beam can be aimed by the player. Anyone hit by the beam won't suffer major knockback, however they will begin glowing and take damage from the beam. After the beam ends, Genesect will let out a high screeching sound that will heavily damage all the glowing players, causing them to take damage equal to 1/3rd of their current damage percentage (so for example, a player with 100% damage would take 33.3% damage in the attack) and be sent flying at the same time as the FS ends.
 Hoopa *DLC*
	
A mischievious ghost type Pokemon, Hoopa generally speaking just wants to have fun. However, if its Final Smash form, Hoopa Unbound, is revealed, than it is likely game over for anyone who stands in its way. As a Smash fighter, Hoopa is definitely a lightweight that has high jump height, as it has a similar float ability to Kirby and Jigglypuff. It does lack any kind of recovery move though, and its lightweight makes it prone to being sent flying pretty easily.
<tabber>Special Attacks=Neutral Special: Astonish- Hoopa will fire a small ball of spectral energy ahead at the enemy, which will travel in an erratic pattern forward, dealing moderate damage to any enemy it hits. There is a chance, at higher percentage levels, that the move will also stun enemies as well.
Side Special: Hyperspace Hole- Hoopa will place one of its rings straight ahead and then Hoopa will fly through it. Another ring will appear right in front of an opponent (the closest one if their are multiple opponents) as Hoopa emerges to deliver a powerful punch attack, before returning to their previous position on the field. This move has two functions. As an attack, it deals moderate damage despite its lengthy start time. It also acts as an air stall (though it can only be used once in midair) to allow Hoopa to return to the stage a bit more easily and fend off edgeguarders.
Up Special: Psyshcok- Hoopa will emit several waves from its head, dealing damage to anyone caught in the shockwaves. The damage will scale up the higher the amount of damage that has been dealt to enemies up to that point, making this a primary finishing manuever for Hoopa at midrange percentages.
Down Special: Dream Eater- This move has two possible uses. If used normally, then it will send a wave of Hypnosis out from Hoopa which will put enemies hit by it to sleep. If Hoopa uses it while their hitbox is overlapping a sleeping enemies hit box (this will only work on enemies who are asleep), then it will deal considerable damage and will also restore about 15% Health to Hoopa. Despite its limited usage, it can be a very deadly tool.
FINAL SMASH: Hoopa Unbound- Hoopa will explode with spectral energy, sending anyone caught in the explosion into a cutscene. There, the players will be confronted by the impressive sight of Hoopa Unbound, who will open several Hyperspace portals around the player with Hyperspace Fury and hit them with fists several times. It will then finish them off with a powerful Shadow Ball attack that explodes as the cutscene ends, sending them flying.
Eevee *DLC*
	One of the most recognizable Pokemon out there, you wouldn't think that the normally docile Normal Type Eevee would be a threat to most Smash competitors. However, Eevee is arguably the most versatile fighter in all of Smash, given that it can with the push of a button evolve into any of its extant forms. This effectively 9 different sets of special moves to choose from. While they all play similarly, the 9 different Eeveelutions are unique in nuanced ways. The only downside is that the evolution can only happen once per stock, so choose wisely!
<tabber>Special Attacks=Neutral Specials:
*Swift (Eevee): Eevee fires three small stars a short distance ahead of itself. The stars don't do much damage, but are impossible to dodge.
*Water Pulse (Vaporeon): Vaporeon fires a ring of Water a short distance across the stage. This move does better than average damage, but is a slow moving projectile.
*Pin Missile (Jolteon): Jolteon will fire several electric needles straight ahead at the enemy. This move can be charged to fire more needles (up to 7) and each needle will deliver a small amount of electric damage in addition to physical. Not much stopping power, though.
*Ember (Flareon): Flareon will fire a small ball of fire straight ahead at the enemy. When the Ember hits the player, it will explode in a small tower of flame that can hit multiple times. If launched in the air it will fire at an angle and explode upon impact with the ground.
*Psybeam (Espeon): Espeon will fire a beam of psychic energy straight ahead. The beam is narrow, but goes across the stage entirely. It won't deal for much damage, but can be fired repeatedly and has a chance of stunning opponents at higher percentages.
*Dark Pulse (Umbreon): Umbreon will send a ball of Dark Energy across the stage that detonates on impact. It travels fast and is hard to dodge, but doesn't deal as much damage as it looks like it would.
*Leech Seed (Leafeon): Leafeon will launch a small amount of seeds at the opponent. If these seeds connect, then for a short time the opponent will be damaged (roughly 6-8% total) while Leafeon will gain an equal amount of health during the same time. If Leech Seed is reflected back at Leafeon, then Leafeon will only take damage (the reflecting player will not gain health).
*Ice Beam (Glaceon): Glaceon will fire a small beam of concentrated cold energy straight ahead at the enemy. It travels slower and not as far as Espeon's Psybeam, but it deals more damage and has a greater chance of freezing enemies at lower percentages.
*Moonblast (Sylveon): Sylveon will fire a ball of Moonlight Energy across the field, causing it to explode when it hits an opponent. Moves decently fast, but does even less damage than Umbreon's Dark Pulse.
Side Specials:
*Take Down (Eevee): Eevee will step back and then pounce forward with a powerful tackle-like attack. It does medium damage and covers a short distance across the stage. Can be used for short-range horizontal recovery.
*Surf (Vaporeon): Vaporeon will literally surf across the stage on a wave of water it generates, damaging any foe in front of it. Good for both horizontal recovery and damaging opponents.
*Thunder Fang (Jolteon): Jolteon will jump forward with a bite attack, also delivering an electric pulse on the sweet spot of the attack that will send opponents flying.
*Fire Spin (Flareon): Flareon will rush forward quickly, leaving a swirling vortex of flame behind it for a brief moment. Anyone it hits or anyone who falls into the vortex will be damaged by it for a short time.
*Zen Headbutt (Espeon): Espeon will step back and then perform a powerful headbutt attack straight ahead. This doesn't do much damage, but the knockback is significant if the opponent is hit straight on by the move at just the right distance.
*Crunch (Umbreon): Umbreon will pounce forward a short distance with a bite attack. Depending on the distance at which it connects, Umbreon will then follow up with a couple of swipes from its claws after the Bite for additional damage.
*Leaf Blade (Leafeon): Leafeon will leap forward and connect with the leaf on its head as a powerful sword like appendage. This move requires a charge up to use effectively, when fully charged it will leave a player falling to their knees (similar to Ryu's Down Special).
*Ice Fang (Glaceon): Glaceon will jump forward with a bite attack, also delivering an Icy Bite attack at the end of the move that can freeze opponents dead in their tracks.
*Dazzling Gleam (Sylveon): Sylveon jumps forward a short distance and then lets off a bright shine from its coat that will stun any enemies in range. The short jump forward can also deal minimal damage to any opponent hit by it.
Up Specials:
*Double Edge (Eevee): Eevee will perform a somersault in midair before landing back onto the ground. Doesn't gain much height, but if it hits an opponent they will be sent flying (and be spiked to the ground if it hits in midair) while Eevee takes minor recoil damage.
*Hydro Pump (Vaporeon): Vaporeon will create a jet of water underneath itself and ride it up at an angle. Can also damage a foe multiple times.
*Discharge (Jolteon): Jolteon will discharge all of its stored electricity shoot straight in an indicated direction, with an aura trail of static following it that will damage opponents who fall into it. A powerful recovery move, but leaves Jolteon stunned with endlag after landing.
*Lava Plume (Flareon): Flareon will cause a small plume of lava to shoot from the ground (or immediately out of its body if used in the air) to be sent flying straight up. This can deal significant fire damage to an opponent, but only sends Flareon a short distance for no horizontal gain.
*Future Sight (Espeon): Espeon will glow for a moment before it senses where the opponent is. It will then teleport in the general direction of the nearest opponent. This can be a dangerous move if the nearest opponent happens to be in the wrong place. If you hit the opponent while reappearing in the teleport, then they will take damage.
*Thief (Umbreon): Umbreon will launch itself in the direction of the nearest player in an aim to hit them. If it does, and that player is holding an item, then Umbreon will steal that item. Like Future Sight, can be used against the player by a smart opponent.
*Seed Bomb (Leafeon): Leafeon will detonate a small Seed Bomb right under itself, taking damage but flying high into the air in the process. The explosion, as well as the flying Leafeon, are capable of doing damage to any opponent hit by the move.
*Icy Wind (Glaceon): Glaceon will create a swirling vortex of ice and wind below itself, elevating it into the air. Anyone caught by the ice beneath Glaceon will take damage and can be frozen in the process.
*Play Rough (Sylveon): Sylveon will leap upward a short distance and somersault back to the ground. If it comes in contact with an enemy, it will deliver a powerful headbutt attack that is capable of spiking opponents in midair.
Down Special: Evolve (Eevee Only)- Eevee starts to glow and a selector wheel pops up, allowing the player to choose which Pokemon Eevee evolves into. Make the selection, and Eevee will transform into that form. This move can only be used by Eevee (the other evolutions have no down special attack, and trying to use one will result in them pausing and shaking for a second) and only once per stock.
FINAL SMASH: Last Resort- Regardless of which form Eevee is in, he will charge forward with a tackle. The first player hit by the tackle will be sent to a cutscene where they is surrounded by Eevee and all of his evolutions. Each evolution will then attack the enemy in a headlong rush attack, finishing with a final powerful Quick Attack from Eevee itself to send the player flying.
----
==Earthbound/Mother==
Ness
	The Hero of Earthbound (released in Japan as Mother 2), Ness is the psychic child destined to save the world from Giygas. A longtime Smash veteran, Ness can use his psychic powers to deliver powerful attacks, and follow up with his smash attacks centered around his bat and Yo-Yo. Despite his impressive offensive output, he is something of a glass cannon, as he can be knocked away rather easily. Like some other Smash veterans, Ness has received a slight move shift
<tabber>Special Attacks=Neutral Special: PK Flash- Ness will create a large green ball of psychic energy that he can then move in front of himself, charging it with power. When PK Flash goes off, it sets off a powerful explosion that will do massive damage to anyone caught in it (though it does more damage the closer to the center an enemy is). Ness is completely vulnerable while using this move, however.
Side Special: PK Fire- Ness will launch a small lightning bolt forward, which will will explode into a pillar of fire if it hits a player. This pillar can damage opponents multiple times. If fired from midair, this move will travel downwards at an angle, but has a longer startup time than if launched on the ground.
Up Special: PSI Teleport- Ness will glow briefly before traveling in a players inputted direction. Anyone who gets in the way of the PSI Teleport will cause the move to fail, and Ness will appear covered in ash as he descends to the ground. However, anyone hit by this move will also take a large explosion right to the face be sent flying. If it fails in midair, Ness can use his second jump again (but not another PSI Teleport). If it succeeds without being interrupted, he will fall helpess to the ground.
Down Special: PSI Magnet- Ness will surround himself with a bluish-purple shield that he can hold indefinitely. This shield will absorb any incoming energy projectiles and convert them into health for Ness, for a maximum of 30% per projectile. This shield however doesn't work on physical attacks or physical projectiles such as Young Link's Boomerang.
FINAL SMASH: Psi Rockin'- Ness will travel to center screen, shouting out PK Rockin' and create four multicolored vortices that appear around him. These vortices will suck in anyone close to them and inflict several explosions of psychic energy, before sending them flying with a PK Flash explosion at the center of each vortex as the Final Smash ends.
Ninten* <ECHO>
	The original protagonist of the Mother series, Ninten may not be as well known as his SNES counterpart, but he has a growing fanbase. In Smash Infinity, Ninten operates as an echo fighter of Ness. Many of his moves lack the offensive firepower that Ness does, but Ninten is also faster and doesn't have as much lag on his special moves. His special moves are also slightly different in some cases. His aluminum baseball bat also hits farther, though not as hard.
<tabber>Special Attacks=Neutral Special: PK Beam- Ninten will charge up a ball of psychic energy, just like Ness. However this ball doesn't travel like Ness' PK Flash. Instead, when the beam has reached full charge, it will fire a psychic beam straight across the stage, traveling through opponents in the process. The angle of the beam can be changed by the player slightly up or down depending on directional input. It obviously does less damage than PK Flash, but it is far easier to use and control.
Side Special: PK Fire- Ninten will launch a small lightning bolt ahead of him that will turn into a pillar of Fire if it hits an enemy. Unlike Ness' version, Ninten's PK Fire doesn't damage opponents multiple times. The pillar's enlarged hitbox does still linger behind, though, damaging foes who might wander into it. Also, Ninten's PK Fire travels further than Ness' does.
Up Special: PSI Teleport- Ninten will glow briefly before traveling in a direction of the player's choice. Like with Ness' version, if the travel is interrupted, than an explosion will occur and a char-covered Ninten will fall to the ground while the opponent will be sent flying. Ninten's version travels farther than Ness' but does less damage in the explosion.
Down Special: PSI Magnet- Ninten will envelop himself in a bluish purple shield which will absorb any energy projectiles that hit it. This shield may last indefinitely. Unlike Ness, Ninten can only gain 20% of health on any projectile.
FINAL SMASH: PK Beam Omega- Ninten will fly to the center of the arena and shout PK Beam. Instead of 4 vortices, PK Beam Omega will generate eight beams of varying length (equivalent to a map compass) that will travel around Ninten like a pinwheel. These beams can damage opponents multiple times. At the end, Ninten will detonate a powerful explosion around himself to send opponents flying.
 Lucas (Claus)
<tabber>Lucas=
The protagonist of the never released Stateside Mother 3 (grumble...grumble...), Lucas is seen by some as a semi-clone of Ness. That has changed with Smash Infinity to some extent, as Lucas' moveset more reflects his ability to act as a stat buffer for himself and his party. Lucas is a far more defensive minded fighter, holding his opponents at bay with a new move called PK Status, which will either cause his stats to rise or the opponents stat to fall. He can then move in with his Smash Attacks to try and finish opponents off.
<tabber>Special Attacks=Neutral Special: PK Fire- Lucas' primary projectile weapon, Lucas' version of PK Fire doesn't generate a column of fire as Ness' does. Rather it creates a single explosion upon impact with the enemy. PK Fire has been somewhat nerfed, as the damage and knockback have been reduced. However Lucas can fire it a bit more rapidly, and he doesn't suffer as much recoil from it when launched in midair. It is still a potent weapon for clearing out enemies.
Side Special: PSI Shield- Lucas holds an energy shield in front of him as long as the button is pressed. PSI Shield will not absorb projectiles and convert them into health as Ness' PSI Magnet does, but rather it acts as a reflector shield that sends all energy projectiles back at roughly half their original strength. While this makes the move somewhat less useful than Fox's Reflector, it also benefits Lucas because it can stop forward facing physical attacks as well. He is still vulnerable from behind.
Up Special: PK Thunder- Lucas creates a powerful Electrical bolt that he the player can then control in the air, directing it into players as they choose. Alternatively, the bolt of energy can be sent into Lucas, turning him into a human rocket who will send opponents flying if he hits them, or can recover a good amount of distance to reenter the stage. Lucas' PK Thunder has a hitbox attached to the tail of the attack, making this move ideal for edgeguarding in addition to being his recovery option. Unlike in Ultimate, Lucas will now only hit an opponent for one powerful attack, as opposed to multiple hits.
Down Special: PK Status- Lucas performs the animation for his up smash and a red circle will appear around him. If the player hits the B-Button at the proper time (just as soon as Lucas begins to fall back to the ground after the animation), then a sound will occur and one of 5 status/health effects will begin.
*Offense Up- Lucas' offensive capabilities will increase by roughly 25% for about 15 seconds (this is indicated by a red sparkling glow).
*Defense Up- Lucas' knockback against will decrease by roughly 25% for about 15 seconds (this is indicated by a blue sparkling glow.)
*Paralysis- Lucas' enemies will have their speed reduced by 15% for about 15 seconds (this is indicated by a blue sparkling glow around them.)
*Lifeup- Lucas will regain between 8 and 18% health (depending on which version of the ability is used).
*PK Freeze- If this status effect is cast, then Lucas will explode with an aura of freezing energy. This will freeze any player in his immediate vicinity, though Lucas will be unharmed. This move only does no damage, though.
FINAL SMASH: PK Love- Lucas will appear at center screen and will begin pulsating with Psychic energy that launches out in waves. These waves damage opponents around him as they circle around Lucas. Lucas then finishes with a powerful PK Flash that sends anyone hit by it flying.
 Paula*
	A psychic girl that Ness befriends on his travels to stop Giygas, Paula is instrumental in the end to saving the world. Though she might not look it, Paula is a powerful fighter, and in the right hands can be the best of the Earthbound reps in Smash. Paula has a good mix of both offensive and defensive capabilities, which she's going to need because she's not the fastest of characters, and like her friends is prone to getting sent flying pretty easily. Still, Paula's abilities are strong enough to survive most anything.
<tabber>Special Attacks=Neutral Special: PK Freeze- Paula will generate a freezing projectile that the player can control, sending it a short distance in front of her before it explodes. Anyone who is hit by it will be instantly frozen and, at higher damages, will be sent flying possibly to their doom if they can't get unfrozen fast enough.
Side Special: Brainshock- Paula will create two small circles of psychic energy that slide across each other on a two dimensional field a few times as they slowly travel forward. Anyone hit by just one of the circles will merely take damage, but if they are hit by both circles as they are overlapping each other completely will take significantly more damage and will either at random fall asleep, be buried in the ground, or be stunned momentarily. However this projectile moves very slowly, making it easy to dodge.
Up Special: PK Thunder- Paula will summon a bolt of electrical energy that she can then direct around the field, damaging anyone it hits. She can also steer it into herself, turning her into a human rocket that goes sailing in whatever direction the bolt was traveling. In contrast to Lucas, Paula's version is a much smaller projectile that doesn't have as much of a tail on it. However it also turns much tighter and moves much quicker, making it more reliable as a recovery move.
Down Special: Decoy Teddy Bear- Paula will look frightened for a moment and hold out her Franklin Badge Equipped Teddy Bear. During this time, the bear will reflect any projectile and counter any physical attack with a instinctive psychic response from Paula. The quick release on this move and the power of the counter makes it a strong defensive weapon. However the Bear can only absorb so much damage. If he takes too much he'll literally have the stuffing knocked out of him, and Paula will be unable to use this move for about 20 seconds before she gets another Bear.
FINAL SMASH: Pray- Paula will fall to her knees and begin praying as hard as she can. When she does this, one of five things will happen at random:
*Psychic Echoes of Poo, Jeff and Ness will appear (even on maps where Paula is fighting Ness) and attack opponents. Poo will launch a miniaturized version of PK Starstorm, Jeff will fire off Bottle Rockets and Ness will deliver PK Fire Blasts that have enhanced power all across the field.
*An Echo of Giygas will appear in the background and, not understanding the power it is facing, will lash out with a powerful attack that will heavily damage everyone except for Paula.
*Every player on the field will be hindered with a random stat nerf for the duration of their current stock, whether that be reduced attack power, increased knockback against, or a half-strength shield. This status is designated with a pink highlight on the player's icon.
*Mr. Saturn's will literally rain down from the sky, landing on players and doing damage. These Saturn's will fall through the stage, only hitting players before moving on for the duration of the FS.
*Paula will regain up to 100% of her health or 100 Stamina Points in Endurance Matches.
After the effect takes place, Paula will get back to her feet smiling again.
 Kumatora *DLC*
	The tomboy princess of Oshoe Castle, Kumatora is the party's primary PSI user in the Mother 3. As a result, Kumatora's moves are primarily focused on her attack strengths. She is less "floaty" of a jumper than many of the other Mother characters, though she can still be easily knocked away by a strong attack. Her Magic Gloves also empower her smash attacks with ice, electric or fire effects on the end of them, either at random or by player input.
<tabber>Special Attacks=Neutral Special: PK Thunder- Kumatora fires a bolt of electricity straight ahead of her. Unlike other users of PK Thunder, Kumatora cannot direct this bolt of energy into herself (though the player can slightly alter its trajectory up or down). Instead the bolt will travel a long distance and, upon hitting an enemy, will explode in a small X-Pattern of electrical energy that can strike opponents multiple times.
Side Special: PK Ground- Kumatora will gather energy as long as the B-Button is held. When it is released, she will stamp her foot on the ground and cause a shockwave of psychic energy to travel in both directions across the platform she is standing on. The shockwave will do more damage and knockback not only by how much it is charged, but by how close the opponent is to Kumatora when hit by it. The shockwave's damaging hitbox will also travel farther the longer it is charged. Outside of this damaging range, any player hit by it will merely stumble on the ground as if they hit a banana peel. If this move is used in midair, regardless of charge, it will only generate a small explosion of power similar to Terry's Midair Power Wave.
Up Special: PK Rocket- After a short charge up of power, Kumatora will cast PK Fire on herself, and fly straight up at an angle towards enemies and the stage. This has a similar effect to Ness' PK Thunder in terms of damage capability, but the damage drops off immensely unless a player is hit by it right after Kumatora explodes into fire. This move does get decent distance as well, making it an average recovery move.
Down Special: PSI Magnet- Kumatora will create a shield that she holds directly in front of herself. This move acts like Ness and Ninten's Psi Magnet, converting energy based projectiles into health for Kumatora. However, the shield she generates is much smaller than theirs, only shields her front the front, and the maximum she can gain health wise is only around 15% per projectile.
FINAL SMASH: PK Starstorm- Kumatora will travel to the center of the screen and call down a reign of stars from the sky, which heavily damage anyone hit by them. The stars direction can be angled by the player as they fall down, allowing you to chase enemies who try to outrun and dodge them. The move ends after a few seconds. During the FS, Kumatora is invincible.
----
==F-Zero==
Captain Falcon (Blood Falcon)
<tabber>Captain Falcon=
The master of the F-Zero track, Captain Falcon once again races into the Smash Arena to do battle. As one of the more powerful (in terms of attack power) speedsters in the game, Falcon is a character who's fairly simple for newcomers to pick up but difficult to master overall. It may be fun to unleash his iconic Falcon Punch all day long, but the lag and set-up time for the attack makes it impractical. It's best to try and find a good balance of hit and run tactics to find an opening to land one of his more powerful signature attacks.
<tabber>Special Attacks=Neutral Special: Falcon Punch- The iconic move of Captain Falcon, he rears back after a long startup and with a mighty cry fires off a powerful flaming punch with the silhouette of a Falcon surrounding his fist. This move can KO most people with even moderate damage, provided it is hit on the ground. Falcon can also change the direction he is facing during the setup, though this increases his setup time. Not practical to use all the time, but very rewarding and satisfying when you do manage to pull it off.
Side Special: Raptor Boost- Falcon will launch himself forward a short damage. If he encounters an enemy along the way, he will deliver a powerful flaming uppercut that sends opponents skyward. If used in the air, Falcon will instead deliver a downward uppercut that can spike opponents if it hits correctly. No longer a real KO option due to its reduced power, it primarily serves as a set up move.
Up Special: Falcon Dive- Captain Falcon will glow with energy and then perform a single flip through the air. If he connects with an opponent, he will grab them and cause an explosion next to the that will send them flying, as well as be able to use another Falcon Dive to gain more height. A decent recovery move that can help clear out swarming opponents quickly as well.
Down Special: Falcon Kick- Captain Falcon will launch himself across the stage with a powerful sliding kick, his foot engulfed in flames. This move does more damage the closer you are to the enemy when it hits, and has a sweetspot on the end of his foot. Using this move in midair will cause Falcon to deliver a flaming downward dropkick that can also spike opponents if it hits correctly.
FINAL SMASH: Blue Falcon- Captain Falcon summons the Blue Falcon racer to come zooming across the stage. Anyone it hits will be sent to a cutscene on an F-Zero track, where Falcon will pilot his ship across the track, running them over and sending them flying as the cutscene ends and we return to the stage.
 Black Shadow* <ECHO>
	The sworn enemy of Captain Falcon and the leader of interstellar crime syndicates, the Black Shadow has sought to use the F-Zero Grand Prix to rid himself of the infernal bounty hunter. This now extends to the Smash Arena, in which Black Shadow is an Echo Fighter of the good Captain. However, Black Shadow's moveset is more reminiscent of the original moveset of Ganondorf, operating as a heavier version of Falcon's moves, though he does have a few wrinkles of his own. He is definitely less mobile than his enemy, but he packs a mean wallop if you can corner someone.
<tabber>Special Attacks=Neutral Special: Shadow Punch- Black Shadow will rear back and fire a powerful black and purple punch that sends enemies flying. It operates just like the Falcon Punch in terms of mechanics, but it is much slower and does significantly more damage if you manage to hit anyone with it. Unlike Falcon, the act of charging this punch with its dark aura can also do minor damage to any opponent close by, which can actually help set the move up, catching them off guard.
Side Special: Shadow Charge- Black Shadow will dive forward with a powerful shoulder tackle like manuever. Unlike the Raptor Boost, he will not uppercut them into the air. Instead anyone hit by the move will be driven back with as much damage but far more knockback, sent flying horizontally more than vertically. If this move is used in the air, then Black Shadow will grab the opponent by the throat and chokeslam them onto the stage, which does more damage but has less knockback.
Up Special: Shadow Dive- Black Shadow will jump in the air at an angle, and if he connects with an opponent he will grab them and then cause an explosion of dark energy that sends them flying, allowing him to attempt another Shadow Dive. The upward gain on this move is far weaker than Captain Falcon's, and unlike Ganondorf's previous Dark Dive, it will not hit opponents multiple times. However it does deal more damage than Captain Falcon's Falcon Dive does.
Down Special: Shadow Knee- Black Shadow will surround himself with a dark aura and launch himself knee first across the stage. This move has a sweet spot on the point of the knee to send opponents flying, and operates otherwise like the Falcon Kick. If this move is used in midair, than Black Shadow will deliver a powerful kneedrop attack that can spike opponents if it hits right.
FINAL SMASH: Black Bull- Black Shadow will summon his racing machine, the Black Bull, to come zooming across the field. Anyone hit by it will be sent to a cutscene on an F-Zero race track, where Black Shadow drives his machine into them, running them over and sending them flying. Due to the larger hitbox on the Black Bull as opposed to the Blue Falcon, it is slightly harder to avoid this move.
Samurai Goroh*
	A rival bounty hunter/gangster to Captain Falcon, Samurai Goroh has long sought to unseat his rival as the fan favorite of the F-Zero Grand Prix. And line his pockets while doing so. On the track, Goroh pilots the Fire Stingray machine. In the Smash Arena, he wields the Hikaruken (Glowing Ray Sword), a sharp kitana that is laced with electrical energy for additional power. Though he lacks the outright speed of Captain Falcon, Goroh is a heavy hitter and can more than throw his weight around. 
<tabber>Special Attacks=Neutral Special: Stingray Slash- Goroh will raise his blade high into the air and begin charging pink electrical energy with it. Releasing the B-Button will unleash the blade with a powerful electrical downward slash that deals significant damage. Fully charged, this move can break some shields. It does take time to setup and launch, but even partially charged Goroh's blade is formidable.
Side Special: Flowing Blade- Goroh will perform a sideways slash attack with his sword. If the attack connects, then Goroh will follow up with several more rapidfire slashes with the attack before finishing with a boot to the face that launches the opponent. If the attack misses, then Goroh will be left wide open for a counter attack.
Up Special: Flying Ray- Goroh will launch himself straight up with his arms and blade outstretched, forming the pink flaming silhouette of a stingray as he soars into the sky. This move only moves vertically, granting the player no horizontal momentum, but it does gain significant height in the air. Players hit by the move can be hit multiple times, depending on when the move catches them.
Down Special: Samurai Parry- Goroh will stand his ground like a sumo and hold his blade outward while flashing. During this time, he will counter any physical attack with an electrical sword strike that deals decent damage, amplifying the physical attack by 10-20%.
FINAL SMASH: Fire Stingray- Goroh will summon his F-Zero machine, the Fire Stingray, to the field, where he will jump inside and run people over. Anyone hit by it will be sent to the track in Port Town, where they are run over by not only Goroh's Fire Stingray, but also the race machines of several other F-Zero pilots all trying to catch him. They will take multiple hits of damage before returning to the stage and being sent flying.
----
==Ice Climbers==
 Ice Climbers
	Twin mountain climbers Popo and Nana are the epitome of teamwork. Where one is the other is definitely not far behind. The two operate in tandem in the Smash Arena, usually with Popo in the lead and Nana providing support. Their attacks do more damage, more knockback, and generally function better with both of them on the field. If the supporting one is KO'ed for some reason, the surviving Ice Climber can go it alone, but they are greatly hindered.
<tabber>Special Attacks=Neutral Special: Ice Shot- Both Ice Climbers will create a small Ice Cube that they will then hit with their hammers, sending it sailing across the stage. These Ice Cubes don't do much damage, but they do cause enemies to flinch, meaning that a steady stream of them across the stage can help keep opponents at bay and you safe. There is a very small chance that the ice will cause opponents to freeze at higher percentages.
Side Special: Squall Hammer- The Ice Climbers twirl around each other with their hammers pointed outwards, creating a swirling vortex that can pound enemies multiple times. They each end with an upward swing of their hammers to launch opponents skyward. Pressing B repeatedly will also allow them to gain minimal height vertically, though this does not happen when only one Ice Climber is present.
Up Special: Belay- Popo will toss Nana up a short distance, who in turn will use a tether to hurl Popo up even farther. A powerful recovery move that can come back from almost anything, it can also cause damage to anyone hit by Nana on the initial jump. If the partner Ice Climber has been KO'ed, then Popo will just do a short hop that gains almost no height.
Down Special: Blizzard- Both Ice Climbers will blow out freezing breath that not only hits enemies multiple times but is also virtually guaranteed to freeze enemies even at lower percentages (though they will likely quickly break free.) If used on an already frozen opponent, it will keep them frozen longer. This move can rack up nearly 30% of damage if both Ice Climbers are present and all hits connect.
FINAL SMASH: Iceberg- The Ice Climbers will slap hands together and cause a giant iceberg to appear in the middle of the stage. The iceberg itself will launch any player who hits it, and at the base is a polar bear who will send players even farther if they hit him. A condor will also fly overhead, allowing the Ice Climbers to grab hold and ride out the Iceberg without fear of self destruction. The Iceberg will disappear after a few seconds.
----
==Fire Emblem==
 Marth
	The legendary hero of Archanea, Marth is the original "swordsman" to grace the Smash Arena with his presence (Link being a more all-around fighter than just a "swordsman"). Mastering Marth is all about knowing the timing of his blade and knowing its full range, as he is quick enough to nearly literally dance around opponents with quick strike sword attacks and well-timed counter manuevers. Keep out of your opponent's reach, and Marth will be difficult to defeat.
<tabber>Special Attacks=Neutral Special: Shield Breaker- Marth raises the Exalted Falchion to chest level and charges up power, before stretching forward with his blade for a singular lunge attack. This move is capable of breaking any shield when fully charged, and even when uncharged it deals significant damage and knockback. It's range is only as long as Marth's Blade, however.
Side Special: Dancing Blade- Marth will begin a series of slashes and jabs with his blade (four in total) that can change direction based on input from the player. Up to 18 different combinations can be entered into the Dancing Blade, resulting in a variety of different damage percentages, but the basic combination with no directional input does high-to-medium damage with relatively low knockback.
Up Special: Dolphin Slash- Marth will perform a singular upward slash with his blade that can launch opponents when used right next to them. One of the quickest recovery moves in terms of execution, this can also function as a combo breaker in the right circumstances, and should always be ready to be used at a moment's notice.
Down Special: Counter- Marth will assume a defensive stance and glow briefly. During that time, any physical attack against him will be swiftly countered with a swordstrike that will deal back damage proportional to the attack that was countered. A powerful move, but against some ranged physical attacks (like Simon's Whip), this move is useless as a damaging tool. It is also useless against projectiles.
FINAL SMASH: Critical Strike- Marth steels himself as time slows down briefly and then delivers a powerful downward slash attack with Exalted Falchion. Anyone caught by the blade will be immediately sent flying, likely to their immediate doom. Critical Strike has limited range, but is a near guaranteed KO against most players.
Lucina <ECHO>
	A direct descendant of the Hero-King Marth from a dystopian future, Lucina once used her famous ancestor's name and likeness to try and avert her dark world. Since then she has proven to be a skilled warrior under her own name and hand as well. Lucina plays very much like Marth with one key exception. Her blade attacks lack a "sweet spot" in terms of launching power, making her more easily able to rack up damage at the expense of overall power. She is also a touch faster than Marth, though not discernably so in most cases.
<tabber>Special Attacks=Neutral Special: Shield Breaker- Lucina charges back with her blade, gathering her strength, before lunging forward with a powerful single strike with Parallel Falchion. Luchina's version of the move isn't quite as strong as Marth's, and some full powered shields may survive the impact. On the other hand it doesn't take quite as long to charge, making a fully charged attack a more viable option.
Side Special: Dancing Blade- Lucina performs 4 different slash attacks with her blade in response to command inputs from the player, giving a total of 18 different combinations based on directional inputs. Like Marth, the actual damage from these attacks vary, but they are more consistent given the even damage effect of Lucina's blade. She is also quicker in launching the attacks, making it slightly harder to hit all of them for inexperienced players.
Up Special: Dolphin Slash- Lucina vertically leaps up with her sword, delivering a powerful upward slash in the process. While the move is executed as quickly as Marth's version, it lacks the launching power that Marth has when used next to opponents. It still acts as a decent recovery move, however.
Down Special: Counter- Lucina will assume a defensive position and glow briefly. During that period, any physical attack will be countered with a sword attack proportional to the attack that was blocked. Like with Marth, this move is useless against projectiles and mostly useless against long range physical attacks. Lucina does have a slightly shorter reach than Marth, making this slightly less useful.
FINAL SMASH: Critical Strike- Lucina will declare her intent to change the future as time slows down briefly and then slashes forward in a Downward arc with Parallel Falchion, sending anyone hit by the blade flying. Like with Marth, this attack is virtually guaranteed to be a One-Hit KO. 
 Roy
	The heir to Pherae, Roy returns to the Smash Arena once more! The Young Lion is a far different swordsman than either Marth or Lucina, as his power lies at the base of his blade rather than at the tip. Though Roy's attacks are slower than Marth's, they to much more damage, as the Binding Blade will often be engulfed in flames and can deal out multiple hits of damage on occasion.
<tabber>Special Attacks=Neutral Special: Flare Blade- Roy will pull back the Binding Blade and begin charging energy for as long as the B-Button is pressed. When it is released (or when the attack is fully charged), Roy will unleash a massive sword strike that at higher power levels, will explode into fire. When fully charged, this move is a guaranteed One Hit KO (save for a few unique circumstances) to anyone it hits, but it takes forever to get to that level and Roy will also take 10% recoil damage from the blow, regardless of if it hits someone.
Side Special: Double-Edge Dance- Roy will perform 4 sword strikes in quick succession, with the stroke of the blade determined by directional input from the player. Unlike Marth's Dancing Blade, the strokes are slower, and the 4th hit of the combination will deal flame damage at the end of the blade. Overall it deals slightly more damage, on average, than Marth's weapon.
Up Special: Blazer- Roy will perform a single upward stroke with his blade, igniting it in fire as he does so. This fire will hit any enemy caught in it multiple times, and deals more damage than Marth's Dolphin Slash. However the move also isn't nearly as quick, and has more lagtime as Roy falls back down to the ground in a helpless state.
Down Special: Counter- Roy will hold his sword in a defensive stance and flash for a second or two. During this time, Roy will parry any physical attack with a powerful sword strike, dealing damage 1.35 times higher than what was aimed at him, making it one of the strongest counter attacks in the game. Due to its limited range though, ranged physical attacks like Simon's whip are protected from this attack.
FINAL SMASH: Critical Hit- Roy will summon all of his power, swinging the Binding Blade over his head before delivering a powerful downward strike that will send anyone hit by it flying. This move is a less powerful version of Marth and Lucina's Final Smash, as it will not guarantee a One Hit KO in most instances.
Chrom <ECHO>
	The father of Lucina and thus direct descendant of Marth, Chrom is a powerful warrior who acts as an echo of Roy in Smash Infinity. However, like Lucina is to Marth, he acts more like a parallel than a true carbon copy. Chrom's moveset is slightly different, lacks a sweetspot on his blade, and is far faster than Roy as well. On the other side of things, his recovery is among the worst in the game in terms of horizontal distance, and his jump speed is impressively low.
<tabber>Special Attacks=Neutral Special: Flare Blade- Chrom charges up the Sealed Falchion with power as long as the B-Button is pressed. Once released, the Sealed Falchion will swing forward in a blue explosion (though without Roy's signature flame attacks.) Fully Charged, Chrom's attack is virtually guaranteed to be a One Hit KO. Like Roy's attack though, it takes forever to fully charge and Chrom will suffer 10% recoil damage whether it hits or not. The hitbox on the attack is also slightly smaller than Roy's.
Side Special: Double-Edge Dance- Chrom will deliver four successive sword strikes, with directional input help from the player. Like Lucina, Chrom's blade lacks a sweet spot, and thus the move deals damage evenly throughout as opposed to where it hits. The end result is that Chrom's version is more useful than Roy's, though it lacks flame damage on the end of the attack.
Up Special: Soaring Slash- Chrom will toss his blade high into the air where it flips around briefly. He will then rush up and grab it before dropping down to the ground with a powerful downward strike. Overall this move can deal more damage than Roy's Blazer, even if Roy connects with all portions of the attack. However as a recovery move, this lacks any kind of horizontal momentum, leaving it a last ditch effort at best.
Down Special: Counter- Chrom will flash briefly and then counter any physical attack. It shares Roy's damage amplifier and deals slightly more knockback too. However, it also isn't in effect for quite as long as Roy's Counter.
FINAL SMASH: Awakening Aether- Chrom will dash forward with a sword strike, paralyzing any enemy he hits in place, before he delivers a final, far more powerful sword strike downward to send them flying. In Comparison to Roy's Critical Strike, Chrom's FS deals more damage and knockback overall.
 Ike
	A mercenary and the legendary Radiant Hero possessing the sword Ragnell, Ike is a powerhouse of a character in Smash Infinity. Retaining his long range sword attacks, Ike's power to send opponents to an early grave is the key to his viability. The downside is that his speed and recovery are among the weaker ones in the game, and even for a heavyweight the endlag on his moves means he's open to attack more often than not. Take care with your timing and situation before trying to unleash these powerful moves.
<tabber>Special Attacks=Neutral Special: Eruption- Ike will raise Ragnell high above his head with both hands and begin charging power. Upon releasing the B-Button, Ike will drop the sword and cause an eruption of flames right in front of him. These pillars of flame will increase in number the longer the button is held (Up to 3 full pillars and a 4th half pillar when fully charged), but the damage will be greater the closer the foe is to Ike when they are hit. Using this move at full charge will also deal 13% recoil damage to Ike.
Side Special: Quick Draw: Ike will hold Ragnell in a charging stance and build attack energy. When the player releases the B-Button, Ike will charge forward with a quick waist high slash attack with decent damage and severe knockback to any opponent hit by it. This move can also function as a horizontal recovery move if timed correctly and fully charged, though be careful because it does render him helpless and unable to use Aether for recovery.
Up Special: Aether- Ike will toss Ragnell straight up into the air, allowing it to spin in place for a few seconds before jumping up to grab it and delivering a powerful downward strike with the blade. Like Chrom's Soaring Slash, this move provides almost no horizontal recovery, though the amount of damage it does if all hits connect makes it one of the most punishing up specials in the game.
Down Special: Counter- Ike will assume a defensive position and parry any oncoming physical attack with a powerful sword strike. In contrast to other counters from other Fire Emblem characters, Ike's is arguably the slowest in terms of execution, but also does a decent amount of damage. The endlag on it if it doesn't work makes it high risk, high reward.
FINAL SMASH: Great Aether- Ike will toss his burning sword into the sky. The first player hit by it will not only take damage from the rotating Ragnell, but Ike will jump up and deliver a series of powerful slashes and kicks before finishing with an explosive downward strike that will send the opponent flying. Bystanders may take damage from the ending explosion of the FS.
Black Knight (Zelgius) <ECHO> *DLC*
<tabber>Black Knight=
The feeared right hand of the Mad King Ashnard and sworn enemy of the Radiant Hero Ike, the Black Knight is one of the heaviest fighters in the Smash Arena. He is also one of the slowest. The trade off is that his defense stats are highly boosted. If you do manage to get knocked off, he does have some ability to return to the field. The Black Knight (also known as Zelgius) plays as an Echo of Ike, but has differences in his moveset.
<tabber>Special Attacks=Neutral Special: Alondite Wave- The Black Knight lifts his sword high into the air and begins to charge power. Releasing the B-Button will cause him to strike the ground directly in front of him with his sword, creating an explosion of blue magic. This explosion will also send a crescent shaped shockwave in front of The Black Knight, as well as a far weaker one behind him. The distance of the main shockwave is determined by how much charge the attack has, though the most damaging part is the explosion. Unlike Ike, The Black Knight will not take recoil damage from this attack.
Side Special: Daein's Charge- The Black Knight will dash a few feet forward, delivering a powerful shoulder tackle to any enemy in front of him. Holding the B-Button will cause the Dash to go forward a short distance more, and releasing it will cause The Black Knight to stop and swing his sword upwards in a powerful launching slash. The distance he goes forward is short, and can only be lengthened by a few steps before the Charge ends. The move cannot be lengthened in midair, making it a weak move for horizontal recovery.
Up Special: Daein's Uprising- The Black Knight will perform an upward slash similar to Roy, which can damage opponents multiple times. However the upward rise on the move is weak compared to Roy and Marth, even if the damage potential is greater. He does gain some horizontal movement with this attack, however.
Down Special: Counter- The Black Knight will flash with his sword in a defensive posture briefly, as he will counter any physical attack that hits him while he's flashing. For comparison's sake, the counter blow is powerful, and the length of time he flashes is the greatest of any of the Main Swordsman of Fire Emblem. However, like Ike, the endlag if the move fails is great, leaving him open to attack.
FINAL SMASH: Eclipse- The Black Knight will swing his sword in a circular motion above his head and slice downward, creating a shockwave of energy that goes forward. The first player hit by the shockwave will be sent into a cutscene, where the Black Knight emerges and delivers several powerful sword slashes before delivering a final downward strike that sends them flying as they reemerge to the stage.
 Robin
<tabber>Male Robin=
A brilliant tactician more than a warrior, Robin helped Chrom defend the realm of Ylisse against the Plegian threat. Within the Smash Arena, he is a much more versatile fighter than other Fire Emblem characters, mostly due to the variety of projectiles he has at his disposal thanks to his tomes of Magic. His attacks with the Levin Sword also are powerful in their own right. This versatility comes at a price though, as Robin isn't the fastest character in the world, and each one of his tomes and his sword can only be used so many times before they must be recharged. If the Levin Sword is "broken", then the much less powerful Bronze Sword, which deals no additional electrical damage and has much less range, is used instead.
<tabber>Special Attacks=Neutral Special: Thunder- Robin will begin charging an Electric spell from the "Thundertome", gaining power the longer the charge is held. No charge will generate the Thunder attack, which is a small and short-range projectile that has very quick delivery. A weak charge will generate ElThunder, which does decent damage and can be used as a long distance due to its range. Arc Thunder is a medium range charged spell that creates an X-Shaped Electrical pattern when it collides with the enemy, dealing multiple hits of damage. The most powerful spell, Thoron, will shoot a beam of electrical energy across the field that can send opponents flying at higher percentages, however if Robin is hit before launching the beam, then the charge is lost (and the damage to the Tome is already done.)
Side Special: Arc Fire- Robin will cast fire magic from her tome, creating a small fireball that travels downward at an arc and, when it hits an enemy, will create a small pillar of flame that can hit opponents multiple times. A good move to use for edgeguarding, it can also elevate enemies to slightly to set up combos.
Up Special: Elwind- Robin will cast wind magic beneath himself, creating two crescent shaped pulses of energy that travel downward as he moves upward in recovery. Both projectiles can be angled to gain some degree of horizontal momentum in addition to vertical. If there isn't enough power left in the tome, then Robin will merely engage in an upward motion but gain very little momentum. The projectiles themselves can also damage opponents if they hit them.
Down Special: Nosferatu- Also known as "Vampire Magic", Robin will use Nosferatu to literally steal life from an opponent, gaining life based on the amount of damage the player sustains in the spell. This attack can't be blocked or countered due to it being acting like a grapple, however if Robin misses it then there is severe endlag. Nearby opponents not in the spell's grasp might also take minor damage.
FINAL SMASH: Expiration- Robin will glow red and assume the form of a Fell Demon, exploding in a powerful aura. Anyone hit in that aura will be taken to a cutscene where Robin looks down on them and casts Nosferatu on them, weakening them and strengthening herself, before casting the Expiration spell, causing them to be instantly KO'ed before they return to the stage. Robin can regain close to 60% health on this Final Smash, depending on how many players are caught in the aura explosion.
 Corrin
<tabber>Male Corrin=
A royal raised in secret and with a mysterious heritage, Corrin possesses the blood of dragons in his veins. As such, he can call upon his draconic heritage for a variety of attacks, as well as his unique style swordplay. Corrin isn't the powerhouse he was in previous games, but he retains a unique playstyle that allows him to stand out from the Fire Emblem crowd. Still, mastering Corrin takes a lot of work.
<tabber>Special Attacks=Neutral Special: Dragon Fang Shot- Corrin will transform his arm into a draconic mouth and shoot a ball of water that paralyzes opponents on impact. After the ball is launched, Corrin will also lunge forward with the mouth, biting anyone who gets in its way. The amount of time spent in paralysis is linked to how long the B-Button is pressed, as is the knockback strength of the Bite attack.
Side Special: Dragon Lunge- Corrin transforms his arm into a Dragon Lance Spear and stabs downward after a short jump into the air, pinning spiking any opponent hit with it in midair. If the opponent is on the ground (or the spear hitbox touches the ground), then Corrin will stay there and hold the opponent down, either following up with a jump for further combos or delivering a forward kick that can send opponents flying.
Up Special: Dragon Ascent- Corrin uses the Dragon Fang to gain wings briefly and leaps upward at an angle. This move can hit opponents multiple times and the angle of launch can be slightly altered by player directional input. It won't send opponents flying, but it goes a good amount of distance, making it a decent recovery move.
Down Special: Counter Surge- Corrin turns his head into that of a Dragon's and briefly flashes. During that time, any physical attack will be countered by Corrin fully transforming into a dragon and slamming down on the ground, causing a torrent of water to rise up. This counter is unique as not only will the enemy being countered take damage, but other players nearby could take damage from the water spouts on either side of Corrin.
FINAL SMASH: Toreential Roar- Corrin will cause two pillars of light to form on either side of him. Anyone hit by the light will be sent into a cutscene where a Dragonic-Form Corrin unleashes a powerful whirlpool of water that traps all the enemies, hitting them multiple times, and then sends them flying as the scene goes back to the stage.
Byleth
<tabber>Male Byleth=
A teacher at the Officer's Academy of Garreg Mach Monastery, Byleth has access to a variety of Hero's Relics as weapons, making him the most versatile fighter out of the Fire Emblem cast. Carrying the Sword of the Creator, the lance Areadbhar, the bow Failnaught and the axe Aymr, Byleth's varied weaponry allows the player to fight from distance and size up their opponent to determine how best to face them. Just don't choose poorly, because Byleth's endlag and setup of his moves can open you up for attack quickly.
<tabber>Special Attacks=Neutral Special: Failnaught- Byleth pulls out the bow Failnaught and charges an arrow shot that fires clear across screen. Fully charged, this move can destroy most shields it comes in contact with, but the setup for the move is incredibly long. Byleth can charge-cancel the move halfway through, firing off a less powerful shot that still does decent damage, but even this takeas a significant length of time to fire. Be wary of reflectors, as you could be a sitting duck yourself with this move against them.
Side Special: Areadbhar- Byleth takes the lance Areadbhar and delivers a horizontal upward slash with it that has a flaming hitbox on the end. The range of this attack is impressive, driving back most attackers, but it has strong endlag like most of Byleth's attacks.
Up Special: Sword of the Creator- Byleth will take the Sword of the Creator and whip it up at an angle, grabbing on to ledges and walls that it connects with to act as a long range tether grapple. If this sword connects with an enemy, than Byleth will pull himself up to the enemy and kicks them down to the ground. The range is great with this recovery move, but it doesn't deal much damage as an attack.
Down Special: Aymr- Byleth will take the powerful axe Aymr and, after a short chargeup, deliver a powerful downward swing that will send most opponents flying. Like most of Byleth's moves, the setup time for this one is lengthy, and unlike Failnaught it cannot be stopped once it starts. But if it connects, it is a Shield Breaking move in most instances, and will deal significant damage.
FINAL SMASH: Progenitor God Rupture Heaven- Byleth will lash out with the Sword of the Creator. The first person she hits will trigger a minicutscene where Byleth whips out the sword in an extended motion, creating a whirllwind that heavily damages the opponent and sends them flying. The lingering effects of the whirlwind can do minor damage to opponents nearby.
 Hector *DLC*
	The Thunder of Ostia, Hector is a Lord from the Fire Emblem series who enters the Smash Arena wielding the powerful axe Armads, also known as the Thunder Hammer. Armads is said to be cursed to bring its wielder a violent death in combat, but it is a fearsome weapon before the fighter goes down certainly. The more damage Hector takes, the stronger his attacks with the axe become. Ironically he also becomes more armored as well, so while his defense goes up, his speed and jumping abilities become reduced as well, reducing his already limited mobility. Hector is a tank, able to take plenty of damage before finally being KO'ed.
<tabber>Special Attacks=Neutral Special: Flying Lightning- Hector launches Armads from his hands a short distance ahead, embedding it in the ground or walls nearby. If it hits an opponent, they will be paralyzed briefly similar to Corrin's Dragon Fang Shot, before Hector reels Armads back in with the chain it is attached too, as the opponent is sent sailing away. This move can also be used at close range (due to the range of the throw not being that great) as a tether grab to catch ledges, as when used in midair it will reel Hector to the axe's location if it catches the edge of a platform, rather than the other way around.
Side Special: Berzerker Fury- Hector will swing his axe in a midrange sweep, though he can then follow this up with three upward, downward, or midrange strikes in succession. The quickest of Hector's moves, it works like Marth's Dancing Blade, with the swings being dictated by directional input. The final attack of the four is the most powerful, and will send the opponent flying.
Up Special: Meteor Finish- Hector will swing his axe on its chain overhead, damaging opponents multiple times. He then will leap up and finish with an explosive downward strike that does major damage, and also has a small amount of recoil damage to himself. This can be a devastating finishing blow to high damage opponents, but as a recovery move it is very weak as the vertical gain with it is very limited (especially if Hector has been armored by Armads Curse). Used poorly, it can also lead to self-destructs.
Down Special: Ostian Counter- Hector will crouch down and flash briefly. During this time, any physical attack will be countered with a powerful upward swing from Armads, with a 1.25 damage multiplier. The hitbox on this counter is larger than the one for the other FE counters, giving Hector greater range to protect himself from attacks. It also has the longest endlag of the FE counters, making it high risk and high reward.
FINAL SMASH: Lords Ablaze- Hector will throw his axe ahead with a flying lightning while yelling "Give it Your All!" The first player hit by the axe will be sent to a cutscene where they are confronted by Hector's fellow Lords from Fire Emblem The Blazing Blade, as Eliwood will trample them with his horse and sword, and Lyn will attack with quick sword strikes, before Hector jumps in and sends them flying with a powerful Meteor Finish as the FS ends. This Meteor Finish deals no recoil damage.
Sharena *DLC*
	The princess of the Askran Kingdom, Sharena protects her people by wielding the powerful lance Fensalier. Due to her weapon's nature, Sharena has the best range of any of the Fire Emblem characters, able to reach opponents from a great distance and keeping them at bay. This is useful, as Sharena is the easiest FE rep to send flying due to her weakened defense Stats. This can been aided by her Rally attack, which will temporarily boost her stats when successfully executed.
<tabber>Special Attacks=Neutral Special: Sweeping Lance- Sharena will perform a sweeping attack with her lance that deals significant damage aiming at the lower end of the hitbox. This move won't deal much knockback, but players can hit the B button again to follow up with a powerful lunge attack with the Lance that deals more damage and significantly more knockback. However, this move does have strong endlag if it misses either attack.
Side Special: Lance Arts- Sharena will perform a leaping stab attack with her lance, stunning her opponent briefly. The player can then press the B-Button repeatedly to deliver more jabs with the lance, dealing more damage to the opponent caught in the attack. The timing window for each jab becomes narrower and narrower, and the maximum number of attacks Sharena can pull off is 5 before it sends the opponent flying in the opposite direction.
Up Special: Flying Lance- Sharena will leap up at a slightly alterable angle and spin her lance high above her head before traveling down with a single stab attack that will meteor opponents on the ground. If no opponent is on the ground when hit by the downward stab, Sharena will create a small ice field hitbox around her that could freeze nearby enemies. This move gains a surprisingly amount of vertical ground, and can damage opponents multiple times on the ascent.
Down Special: Rally- Sharena will size up opponents with her lance, sliding it against her armor until it shines. Releasing the B-Button at precisely when the Shine occurs will not only cause Sharena to regain a small amount of health, but it will also increase her stats across the board for a period of about 20 seconds. There is a 15 second cooldown after the move ends before it can be used again, and Sharena is vulnerable during the setup for it.
FINAL SMASH: Order of the Heroes- Sharena will create an explosion of ice magic in front of her, freezing any opponent caught in it and sending them to a cutscene where the frozen enemies are attacked by Anna and Alfonse with their swords, before Sharena comes in with a downward lance stab into the ground, freezing the enemies a second time and sending them flying as they reenter the stage.
----
==Game & Watch Series==
 Mr. Game & Watch
	A throwback relic from a bygone era of video gaming, Mr. Game & Watch is an amalgamation of the Game & Watch series of consoles released throughout the 1980s. As such, this 2-D fighter comes complete with moves taken from his various games over the years. Game & Watch plays much as he did in prior appearences in Smash, focusing on combo potential and surprisingly powerful moves for such a lightweight character.
<tabber>Special Attacks=Neutral Special: Chef- Game & Watch will don his chef's hat and frying pan and begin tossing vegetables into the air. These vegetables travel in somewhat set patterns, and anyone hit by them will take a small amount of damage. Anyone who happens to be hit by the frying pan while it's in G&W's hand will also take burn damage in addition to strong knockback.
Side Special: Judge- Game & Watch's signature attack, he will generate a hammer and swing it in front of him, with a number between 1 and 9 appearing above his head. The number that is displayed will dictate the power of the move, ranging from a 1 (which is little more than a small knock on the head) to a 9 (which is a near instant KO). Other effects may occur based on the number that is displayed, such as the number 7 also creating 3 apples to heal damage.
Up Special: Fire Escape- Two firemen will appear with a trampoline around Game & Watch, launching him skywards. After reaching the apex of his jump, Game & Watch will deploy a parachute to allow him to descend safely to the ground. One of the best offensive recovery moves in the game, Game & Watch will damage foes both on the initial upward jump and if the parachute happens to hit anyone. He can also cancel the parachute into any aerial attack.
Down Special: Oil Panic- Game & Watch will hold out an empty bucket awaiting projectiles to fill it. Physical projectiles (such as Samus' missiles) will be reflected back at the enemy, while energy projectiles (such as Fox's blaster) will be absorbed. Once 3 projectiles have been absorbed, then Game & Watch will begin to glow. He can then dump the oil can onto unsuspecting opponents, dealing the combined damage of the three projectiles absorbed. A hard move to power up, but devastating in the right hands.
FINAL SMASH: 2-D Revolution- Game & Watch will ring his bell loudly and summon several mini-clones of himself to the field. These clones will begin attacking the enemy mercilessly (mostly using the chair attack from Lion as well as the gas attack from Vermin), racking up significant damage to each player. Game & Watch will then ring the bell a second time, dissolving the mini-clones to end the Final Smash.
----
==Kid Icarus==
 Pit
	A commander in Palutena's Army (and embarrasingly enough an angel who can't fly under his own power), Pit is a well-balanced fighter who works well for beginners as well as for experienced Smashers. He focuses mainly on defense, particularly against projectile fighters. As his attacks don't have a whole lot of launching power until higher percentages, this defense is necessary. However, he does have excellent recovery, making this angel a hard one to get rid of.
<tabber>Special Attacks=Neutral Special: Palutena's Bow- Pit will fire a single glowing arrow from Palutena's Bow as it travels the course of the stage and does decent damage. Players can hold down B for a slightly more powerful arrow, and can also influence the flight of the arrow through directional input during the course of its flight. It does load slow for a projectile, though.
Side Special: Upperdash Arm- Pit will use the upperdash arm to dash forward and deliver a powerful uppercut to anyone he comes across. The dash isn't that far, but this move can also be used to gain some horizontal recovery. If the player encounters a projectile during the dash, then Pit will hit that with the uppercut instead, reflecting it back from whence it came.
Up Special: Power of Flight- Pit will be temporarily granted the power of flight and be allowed to fly up at a directed angle for a few seconds. As a recovery move, it covers a lot of distance and has a lot of versatility in terms of where the player can move. However it does have a bit of endlag on it, particularly if the player doesn't grab onto an edge, and it deals no damage to opponents.
Down Special: Guardian Orbitars- Pit will summon the twin Guardian Orbitars and use them to shield himself from physical attacks and reflect projectiles that are sent his way. The two Orbitars come out quickly, and can keep opponents away from him. However they have limited HP and one good strike will destroy them (leaving them out too long will do the same thing), and if they are broken there is a 7 second cooldown period before they can be used again.
FINAL SMASH: Lightning Chariot- Pit will summon the Lightning Chariot from off screen, boarding it as it comes swooping in. A targeting reticule will then appear on screen similar to the Dragoon item. At the player's command, Pit will fly the Lightning Chariot back through the stage, dealing significant damage and knockback to any enemy that gets hit by it before returning to the stage as normal.
 Dark Pit <ECHO>
	A flawed clone of the original Pit (actually more apt to call him a Mirror Image than anything else), Dark Pit plays very similarly to his lighter counterpart. Due to his more serious nature and darker overall appearance, "Pittoo" is more aggressive and deals more damage with his moves. He also moves slightly slower than Pit does, and is less focused on the defensive approach. For players that like Pit's overall abilities but want to focus more on actual fighting, Dark Pit is a good alternative.
<tabber>Special Attacks=Neutral Special: Silver Bow- Dark Pit will fire a single purplish arrow from his Silver Bow, and like Pit's arrows these can be charged to go further by holding down the B-Button. Dark Pit's arrows do significantly more damage than Pit's, however they cannot be curved as easily, making them less useful for sniping enemies from long distances.
Side Special: Electroshock Arm- Dark Pit will dash forward with the Electroshock Arm attached, delivering a powerful uppercut to any player he happens to come across during the dash. This move launches enemies back further than the Upperdash Arm, making it a slightly better KO option. It will also reflect projectiles back, though with less damage than Pit's version of the move. Dark Pit also reflects projectiles back at a 45 degree angle, as opposed to the Upperdash Arm which reflects them back in the direction they came.
Up Special: Power of Flight- Dark Pit will draw upon the power of flight, flying off in a direction chosen by the player. This move is completely identical to Pit's Power of Flight in distance and effect, including the endlag that occurs if Dark Pit doesn't land on an edge.
Down Special: Guardian Orbitars- Dark Pit will summon Guardian Orbitars to protect himself from physical attacks and projectiles, reflecting the latter back in the direction in which they came. The Orbitars have slightly more health than Pit's version, but if they are broken then there will be a 12 second cooldown period until they can be used again, as opposed to the 7 seconds that Pit has.
FINAL SMASH: Dark Pit Staff- Dark Pit will stand on the platform and aim his staff straight ahead, firing a single shot that will paralyze enemies for a few seconds. Dark Pit will then have that time to rush in and deliver a powerful Smash Attack to send them flying, or else they will be sent flying as the FS ends. The beam will go throw almost anything, including shields and reflectors.
Palutena
	The goddess of light, and one of the rulers of Skyworld, the Lady Palutena normally commands Pit to fight in her name. In the Smash Arena though, she's more than willing to do the dirty work herself. Palutena is a good ranged fighter with very few overt weaknesses, though her tall hitbox does make her something of an easy target, and in the transition from Ultimate to Infinity she's lost her counter ability. With the good range that she has and powerful moves though, she's easily going to hold her own.
<tabber>Special Attacks=Neutral Special: Autoreticle- Palutena will shine a light in front of her and create a targeting reticle in the general direction of the nearest fighter, firing three quick blasts of energy at them. This move will only fire if there is a fighter in range and, while it does okay damage, it is relatively easy to dodge the blasts unless you're in point blank range.
Side Special: Exploding Flame- Palutena will create a small explosion a short distance away from her that can hit opponents multiple times and send them flying. By holding down the B-Button, the player can increase the range of the Exploding Flame a bit, however the damage will remain the same. Palutena is vulnerable for a few frames after unleashing this move, so aim carefully.
Up Special: Rocket Jump- Palutena will detonate a small explosion beneath herself and go flying straight up, though the trajectory angle can be altered slightly by player input. While this lacks the recovery range that Warp had, Rocket Jump can damage enemies (both with the explosion and with Palutena herself) and she lacks the severe endlag that Warp could sometimes have as she landed on the stage.
Down Special: Heavenly Light- Palutena will create an area around herself of heavenly light for roughly 8 seconds, which will damage any foe that is caught inside of it. The field extends about two and a half character lengths around either side of herself, and while it deals damage it deals no knockback of any kind. It also has a 10 second cooldown period, and if Palutena herself takes an attack in excess of 20%, it will cancel the Heavenly Light.
FINAL SMASH: Black Hole Laser- Palutena will create a vortex black hole in the center of the stage that will draw most if not all fighters into it. She will then fire a Megalaser through the center of the Black Hole, damaging opponents multiple times before finishing with a final explosion that sends them flying as the Black Hole disappears.
Medusa* <ECHO>
	The goddess of darkness, who once ruled Skyworld with Palutena, has returned to the Smash Arena to seek her vengeance. She plays very much like Palutena; namely as a ranged fighter who can keep opponents away from attacking her up close. Still, she has some unique features and has co-opted some of Palutena's old moves for her own purposes. 
<tabber>Special Attacks=Neutral Special: Stone Gaze- Medusa will create a cone of dark energy in front of her and fire three bolts of dark energy from her staff in the direction of the nearest enemy. If an enemy is hit by these bolts, they will be paralyzed in place for a moment, allowing Medusa to follow up with another attack, or they will simply go flying after a couple of seconds. The bolts of energy do less damage than Palutena's Auto Reticle, however.
Side Special: Underworld Missile- Medusa will launch herself forward with a powerful corkscrew dash attack that can damage opponents multiple times. The range of the attack can be increased if the player holds down the B-Button. At the end of the dash attack, players can hit B again and cause Medusa to deliver a final energy pulse at the end of it that will deal more damage and knockback than any other individual hit of the move.
Up Special: Warp- Medusa will warp herself a short distance into the air before falling back down. This works similarly to Palutena's warp in Smash Ultimate, though the distance that Medusa gains isn't as great and the endlag is reduced.
Down Special: Poisoned Light- Medusa will create a field of purple dark light beneath herself for a couple of seconds that shines up to the top of the stage. Anyone caught within that field will be poisoned and will take damage over time. The range of the attack isn't as wide as Palutena's Heavenly Light (existing only about 1 and a half character lengths on either side of Medusa), the poison effect is instantaneous however. As a result, the light only exists for a couple of seconds, and can be used again after a three second cooldown period.
FINAL SMASH: Underworld Laser- Medusa creates a vortex Black Hole and then appears to the side of the stage in her Monstrous form. She then fires a powerful laser from her single eye that damages opponents multiple times, before finishing with a final explosion that sends them flying, and then returning to normal herself.
 Eggplant Wizard*
	One of the more iconic enemies from the Kid Icarus series, the Eggplant Wizard has been the bane of many a dungeon crawler for years. In the Smash Arena, his chief mechanic hasn't changed a bit. The Wizard's main goal is to turn you into a walking, helpless eggplant. Doing so will render you unable to attack (beyond a very weak kick motion) and single jump in midair. Also if you are cursed, the Eggplant Wizard's own attacks will do 1.35 times the normal damage on you that they normally would. Which is helpful, because his own attacks against non-cursed individuals are relatively weak.
<tabber>Special Attacks=Neutral Special: Eggplant Curse- The bread and butter of the Wizard. He will toss an eggplant at the enemy at an arc. The eggplant can travel through walls and stages, and will only stop when it hits an enemy or disappears off screen. If an enemy is hit by the eggplant, they will instantly be transformed into a walking eggplant. In this form, enemies are incapable of attacking, save for a weak kicking motion that deals very little damage and no knockback. They are also incapable of using any special moves, and can only single jump through the air (nerfing even players like Banjo who have a double jump). This curse also magnifies the damage that the Wizard does with his own attacks. Fortunately it only lasts for about 12 seconds, or if an enemy eats any kind of healing item, which will cure them instantly. It should be noted that the Eggplant Wizard is not immune to his own curse, and reflected eggplants can curse him as well.
Side Special: Veggie Rush- The Wizard will dash ahead a short distance with his staff outstretched, a glowing purple light dealing damage to any player it happens to hit. This move doesn't go very far, but it can function as a horizontal recovery move. It can also damage opponents for multiple hits.
Up Special: Veggie-Port- The Wizard will laugh and then teleport a short distance away at an upward angle. This teleport leaves behind a purple shaped cloud that will damage any opponent hit by it. The same cloud will appear in whatever location the Wizard teleports to with the same effect. Any opponent hit by the cloud will also have a chance of being afflicted by the Eggplant Curse at higher percentages. As a recovery move, this is one of the weaker teleports in the game.
Down Special: Eggplant Bomb- The Wizard will place a glowing purple Eggplant on the ground and leave it there. This bomb will then sit in place until an opponent touches it, at which point it will explode and deal moderate damage with a puff of purple smoke. Enemies hit by this explosion also have a chance (higher than the Veggie-Port clouds, but not by much) of being afflicted by the Eggplant Curse, regardless of damage level. Up to three Eggplant Bombs can be planted at once. 
FINAL SPECIAL: Eggplant Reaping- The Eggplant Wizard will fire Eggplants in all directions, cursing players left and right to become Eggplants. He will then summon his buddy from the Underworld, the Reaper, who will roam the stage and lay waste to anyone he happens across (the four Reapettes patrolling the stage do damage as well). After a few seconds, the FS will end, the Reaper will disappear and all the cursed players will be returned to normal.
 Viridi *DLC*
	The goddess of nature, Viridi is the sometimes ally, sometimes enemy of Palutena's Army. Though she aligns against the Underworld, her goals are her own, as is her reasoning for entering the Smash Arena. Being a younger goddess than Palutena, she is shorter and doesn't hit quite as hard. Yet don't underestimate her natural abilities, lest you face the wrath of her Reset Bomb Final Smash.
<tabber>Special Attacks=Neutral Special: Blossom- Viridi will stretch out her hand and fire a series of flower petals a short damage outwards. Each individual petal does damage, allowing the move to hit multiple times, though the cumulative damage isn't much. It does add a Lip's Stick effect to the opponent if all the petals connect in combination with one another, giving the move some added damage.
Side Special: Overgrowth- Viridi will tap her staff on the ground, causing vines to grow out a short distance from her. These vines operate like Rillaboom's Grassy Terrain in that anyone caught in them will take damage, but they last slightly longer on the ground and deal significant knockback as opposed to player's being caught in them and taking multiple hits of damage.
Up Special: Nature's Levitation- Viridi will sit on her staff and ride it up at an angle towards the stage, with the trajectory slightly alterable according to directional output. She will then fall back down to the ground in a helpless state. The staff will glow green during this time, and anybody hit by that narrow hitbox will take damage as a result.
Down Special: Cragalanche- Viridi will hold her staff high and summon a boulder from above her head, causing it to crash down on the stage a short distance away from her. The boulder will explode on impact, dealing splash damage to opponents who weren't damaged by the actual boulder as it fell and meaning that enemies could be hit multiple times.
FINAL SMASH: Reset Bomb- Viridi will toss a miniature Reset Bomb in the center of the ring, declaring that the enemies don't belong here. The Bomb will explode, dealing initial damage, and Thorns of the Reset Forest will stretch out in the four cardinal directions from the center of the explosion. Any player who hits these thorns will take damage and be cursed with a Lip's Stick Effect for a brief period of time. The vines will dissolve into energy as the FS ends, which can deal even more minor damage.
----
==Wario Series==
 Wario
	Everyone's favorite antihero has returned. Wario's moveset has been somewhat overhauled in Smash Infinity, owing more to his appearences in the Wario Land games as opposed to the WarioWare series (he does retain his trademark Chopper though). Wario's power is his primary weapon, that and the zany transformations that he can go through. Though he is far from the fastest fighter, Wario's oddball assortment of moves might just be enough to bring him the riches he covets.
<tabber>Special Attacks=Neutral Special: Bull Charge- Wario will don his Bull Cap, lower his shoulder and begin charging forward at the enemy. The Bull Charge will continue until Wario hits an enemy, wall, or is stopped by a strong enough attack or shield. How strong of an attack it can plow through is dependent on its charge. The Bull Charge's power grows over time in a passive fashion. A weak Bull Charge will be stopped by any smash attack or projectile, and even some tilt attacks. A partially powered Bull Charge will only be stopped by the strongest projectiles or smash attacks. A full powered Bull Charge will not be stopped by anything short of a Final Smash and only a select number of attacks. A full powered Charge will also destroy any shield it faces. It takes approximately 90 seconds of gametime for Wario to achieve a full charge, and if he is KO'ed he will lose whatever charge he has gained.
Side Special: Chopper- Wario will hop on board his Chopper and begin riding around the stage, running over almost anything in his path. It is difficult to hit Wario while he is in this position (though not impossible), but the Chopper itself can also be destroyed. If Wario is on it when it explodes, then he will take damage. If the Chopper is destroyed in anyway, then Wario will be unable to summon it again for a short while.
Up Special: Puffy Wario- Wario will puff up like a balloon and begin floating up a short distance. The floating of the manuever only provides limited vertical movement, though Wario is fully movable horizontally while in this floating mode. At any point however, the player may press B again to "deflate" Wario and cause the gas that escapes to propel him upwards slightly more, providing him with a pseudo-third jump. Once this is done though, then Wario will drop like a stone.
Down Special: Springy Wario- Wario will transform his lower body into a spring-like apparatus. As long as the player holds down B, Wario will begin charging up the move by bouncing up and down rapidly in place. Releasing B will cause Wario to bounce incredibly high, damaging anything he comes in contact with. If any part of Wario's upper body impacts an enemy, then the enemy will be damaged and the move will end with Wario coming back to the ground. If however Wario bounces off an enemy with his lower body, then he will gain additional height and meteor that enemy to the ground. Players can angle this move if they use it on the ground, similar to Piranha Plant's Long Stem Strike. It takes about ten seconds to fully charge this move.
FINAL SMASH: Wario-Man- Wario will ingest a piece of garlic and transform into the powerful Wario Man. He can then use his powerful flatulence to fly around the stage and damage anyone he comes in contact with. The Final Smash will end with Wario returning to the center of the stage and performing a Nuclear Waft that will send anything caught by it flying.
Shake King*
	A powerful pirate king determined to rule the Shake Dimension, the Shake King is a nemesis to the treasure hunting Wario. And like everyone's favorite greedy malcontent, The Shake King likes to throw his weight around, almost to the point where he acts as a pseudo-echo fighter of Wario. Shake King's weight is even greater than that of Wario, but his speed suffers as a result. If he gets you in his grasp though, be careful, as he has some of the most powerful throws in the game.
<tabber>Special Attacks=Neutral Special: Bumbleprod Toss- Shake King tosses a spiked ball made up of the shells of Bumbleprods forward a short distance. Though the range of this projectile is rather limited, its size, damage, and surprisingly quickness with which it is launched makes it a good surprise attack against fighters moving in to get up close and personal.
Side Special: Shake Charge- Shake King will lower his helmet and begin to glow blue. He will then charge across the stage until he hits an enemy or runs to the edge. Players can also change directions while in the charge mode, though only once (attempting to do so a second time will cause Shake King to stumble and fall). If Shake King hits an enemy, he will hit them first with the horns on his head and then lift up his head, heaving them over his shoulder for a second hit.
Up Special: Ground Pound- Shake King will leap into the air a short distance before slamming himself down onto the ground with a powerful slam attack, sending anyone hit by it flying. This move actually gains decent vertical distance despite the Shake King's immense weight, but it is hard to cancel out of once the downward slam attack begins, meaning that it can lead to self-destructs if the player is not careful.
Down Special: Earthquake Punch- Shake King will punch the ground repeatedly (as long as the B-Button is continued to be pressed by the player) and create shockwaves around him with each blow that send opponents flying. Can KO at midrange percentages based on the launching ability, but Shake King is entirely vulnerable to projectiles and from the air with this move.
FINAL SMASH: Shake King Laser- The Shake King laughs and jumps off screen, before appearing at the top half on his throne. Lightning Energy Balls begin bouncing around the stage damaging foes, before Shake King summons a giant laser to fire straight down the middle of the stage, dealing massive damage and knock back to anyone hit by it. Shake King then gets off his throne and jumps back onto the stage, executing a final Ground Pound to stun anyone who is grounded at that moment as the FS ends.
 Captain Syrup*
	Notorious pirate and Captain of the Black Sugar Gang, Captain Syrup has been the treasure stealing rival to Wario for a good number of years. Though some think she secretly harbors affection for the man (based on their more recent interactions in Kingdom of Dreams), Captain Syrup would never let that get in the way of a good Brawl. Her pirate based attacks make her quick on her feet and able to avoid danger. Which is necessary, because she would be prone to being knocked away fairly easily given her lightweight.
<tabber>Special Attacks=Neutral Special: Pirate Bomb- Captain Syrup will reach into a bag of tricks and toss out a large bomb with a Skull and Crossbones on it. The bomb has a three second fuse and will do almost as much damage as a Bob-omb will, though with a larger hitbox. Only one of these bombs can be thrown at a time, and the good Captain can get caught in the explosion if she's not careful.
Side Special: Cannon Fire- Captain Syrup will pull out a miniaturized cannon and begin to charge it. The longer the B-Button is pressed, the more powerful the charge will be. When it is fired, the cannon will launch a cannon ball in an upward arc, it's distance dictated by the charge. It's a long move to setup, but if you can get the range right the cannonball will do significant damage and knockback. On rare occasions the cannon will fire a Pirate Bomb instead, which will explode on impact with an enemy or the ground.
Up Special: Teacup Saucer- Captain Syrup will pull out something not every pirate carries around...a flying saucer. The Teacup Saucer will fly upwards a good long way, and can grant some horizontal movement as well. However be sure to jump off before the saucer runs out of fuel, as if Syrup is still attached to it she will take damage when the saucer explodes at the apex of the jump. The explosion, and the jet flames underneath it can damage other players too.
Down Special: Mecha Goom- Syrup will pull out a wind-up minion known as a Mecha-Goom, and begin turning the key on it to make it go farther as long as the B-Button is pressed. Once released, a Mecha-Goom will wander the stage for about eight to ten seconds (depending on its charge) before it stops wandering, glows red, and explodes as a time bomb. Up to 5 Mecha-Gooms can be deployed at once. The Mecha-Goom can be picked up by other players though and used as projectiles as long as they are wandering, so be warned about using too many of them and losing track.
FINAL SMASH: Genie of the Lamp- Captain Syrup will rub her Magic Lamp and summon her own personal Genie to do battle for her. With Captain Syrup on his shoulder, the Genie takes up most of the stage and will damage and knockback anyone who touches him. He will also fire lightning bolts down to the ground that send electrical charges in both directions on platforms that the bolts hit. The genie will disappear after about ten seconds.
 Ashley*
	A young witch who lives in the haunted mansion next door in Diamond City, Ashley is an associate of Wario when he's busy trying to make money as a game designer rather than as a treasure hunter. Her variety of spells and hexes make her a prime candidate for the Smash Arena. Ashley is a small, quick fighter who uses her magic to keep opponents off guard and her speedy nature to rack up damage fast. Her attacks lack KO potential, and sometimes her spells can backfire (oh no, not again!), but for the most part you'd better learn the name of the Great Ashley.
<tabber>Special Attacks=Neutral Special: Hocus Pocus- Ashley will rear her wand forward and fire a spell at the enemy. This spell flies in a straight line, and will only do normal damage under most circumstances. However, the color of the spell (randomly chosen from 5) will decide what kind of spell is cast.
*Normal Magic Spell (Green)- A green magic spell will simply do about 5% damage to the opponent and nothing else.
*Pantalones Giganticus (Blue)- A blue magic spell will do roughly 3% damage to the opponent, but will also increase their weight for roughly 5 seconds, making them easier to combo and decreasing their jump ability. The effects cannot be stacked.
*Stunning Spell (Purple)- A purple magic spell will do roughly 5% damage to the opponent, and will stun them for a brief time, allowing for a counter attack.
*Hellish Spell (Red)- A red spell will do about 15% damage to the opponent, however Ashley will take around 6% damage regardless of whether the spell connects or not.
*You Are TOAST! (Yellow)- A Yellow spell will do no damage to the opponent, but it will turn them into a walking piece of Buttered Toast for about 10 seconds, similar to the Eggplant Curse. In this form they can only jump once and can do nothing else.
There is also a 1 in 9 chance that Ashley's magic could backfire, and the spell chosen will affect her instead of the enemy.
Side Special: Red- Ashley will summon her familiar, the devil looking Red, who will run across the stage stabbing any opponent he runs into with his pitchfork, doing a surprising amount of damage. Red will continue running till he runs off the stage and vanishes, at which point he can be summoned again. Only one Red can be out at a time.
Up Special: Magic Broom- Ashley will take a seat on her magic broom, which will fly up in much the same way the Villager's Balloon Fight ability works, with the player pressing B repeatedly to get more height while having full horizontal control. After the broom disappears, Ashley will fall helpless to the ground.
Down Special: Magic Cloud- Ashley will begin charging up a major spell as long as the B-Button is pressed. When it is let go, she will create a powerful magical cloud around herself that will last for a few seconds. Any opponent who gets caught in the cloud will have a random status effect cast on them: sleep, stun, poison damage, frozen or invisibility. The cloud will only last for about 7 seconds before dissipating, and there is a 10 second cooldown to using this move again.
FINAL SMASH: Potions Cauldron- Ashley will pull out a large cauldron that Red will be stirring with his pitchfork. A whirlpool will then appear above the cauldron, sucking in any opponent that happens to get caught by it. The size of the whirlpool will increase the faster the player can press the B-Button. Once the whirlpool has ended, the opponents will cook in the potion brew briefly before something goes wrong and the cauldron explodes, dealing damage to the opponents and sending them all flying.
----
==Metal Gear==
 Snake
	A legendary mercenary, Snake is back by popular demand to the Smash Arena with his unique blend of projectile fighting. Snake is all about knowing how his moves work and when to use the right one. He is a quick footed fighter, able to move in and out with decent speed, but he won't stand up to a straight up brawl for long. Use your projectiles to keep your distance and move in for the KO when the time is right.
<tabber>Special Attacks=Neutral Special: Hand Grenade- Snake will pull the pin on a hand grenade and throw it across the stage, dealing moderate damage to opponents when it explodes. The grenade has about a four second timer on it, and Snake can hold on to it briefly by holding the B-Button. Just be careful, because the explosion can hurt Snake as well if he holds on to it too long.
Side Special: Remote Missile- Snake will kneel down and fire a guided remote missile out of a launcher from his shoulder. The Player can then direct the missile with directional input to steer it towards enemies, dealing a bit more damage than the Grenade can. Snake cannot move while the missile is in flight though, and releasing the B-Button (or if Snake is hit) will cause the missile to fall from the sky and detonate when it hits a player or the ground. Like the Grenade, the explosion can hurt Snake.
Up Special: Cypher- Snake will grab hold of a reconnaisance camera that will slowly rise him up into the sky. At any time Snake can jump off the camera and resume his fall without entering a helpless state (if he does this, the camera will continue to rise and damage any opponent it happens to hit.) However he cannot summon another Cypher without landing or taking damage. One of the better recovery moves in the game in terms of vertical height gained.
Down Special: C4- Snake will plant C4 on the ground right in front of him, next to a wall if he happens to be standing next to one, drop it on the ground if he's airborne, or plant it on an opponent if he is next to them. The C4 will then remain there until Snake uses this move again, when he will engage a remote detonator and blow up the C4 that is already deployed. A powerful and versatile weapon.
FINAL SMASH: Covering Fire- Snake will fire off a flare that stuns anybody nearby, and then call in Otacon for military support. Crosshairs will appear on the screen, and the player can direct five of them to target either five different locations or up to five different players (if they can lock on). 5 missiles will then be launched, hitting the 5 targets directly and dealing damage to any player caught in the explosion. Snake is invulnerable during this Final Smash.
Liquid Snake* <ECHO>
	The twin brother of the legendary soldier Snake, Liquid Snake was fated to bring ruin to the world. He seeks to fulfill that prophecy within the Smash Arena, acting as Snake's Echo Fighter. Liquid Snake has many of the same moves that Snake himself has, including all of his varied projectiles, though his moves tend to be more focused on destruction and damage versus versatility. Liquid Snake also moves just like Snake does, though a tad bit faster due to his lighter weight.
<tabber>Special Attacks=Neutral Special: Fragmentation Grenade- Liquid Snake will pull out a Fragmentation Grenade with a 4 second fuse. He will then throw it at the enemy, where it will explode when the fuse expires. Unlike Snake's grenade, the explosion hitbox on the Frag Grenade is larger, though it still does the same amount of damage. Like Snake, Liquid can hold the grenade to delay deployment, but will take damage himself if it explodes to close to him.
Side Special: RPG- Liquid Snake will pull out an RPG launcher and fire the Rocket Propelled Grenade on a horizontal trajectory across the stage. Unlike Snake's Missile, the RPG cannot be guided in anyway, and will simply fly in a straight line. However the RPG does significantly more damage than the Guided Missile does, and Liquid Snake will immediately be able to move upon firing it.
Up Special: UAV- Liquid Snake will grab hold onto a UAV Drone and ride it up vertically, with slight horizontal control by the player. The UAV doesn't travel as far or as fast as Snake's Cypher, but it does fire bullets in both directions that will damage opponents on either side. Like Snake's move, Liquid Snake can jump off the UAV at any time, and will not be helpless as he lands.
Down Special: Claymore- Liquid Snake will place a Claymore mine onto the stage next to him, or on a wall if he happens to be standing next to one (this move, unlike the C4, can't be placed directly onto players). The Claymore will then remain there until 25 seconds pass by, or until someone (including Liquid Snake) stumbles on it and trips the trigger, causing a big explosion that will send them flying. It lacks the versatility of Snake's C4, but it packs a bigger punch.
FINAL SMASH: Metal Gear Rex- Liquid Snake will disappear off screen as a Metal Gear Rex appears at the side of the stage. The Metal Gear will fire its twin 30mm cannons at varying downward angles, showering the field in bullets that heavily damage anyone caught in the stream for several seconds. The machine will then fire 5 Anti-Tank Missiles down onto the field, as they come down from the sky, the explosions causing massive damage, before leaving the stage and Liquid Snake reappearing. Anyone who touches the Metal Gear itself will also suffer damage and knockback.
 Raiden *DLC*
	A soldier unwillingly cybernetically enhanced to become a one man killing machine (as if he wasn't that already), Raiden is one of the most fearsome fighters to ever step foot in the Smash Arena. His Muramasa blade is a lightning infused kitana that can slice through almost anything, and Raiden's speed and agility means he can rack up damage on anyone quickly. This does come at a price of defense, as Raiden is something of a glass cannon and will easily take damage...if you can manage to hit him in the first place.
<tabber>Special Attacks=Neutral Special: Lightning Slash- Raiden will sheathe his Muramasa blade and begin charging energy with it for as long as the B-Button is held. Players can also slowly move back and forth while the move is charging. Once the blade has reached full charge, or win the B-Button is released, Raiden will unleash a powerful horizontal swipe attack with the charged blade. When fully charged, this move can be devastating, but it does take a long time to fully charge.
Side Special: Whirlwind Kick- Raiden will attach his blade to his heel as he stands on his hands and begins performing a breakdance move by spinning around with his legs extended. He will spin around three times with his blade attached legs, dealing decent damage but even better knockback. He is vulnerable from above with this move, however.
Up Special: Rising Thunder- Raiden will perform three somersault flips in the air as he leaps upward, his sword extended, turning himself into a damaging human projectile. This move doesn't damage opponents multiple times, due to the extreme knockback from the blade. As a recovery move, it is decent, but it will do more damage when launched from the ground as opposed to the air.
Down Special: Zandatsu- Raiden will assume a counter position, flashing for a brief second and a half. During that time, he will counter any physical move by slowing down time around him, affecting the opponent. The player can then input up to 4 directions with the control stick (if they are quick enough, anyway), and Raiden will slice the opponent in each direction with the Muramasa. When time returns to normal, the enemy will be sent flying. A powerful counter, it has terrible endlag if you miss.
FINAL SMASH: Ripper Mode- Jack will begin laughing to himself and his armor will turn red as he enters Ripper Mode. In this souped up mode, all of his attacks will have a 1.5 times damage multiplier engaged and his speed and jump height will also be slightly increased. He will also have his knockback against halved as well, meaning he is harder to send launching. However he is still vulnerable to being KO'ed himself in this mode. The Ripper Mode will last roughly 12 seconds.
----
==Sonic the Hedgehog==
Sonic the Hedgehog
	The self-professed fastest thing alive, Sonic has been a rival to Mario for a number of years, though recently he's been more apt to challenge the Mushroom Kingdom crew to friendly games of Olympic Sports. In Smash, Sonic's speed makes him one of the fastest characters in the game. It's all about stringing together combos to make up for his lack of individual power moves. In the right hands, Sonic is a blur and your opponents may be KO'ed before they know what hit them.
<tabber>Special Attacks=Neutral Special: Homing Attack- Sonic will rise up in the air while spinning in a ball rapidly. Pressing the B-Button again (or waiting a short time) will cause Sonic to attack the nearest player or launch himself in the direction of the nearest player. If no one is in range either way, then Sonic will instead launch himself straight back down.
Side Special: Sonic Boost- Sonic revs up his feet in a standing position, before launching himself forward with a powerful blue aura that damages opponents and absorbs projectiles. The longer the button is charged, the more powerful the aura will be. This move only generates minimal distance and power when used in midair, and Sonic cannot turn after using it. He also moves at his fastest speed while under its influence, making it hard to control.
Up Special: Spring Jump- A spring will appear beneath Sonic, which he can then use to leap high straight up into the air. If used in midair, the spring will fall down to the ground, hurting anyone hit by it.
Down Special: Spin Dash- Sonic stands in place and spins in a ball at great speed, before launching into a rolling dash attack that can be steered on the ground. Holding the B Button will charge the Spin Dash to last longer, though not hit harder. Players can also jump out of the Spin Dash with another attack or even a Homing Attack.
FINAL SMASH: Super Sonic- Sonic surrounds himself with the Chaos Emeralds, briefly transforming into his powerful Super Sonic mode. In this mode he flies around the stage (partially under the control of the player) and causes massive damage to anyone he hits. This ends after several seconds, with Sonic reverting to normal.
Knuckles* <ECHO>
	The guardian of Angel Isle, Knuckles the Echidna began live as a rival to Sonic, but now is one of his stalwart allies. While Knuckles may lack Sonic's super speed, he does make up for it in being significantly stronger, particularly in smash attacks. His punching power is one of the strongest in the game, for his size of character, so bare that in mind when facing him.
<tabber>Special Attacks=Neutral Special: Homing Attack- Knuckles leaps into the air in a ball briefly, and then homes in on the nearest player for a powerful attack. While his homing ability isn't as powerful as Sonic's (and the move goes slower), it does do more damage and has more significant knockback.
Side Special: Spiral Attack- Knuckles will rev his feet up before launching himself into a spinning drill attack that finishes in a powerful uppercut bunch that engulfs the opponent in flames. Like Sonic's Burst, the attack becomes more powerful if it is charged full. Unlike the burst it hits for multiple hits and is easier to control the speed of. However, it cannot absorb any projectiles.
Up Special: Spring Jump-  A spring will appear beneath Knuckles and launch him up into the air. While this jump doesn't lift him as high as Sonic, he can use his Neutral Air Attack to punch forward and pseudo-hover through the air to gain horizontal distance, something Sonic can't do.
Down Special: Spin Dash- Borrowing this attack from Sonic, Knuckles spins in place before unleashing a powerful roll attack across the ground that he can jump out of and deliver attacks to. Like Sonic's Spin Dash, Knuckles can increase the length of the Dash by holding the B-Button when charging.
FINAL SMASH: Hyper Knuckles- Using the power of the Chaos Emeralds, Knuckles achieves his Hyper Mode and flies around the stage (partially controlled by the player). Anyone he touches while in this mode will be sent flying. After several seconds, Knuckles returns to normal.
Shadow*
	Seemingly a dark mirror for Sonic, Shadow the Hedgehog is a lonely, brooding figure who will stop at nothing to accomplish his goals, even if those goals happen to coincide with the heroes. Shadow mimics many of Sonic's own abilities, such as his speed, but his unique connection with the Chaos Emeralds give him a set of powers all his own, including the all encompassing Chaos Blast.
<tabber>Special Attacks=Neutral Special: Chaos Spear- Shadow creates a spear out of chaos energy and launches it at his opponent. The spear travels a good distance and does a fair amount of damage. Anyone hit by it will be stopped briefly, breaking combos.
Side Special: Chaos Burst- Like Sonic's Burst attack, Shadow will gather energy for a short while before bursting forward with a speedy burst attack. Anyone hit by this will be partially paralyzed in place briefly (how long depending on how powerful the attack was charged up) before being thrown back. Like Knuckle's Spiral Attack, this move cannot absorb projectiles.
Up Special: Chaos Control- Shadow will bend space and time around himself briefly, disappearing in a burst of energy before reappearing a short distance away based on the direction of the control stick. If the player releases the B Button after the first jump, then Shadow will deliver a roundhouse kick and fall to the ground. If the player holds the B Button and then moves the control stick in a different direction (ala Pikachu's Quick Attack), then Shadow will disappear again and reappear a second time. This can be repeated a third time before Shadow falls back to the ground. Anyone hit by the Dark Energy left behind by these teleports will take damage.
Down Special: Chaos Shield- Shadow creates a temporary shield around himself that will reflect projectiles and prevent physical attacks. This shield can only be held briefly, and has a brief recharge time before it can be used again. Using the move next to an opponent will deal a small amount of electrical damage.
FINAL SMASH: Chaos Blast- Shadow removes his inhibitor rings and slows down Time with a powerful Chaos Control. With players in the field frozen, he then fires a powerful blast of Chaos energy into the field, exploding everyone outward toward oblivion as the move ends.
Silver the Hedgehog <ECHO> *DLC*
	The psychokinetic hedgehog from the future, Silver has traveled back in time to ply his wares in the Smash Arena to save the future. Silver acts as an Echo to Shadow in this game, but in reality plays differently, do to his constant floating in the air as opposed to actually running. Silver's telekinetic powers help him control the flow of the match like Shadow's Chaos abilities, but Silver on the whole is slower than Shadow, though he does have better defensive capabilities overall.
<tabber>Special Attacks=Neutral Special: Telekinetic Pulse- Silver will send out a wave of telekinetic energy that will travel a long distance and travel through opponents. The closer an opponent is to Silver when the wave hits, the more damage they will take. Regardless of distance though, any unshielded opponent hit by the pulse will be momentarily flipped upside down and then dropped, breaking up most incoming attacks. The beginning lag on this move is significantly greater than Shadow's Chaos Spear, though.
Side Special: Telekinetic Burst- Shadow will stand in one place gathering energy (as long as the B-Button is held) before flying forward with a Cyan colored aura around himself. This aura will reflect projectiles, and while it does deal minimal damage, the knockback caused by it is greater than any of the other "Burst" attacks the Sonic characters have.
Up Special: Teleportation Dash- Silver will glow Cyan for a moment before teleporting a short distance away at the direction of the player. This move can be used up to three times just like Shadow's Chaos Control, but the distance Silver covers is far less and he will not attack anyone out of the move like Shadow does. However, the cyan clouds he leaves behind will damage any opponent who touches them.
Down Special: Telekinetic Shield- Silver will be surrounded by a Cyan colored aura that will last a few seconds, creating a barrier between himself and opponents, reflecting projectiles and countering physical attacks. The shield Silver creates not only lasts longer than Shadow's, but it also has a shorter cooldown period between uses. The only downside is that Silver cannot use his special attacks while encased in the shield.
FINAL SMASH: Psychokinesis- With a shout of "It's No Use!", Silver will create a powerful telekinetic suspension field across the stage that will entrap players within it, freezing them in place. He will then generate a powerful ball of telekinetic energy that he will fire at the players, sending them flying as the field dissipates.
 Tails*
	A longtime sidekick of good friend to Sonic, Miles "Tails" Prowler has gone from being a simple sidekick into being a well-developed character in his own right. Tails obviously still has his main gimmick, the fact that he has twin tails that let him fly for a while, but he has also gained a reputation as a genius inventor who's made more than a few handy devices to help him in the Smash Arena. Tails is fairly lightweight, and his attacks tend to lack real KO potential, but his speed is close to that of Sonic, and his aerial control makes him able to almost juggle opponents.
<tabber>Special Attacks=Neutral Special: Rapid Tails- Tails will perform a 360 degree spin in place with his two tails extended, dealing multiple hits of damage. Simply pressing the B Button once will cause Tails to spin around once. Holding the B-Button will cause him to spin around repeatedly, with the player able to dictate his movement with the left or right button. Used in the air, this will slow his fall and allow great horizontal distance recovery. However, after 6 seconds Tails will become dizzy and the animation will cease. If this happens on the ground, he will be momentarily stunned. If this happens in the air, he will simply freefall in a helpless state.
Side Special: Magic Arm- Pulling out one of his more useful inventions, the Magic Arm, Tails will use the Miles Electric to guide a shadow along the ground that will remain underground until the B button is released. Once it is, then a boxing glove on a spring (the afore mentioned Magic Arm) will shoot straight up out of the ground and knock opponents straight up into the air. If Tails uses this move in the air, he will instead perform a right cross with the magic hand close to his body. The move doesn't do much damage, but it deals a lot of knockback.
Up Special: Tails Flight- Tails' signature move, he will rapidly spin his twin tails above his head and fly upward for about four seconds. Holding B will keep his ascent going while releasing it will cause him to descend. After 4 seconds, he will automatically begin to descend as his tails spin slower and slower, but holding B will help him fall slowly for about 3 additional seconds so you can steer the landing, before Tails enters a helpless state freefall. His spinning tails can do minor damage.
Down Special: Buddy Bot- Tails will pull out another gadget, the Buddy Bot. This mechanical robot will roam around the stage looking to explode when it hits the nearest enemy. It does more damage than Bowser Jr's Mechakoopa and it actually lasts a tad longer on the field. In addition, more than one Buddy Bot can be on the field at a time, making this a primary pressure weapon for Tails.
FINAL SMASH: Tornado 2- Tails biplane, the Tornado 2, will fly in front of him. Any enemy hit by him will be sent to a cutscene where they are freefalling through the air, as Tails unleashes the heavy artillery from the biplane. The Tornado 2 will then transform into battle mode, where it will fire one final energy blast that sends the opponents flying.
 Amy Rose*
	An adoring fan (some would say stalker) of Sonic the Hedgehog, Amy Rose has proven her worth to Sonic's Team of Freedom Fighters on numerous occasions. She wields the Piko Piko Hammer, which she can use for various effects in the Smash Arena. Despite her surprising strength for being such a lightweight, and the fact that she's got decent speed, Amy can be KO'ed fairly easily due to strong knockback against and her limited recovery options.
<tabber>Special Attacks=Neutral Special: Hammer Throw- Amy will spin in place for as long as the player holds the B-button down, charging power. When B is released, Amy will toss her hammer forward with the charged velocity. The hammer travels in a horizontal line and is a devastating projectile, though the move takes sometime to fully charge. Immediately after throwing the hammer, a new one will pop into existence for Amy, allowing her to use her moves again.
Side Special: Hammer Vault- Amy will slam her hammer straight down in front of her, using the leverage and ricochet to vault her upwards in an arcing attack. Once in the air, she will lift her hammer back off the ground and ready for one of two attacks. If she hits an enemy in the air, she will perform a downward hammer smash that spikes opponents straight down to the ground. If she hits the ground instead, the hammer smash will hit that and generate a small shockwave that can damage opponents. Launching this move in the air will result in only second downward hammer smash to opponents, and nothing else.
Up Special: Hammer Propeller- Amy will spin around with the hammer at rapid speed, so fast that she will actually manage to rise into the air for a couple of seconds. She will quickly fall back down, though players can continue to hold the B-Button to have her continue spinning the hammer while in freefall, protecting her from projectiles. This move doesn't gain much vertical ground, leading it to be a below average recovery.
Down Special: Pink Typhoon- Amy will ready her hammer in an attack stance, charging power as long as the B-Button is pressed. Releasing the B-Button will unleash a powerful pink tornado attack that can do decent damage and knockback. The longer the B-Button is pressed, the longer the tornado will last on the ground and the stronger it will be (however, unlike the Ore Club which this resembles, it will not make the tornado's hitbox larger.)
FINAL SMASH: Raging Rose Typhoon- Amy's rage will reach critical mass and she will jump around the ring, hitting the ground with her hammer as hard as she can. These hammer strikes will create large spherical shockwaves that can damage opponents multiple times, though they don't have too much knockback. If any player happens to be hit by the hammerstrike itself, though, they will be instantly KO'ed regardless of damage. This lasts for a few seconds before Amy calms down and the FS ends.
Dr. Robotnik *DLC*
	Dr. Ivo Robotnik, also known as the Eggman, is the chief nemesis of Sonic the Hedgehog and the would-be conqueror of the world to create the Eggman Empire. In the Smash Arena, the good Doctor makes up for his lack of physical prowess by piloting his one-man destruction machine, the Egg Mobile. Due to its tough exterior shell, the Egg Mobile is nigh indestructible, and Robotnik is incredibly hard to send flying as a result. However it's not impossible and, like DJ Octavio's Octoking, the Eggmobile lacks a "recovery" move, though at least he has two small midair jumps to compensate. Though he might be seen as something of a glass cannon, Robotnik is not a doctor you want to mess with.
<tabber>Special Attacks=Neutral Special: Machine Guns- Using the twin mounted machine guns on the Egg Mobile, Robotnik will fire a stream of bullets downward at an angle at opponents. Like Banjo & Kazooie's Egg Shot, players can hold down the B-Button and move back and forth with the move active, making this a full range projectile. However also like Banjo & Kazooie's move, the bullets will lose strength overtime the longer it is used consecutively.
Side Special: Driller- A giant drill will appear in the front of the Egg Mobile, as Robotnik zooms forward with his thrusters a short distance. The drill does decent damage but almost no knockback until the final hit, allowing this move to damage opponents multiple times. However the endlag on the move leaves Robotnik wide open to counterattack.
Up Special: Wrecking Ball- Robotnik will unleash the Wrecking Ball from the bottom of his Egg Mobile. He will then perform a flip with the machine, causing the wrecking ball to swing forward and smash anyone in front of him. When used on the ground, the wrecking ball's impact on the ground will create a shockwave that can damage nearby opponents. When used in midair, it can spike opponents it hits. Though Robotnik will not take knockback if he is attack in the middle of the attack, he will still take damage.
Down Special: Fire Field- Robotnik will perform a small jump and then drop a fireball out of the bottom of the Egg Mobile, causing a small field of fire to appear on the stage for a short while. The fire is about as wide as the Egg Mobile itself, and lasts for roughly three seconds of game time before dissipating, damaging opponents multiple times if anyone is caught in it. The fire from this field can be absorbed.
FINAL SMASH: Egg Fleet- Robotnik will tell the opponents to get a load of this, and a cutscene will play out with ships from the Egg Fleet flying overhead. The stage will then be bombarded with several energy blasts from the offscreen ships, with each one doing decent damage and knockback to any opponent it hits. The bombardment lasts about 10 seconds before the FS ends.
----
==Pikmin==
Olimar (Louie)
<tabber>Olimar=
The Captain of the S.S. Dolphin (when Hocotate isn't in debt, that is), Olimar is the discoverer of the Pikmin planet and species. He has 5 distinct flavors of Pikmin at his disposal: Red, Blue, Yellow, White and Purple. Olimar has been changed slightly in Smash Infinity. Olimar can keep up to 6 of each color Pikmin in reserve, and can switch on the fly which Pikmin color he is using at any given time. Of course the tradeoff is that the Pikmin are even more fragile than before, so keep that in mind.
<tabber>Special Attacks=Neutral Special: Pikmin Toss- Olimar will take whatever Pikmin he has currently out on the field and begin tossing them at the enemy. The Pikmin will attach themselves and do damage based on what color they are.
*Red Pikmin do the most damage of the attaching Pikmin and inflict fire damage. But they also are the least powerful on throwing attacks.
*Blue Pikmin do normal effect damage and the second most of the attaching Pikmin, but they also don't go as far as Red Pikmin.
*Yellow Pikmin do electrical damage, but less damage overall then the Red or Blue Pikmin.
*White Pikmin do the least amount of damage, but attach longer and also have the longest range. They also slow down the enemy while they are attached, slightly.
*Purple Pikmin do the most damage, knocking foes back rather than attaching, but they are also the slowest and have the shortest toss range.
While the Pikmin are detached from Olimar, they can be killed by enemies. If Olimar runs out of Pikmin of the chosen color, the player must either pluck new Pikmin or manually change colors. Fortunately it is easy to get new Pikmin. Pikmin Pluck has been moved to a Shield move (like the Inkling's Ink Refill), simply pressing B while in Shield mode will cause Olimar to pluck new Pikmin from the ground (of whatever color needs filling). Your shield can be drained while doing this, though, so keep that in mind.
Side Special: Ultra Bitter Spray- Olimar will pull out an Ultra Bitter Spray and spray it outwards in front of him. Any enemy that is hit by the Ultra Bitter Spray will be stunned momentarily, dependent on the amount of damage that they have sustained. It should be long enough at any stage for Olimar to deliver a powerful smash attack to them.
Up Special: Pikmin Chain- Olimar will lash out in a diagonal angle with the Pikmin he currently has on the field, creating a chain that can grab onto ledges. The more Pikmin of a certain color Olimar has, the longer the chain is, so pay attention to the number of Pikmin you have. Attempting to use this move with no Pikmin in reserve will cause Olimar to simply hop up slightly before continuing his fall.
Down Special: Pikmin Order- Olimar will blow his whistle and change which color of Pikmin he has currently on the field. This move will also summon wayward pikmin on the field back to the safety of Olimar, though it will still change the color in the cycle order. Players don't choose which color they have at their disposal. The colors are cycled through (Red to Blue to Yellow to White to Purple and back again). The rainbow sphere that appears around Olimar briefly also acts as a reflector shield, protecting him for a second or so from any projectile attack.
FINAL SMASH: End of Day- Olimar will board his ship with his Pikmin and fly off into the sky. This will cause whatever horrible things burrowing underground to emerge and damage all the foes left behind for a few seconds. The ship will then come crashing back down to the stage, exploding and sending enemies flying as the FS ends.
Alph (Brittany) <ECHO> *DLC*
<tabber>Alph=
Upgraded from alternate costume to Echo Fighter in Smash Infinity's DLC, Alph is an Hocotate employee sent to find the wayward Olimar on the Pikmin Planet. Alph plays similarly to the good captain, but he doesn't have access to the Purple or White Pikmin that Olimar does. Instead, he has Rock Pikmin, which hit in a manner similar to the White Pikmin (though with greater damage) but have the durability of the Purple Pikmin.
<tabber>Special Attacks=Neutral Special: Pikmin Toss- Alph will toss a Pikmin of the currently active color ahead of him, causing it to attach to enemies and deal damage according to what color they are. All Pikmin behave as they do with Olimar, except for the Rock Pikmin which act as a hybrid of the White and Purple Pikmin, having the durability of the latter while having a slightly higher attack strength (and that stat effect) or the former. Alph can create new Pikmin the same way Olimar does.
Side Special: Ultra Spicy Spray- Alph will pull out an Ultra Spicy Spray and use it directly in front of him. Any enemy that is hit by the spray will glow red for about 20 seconds. In this form, the Pikmin attacks that Alph uses will be amplified in terms of damage by about 25%. The Spray is vital to making Alph a feared fighter, but its range is limited and it isn't utilized as quickly as the Ultra Bitter Spray. It's effects cannot be stacked.
Up Special: Winged Pikmin- Alph will take flight as a trio of Winged Pikmin will appear and carry him upward a short distance before disappearing and dropping Alph. The player can also steer this move slightly. The more Pikmin Alph has with him at the time, the less effective this move will be as a recovery, because the Winged Pikmin will tire out faster and carry Alph and the Pikmin a shorter distance.
Down Special: Pikmin Order- Alph will blow his whistle and change the color of the Pikmin that he has out at the moment. Like with Olimar, the player cannot choose which color becomes dominant, instead following a cycle (Red to Blue to Yellow to Rock and back). Also like Olimar, this move can call wayward Pikmin back into the fold, and the rainbow sphere it generates briefly can act as a reflector shield against projectiles.
FINAL SMASH: End of Days- Alph and his Pikmin will board his ship and fly off into the distance, while the terrible things at night come out and damage the foes left behind. After a few seconds the ship will come crashing back down onto the stage and explode, sending the enemies it hits flying. In contrast to Olimar's Final Smash, Alph's explosion is larger to effect more enemies, but the amount of time he is off stage is slightly shorter, meaning enemies don't take as much damage in the first stage.
----
==R.O.B.==
 R.O.B.
	Short for Robot Operating Buddy, R.O.B.'s life as a forgotten footnote of the 1980s rise of Nintendo has forever been altered by his continued arrival inside the Smash Arena. R.O.B.'s arsenal of lasers, spinning gyros and rocket thrusters make him a deceptively damaging opponent, as R.O.B. has no real weaknesses other than his somewhat slow attack speed. Timed correctly, there's very little that he can't handle.
<tabber>Special Attacks=Neutral Special: Robo-Laser- R.O.B. will fire a charged laser out of his eyes that flies straight ahead and, off certain surfaces, will ricochet upward at an angle. The laser will passively gain charge over time. An uncharged laser will be little more than an energy burst that barely travels beyond R.O.B.'s body. A partially charged laser will fire a thin narrow beam that does minimal damage. The supercharged laser will fire a powerful, but slow moving, projectile that deals far more damage and knockback. Regardless of the charge, firing the laser will reset it to zero.
Side Special: Arm Rotor- R.O.B. will spin his arms around his body in a fast 360 degree motion, moving forward slightly as he does so. Anyone caught in the flurry will take multiple hits of damage, before being sent flying in the end by a powerful uppercut that R.O.B. will deliver. One of the better special moves at R.O.B.'s disposal.
Up Special: Robo Burner- R.O.B. will light the jet boosters on his feet and rise high into the sky with a limited amount of flight. R.O.B. has a limited amount of fuel for his jet boosters, and depleting them will see him fall to the ground like a stone. The fuel will regenerate over time, but it takes about thirty seconds of non-use following complete depletion for them to be full again. Anyone hit by the exhaust fumes or the flames themselves will take minimal damage.
Down Special: Gyro- R.O.B. will begin spinning a gyroscopic toy in place in front of him, spinning it faster and faster as long as the B-Button is held or until it is fully charged. Pressing Down and B again will launch the gyro forward, where it becomes a dangerous projectile to anyone but R.O.B. Anyone hit by it will take damage, and opposing players cannot grab it while it is spinning (however R.O.B. can to throw it himself.) Only one Gyro can be in play at a time.
FINAL SMASH: Guided Robo Beam- R.O.B. will transform himself into a giant cannon and begin charging a powerful beam. In the meantime, he will fire targeted lasers at enemy opponents, damaging them. Once the beam is charged, he will launch a powerful wide green beam across the stage, devastating anyone caught in the crossfire.
----
==Animal Crossing==
 Villager
<tabber>Male Villager=
An unnamed Villager from one of the many towns in the Animal Crossing Universe, this fighter is certainly...unconventional...for one competing inside the Smash Arena. The Villager uses everyday items that you would use in Village Life to fight with, giving him a moveset that is both unique and hard to master. However, his versatile Pocket move will keep him protected from projectile fighters, and leave your opponents guessing if you will unleash your literal ace up the sleeve.
<tabber>Special Attacks=Neutral Special: Pocket- The Villager will reach his hand out and a small swirl of energy will appear in front of it. For a couple of seconds, any projectile that hits that swirl (or is even close to it) will be taken in by the Villager and put in his "Pocket" as it were. If he already has something in his pocket, then pressing B will fire that projectile back out with a 1.25 damage multiplier attached to it. Timing is everything with this move, as missing will leave you wide open.
Side Special: Lloid Rocket- Villager will launch the Lloid Rocket forward as a slow moving, but powerful projectile. Pressing B while this projectile is set up will cause the Villager to ride it, though he can jump off of it at anytime. If the Villager is still on board when the rocket explodes (either by running out of fuel, hitting a wall or hitting an enemy), then it will explode with more force and damage, and the Villager will fall to the ground helpless. If he jumps off, he will not be helpless, making this a good horizontal recovery move.
Up Special: Balloon Trip- Villager will attach two balloons to his head and will be able to float up the stage by pressing the B-Button, with the player having full horizontal control over his movements. This move deals no damage but covers a lot of ground, unless the balloons are destroyed in some way. In that case, Villager will plummet to the ground helpless.
Down Special: Timber- This is a multi-step move. The first time this is used, the Villager will plant a seed on the ground. The second time, he will pour water from a watering can. If the water hits the seed, it will cause a tree to sprout. If an opponent is next to the tree when it sprouts, they will be sent flying. The third attack is that Villager will swing an axe out, either in the air or in front of him on the ground. After two or three swings against the tree with the axe, it will fall over, and anyone hit by it will be dealt significant damage and knockback. The tree nor sapling will not last forever, and will disappear after some time if the move doesn't continue, and will disappear entirely if Villager is KO'ed.
FINAL SMASH: Dream Home- Villager will summon Timmy and Tommy Nook to help him build a new home right there on the stage. Any player nearby will be caught in the animation, being dealt damage from all the construction work being done. After the building is built, a fanfare from Animal Crossing will play, and the players will be launched out of the building as it disappears and the Final Smash ends.
Isabelle
	The mayor's assistant in Animal Crossing New Leaf, Isabelle is once again ready to step out from behind the desk and show what she is capable of. Like in Smash Ultimate, she plays very similarly to the Villager, though she is technically not classified as an Echo Fighter. Isabelle is lighter but jumps higher, and she is quicker on the ground. Her own unique attacks to influence her playstyle, focusing more on combos than the esoteric moveset of the Villager.
<tabber>Special Attacks=Neutral Special: Pocket- Isabelle will hold out her hand a swirl of energy will appear in front of it. Any projectile in range in those brief seconds will be pocketed by Isabelle for later use. Pressing B again while having a pocketed projectile will cause Isabelle to launch it with a 1.15 times damage multiplier added to it. Like with Villager, Isabelle has endlag if the Pocket move fails, leaving her vulnerable.
Side Special: Fishing Rod- Isabelle will cast with her fishing rod with a hook on the end. If the hook hits a player, she will reel them in with the rod, and then can fling them in any direction, with these throws being stronger than her normal grapples. Alternatively, if she misses the initial cast, then she will also catch any opponent caught by the hook as she reels it in. This move can also function as a tether grab.
Up Special: Balloon Trip- Isabelle will sit on a swing with two balloons attached to it. She will then ride the swing up to the top of the stage, with the player pressing B repeatedly to gain altitude. Like Villager's Balloon Trip, Isabelle can jump off at any time and still be able to attack; though riding the swing all the way to the top will leave her in helpless freefall. If the balloons are both broken, she will also enter freefall. Isabelle's balloons are also more fragile than the Villagers.
Down Special: Lloid Trap- Isabelle will dig a hole and plant a Lloid rocket inside of it, leaving it there as a proximity trap. Any player who steps on the rocket (though not Isabelle herself) will trigger it. The rocket will launch up, taking the enemy with them, hitting them multiple times before detonating in the air and sending them flying back. Weakly damaged enemies who work quick enough can escape the final explosion, though.
FINAL SMASH: Kapp'n Calling- Isabelle will blow her whistle, causing a traffic light to appear and causing every opponent to be frozen in place for 5 seconds. Kapp'n will then appear, driving his large bus across the stage. Any player hit by the bus will be trapped in it and driven right off the stage as the FS ends. Isabelle will also be able to run around during this brief time and damage players as well.
 Tom Nook *DLC*
	The resident money man and entrepreneur of the Animal Crossing world, Tom Nook has a very unique moveset within Smash. Rather than playing as another semi-clone of the Villager, Tom Nook's moveset is all about making money (in the form of bells) and using it wisely. Tom will start every stock with 50 Bells in currency. He makes money by causing damage to opponents (to the tune of about 5 bells for every 10% damage he inflicts), scoring KO's (which will grant him 25 bells) or converting projectiles thrown at him into Bells (10 bells per projectile). He can use these Bells in his Inventory attack, where he will convert Bells into various objects and buffs that can help him win the match. Otherwise, Tom Nook is a light fighter like the Villager, and prone to being sent flying if damaged too much. If he is KO'ed, he will reset his Bell counter to 50.
<tabber>Special Attacks=Neutral Special: Acquisition- Just like Villager and Isabelle's Pocket move, Tom Nook will hold out his paw and a ball of energy will swirl for a couple of seconds. If a projectile hits this energy during the right time, Tom will pocket the move. Instead of storing it for later use, though, Tom will instead convert the projectile into Bells, earning 10 bells per projectile. A good counter move against projectiles, but it's slower than Pocket and won't help against rapid fire projectiles.
Side Special: Furniture Launch- Tom will pull out a leaf inside a white sphere and toss it onto the field. When this sphere hits the ground or an opponent, it will explode in a puff of smoke, turning into a piece of furniture (a lamp, a chair, a bed, a vanity or a potted cactus, though all furniture deals the same amount of damage and knockback). It deals decent damage at mid-range, but it's slow to fire. Unlike other projectiles though, it will explode on contact even with shields, meaning it can get past reflecting and absorbtion shields (though the damage and knockback are reduced somewhat). Each piece of furniture costs 5 bells.
Up Special: Golden Toolbox- Tom's trusty toolbox will appear above his head with three golden balloons tied to it. Tom will hold on for dear life as he rises up into the air. When the balloons reach their apex and pop (or when the balloons are destroyed by enemies), Tom and the toolbox will plummet back to the stage, the former being helpless and the latter doing minor damage if it hits an enemy. Like with Village and Isabelle, Tom can jump off the toolbox at any time, and he won't be helpless if he does. The toolbox will still rise and fall even without Tom on board.
Down Special: Inventory- A selector menu of 4 random items from Tom Nook's inventory will display, and the player will be able to select one to activate the effect, so long as they have the requisite number of Bells to pay. Players can shield to cancel the menu to get 4 new items in the inventory, if they don't like what's there. The items that can be bought are:
*Turnips- Tom will pull out a turnip and toss it at the enemy, dealing a minor bit of damage. Turnips cost 2 Bells each.
*Flimsy/Regular/Golden Fishing Rod- Tom will pull out the selected rod and cast it out towards the enemy. If he hooks them, he can then perform a powerful throw, the strength of which is determined by the rod he is using. The Flimsy Rod costs 2 Bells, the Regular Rod costs 5 bells, and the Golden Rod costs 8 bells per use.
*Wasp Nest- Tom will gain the item of a Wasp's Nest and can toss it at enemies, causing a swarm of wasps to attack them. This costs 6 bells per use.
*Lucky Fruit- Tom will pull out a lucky piece of fruit and eat it, which will increase his speed and jumping ability for about 12 seconds. Each piece of fruit costs 10 bells.
*Lloid- Tom will get ahold of a Lloid Rocket and send it flying forward to damage opponents. Unlike Villager, Tom can't ride the Lloid Rocket. Each rocket costs 12 bells.
*Deku Nuts- Tom will purchased some Deku Nuts from his store (don't ask how he got them), which have the same effect as the ingame item of the same name. Each Deku Nut costs 12 bells.
*Flimsy Axe/Stone Axe/Golden Axe- Tom will gain the axe of the same name which he can then use as a blunt object to damage foes. Each axe will replace Tom's normal tilt and smash attacks with axe based ones which do more damage and knockback, and each axe lasts longer depending on the quality. The Flimsy Axe will last for two Smash Attacks and costs 4 Bells. The Stone Axe will last for 5 Smash Attacks and costs 8 Bells. The Golden Axe lasts for 10 Smash Attacks, and costs 15 Bells.
*Air Drop- Tom will call in an air drop from Resident Services, as the Chopper flies in and drops a bomb onto the field that does good damage and knockback to any player hit by it. The Air Drop costs 20 Bells.
*Medicine- Tom will purchase some medicine to heal himself, which is good for about 15% of damage. The Medicine costs 15 Bells. After this move is used twice, it cannot be used again (ie will not show up in the Inventory menu) until Tom scores a KO.
*Homerun Bat- Tom will purchase a Homerun Bat that he will immediately have at his disposal. This move costs 25 Bells, and is one of the least likely to show up in the menu.
*Mr. Resetti- Tom will call on our old pal Mr. Resetti to burrow under the stage and pop up from underneath, homing in on the nearest grounded enemy (and remaining on screen active until one enters range). Resetti will deal major damage and knockback to the enemy in a move that will break any shield and is difficult to dodge or jump away from. Resetti will also linger on stage for a few seconds, damaging any other opponent who hits him. Like the Homerun Bat, Resetti rarely shows up in the list. He costs 35 Bells to use.
FINAL SMASH: T & T Emporium- Tom will get on his Nookphone and call in Timmy and Tommy to help him upgrade Nook's Corner into the T & T Emporium. Any opponent nearby will be sucked in as the store is built in front of Tom Nook, taking damage in the process. When it is finished a fanfare will play and the opponent will be sent flying as the FS ends and the store disappears.
----
==Mega Man==
Mega Man
	The classic Blue Bomber, Mega Man has been a gaming icon for well over thirty years. His playstyle is Smash Infinity has been changed significantly, adding in the weapon switch mechanic that he is well known for. Utilizing Down+B will allow players to change out his weapon from the trademark Mega Buster into another weapon he's picked up along his travels. The downside is that each weapon has limited ammunition, and will only regain ammo by inactivity. Ammo is measured by the gauge above Mega Man's icon on screen.
<tabber>Special Attacks=Neutral Special: Mega Buster/Selected Weapon- Mega Man's default weapon is the Mega Buster, which will fire little "bloops" of energy that travel a short distance and do very little damage. The move can be charged by holding down the B-Button (the only weapon Mega Man has that can do this), but the charge shot doesn't do as much damage as it has in games passed. The other weapons at Mega Man's disposal are:
*Metal Blade- Mega Man dons the sharp metal disks from Metal Man, and can fire them straight ahead. The player will have a brief moment to angle the disk slightly to give it more of a downward or upward tilt on the throw before it is launched.
*Thunder Beam- Taken from Elec Man, the Thunder Beam fires a shot of electricity straight ahead, as well as two other, weaker shots, one angled up and the other one traveling straight up.
*Atomic Fire- Taken from Heat Man, the Atomic Fire is a powerful projectile that will do a lot of damage, but travels slowly and can be rather easily dodged. Best Used in close proximity.
*Dive Missile- Taken from Dive Man, the Dive Missile is a one shot missile that can be rapidly fired, and has limited homing capability.
*Crash Bomber- Taken from Crash Man, the Crash Bomber will fire a time bomb that will stick both to enemies and to walls, and will explode about four seconds after attaching. Being attacked by someone with a crash bomber attached will cause it to transfer to you, though.
*Leaf Shield- Taken from Wood Man, Mega Man will create a small shield of leaves surrounding himself. This "shield" as it is will only provide a few frames of protection from energy attacks, as it is immediately sent forward as a projectile, but it can hit multiple times.
*Quick Boomerang- Taken from Quick Man, Mega Man will fire a small boomerang projectile that will travel a short distance before returning in Mega Man's general direction. He cannot catch these boomerangs, as they will simply travel behind him before disappearing.
Side Special: Mirror Buster- Mega Man converts his Mega Buster into a shield called the Mirror Buster. This creates an energy barrier in front of him that will reflect projectiles back from whence they came, with a 1.3 times damage multiplier on them. The Mirror Buster can only be held for a short while though, and will disappear entirely for a short time if it reflects an extremely powerful projectile. It has a 3 second cooldown before it can be used again.
Up Special: Rush Coil- Mega Man will summon his faithful cybernetic canine companion Rush, and spring off of him to gain a tremendous amount of height. Rush will disappear if used in mid air or linger on stage briefly for other players to use if used on the ground.
Down Special: Weapon Change- Mega Man will flicker, like he's disappearing on and off screen, and a selector menu will appear, where a player can choose which weapon they want (or just press B for the next weapon in line to appear). That will change to that weapon. Mega Man will pause and taunt briefly after selecting a weapon, leaving him vulnerable for about a second.
FINAL SMASH: Super Adapter- Mega Man will merge with Rush to adopt his Super Adapter Form, Super Mega Man. In this form he has jet propulsion and can fire charged shots from his Mega Buster with impunity.  These charged shots have the same damage potential that his Charge Shots in Ultimate have. This mode only lasts for a short while before he returns to normal.
Bass* <ECHO>
	A robot designed to be better than Mega Man in every way, Bass (and his own robot dog, Treble) has many of the same abilities as the Blue Bomber does. He also disobeys his creator quite often, to the point where he's even teamed up with Mega on occasion, when the need suits him. Like Mega Man, Bass can shift out his weapon from the traditional Bass Buster to any of the other weapons from other Robot Masters he comes across. Also like Mega Man, Bass has limited ammunition for all these weapons, as indicated in the gauge on his icon. Shifiting weapons will allow ammo expended to recharge.
<tabber>Special Attacks=Neutral Specials: Bass Buster/Selected Weapon- The default weapon of Bass is the Bass Buster, which operates pretty much exactly like Mega Man's Mega Buster. It has infinite ammo and can fire little bloops of energy forward that do little damage. Bass' basic energy blasts do slightly more damage than Mega's, but his charge shots do slightly less. Like Mega, if he has another weapon selected, he will fire that instead. The other weapons Bass has are:
*Tengu Blade- Taken from Tengu Man, the Tengu Blade creates a small energy sword in the Bass Buster that can then be fired as a projectile. This blade will travel through enemies, allowing it to hit multiple targets at once.
*Lightning Bolt- Taken from Dynamo Man, the Lightning Bolt will fire a strong electric blast straight ahead, while also summoning two lightning bolts from the sky that strike on either side of Bass. The two lightning bolts do minimal damage.
*Ice Wall- Taken from Cold Man, the Ice Wall creates a wall of ice in front of Bass, that will only linger for a second before he tosses it ahead at enemies to deal damage. The wall will crumble upon impact, and the debris scattered could hit multiple enemies.
*Spread Drill- Taken from Ground Man, The Spread Drill is a large missile that can either be fired as a single projectile (that is slow moving but does good damage) or split into four smaller missiles (pressing the B button again while a Spread Drill is active will accomplish this) that deal less damage but have limited homing capability.
*Remote Mine- Taken from Pirate Man, the Remote Mine acts like Mega Man's Crash Bomber, except that the timer is around 12 seconds instead of 4. Also if the player hits the B-Button while a Remote Mine is active, but before it detonates, then it will trigger a premature detonation, which can be highly useful in certain situations.
*Wave Burner- Taken from Burner Man, the Wave Burner is a short range flamethrower that can deal damage to multiple enemies. The flamethrower will stay active as long as the B-Button is pressed and as long as there is ammo in the gauge, with no decrease in power until the ammo runs out.
*Magic Card- Taken from Magic Man, the Magic card is a simple projectile that can be fired repeatedly. If it doesn't hit an enemy on the forward shot, then the card will boomerang back a short distance behind Bass and disappear, giving it a second chance attack capability.
Side Special: Aura Buster- Bass will generate a powerful aura through his Bass Buster and create a reflecting shield around his body. This move lasts longer than Mega Man's Mirror Buster, covers Bass' whole body, and will minorly damage players who try weak physical attacks against it (strong Smash Attacks and physical special attacks will still get through). However, the cooldown period on the move is 6 seconds as opposed to Mega Man's 3.
Up Special: Treble Coil- Bass will summon his own faithful companion, Treble, who will appear underneath and cause Bass to spring up into the air, albeit not quite as far as Mega Man's Rush Coil. Treble will also stay on the ground if the move is used there, however any player who comes close to Treble will get bitten for their trouble.
Down Special: Weapon Change- Bass will flicker momentarily, allowing the player to select on a small menu what weapon Bass will switch to. Bass will pause and taunt like Mega Man, albeit for a slightly longer period, leaving him vulnerable for a short time.
FINAL SMASH: Super Adapter- Bass will merge with Treble and adopt his super form, Super Bass. In this form Bass can fly around the stage and fire off charge shots from his Bass Buster. While these shots do less damage than Mega Man, Bass also fires them three at a time (one straight ahead, one at a downward diagonal angle, and a third at an upward diagonal angle), and they still deal enough damage to send most opponents flying. Bass returns to normal after a short time.
 Proto Man *DLC*
	The first Robot Master designed by Dr. Light, Proto Man is in many respects the flawed older brother of Rock, AKA Mega Man. Proto Man has a flawed inner core, which makes him extremely vulnerable to attacks, as he will take great damage from enemy attacks. The trade off for this vulnerability is that his attacks do significantly more damage than other fighters from his weight class, and his Proto-Shield is one of the better ones in the game.
<tabber>Special Attacks=Neutral Special: Proto Buster- Proto Man will fire off his Proto Buster, which operates like the Mega Buster. Pressing the button will fire off small energy balls that don't do much damage (though more than the Mega Buster). Holding the button will charge the Proto Buster to fire a powerful charge shot. However Proto Man can't hold a charge for long, as charging the Proto Buster will cause him to take damage after a very short time.
Side Special: Power Slide- Proto Man will crouch down slide a short distance across the ground. If he impacts any opponent, he will fire his jet boosters and ricochet off of them, dealing decent knockback to the foe. He will also damage any opponent that gets hit from the secondary ricochet of him flying off the opponent. Be careful when using this move close to edges, as it is easy for him to ricochet himself off of opponents and into pits.
Up Special: Tornado Blow- Proto Man will create three mini tornadoes around himself, one directly underneath, one in front and one behind him. These tornadoes will travel straight upwards, providing Proto Man with a lift into the air. They will also damage any opponent that gets hit by them multiple times. After reaching the apex of the jump, Proto Man will fall helplessly to the ground.
Down Special: Proto-Shield- Proto Man will stand in place and hide behind his Proto Shield, which will absorb all knockback from any physical attack (and reduce damage by 1/3) and reflect any projectile which comes his way. ProtoMan can also move forward and backwards while the Shield is deployed by pressing in those directions, and can fire regular blasts from the Proto-Blaster by pressing A. However he cannot turn around while the Shield is deployed, leaving him vulnerable from the rear.
FINAL SMASH: Overclock- Proto Man's reactor will begin to short circuit, and he will try to take as many fighters with him as he can. Proto-Man becomes invulnerable for a short time, and his attacks do twice as much damage and knockback during this time. When the FS prepares to end, one of two things will happen. If he had under 100% damage entering the FS, he will fire a Big Bang Shot in the center of the stage to release the excess energy in his reactor, dealing more damage and knockback to foes. If he had more than 100%, he will self-destruct with a powerful explosion, sending opponents flying. In the latter case, Proto-Man's self destruction will always count after any KO's resulting from said Self-Destruction, meaning that Proto-Man can't lose a tie game with this move.
Zero *DLC*
	A reploid Maverick Hunter from the year 21XX, Zero enters the Smash Arena as a fully fledged fighter as opposed to an Assist Trophy. Zero's powerful Z-Sabre is an energy sword that has decent range and powerful knockback ability, making Zero a good mid-range melee fighter who can keep opponents at bay. While he lacks the versatility of other Mega Man fighters, Zero's own moveset is powerful nonetheless, particularly the Twin Dream attack which gives Z double the damage dealing power for a short time.
<tabber>Special Attacks=Neutral Special: Z-Buster- Zero will fire his own shots from the Z-Buster. Unlike Mega Man, the Z-Buster's charge ability works more like Samus' Charge Shot, in that Zero can charge energy by holding B and then retain that charge by roll dodging or shielding. At full power, the Z-Buster's shot does heavy damage and decent knockback.
Side Special: Wave Sever- Zero will wield the Z-Sabre and perform a downward slicing attack which sends off a green crescent shaped energy wave across the field. Both the wave and the sabre strike do damage and knockback (the latter doing more than the former) but for roughly one second after the projectile is fired, it will act as a reflector shield against projectiles, while other times it will cancel out projectiles. There is some endlag on the move, preventing it from being rapidly fired.
Up Special: Ascension Slash- Zero will perform a rising upward slash with his Z-Sabre, creating an aura of flame around the blade as he moves up at an angle. The move works similarly to Roy's Up Special, in that it can damage opponents multiple times before ending with a knockback attack on the final hit at the jump's apex. It also goes slightly higher than Roy's special, making it a decent recovery move.
Down Special: Twin Dream- Zero will create an energy based clone of himself that will mimic his every non-special attack for a short while. The Dream Clone will remain close to Zero the entire time it is on the field, and will essentially increase his damage and range by double for most attacks. This does not work with special attacks like the Z-Buster. The clone itself cannot be damaged, as the energy it emits will damage opponents as well. The clone only lasts for about 12 seconds though, and once it is gone there is a 20 second cooldown before the move can be used again.
FINAL SMASH: Rekkoha- Zero will move to the center of the stage and punch his fist into the ground, calling down powerful beams of light from the sky that will damage foes multiple times. At the end of the attack, Z will scream out and an even more powerful ray of light will engulf most of the stage, sending opponents flying as the FS ends.
Dr. Wily *DLC*
	The former partner to Dr. Light and the sworn enemy of Mega Man, Dr. Wily is not one to have engaged in battle himself quite often. Due to his advanced age and lack of physical prowess, Dr. Wily flies around in his Wily Capsule, mostly leaving the fighting to his Robot Masters. Of course, occasionally he has to get in and do things himself. Unlike the other two vehicle based villains, Octavio and Robotnik, the Wily Capsule is fragile and can be destroyed. Doing so will render Wily helpless a short time before he can call in a replacement capsule. To counter this, Wily's Robot Masters are automatic attacking force that can prolong his life by being KO'ed instead of him. Wily has 6 Robot Masters per stock, though when one is destroyed it is destroyed for the remainder of that stock.
<tabber>Special Attacks=Neutral Special: Elemental Orb- Wily will surround himself with four small elemental orbs (fire, electric, ice and earth) and fire them at opponents, each with limited homing capability. Each orb deals a different amount of damage and knockback properties, with fire doing the most damage, followed by electric, then earth and ice. Earth does the most knockback, followed by fire, then electric, then ice. The ice orb also has a small chance of freezing opponents. The orbs travel fast and can be individually reflected back.
Side Special- Spike Cannon- Wily will flip the Wily Capsule on its back and fire a giant spike from the bottom, shooting it out at opponents. The spike works like the end of a Drill Arm in that it can damage opponents multiple times before disappearing from the stage. While the projectile is slow moving, it does a good amount of damage and is a primary distancing weapon for Wily.
Up Special: Teleport- The Wily Capsule will teleport a short distance away (influenced by player directional input), reappearing before falling back to the ground. Wily will not be helpless as he falls to the ground. This teleport doesn't cover a lot of distance, but it moves very quickly and can be used to change position on the battlefield as much as it is for recovery.
Down Special: Robot Master- Wily will summon one of his Robot Masters from a selector wheel to the field to do his bidding. The Robot Masters operate independently of Wily, are equipped with one jump a piece and can fire their signature weapons from the Mega Man games in addition to basic punch attacks. The Robot Masters can be changed out, but only after a 20 second delay. The robots can take between 60-80% damage (the damage they have sustained is shown by them smoking and sparking while on the stage) and will not heal when they are not in play. Up to 2 Masters can be deployed at once. The Masters do regenerate if Wily is KO'ed. The Masters he has at his disposal are:
*Cut Man- Fires a boomerang razor known as the Rolling Cutter which can travel through enemies as it is fired, and can be spammed as a projectile.
*Guts Man- Will generate a boulder in his hand and fire it with the Super Arm. Each boulder does decent damage and can only be fired one at a time.
*Skull Man- Will generate a rotating barrier of skulls known as the Skull Barrier. The Barrier will reflect projectiles while it is active, and after three seconds Skull Man will fire it off as a projectile of its own that does minimum damage. The move does have a three second cool down period though.
*Grenade Man- Grenade Man will fire a timed explosive known as the Flash Bomb. The Bomb will detonate three seconds after it is thrown and will generate a decent damaging explosion with powerful knockback. These Grenades can hurt Grenade Man.
*Tomahawk Man- Will throw the Silver Tomahawk, a powerful axe like projectile that travels upward at an arc and does good damage. It can't be rapidly fired, but it does move faster than Simon's Axe.
*Pharoah Man- Will normally just fire the Pharoah Shot, which fires a simply solar energy particle forward. This move can be rapidly fired. Pharoah Man is the only Robot Master with an additional attack in the Eye Shield, which he can hide behind the reflect weak projectiles and stop physical attacks.
FINAL SMASH: Wily Machine #8- Dr. Wily will fly his capsule off screen, before landing back on the side of the Stage in Wily Machine #8. He will fly up and down on that side of the stage, with a powerful suction vacuum attach to the bottom, trying to draw in opponents to be damaged by the powerful buzzsaws the Machine contains. As the FS Ends, he will fire the powerful Evil Energy Cannon which engulfs most of the stage and sends opponents flying. The Machine will disappear and the Wily Capsule will teleport back to the stage as the FS ends.
----
==Wii/Ring Fitness==
 Wii Fit Trainer
<tabber>Female Trainer=
The avatar for keeping players in shape in the Wii Fitness games, the Wii Fit Trainer has brought that same determination to the Smash Arena. The Trainer is a character with a high learning curve to be certain, but with a cadre of powerful Smash Attacks and the damage multiplier Deep Breathing at her disposal, it's a curve worth learning. Players who take the time to do so will find The Trainer a worthy character to stretch the competition out of shape.
<tabber>Special Attacks=Neutral Special: Sun Salutation- The Trainer will begin charging a ball of solar energy, with a whistle sounding when she's fully charged. Pressing B again will launch the ball of energy straight at foes, and (when fully charged) will also regain a small bit of health for the Trainer. Though it operates like Samus' Charge Shot, it doesn't do as much damage and the hitbox is smaller. However, it also launches slightly faster.
Side Special: Header- The Trainer will leap up into the air and head a soccer ball at a downward angle, sending it flying. The Headbutt itself does the most damage if it cleanly connects with an opponent, but the soccer ball also deals a decent amount of damage (though not much knockback). The ball will also bounce once when it hits the ground.
Up Special: Super Hoop- The Trainer will twirl around with three hula hoops on her body as she rises in the air. When she reaches the apex of her jump, the hula hoops will fly upward and the Trainer will fall back to the ground, sticking the landing. This move can damage opponents multiple times if they are caught by the hula hoops during the ascent. This move does have some endlag if the Trainer doesn't catch a ledge on the downward drop.
Down Special: Deep Breathing- A circular gauge will form around the Trainer and she takes a deep breath. Pressing B again at the right time (indicated by the red circle surrounding her) will make the attack successful, giving the trainer 1.5 times damage multiplier and attack speed increase for roughly 12 seconds. Attempting to use this move while it is active will fail, and there is a 5 second cooldown period between when it ends and when it can be used again. Failure will result in a fail animation that will leave the Trainer vulnerable briefly.
FINAL SMASH: Wii Fit- The Trainer will leap to the side of the stage and assume the Warrior's Pose, causing silhouettes of herself in various Yoga stances to fly across the screen. Each silhouette will deal minimal damage and knockback individually. The smash will end with a final, larger silhouette that travels across the screen, and deals far more damage and knockback to anyone it hits.
 Ring Fit Adventurer* 
<ECHO>
<tabber>Female Adventurer=
Fitness is about to get an upgrade. The Ring Fit Adventurer has ventured forth into the Smash Arena, bringing her unique sentient exercise ring with her. She plays as an echo fighter of the Wii Fit Trainer, but her moveset is slightly different on account of using the Exercise Ring for the bulk of her attacks. She is also less floaty than the Trainer. The trade off is that her Smash attacks lack the power of Wii Fit, though she is a little faster on the ground overall.
<tabber>Special Attacks=Neutral Special: Ring Fireball- The Adventurer will squeeze the ring for as long as the player holds down the B-Button, building up a charge of energy. Releasing the B-Button will fire off this fireball of energy, which does decent damage and knockback. Unlike the Trainer, this charge cannot be stored or canceld; releasing B at anytime will fire off the projectile. However, the ring will emit a small wind hitbox in front of it while the charging is active, deterring physical attacks from the front and reflecting weaker projectiles as well.
Side Special: Overhead Press- The Adventurer will hold the ring over her head and squeeze it for as long as the player holds down the B-Button. Releasing the B-Button will cause a spectral fist to rise up out of the ground a short distance away, damaging foes with it. The longer the B-Button is held, the further the attack will go (as indicated by a small shadow on the ground). This move has decent knockback, but lower than average damage.
Up Special: Ring Jump- The Adventurer will hold the ring above her head and fly a certain distance upward, with the trajectory dictated by directional input. She will also leave a flaming trail behind her that will do damage to any foe hit by it. This move doesn't go quite as far as the Trainer's recovery, but it also doesn't have the Endlag from sticking the landing either.
Down Special: Ab Guard- The Adventurer will hold the ring out in front of her as a circular gauge appears around her. Releasing the B-Button at the right time (when the gauge is just touching the outside of the ring) will cause the ring to yell "Great!" indicating that the move was done correctly. The Adventurer will then be surrounded by a shield that will limit the damage she takes from all attacks by half for roughly 10 seconds. This move cannot be used while it is in effect and has a 7 second cooldown period after it ends before it can be used again.
FINAL SMASH: Ring Fitness- The Adventurer will jump to the side of the screen and assume a Warrior III Pose with the ring, firing out silhouettes of various Yoga Poses with the Ring. These silhouettes can individually damage opponents. The FS ends with a final silhouette of just the Fitness Ring by itself taking up most the stage, which does more damage and knockback than the other silhouettes did.
----
==Punch-Out==
Little Mac
	The little underdog that could, Little Mac has never been the biggest fighter in the ring, but he has certainly been one of the toughest. Though that hasn't really extended beyond his groundgame. In Smash Infinity, Little Mac's recovery has been retooled so that his horizontal recovery can be used after his vertical recovery and vice versa, giving him far more options for returning back to the ring. His ground game has been improved as well, replacing the Power Meter with a more adept way to gaining Star Punches. This may end up proving that the Champ may be able to go the distance once again.
<tabber>Special Attacks=Neutral Special: Star Uppercut- Little Mac will unleash a powerful Uppercut punch that can send opponents flying if it connects directly. While these punches lack the outright power that Mac's previous Star punches had in Ultimate or Smash 4, Mac makes up for this by being able to gather and store up to 5 of them at a time. Stars are earned by performing a powerful Smash Attack (one that deals over 20% damage in a single blow, which both his Up Smash and Forward Smash are capable of if fully charged) or successfully executing a Counterpunch Manuever. The Star Uppercut is a Shield Breaking move. Attempting to use this move without a star will result in a simple weak uppercut move.
Side Special: Dash Punch- Little Mac will jump forward and deliver a downwards striking blow to the opponent. This also acts as Mac's horizontal recovery move, and can be used in conjunction with his Up Special to aid his recovery as the moves can be used immediately after one another. However the endlag on this move does make it difficult to string more than three of these moves in a row, and two horizontal moves cannot be used in succession.
Up Special: Flailing Uppercut- Little Mac will jump into the air and deliver a flurry of punches, finishing with a powerful uppercut. This also acts as Mac's vertical recovery move, and can be used in conjunction with his Side Special to aid his recovery as the moves can be used immediately after one another. However the endlag on the Side Special does make it difficult to string more than three of these moves in a row, and two vertical moves cannot be used in succession.
Down Special: Counterpunch- Mac will dodge to the side quickly and flash for a moment. During this moment, Mac will counter any physical attack thrown at him with a powerful 1-2 combo attack. A successful counter will result in Mac earning a Star he can use for his Star Uppercuts.
FINAL SMASH: Giga Mac- Little Mac will transform into his muscle (and ground) bound form Giga Mac. In this form he has incredible strength and speed, and virtually any punch he connects with will be a near certain KO. This move only lasts for a short time before it ends, and Mac's Giga Mac is one of the only Final Smash's that can actually be KO'ed himself.
 King Hippo*
	Hailing from someplace called "Hippo Island" in the South Pacific, it is unclear whether King Hippo is an actual monarch or simply uses the title. No one was ever brave enough to ask him. One of the heaviest fighters in Smash Infinity, King Hippo's power and strength and more than enough to overwhelm most fighters. However a speedy fighter or one that can keep their distance will easily overwhelm him, given that he is also one of the slowest fighters in the game too. Then again, it usually only takes one good shot from him to send opponents flying.
<tabber>Special Attacks=Neutral Special: Hippo Heave- King Hippo will raise both his arms in the air and charge up for a powerful two fisted punch, that also deals damage from his abdomen area (given the height difference between he and smaller fighters like Kirby.) This move is painstakingly slow, but can be fired off early to deal some damage. Fully charged though, the Hippo Heave will send most opponents flying to near certain demise as early as 60%.
Side Special: Hippo Hug- King Hippo will dash forward a few steps and grab the opponent, hooking them in a powerful bear hug. Pressing B while the opponent is grabbed will cause Hippo to Squeeze them, dealing damage to them. If an opponent doesn't button mash their way out of the move, then Hippo will finish with a Belly Bump that sends them in the forward direction.
Up Special: Hippo Bomb- King Hippo will jump up in the air with a spinning flourish, though he will not get much vertical distance. Afterwards, he will plummet down to the ground with his belly outward, aiming down at a slight angle. He will then slam down on the ground, creating a shockwave effect to damage opponents, and burying anyone hit directly by the Belly Flop.
Down Special: Hippo Counter- King Hippo will perform a taunt by opening his mouth and raising his fist in victory. During this animation, Hippo will counter any physical attack against him with a powerful punch, one of the most powerful counterattacks in the game. However, if no physical attack comes, then Hippo's trunks will fall and he will embarrasingly put them back on. He is vulnerable to counterattack at that point. This is a high risk counter, if it works then it is one of the best moves he has. Fail on the timing, and the endlag may spell doom for King Hippo.
FINAL SMASH: Hippo Rush- King Hippo will tape a manhole cover to his belly and proceed to march across the stage. In this super form his attack speed is greatly increased, and he will take no damage from physical attacks and absorb projectiles (at half-their normal damage). This form lasts about 13 seconds before the FS ends and the Manhole cover falls off. That cover can then be used as a heavy projectile briefly.
Glass Joe *DLC*
	Your eyes do not deceive you. The eternal punching bag, Glass Joe, has entered the Smash Arena (likely against all good advice.) Despite his reputation, Joe isn't just a pushover. He is surprisingly quick on his feet and excels at a quickstrike offense that, admittedly, is designed more to wear down an opponent than delivering a knockout blow (though surprisingly enough his smash attacks can do some modicum of damage when charged). Still, despite his propensity for getting knocked down, Joe has never really managed how to take a punch, as he has some of the worst defensive stats in the game. 
<tabber>Special Attacks=Neutral Special: Baquette Breaker- Joe will reach back with all his strength and charge energy into a single forward punch. After two or three seconds his hand will start to glow, and then afterwards catch fire, causing him to take some damage. Joe will then fire the punch forward with another press of B, delivering a strong forward jab that can do a surprising amount of damage. Similar to Little Mac's old Neutral Special, this move is probably the strongest punch Joe can muster.
Side Special: French Revolution- Joe will dash forward and spin around repeatedly with his arms extended, dealing multiple hits of damage, before finishing with a right cross punch. Joe will be dizzy momentarily after this move is finished, leaving him open for attack, but if he connects with all punches he will rack up some degree of damage.
Up Special: Le Concorde de Joe- Joe will deliver an uppercut in midair, granting him some vertical momentum. Continuing to press the B button (up to 7 times) will increase this vertical momentum. Though this move operates similar to Little Mac's recovery, it actually can travel farther, and the uppercuts can be timed out to allow Joe to gain some horizontal momentum as well, similar to how Kirby's Floating ability works.
Down Special: Bastille Headgear- Joe will don his headgear, protecting his head and neck from the worst of damage. While this headgear is on, Joe's defensive stats will greatly improve, though he will lose some attack speed in a tradeoff. However, the headgear loses effectiveness over time, falling off his head after about 15 seconds. It also has about a 5 second cooldown period before it can be used again.
FINAL SMASH: Viva La France!- Joe will fire a quick jab forward, sending the first player he hits into a cutscene. The player will emerge in front of the Eiffel Tower, where they will be encountered by Joe, having donned his beret and sporting a baquette. Joe will then deliver several powerful punches before finishing off with a super uppercut to send the opponent flying as they return to the stage. However, when the FS ends, Joe will be winded and unable to move for a couple seconds, leaving him open to attack from other players.
----
==Smash Bros.==
 Mii Fighters (Brawler, Swordfighter & Gunner)
<tabber>Mii Brawler=
Created from the depths of the player's imagination, the Mii Fighters are your chance to create the ultimate Smash character. Coming in three different varieties (Brawler, Swordfighter and Gunner), each fighter has a variety of special moves to choose from, creating several different combinations to suit your needs. Experiment to see what you can put together!
<tabber>Brawler Special Attacks=Neutral Specials
*Shot Put- The Brawler tosses a large shot put out into the air as an arcing projectile. It doesn't travel far, but it packs a hell of a wallup.
*Flashing Mach Punch- The Brawler delivers five lightweight punches. If any of these connect, he launches into a rapid fire combo of punches that cannot be blocked.
*Exploding Roundhouse- The Brawler steadies himself before delivering a powerful roundhouse kick with an explosion at the end of his foot for maximum effect.
*Seismic Clap- The Brawler smacks his hands together, creating a traveling shockwave that damages opponents.
*Charging Uppercut- The Brawler charges up for a single powerful punch, glowing when he does so. When the B-Button is Pressed again, The Brawler unleashes a powerful uppercut that sends people flying.
Side Specials
*Onslaught- The Brawler launches in first with a knee strike, which if it connects will be comboed into several more punches and kicks with a powerful ending strike. Good KO potential, but if you miss the initial strike the Brawler is helpless.
*Burning Dropkick- Taking a moment to charge power, the Brawler hurls itself forward with both legs extended, delivering a powerful flaming dropkick. Good for horizontal recovery.
*Suplex- The Brawler launches himself forward and grabs the opponent, delivering a powerful suplex grab to the helpless opponent.
*Three Point Stance- The Brawler drops down to a three point stance, charging the move, before launching themselves forward with a devstating lariat move that will send the opponent flying the opposite direction.
*Flying Forearm- The Brawler steps forward a few steps, leaps up and delivers a powerful downward strike that can bury opponents if it connects right.
Up Specials
*Soaring Axe Kick- Delivers an upward flip kick. Pressing the B Button again will deliver a second meteor strike axe kick down to the ground.
*Helicopter Kick- Performs a series of upward lifting kicks before finishing with a powerful bicycle kick. Not much upward mobility, but a great finishing move.
*Thrust Uppercut- The Brawler leans forward and delivers a series of uppercuts, finishing with a powerful one.
*Spinning Top- The Brawler drills through the air, delivering multiple hits, before crashing down to the ground at a 45 degree angle.
*Flipping Meteor- The Brawler will perform a somersault jump into the air. If he lands on another player, he will meteor them to the ground and then can perform another somersault.
Down Specials
*Head-On Assault- Leaps into the air with a back kick and then crashes down to the ground head first with a powerful headbutt. Will only use the headbutt if done in midair.
*Feint Jump- The Brawler flips off the ground and, with another press of the B-Button, performs a downward kick to the enemy.
*Counter Throw- The Brawler will glow briefly, during which he will counter any physical attack with a powerful Overhead throw to the other side of the screen.
*Sweep The Leg- The Brawler will slide forward slightly, sweeping the legs of any player they hit. This does minimal damage, but will also stumble opponents briefly.
*Windmill Punch- The Brawler will spin around three times in a windmill fashion, hitting any nearby players with a flurry of hits.
FINAL SMASH: Omega Blitz- The Brawler kicks an opponent high into the air and then delivers a strong flurry of punches and kicks before finishing off with a double axehandle smash that sends the opponent cratering to the ground meteor style.
----
==Pac-Man==
 Pac-Man
	One of the seminal gaming icons of all time, Pac-Man is chompin at the bit to get back into Smash Bros. Action. Pac-Man is a middleweight fighter who relies mainly on his projectiles to take care of his opponents (likely due to his weaker Smash Attacks.) His moveset has received something of an overhaul which grants him a new Down Special entirely and updates his signature Power Pellet Attack.
<tabber>Special Attacks=Neutral Special: Bonus Fruit- Pac-Man will cycle through 8 different objects which have varying angles and damage potential. When the player finds the one they want they can throw it at the enemy. The 8 "fruits" that Pac-Man can use are:
*Cherry- Weakest Projectile in terms of damage. Will bounce once off the ground before disappearing entirely.
*Strawberry- Slightly stronger version of the Cherry, and has increased range due to the fact that it will bounce twice off the ground before disappearing.
*Orange- Spikes opponents at a downward arc (even in the air). However it has a short range and travels in a straight line.
*Apple- Will knock opponents vertically straight up if it connects. Does decent damage but travels at the same range as the Orange.
*Melon- Deals heavy damage but moves the slowest of all the fruit. Easy to avoid despite its longer range.
*Galaxian- The ship from Galaga will perform a quick loop-de-loop pattern along its flight path before continuing to travel straight ahead. Does the second most damage of all the fruit.
*Bell- Travels slowly at an upward arc before suddenly crashing straight down to the ground. Doesn't deal as much damage as other fruit, but enemies hit by it will be paralyzed briefly.
*Key- Travels in a straight line across the stage and through opponents, dealing great damage and knockback to enemies. The most powerful of the fruits, but takes the longest to get.
Side Special: Power Pellet- Pac-Man will run in place as the move charges up while the player holds the B-Button. Once the button is released, A Power Pellet will appear a short distance away, and Pac-Man will transform into his classic form and dash forward to gobble it up, traveling a good distance forward after he does (an enemy hit after the Pellet is eaten will take more damage and knockback). While the ability to angle the path of Pac-Man has been somewhat limited (it can only be angled slightly up or down), the move has lost most of its startup lag and is hard to interrupt once in motion. Opponents also don't see the path Pac-Man will take ahead of time, making the move harder to predict.
Up Special: Pac-Man Trampoline- Pac-Man will form a trampoline underneath himself and bounce upward. He (or anyone else) can bounce twice more off the same trampoline, with each jump gaining more height than the last. Anyone who hits the red trampoline for a fourth jump will automatically enter freefall. As Pac-Man is rising from each jump, he will damage any opponent he hits along the way.
Down Special: Ghost Fighter- Pac-Man will summon one of the ghosts from his game to chase after the opponent instead of him this time. The 4 Ghosts, like the Bonus Fruit, have different attributes and follow different trajectories. The Ghosts can be fired one after the other, but two of the same ghost can't exist on screen at the same time. The 4 Ghosts are:
*Blinky- The Red Ghost. Blinky will travel straight towards the nearest enemy, flying through platforms if necessary. Blinky deals moderate damage and knockback.
*Pinky- The Pink Ghost. Pinky will travel in a zig-zag pattern towards the nearest enemy, flying through platforms if necessary. Pinky deals the least amount of damage of the 4 ghosts, but will paralyze foes on contact.
*Inky- The Cyan Ghost. Inky will stay on the same platform he is on and patrol it, not moving towards any enemy. Inky doesn't seek out other enemies, but instead acts like a bomb, exploding on contact with any enemy and dealing the most knockback of any of the ghosts. Inky will automatically explode after 16 seconds on the field.
*Clyde- The Orange Ghost. Clyde will act in any of the three described patterns at random, but he is slower moving than all three of the other Ghosts. However, his impact deals the second most knockback and the most damage of any of the Ghosts.
FINAL SMASH: Super Pac-Man- Pac-Man will transform into a giant version of his classic form, and then begin traveling across the stage multiple times, gobbling up enemies as much as he can. Each hit from Super Pac-Man will scale up the damage and knockback for the next hit, and he will move faster and faster. The angle of his traveling can also slightly be altered, though he will always travel in a straight line. Pac-Man will slow down and reappear at center stage when the FS ends.
Ms. Pac-Man <ECHO> *DLC*
	The wife/significant other of Pac-Man, Ms. Pac-Man has decided to follow in his footsteps into the Smash Arena as a Pac-Echo Fighter. Ms. Pac-Man has some of the same moves as her counterpart, but has a twist on some of them as well. She is also a lighter fighter, and a fair bit faster on the ground as well. On the downside, Pac-Man's already weak Smash Attacks are slightly weaker with Ms. Pac-Man dishing them out.
<tabber>Special Attacks=Neutral Special: Bonus Fruit- Ms. Pac-Man will cycle through 8 different objects or "fruit" in her hand, throwing the chosen one with the press of the B-Button. While some of the fruit is the same as Pac-Man's, some of it is also different. They are:
*Cherry- The weakest overall projectile, just like in Pac-Man's version. Bounces once off the ground before disappearing.
*Strawberry- Like the Cherry, it operates the same as in Pac-Man's move. This bounces twice off the ground before disappearing.
*Pear- Replacing the Orange from Pac-Man's, the Pear flies in a straight line and spikes opponents downward. It's range is slightly greater than the Orange.
*Apple- Like in Pac-Man's move, the Apple travels straight ahead (with a shorter range than the Orange or Pear) and will knock opponents straight up if it connects.
*Banana Bunch- Replacing the Melon from Pac-Man's version, the Banana Bunch flies forward slowly and deals major damage and knockback to opponents. Not as powerful as the Melon overall, though.
*Red Baron- Replacing the Galaxian from Pac-Man's Version, the Red Baron biplane will travel straight, perform a loop-de-loop and then continue on its path, dealing damage to the first opponent it hits.
*Pretzel- Replacing the Bell from Pac-Man's version, the Pretzel flies in a pretzel like shape as it is thrown, before dropping straight down onto the ground. It doesn't deal much damage, but it paralyzes any opponent hit by it.
*Pole Position Car- Replacing the Key from Pac-Man's version, the Pole Position Car does the most damage and knockback of any of Ms. Pac-Man's items, on account of exploding when it hits an enemy. However, it only travels on the ground and not through the air, giving it a very low hitbox.
Side Special: Power Pellet- Ms. Pac-Man will run in place while charging the move. Releasing the B-Button will see her assume her classic form and a Power Pellet appear in front of her. She will then dash forward a good distance (with a slightly alterable trajectory), damaging any opponent she hits. In contrast to Pac-Man's Power Pellet, the only difference is that Ms. Pac-Man's version will travel just a bit farther.
Up Special: Pac-Man Trampoline- Ms. Pac-Man will spawn a trampoline underneath her and then proceed to bounce on it. She can bounce on it up to four times (as opposed to Pac-Man's three), with each jump gaining more height than the last. Opponents can also jump on this trampoline, but anyone who tries to jump on a red trampoline will automatically enter freefall. Ms. Pac-Man does very minor damage to any foe she hits while in ascent after a bounce.
Down Special: Pooka Bomb- Ms. Pac-Man will call on a device from the game Dig Dug, using a remote pump to inflate a Pooka in front of her. The Pooka will continue to grow larger and larger (doing minor damage to foes who touch it) with each passing press of the B-Button. After about 8 presses, the Pooka will squeal and then explode in an airburst attack, which causes moderate damage but huge knockback to any opponent hit by it. There's also a slight chance a popped Pooka can drop an item.
FINAL SMASH: Super Ms. Pac-Man- Like her counterpart, Ms. Pac-Man will grow giant sized and then begin to traverse the stage several times, chomping and launching any opponent that gets in her way. The damage and knockback are scaled up with each subsequent hit. Players can slightly alter the angle in which Ms. Pac-Man will travel across the screen too. She will end up at center stage when the FS ends.
----
==Xenoblade==
 Shulk
	The heir to the Monado's Power from Colony 9, Shulk is one of the most versatile swordsman in the Smash Arena. The key to this versatility is in his use of the Monado Arts, which change his base stats for a short period of time depending on which one of them is active at the time. Able to change his style on the fly, players can alternate between the Monado Arts with little difficulty. The downside is that the Arts also nerf stats to a certain degree, and they don't last very long (roughly 10 seconds). Each one also has a cooldown of 15 seconds before it can be reused.
<tabber>Special Attacks=Neutral Special: Monado Arts- A selector wheel will appear around Shulk's head, allowing the player to select one of 5 Monado Arts that will change Shulk's base stats for roughly a 10 second period. Each art has a cooldown of roughly 15 seconds before it can be used again, however switching Arts before one has canceled will cancel the cooldown period, allowing for quick, on the fly changes to his playstyle. The 5 Arts are:
*Jump- This increases Shulk's jumping ability significantly, making it nearly impossible for him to fall off a stage if handled correctly. This will also hinder Shulk's defense, increasing the amount of damage he takes from attacks.
*Speed- This increases Shulk's running speed as well as his dodges and attack speed (though to a lesser extent on the latter's case). When activated, Shulk is almost as fast as Sonic. This hinders his offensive capability though, as Shulk will deal less damage while this is active.
*Shield- This increases all of Shulk's defensive stats dramatically, including damage and knockback against as well as the size and strength of his shield. However, doing so greatly hinders his jumping and running ability.
*Buster- This offensive move will make Shulk's offensive output more powerful in the damage department, dealing more damage with each strike at the expense of less knockback.
*Smash- The exact opposite of Buster, this will make Shulk's offensive output more powerful in the knockback department, but reduces the amount of damage dealt.
Side Special: Back Slash- Shulk will perform a powerful flipping downward slash attack to the enemy, jumping up and forward a short distance when performing the attack. True to its name, the Back Slash will do more damage to the enemy if they are faced away from Shulk when it connects. A good ranged attack that is a primary weapon in Shulk's arsenal.
Up Special: Air Slash- Shulk will simultaneously perform an upward slash while jumping in the air for the first part of the move. Pressing B again will cause Shulk to perform a second forward slash while in the air, knocking opponents away. The second hit is a powerful one, and as a recovery move it covers a decent amount of vertical ground. However, it has significant endlag if the second slash misses as Shulk falls to the ground helpless.
Down Special: Vision- Shulk will grasp the Monado briefly and flash for a second. If any attack hits him, Shulk will cause time to slow down around him and he will perform a powerful downward counterattack with the Monado. While it is not unblockable as it had been in games past, Vision is still an effective counter that can damage multiple opponents (even ones that weren't involved in the attack being countered.)
FINAL SMASH: Chain Attack- Shulk will create a bright ball of light right next to him, sucking in opponents into a cutscene. In the cutscene, Dunban, Riki and Fiora appear to perform a chain attack on the enemies, damaging them heavily, before Shulk reappears to send them flying with a slash attack from the Monado as the FS ends. The Monado Arts can effect the damage potential of the FS.
 Malos <ECHO> *DLC*
	A member of the organization known as Torna, Malos' primary goal is to capture the blade Pyra for his own nefarious purposes. Within the Smash Arena, though, he acts as more of an Echo Fighter of Shulk, due to the fact that he wields his own set of Monado Arts. As a character, Malos is heavier than Shulk and doesn't jump nearly as high. However his attacks overall do more damage and significantly more knockback on average in return for his slower speed, making him more of a tank than a good ranged fighter. 
<tabber>Special Attacks=Neutral Special: Monado Arts- Selecting this will bring up a selector wheel of the 5 Monado Arts Malos has at his disposal. Select the art and Malos will call out its name as his own blade glows for roughly 10 seconds. Like Shulk, Malos' Monado Arts have a 15 second cooldown before they can be used again, but canceling out of an art before it expires will negate this cooldown period. The Arts are:
*Armor- Malos' defensive stats all increase greatly, at the expense of his already weakened speed and jumping ability. Heavily focuses on improving knockback against, making it nearly impossible to launch Malos while this is active.
*Buster- Malos will increase his already impressive damage output at the expense of the amount of knockback that his offensive moves deliver.
*Eater- The opposite of Buster, the knockback of all of Malos' attacks will be increased at the expense of damage output.
*Cyclone- Both Malos' speed and jumping ability will be increased greatly with this art, though it will greatly nerf his defense in return.
*Jail- An inversion of the Monado Arts, this will nerf every other player in the stage for ten seconds in terms of their damage output while Malos' remains unchanged. The trick is that Malos' speed and defense will be slightly nerfed as a tradeoff.
Side Special: Storm Edge- Malos will run forward and perform a sweeping slice attack with his sword, doing decent knockback and damage to the enemy. The move will also generate a wind hitbox after the slice attack is complete, blowing away any enemies that it just misses as a defensive measure to screw up combos.
Up Special: Spiral Savate- Malos will perform two flip jumps in midair, his blade extended as he does so, damaging anyone that happens to get nearby. This move doesn't do much damage as an attack, but it does have decent recovery potential due to the fact that it can be slightly angled (as opposed to Shulk's recovery move.)
Down Special: Chakra Burst- Malos will glow briefly as he holds his sword in a defensive position. If any physical attack comes at him when he is glowing, time will slowdown briefly and Malos will gather energy before delivering a counter shockwave that does little damage but can send opponents flying in the opposite direction.
FINAL SMASH: Siren- Malos will create a ball of light that will suck any opponent nearby into a cutscene. In the cutscene, Malos will appear and attack with a chain attack of his own sword. He then shows up with his own Aegis Blade transformed into a Siren Mode. This Siren will fire a powerful blast of energy straight down at the enemies, sending them flying as the cutscene ends.
 Rex & Pyra*
	A simple salvager thrust into a role of destiny, Rex is a Driver and the main protagonist of Xenoblade Chronicles 2. He drives the blade Pyra, which gives him the legendary Aegis Sword. She roams the battlefield behind him, though she doesn't participate in the battle save for his Blade Specials which are activated by the Affinity between her and Rex. The Affinity Scale is located on Rex's icon, and will slowly grow over time naturally, while also growing as Rex does damage and KO's opponents, filling up to 4 levels. His neutral special and Final Smash are tied directly to the Affinity Scale and the Blade Specials he can do. As a character, Pyra cannot take damge nor deal damage save in these instances, and she will remain on the ground if Rex goes airborne (which isn't a good idea, given the weakness of his air game), disappearing if he is KO'ed and reappearing with him when he respawns.
<tabber>Special Attacks=Neutral Special: Blade Special- Rex will empty his Affinity Scale and toss the Aegis Sword to Pyra, even when he is in the air (the attacks are always performed on the ground.) Which attack Pyra then uses will depend on the current level of the Affinity Scale.
*Level 0- Rex won't toss the blade to Pyra, and will instead perform a weak upward thrust to his waist height with the sword that does very little damage.
*Level 1- Pyra will perform Flame Nova, in which she lights the Aegis Sword on fire and performs a single horizontal swipe with flame damage added to it.
*Level 2- Pyra will perform Prominence Revolt, in which she delivers a single upward slash with the Aegis Sword and causes a plume of lava to rise from the ground, dealing further damage and significant knockback. The lava also can damage anyone who wanders into it.
*Level 3- Pyra will perform Blazing End, in which she will perform 4 quick slashes with the sword while it is on fire, freezing any opponent hit by it and dealing strong damage before the 5th hit sends them flying.
*Level 4- Pyra will perform Burning Sword, in which the Aegis Sword will grow to 1.75 times its normal size, covered in flame, and Pyra will deliver a powerful downward slash attack that will send anybody hit by it flying.
Side Special: Rolling Smash- Rex performs a front somersault with the Aegis Sword extended before smashing it down on the ground in front of him in a powerful attack. If the player holds the B-Button till the end of the flip, then the downward slash will also send a small wave of fire across the field a short distance for further damage, but doing so will use 1 Level of the Affinity Gauge's Power. This move can hit multiple times, both on the somersault and the downward slash.
Up Special: Anchor Shot- Rex will fire his anchor at an upward angle, using it to grapple with ledges and/or damage enemies above his head. The anchor does decent damage, but it has incredibly limited range for a tether grab, making his Rolling Smash technically a better horizontal recovery move.
Down Special: Double Spinning Edge- Rex will spin the Aegis Sword in front of him repeatedly, damaging opponents multiple times. Players can hold the B-Button down to continue spinning the blade, but doing so past two full revolutions will cause the Affinity Gauge to lose power. This move can reflect weak projectiles such as Fox's Blaster.
FINAL SMASH: Mythra Blade Special- Pyra will morph into her alternate personality, Mythra, and use the Aegis Sword to perform one of her 4 Blade Specials. This move will operate just like the Neutral Blade Special, only with more power, draining the Affinity Gauge completely. Whichever move she uses depends on the Affinity Gauge Level at the time the Final Smash is activated.
*Level 0- Mythra will simply perform a powerful downward slash with the Aegis Sword that deals lightning effect damage to anybody nearby.
*Level 1- Mythra will perform Ray of Punishment, in which she will fire a beam of light arrows horizontally across the stage, damaging anyone caught by it with decent damage and knockback.
*Level 2- Mythra will perform Photon Edge, in which she will dash across the screen at super speed, cutting down any enemy she hits along the way with a powerful knockback attack.
*Level 3- Mythra will perform Lightning Buster, in which she will jump to the nearest enemy and perform several quick strikes with a lightning blade before finishing with a powerful strike that is a guaranteed KO above 70%. Other players nearby will be damaged by lightning effect damage as well.
*Level 4- Mythra will perform Sacred Arrow, in which a shower of light arrows will rain down across the stage, each one damaging players decently and racking up multiple hits to most players.
 Elma*
	A colonel in the organization BLADE and leader of the Reclaimers, Elma has two types of weapons at her disposal within the Smash Arena: Dual Swords and Dual Guns. Switching between the two with her down special, this gives Elma a variety of tools with which to deal damage to her opponents, both ranged and up close and personal. The trade off is that Elma is a bit of a lightweight, able to knocked around pretty easily and doesn't have great recovery.
<tabber>Special Attacks=Neutral Specials: Violent Streak/Hundred Shells- If Elma's dual guns are active, then she will use the move Violent Streak. She pulls out the guns and delivers a downward sweep of fire that can damage opponents multiple times. The Bullets don't do much damage, but the rate of fire can be increased by holding down the B-Button. If the dual swords are active, then Elma will use Hundred Shells. She will perform a dual forward slash attack with her swords which also fire off a single X-shaped projectile towards the enemy. Holding down the B-Button will also cause Elma to continue to swing her swords up and down one at a time, which can deal some combo damage.
Side Specials: Sliding Slinger/Stream Edge- If Elma's Guns are active, then she will use Sliding Streamer. She will slide forward on the ground, aiming her guns at an upward arc towards the opponent and firing at them. The sliding kick will also deal some damage, making this a decent combo move. If Elma's Swords are active, she will use Stream Edge, which causes her to perform four straight downward sword swings as she walks forward, one sword after the other, before finishing with a powerful fifth upward slash with both swords in a crossing pattern. This move deals great damage but has limited range and each sword strike can be countered by a quick enough opponent.
Up Specials: Ghostwalker/Shadowstrike- If Elma's Guns are active, then she will use Ghostwalker. She will teleport ahead a short distance (and through attacks it should be noted) before reappearing facing the opposite direction she was previously facing and firing her guns at a downward angle. This is her better recovery move due to the distance covered. If her swords are active, then she will use Shadow Strike. She will perform a rising sword slash with a somersault. Pressing B again at the arc of the jump will cause her to perform a downward tackle with her swords extended. While this move does more damage, it also has ending downward movement which can result in missing close edges.
Down Special: Full Metal Jaguar- Elma will switch between either her Dual Guns or her Dual Blades with a simple press of this attack. It is capable of being done very quickly to allow for switching weapons on the fly, with no animation of the switch actually taking place (save for an indicator on Elma's icon on the screen). This move can be used indefinitely to allow for quick switching between moves for devastating combo effect, save for when Elma is in freefall.
FINAL SMASH: Overdrive- Elma will enter her Overdrive move, where all of her attacks damage and knockbacks are magnified greatly, while her knockback against is also significantly reduced. However, Elma is still vulnerable in this form, meaning she can be KO'ed if a lucky hit happens to come her way. This super mode lasts about 12 seconds before it ends.
----
==Duck Hunt==
 Duck Hunt
	Though an odd choice for a character, the iconic taunting duo has shown their mettle in the Smash Arena. Utilizing a variety of strange projectiles, tandem moves, and an unseen NES Zapper, the Duck Hunt Duo are not to be taken lightly, lest they be left having the last laugh.
<tabber>Special Attacks=Neutral Special: Trick Shot- Duck Hunt launches a tin can forward that the player will keep shooting with their "zapper" by continually pressing the B button, with more rapid pressing causing the can to go higher in the air. If no one has been hit by the can after nine shots, it will smoke briefly before self destructing, damaging anyone nearby.
Side Special: Clay Shot- Duck Hunt tosses a clay pigeon forward slightly at an upward arc. Anyone who is hit by it will automatically be hit by three more shots from the unseen Zapper. Pressing the B button while the clay pigeon is in the air, but before it has hit anyone, will cause five shots to be shot at its location, damaging anyone in the crossfire.
Up Special: Duck Jump- The Duck on the dog's back will take hold and take flight, flapping its wings before tiring and crashing back to the ground. While in flight, the player can control the direction that Duck Hunt is flying, though not how high he flies.
Down Special: Wild Gunman- Duck Hunt performs a special pose which summons a wild gunman from the game of the same name. This gun man will then, after a short pause, fire in the direction in which Duck Hunt is facing, with each gunman having different damage and angle to their shot. The gunman can be damaged before the shot, causing the shot to fail, and can be knocked out right after the shot while on screen. If this happens, Duck Hunt will be unable to use this move for a brief period.
FINAL SMASH: NES Zapper- Duck Hunt laughs and then leaps off screen, replaced by a pair of crosshairs. The player then has roughly 12-15 seconds or ten shots (whichever comes first) to target any enemy and fire a shot with the Zapper and hit them. A direct hit will score an instant KO, regardless of the percentage of damage to the enemy, but only a direct hit will do this. After the Final Smash has ended, Duck Hunt will return to the game, delivering the infamous laugh as he does so.
----
==Street Fighter==
 Ryu
	A world weary warrior who has circled the globe looking for a challenge, Ryu plays much the same way he has in previous Smash games. Inputting command inputs for his special moves will increase their power, but they are not as necessary as they have been in previous games. Ryu is a good all-rounder with very few glaring flaws, and one of the fighters that beginners will do well to master early on.
<tabber>Special Attacks=Neutral Special: Hadoken- Ryu's signature attack, Ryu will fire a blue energy projectile across the stage that does decent damage and knockback. The distance and damage will increase is players input the command from the original Street Fighter games, and they can also increase the range by holding the B-Button through the extent of the move. Two Hadokens cannot be on screen at the same time, preventing this from being spammed to greatly.
Side Special: Tatsumaki Senpukyaku- Also known as the Hurricane Kick, Ryu will spin through the air multiple times with his foot extended, sending any opponent he hits flying. The move has decent range when used on the ground (and a larger hitbox), but it can also be used in midair as a recovery move, as Ryu will stall his downward momentum and cover a great amount of horizontal distance (and be able to use his recovery move afterwards if necessary).
Up Special: Shoryuken- Ryu will deliver a powerful jumping uppercut that will send opponents flying if it is launched right next to them, similar to Luigi's Jump Punch (but to a lesser effect). The Shoryuken cover a good amount of vertical ground, but almost no horizontal ground. It also has endlag when landing, where trajectory cannot be altered, so be sure to gauge your landing spot properly.
Down Special: Focus Attack- Ryu assumes a focused position for a few seconds, before delivering a powerful charged forward punch. At full charge, this move will cause an opponent to be stunned in place if it connects, leaving them wide open to attack. Of course if it misses, then Ryu is wide open. While gathering energy, Ryu will shrug off most attacks (though he will still take damage from them), but high power attacks can cancel this move.
FINAL SMASH: Evil Ryu- Ryu will struggle to overcome the Satsui no Hado and he will transform into Evil Ryu. He will automatically jump around the screen, damaging every opponent. During the FS, the player can hit the B-Button to cause him to stop moving and instead cause him to begin to move forward. If he runs into a player in this state, he will execute the dreaded Raging Demon Attack, causing the screen to go dark and several punches to be executed on the enemy before Evil Ryu appears standing over them, transforming back into Ryu as the FS ends. If the player hit by the Raging Demon has greater than 70% damage, they will be instantly KO'ed.
Ken <ECHO>
	The longtime friend and sparring partner of Ryu, Ken Masters is every bit the skilled athlete that Ryu is. While he may not have full mastery of the Setsui no Hado like Ryu does, Ken's own techniques and American flair make him formidable nonetheless. As Ryu's Echo Fighter, Ken is another good all around fighter with very few glaring weaknesses. Also like Ryu, his playstyle has been simplified in Infinity, making it easier for newcomers to pick up Ken and mostly master his playstyle. In terms of differences, Ken focuses more on combo hitting opponents, at the lack of the outright power that Ryu possesses.
<tabber>Special Attacks=Neutral Special: Hadoken- Just like Ryu's signature attack, Ken will fire a blue fireball of ki energy forward at the opponent. Pressing the command input of the attack will make it to more damage and have longer range, which can also slightly be accomplished by holding down the B-Button for the duration of the attack. Two Hadokens can't exist on screen at the same time.
Side Special: Tatsumaki Senpukyaku- Also known as the Hurricane Kick, Ken will spin around several times as he travels forward with his foot extended. The difference between this move and Ryu's version is that Ken's will deliver multiple hits to the opponent and only launch them with the final kick before he lands, rather than launching them at any point in the move. Ken's launching power is also somewhat reduced. Like Ryu, though, this move is a decent horizontal recovery move that can be used in tandem with the Shoryuken.
Up Special: Shoryuken- Ken will deliver a powerful flaming uppercut to opponents. Unlike Ryu's move, Ken's version will engulf opponents in a fiery aura that will damage them multiple times if Ken is right next to them when he performs the move. As such, Ken's version lack the launching potential that Ryu's has, it also doesn't go quite as high, making it even less of a good recovery move in terms of ground gained.
Down Special: Focus Attack- Ken will assume a focused stance and then perform a mid-height roundhouse kick at full power to the opponent, stunning them briefly and allowing for a follow-up attack. While Ken can tank hits from weaker attacks while charging the move like Ryu, this move has far more endlag than Ryu's, especially if the kick misses the opponent. On the plus side though, Ken's version will stun opponents for slightly longer.
FINAL SMASH: Shinryuken- Ken will deliver a normal jumping roundhouse kick, stunning an opponent if they are hit by it. He will then perform several more punches before delivering a rising roundhouse kick that will leave opponents in flames, before finishing it off with a Shoryuken to send them flying. Opponents at 65% or higher when hit by this will be KO'ed for certain.
 Chun-LI*
	An Interpol investigator who is out for revenge for the murder of her father, CHun Li is yet another skilled martial artist within the Smash Arena. Lighter on her feet than either Ryu or Ken, Chun-Li is focused mainly on her hard hitting combo attacks to rack up damage on opponents quickly. She lacks real KO options beyond simple attrition with the enemy, but her good recovery and quick speed will see her through most battles.
<tabber>Special Attacks=Neutral Special: Kikoken- Chun-Li will whip her hands forward and fire a small Blue Fireball forward towards the opponent. Compared to the Hadoken, the Kikoken is smaller in diameter and does slightly less damage and knockback. However it makes up for this in its increased range and in the fact that it can be fired faster than the Hadoken, allowing up to three to be on screen at the same time, creating a good covering projectile.
Side Special: Spinning Bird Kick- Chun-Li will flip in the air with her facing down while traveling forward, spinning her legs around like helicopter blades. Like Ken's version of the "Hurricane Kick", Chun-Li's Spinning Bird Kick can damage opponent multiple times, with the final kick having the greatest launching power. However the move doesn't travel very far, making it not very useful for recovery purposes.
Up Special: Tenshou Kyaku- Chun-Li will travel upward at an angle, firing off 5 spinning air kicks in succession, with the final kick having the most launching power. It's angled approach allows it to gain both vertical and horizontal ground, but despite damaging opponents multiple times, it doesn't really do much knockback overall unless the final kick connects. She will enter freefall after the final kick.
Down Special: Lightning Kick- Standing in place, Chun-Li will begin performing a series of standing side kicks in rapid fire motion. While she cannot move in this state, each kick will become more powerful, and after a few kicks her foot will become engulfed in blue electric energy, adding additional damage to each kick. The kicks continue with repeated presses of the B-Button, however the timing window for each new kick in the chain shrinks in size over time, meaning that roughly 10-12 kicks will be fired off before the move stops.
FINAL SMASH: Kikosho- Chun-Li will stand in place and say a prayer, before creating a blue aura of energy that slowly grows out from her into a sphere surrounding her. Enemies caught in this aura will take multiple hits of damage. After about 7 seconds of the aura growing, Chun-Li will let out a final "YATTA!" as she detonates the energy aura, sending opponents flying as the FS ends.
 Guile *DLC*
	A soldier in the US Air Force, Maj. William Guile enters the Street Fighter tournament seeking to get revenge for the death of his friend Charlie. And in Smash Infinity, he too has made the upgrade from assist trophy to fully playable character. Like his Street Fighter counterpart, Guile is a fairly simplistic fighter, relying on an all-around style that lacks any glaring weaknesses (though his speed is certainly not the best.)
<tabber>Special Attacks=Neutral Special: Sonic Boom- The trademark attack of Guile, he will throw both of his arms forward and fire an energy projectile that swirls around as it travels sideways. Unlike the Hadoken, the Sonic Boom will deal multiple hits to enemies, with the final hit being the strongest and having the most knockback (similar to Greninja's Water Shuriken). Also the move can be charged somewhat, as holding down the B-Button and releasing it will cause the Sonic Boom to last longer and travel farther (though the damage per hit will remain the same.)
Side Special: Focus Attack- Guile will stand his ground and gather energy, before performing a spinning back knuckle punch directly in front of him, stunning any enemy hit by it. Like Ryu and Ken's Focus Attack, Guile's version is a good set up for other moves, and he will absorb knockback while gathering energy for the attack. However, his version takes the longest to charge the energy necessary, making it easier for a strong attack to knock him out of the Focus position.
Up Special: Flash Kick- Guile will perform a somersault kick with a lightning trail following it, traveling up at an angle. Pressing B once will cause Guile to perform just one flash kick. Pressing it a second time just before Guile enters freefall will allow him to perform a second, more powerful kick, that will send opponents flying and will grant him more upward mobility before he enters freefall.
Down Special: Sonic Barrier- Guile will form a small ball of Sonic Energy directly in front of himself for a few seconds. While this barrier is up, it will reflect any energy based projectiles that hit it, and also protect Guile from the front from physical projectiles as well (and minorly damaging foes that hit it). After a few seconds (or when the player presses the B-Button), this energy will disperse as a normal Sonic Boom projectile.
FINAL SMASH: Sonic Hurricane- Guile will create a powerful whirlpool of Sonic Energy directly in front of him, which has a vortex like effect on any opponent nearby. Anyone who enters the attack will take multiple hits of damage before Guile finishes it off with another powerful Sonic Boom attack, detonating the energy field and sending opponents flying.
----
==Final Fantasy==
Cloud
	A former member of the elite miltary group SOLDIER turned mercenary, Cloud is a powerful swordsman with skill to spare. Relying on his iconic Buster Sword and charging his Limit Gauge to unleash more powerful attacks. Despite his hilariously bad horizontal recovery, Cloud is still a formidable swordsman in the right hands and should not be underestimated.
<tabber>Special Attacks=Neutral Special: Blade Beam- Cloud will perform an upward slash with the Buster Sword, sending out a single green crescent shape that travels a long distance, but does more damage to the opponent if it hits closer to Cloud (the aerial version is weaker regardless of where it hits.) The Limit Break version of this move sends out a blue shaped crescent that, upon hitting a player, will deal out seven stronger hits of damage in rapid succession rather than one, with the final hit having decent knockback.
Side Special: Cross Slash- Cloud will perform a single downward slice with the Buster Sword that, if it connects, will freeze opponents in place temporarily, allowing Cloud to hit the action button up to 4 more times for additional damage. If you miss a slash though, the endlag is punishable by quick opponents. The Limit Break version of this move will cause Cloud to deliver all five slashes in succession with no delay, making it less punishable and more damaging at the same time.
Up Special: Climhazzard- Cloud will perform a single upward thrust with the Buster Sword high into the air. Pressing the B Button at the apex of the jump will cause him to perform a similar downward thrust attack, meteoring opponents who are on the ground if it hits in the sweet spot. This move does decent damage, but provides almost no horizontal recovery while also performing only moderate vertical gains. The Limit Break version of this move will greatly increased both the vertical gain and the damage of the rising hit (but not the falling one).
Down Special: Limit Charge/Finishing Touch- Pressing this and holding the B-Button will cause Cloud to begin charging his Limit Gauge (which normally charges through performing attacks and taking damage over time). When the Limit Gauge fills, Cloud will briefly glow Blue to indicate the finished charge. Using the Limit Charge with a full gauge will cause Cloud to unleash a whirlwind attack known as Finishing Touch, which does very little damage but has tremendous knockback potential, particularly when unleashed close to opponents.
FINAL SMASH: Omnislash- Cloud will rush forward with the Buster Sword in front of him, sending any opponents he runs into high into the air. There, he will deliver a series of powerful slash attacks that deal decent damage, before finishing with a final powerful downward slash attack that causes an explosion as they land back on the stage, sending all the players flying. The explosion can also deal damage to any player not caught in the Omnislash's first stage as well.
Sabin *DLC*
	The prince who traded power for personal freedom, Sabin Rene Figaro has roamed the world becoming one of the most powerful martial artists around. In the Smash Arena, he has brought his trademark claws, martial arts skills, and unique Blitz attacks to bear. Sabin plays unlike most traditional Smash fighters, in that button combinations play a unique role in exploiting his best abilities.
<tabber>Special Attacks=Neutral Special: Metal Knuckle- Sabin will use his default weapon from FInal Fantasy VI, the Metal Knuckles, to punch out any closeby opponents with a flurry of punches. Holding the button briefly before launching the attack will upgrade the Metal Knuckles to the Fire Knuckles, giving Sabin increased damage and a fire effect at the end of the punching flurry, at the expense of launching power.
Side Special: Tiger Break- Sabin lunges forward with reckless abandon past enemies and delivers a swift roundhouse kick to the back of the enemy's head for moderate damage and but limited knockback in the reverse direction to the player. If Sabin's health is over 100% damage and he connects with this move, the knockback will be significantly greater. However, if the move misses there is severe lag time on recovery, leaving Sabin open to attack.
Up Special: Razor Gale- Sabin will summon a severe wind around himself and leap up into the air, similar to Hero's Up Special. The difference is that the tornado that Sabin generates will always be the same size, and will also fall to the ground, dealing damage to anyone hit by it. If the tornado lands on the stage, then the player will be able to control it once Sabin lands on the ground, moving it on the platform it is on with the control stick, so long as they hold down the B-Button. Any player hit by this tornado then will be sent flying skywards. Sabin will be vulnerable to attack in this state and unable to attack, however.
Down Special: Blitz Attacks- Sabin will launch into a brief uppercut in close quarters. The first player hit by this uppercut (if anyone is at all) will be momentarily dazed. During this brief time, Sabin will have a short time to input a button combination to activate the actual Blitz attack. During this time, both the affected enemy and Sabin himself are immune to outside damage and effects. The button combinations are as follows:
*B, B, B- Pressing the B Button three times will launch the Raging Fist Blitz, which is essentially a repeat of Sabin's Neutral special where he punches the enemy several times.
*Back, Forward, B- Sabin will grab the enemy and suplex them in place with the Meteor Strike Blitz. This move has little launching power, but will bury enemies at higher percentages to allow for followup attacks.
*B, A, B, A, B- Sabin will launch the Aura Cannon Blitz, which launches a short beam of energy at the enemy and sends them flying backward, though with minimal damage dealt to them.
*Back, Back, Down, Forward, Forward, B- This will launch the Rising Phoenix Blitz, which will turn the ground underneath Sabin and the enemy into fire briefly and deal massive damage to the enemy, sending them flying ala if they were hit by the lava in Planet Zebes. Using this move also damages Sabin, though it doesn't launch him, and any other player close by will suffer collateral fire damage.
*B, B, A, A, Forward, Back, B- Sabin will create a powerful wind vortex around himself with the Soul Spiral Blitz. This move will send the enemy flying straight upward after dealing nearly 50% damage. It will also significantly damage any other player caught in the vortex. The cost of using this move though is that Sabin himself will take 50% damage as well, and will be temporarily stunned from using the manuever.
FINAL SMASH: Phantom Rush- Sabin will perform an exaggerated version of his Blitz launch animation, and anyone (not just the first player) caught in the animation will be similarly stunned. Sabin will then launch into a barrage of punches and kicks at any players caught in it, finishing with a powerful Razor Gale that will send anyone in the FS straight up as Sabin lands with a flourish, ending the move.
Tifa Lockhart *DLC*
	A childhood friend of Cloud Strife and member of the resistance group Avalanche, Tifa is a powerhouse character with her strong martial arts background and power to spare. She is a brawler equipped with the powerful Premium Heart Gauntlets, which magnify her punching power dramatically. Unlike Cloud's Limit Gauge, Tifa's power is determined by the Slots Mechanic. By pressing Down+B, Tifa will engage the slot roulette next to her icon. If things go right, her power increases dramatically. If things go wrong, not so much.
<tabber>Special Attacks=Neutral Special: Somersault- Tifa will do a backflip in place, delivering a somersault kick straight in front of her. If the Slot Roulette is set to increase her power, then it will add flame effect damage onto the end of the move and the kick will have more knockback. Normal will simply deliver the kick which does average damage and knockback. Weakened will cause the kick to do less damage, and will also increase endlag on the landing slightly.
Side Special: Beat Rush- Tifa will jump forward with a single punch that does decent damage on its own. What happens next depends on the slot mechanic. If the slot roulette has increased Tifa's power, then she will complete the Beat Rush with 9 more consecutive punches, ending with a strong uppercut. If the slot roulette is set to normal, then the single punch will connect and deliver its knockback. If Tifa is weakened, then the punch will be incredibly weak and Tifa will be open to counterattack.
Up Special: Dolphin Blow- Tifa performs a rising uppercut in front of her with the flourish of a dolphin added to it. If Slots are set to increase, then Tifa will perform the hit (which can damage opponents multiple times) and connect with a finishing downward kick that will spike them down at an angle, making this a great edgeguarding move. If Slots are normal, then Tifa will perform the move without the kick. If set to weaken, then the move will only hit opponents once, and Tifa will not recover as much height with it.
Down Special: Slot Roulette- Performing this will cause the slot roulette next to Tifa's icon to spin, resulting in one of three possibilities. If she gets a mixed result of "Yeah" and "Miss" on the slots, then her power will remain normal and she can spin the slots again after a 3-second cooldown. If she gets a result of 3 "Yeah" in a row, then she will be enhanced and have a red aura around her icon and herself that lasts for 15 seconds. She will also be unable to use the slots again during that time. If she gets a result of 3 Misses in a row, then she will be nerfed and have a purple aura around her icon and herself that lasts for 15 seconds. She also will not be able to use the slots again during that time.
FINAL SMASH: Final Heaven- Tifa will jump forward with a normal punch, with her fist glowing. The first opponent she hits will then be stunned and taken to the center of the stage, while seven slots will spin on screen briefly. Each "Yeah" that shows up on the slot will increase the power of the Final Smash (Misses do not decrease its power). Once all 7 slots have been spun, Tifa will finish with a second powerful punch that will cause an explosion in center stage as the opponent is sent flying. The strength of the knockback and the diameter of the explosion is determined by the slot roulette. Potentially, this move could encompass most stages and possibly KO everyone on stage at the time.
----
==Bayonetta==
 Bayonetta
	A powerful witch with a penchant for skin-tight leather, Bayonetta is definitely a foe to be reckoned with. Sporting handguns in both her arms and her boots, combos are king when it comes to Bayonetta's playstyle. This is to say nothing of her powerful Witch Time manuever, which when timed right leaves any opponent a sitting duck. While she's not the powerhouse that she was in Smash 4 (retaining the nerfs she received in Smash Ultimate), she is still a formidable competitor in the right hands. 
<tabber>Special Attacks=Neutral Special: Bullet Climax- Bayonetta will begin firing bullets at a rapid pace from either her two wrist mounted handguns or from the two mounted on her ankles. The bullets travel at a slight upward angle and only deal a minor amount of damage, but do cause opponents to flinch. The attack can be charged to fire stronger bullets, but only the first four shots will use the charged ammunition; the remaining shots will be normal.
Side Special: Afterburner Kick- On the ground Bayonetta will perform a heel slide kick that she transitions into an upward capoeira kick if the B button is held down throughout the first kick (and only if the first kick connects). This is a primary combo starter to get opponents in the air. Using this move in midair will follow the same motions, but Bayonetta will be able to quickly launch into a second Afterburner Kick if the first two hits connect and the player is quick enough. High risk high reward, as this move can set up Bayonetta's devastating combo game, but also has high endlag if it is mistimed.
Up Special: Witch Twist- Bayonetta performs an upwards corkscrew kick with flourish effects around it. It doesn't go far by itself, but using it allows Bayonetta to perform another double jump and another Witch Twist to give her even greater recovery method. However, new to Infinity, if the Witch Twist connects with an enemy, players can use the B-Button to launch a powerful forward kick at the end of the move. This will negate any further recovery possibility until Bayonetta lands on solid ground.
Down Special: Witch Time- Bayonetta will flash briefly while performing a backflip, utilizing her magic to slow down time for the opponent attempting to physically attack her. If the counter is activated at just the right time, then Bayonetta will successfully slow down time and the enemy will be open for attack. If however she mistimes it just slightly, she will teleport away in a flurry of bats and reappear behind the opponent, still taking half the damage she would have from the attack. Mistiming entirely will leave her wide open to attack.
FINAL SMASH: Infernal Climax- Bayonetta will activate Witch Time for all active opponents. She then has a short period of time with which to damage opponents enough to fill up a gauge of energy. If she does so, then she can knockback an opponent into a cutscene where she unleashes the demon Gomorrah for additional damage and a certain KO, while the rest of the time frozen opponents take an additional 10-15% damage and are sent flying by the end of the FS.
Jeanne <ECHO> *DLC*
	Bayonetta's close friend, confidant and former rival, Jeanne plays very similarly to the Umbra Witch in Smash Infinity. As Bayonetta's Echo Fighter, she has many of the same techniques that Bayonetta herself has, and some would argue she's better than Bayonetta overall. Her Smash Attacks do more damage and come out quicker. However, she's not as skilled when it comes to forming combos, and doesn't have the fluidity of movement that Bayonetta has. She is a bit more forgiving on misses, though.
<tabber>Special Attacks=Neutral Special: Bullet Climax- Just like Bayonetta, Jeanne will aim either her wrist mounted or ankle mounted handguns and fire bullets at an angle towards the opponent. Also like Bayonetta, the player can charge the bullet attack, though only the first four shots will have the charge effect. Unlike Bayonetta however, the two angles of the gun differ, allowing Jeanne to cover more range and avoid overshooting smaller characters such as Kirby.
Side Special: Animal Within- Jeanne will temporarily transform herself into an ethereal Lynx, and leap forward, mauling opponents with her claws multiple times as she does so. Using this attack in midair will allow Jeanne to transform herself into an Owl instead of a Lynx. In this form she can glide a short distance, making this useful for horizontal recovery, and will also damage opponents with her talons. This doesn't hit multiple times, but it does have the potential of spiking midair opponents.
Up Special: Witch Twist- Jeanne will perform an upwards corkscrew kick straight up into the air. Like Bayonetta, after using this move Jeanne will be able to use her double jump and another Witch Twist as well. Unlike Bayonetta, she will be able to do this even if the player elects to use the powerful forward kick at the end of the first Witch Twist.
'Down Special: 'Witch Time- Jeanne will perform a backflip and, if timed correctly, will cause time to slow down for the attacking enemy. The timing of the move is less forgiving on the front end, in that it is a slightly smaller window for Jeanne to successfully execute Witch Time to full effect. However she also has a longer window for the secondary counter, Moth Within, to be successful, in which Jeanne will disappear in a cloud of moths and reappear a second later, having only taken a third of the damage she would have taken from the initial attack. She also doesn't have as much lagtime on a complete miss.
FINAL SMASH: Infernal Weaves- Jeanne will execute a Witch Time spell on the whole field, and have a short period of time to fill her power gauge by attacking enemies. If she manages to do so and then knock an enemy back, she will send thme to a cutscene where they are confronted by Madama Styx, who fully manifests and slams both of her fists into the fallen enemy, instantly KO'ing them when they return to the stage. Other players caught in the Witch Time will also take an additional 10-15% from the FS ending if they are close to the blast zone.
----
==Splatoon==
Inkling
<tabber>Inkling Girl=
Squid/Human hybrids, the Inklings spend most of their days engaged in turf wars and finding the latest fresh fashions. In the Smash Arena, the former has certainly translated well, as the Inkling is a run and gun fighter whose main objective is to cover everything in ink before finishing off an opponent. The ink mechanic is the primary feature for the Inkling, as most of their special attacks use ink and will cover opponents in it. The more "inked up" an opponent is, the more damage that they will take from Inkling. Each Inkling has their own unique color of ink, but also has a limited supply. The ink can be refueled by pressing B while in the shield state.
<tabber>Special Attacks=Neutral Special: Splattershot- Inkling will fire the Splattershot rapidly, dousing anyone and anything in the firing range with their colored ink. The damage from the splattershot is minimal (as it doesn't have the ink damage modifier applied to it), but it does rapidly fire and can be used to clear opponents away from the area. As ink depletes, the range of the weapon will decrease. Attempting to fire the splattershot without ink will result in the Inkling entering charge mode to refill it.
Side Special: Splat Roller- Inkling will take their splat roller device and roll it across the floor, covering it in ink. Any enemy hit by the splat roller once will be buried, buried opponents hit by it will be sent flying and covered in ink. The Splat Roller will drain ink quicker than the Splattershot, and if you run out of ink with it you will be left rolling a device that does very little damage. There is endlag on this move, so use it carefully.
Up Special: Super Squid Jump- The Inkling will adopt their squid form and fling themselves high into the air at an angle. The distance covered is great and the move is quick to launch, though it does very little damage to any opponent hit by it, making it better for recovery. The only special attack that does not use or require ink.
Down Special: Splat Bomb- Inkling will roll a small timed bomb onto the field that will explode in a shower of ink after a few seconds or if it hits an enemy. It can do decent damage if it explodes on an enemy, and can be held and have its trajectory slightly altered to make it a more useful weapon. The red line on the ink gauge on Inkling's icon shows the minimum amount of ink required to throw a Splat Bomb.
FINAL SMASH: Killer Wail- Inkling will pull out its Killer Wail and begin firing ink waves out of it, before finishing with a powerful sonic attack that can send opponents flying. The Killer Wail can be angled while it is firing Ink Waves, but once it fires the sonic waves then the angle is locked in. The player will also retain control of Inkling during this attack.
 Octoling* <ECHO>
<tabber>Octoling Girl=
The Octarian cousins of the Inklings, the mysterious Octolings are more than just the equals of their more well known foes. The Octolings are just as capable of spewing ink everywhere across the field, and come equipped with a few unique weapons to keep everyone on their toes. In contrast to the Inklings, the Octoling's Smash Attacks deal more inherent damage, relying less on the magnifying powers of the ink multiplier. However this comes at the sacrifice of defense, as the Octoling is slightly easier to knock away than the Inkling is.
<tabber>Special Attacks=Neutral Special: Aerospray- The Octoling will fire out ink from the Aerospray MG, covering enemies in the damaging ink. It works very similarly to the Splattershot, though the Aerospray fires a bit faster and does a bit more damage. The biggest difference is that the Aerospray has much more limited range than the Splattershot, meaning it needs to be used up close to be truly effective.
Side Special: Carbon Roller- The Octoling will pull out the Carbon Roller and begin rolling ink across the stage. This move operates very similarly to the Splat Roller, but it will not bury opponents who are hit with it. Rather, one hit will send the opponent flying and will cover them in more ink than the Splat Roller will. The downside is that the Carbon Roller uses ink faster than the Inkling's Version.
Up Special: Super Octo Jump- The Octoling will revert to its mollusk form and leap high into the air at an angle. The move doesn't travel quite as far as the Inkling's Squid Jump, but it does allow greater control over the launch angle and it will do more damage if it hits an opponent, making it just as useful a move in the long run.
Down Special: Seeker- The Octoling will launch a Seeker Bomb, which travels across the stage rapidly before detonating a short time later. While the launch angle cannot be altered on this weapon, and it doesn't cover opponents in as much ink, the Seeker does considerably more damage with the explosion than a Splat Bomb does. It also moves extremely fast, meaning that if launched in close proximity it will be hard to dodge. This can backfire though, as Octoling can take damage from their own Seeker if they are close enough to the explosion.
FINAL SMASH: Princess Cannon- A newer version of the Killer Wail, the Princess Cannon functions in much the same way, as the Octoling takes it out and places it on the field and ink waves begin to emit from it. A short time later, a powerful sonic attack will fire, launching players. In contrast to the Killer Wail, the Princess Cannon's sonic attack lasts a shorter time, but the blast radius is wider and the ink waves themselves before the sonic attack do slightly more damage.
DJ Octavio *DLC*
	D-D-D-Drop the Sea Bass, the Octarian King of Wasabi has entered the Smash Arena. Like Doctors Wily and Robotnik, Octavio rides around in a miniaturized version of his own personal vehicle/DJ Booth, the Octoking. While it may be somewhat lacking in size to the original version, it hasn't lost any of its powerful attacks. Unlike the good Doctors though, Octavio is a super-heavyweight, slower than most, and he lacks a recovery move outside of a doublejump, though at least he can take a pummeling and keep going. His attacks are designed to deal a lot of damage, and potentially set up for his powerful Octolaser attack, as well as some sick Wasabi Beats!
<tabber>Special Attacks=Neutral Special: Octorpedos- The DJ cranks up the beat and launches Octorpedos from the front of his miniaturized Octoking. Each torpedo has minor homing capabilities, zeroing in on the location of the nearest enemy and firing in that direction. Holding down the B-Button will cause Octavio to fire more torpedos (up to 4), but he is immobile while he does so, and no more torpedos can be fired once the B-Button is released until the last one from the previous volley explodes. The torpedos themselves do only moderate damage.
Side Special: Rocket Fists- Octavio will stand in place, aim and fire his two Rocket Fists out of the Octoking. Unlike the Octorpedos, the Rocket Fists have total homing capability and will do significant damage to any opponent they hit. They are also fired simultaneously, but can in certain circumstances lock on to different opponents. They move slower than the Octorpedos, though. Also unlike the Octorpedos, though Octavio can't move until a short time after the Rocket Fists have been launched (and can't fire any special attacks until they've both exploded, which they will do after a few seconds if they don't hit an enemy), Octavio will be protected by a non-absorbing shield during the firing animation of the fists and shortly thereafter till he can move again.
Up Special: Octo-Orbs- DJ Octavio will fire off two floating orbs that are launched from the top of his Octoking. These orbs then travel along the ground before exploding as powerful timebombs. The launch angle of the Orbs can be altered slightly to try and aim at opponents. Octavio's quickest projectiles, they still can't be rapidly fired, as there can only be two at a time.
Down Special: Octoshields and Octolaser- When B is simply pressed once, Octavio will sit behind a pink glowing shield for a few seconds. During this time, any physical attack or projectile will simply be absorbed, its energy stored, and the color scheme on the Octoking will begin to light up more and more. When it is fully lit, or if B is held instead of just pressed, then Octavio will release the energy that has been built up with a powerful Killer Wail like laser that can send opponents flying. It takes a long time to reach full charge, but even partially charged the move is devastating. However, if Octavio is KO'ed, he will lose all charge that he had up to that point.
FINAL SMASH: Octoking II- Octavio will curse you slimy hipsters and grow in size, transforming himself into the dreaded Octoking II and take his place behind the stage. During this time, he can fire Octorpedos with the B-Button and punch crosshairs on the screen with the A-Button. It will end with him launching an OctoMissile onto the Stage and causing a massive explosion that sends opponents flying.
----
==Castlevania==
Simon Belmont
	The legendary Vampire Hunter himself, Simon Belmont returns to vanquish the Dark in the Smash Arena. Like he was in Ultimate, Simon is primarily a distance fighter, using his projectiles and his whip in order to keep opponents at bay. However his recovery has been somewhat improved from Ultimate, as he is no longer helpless after using his Uppercut move, and can use his whip as a tether grab to try and get back to the ledge. However, he is still much better as a ground based fighter rather than an aerial one.
<tabber>Special Attacks=Neutral Special: Axe- Simon will throw an axe upward at an arc, with the axe falling down a short distance away and traveling through any platform and damaging any enemy it hits. The Axe covers a lot of ground, and has gained a bit more horizontal movement in Infinity, making it a slightly better projectile given the amount of damage and knockback it deals.
Side Special: Cross- Simon will toss a silver cross projectile horizontally across the field. The cross will travel a predetermined distance (travelling farther if the move in input like a Smash Attack, and then return the same way it came, traveling clear across the stage. The projectile deals decent damage and knockback, and because it travels through enemies in the same way the Axe does, it has the possibility of hitting them a second time.
Up Special: Uppercut- Simon will deliver a powerful uppercut from a kneeling position, that does more damage in the air then it does when launched from the ground. However the amount of vertical gain is very limited. In Smash Infinity, you can now use your whip after using Uppercut, allowing you to tether grab to stages from further away, making Simon's recovery much better overall.
Down Special: Holy Water- Simon will throw a simple flask of Holy Water a short distance from his feet. The vial of holy water will explode upon contact with the ground, creating a small pillar of fire that will damage opponents multiple times if they are caught in it. A good move to use for setting up edge guarding Smash Attacks, despite its lack of inherent damage.
FINAL SMASH: Grand Cross- Simon will summon a large coffin in front of him that will trap nearby opponents. Once he has at least one opponent in, Simon will whip the coffin into the air and summon several energy crosses into being, smashing them into the coffin and sending the opponents within flying. A guaranteed KO to opponents with at least 50% damage.
Richter Belmont 
<ECHO>
	A descendant of Simon Belmont, Richter is every bit the Vampire Hunter that his ancestor was. His moveset has been significantly altered from Smash Ultimate, so that while he is still an Echo fighter of Simon, his playstyle is different than his. For one thing, Richter's lack of armor means that he is lighter, faster, and able to jump higher than Simon is. The tradeoff is that his attacks, particularly his projectiles, aren't as effective (with the exception of his version of the Cross.)
<tabber>Special Attacks=Neutral Special: Dagger- Richter will throw a dagger across the screen straight ahead at an enemy. The Dagger, unlike Simon's axe, travels in a straight line and will disappear when it hits an enemy. It doesn't do nearly as much damage as Simon's axe, but it can be rapidly fired.
Side Special: Doubleshot Cross- Richter will throw a silver cross object across the stage, which acts just like Simon's Cross in its boomerang motion. The significant difference is that Richter can have two crosses on the screen at once, as opposed to just one for Simon. This means Richter can control the ground with his dual crosses, giving him good defensive range. The tradeoff is that Richter's crosses don't do as much damage as Simon's.
Up Special: Uppercut- Richter will perform a rising uppercut from a crouched position, just like Simon. Also like Simon Richter is no longer helpless after using this move, able to use his own whip as a tether grab in an attempt to get back to the stage. Richter's version of the move does rise higher in the air though, at a cost of dealing less damage.
Down Special: Magic Book- Richter will summon a shield of 5 magic tomes that circle around him for about 5 seconds. This shield will absorb physical projectiles, and will reflect energy based projectiles if they happen to hit it. The shield only lasts for a few seconds, and there is likewise a 5 second cooldown period before it can be used again. The books themselves deal no damage to opponents.
FINAL SMASH: Grand Cross- Richter will summon a large coffin that will trap nearby opponents. After a short time (if he's trapped anyone), Richter will fling the coffin into the air with his whip and summon several energy crosses from the ground to damage foes trapped inside, sending them flying. Like Simon's version, this move is a guaranteed KO to anyone who entered the coffin with at least 50% damage.
 Alucard*
	The son of the feared Chaos Lord Dracula and a human woman, Alucard took his name as a symbol of standing against everything that his father stood for. But not before being taught much of the same magic that Dracula can use himself. Alucard is a skilled spellcaster, and utilizes projectiles to his advantage. He is also greatly aided by his natural abilitiy of Dark Metamorphosis, in which a small percentage of the damage from every special and Smash Attack he delivers will be converted to health for Alucard. This percentage is capped at 4% per attack The side effect is that he has very weak defense, making him best as a hit and run fighter.
<tabber>Special Attacks=Neutral Special: Hellfire- Alucard will form three fireballs in front of himself. The three fireballs will remain in place for about a second before they fire outward towards the nearest opponent relative to the location of the fireball next to Alucard, meaning that fireballs can sometimes travel in different directions. The fireballs don't do a whole lot of damage and have a poor rate of fire, but will cause opponents to flinch upon contact. 
Side Special: Wolf Transformation- Alucard will transform into a white wolf briefly and pounce forward at enemies, dealing a strong damaging attack from the leap and following it up with damage from the landing for a decent 1-2 combo. Alucard will transform back after the attack though, giving the move a high amount of endlag during which Alucard will be vulnerable to other opponents.
Up Special: Wing Smash- Alucard will transform into his bat form and fly upward at an angle, dealing multiple hits of damage to foes caught in the attack. The speed of the attack takes some getting used to when trying to use it when damaging opponents, but as a recovery move it covers a lot of ground. Once he reaches the apex of the jump, Alucard will enter freefall.
Down Special: Soul Steal- Alucard will stand at attention and a dark aura will be generated and flash around him (roughly one and a half of a character length in either direction) briefly. During this time, any opponent within that radius will be momentarily paralyzed, and orbs of energy will be sucked out of them and into Alucard, healing him briefly. This move is not aided by his passive Dark Metamorphosis ability. It's quick to launch to catch opponents off guard, and can heal up to 12% per use. However it has a 12 second cooldown between uses.
FINAL SMASH: Shield Rod- Alucard will hold up the fabled Shield Rod from Symphony of the Night, with all the requisite shields from the game spinning around him, dealing damage and minimal knockback to foes. After a few seconds of this, the twelve shields will fly outward in a circular motion around Alucard as a multicolored beam of light comes down from the heavens. The shields will do only decent damage, but the light will send opponents flying as the move comes to an end.
----
==Persona==
Joker
	A member of the Phantom Thieves, Joker is a high school student who can tap into the power of Persona to remove the bad intent from people's hearts. Or he can use the bad intent to KO his way to victory in the Smash Arena, whichever suits him. Joker is a middleweight character with good combo potential, but his attacks all serve to save himself until his Rebellion Gauge fills (it fills by taking damage or using Rebel's Guard). When that happens, Joker will tap into his rebellious spirit and unleash the Persona Arsene, which drastically improves his attack power and grants him unique abilities. Arsene drains the Rebellion Gauge and disappears when it's empty, but by then Joker may have what it takes to end the show.
<tabber>Special Attacks=Neutral Special: Gun/Gun Special- In his normal form, Joker will simply fire one shot from his gun at the enemy that does very little damage. He can move around while using this, pressing any of the direction buttons to alter his positioning (and pressing up to fire three bullets from an overhead flip), but the bullets do no more damage. When Arsene is in control, the Gun Special is used instead. Here Joker will fire three bullets with each variation and each bullet will do slightly more damage. It to can have its positioning altered based on directional input.
Side Special: Eiha/Eigaon- Joker will snap his fingers and unleash a small purplish projectile at a downward angle. Eiha, if it strikes an opponent, will cause them to suffer about 11% damage over the course of the cursed attack. The more powerful version, Eigaon, strikes when Arsene is in control and will not only travel farther and cause a bigger explosion when it hits, but it will do a total of about 17% damage over the course of the attack.
Up Special: Grappling Hook/Wings of Rebellion- As Joker, he will fire his grappling hook upwards at an angle to grapple onto stage ledges. This move can also be used to grapple with enemies, dragging them downwards and slamming them onto the ground, but the hitbox is small compared to other moves of this type. With Arsene in play, Joker's recovery becomes much better as he will simply fly up a long distance with Arsene's wings, though this move deals no damage.
Down Special: Rebel's Guard/Tetrakarn and Makarakam- With Rebel's Guard, Joker will flash briefly and lower the damage of any attack he takes by a small amount, adding the difference into his Rebellion Gauge to summon Arsene. With his Persona active, Joker's counter move alters into Tetrakarn for Melee Attacks, which is a regular counter with a damage multiplier, and Makarkam for projectiles, which reflects them back with a multiplier. The draw time on both of these attacks has been lengthened slightly, nerfing them from Ultimate, but they are still very effective.
FINAL SMASH: All-Out Assault- Joker will dash forward, and then backwards if necessary. The first person he hits will be sent into a cutscene where they are assaulted in the Metaverse by three of the other four members of the Phantom Thieves. Joker then appears with a flourish, with the quote "The Show's Over" appearing next to him as the enemy is sent flying (or, if they had over 64% damage when hit, they are instantly KO'ed) as the FS ends.
----
==Dragon Quest==
 The Hero
	The Hero is the unnamed protagonist from the Dragon Quest series. Though he has three other skins (centered around Solo, Eridrick and Eight respectively) they are all referred to as the Hero. Hero's sword is certainly a formidable weapon, but it is his magical repetoire that should send Smash players headed for the hills. With a cadre of spells at his disposal, there are any number of ways for The Hero to send players to their doom...so long as he has enough Magic Points to do so.
<tabber>Special Attacks=Neutral Special: Frizz/Frizzle/Kafrizz- The Hero will charge a powerful fireball attack and launch it forward. Frizz is a small fireball that only goes a short distance and deals minimal damage, costing 6 MP. Frizzle is a medium charged fireball that will travel significantly farther and do more damage, costing 16 MP. Kafrizz is the most powerful fireball and can be stored as a charge. It will cause an explosion upon contact with the enemy and send them flying, at the cost of 36 MP.
Side Special: Zap/Zapple/Kazap- The Hero will charge a powerful lightning attack, either firing it off as a blast of electricity from his sword, or delivering a powerful swinging sword strike with his blade. Zap will be a short blast of electricity that deals strong knockback for its size, but little damage. It costs 8 MP. Zapple is a stronger electric blast with longer range, and costs 18 MP to use. Kazap will result in the powerful sword strike, which also can hit opponents with the lightning bolt that comes down from the sky. However, it costs 42 MP, the most of any of Hero's spells.
Up Special: Woosh/Swoosh/Kaswoosh- The Hero creates a tornado around himself that will launch him skyward, with the tornadoes left behind damaging any opponent hit by them. Woosh will only elevate The Hero slightly, and the tornado left behind merely knocks opponents away without dealing damage. It costs 5 MP. Swoosh will launch the Hero higher, and give him greater horizontal control, while the tornadoes left behind can hit for multiple points of damage. It costs 9 MP. Kaswoosh will launch Hero an incredible vertical distance at the expense of horizontal control (until after the apex of the jump.) However the tornadoes hit multiple times and can send opponents flying. It costs 18 MP to use.
Down Special: Command Selection- The Hero will pause and begin thinking, while a menu with 4 spells will appear above his icon. The player can then select that spell and input it, with the Hero performing it shortly thereafter. While in this state, The Hero is completely vulnerable. Shielding, jumping or dodging will cancel the attack and close the menu. The 4 spells selected are at random, so if you don't like your choices, doing this can give you a fresh menu to choose from. The spells are:
*Oomph- Boosts The Hero's Attack Strength and the expense of his Defense for 15 seconds. Costs 16 MP to use.
*Snooze- Sends a slow moving projectile forward that will put anyone hit by it, even airborne opponents, to sleep immediately. It costs 16 MP to use.
*Bounce- Creates a reflector shield around The Hero which will reflect any projectiles sent his way. It lasts for about 15 seconds and costs 14 MP to use.
*Flame Slash- Hero encases his sword in flame and delivers a powerful forward strike, capable of KO'ing opponents at midrange damage. Costs 12 MP to use.
*Kacrackle Slash- Hero encases his sword in frost magic and delivers a powerful forward strike. This does less damage than Flame Slash, but is guaranteed to freeze any opponent hit by it. Costs 11 MP to use.
*Kaclang- Hero encases himself in metal for 7 seconds, making himself invulnerable. It also makes him unable to perform any other action. Can be used in midair to turn the Hero into a falling projectile. It costs 6 MP to use.
*Zoom- Hero will disappear from his current position and teleport halfway across the stage in whatever direction he was facing. A good way to save yourself from certain doom and get around edgeguarders. Costs 8 MP to use.
*Kamikaze- Hero will glow for a short time before self-destructing, granting a KO to the last person to hit him. The Explosion left behind will deal massive damage to anyone hit by it and send them flying. Costs 1 MP to use.
*Sizz/Sizzle- Hero will fire a stream of magical energy a short distance, causing fire damage to hit the opponent and causing decent knockback. Sizz is the weaker version, and costs 8 MP, while Sizzle costs 20 MP to use. These two spells cannot appear on the Command Selection together.
*Psyche Up- Hero will increase the knockback and damage stats of his next attack dramatically, but it will only last for his next attack. Costs 14 MP to use.
*Heal- Hero will recover 11-15% of life when using this spell. It can only be used twice before it disappears from the menu, only reappearing after Hero has been KO'ed or scored a KO. Costs 7 MP to use.
*Accelerate- Hero's speed stat will nearly double for around 20 seconds. It will also slightly increase his jump height. Costs 20 MP to use.
*Bang/Kaboom- Hero will fire a small projectile forward which will detonate after going a pre-determined distance or when it hits an enemy, causing a powerful explosion. Bang is the weaker of the two spells, and costs 9 MP to use. Kaboom costs 37 MP, the second highest cost of Hero's spells. These two spells cannot appear on the Command Selection together.
*Hatchet Man- Hero will charge up for a powerful sword strike that, if it connects, is a guaranteed Shield Breaker and does massive damage. Long lag time for the set up though. Costs 15 MP to use.
*Whack/Thwack- Hero will either send out a small black projectile (Whack) or create an explosion a short distance in front of him (Thwack). Anyone caught in the explosion of either of these will take a small amount of damage, but also have a chance (determined by their damage and Hero's damage) of being Instantly KO'ed. Whack costs 10 MP to use, while Thwack costs 30. These two spells cannot appear on the Command Selection together.
*Metal Slash- Hero will deliver a sword strike that will Instantly KO any opponent (including another Hero using Kaclang) who has been turned to metal. Otherwise, the sword strike is incredibly weak. Costs 6 MP to use.
*Magic Burst- Hero will create a powerful sphere of magical energy that will detonate around him, hitting enemies multiple times and sending them flying on the final explosion. Magic Burst will use up all remaining MP in Hero's gauge, and the size of the sphere is determined by how much Magic Hero puts into it.
*Hocus Pocus- Hero will randomly cast one of his other Command Selection spells, or occasionally will cause some other status affliction (such as slowed movement, giant-size, Invulnerability or shrinking) to himself or to another opponent. This costs 4 MP to use, regardless of its effect.
FINAL SMASH: Gigaslash- Hero will swing his sword forward, sending the first player hit into a cutscene where all of the protagonists from the Dragon Quest series lend their power to the Hero, and he delivers a powerful sword strike that is virtually guaranteed to be a One Hit KO.
----
==Banjo-Kazooie==
 Banjo & Kazooie
	The bear and bird are back for another go-around in the Smash Arena, and just like before their presence is a welcome one. Banjo & Kazooie work extremely well together, with each countering the others weaknesses for a devastating dual attack. With their powerful Wonderwing charge, there are very few foes who can stand up to them in a fight.
<tabber>Special Attacks=Neutral Special: Eggshot- Kazooie will pop out of Banjo's pack and shoot a single blue egg out. Holding down the B-Button will enter Breegull Blaster mode and allow Banjo to use Kazooie as a constantly firing egg cannon. The eggs can only fire in front of Banjo, and they will do less damage over time, but they are capable of stopping most opponents dead in their tracks.
Side Special: Wonderwing- Kazooie will shield Banjo with her wings which sparkle golden, and then Banjo will charge ahead forward a short distance, using one golden feather in the process. Wonderwing is a devastating move that will counter most projectiles and attacks and will do massive damage and knockback to any foe hit directly by it. However you can only charge in one direction while its active, and Banjo & Kazooie only have 5 golden feathers to use per stock, once they are out that's it till you die.
Up Special: Shock Jump Pad- A green jump pad will appear underneath Kazooie's outstretched legs. The player can then hold the B-Button to charge a jump, before leaping high into the air. Combined with the Flapping jump, Banjo & Kazooie have some of the best recovery in the game with this move. The jump pad, if used in the air, will cause damage to anyone it hits on the way to the ground.
Down Special: Grenade Eggs- Kazooie will squirt out a grenade egg from her backside, that will then bounce around for a short while before detonating. The egg will detonate on thrown contact with the enemy (that is if thrown as a projectile or if it hits an enemy before its first bounce) or will come to a rest as anyone can then use it as a projectile until it self-destructs a short time later.
FINAL SMASH: The Jinjonator- Banjo will cause a stone statue of a Jinjo to pop up from the ground. Anyone hit by the statue will be sent into a cutscene where they are assaulted by the Mighty Jinjonator, protector of all things Jinjo. The Jinjonator will hit them hard for massive damage, sending them flying as it cuts back to the stage.
Mumbo Jumbo*
	The sensational shaman of Banjo-Kazooie may be an unlikely competitor for Smash, given the fact that he's seemingly content to remain sitting in his chair snoozing for most of the time. However Mumbo is no slouch. With his trusty Shaman's Stick and a some abilities you may not expect, Mumbo's magic may yet win the day...or save his skin.
<tabber>Special Attacks=Neutral Special: Zap Stick- Mumbo holds out his shaman's stick from his body and emits a powerful magical spark from it, entrapping enemies within it for multiple hits of damage as long as the player holds down the B-Button during the attack. The Zap Stick doesn't last forever, though and will eventually fizzle out, requiring a quick recharge.
Side Special: Shaman Shuffle- Mumbo will light his Shaman Stick with a magical flame of sorts and then rush ahead with the stick pointed outward. Unlike the Zap Stick, this move will not hit multiple times, but it does have solid knockback if the enemy is hit right at the end of the stick.
Up Special: Levitate- With an "Eekum-Bokum", Mumbo will summon a green field of magic that will levitate him up at an angle a short distance. This move gets good recovery, but deals no damage.
Down Special: Transformation- Mumbo will shout out "Oomenaka!" and then cast a powerful spell right in front of him. Any player hit by the spell will not only take damage, but they will be temporarily transformed into a termite, pumpkin or washing machine (the thing they are turned into matches the enemy's color scheme). While in this form, enemies can only run and jump, and any powerful attack is liable to send them flying into the great blue yonder. The transformation only lasts for about six or seven seconds. On rare occasions this move can backfire and turn Mumbo into one of those creatures instead.
FINAL SMASH: Golden Goliath- Mumbo will jump off screen and then begin dancing in place off stage and golden sparkles will rain down from him. Suddenly the Golden Goliath will spring to life at the player's control. The Goliath is capable of a small hop and kicking the ground slightly. Any player who touches the Goliath will be sent flying. The spell only lasts a shortwhile before the Goliath vanishes just as quickly as he arrived and Mumbo returns to the stage.
----
==Fatal Fury==
Terry Bogard
<tabber>Male Terry=
The Legendary Wolf within the King of Fighters tournament, Terry Bogard is a heavyweight fighter with a unique twist. For one thing (like the Street Fighter crew), he will always face the enemy eye to eye. Secondly, when his percentage reaches above 100%, then Terry will have two Special GO moves at his disposal: the Power Geyser which creates a huge fountain of energy to send opponents flying, and the signature Buster Wolf, which is a power punch with energy. Both are adequate finishing manuevers with great damage and high endlag. His normal special moves are covered here. Like with Street Fighter crew, Terry's moves can be powered up via button combinations.
<tabber>Special Attacks=Neutral Special: Power Wave- Terry will throw his hand down on the ground and throw a small spark of energy across the stage that can disrupt enemies it hits. The projectile travels far but doesn't do a whole lot of damage to speak of. If used in the air, Terry will instead create a small spark of energy from his fist that will only go a short distance in front of him.
Side Specials: Burning Knuckle/Crack Shot- Due to Terry always facing his opponent, he has two side specials that are activated whether the player presses away from the enemy or towards them. Pushing the Control Stick towards the enemy will activate the Burning Knuckle, in which Terry dashes forward with his fist burning with energy. This move has strong knockback even when not charged up, and is a primary KO attack for Terry. Pressing away from the opponent will activate the Crack Shot, in which Terry jumps forward with an overhead spinning heel kick that does less damage than the Burning Knuckle, but launches slightly faster.
Up Special: Rising Tackle- Terry will jump straight up and deliver a corkscrew flying kick to the opponents, spinning in place as he gains some upward momentum. Holding the input button can increase both the damage and distance covered slightly, but only slightly, and Terry will not gain any horizontal mobility from the move.
Down Special: Power Dunk- Terry will jump into the air with a jumping knee strike, and then follow that up with a falling punch attack similar to the Burning Knuckle. A move that can rack up damage, it has a severe startup time and bad endlag if the player misses. Alternatively can be used as a recovery move in lieu of the Rising Tackle, given its horizontal recovery ability. It can meteor opponents if the exact center of the punch attack hits them.
FINAL SMASH: Triple Wolf- Terry will launch a Triple Power Geyser along the ground. The first player hit by this move will be sent into a cutscene where Terry delivers a Power Dunk to them, driving them to the ground, before finishing them off with a Buster Wolf that will send them flying as we cut back to the stage.
Mai Shrunai *DLC*
	The alluring ninja of Fatal Fury, Mai Shrunai has arrived at the Smash Arena. While some of her more...ahem...esoteric elements have been toned down, she is still a fearsome fighter, kicking rear end and looking good while doing it. Mai plays in a similar fashion to Terry, utilizing Command Inputs to enhance her special attacks. While she may not be quite as strong as Terry, she makes up for it in her quick attack speed and the additional flame damage she can use on her enemies. She also has two Desperation Moves she gains access to at 85% damage. The Sui Chou no Mai sees her toss three flaming fans at the opponent, with each one doing more damage than her standard Kachousen. The second is the Cho Hissatsu Shinobi Bachi, wherein Mai rolls forward and delivers an upward elbow strike that can deal fire damage, dealing more damage and knockback than her other move.
<tabber>Special Attacks=Neutral Special: Kachousen- Mai will pull a Japanese fan from...somewhere (best not to ask) and toss it at the opponent. This fan can only hit an opponent once, unlike Kitana's fans, but it does a decent amount of damage when it does. Inputting the correct button combination will set the fan on fire, dealing a bit more damage but the same amount of knockback.
Side Specials: Ryuuenbu/Hakuro no Mai- Like Terry, Mai's side specials are determined by whether the player presses the direction toward the opponent or away from them. Pressing toward the opponent will launch the Ryuuenbu, in which Mai delivers a forward jumping spin kick while simultaneously delivering a fire attack with the back end of her kimono. The move has limited range, but can deliver a decent 1-2 combo. Inputting the commands correctly will increase the hitbox on the fireball, and deliver a bit more damage. Pressing away from the opponent will launch the Hakuro no Mai, in which Mai performs a sort of Japanese Fan Dance toward the opponent, potentially hitting them multiple times.
Up Special: Hishou Ryuenjin- Mai will perform a forward flip kick with both feet that gives her decent aerial gain and can send opponents flying backwards if both hits connect. Pressing the command inputs will set Mai's feet on fire, adding damage to the move and increasing her vertical and horizontal gains slightly. Due to its versatility, it is more valuable a recovery than Terry's Rising Tackle.
Down Special: Musabi no Mai- Mai will leap into the air and then perform a flying tackle downward at an angle, dealing a decent amount of damage. This move can be performed either in ground or aerial form. On the ground, Mai will jump higher and deliver the tackle faster the longer that the player holds her in a crouch position, charging the move. Performing this in the air doesn't allow you to charge the move, however Mai will perform a somersault while in midair, turning this into a fall-stalling move of sorts.
FINAL SMASH: Shrunai Secret Techniques- Mai will detonate two pillars of fire on either side sending the first person hit by them into a cutscene. The enemy is hit by the Sui Chou no Mai first, the three fans dealing multiple points of damage, followed by a flying Musabi no Mai from the previously off screen Mai. She then finishes them with the Houhou no Mai, where she turns into a spinning wheel of flame death, dealing multiple kicks with flame damage before sending them flying with another pillar of flame as we return to the stage.
----
==Super Mario RPG==
 Geno*
	Though he appears to be little more than a child's play thing brought to life, Geno is in fact an animated toy given life by the powerful spirit of Star Road (who's real name is 
♡♪!? but for simplicity's sake he goes by Geno). A fearsome warrior of dreams, Geno's many different varieties of firearms and magical weaponry make him more than a match for any competitor in the Smash Arena. This is especially true if the player can master the art of Timed Hits...
<tabber>Special Attacks=Neutral Special: Geno Beam- Geno charges up a beam from his hands that he will fire across the screen. Above his head, three small red stars will appear in succession. Releasing the special button before or after the instant the third star appears will cause the beam to be narrower and do less damage. Releasing the button at exactly the right time will cause the beam to by wider and do significantly more damage.
Side Special: Geno Whirl- Geno spins in place while charging an energy disc that he eventually launches forward. Releasing the special button to early or to late will cause the disc to do minimal damage to an opponent. Getting the timing perfectly right will cause anyone hit by the disc to go flying and take between 50 and 60% damage in one hit, making the disc one of the most powerful attacks in the game, when used correctly.
Up Special: Rocket Propulsion- Geno flips backwards and opens his elbow cannons, firing rocket boosters to gain height, before drifting back down to the ground, using his cape to slow his fall slightly. Hitting the timing correctly on this attack will cause Geno to go much further in the air and do more damage to anyone hit by the rocket blast.
Down Special: Geno Blast- Geno kneels down to the ground and summons two light beams from the sky which hit on either side of him. Missing the timing on this attack will cause the beams to still do damage, but only once. Hitting the timing correctly will cause the beams to not only do damage, but also deal multiple hits of damage as well.
FINAL SMASH: Geno Flash- Geno transforms himself into a cannon and then fires off a single massive shot, causing a huge corona burst in the center of the stage, which grows until finally exploding in a massive flash. The size of the corona and resulting explosion is dependent on getting the timing correct on the attack.
Mallow *DLC*
	At prince of Nimbus Land, the one time tadpole (or so he thought) has followed his buddy Geno into the Smash Arena. Unlike Geno, Mallow doesn't share the gimmick of Timed Hits, making his special abilities slightly easier to use. However, he does have a limited number of Flower Points (or FP) at his disposal. While his FP will recharge over time (about 1 every 2 seconds), it's best to use them sparingly, as he only has a max of 25.
<tabber>Special Attacks=Neutral Special: Thunderbolt- Mallow will jump up and down charging energy (dictated by the glowing green club over him.) When the B-Button is released, he will fire a powerful Thunderbolt from the sky that will damage nearby foes and spread electrical arcs that deal splash damage in the immediate area the Thunderbolt strikes. Anyone hit by the bolt directly will take more damage than those hit by the splash damage. Simply pressing B once will fire a weaker Thunderbolt that will only use 2 FP. Charging the move to full power will deal more damage, but will use 5 FP.
Side Special: Snowy- Mallow spins in place with his hands reached towards the sky. When the move is executed, a snowman will fall from the sky and collapse on the nearest enemy. If it connects, the enemy will be trapped in the snowman, ready for a follow-up attack by Mallow. If the snowman misses, then it will land on stage and explode, sending projectiles in several different directions that will also damage opponents. Using this move costs 8 FP.
Up Special: Cloud Carry- Mallow will summon a storm cloud above his head and attach to it. He can control the cloud for a short distance both vertically and horizontally, and while riding the cloud the player can press B to send a Thunderbolt down from the cloud at the cost of 2 FP per Thunderbolt. After a short while the cloud dissipates and Mallow falls to the ground helpless.
Down Special: Psychopath- Mallow will wave his fingers around and fire a ball of electrical energy with homing capabilities forward. This first enemy it hits will take a minor amount of damage, but will also be afflicted with a severe damage nerf that limits their attack power for about twelve seconds (indicated by the electrical sparks flyng off of them.) Using this move costs 10 FP.
FINAL SMASH: Shocker- Mallow will gather all the energy he can and summon a powerful lightning storm. Thunderbolts will hit several different areas of the stage, damaging opponents thoroughly, before a powerful lightning strike hits the center of the stage and explodes in a bright ball of electricity, sending opponents flying as the FS ends. Shocker doesn't cost any FP.
----
==Crash Bandicoot==
 Crash*
	A mutated and slightly insane Bandicoot with a penchant for breaking crates, Crash has put the long held franchise rivalry aside to accept an invite to the Smash Arena. Crash is an average weight fighter with a high degree of mobility and attacks centered around his Cyclone Spin. Crash is fairly easy to launch given his weight, and his movements are...hard to explain. His run and walk animations are different than other fighters, giving him a more floaty feel than most characters. Still, for those who can master Crash, he is a powerhouse.
<tabber>Special Attacks=Neutral Special: Cyclone Spin- The trademark attack of Crash Bandicoot, pressing the B-Button will cause Crash to go into a tornado like spin that will damage foes moderately but has great knockback...at least for the first hit. Players can also hold down the B-Button, causing Crash to spin up to 8 times successively. The knockback is greatest on the first hit, with it and the damage scaling downward with each successive spin. If used in mid air, this can be used to stall Crash's fall slightly, and the player can angle him slightly to the left or right in either case for greater horizontal range.
Side Special: Wompa Bazooka- Crash will pull out his wompa bazooka and begin blasting away with Wompa Fruit at the enemy. Crash can aim this attack upward at a 45 degree angle, giving him more options for hitting enemies. He can fire up to 6 Wompa Fruit projectiles before automatically putting away the Bazooka. The Fruit does only minor damage, but will cause opponents to flinch.
Up Special: Bouncy Crate- Crash will pull out a Bouncy crate from...somewhere...and proceed to jump off of it. Like PAC-MAN's trampoline, the Bouncy Crate will remain in place for a short while or until Crash or other players have jumped on it. The difference is that the Bouncy Crate will last for 5 jumps, with the 5th jump giving extra height to whoever jumps on it (the first 4 jumps only deliver a set amount of height each). On very rare occasions, an Aku Aku Mask item will fall from the Bouncy Crate when it breaks.
Down Special: Crate Spin- Crash will pull out a random crate and set it on the field with a press of the button. He can then press B again to spin the crate forward as a projectile along the ground, sending it careening towards opponents. Most often this crate will be a normal crate that will break on impact with the enemy or a wall (and occasionally drop items upon breaking.) On rare occasions, it will be a Nitro Crate instead. When it hits an opponent, it will cause a massive explosion that will send opponents (and Crash if he's too close) flying.
FINAL SMASH: Aku Aku Laser- The witch doctor spirit will appear in front of Crash, placing himself on his face. Crash will then spin in place a few times, invulnerable to attack, before Aku Aku firest a powerful energy blast straight forward that sends enemies flying. This laser can be angled upward to better track foes. Aku Aku will disappear after the FS ends.
 Coco <ECHO> *DLC*
	The genius younger sister of Crash, Coco Bandicoot is far more down to Earth and level-headed than her somewhat deranged brother. That doesn't mean that she's a pushover though. She has most of Crash's signature attacks (though they don't do as much damage) and she is a fair bit faster than Crash as well. Being lighter weight, she is easier to knockback in a fight, but the lack of floatiness in her normal movements make her a viable choice for those who aren't too comfortable using Crash.
<tabber>Special Attacks=Neutral Special: Cyclone Spin- Like Crash, pressing the B-Button will cause Coco to spin in place, sending opponents flying with the first hit. Holding down the B-Button will cause Coco to spin in place repeatedly, up to 6 times (as opposed to Crash's 8) and with each successive spin scaling down the damage and knockback. When used in midair, Coco's fall will stall when this move is used repeatedly.
Side Special: Electric Boomerang- Instead of Crash's Wompa Bazooka, Coco will pull out an Electric Boomerang and throw it straight ahead of herself. The boomerang leaves an electric trail behind it as it travels a short distance ahead and then flies back towards Coco. Since the boomerang travels through enemies, the move can damage foes multiple times.
Up Special: Bouncy Crate- Coco will pull out a Bouncy Crate and begin to jump on it. This move works exactly like Crash's Bouncy Crate, granting 5 jumps to players on the field, with the 5th jump granting more height as the Crate breaks. Coco can jump slightly higher than Crash on the 5th jump, but only slightly. Like with Crash's move, on rare occasions an Aku Aku Mask will drop from the Breaking Crate.
Down Special: Crate Spin- Coco will pull out a Crate and set it up in front of her. Pressing Down B again will cause her to spin it forward along the stage towards the enemies. Like with Crash, most of the times these are regular crates that do okay damage and can occasionally drop items on the ground after they break. Unlike Crash, instead of Nitro Crates occasionally appearing, a Freeze Crate will rarely appear instead. This crate creates a powerful freezing cloud when it hits foes, instantly freezing them. This freezing cloud can also effect Coco if she's too close to the action.
FINAL SMASH: Bandicoot Spaceship- Coco will pull out her laptop and input a keyboard command, causing a vortex to open at the center part of the stage, sucking enemies into a cutscene. The enemies appear in the vacuum of space, frantically trying to swim away from the area, before Coco (and her tiger Purra) appear in a spaceship to blast them away as the FS ends.
----
==Devil May Cry==
 Dante*
	The Devil Hunter himself, Dante, has finally hit the Jackpot and arrived in Smash. Dante is a fairly advanced character, owing to his four different styles of play which greatly affect his special abilities. Trickster style gives Dante fast movements and recoveries, but deals virtually no damage with his special abilities. Gunslinger Style gives Dante a variety of ranged attacks with his trademark guns, but only deal medium damage. Sword Master Style lets Dante use his impressive sword skills for devastating attacks, but are the slowest attacks he has. Royal Guard has the potential to deal the most damage and focuses on defense, but is hard to master correctly and has almost no recovery ability.
<tabber>Special Attacks=Neutral Specials: 
*Dash (Trickster)- Dante will Dash forward with invincibility, dodging attacks and ending up a short distance away from his initial position. This attack takes a few moments to execute, and in those moments Dante is vulnerable. Using this move doesn't deal damage.
*Ebony & Ivory (Gunslinger)- Dante will pull out his trusty handguns and begin firing them in front of him. Holding down B causes him to keep firing, and players can use the D-Pad to move one of the guns 180 degrees so that Dante can fire both in front and behind him simultaneously. However, this move does limited damage, and is not rapid fire.
*Shredder (Sword Master)- Dante moves forward and spins Rebellion at high speed, hitting for multiple points of Damage. Continuing to Press B will allow Dante to continue using this move, but he is not protected from any projectiles.
*Royal Block (Royal Guard)Dante assumes a defensive pose and a red ball of energy circles him briefly. During this time, any physical attack is countered for minimal damage, while any projectile is absorbed with its damage energy stored into the Guard Meter that is located above Dante's Icon. Failing to successfully guard will cause some of the energy in the Guard Meter to be leaked out.
Side Specials:
*Mustang (Trickster)- Dante performs another Dash Attack (though without invincibility this time), but if he encounters an enemy or object along the way he will use that enemy as a platform and leap into the air. Deals a small amount of damage if it connects with an enemy.
*Blast Fire (Gunslinger)- Dante will empty the clips on Ebony & Ivory with a series of rapid fire shots, 20 bullets in all. While almost all the bullets are guaranteed to hit given the speed with which they are fired, this move does even less damage than Dante's Neutral Special.
*Stinger (Sword Master)- Dante will gather his energy together and then lunge forward with a powerful stabbing attack that deals massive amounts of damage, but moves very slowly and can be countered.
*Royal Release (Royal Guard)- Dante will hold out his palm and discharge all of the energy located in his Guard Meter as a black and red projectile. While the Guard Meter will gain charge over time (it takes about two minutes without any action to fully charge) while in Royal Guard Mode, it will fill faster by using the Royal Block move. Fully charged this move can deal massive amounts of damage. With no charge, it barely does anything.
Up Specials:
*Air Trick (Trickster)- Dante gives a salute before disappearing in a puff of smoke, reappearing several feet away based on input from the control stick. This move deals no damage.
*Reign of Fire (Gunslinger)- Dante leaps upwards and unleashes a hailstorm of bullets down to the ground from his handguns, propelling him upwards a short distance and damaging anything directly beneath him before landing back on the ground.
*Helm Breaker (Sword Master)- Dante lunges upward and holds his sword high over his head, before crashing straight down to the ground with a skull-shattering attack that, if it hits on point, will do massive damage. Like all his Sword Master attacks though, it moves slower than most.
*Dreadnaught (Royal Guard)- Dante will convert a small amount of his Guard Meter energy into the Dreadnaught armor, which also lifts him slightly into the air as he does so. While encased in the armor, physical attacks will automatically be countered and projectiles absorbed (though their energy is not added to the guard Meter), and Dante can still attack in this form. While Dante is immune to damage, he is not immune to knockback from certain objects, so explosions will still send him flying. Dreadnaught lasts for roughly five seconds and has a five second cooldown period.
Down Special: Style Change- Pressing and holding the B-Button brings up a selector wheel that the player can then choose which style Dante will play with. Select a style and Dante will say the style's name quickly as he switches to that moveset. Pressing the button will automatically switch to the next style in order (Trickster>Gunslinger>Sword Master>Royal Guard>Trickster etc.)
FINAL SMASH: Devil Trigger- Dante will yell out "JACKPOT!" and transform into his Demon Form. In this form he adopts the sword Sparda, and can use Sword Master style attacks with impunity, dealing massive damage with the longer reach sword. He also will regain a little health in this form. He returns to normal when FS runs out.
Nero* 
<ECHO>
	Dante's nephew and a satellite member of Devil May Cry, Nero's move set is similar to Dante's in concept, though somewhat different in execution. While all four of Dante's different styles are unique in their various gameplays, Nero's Devil Breakers are all functionally similar, though they do have some differences (they also appear to have some special abilities added just for Smash). Gerbera mimics Dante's Trickster style, though not for as much agility at the expense of dealing damage. Overture mimics Royal Guard, though not as powerfully as Dante. Tomboy is used for both his gun (Blue Rose) and Sword (Red Queen) and are more cost effective than Dante's versions, but have their own drawbacks as well. For those who have trouble mastering Dante, Nero can be an easier alternative.
<tabber>Special Attacks=Neutral Specials:
*Jockey (Gerbera)- Nero will generate a shockwave pulse in front of him, which will negate physical attacks and reflect projectiles. Unlike Dante's Dash, it doesn't move Nero forward.
*Blue Rose Special (Tomboy- Blue Rose)- Nero links up his Tomboy breaker with his firearm Blue Rose, firing penetrating shots with the Magnum gun. Like with Dante, Nero can angle his Breaker to also fire bullets while this is active. The shots do more damage than Dante's rounds, but also fire slower.
*Bloody Queen (Tomboy- Red Queen)- Nero links up his sword Red Queen with Tomboy and creates a whirling dervish of his blade, spinning it around frantically. Like Dante's Shredder it hits for multiple points of damage, but can't be run continuously and does less damage than Dante.
*Battery (Overture)- Nero assumes a defensive status and a ball of electricity will surround him briefly. During that time, Nero will counter any physical attack and will absorb any projectile fired at him, converting its energy into electrical power for Overture to use. Failure to counter any move or absorb a projectile will cause Nero to lose some energy in his Guard Meter.
Side Specials:
*Angled Jockey (Gerbera)- Like his Neutral special, Nero generates a shockwave. However this time he dashes forward with the Shockwave in toe (or whatever direction the player inputs), and if he impacts an enemy or object he will leap in the air and deliver a sharp blast with the Gerbera behind them.
*Double Whammy (Tomboy- Blue Rose)- Nero will fire two quick blasts from his Magnum, that do the most damage out of any of his or Dante's firearm attacks. But they are capable of being dodged.
*Hard Way (Tomboy- Red Queen)- Nero gathers himself and then delivers a swift and strong swipe attack at his enemies. This does less damage then Stinger, but if it hits on point will stun enemies briefly. It is also one of the few attacks that can break through Super Armor.
*Overload (Overture)- Nero extends his arm and discharges all the electrical energy located in his Guard Meter. Unlike Dante's Royal Release, this doesn't create a projectile, but rather creates a powerful electrical beam, the length and damage of which is determined by how much energy Nero has accumulated. Nero's Guard Meter charges at a slightly faster rate than Dante's, but is smaller and thus doesn't have the potential for as much damage.
Up Specials:
*Petal Ray (Gerbera)- Nero will grin at the camera before dashing upwards a short distance, firing a piercing laser behind him for additional boost and damage to opponents below. While he does do damage with this move, he doesn't travel nearly as far as Dante's Air Trick.
*Look Out Below (Tomboy- Blue Rose)- Nero will flip into the air and fire the Blue Rose and Tomboy Breaker simultaneously, delivering a blast of bullets to the ground immediately below Nero. This again does more damage than Dante, but Nero doesn't gain as much height from it.
*Double Down (Tomboy- Red Queen)- Nero jumps into the air and powers up his sword with his breaker, before propelling himself downward with a powerful strike. Does less damage than Helm Breaker, but moves faster and goes higher.
*Electrical Armor (Overture)- Nero will gain some upward height and surround himself with an exoskeleton of electricity, using some of the power from his Guard Meter. While surrounded by this armor, Nero will damage anyone trying to physically attack him, and projectiles will be absorbed (but will not feed his Guard meter). Like Dante, this move lasts five seconds and has a cool down period of the same time.
Down Special: Breaker Switch- Pressing this and holding the B-Button will bring up a selection wheel for Nero to select which Devil Breaker he will have active. Once a Breaker is selected, he will say its name and glow briefly to signify the change. Simply pressing the B-Button will cause Nero to switch to the next Breaker in sequence (Gerbera>Tomboy [Blue Rose]>Tomboy [Red Queen]>Overture>Gerbera etc.)
FINAL SMASH: Devil Trigger- Nero will shout out "Slam Dunk!" before summoning his demon form. In this form, he adopts the sword Yamato, and can utilize all the attacks he has with the Tomboy-Red Queen Breaker, though to far greater effect and damage. He returns to normal after the FS period ends.
Trish *DLC*
	Though she began life as an enemy of Dante, she quickly became one of his most trusted allies and a skilled Demon Hunter all her own. While she lacks the varied styles that both Dante and Nero use in their moves, her own skills are impressive nonetheless. With the Sword of Sparda and her own twin handguns at her disposal, Trish is one of the easier fighters to pick up and master early on, though she is more of a lightweight than either Dante or Nero is.
<tabber>Special Attacks=Neutral Special: Luce & Ombra- Trish will pull out her own two handguns, Luce & Ombra, and begin opening fire on any opponent in range. The twin bullets will deal damage nearly simultaneously when fired together. However, the player can hold down the B-Button and angle her shots with one of her guns, letting you fire in two directions at once. The bullets lack real stopping power, and they weaken over time when fired repeatedly.
Side Special: Round Trip- Trish will transform the Sword of Sparda (the blade given to her on occasion by Dante for safekeeping) into an infernal scythe and toss it out in front of her as a spinning blade of death. The blade will remain at its stopping point, still spinning in midair until the player presses side+B again to recall it back to Trish's hands or until she is KO'ed. The blade can do multiple hits of damage, but the damage is scaled down the more hits it does successively.
Up Special: Aerial Rave- Trish leaps up into the air a short distance with her sword extended. If she doesn't hit any opponet on her upward ascent, then she will simply fall back to the ground helpless. If she does hit an enemy, then she will deliver several sword strikes with her blade before finishing with a powerful upward slash. She can then jump again and use this move for recovery.
Down Special: Million Strikes- Trish morphs the Sword of Sparda into an extended spear and begins jabbing forward at a low angle several times. The player may continue to press the B-Button repeatedly to execute more stabs with the spear, though the knockback from the move prevents it from hitting more than a couple times against any one fighter. Good for clearing out crowds of enemies.
FINAL SMASH: Dance Macabre- Trish will seductively glance at her opponent before rushing in with her sword. The first player caught in the attack will be subjected to several sword slashes, each augmented with her own innate demon lightning powers, before Trish finishes with a powerful spin attack that will send the opponent flying.
----
==Tales of Symphonia==
Lloyd Irving*
	Colloquially known as "the boy in red," Lloyd Irving is a skilled swordsman from the town of Iselia thrust into destiny by the Journey of Regeneration. In Smash, he wields his twin swords for a variety of moves focusing on power and offense over defense, particularly in upgrading his special attacks by charging them in time. While some might consider him a glass cannon, in the right hands Lloyd is a strong contender for best swordsman in the game.
<tabber>Special Attacks=Neutral Special: Demon Fang/Double Demon Fang- Lloyd strikes the ground with one of his swords in an upward arc, causing a blue spark of energy to traverse across the field dealing damage with the possibility of stumbling opponents. Charging the attack by holding the B-Button (indicated by Lloyd glowing) will cause him to send Two Demon Fang projectiles across the screen, with the second hitting for more damage.
Side Special: Sonic/Hurricane Thrust- Lloyd will tilt himself back before lunging forward with one of his swords in an explosion of blue magical energy. For a brief second, any opponent hit by the point of the attack will be stunned. In this state, a player can press the B button to cause Lloyd to follow up with a powerful wind attack to do more damage and send them flying backwards.
Up Special: Tiger Blade/Demonic Tiger Blade- Lloyd will leap up in the air with both of his swords upward before diving down with both swords pointing towards the ground, meteoring anyone hit by the point. When he lands (assuming he lands), then Lloyd will swing both of his swords outward in a sweeping motion, damaging anyone in front of him. Holding B while in flight will cause Lloyd to fire out two weak Demon Fangs after landing in addition to the sword attack.
Down Special: Beast/Raging Beast- Lloyd will crouch down charging energy, before lunging forward with his shoulder and launching a blue energy outline of a lion at an opponent. If the move is fully charged before being released, then the Lion will be twice its normal size and do more damage to opponents.
FINAL SMASH: Falcon Crest- Lloyd will create a swirling vortex of magic around himself, entrapping and damaging anyone above him within that radius. He will then form both of his swords into the Eternal Blade before somersaulting up in the air and delivering a powerful downward slash in front of him, almost certainly KO'ing anyone caught by the edges of the blade.
----
==No More Heroes==
Travis Touchdown*
	An anime otaku and would-be assassin who won a beam katana on the Internet, Travis Touchdown is out to become the number one killer in the Smash Arena. His sword stands out amongst the various blades in Smash, primarily due to its power meter. The batteries in Travis' Beam Katana aren't the best in the world, and he will frequently have to recharge them as most attacks will drain them. This can be accomplished either by waiting (the katana gains charge at the rate of roughly 1% every 1 and a half seconds) or by recharging in Shield mode by pressing B, though this will make Travis vulnerable. Fully powered, his sword attacks are devastating. Underpowered, and they become near useless.
<tabber>Special Attacks=Neutral Special: Blueberry Cheese Brownie- Travis will flick his beam katana outwards, creating an energy ball that will travel a short distance and damage opponents. Players can either be hit by the swing of the katana (which does minimal damage) or the projectile itself, which deals moderate damage. The BCB uses 8% of the Katana's power per projectile.
Side Special: Death Blow- Travis will rear back and then swing for the fences with a powerful upward slash with his Kitana. The strength of the blow is dependent on the starting percentage of the Blade's battery when the attack is launched. Above 90% and the blow will be at its strongest, but move slower on the startup. Between 50% and 90% the blow will still be strong, and have far quicker startup time. Between 15 and 50%, the blow will be rather weak, but will be able to be executed faster. Below 15%, Travis will deliver a weak attack and the Beam Katana will die, causing Travis to yell in frustration. Each Death Blow costs 15% of Battery Power.
Up Special: 00 Chip- Travis will don his Death Glove and activate the 00 Chip within it, allowing him to dash attack up at an angle. The chip will malfunction after a short time and he will then fall helplessly to the ground. Not the best recovery move, due to its lagging startup time, but it still goes a fair distance. Anyone hit by the Dash Attack will take damage. Despite not using his kitana, using the 00 Chip will cost 2% of Battery Power.
Down Special: Strawberry on the Shortcake- Travis will enter a sort of "Hypermode" where his attack strength and speed are increased at the expense of greatly reduced defense. His sword attacks also use a third of their normal battery power during this mode. Entering this mode uses up 12% of battery power, and your battery will not recharge while in this mode, making it very quick to drain. The mode itself lasts about 10 seconds, and has a cooldown time of the same before it can be used again.
FINAL SMASH: Glastonbury- Travis will suddenly mount his chopper, the Schpeltiger, and ride forward. Anyone hit will be sent into a cutscene outside the Motel No More Heroes, and then be confronted with the massive Glastonbury mech suit. Travis will give a salute from atop the Mech, before it blasts the opponent away with a powerful explosive beam, sending them flying as they return to the stage.
----
==Bomberman==
 Bomberman*
	A citizen of the Planet Bomber, Bomberman (also known as White Bomber) has one goal in life, saving his Planet from certain destruction by making things blow up. After using his bomb making abilities as an assist trophy, Bomberman has made the transition to full fledged competitor, and is doing what he does best, making bombs first and asking questions later.
<tabber>Special Attacks=Neutral Special: Bomb Deploy- Bomberman creates a single bomb that he then places directly in front of him. This bomb is not a projectile, and cannot be moved by any other player. The bomb will remain in this location until Bomberman detonates it or until it is hit by some type of fire attack, accidentally setting it off. There can be 5 bombs deployed at any given time, and if Bomberman attempts to deploy a sixth one, he will set off the oldest deployed bomb automatically.
Side Special: Bomb Throw- Like the Bomb Deploy, Bomberman generates a bomb in his hands. However instead of placing it directly in front of him, he will toss it a good distance forward. This bomb will then either come to a rest where it lands, acting from then on as another deployed bomb, or it will explode on contact with an enemy (unless that enemy catches or deflects it back). A thrown bomb counts as a deployed bomb for the sake of there only being 5 bombs on screen at any time.
Up Special: Bombs Away- Bomberman throws a bomb directly underneath himself and detonates it, giving himself a tremendous upwards boost of momentum (even in midair). These bombs do not count against the 5 bomb limit, as they detonate automatically and immediately.
Down Special: Bomb Detonator- When this move is activated, Bomberman will detonate all existing bombs on the screen, causing a large explosion from each bomb (that could catch Bomberman if he's not careful). If there are no bombs currently deployed when using this move, then Bomberman will detonate a small bomb around himself, causing a minimal amount of self-damage, but also damaging anyone else near him.
FINAL SMASH: Bomb Squad- Bomberman will slow down time and deploy several mini Bombermans that place mini-bombs all over the stage. These bombs will then detonate in a chain reaction, dealing multiple hits of damage as they go off one after the over as time flow returns to normal. Using this move will also automatically detonate any deployed bombs that Bomberman currently has on the field.
----
==Monster Hunter==
The Hunter*
	A nameless Hunter sent to hunt the Dragon Rathalos in a wild continent, the Hunter has tracked the Dragon to the Smash Arena and will deal with their new foes as well. The Hunter wields the iconic weapon of the Monster Hunter series, the Great Sword, a massive broadsword who's attacks can launch opponents, but are relatively slow. This is somewhat compensated by the fact that the weapon's edge will lose sharpness overtime, indicated by a sharpness gauge on the Hunter's icon. The Great Sword will need to be sharpened overtime, which is done by pressing Down+B (this also acts as a pseudo counter in certain circumstances.) While the Hunter is limited in mobility, their defense and offensive potential makes them a feared competitor.
<tabber>Special Attacks=Neutral Special: Charge Slash- The Hunter will perform a powerful downward slash with the Great Sword that can be expanded upon. Pressing the B-Button once will cause The Hunter to just perform one slow slash that does decent damage. Pressing and holding the B-Button will charge this swing, and the Hunter can move back and forth while charging. Releasing B will unleash the swing. Doing nothing afterwards will end the attack. However, the Player can press B again after the Blade from the first swing his completed its downward arc but before the Hunter has lifted it back to idle position. Doing so will launch a second, more powerful double swing that will send opponents flying if it connects. However both swings have tremendous endlag if they miss, those this endlag can be canceled by roll dodging.
Side Special: Ground Slash Arc- The Hunter will rush forward and drag the Great Sword across the ground, building up a charge, before performing an upward slash with the sword. The slash itself does little damage relatively speaking, however the arc of energy that follows it will deal more damage and significant knockback to any opponent it hits. Like all of the Hunter's attacks though, it is slow to complete.
Up Special: Moonbreaker- The Hunter will leap in the air and perform a 360 degree vertical spin with the Great Sword, launching foes at higher percentages when it hits. As a recovery move, it gains little horizontal or vertical gain, making it far more valuable as an attack. At high percentages, the reach of the Great Sword when spun around like this (and the relative quickness of the attack versus the rest of the Hunter's moveset) makes this a powerful KO option.
Down Special: Blade Sharpen- The Hunter will crouch down and begin sharpening the Great Sword with a whetstone, increasing the amount of damage dealt by the blade by refilling the Sharpness Gauge. When this move is initiated, and right after finishing sharpening the Blade, the Hunter will briefly glow. During this brief time, the Hunter will counter any physical attack with a powerful forward kick that will momentarily stun opponents, allowing the Hunter to follow up with a quick attack.
FINAL SMASH: Dragon's Rath- The Hunter will perform a powerful downward strike with the Great Sword, launching anyone hit by it into a cinematic cutscene. In the cinematic, the Hunter will strike all opponents with the Great Sword, damaging them. The Hunter appears to finish off the opponents on the Plains from Monster Hunter, only to dart out of the way when a Rathalos comes flying in. sending the opponents flying as the cinematic ends.
----
==Shantae==
Shantae*
	The half-genie hero of Scuttle Town, Shantae has danced her way into the Smash Arena at long last. Her magical prowess is great, and is the basis for her fighting abilities in Smash Infinity. Shantae utilizes a magic meter to power her various spells and abilities, chief among them her transformation abilities. She can regain magic the same way that the Inklings regain ink, by holding B while shielding Shantae will dance in place, slowly refilling her magic meter. Of course she'll be vulnerable while doing this. Shantae is usually a lightweight fighter, but her various animal transformations give her different special movesets while in these forms (her animal forms are incapable of performing Smash Attacks.)
<tabber>Special Attacks=Neutral Specials: 
*Fireball- Shantae will shoot a fireball across the stage that does decent damage and knockback. While this move can be fired at a good rate, doing so will consume magic. Attempting to use this move with no magic will generate a pathetic whimper of a flame blast right in front of Shantae and no further.
*Banana Fling- While in Monkey Form, Shantae will fling a small banana projectile at opponents that does very little damage but does cause opponents to flinch. There is a slight chance that this move will cause a Banana peel item to appear on the stage.
*Trunk Blast- While in Elephant Form, Shantae will begin pulling in air with her trunk, drawing enemies close to her. If she catches one, she will then launch it forward with a powerful attack. Lighter enemies are affected by this more than heavier ones are, so against certain enemies it is not the most powerful attack.
*Talon Slash- While in Harpy Form, Shantae will perform a powerful front slash attack with her talons, which does great damage and knockback, but has very limited range.
Side Specials: 
*Mirror Magic- Shantae will create a mirror shield around herself that will reflect projectiles and reduce the amount of damage that she takes from physical attacks. Holding down the B-Button will keep the shield in place, but it will also drain the Magic Meter while it is active. Using this move with no magic will cause the shield to barely form around Shantae, just long enough to reflect one projectile if timed correctly.
*Monkey Bullet- While in Monkey form, Shantae will perform a powerful flying headbutt attack to opponents, flying nearly halfway across the stage when using this attack. It does a surprising amount of damage and knockback despite the size of Shantae's form, but it also can potentially cause her to leap off the stage.
*Elephant Charge- While in Elephant form, Shantae will stamp her feet while charging energy while the player holds down the B-Button. Releasing it will cause the elephant to charge across the stage, dealing significant damage and knockback to any foe that it hits. Unlike the Monkey Bullet, this move doesn't run the risk of falling off the stage. But it is very slow and easy to dodge.
*Screech- While in Harpy Form, Shantae will let out an ear-piercing screech attack that, while it doesn't do any damage, will paralyze any foe hit by the sound wave for a brief moment, allowing for a follow-up attack.
Up Specials: 
*Hair Spin- Shantae will twirl her hair around like a helicopter, rising up in the air as she does so. After about three seconds she will spin her hair slower and slowly float down to the ground for a couple seconds before entering freefall. Her hair spinning can do damage to opponents. This is the only special move Shantae has that won't consume any magic.
*Monkey Flip- While in Monkey Form, Shantae will perform a high angle flip jump, flipping through the air three times before falling down to the ground in freefall. While she gains a decent amount of vertical ground with this move, there is almost no horizontal ground gained, and the freefall is probably when Shantae is most vulnerable in this form.
*Elephant Stomp- While in Elephant Form, Shantae will perform a small jump into the air and then drop back down to the ground like a stone, spiking opponents hit in mid air and creating a shockwave effect when landing on the ground. A powerful attack, but Shantae gains almost no air with it (and cannot grab ledges as the elephant), making it virtually useless as a recovery move.
*Harpy's Flight- While in Harpy Form, Shantae will flap her wings five times to move up while traveling at an angle. Players can continue to press the B-Button once in the flapping motion to continue flapping the Harpy's wings in order to gain more height, but doing so will drain the magic meter even faster.
Down Special: Transformation- Shantae will begin to dance in place and a selector wheel will popup displaying her three animal transformations. Select one and she will transform into that animal. The transformation will remain in tact while she still has magic in her magic meter or until the player chooses to turn back into a human by refilling the magic meter through a shield special or roll dodging. The meter will slowly drain while she is in animal form, and when it empties she will immediately transform back into a human, regardless of her current position on the field. She can choose to transform into a monkey, elephant or harpy form. The Monkey is the smallest animal and has a very low hitbox, but can easily be sent flying if it takes a hit. The elephant is a tank and can take a lot of damage, but has very limited mobility. The Harpy can fly over short distances, but drains the meter the fastest of all three animals.
FINAL SMASH: Risky Boots Invasion- Shantae will perform a Warp Dance, creating a ball of light right next to her that will suck in opponents. They will be sent to a cutscene just outside Shantae's home near Scuttle Town, where the pirate queen Risky Boots' ship will appear in the background, blasting them with cannon fire that damages them. A long Range Cannon will fire at the end of the sequence, blasting apart the home and sending the fighters flying as the FS ends.
----
==Shovel Knight==
Shovel Knight*
	Steel thy Shovel, for the preeminent knight of Shovelry to dig his way into the Smash Arena. Shovel Knight is a surprisingly heavy fighter despite his size, but he has a nimble movement style that keeps him from clunking around like other heavy hitters. His powerful shovel attacks and varied relics give him a bunch of different ways to defeat opponents, even if no one move has great launching potential. Shovel Knight can outlast most opponents due to his superior defense though, prepared to deal justice...in spades.
<tabber>Special Attacks=Neutral Special: Flare Wand- Shovel Knight will use his relic the Flare Wand, blasting a fireball across the screen that deals only moderate damage and very little knockback. The fireballs have a good rate of fire though, as up to four of them can be on screen at a time. They also travel fast, making them hard to dodge. It's a good coverage weapon that will rack up damage quickly.
Side Special: Propeller Dagger- Shovel Knight will fly ahead a short distance with a sword extended, dealing significant damage to opponents hit by the blade (more so than the hitbox of shovel knight being dragged behind the blade.) The Propeller Dagger only goes a short distance and has end lag, but can be used in midair repeatedly to gain horizontal ground, though in between each use you will sink a little bit in the air.
Up Special: Towing Anchor- Shovel Knight will toss an anchor straight up at an angle and hang on for dear life, as the anchor travels in an arc pattern. This isn't the best recovery move, given that you cannot cancel out of it once it has been launched and that you have to land on solid ground to land safely (read, Shovel Knight cannot grab the edge while in the falling animation). However, as an attack it does great damage, and opponents hit by the point of the anchor during the downward descent will either be spiked if they are in the air or buried if they are on the ground.
Down Special: Shovel Drop- Shovel Knight's Signature attack. While on the ground he will jump in the air and then drive his shovel straight down onto the enemy (if in the air, he will simply hold his shovel down.) Note that this attack doesn't drive Shovel Knight down any faster than he normally would fall. If Shovel Knight hits any object other than the stage, than Shovel Knight will bounce off that object and continue to hold his shovel down as long as the B button is pressed. Shovel Knight can continue to do this indefinitely, though the amount of bounce that he gains from doing this will decrease after about 4 bounces, making it harder to keep him airborne long enough to find something to hit. The knockback on enemies with each successive hit will also increase, so it's virtually impossible to indefinitely bounce on one person's head in a normal stage.
FINAL SMASH: Tower of Fate- Shovel Knight will dig a hole in front of him, spreading dirt a good distance away. Anyone hit by the shovel or the dirt will be taken to a cutscene inside the Tower of Fate, where Shovel Knight teams up with Shield Knight to deliver out punishment to the enemies. The FS ends when the Enchantress' true form appears, firing a powerful energy blast straight down that sends opponents flying back to the stage.
King Knight *DLC*
	The Decadent Dandy of Pridemoor Keep, King Knight is a member of the Order of No Quarter and determined to rule over the Smash Arena. King Knight is a heavier character than Shovel Knight, and doesn't have near the mobility. However his attacks do far more damage and knockback than his Shovelric enemy...even if most of them involve summoning his minions to do his dirty work. The key is to be patient and wait for the right moment to strike and not rush into things...because King Knight won't be able to escape easily.
<tabber>Special Attacks=Neutral Special: Propeller Blitzsteed- King Knight will summon a Blitzsteed minion to the field, which will then travel across the stage until it reaches the edge or hits a wall. The Blitzsteed is armed with a powerful lance that will damage opponents and deal decent knockback. The minion will also travel through enemies, allowing it to damage multiple foes at once. It doesn't have a great rate of fire, as it takes a short time to summon the minion, and only one can be on the field at a time.
Side Special: Sceptor of Swiftness- Holding B will allow King Knight to begin charging energy. Once the button is released, he will dash across the field and swing his scepter in a forward slash attack, dealing massive damage and knockback to any opponent he hits. This is easily King Knight's quickest attack, even when not fully charged it goes a decent amount of distance. It can be used for recovery, but King Knight will enter freefall if it is used in midair so, be sure to judge the distance correctly.
Up Special: Decree of Soaring- King Knight will summon a friendly Birder to the field and cling onto it as it rises up at an angle for about four seconds. King Knight can jump off the Birder before it reaches the end of its time limit, and he will be able to use other attacks if he does. However if the Birder drops King Knight automatically, he will enter freefall. The Birder itself will continue to fly around the stage for a short while damaging enemies. It can also be destroyed by enemies and is fairly fragile, so watch out for projectile attacks when riding it.
Down Special: Turn Coat- King Knight will summon his massive cape and use it to shield himself from projectiles as long as the B-Button is held down. He will still take half the damage from projectiles while this is active, but suffer no knockback. The other half will be converted into energy. When King Knight has fully charged the attack, he will begin to glow. Using the Turn Coat move in this state, will cause him to discharge all the pent up energy in one powerful blast, dealing massive damage to anyone it hits. He will lose all energy if he is KO'ed.
FINAL SMASH: Horns of Heraldry- King Knight will summon three large trumpets to appear on either side of the stage. These trumpets (six in total) will fire out pieces of confetti as they play a fanfare for King Knight, with the confetti damaging opponents. King Knight will then summon a Griffoth after the trumpets disappear, who will fire a string of fireballs that will strongly damage foes and blast them away to end the FS.
----
==Ninja Gaiden==
 Ryu Hayabusa*
	The legendary Ninja Gaiden, Ryu Hayabusa is a sword wielding ninja of doom who has joined the Smash Arena. Ryu's one of the faster characters in the game, certainly one of the fastest swordsmen. He's also a swordsman with access to projectiles, making him particularly dangerous. He also has great recovery, having two midair jumps with which to try and recover from attacks, and a third recovery move that also can help. He needs this recovery potential, as he is easily knocked back by strong attacks. It also can be difficult to gauge the power of his normal attacks, given the short range of his Dragon Sword. Learn how Hayabusa moves though, and he will be difficult to beat.
<tabber>Special Attacks=Neutral Special: Windmill Shuriken- Ryu will throw a large ninja star in front of him that spins around repeatedly, though it doesn't deal multiple hits of damage. The star will go a set distance forward or until it hits an enemy, before ricocheting back towards Ryu. If Ryu doesn't catch it, the star will fly backward the same amount of distance or until it hits an enemy, before again flying back to Ryu. Miss it a secondtime, and the Ninja Star will fly off the stage. The move doesn't do a lot of damage, but it's a good spacing move to launch into combos with given its strong knockback.
Side Special: Fiend's Bow- Ryu will pull out his bow and arrow and fire a two pronged arrow attack at the enemy. Simply tapping the B-Button will cause the two arrows to shoot out, one a short distance away and the other a longer distance, doing minimal damage. Holding down B will cause Ryu to shoot out the two projectiles at the same (greater) distance, and will do more damage overall. It is slightly hindered by its slow rate of fire.
Up Special: Wind Run Technique- Ryu will perform a series of jumps as if he were walking on air, gaining vertical and slight horizontal ground. He will perform six steps like this before entering freefall. At any point before the sixth step, the player can press B again to cause Ryu to deliver a slightly downward aerial dash attack that deals series damage and knockback to opponents. However, immediately after this attack Ryu will enter freefall, and he cannot grab ledges while in the dash attack animation, so time it well.
Down Special: Fire Ninpo- Ryu will be surrounded by five small size fire orbs that will circle around him for about six seconds before dispersing. These fireballs will damage any opponent that tries a physical attack and will also absorb projectiles, though at the cost of the fire orbs dissipating early. At any time the player can press B again to to concentrate the orbs into a fireball attack that will go a short distance forward but deal massive damage. The amount of damage is dependent on how many of the orbs are left in the fire shield. This must be done by the player, it will not launch automatically after the six second window closes.
FINAL SMASH: Inferno Dragon- Ryu will gather flaming ki energy from all around himself and create a large avatar in the form of a giant flaming dragon. The player can then direct this dragon form around the stage, dealing damage to any opponent who touches it. This avatar will last for about 8 seconds before it explodes in a final detonation of fire damage which will send opponents flying as the FS ends.
----
==Captain Toad==
Captain Toad (Captain Toadette)*
<tabber>Captain Toad=
The intrepid explorer of the Mushroom Kingdom (and his female counterpart) have finally arrived at the Smash Arena, Ready for Adventure! As he is in his title game, Captain Toad is not exactly the most airborn character in the world (Mushrooms prefer the ground, you see), but he does have a little bit of in-air action. He also has a Super Jump should the need arise to get to higher ground. The good Captain's main function is in his quick ability to toss turnips at opposing players, while also being deceptively strong with his smash attacks.
<tabber>Special Attacks=Neutral Special: Headlight Daze- Captain Toad will look straight ahead and "flash his brights" as it were, turning on his headlight full blast before turning it back off. Any player caught in the light beam will instantly be stunned, and ready for a follow up attack.
Side Special: Mine Cart- Captain Toad will create a minecart that he then pushes across the stage (and off platforms). Holding the B Button will cause Captain Toad to jump in said minecart. Any player hit while Captain Toad is in the minecart will take damage, however the minecart itself will also travel faster. A player can jump out of the minecart at any time. Only one minecart may be active at a time.
Up Special: Super Jump- Captain Toad will crouch down and then perform the highest jump he can. Simply pressing the B-Button will only have him leap up slightly, akin to his second jump. But holding the B-button for roughly two seconds will cause Captain Toad to glow. Once he is glowing, players can release the button to have the Captain perform his Super Jump from Mario Bros. 2, granting him far greater height then any of his other jumps. Any player hit by the charged up super jump will also take minor damage (a regular super jump does no damage.) However while crouched down, he is vulnerable to attack.
Down Special: Turnip Toss- Captain Toad will pluck a turnip out of the ground and hold it high above his head. The player can then toss the turnip as a projectile at opponents. By random chance, Captain Toad can also pluck out of the ground:
*Food Items which will heal him.
*Bo-Bombs
*Giant Turnips, which are double the size of normal turnips and do twice as much damage.
*A Super Mushroom item.
*A Lip's Stick item.
FINAL SMASH: Double Cherry Pickaxe- Captain Toad will utilize the Double Cherry powerup which will create a Computer controlled clone of himself. Both he and the clone will then use pickaxes that do major damage to any opponent hit by them. The player will have control over Captain Toad, while the CPU will actively have the clone go after opponents. Captain Toad's normal jumping powers are magnified during this Final Smash, with everything returning to normal at its end.
----
==Earthworm Jim==
 Earthworm Jim*
	At one time Jim was nothing more than a common Earthworm. Until a mechanical super suit came crashing from outer space, turning him into the grooviest hero in the Cosmos! Inactive for years, Jim has returned as a special guest to the Smash Arena, eager to showcase his heroic talents once more. His supersuit gives him decent strength and makes him surprisingly hard to knockback. The trade off is that he doesn't have the most damaging moveset, making him more of an all-around fighter than anything.
<tabber>Special Attacks=Neutral Special: Plasma Blaster- Jim will fire three shots from his plasma blaster that travel the distance of the course, but also only do minimal damage. Holding down the B button for a short period will cause Jim to fire a single, but more powerful, charge shot.
Side Special: Worm Whip- A trademark move of Earthworm Jim, as he takes his body out of the super suit and whips it forward to damage opponents. This move can also be angled up or down slightly for greater range. It doesn't damage foes as much as Simon Belmont's whip does at the sweet spot, but Jim's range is slightly longer and the damage is the same throughout the hitbox, giving it greater damage potential regardless of where it hits them. This move can be used as a tether grab.
Up Special: Worm-o-Copter- Jim spins his head around rapidly in his super suit, lifting himself up like a helicopter (and also damaging anyone he attacks from underneath.) He then descends slowly from the apex of where his upward momentum takes him.
Down Special: Pocket Rocket- Jim whips out his personal spacecraft, the Pocket Rocket, and then rides around the stage on it. While on board Jim can use his Worm Whip (with the A button replacing the B button in this scenario) while also using his Plasma Blaster for attacking. However he cannot jump while on the rocket (doing so causes him to leave to rocket), and if Jim is hit at any time he will fall off the rocket as well. Leaving the rocket causes it to fly off in the direction it was last heading, and Jim can only summon it again after a few seconds. The rocket also takes a short time to ignite, and Jim will drop like a stone if he summons it in midair.
FINAL SMASH: Don't Have A Cow- Jim will jump on a seesaw that suddenly appears next to him, launching a cow into the air. He will then be invincible for a short while, capable of doing more damage than normal. At the end of the attack, the now suddenly enlarged cow will come crashing down into the stage, flattening anyone underneath it and sending them flying.
----
==Rayman==
 Rayman*
	Rayman is...odd. He looks incomplete. But having no limbs isn't as much of a hindrance as you might think it is. His Telescopic Fist Attack gives him incredible range at the expense of his own fists...and potentially his ability to use items if you're not careful. Though his lack of limbs also makes him very easy to toss about the stage, Rayman is a surprising powerhouse capable of doing decent damage in the right hands.
<tabber>Special Attacks=Neutral Special: Telescopic Fist- Rayman will begin winding up his fist, charging power as long as the B-Button is pressed. Releasing it will cause him to toss his fist a significant distance across the stage, dealing strong damage to anyone hit by it (though the damage is greater the closer Rayman is to his target.) Rayman can throw both of his fists in succession, but he will have to retrieve them from the stage (if they are thrown off, they will regenerate like King K. Rool's Crown.) If he has no hands, Rayman will be unable to grab and use items, nor will he be able to grab opponents to throw them, so keep track of your fists.
Side Special: Vortex Launch- Rayman will spin in place once before firing a miniature vortex out that travels a short distance across the stage. Players caught in this vortex will be hit multiple times on their way to being knocked up a short distance. The knockback increases dramatically at very high percents, making this a surprise KO option at close range for Rayman.
Up Special: Throttle Copter- Rayman will use his Throttle Copter Power-Up to begin flying in the air for a short distance, with limited horizontal control as he makes his vertical ascent. Rayman can also jump-cancel this move halfway up his descent and hold the B-button to use his hair to spin around and slow his descent, giving him a lot more horizontal recovery. If he makes it to the apex of the jump though, he will be helpless as he falls. The copter blades do minimal damage.
Down Special: Plum Drop- A giant plum will appear in front of Rayman, who can then hold it in place and wait for the right moment. Pressing B Again will cause Rayman to kick the plum, which will bounce on the ground a few times before exploding and dealing decent damage to anyone caught in the explosion. The juice that explodes from the plum will cover opponents, but it has no other effect besides aesthetics.
FINAL SMASH: Hi-Ho Moskito!- Rayman will jump on board a flying Moskito who zooms across the stage. Anyone hit by him will be sent to a cutscene where they are falling in midair, and Rayman and his friends (including Globox, Barbara and Grand Minimus) start firing Lum energy blasts at the enemies, heavily damaging them, before Rayman finishes with an attack from his Heavy Metal Fist which sends them flying as the scene ends.
----
==Adventure Island==
Master Higgins*
	Though many a game may have forgotten about the Island Adventurer, Master Higgins has returned in Smash Bros to make sure they don't forget again. On the surface Higgins may appear to be a simple fighter, but his versatility and all-around ability make him a good choice for beginners looking to master the game, and a good choice for veterans looking to mix-up playstyles.
<tabber>Special Attacks=Neutral Special: Stone Axe Throw- Master Higgins will launch his trademark projectile, a stone axe, up into the air at an arcing angle. The axe doesn't do as much damage as Simon's does, but it does travel higher, and Master Higgins can throw as many as fifteen of them on screen at a time. Collectively the axes do far more damage when enemies are caught in a hail of them, given the lack of knockback from the move.
Side Special: Spear Chuck- Master Higgins pulls a spear from...somewhere...and chucks it at enemies. Any enemy hit by it will take decent damage and knockback. But the strength of the move comes from the ability to stick them into walls and build platforms out of them. A couple of spears put on the side of stages can act as a saving grace for players. Three spears, including ones that Higgins has chucked into walls and thrown at enemies, can be active at any time. Throwing a new spear will cause the oldest spear active to disappear.
Up Special: Aviary Assistance- Master Higgins will get a little help from one of his Island friends, as a giant bird will swoop from the sky and grab him, carrying him up into the air a predetermined distance or once the player releases the B button. Higgins will then flail his arms about helplessly on the way to the ground.
Down Special: Mystery Egg- Master Higgins will pop open an egg that appears in front of him, eating a random fruit that will grant him special abilities. Pineapples will make him stronger and give his smash attacks more power. Coconuts will increase his defense and make him harder to knock off stage. Mangoes will make him faster slightly and also increase his jumping ability. Melons are the rarest fruit and will buff all his stats at once. The stat buffs last for roughly ten-twelve seconds, and this move does have a cooldown period of the same time. Occasionally as well it will backfire on the player when Higgins eats an eggplant and his stats are nerfed for the same amount of time.
FINAL SMASH: Skateboard Style- Master Higgins enters a cutscene and dons his kneepads, helmet and skateboard. The Honey Girl Bee appears and circles around him rapidly, making him invulnerable during the Smash Period. Higgins then skates around the stage, able to jump higher and move faster than ever before. Anyone hit by him or the axes he throws will take significantly more damage and knockback until the Final Smash ends.
----
==Jet Force Gemini==
Juno (Vela)*
<tabber>Juno=
The leader of the Jet Force team, Juno is a well armed fighter with an array of gadgets and gizmos to thwart enemies in the Smash Arena. He is a mid-range projectile fighter who has equally strong defensive stats...at least against projectiles. Get up close and personal with him though, and things may get a little dicey. His smash attacks are among the weakest in the game overall, and his jumping ability (save for his strong recovery) is also in the bottom tier. Still, his projectiles tend to make up for this in the long run, as does his enhanced armor, which grants him special proection against explosions and fire damage.
<tabber>Special Attacks=Neutral Special: Machine Gun- Juno will pull out his trust Machine Gun and fire a five round burst with a simple press of the button. While the damage isn't all that impressive, the range of the weapon is good at keeping a sphere of protection around Juno. Holding down the button will allow you to fire the gun repeatedly, though doing so for too long will cause it to overheat and require a cooldown period for a short span of time.
Side Special: Plasma Shotgun- Juno will pull out his Plasma Shotgun and fire a charged shot across the stage. The range is better than the Machine Gun, and the damage is greater, but the firing time keeps it from being a great projectile. Holding down the B-Button will also allow you to deploy this weapon to fire shorter range blasts, and while the gun won't overheat like the Machine Gun does, the damage caused by these smaller quicker projectiles is a shell of what the main rounds do.
Up Special: Jet Pack- Juno will activate his onboard Jet Pack and be able to fly around for about five seconds of flight time. Like ROB's Robo Burner, the player can press and release B to conserve Jet Fuel and space out the flight time to allow for more horizontal and vertical recovery. When the fuel runs out, Juno will fall to the ground. If a player is directly underneath him when this is fired, they will be spiked to the ground.
Down Special: Cluster Bomb- Juno will toss a small bomb onto the field a few feet ahead of him. This bomb will beep three times before exploding (or will explode on contact with the enemy) and shooting up four smaller bombs, two in either direction. These bombs will also detonate with slightly smaller explosions when they hit an opponent or collide with the ground. Juno can deploy these bombs with impunity, though the reload time makes it more likely only two or three could ever be deployed at any given point.
FINAL SMASH: Tri-Rocket Launcher- Juno will literally pull out the big guns as he unleashes his Tri-Rocket Launcher. This gun fires three spiraling rockets that detonate in spectacular fashion sending opponents flying from the explosions. Juno can fire up to 5 sets of these rockets, ensuring that you have to be great at dodging during the FS to avoid being turned into mincemeat.
----
==Arms==
Spring Man*
	A newcomer to the sport of ARMS, Spring Man dreams of one day winning the championship belt. To do that, he has entered the Smash Arena to step up his game. As he is in his game, Spring Man is a fairly well-rounded fighter, focusing on being above average in all varieties of combat rather than focusing on any one area of strength. Spring Man's extendable arms make it hard to get in close for combo damage, but if you can make it past them, he is ripe for the pickings.
<tabber>Special Attacks=Neutral Special: Spring-Loaded- Spring Man will rear back and launch a straight punch dead ahead with his extendable arms. While this is similar to his side smash, Spring-Loaded works differently in that it passively charges overtime. Hitting the B-Button will empty the charge and cause the arms to go further, depending on how powerful the charge is. No charge means the punch goes only a short distance in front of him. A partial charge nearly doubles this distance. A full charge means that the punch can traverse most of Final Destination in length. Anyone who crashes into the spring or who is hit by the fist as it recoils back to Spring Man will also take damage.
Side Special: Toaster Punch- Spring Man will fire off a punch similar to an uncharged Spring-Loaded Punch, but this time will also deal fire damage to unsuspecting opponents hit by the end of the boxing gloves. This move doesn't charge like Spring-Loaded, but still does a decent amount of damage.
Up Special: Spring-a-Ling- Spring Man will fire both arms up at an angle in an attempt to grab onto the stage. If he hits the ledge, he will be reeled in to it. If he hits an opponent, he will be reeled in towards them where he can deal a followup attack. This move provides almost no vertical gain if it doesn't connect with something, though.
Down Special: Shockwave- Spring Man will flex for the cameras, causing a brief shockwave of energy to be expended from his ARMS. This shockwave acts as a sort of shield, reflecting weak projectiles and negating stronger ones for the brief time its on screen. Physical attacks will still impact him though.
FINAL SMASH: Spring Rush- Spring Man will start glowing and his speed will be doubled.  All of his attacks will do 1.25 times their normal damage, and it is virtually impossible to knock him off the stage in this state. When the FS ends, Spring Man will return to normal.
 Ribbon Girl* <ECHO>
	One of the most popular popstars on the planet, Ribbon Girl is also an accomplished fighter in the ARMS Grand Prix. In the Smash Arena, Ribbon Girl acts as an Echo fighter for Spring Man, but she truthfully has abilities that he does not. While Spring Man is designed to be an offensive fighter, Ribbon Girl operates more as a defensive one. Her attacks don't do as much damage, but her recovery is much better (aided by her second midair jump).
<tabber>Special Attacks=Neutral Special: Spring-Loaded- Like Spring Man, Ribbon Girl will launch her arms in an extended blow straight of herself. Also like Spring Man, this move will passively charge over the course of the match, nearly extending across the full stage of Final Destination when fully charged. Enemies hit by the recoil effect will also take damage.
Side Special: Sparky Punch- Ribbon Girl will launch a shorter range punch with her gloves, but will hit anyone that is hit by the end of her glove with a powerful electric attack in addition to the punch's damage. This move does less damage than Spring Man's Toaster Punch, but it also will stun enemies for a short time to allow for follow-up attack or escape from a dangerous situation.
Up Special: Spring-a-Ling- Ribbon Girl launches both her arms upward at an angle and grabs any opponent or ledge she happens upon. This move operates exactly like Spring Man's version, the difference being that Ribbon Girl has two midair jumps as opposed to one, giving her greater recovery potential.
Down Special: Ribbon Girl Live- Ribbon Girl will showcase her arms in a quick pose, humming a few notes of song in the process. Unlike Spring Man's Shockwave, these notes will entrance any nearby fighters and put them to sleep similar to Jigglypuff's Sing Move. Ribbon Girl can then follow up with an attack.
FINAL SMASH: Ribbon Rush- Ribbon Girl will begin to glow and her speed will double. All of her attacks will do 1.25 times the normal damage, and she will become incredibly hard to knock off stage (though like Spring Man, she is not invincible in this mode). When the FS ends, Ribbon Girl returns to normal.
Dr. Coyle *DLC*
	A certifiable genius (and some would see fanatic) when it comes to ARMS, Dr. Coyle is the mastermind behind the Arms Institute and one of the most dangerous fighters out there. Of course, it doesn't help that she doesn't always play fair, utilizing a third arm for additional hit damage, some kind of invisibility power, and summoning the devsatating Hedlok apparatus. What she lacks in offensive fire power, she more than makes up for in dirty tricks.
<tabber>Special Attacks=Neutral Special: Lokjaw- Dr. Coyle will unleash her primary ARM weapon, the Lokjaw, which will detonate upon impact with the enemy. Like Spring Man and Ribbon Girl, pressing this will cause Dr. Coyle's ARM to fly straight ahead with a punch, detonating on impact with an enemy at the very end of the punch. Unlike those two however, Dr. Coyle can angle her punch up or down much like Pit's arrows, giving her a more versatile range with this weapon. Her move, despite the explosion, doesn't always do as much damage as Spring-Loaded, however.
Side Special: Third Arm Parry- Dr. Coyle will extend her third arm in a parrying motion. This move will deal minor damage to opponents hit by the slap, but its primary function is to reflect projectiles that have been sent her way. The timing on this parry is arguably the most forgivable in the game, given the range and distance that Dr. Coyle has with the attack. However, reflected projectiles will only deal about half as much damage as they would have otherwise, limiting the use of this weapon to a certain degree.
Up Special: Cloak Warp- Despite her ability to fly, Dr. Coyle will laugh maniacally and wrap herself in an invisibility cloak, seemingly teleporting a short distance away based on directional input from the player. She will not immediately be visible upon returning to the field, allowing this ability to be used to sneak up on unsuspecting opponents in the middle of a brawl with another fighter. This invisibility downtime is greater on the ground than in the air.
Down Special: Helix Spawn- Dr. Coyle will summon Helix to act as a decoy in front of her. The wibbly wobbly fighter will spring into action as it were, dealing a sharp right cross to any opponent that's in his range before disappearing. Dr. Coyle can only summon one Helix at a time, and there is a brief cooldown period before this move can be used again. Helix can also act as a shield for projectiles as well, as he will absorb incoming projectiles by dissolving with them.
FINAL SMASH: Hedlok Apparatus- Dr. Coyle will loudly proclaim its her greatest creation, before revealing the Hedlok Apparatus, which attaches to her and grants her six arms for fighting. She can then attack enemies on stage with impunity, her punches dealing twice as much damage as they did before. This apparatus will eventually fail, causing Coyle to discard it as the Final Smash ends.
Mechanica <ECHO> *DLC*
	Though Mechanica is officially classed as Dr. Coyle's Echo fighter, this is primarily only due to the fact that she lacks Spring Man and Ribbon Girl's offensive firepower. Mechanica is the only heavyweight amongst the ARMS fighters, but she is mobile despite this given her Mech's ability to fly. However, her attack speed is slower than most, meaning you have to time your attacks right or else you'll rack up damage quickly from melee fighters coming in close.
<tabber>Special Attacks=Neutral Special: Whammer- Mechanica will extend her arms use one of her signature Arms weapons, the Whammer, a large hammer that will pummel opponents when it hits, burying them on the ground or spiking them at damages above 120%. Like Dr. Coyle, Mechanica can angle her attack slightly up or down when launching it, though the range is not quite as great and the inherent damage of the attack is weaker than Coyle's Lokjaw.
Side Special: Shoulder Charge- Mechanica will perform a shoulder charge with her mech suit, knocking opponents away and launching those who attempt a physical attack against it, giving her a pseudo-counter move. Though this move has incredibly limited range, it is Mechanica's best launching attack and her most damaging one in terms of knockback, though it does have endlag if it misses.
Up Special: Jet Thrusters- Mechanica will activate the jet thrusters on her Mech Suit and have full range of motion while flying. Pressing B while the jet thrusters are active will elevate Mechanica, and she can attack with her aerial attacks while in flight. Releasing the B-Button will cause her to descend. The jet thrusters have enough fuel for about 7 seconds of flight before they run out and Mechanica enters freefall. Any player hit by the Jet Thrusters will take damage.
Down Special: Homie- Mechanica will extend her arms slightly and attack with a powerful clapping motion in front of her, which will launch opponents. Holding down B however will cause her to begin firing projectiles from her dual Homie Arms. The projectiles don't do much damage individually, but they have limited homing capabilities, making them hard to dodge. The rate of fire is decent early on, but after three seconds it will die off before ending completely after 5 seconds.
FINAL SMASH: Overclock- Mechanica will turn on the turbo boosters of her Mech Suit and launch into an all-out assault against opponents. In this mode, her punching and projectile attacks will do twice their normal damage. After 15 seconds, Mechanica's mech will begin smoking and a small boom will be heard. She will take around 30% damage as the FS ends.
----
==Overwatch==
Tracer*
	Don't worry, the calvary is here! A time-disassociated former test pilot turned Overwatch agent, Tracer's unique time dancing abilities give her one of the most peculiar skill sets in all of Smash. This is especially true of her trademark Recall ability, which allows her to restore her position and health to what it was three seconds prior to her activation of it, provided she has a fully charged Chrono-Meter. Using quick strike offense and rapid manuevers, Tracer is a force to be reckoned with in a master player's hands.
<tabber>Special Attacks=Neutral Special: Pulse Pistols- Tracer will fire off her trademark pulse pistols, shooting off five rounds at a time for minimal damage. Tracer can move with this item active, with the player holding down the B button. Doing this however will drain the Chrono-Meter located just above her fighter icon, with two seconds of firing draining about one of the three sections. When all three sections are drained, she cannot use this move. It takes roughly three seconds of non-use for the meter to refill a single section.
Side Special: Blink Dash- Tracer will use her unique Blink ability, allowing her to speed forward horizontally (this can also be angled up or downward by the players use of the control stick.) These blinks leave behind a short blue trail of chronal energy that does minor damage to anyone hit by them. The blinks can also be chained together to form a long distance maneuver, up to three times. Using One Blink drains one full charge from the Chrono-Meter, and if there is no more charges then the ability cannot be used again until it refills.
Up Special: Blink Teleport- Tracer will pause for a moment, allowing the player to input any direction. She will then use all the charges in her Chronal Accelerator to blink in that single direction, a far greater distance then just her individual Blink Dash's would allow (the distance determined by how much energy she has in her Chronometer). Doing this will drain the Chrono-Meter entirely, forcing her to wait some time before she can use her abilities again.
Down Special: Recall- Tracer will literally rewind time itself for three seconds, traveling back to the position she was in and regaining any health that she lost during those initial three seconds. She will then blink for about a second and a half, during which time she is invulnerable and can escape situations. This move doesn't effect the health or status of other players, nor does it change ongoing hazards or items within the stage. Using this ability requires a fully charged Chronal Accelerator, and using it will drain it fully. It will also tax the accelerator, forcing Tracer to wait an extra two or three seconds before it stars charging again for further use.
FINAL SMASH: Pulse Bomb Barrage- Tracer declares that the calvary is here and overclocks her accelerator, allowing her to Blink Dash to every player in a predetermined radius around her and attach highly explosive Pulse Bombs to them. When she has hit all of them, she'll cheekily say "Cheers Love," and flip the detonator, causing each player to be blown up by a powerful explosion. Using this doesn't drain the Chrono-Meter, and will restore it to fully charged if it isn't already.
----
==Clayfighter==
 Bad Mr. Frosty*
	He's no jolly happy soul. An anthropomorphized snowman made out of sentient clay, Bad Mr. Frosty has turned from dominating the forgotten landscape of Claymodo Isle and Mudville and has turned his attention to the Smash Arena. Surprisingly strong for a being made from clay, Frosty's devastating freezing attacks will put any Smash competitor on Ice.
<tabber>Special Attacks=Neutral Special: Snowball Toss- Frosty will literally take a piece of himself and toss a medium size snowball across the field that does moderate damage. At higher percentages, it also has the potential to freeze opponents in ice.
Side Special: Frosty Express- Frosty will go the extra mile with the Snowball stuff, turning himself into a large snowball projectile and traveling a good length of the stage in a forward attack. This move does significantly more damage than the Snowball Toss, but will not freeze opponents and has a lag at the end as Frosty reforms himself into his normal form.
Up Special: Ice Bash- Frosty will jump high into the air and then belly flop back onto the ground, ice spikes forming on his torso for additional damage to opponents.
Down Special: Snowcone Squeeze- Frosty will grab any opponent nearby and proceed to squeeze the ever-loving bejeesus out of them, dealing damage with each squeeze until the opponent either breaks out of the bear hug or Frosty squeezes them four times, before following up with a devastating kick that sends them flying.
FINAL SMASH: Claytality- Frosty shouts out "Frozen Frenzy!" and removes his hat, enlarging it slightly, and dropping it on top of any poor soul who happens to be nearby. Anyone trapped under the hat will then be sent to a cutscene at the Frozen Fortress, where Frosty is seen behind a Gatling Gun where he pelts the victims with powerful snowballs, before finishing off by causing a massive avalanche that sends them flying.
----
==Golden Sun==
Isaac*
	From the world of Golden Sun comes the Venus adept Isaac, set to use his Psynergy to purify the Smash Arena. Isaac is a middleweight fighter who, despite having a sword, is much more of a magic based fighter who utilizes ranged attacks. This is primarily centered around his versatile Move attack, which acts as a second set of grabs and hits for Isaac. A lot of his attacks have endlag, however, which combined with his weaker attack speed make Isaac a character that requires some getting used to to use properly.
<tabber>Special Attacks=Neutral Special: Move- Isaac will fire a large (though not as big as in Smash Ultimate) glowing hand forward a short distance. If this hand doesn't hit anyone, it will simply dissipate. If it hits anyone in the air, it will push them off to the side, dealing decent knockback and damage but not grabbing them. If it hits someone on the ground while Isaac is on the ground, then the hand will grab the opponent and freeze them in place. Then, Isaac will have a new set of throws that he can use, with the forward and back throw launching the opponent in that direction; the up throw causing a second fist to form that uppercuts the frozen foe into the air, and the down throw causing Isaac to summon a stalagtite above their head and drop it on the foe, burying them in the ground. An ungrabbed hand will also serve as a tether grab and as a reflector for weak projectiles. However, it is incredibly slow and easy to dodge, meaning you need to be close for it to really work.
Side Special: Raise Pillar- Isaac will focus his Psynergy and a shadow will creep across the stage. Releasing the B-Button will cause a small stone pillar to rise up out of the ground, damaging any foe that hits it as it lingers and launching any foe who was directly hit by the sweet spot at the top of the pillar. One of the few attacks Isaac has with no endlag, as he can move again before the pillar completely disappears (though only one pillar can be present at a time.)
Up Special: Hover- Isaac will create a small disc of Psynergy right beneath his feet that will raise him up into the air a short distance. At the apex of the move, so long as the player hasn't pressed any other buttons, the platform will remain for three seconds, allowing Isaac to run or walk through the air a short distance before entering freefall. If Isaac jumps off the platform or attacka at anytime, he will automatically enter freefall.
Down Special: Rockfall- Isaac will charge power for a short period of time, for as long as the B-Button is held. If there is minimal charge (or the button is simply pressed), Isaac will use Rockfall, which causes a small number of boulders to drop right in front of him, which deal multiple hits of damage to opponents but cause little knockback. If there is a medium charge (indicated by the light yellow glow on Isaac), he will use Rockslide, which causes boulders to fall on either side of him that hit for a bit more damage, but still little knockback. A full charge (indicated by the golden flashing glow on Isaac) will cause him to use Avalanche, where a longer range (about two characters worth) of boulders will fall on opponents, damaging them greatly, and then a shockwave of Venus energy will fire from Isaac, sending the opponents flying. It takes close to 20 seconds to fully charge this move, and after using Avalanche Isaac will be stunned briefly.
FINAL SMASH: Gaia's Judgement- Isaac will cause a golden palm to rise up from the ground, carrying any opponent hit by it to be sent to a cutscene. In that cutscene, the enemies will be attacked by Garet, Ivan and Mia, who attack foes with their Psynergy attacks. Isaac will then appear, casting judgement and causing a massive beam of light to blast the opponents away as the FS ends.
Matthew <ECHO> *DLC*
	The sun of Isaac and Jenna, Matthew is a chip off the old adept block, being a skilled Venus Adept like his father. In comparison to his father, Matthew's own defensive abilities are slightly higher, though his attacks have slightly more endlag than do Isaac's (probably owing to his younger age). Matthew also utilizes his longsword more in his attacks, relying a little less on Magic than his father did, owing to his quicker speed on the battlefield.
<tabber>Special Attacks=Neutral Special: Move- Combined from his father, Matthew will summon a large golden hand to rush forward and grab opponents. The Hand works just like Isaac's did, pushing them in the air and grabbing them on the ground, leaving it open for four different throws for the player to choose from. These throws mechanically are the same as Isaac's, but they do slightly less damage overall.
Side Special: Raise Vines- As opposed to using his stone magic, Matthew will use his Growth Psynergy. He will focus his energy and a shadow will creep across the field. Once the B-Button is released, a pillar of Vines will rise up from the ground to strike opponents. The initial raise of the vine pillar does the most damage and knockback, especially if it hits an opponent directly. However the vines will also linger on the field for a short while, and will slow down the movement (and can even cause opponents to stumble) of anyone who steps on them.
Up Special: Retreat- Matthew will focus on himself and teleport upwards a distance away, influenced somewhat by directional input from the player. Unlike other teleport manuevers, Matthew will spin in place at the end of the teleport, damaging opponents slightly. He will not be invulnerable during this endlag though, leaving him a sitting duck. Fortunately the teleport motion goes pretty high for recovery, making it a useful tool.
Down Special: Quake Psynergy- Matthew will stand in place and gather energy as long as the B-Button is pressed. When released, he will emit a powerful earthquake in the form of a series of shockwaves of decent damage and knockback. The power and number of shockwaves is determined by the charge of the move. If there is minimal charge or the button is simply pressed, Matthew will cast Quake, which is a single shockwave that does decent damage, but only goes a short distance outward. If it is a medium charge (indicated by the light yellow glow on Matthew), he will case Earthquake, which sends two shockwaves (the first more powerful than the second) a bit further on the stage. If fully charged (indicated by the golden glow Matthew attains), then Matthew will cast Quake Sphere, which sends three shockwaves outward the entirety of the stage, with the first being the strongest, the second the weakest, and the third being slightly weaker than the first. In addition, the first shockwave will have an expanded hitbox to hit enemies who try to jump over it.
FINAL SMASH: Rameses Summon- Matthew will cause a golden palm to rise from the ground, causing any opponent caught by it to be sent to a cutscene in a desert. There, they will be greeted by Tyrell, Karis and Rief, who attack the foes with their own spells and magic. Matthew will then summon the powerful spirit Rameses, who will drop boulders on the foes and then deliver a powerful punch, sending them flying as the FS ends.
----
==Final Fight==
 Mike Haggar*
	Former pro wrestler and mayor of Metro City, professional badass Mike Haggar seemed destined to enter the Smash Arena. And indeed he has arrived, bringing his brute strength and signature spinning piledriver to clean up the stage. Admittedly he's not the fastest fighter in the game, and has no projectiles per se, but his power makes up for these small handicaps, especially if he has a lead pipe in his hands.
<tabber>Special Attacks=Neutral Special: Violent Axe/Lead Pipe Swing- Haggar will lower his hands in a double axehandle motion and hold them there, gaining charge. When the B-Button is released, he will unleash the violent axehandle to launch opponents skyward. Haggar can move back and forth while he is charging this move slowly, but he cannot jump. If he is equipped with a lead pipe, then the Violent Axe will be replaced with a Lead Pipe Swing in the same motion. It does more damage, but Haggar can't move while using it.
Side Special: Spinning Clothesline/Homerun Pipe- One of Haggar's signature moves, he will begin spinning around with both of his fists extended. He will move forward a short distance while in this position, knocking opponents back with his powerful fists. This move doesn't hit multiple times like you'd think it would, but it does have good knockback. If Haggar is equipped with a lead pipe, he will instead perform a home run swing with the lead pipe. The range and power aren't as good as the actual home run bat, but the startup time isn't nearly as long either.
Up Special: Hoodlum Launcher- Haggar will launch himself in any direction upwards or sideways a short distance. If he comes in contact with an enemy, he will grab them and perform a back body drop, launching them over his head. This move doesn't gain much vertical air, but it does have versatility in terms of directional input and the launch is a powerful attack. This is the only Special Attack Haggar has not influenced by the lead pipe.
Down Special: Lead Pipe Pickup/Lead Pipe Smash- Haggar will pick up a lead pipe from the ground and arm himself with it. The Lead Pipe replaces both his neutral and side specials as described above. In addition, his tilt attacks will all feature him smacking opponents with the lead pipe as well. If Haggar uses this move and already has a lead pipe equipped, then he will perform a downward strike with the pipe that has a chance of burying opponents at higher percentages. Haggar can get rid of the lead pipe by either throwing it like a projectile (in which case it will disappear as soon as it hits the ground) or by taking a hit of more than 25% damage from an enemy. If he loses a lead pipe, he will be unable to summon one for about six seconds.
FINAL SMASH: Haggar Buster- Haggar will rush forward and grab the first opponent he comes in contact with. He will perform three powerful punches before hitting a Violent Axe to knock the opponent down. He will then grab their legs and swing them around three or four times before launching them into the air. He then finishes by jumping up to grab them and delivering his signature spinning piledriver to them, launching them upon hitting the stage.
----
==Perfect Dark==
Joanna Dark*
	The daughter of a legendary bounty hunter Jack Dark, Joanna Dark became an agent of the Carrington Institute to avenge her father's death. Now codenamed Perfect Dark (due to her Perfect scores on the entrance exams), Joanna has come back after some time off for an engagement in the Smash Arena. Joanna's varied arsenal from her game comes with her too, complete with primary and secondary functions for the 5 weapons she has at her disposal: The Falcon-2 pistol, the Dragon Assault Rifle, the Mobile Laptop Gun, Explosive Grenades and the alien rocket launcher the Slayer. Though she has limited recovery (and her weapons have limited ammunition), her versatile skill set make her a player to be reckoned with.
<tabber>Special Attacks=Neutral Special: Primary Weapon Function- Joanna will use whatever weapon she has armed at the moment in its primary function, provided that Joanna still has ammo loaded in the weapon (indicated by the ammo gauge located on Joanna's icon on screen:
*The Falcon-2 will fire a single shot forward. This does okay damage (the most per individual shot of Joanna's three bullet-based weapons) and minimal knockback, but can be rapidly fired. There are 12 shots in a single magazine.
*The Dragon will fire out rounds automatically as long as the B-Button is pressed. The ammo does more damage than the Laptop Gun, but its rate of fire is slower and it only has 30 bullets in a single magazine (roughly five seconds of continuous fire).
*The Laptop Gun will fire out rounds automatically just like the Dragon. However, while its bullets don't do much damage, its rate of fire is great than that of the Dragon, and its magazine holds 100 bullets as opposed to 30 (this allows for about 7-8 seconds of continuous fire).
*Joanna will throw a single grenade forward with a 7 second fuse. She can hold this grenade before throwing it to shorten the time between throw and detonation, but doing so risks blowing it up and damaging her. Joanna has 7 Grenades at her disposal.
*The Slayer will fire a single rocket forward across the stage, detonating only when it has hit someone. This weapon does the most overall damage of anything in Joanna's arsenal, but she only has 3 rockets to launch (the Slayer also has the slowest ammo recharge rate of any weapon).
Side Special: Secondary Weapon Function- Joanna will use whatever weapon she has armed at the moment in its secondary mode:
*The Falcon-2 can be used as a blunt object that she can hit close-range opponents with. This move does a surprising amount of damage and doesn't require any ammunition, but is not very quick in its delivery versus a normal tilt attack.
*Joanna will take the Dragon and toss it on the ground so that it acts like a Proximity Mine, exploding whenever any player (including Joanna) comes near it. Doing this will prevent Joanna from using the Dragon Assault Rifle until it explodes, and only one Dragon may be set to explode at any given time. The Dragon doesn't require ammo to use its secondary function.
*Joanna will take the Laptop Gun and set it up as a Mobile Sentry that will fire any remaining bullets in its current magazine at any opponents who come in range. This has the advantage of hitting opponents at an angle other than straight ahead. The Mobile Sentry will only last as long as the magazine that is in it when it is set up; when it runs out of bullets it will self-destruct. Joanna cannot use the Laptop Gun while one is in this mode, and only one sentry can be set up at a time.
*Joanna will launch her grenade with a much longer fuse and a trail of yellow smoke after it. This Grenade will bounce off the floor and walls as a Proximity Pinball, detonating whenever it gets near any other player (including Joanna if she's not careful) or when 15 seconds have passed, whichever comes first. As many Pinballs as Joanna has grenades can be active at any time. Using the Pinball uses one of Joanna's Grenades.
*Joanna will fire one rocket from the Slayer, but the player will then have control over its flight pattern, allowing them to direct fire to a specific opponent. Similar to Snake's homing missile, though far more powerful. If Joanna is hit while she is controlling the rocket, the rocket will immediately fly ahead in whatever direction it was aimed at the time. Only one rocket can be active at any time, and using this uses 1 rocket from Joanna's stockpile.
Up Special: Flip Chute- Joanna will take a somersault flip in midair before deploying a small parachute to descend slowly to the ground. She will not gain much vertical lift from this move, but she will be able to gain a lot of horizontal ground on the descent aspect. Anyone hit by the somersault will suffer minimal damage.
Down Special: Weapon Selection- Joanna will kneel down and a selector wheel will appear where the player can select one of her weapons. Joanna will default to the Falcon-2 pistol if no other weapon is selected. While weapons are not in use, they will regain ammo overtime, at the speed of the Falcon-2 being the fasted, the Laptop Gun 2nd, Grenades 3rd, the Dragon 4th and the Slayer 5th. If Joanna dies, she will default back to the Falcon-2 and have full ammo upon respawning.
FINAL SMASH: Farsight Marker- Joanna will disappear and the screen will turn into a X-Ray view as she targets enemies with her Farsight X-20 rifle. Players will have a short time to target as many players as they can with the rifle, before her Maian friend Elvis shows up in his ship and fires targeted missiles at any opponents marked by the Farsight, sending them flying as Joanna reappears on stage.
----
==Ace Attorney==
Phoenix Wright*
	The Ace Attorney has entered the Smash Courtroom, eager to see justice done on all the perpetrators he faces. Phoenix Wright's moveset is highly unconventional, as he doesn't seem to directly engage foes with punches and kicks per se, instead relying on evidence, oddly appearing speech bubbles, and the spiritual abilities of Maya Fey (who aids him in battle here) to obtain the right verdict. Maya's aid is incredibly useful, aiding Phoenix in both his battle and recovery. Maya can be KO'ed if she is hit hard enough, leaving Phoenix without most of his attacks for about ten seconds.
<tabber>Special Attacks=Neutral Special: OBJECTION! - True to form from the Ace Attorney games, Phoenix Wright will yell out his trademark "OBJECTION!", pointing straight ahead and causing a speech bubble to appear at the end of his finger. This move has severe lag time at the start to compensate for its overt power, because anyone caught by the speech bubble will be paralyzed momentarily before they are sent flying through the air. The size of speech bubble is determined by the amount of evidence Phoenix has collected to that point in the match.
Side Special: Briefcase Toss- Maya Fey will stumble come running into the scene, tripping and falling forward a few steps ahead of Phoenix. She will also spill open Phoenix Wright's briefcase, spilling out paper and other random objects forward that can do damage to opponents. How far she runs and how much stuff comes out of the briefcase is dependent on how much evidence Phoenix has collected to that point in the match.
Up Special: Maya's Fling- Maya Fey, Phoenix's assistant, will appear behind him and give him a huge bit of support, flinging him into the air at a high arc. Phoenix will be startled by this, obviously. This move can deal damage in the air, but is more useful as a recovery move.
Down Special: Evidence Collection- Phoenix will stand in place and collect evidence while Maya appears next to him and activates a spiritual shield directly in front of him, protecting him from its effects. Phoenix will continue searching for evidence for as long as the player holds the button down, flashing when he actually finds a piece of evidence. Evidence is shown above Phoenix's icon on screen, and a player may hold up to three pieces of evidence at a time. Phoenix finds something every two seconds or so, but if its a piece of junk he will simply discard it (dealing minimal damage to anyone the object hits). Each piece of evidence that Phoenix holds magnifies his attacks in both damage and knockback. Maya's shield will only hold in place for roughly ten seconds of total time, or if she is KO'ed by a strong enough hit. All evidence is lost if Phoenix is KO'ed at any time.
FINAL SMASH: Case Closed- Phoenix and Maya both appear and fire off a "HOLD IT!" speech bubble. Anyone caught in the speech bubble will be transported to the courtroom from the Phoenix Wright games, and they will be bombarded with attacks (in the form of accusatory speech bubbles) as Wright says "THE REAL CULPRIT IS YOU!" The Judge will then appear ominously overhead and slam his gavel down on the enemies with a declaration of GUILTY! causing an explosion on stage sending the players flying.
 Apollo Justice <ECHO> *DLC*
	The protege of Phoenix Wright, Apollo Justice has shown himself to be just as skilled a lawyer as the man he looks up to. Like Phoenix, Apollo's attacks come in the form of speech balloons, evidence, and the help of his assistant (in his case, that would be Phoenix's adopted daughter Trucy, who is also a stage magician). Trucy helps Apollo in both his attacks and recovery, and like Maya Fey she can be KO'ed by a strong enough hit while on stage, leaving Apollo in a pickle for about ten seconds.
<tabber>Special Attacks=Neutral Special: OBJECTION!- Apollo will follow the lead of his mentor and yell out OBJECTION at the opponent, creating a speech bubble at the end of his finger that will momentarily paralyze enemies and then send them flying. Also like Phoenix, the speech bubble's size and power is determined by the amount of evidence that Apollo has collected in the match thus far. Apollo's objection can grow larger than Wright's, but it is not as powerful.
Side Special: Magic Panties- Trucy will appear in front of Apollo and display her magical panties, spilling out objects from inside the pocket dimension that they contain while Apollo looks on in surprise and bewilderment. While this move doesn't cover the distance of Phoenix's Briefcase Fling, it does do significantly more damage, especially if Apollo has collected all three pieces of evidence to that point.
Up Special: Trucy's Teleport- Trucy will use her magical tricks to literally cause Apollo to teleport into the air and then fall back down to the ground. This move does no damage as opposed to Phoenix's recovery move, but it will travel higher, making it slightly better for recovery.
Down Special: Collect Evidence- Apollo will get down on one knee and begin collecting evidence on the ground around him, discarding any useless evidence as a small damaging projectile. Trucy will also appear with her puppet Mr. Hat holding a metal shield to protect Apollo during this time. Apollo will find good evidence faster than Phoenix, but Trucy can only hold the puppet shield out for about six seconds at a time. Like with Phoenix, Apollo will lose all evidence if he is KO'ed at any point.
FINAL SMASH: Case Closed- Apollo and Trucy will both appear shouting "NOT SO FAST!" in speech bubbles, sending any player hit by them into a courtroom cinematic where they are attacked by accusatory speech bubbles. Apollo then appears and says "You're the Guilty One!" before the judge renders a verdict and slams his gavel down on the enemies, sending them flying.
----
==Viewtiful Joe==
 Viewtiful Joe*
	Henshin A-Go-Go Baby! Viewtiful Joe has returned after a long hiatus, eager to bring the style to the Smash Arena. Viewtiful Joe's unique VFX powers are tied to his V-Watch, which has a limited charge. On his icon you will see the current charge of the V-Watch. Using Joe's special attacks will drain the watch's battery. Drain it too far and he'll transform back into Regular Joe for a short while, and you'll be practically helpless. You can recharge the battery through a Shield special recharge like the Inkling's ink powers. It will also recharge slowly over time.
<tabber>Special Attacks=Neutral Special: Voomerang- Joe will remove the V from his helmet and toss it like a boomerang forward, hitting enemies multiple times and possibly causing them to flinch as it travels through them on its arc. This move can be charged to do more damage and travel further, but doing so drains battery out of the V-Watch.
Side Special: Mach Speed- Joe will speed up time around himself and run at blazing speeds, leaving an afterimage of himself behind. The Afterimage and Dash Attack will deal damage, but the player can also hit the opposite direction of which way Joe was traveling to cause him to jump backwards and hit a powerful back elbow attack that sends opponents flying. However, doing so drains the V-Watch and if Joe misses, the endlag will leave him open to attack.
Up Special: Special Pink Twister- Joe will spin himself around at fast speeds as he moves in an upward angular direction, dealing multiple hits of damage in the move from both his own body and the pink flames that he generates with the move. By pressing B repeatedly, Joe will generate more of an aura and be able to go higher, but this will drain the V-Watch.
Down Special: Slow Motion- Joe will strike a pose and slowdown time on the field for a couple of seconds. This will allow him a chance to deliver a powerful attack or to dodge out of the way of an incoming attack. This move will drain just under half of the V-Watch's Full Charge, so use it sparingly. Activating this without having enough power will immediately transform Viewtiful Joe back into Regular Joe (whereas his other special attacks will just simply fail). All the same, it is a powerful defensive and offensive attack.
FINAL SMASH: Viewtiful Joe Forever!- Joe will strike several poses for the camera as it zooms in on him. Meanwhile several Phantom Joe's will attack the opponents while the camera zooms in, reducing the hitbox on the stage for a short while. This can allow Joe to pick up several KO's in a short amount of time. However Joe is not invulnerable during this 12 second period, and if he is attacked the FS will end early and the Phantom Joe's will disappear.
----
==Bionic Commando==
 Nathan Spencer*
	An experimental super-soldier with a grappling bionic arm, Nathan "Rad" Spencer has become something of a soldier of legend (of course, blowing up a clone/reincarnated body of Hitler will do that for you.) Nathan's moveset is centered around his titular Bionic arm, as he can use it to actually grab platforms from afar and hang onto them. That doesn't sound unique, but on some platforms Nathan can actually swing from his arm and use that momentum to climb higher. He can only do this twice before he needs to land, but its still a unique skill to have. Mastering his Bionic arm is essential to using Rad as a fighter, because his jumps otherwise are some of the weakest in the game.
<tabber>Special Attacks=Neutral Special: Standard Gun- Nathan will fire his standard sidearm three times. The bullets actually travel fairly slowly compared to other firearm projectiles, but they do a bit more damage. That they also come in close knit groups of three means that if one hits, the others are virtually guaranteed to do so as well. 
Side Special: Rocket Launcher- Nathan will pull out the big guns, crouching down and firing his rocket launcher out at the enemy. He can only fire one rocket at a time and the rate of fire is very slow, but the rocket does a massive amount of damage and knockback if it hits an opponent directly at high percentages. In addition, it will add off splash damage to anyone nearby when it explodes.
Up Special: Bionic Arm- The bread and butter of Nathan, he holds his bionic arm up and extends it a good distance. Just before the arm extends, players can angle it at a 45 degree diagonal angle as well, or simply allow it to shoot straight up. If it hits an opponent, Nathan will pull himself towards the opponent and hit them with a hard uppercut fist to the face, sending them flying. If it connects with a ledge, then Nathan will reel himself in with a tether grab. However, if it connects with any other part of the stage and the player presses no buttons, then Nathan will hang there for up to three seconds. Pressing up will reel Nathan in to his arm, and he will be able to wall jump off the stage and have full range of motion, including his Bionic arm. Pressing right or left will cause Nathan to swing on his arm and jump in that direction. He can grab the sides of the stage or platforms twice before he enters freefall, and while he is in this animation he has super armor.
Down Special: Communicator Jams- Nathan will crouch down and access his communicator as indicated by a selector wheel. He has four choices, Alpha, Beta, Gamma and Delta. Selecting the Alpha Communicator will boost Nathan's attack power and speed at the expense of his defensive power. Selecting the Beta Communicator will increase his defensive power at the expense of offensive capability. The Gamma Communicator will convert his standard gun into a three-way flamethrower for a short time, which has decreased range but does more damage and can hit enemies multiple times. The Delta Communicator will extend the length of his Bionic Arm and the damage it can cause in Smash Attacks, but at the expense of its ability to grab onto the stage and ledges.
FINAL SMASH: Hyper Bazooka- Rad will pull out the Hyper Bazooka, which will fire twin rockets that orbit around each other, dealing massive damage to anyone hit by them directly and splash damage to anyone else within spitting distance of the explosion. Rad will be able to move during this FS (complete with expanded jumping power) but will be unable to use his other special moves. The FS will end after 12 seconds or after Rad has fired 6 pairs of rockets from the Bazooka, which ever comes first.
----
==The Wonderful 101==
Wonder-Red*
	The self-professed leader of the Wonderful 101 (also known as the Wonder Ones), Wonder-Red is a hero to be reckoned with. He is also one of the more versatile fighters in the Smash Arena, because he has access to the powers of other members of his team. Above his icon on the screen, a gauge will be shown with a certain color, which will display the weapon he has access too and the amount of power it has. Using this weapon will drain the power it has at his disposal, and only switching out weapons will allow the energy to restore itself. Players who learn to utilize all these weapons will find themselves in a much better place overall.
<tabber>Special Attacks=Neutral Specials: Unite Hand- Wonder Red will begin charging his fist with power, creating the silhouette of a large red fist behind him. He will then deliver a powerful forward punch that can send opponents flying. It takes a long time to charge fully, but if it does it will deal massive damage.
Side Specials: United Weaponry- Wonder Red will begin using whatever special weapon that he has called upon from the other Wonderful Ones. Using this power will drain the gauge on Wonder Red's icon, as each weapon has limited use. Energy in this gauge will only refill itself when the weapon has been switched out for another. The only exception to this is Wonder Red's Fireball attack, which has unlimited ammo as it is his own personal weapon. The weapons at his disposal are:
*Fireball (Red)- Wonder Red will fire a simple fireball across the stage that goes a short distance but has good stopping power behind it. It cannot be rapidly fired though.
*Sword (Blue)- Wonder Red will borrow Wonder Blue's Sword, and swing away. The Blue Sword is actually a construct, and its size and damage will scale based on how much energy is left in the meter, with more powerful strikes (with longer range) at the beginning and weaker ones as the meter drains.
*Cannon (Green)- Wonder Red will borrow Wonder Green's Charge Cannon, and then use it to fire powerful projectiles at the enemy. Shots can be charged, which will greatly increase the damage. However doing so will use up the energy meter very quickly, resulting in only 2 or 3 charged shots, so aim well.
*Whip (Pink)- Wonder Red will borrow Wonder Pink's Unite Whip, and whip it out in front of him when using it. The whip has a sweet spot at the very end, which will cause a small explosion when it is fully extended. The whip's range and the size and power of the explosion at the end will be determined by how much energy is left in the meter.
*Hammer (Yellow)- Wonder Red will borrow Wonder Yellow's Hammer attack, and slam it down straight in front of him, burying foes and creating shockwaves that can damage foes after the fact. This attack can be charged, but doing so will drain the energy meter quickly. Moreover, the shockwaves will disappear after the meter is over halfway drained.
*Claws (White)- Wonder Red will borrow the Claws of Wonder White, and he can use them to perform powerful swipe attacks. This weapon has the least amount of damage and range (the range does shrink slightly the more energy is used from the meter), but also uses the least amount of energy per strike.
*Force Bomb (Black)- Wonder Red will borrow a modified version of the Bomb attack that Wonder Black uses. The grenade launched will create a field that will damage opponents over time, and slow their movements for as long as they are caught in the field. The size of the field is determined by how much energy is left in the meter.
Up Special: Unite Rocket- Wonder Red will gather energy around himself, forming the construct of a rocket that he can then use to launch himself skyward. This move can be charged, and a full charge will send Red flying higher. Using it this way though runs the risk of the rocket exploding at the apex of its jump, causing damage to Wonder Red. This move also will drain the energy meter of every alternative weapon Wonder Red has, though only slightly.
Down Special: Weapon Change- Wonder Red will flash for a second and a selector wheel will pop up, allowing the player to choose which weapon that they can. Any weapon that runs out of ammo will be unselectable for a period of roughly 30 seconds, so be sure to change out often to keep your options open.
FINAL SMASH: The Wonderful Ones- Wonder Red will call on the team to Unite and rush forward. Anyone hit by the impact will be transported to a cutscene aboard the ship Virgin Victory, where they will be confronted by the other Wonderful Ones. They will all use their signature weapons on the fighters, before Wonder Red reappears and delivers a full powered Unite Hand to them, sending them flying as the cutscene ends
----
==Prince of Persia==
The Prince*
	The legendary but nameless Prince of Persia has carried the Sands of Time into the Smash Arena. A lightweight but incredibly agile character, the Prince relies mostly on quick strike offense to rack up damage on his opponents, since none of his moves have real KO potential until higher percentages. Equipped with two midair jumps, the ability to wall jump, and the mysterious Dagger of Time, the Prince may be nameless, but he is still a force to be recokned with.
<tabber>Special Attacks=Neutral Special: Daggertail- Borrowed from his evil alter ego, The Prince will fire a dagger that is attached to a sash on his belt a short distance away from himself. If this dagger connects with an opponent, he can press B a second time to reel them in for a follow up attack with his sword. If the dagger misses, he can leave it on the ground briefly, waiting for an opponent to come into range, and then press B again to reel in the dagger, damaging them. Both moves do a decent amount of damage, but the Prince is unable to move with the daggertail extended.
Side Special: Persian Sword Dance- Using his dual swords, the Prince begins with a forward slash to the enemy. He can then follow up with repeated sword strikes through directional inputs, up to 5 in total. This move functions similarly to Marth's Dancing Blade, moving just as fast, but doing more damage with each strike in turn. However, like the Dancing Blade, each move can be countered if the opponent times it right, so be quick with your strikes. The Prince will not cover much horizontal distance with this move.
Up Special: Whirlwind Jump- The Prince will use elemental powers to create a whirlwind beneath him that will give him high elevation, though almost no horizontal coverage. The whirlwind itself will linger on the field briefly, dealing damage to anyone who hits it. In accordance with his two aerial jumps, the Prince has great aerial mobility and recovery potential. He will only enter freefall after the apex of the jump, and will be able to cancel out of the ascent and continue forward with his attack, though he cannot jump or use Whirlwind again till he lands.
Down Special: Sands of Time- The Prince will pull out the Dagger of Time and activate it, slowing time for every opponent except him for about 4 seconds. During this time the Prince can attack opponents or jump out of the way of oncoming hazards. After the sands have depleted time will restore itself to normal. Opponents damaged by the Prince during this time will still suffer damage, but will not suffer knockback from the attacks. Also, unlike Tracer's Recall ability, the Sands of Time will only affect opponents, and not stage hazards or items present on the stage. Opponents who are invulnerable or who have active Super Armor during the move are similarly unaffected.
FINAL SMASH: Sand Wraith- The Prince will don the Mask of the Wraith and assume his Sand Wraith form, summoning a powerful sandstorm that will swirl around the field, damaging opponents caught in the vortex. The sandstorm itself will not launch people, but the Prince will be able to move around and attack opponents caught in the vortex, sending them flying. The sandstorm will last 8 seconds before the Prince removes the mask and the FS ends.
----
==Ghosts 'n Goblins==
Sir Arthur*
	The noble knight of legend, Sir Arthur has ventured forth to the Demon Realm itself to save his beloved Princess Guinevere, and now enters the Smash Arena to do battle. Arthur is a fairly standard fighter, though unique for a knight he relies mostly on his projectiles to do damage to the opponent rather than a sword. His infinite lances and crossbow make him a good mid-range fighter. Though his armor seems tough, his defensive stats are overall below average, so be sure to keep your distance.
<tabber>Special Attacks=Neutral Special: Lance Toss- Arthur's trademark move will have him tossing a lance otuward in a straight line at the enemy. The Lance does good damage for a basic projectile, and has a long hitbox and range, traveling almost the whole distance of Final Destination before it disappears. It's rate of fire is somewhat slow, as only one lance can be on the stage at a time, but it is an effective weapon nonetheless.
Side Special: Triple Crossbow- Breaking out the Triple Crossbow, Arthur will fire three shots out of it which have limited homing capability (ie, they will travel in the direction of the nearest opponent, similar to Palutena's Target Reticule). The arrows don't do a whole lot of damage, but the rate of fire with the move is slightly greater than that of the lance, and their homing capabilities make them harder to avoid.
Up Special: Dragon Shield- Arthur will pull out his Dragon Shield and sit inside of it, riding it upward for a short period of time. The Wings of the Dragon Shield will flap for a short distance, giving Arthur height. Arthur can jump out of the shield early and resume attacking, though he can't use the move again till he lands. Alternatively he can ride the Shield to the apex of its movement at which point it will fall down at a downward angle and slam into the stage, generating a shockwave effect. However, this downward dive cannot be canceled, so judge your landing spot carefully.
Down Special: Flare Magic- Arthur will erupt in an explosion of magical flames that last for a second or so, dealing multiple hits of damage to foes with a final hit launching opponents. This move has a passive charge, in that it will grow in strength the longer that Arthur goes without using it. It takes roughly 90 seconds to attain a full charge. After the flames burn out, Arthur's armor will fall to pieces around him, leaving him in his boxer shorts for about 20 seconds before his armor reappears. During this time, he can't use Flare Magic, and his defensive stats will plummet, making this a high risk, high reward move.
FINAL SMASH: For the Princess!- Arthur will yell out "Have at Thee Knaves!" while donning the Emperor's Armor. He will then create a fire breathing energy dragon above him that will fly around the stage, breathing fire wherever it can. The Dragon can be somewhat controlled, though not very easily. After 13 seconds the dragon will disappear and the Emperor's Armor will go with it as the FS ends.
----
==Battletoads==
Rash*
	The raddest toad who ever lived, Rash is the leader of the Battletoads Mercenary Group and determined to save the galaxy from the Dark Queen. In the Smash Arena, Rash is a heavy brawler with high jumping ability and strong morphological Smash Attacks with severe endlag. He can also call upon the aide of his cohorts, Pimple and Zitz, to deliver Smash Attacks of their own, but any damage dealt to them will also be dealt to Rash in turn, and if they are KO'ed he will lose them for the rest of the stock so be careful when trying to gain up on opponents.
<tabber>Special Attacks=Neutral Special: Tongue Lashing- Rash will stick out his tongue a short distance. Anyone hit by the tongue (aside from being grossed out) will take a slight amount of damage. The real power of the attack comes from when Rash uses it on projectiles, as he will absorb them and regain health based on the damage the projectile would have dealt (approximately 12% of the projectiles damage is converted to health). The draw on this attack isn't the fastest, so rapidfire projectiles can still do damage. But slow moving ones can heal Rash quickly.
Side Special: Wrecking Ball- Rash will transform himself into a wrecking ball and swing across the stage a short distance, sending anything he hits flying. Using this in midair will give you more distance that it would if you used it on the ground, making it useful as a horizontal recovery move to a certain extent.
Up Special: Turbo Ski- Rash will ride the Turbo Ski from the Turbo Tunnel stage at an angle across the air, recovering a little bit of vertical height but a lot of horizontal distance as the Ski arcs down to crash into the ground below. Rash can jump off this ski after the apex of the jump, giving him a pseudo-third jump in mid air, adding to his already impressive recovery.
Down Special: Reinforcements- Rash will whistle and call either Pimple or Zitz into the game, giving him a second pair of toad hands to help him out. The other Battletoad will stay on the ground (they have limited aerial mobility) and use Smash Attacks against enemies that come their way. They can be damaged and KO'ed, and though doing so won't increase an enemies score, it will remove them for the rest of the stock. Any damage they take will also be reflected on Rash's own Damage Meter point for point, so they are not an effective decoy. They last for roughly 15 seconds before disappearing, and Rash has a 10 second cooldown period before they can be summoned again.
FINAL SMASH: Dark Queen- Rash will ram into opponents (literally his head turns into a Ram's head) and send anyone hit careening into a cutscene. There, they will be confronted by the Dreaded Dark Queen, who will turn into a tornado and proceed to deal significant damage to the enemies before sending them flying as they return to the stage.
----
==Mortal Kombat==
Scorpion*
	A member of the now extinct (in some timelines) Shirai Ryu clan, Scorpion is a vengeful Netherrealm specter bent on vengeance and exorcising his own demons. In the Smash Arena his...bloodlust...has obviously been toned down somewhat. Nevertheless he remains a fearsome combatant to contend with, given his variety of attacks. Scorpion is a good all around fighter with few glaring weaknesses, but few outright strengths either.
<tabber>Special Attacks=Neutral Special: Spear- The iconic move of Scorpion, he will throw a kunai with a chain attached to it towards the enemy. If it connects, he will then drag the enemy to his location, leaving them stunned momentarily for a follow up attack. The actual spear does little damage, but the amount of time the opponent is stunned depends on their current damage, meaning this is a good setup move to any KO opportunity. If it misses though, Scorpion will be left wide open. This move can also be used as a tether grab.
Side Special: Demon Dash/Air Grab- While on the ground, Scorpion will engulf his body in flames and run forward. Once he runs past an opponent, dealing minor fire damage in the process to them, he will stop and then back up with a powerful back elbow attack that will send them flying in the reverse direction. If this move is used in the air, however, Scorpion will engulf himself in flames and dash forward a short distance. If he comes in contact with an enemy, he will spin them around and then chokeslam them onto the stage, all while dealing fire damage to them. This version of the move deals more damage than the Demon Dash, but has significantly less knockback.
Up Special: Flaming Teleport- Scorpion will teleport himself a short distance away based on directional input, leaving behind a flaming silhouette and smokescreen that can do minor damage. By pressing a direction right as Scorpion comes out of the first teleport, he will be able to move in a second direction with another teleport before falling in a helpless state. Pressing A or B though will cause him to fall out of the first teleport with a powerful downward kick that can spike opponents.
Down Special: Demon's Fire- Scorpion will hold out his hands as they are set ablaze and a shadow crosses the stage. Once the B-Button is released, a pillar of fire will come out of the floor of the stage where the shadow was, lingering and damaging foes multiple times. Anyone who jumps into Scorpion from the front while he is targeting the pillar will also take minor damage. This attack can do plenty of damage, but not as much knockback as you would think save to highly damaged opponents.
FINAL SMASH: Finish Them!- Scorpion will run forward in a scene similar to a Demon Dash, though when he hits the first opponent he will grab them and open a portal to the NetherRealm. Once there, they will be assaulted by Scorpion as he teleports back and forth heavily damaging them, causing them to appear in a dazed state on screen. A deep booming voice will say FINISH THEM! as Scorpion removes his mask to show his true form, that of a skeleton. Scorpion will set them on fire as the FS ends, causing them to be sent flying (resulting in an automatic KO if they had over 60% damage entering the FS). On occasions, Dan Forden will appear at the bottom of the screen yelling TOASTY! after the FS ends.
 Kitana *DLC*
	The Princess of Edenia and unwilling adopted daughter of the warlord Shao Khan, Kitana fights to restore freedom to her realm. Entering the Smash Arena, she comes equipped with her signature bladed fans, which she can use for a variety of attacks. Kitana is light and nimble, and though she is easy to knock away she can still deal decent damage with her fans and skilled combo game. Despite the risk to her, its best not to lay back and to pressure opponents with your special moves in order to keep them off balance.
<tabber>Special Attacks=Neutral Special: Fan Toss- Kitana's signature move, she will toss one of her fans straight ahead at the opponent. Pressing B repeatedly will allow her to throw more fans in a near-rapid fire motion, though only three fans can be on screen at once. The fans do decent damage and knockback to opponents. Unique to them is that they will bounce off of enemies when they hit before falling to the ground. They can ricochet into other opponents in this state, which will deal minimal damage.
Side Special: Fan Lift- Kitana will crouch down and spin her fan around in a circle in her hands. This will generate energy waves off the fan upward and at an angle. Any opponent hit by these waves will be paralyzed before taking minimal electrical damage and knockback, but long enough for Kitana to attempt another attack on them. The damage isn't much (and the paralysis is lasts longer if they are already damaged), but the range of the waves is actually pretty good.
Up Special: Square Wave Teleport- Kitana will jump straight up into the air a short distance. The player can then input right or left at any point before the apex of the jump, and Kitana will travel in that direction with her fist extended. This move can do very good damage if it hits an opponent in the air, but the vertical ground gained pales in comparison to the horizontal ground gained. Also, if Kitana reaches the apex of the jump before a new direction is input, then she will enter freefall.
Down Special: Edenian Razors- Kitana will pose in place and three fans will circle around her repeatedly for a few seconds. Anyone attempting a physical attack during this time will take damage and knockback from the fans which will send them away, making this attack effectively a counter as well as a close-range attack. For a brief moment when the attack starts, the fans will glow blue. In that split second, the fans will reflect projectiles back from where they came from. Otherwise, the fans will simply absorb the projectiles. The fans will fly for about 4 seconds before they disappear. Kitana will be unable to move during those 4 seconds.
FINAL SMASH: Brutality- Kitana performs a sweeping slice with her fans while dashing forward. The first person hit by this attack will then be attacked repeatedly by Kitana as she slices and dices them with her fans. She will then finish with a Fan Lift to raise them into the air and then a powerful uppercut to send them flying. This is a guaranteed KO above 90%.
----
==Cuphead==
Cuphead (Mugman)*
<tabber>Cuphead=
The well-meaning but naive denizen of Inkwell Isle, Cuphead has jump and gunned his way into the Smash Arena. Cuphead is a lightweight fighter, who operates based around the functions of his Shot ability. Unlike most other fighters, Cuphead is at his best when he is constantly firing his gun at all times. This is because as he deals damage, he will gain special cards he can use for his more powerful EX Attacks. He has different styles of his shot that he can choose from as well. His other attacks aren't bad, but they don't work quite as well in terms of racking up damage. Learn to avoid opponents attacks as well, because Cuphead is definitely not the most defensive minded of fighters, save for his Parry ability.
<tabber>Special Attacks=Neutral Special: Shot- Simply pressing or holding down the B-Button will cause Cuphead to fire whatever his selected ammunition of the time is. He has five different shots to choose from, all with their own strengths and weaknesses and all of them can be accessed from holding down B while shielding (though doing this will leave Cuphead momentarily vulnerable). One thing that all 5 shots have in common is that they do no knockback or flinching damage at all, simply just damaging opponents everytime they hit. The five shots he has are:
*Peashooter- His default weapon, the Peashooter is a simple blue projectile that flies in a straight line. It is the second weakest in terms of damage dealt, but it has the highest rate of fire and near infinite range. The biggest advantage this move has is that it is the only projectile in the game that cannot be reflected or converted into health (it can be blocked or absorbed by shields and other attacks), and thus is the most reliable weapon in Cuphead's heavily projectile based arsenal.
*Spread- Cuphead will fire three triangle shaped projectiles in a three-way pattern, one straight ahead, one at an upward angle and one at a downward angle. The Spread does the second most damage of any of the shots in the game and has the second highest rate of fire, but it has the shortest range.
*Chaser- Cuphead will fire green shaped bullets that will hunt down nearby opponents. The chaser bullets have an average rate of fire, but have good homing capabilities. They are also the weakest shot in the game in terms of damage. Their range is not infinite, as they will disappear after a couple of seconds if they don't hit an opponent.
*Lobber- Cuphead will fire a small blue orb that will bounce on the ground twice before disappearing if it doesn't hit an opponent. The Lobber does the most damage per shot, but it also has by far the slowest rate of fire and the second shortest range.
*Roundabout- Cuphead will fire a boomerang shaped projectile that will travel a short distance before ricocheting backwards behind Cuphead a short distance more. It deals average damage and has below average rate of fire, but the projectiles will travel through enemies (though only damage them once) on their forward momentum.
Side Special: Smoke Bomb- Cuphead will disappear for a brief moment and then reappear a short distance away from where he was before. This move can only move horizontally but it does cover a good amount of distance. Holding down B will allow Cuphead to travel further, and this move can only be used once in the air.
Up Special: Parry Attack- A pink dot will appear a short distance in front of Cuphead, and he will slap it, allowing him to somersault off of it and jump a bit higher. Cuphead can parry three of these pink objects while in the air before he enters Freefall. He can also parry off of opponents or projectiles to elevate himself a little further up, dealing minimal damage to opponents, but the timing has to be perfect for this to work.
Down Special: EX Attack- If Cuphead has a Special Card on his Icon (which he earns by racking up 15% damage to an opponent with non EX Attacks or by scoring KO's), then Cuphead can use the EX Attack attached to whichever shot he happens to be wielding at the time. Each Shot has a different attack. There is a 6 second cooldown period before he can use another EX attack, even if he changes weapons. He can hold up to 5 Special Cards at a time. The 5 EX Attacks are:
*Mega Blast (Peashooter)- The Mega Blast is a larger version of the Peashooter projectile, that will hit opponents three times (with the third hit dealing moderate knockback) before it disappears. It lacks the range of the normal Peashooter, though.
*Eight Way (Spread)- The Eight Way will fire 8 triangle shaped projectiles in all 8 aimable directions at once a short distance away from Cuphead. They travel slowly and don't do much knockback, but the damage they deal is decent and the coverage in close range is inescapable.
*Chaos Orbit (Chaser)- 5 larger versions of the Chaser projectile will orbit around Cuphead for a brief period of time. These projectiles will protect Cuphead from any projectile attack against him, and can damage foes who run into them. After 5 seconds, whatever projectiles are left will disperse from Cuphead and target the nearest player like normal Chaser bullets, though dealing more damage and minimal knockback.
*Kablooey (Lobber)- The Kablooey is a larger version of the lobber shot, which acts as a sort of time bomb. It will bounce across the ground three times before detonating with a small explosion (complete with miniaturized "Kaboom" cartoon effect) that will send opponents flying, but can also damage Cuphead if he is too close.
*Jumbo Rebound (Roundabout)- The Jumbo Rebound is a single boomerang shaped projectile that will orbit around Cuphead traveling back and forth, damaging opponents with minimal knockback as it travels through them. It will complete five total orbits (front to back to front) around Cuphead before disappearing.
FINAL SMASH: Super Arts- Cuphead will transform into his Aeroplane form and dash ahead across the stage. Anyone hit by this will be sent to a cutscene with the same art style as Cuphead's game, finding themselves in a hot air balloon. There they will be attacked by Mugman (or Cuphead, if Mugman is the active character in the match), who will fire a super beam forward out of the top of his head as he spins around repeatedly, damaging opponents multiple times. Cuphead (or Mugman, if he is the active player) will then transform himself into a Smart Bomb and fly in, detonating with a large "BOOM!" explosion that will send opponents flying. This "Boom" will also linger on center stage as the FS ends, and can damage opponents who weren't in the Final Smash Animation.
----
==A Hat in Time==
Hat Kid *DLC*
	An alien in search of time pieces to fuel her ship and find her way back home, the Hat Kid has flown into the Smash Arena. Hat Kid is one of the lightest characters in the game, and her basic attacks don't do all that much damage. However she is very quick on her feet and her special attacks do give her a chance to knock out the competition. With a wide assortment of hats at her disposal, Hat Kid certainly shouldn't be taken lightly as a competitor.
<tabber>Special Attacks=Neutral Special: Brewer's Hat- Hat Kid will don her brewer's hat and begin shaking a vial of potion in her hand while the B-Button is pressed. When it is released she will toss the potion in front of her in a low arcing trajectory, as it will explode upon contact with the enemy or the ground. Both the vial and the explosion will do decent damage and knockback, with the former doing more than the latter. Charging the potion will cause it to travel further, but hold it for too long and it will explode in your hands, dealing damage to you.
Side Special: Bumbershot- Using her projectile badge, Hat Kid will pull out her parasol and fire a beam straight out of it, similar to Robin's Thoron (though not covering as much distance or doing as much damage.) The beam will deal decent knockback and damage, but does have a small bit of endlag as she puts away her parasol. The beam can travel through opponents when it is fired.
Up Special: Hookshot- Hat Kid will pull out her Hookshot and a small block will appear above her head. The Hookshot will grab onto this and she will swing from the block for four seconds. Releasing B will cause Hat Kid to swing from the block in the direction she is traveling when the button is released (so it pays to release it as she is swinging forward for recovery.) Pressing B again after the swing will cause her to open her parasol, allowing her to drift slowly down to the ground for three seconds before reentering freefall. While floating, she can move freely left or right. The Hookshot does no damage, but the swinging motion can hurt foes.
Down Special: Icebreaker- Using her Ice Helmet, Hat Kid can transform herself into a statue of ice and plummet to the ground, doing heavy damage to enemies she hits in the air or on the ground. Unlike Kirby's Stone, the statue is not invulnerable, and will break on impact with the ground (or, if used on the ground, will break if attacked). While in this form, Hat Kid will emit a small frosty mist that has a rare chance of freezing opponents if they get too close.
FINAL SMASH: Time Stop- Donning her Time Stop Hat, Hat Kid will smash an hourglass on the ground, causing time to freeze on the field for approximately 8 seconds. Hat Kid will then have free reign to attack enemies with impunity, dealing damage. When time resumes, all knockback will be assigned, sending opponents flying. Hat Kid can still be hurt by stage hazards, which are not effected by the Time Stop.
----
==Sin & Punishment==
Saki Amamiya *DLC*
	The main character of the rail shooter Sin & Punishment, you might expect that Saki Amamiya is primarily a projectile fighter. However that weapon he carries is not just a cannon, it's also a powerful beam sword that he can use for upclose combat as well. Of course you need to be quick with your strikes, as Saki's lack of armor will mean he racks up damage fairly quickly against foes who can stand toe to toe with him. Saki's moves are all about scoring as many hits as you can as quickly as you can, before the same happens to you.
<tabber>Special Attacks=Neutral Special: Cannon Barrage- Saki will empty his gun's chamber (35 bullets total) with a simple press of the button. It takes about 5 seconds for Saki to empty his entire magazine. In keeping with his run and gun nature, Saki will be able to move after triggering this move, jumping, dodging and even following able to use a downward aerial kick in the air by pressing A. The bullets travel a medium amount of distance and do only minor damage with very little knockback, but used in close proximity they wil be bombarded with little chance to escape. Once the gun is depleted, it will take close to 12 seconds before this move can be used again.
Side Special: Dashing Strikes- Saki will activate the sword portion of the Cannon Blade and run at the opponent. While running by holding down B, the player can hit the A-Button to perform slashing attacks with the sword in alternating up and down swings. The slashes don't do a whole lot of knockback, but the damage is decent. You can change direction while running. Saki can only run in this fashion for about 7 seconds before he has to rest briefly, long enough to get a good four or five slashes in on the opponent. If this move is used in the air, Saki will just perform a single slicing attack after a short dash.
Up Special: Hailfire Barrage Slash- Saki will perform an acrobatic somersault in the air after a short delay, gaining a decent amount of air for his recovery. The attack portion is dependent on button input. Holding down the B-Button will cause him to fire his gun out rapidly, shooting about 7 shots total during the ascent before entering freefall. Tapping B to initiate the move and holding down A instead will cause the Blade portion of the weapon to be extended, dealing damage to anyone who gets in close, knocking them back decently, before entering freefall after the somersault ends.
Down Special: Cannon Counter- Saki will assume a defensive position and glow briefly. If a physical attack comes his way during this period, time will slow down briefly. The player can then choose to use a powerful cannon blast that deals okay damage and powerful knockback by pressing B, or they can attack three times with a Z-pattern sword strike from the Cannon Blade by pressing A, which does more damage but very little knockback. This move has a lot of endlag if it fails, so time it wisely.
FINAL SMASH: Ruffian Slash- Saki will be suddenly transformed into his Ruffian form and zoom forward at the enemy. The first player he hits will be attacked mercilessly with Saki's claws and fangs, dealing massive damage, before Saki is suddenly engulfed in yellow light and transformed back into his human form, the explosion from the aura sending the opponent flying as the FS ends.
----
==Pro Wrestling==
Starman *DLC*
	A Winner Is You! Starman, the masked man from NES Pro Wrestling has returned from the mythical Parts Unknown to enter the Smash Arena. Utilizing a grappling style and his signature Flying Cross Chop, Star Man is always a contender to go the distance and head for victory. That said, projectile fighters who can keep their distance will likely be a problem for this champion of champions.
<tabber>Special Attacks=Neutral Special: Suplex- Star Man will execute a grapple attack and then deliver an overhead vertical suplex to the opponent that he grapples with. This move has limited range, but good knockback if you can manage to hit it. Players at low percentages can button mash to escape the grapple, leaving Starman open to counter attack.
Side Special: Flying Cross Chop- One of the signature attacks of Starman, he will get a running start and then deliver his patented manuever to any foe in range. This move can also be used for recovery somewhat, given the horizontal distance that it can cover, but doing so will nullify any remaining jumps that Starman might have until he lands.
Up Special: Somersault Kick- Starman's other signature move, the masked man will leap into the air performing a powerful somersault. If he manages to hit a player with the move, he will gain additional height as he jumps off of them and completes the somersault. Otherwise he will abandon the move halfway and begin his descent back to the ground.
Down Special: Headscissors- Starman will leap into the air briefly and flash. If any player attempts a physical attack on him while he is flashing, then he will counter that attack with a flying headscissors that will send the opponent flying in the opposite direction. This move has no effect on projectiles.
FINAL SMASH: Babyface Comeback- Starman will execute a shorter version of his Somersault Kick, sending anyone he hits into a wrestling ring cutscene. There Starman will execute several different wrestling moves, from a backbreaker, to a dropkick, to a clothesline, finishing with his patented Flying Cross Chop that will send the players in the ring flying to oblivion once they return to the stage.
----
==Spyro the Dragon==
Spyro the Dragon *DLC*
	Everyone's favorite purple dragon glides into the Smash Arena. For the record, this Spyro is more based on the OG purple dragon, rather than his existence in the Skylanders franchise. Spyro is a lightweight character who is fast on his feet and has very good recovery potential. While he doesn't have the most damaging attacks, his strong counter move involving Sparx the Dragonfly (a constant companion who can be seen flying around Spyro during the match) does keep him healthy. Just don't overuse that counter. Overall, Spyro is an easy to learn fighter that beginners can gravitate towards.
<tabber>Special Attacks=Neutral Special: Flame Burst- Spyro will let out a blast of flame breath from his mouth. This is not a constant stream of flame like Charizard's Flamethrower. Rather it is a single burst that covers a short range directly in front of Spyro, with moderate damage and fairly strong knockback. This move also has a good rate of fire, making it an essential part of Spyro's Moveset.
Side Special: Horn Charge- Spyro will lower his head and charge directly ahead at the enemy, sending them flying once he hits them. This move launches fairly quickly given its launching power, especially at high percentages, however it also has a tremendous amount of endlag if it misses. Spyro can't run off the edge with this move. It can be used in the air for horizontal recovery, but Spyro's fall rate will increase if this is done.
Up Special: Whirlwind Glide- Whirlwinds will appear beneath Spyro and sending him spinning straight up in the air a set distance with his horns pointed up to damage opponents. At the apex of the jump, the player can press and hold the B-Button, which will allow Spyro to glide for about three seconds in the air before he enters freefall. This gives Spyro pretty decent recovery ability.
Down Special: Sparkling Counter- Sparx the Dragonfly will fly in front of Spyro, leaving a yellow trail of energy behind him for a couple of seconds. If a physical attack hits Spyro in that time, Spyro will counter with a lunging headbutt that will launch opponents. If a projectile hits Spyro in that time, then he will reflect that projectile back with a 1.5 times amplifier. However Sparx has limited health. Each time he uses his Counter successfully, Sparx will change color, from gold to green to blue to red. On the 5th time, Sparx will make a popping sound and go crashing to the ground, leaving Spyro unable to use this counter for the rest of the stock.
FINAL SMASH: Convexity Breath- Spyro will begin to glow green and he will emit a powerful form of Dragon Breath known as Convexity Breath. Like Samus' Super Laser, the Dragonbreath will cover a wide area of the stage and damage opponents multiple times, before Spyro lets out a final energy pulse as the FS ends, sending opponents flying.
----
==Nights Into Dreams==
 NiGHTS *DLC*
	A protector of children's dreams and provider of courage for them, Nights has been silent for the better part of a decade, until now, as he flies into the Smash Arena. Nights is a unique character in that he is a commander in the air and easily has the best recovery in the game. He has three jumps while in midair and can activate a gliding ability to traverse the skies for several seconds. It should be noted that his special attacks have different versions depending on whether he is in the air or on the ground. If grounded though, Nights is a terribly weak character, with limited abilities. It's best to stay airborn as much as possible.
<tabber>Special Attacks=Neutral Special: Blue Chip/Paraloop- If on the ground, Nights will use the Blue Chip, which will simply see him throw a blue chip projectile a short distance at the enemy. The chip does very little damage, but it will stun enemies if it directly hits them, allowing Nights the chance for a followup attack. If in the air, Nights will instead use the Paraloop. He will loop around in a somersault fashion, creating a circle. This circle will sparkle with colors and generate a vortex effect, before then exploding with an airburst effect, damaging and launching foes who are caught in it.
Side Special: Spin Attack/Drill Dash- If on the ground, Nights will simply spin in place for a short distance, which deals okay damage but has very little launching power. If in the air however, Nights will instead spin around while dashing forward, hitting opponents multiple times before launching them with the final hit. The Drill Dash does decent damage and will move Nights forward quite a distance, leading him over ledges, so be careful when using it when your Glide ability is about to run out.
Up Special: Glide- Activating this move at any time will send Nights into a Gliding mode (though floating is actually more accurate) which will last for about 15 seconds (signified by the sparkles being emitted from under his feet). While in this mode, Nights will stay suspended in the air at the level he is currently at and be able to move left and right on that horizontal plane. He can jump higher, but not go lower than that. This move can be executed on the ground, which will cause Nights to float just off the stage, giving him access to his stronger attacks. Once the gliding mode ends, Nights will enter freefall, though he still can jump. He can also be knocked out of the gliding mode by an attack that does more than 20% damage in a single hit. He cannot use the Glide mode again until after he hits the ground and after eight seconds have passed.
Down Special: Somersault Throw/Dragon Persona- On the ground, Nights will perform the Somersault throw, a command grab where he will take an opponent, flip over them and toss them forward. This does little damage but is one of his better launching attacks overall. While in the air, Nights will perform the Dragon Persona, where he dons a Dragon Mask and then performs an attack similar to the Drill Dash, only with fire damage added to the effect against the opponent, and doesn't hit opponents multiple times, instead launching on the first hit.
FINAL SMASH: Twin Dreams- Nights will appear with the two children from his game, Elliot and Clarissa, and dualize with them both, creating a clone of himself. The two Nights will then fly across the screen in rapid fashion, damaging opponents each time they hit them. The FS will end when the two Nights perform a large paraloop at center stage, creating two medium range explosions that will send opponents flying. The clone will fade and the FS will end.
----
==Klonoa==
Klonoa *DLC*
	A Dream Traveler destined to rescue the dreams of worlds in peril, Klonoa is a medium-weight character who's primary ability is the various weapons and skills granted to him by the Wind Ring. A fairly easy character to pick up, he lacks an outstanding skill in any one area, simply existing more as a good all-around fighter that shouldn't be underestimated. His recovery is somewhat notable though, as he can float in midair briefly even after using his Double Jump by holding the jump button.
<tabber>Special Attacks=Neutral Special: Shuriken Throw- Klonoa will fire his boomerang like shuriken in front of him. The shuriken will travel a short distance (and can be angled by the player) before hovering in midair briefly and then returning to Klonoa. The hitbox on the shuriken is larger than Link's boomerang, and it can do damage on multiple hits. However it moves much slower and is relatively easy to dodge. Only one shuriken can be out at a time.
Side Special: Wind Bullet- Klonoa will shoot a small ball of energy out of his ring called the Wind Bullet. Anyone hit by the Wind Bullet will instantly be grabbed and brought to Klonoa, where he will then hold them above his head. Klonoa can then walk around with them before pressing the B-Button again to toss the opponent forward. A tossed opponent can act as a projectile to damage other opponents. The distance the other player travels is based on their damage when they are grabbed. Cannot grab opponents in midair.
Up Special: Double Jump- Klonoa will perform his signature double jump, where he will spawn an enemy directly below himself and leap directly up. Players can use Klonoa's Floating ability to flutter in the air briefly even after using this move, giving Klonoa one of the better recovery moves in the game. The enemy he spawns will fall to the ground before disappearing, and can damage anyone hit by it.
Down Special: Tornado Attack- Klonoa will spin in place for a few seconds, his ears and an extended beam sword dealing damage to anyone caught in the attack. The ears extend out further, but their hitbox and lack of knockback effectively suck in enemies allowing the more powerful sword strike to hit them. However, the damage this move causes is less than average, despite hitting multiple times.
FINAL SMASH: Thunder Hurricane- Klonoa will fire a powerful Wind Bullet high into the sky, which will cause a whirlwind to form around his body. Anyone caught in the whirlwind will be hit multiple times, while bolts of lightning will strike all across the screen, damaging anyone outside the whirlwind (or driving them into the whirlwind). At the end, a final big blast of lightning will strike the Wind Ring down the center of the whirlwind, sending anyone caught in it flying.
----
==Strider==
Strider Hiryu *DLC*
	A futuristic ninja mercenary, Strider Hiryu is a specially trained Super Soldier with incredible agility and acrobatic ability. This ability has translated into the Smash Arena, as Hiryu has some of the quickest movement speed and best recovery moves in the game. Though he can only jump once in midair, he has two recovery options at his disposal, one horizontal and one vertical. The side effect is that his attack strength isn't nearly as good as you'd think it would be, though the rapid fire strikes with his Cypher allow him to get combo damage fairly easily. It takes time and practice to harness Hiryu's full potential as a fighter.
<tabber>Special Attacks=Neutral Special: Plasma Arrow- Hiryu will draw energy from his plasma blade, the Cypher, and fire three arrow shaped projectiles a short distance ahead of himself, one traveling straight ahead and the other two traveling at upward and downward angles. The projectiles don't go far, and they don't do much damage, but they can be rapidly fired and at close range, when all three hit before they split in different directions, the damage is much greater.
Side Special: Savage Strike- Hiryu will perform a flipping jump forward a good distance, while simultaneously swinging with the Cypher several times underneath his body as he flips forward. Each strike operates like every other swing of his Cypher, where the blade hitbox does more damage than the larger plasma hitbox that fires out from it. While this attack can hit opponents multiple times, it's true value is in the horizontal ground it covers. Hiryu can only use this attack in midair once, but will not enter freefall after he completes the flip jump, allowing him to use other moves.
Up Special: Climb Sickle- Hiryu will launch out his Climb Sickle equipment at a high upward angle. If it connects with an opponent, then Hiryu will jump up to them and slash at them with the sickle, damaging them and spiking them at high percentages. If it connects with a ledge or with the edge of the stage, then Hiryu will reel himself into the Sickle. Hiryu can climb up walls a short distance before wall jumping off of them again. While this tether grab has long range, it's high angle is touchy, and your aim has to be true if you use it for recovery.
Down Special: Options- Hiryu will call forth one of his three option weapons to use on the opponent, based on a selector wheel that pops up when the command is pressed. Option "A" will cause two small satellites to orbit around Hiryu for 8 seconds. These satellites will block incoming projectiles, and also fire rings of energy every time Hiryu attacks that do very minimal damage. Option "B" will cause a robotic tiger to prowl across the screen, heavily damaging anyone hit by it as it pounces forward several times before disappearing. Option "C" will cause a robotic hawk to fly in a straight line across the stage. Anyone hit by the hawk won't take as much damage as the tiger, but they will be dealt serious knockback. Each Option power has a cooldown period of 10 seconds before they can be used again.
FINAL SMASH: Ragnarok- Hiryu will perform a slice with his Cypher. Any opponent caught by it will be frozen as several clones of Hiryu perform several quick slashes with their Cyphers, heavily damaging them. After a few seconds of this, the real Hiryu returns and performs a final powerful slash that will send the opponents flying as the FS ends.
----
==Custom Robo==
 Ray MK III *DLC*
	The latest in a longline of Custom Robo's (miniaturized robots that fight in holographic worlds), the Ray MK III has been supersized to compete inside the Smash Arena. Like his in-game counterpart, the MK III is an average stat robot, a sort of jack of all trades and master of none. Within Smash he is surprisingly light on his feet and has a wide variety of weapons to take down the opponent.
<tabber>Special Attacks=Neutral Special: Triple Laser- Ray will take his gun arm and fire three successive lasers out in quick succession, each doing a slight amount of damage. If this move is used in the air, then the lasers will be aimed at a downward arc and will also ricochet off of floors and walls once before dissipating.
Side Special: Charge Attack- Ray will fire his thrusters briefly and charge forward a decent distance, similar to Fox's Foxfire move. Ray will cover a decent amount of horizontal or vertical ground with this move, and will also deal damage to any one hit by it. However, this move doesn't make Ray invulnerable, and it will be canceled if he is hit for high enough damage.
Up Special: Air Dash- Ray will fire his thrusters again, this time performing a quick jump thrust into the air that can be angled by the player. The player can also press B again to perform a second Air Dash, though doing so will send Ray into freefall. Otherwise, when Ray falls after the first Air Dash, he will have full access to all of his manuevers and not be helpless. The trade off is that the Air Dash doesn't gain a lot of vertical momentum.
Down Special: Smash Bomber- Ray will fire off a mortar shell in a high arcing angle in the direction of the nearest opponent when the bomb was fired. This projectile is slow, but if it directly connects it will deal considerable damage to the opponent. Even if it only partially connects, there will still be splash damage in the immediate vicinity of the explosion.
FINAL SMASH: Upgrade- Ray will be outfitted with illegal parts and suddenly upgrade into a Super Form that increases both his aerial mobility and his fire power. During this "Super" Mode, Ray's attacks will do 1.5 times their normal damage and his speed will be 0.75 times greater. This move only lasts for a short while before the parts break down and Ray returns to his normal self.
----
==Streets of Rage==
 Axel Stone *DLC*
	A former police officer determined to clean up corruption in his city through any means necessary, Axel Stone turned in his badge for a bandana, and became a street fighting mercenary in Streets of Rage. He returns after sometime to bring justice to the Smash Arena, utilizing his over the top punching abilities and combo specials to bring the pain, even at the expense of his own health. Axel's punches are so powerful, that he will take recoil damage from them. Of course spacing out your attacks will help reduce that somewhat. After 10 seconds of not using special attacks, Axel's Icon will begin to flash. At that point, you can deliver one special attack that will not drain Axel's health.
<tabber>Special Attacks=Neutral Special: Dragon Wing- Axel will deliver a swinging right cross with his fist on fire. This move is a great clearout against fighters who are crowding you, and has quick startup for the strong damage it deals, though it does have endlag. Axel will take 5% damage when using this special move, unless he is protected.
Side Special: Grand Hook- Axel will run forward dragging his fist along the ground, igniting it in the process. Axel can simply run into opponents with this move, doing a small amount of damage and knockback and taking roughly 3% damage. However, with proper timing by pressing Up on the controller, he will execute a powerful uppercut that can deal massive damage if all three parts connect, up to 25-30% in one shot. However, the uppercut portion of the move will deal a massive 15% damage to Axel if he is not protected, so use sparingly.
Up Special: Grand Uppercut- Axel will perform a leaping uppercut that has very little vertical gain, but more horizontal gain than Ryu's Shoryuken. The edge of Axel's fist functions as a sweet spot for this move, and will deal significantly more damage than any other part of the hitbox. Axel will take 3% damage when using this special move.
Down Special: Dragon Smash- Axel will fire off four quick punches of varying strength straight ahead, each with his fist flaming. If any one of these punches connects, then Axel will continue punching with several more hits, before finishing with a powerful uppercut. Axel will take 8% damage when using this special move.
FINAL SMASH: Call for Backup- Axel will charge in and strike the first opponent he sees with a strong left cross, before delivering four or five more blows. He will then roll out of the way, leaving the dazed opponent in the center of the stage, before calling for backup from the cops. A cop car will appear and fire a single shot from a bazooka, that will explode around the dazed player, sending them flying. Players not got by the first half of the smash can be damaged by the fire explosions that the bazooka blast causes.
----
==Rhythm Heaven==
Chorus Kids *DLC*
	A group of kids in a Glee Club from Rhythm Heaven, some night say that we are scraping the bottom of the character barrel here. And yet, the Chorus Kids have a unique playstyle that can make them very dangerous. This is centered around the timing of their attacks. They don't have a beat meter like Cadence, rather there are visual clues to their special attacks that cause them to do more damage with their attacks. Get it right, and the attack will do more damage. Get it wrong, and it may fail entirely. It should also be noted that, despite being three kids, the Chorus Kids have one hit box, with only the lead Kid being the one to watch, and the other two just their to help
<tabber>Special Attacks=Neutral Special: Tambourine- The Chorus Kids will all begin banging their tambourines together, generating sound waves that can damage opponents. The Kids will hit their tambourines a total of five times (provided they aren't interrupted by an attack, or cancel out with a shield). Players should hit the B-Button everytime the lead Chorus Kid hits his tambourine. Getting the Beat right will cause the sound waves to be larger and do more damage. Getting it wrong will cause the sound waves to have little range and do little damage.
Side Special: Karate Joe- The Chorus Kids will call their good buddy Karate Joe into the match, and he will perform a series of punches and kicks as the Chorus Kids yell Fight! Fight! Fight! When Fight appears on the screen, press the B-Button and Joe will do his thing. Perform the attacks correctly, and Joe's punches and kicks will continue to hit hard until after 6 hits, when Joe disappears. Perform them wrong, and Joe will mistime his attacks and be open to counterattack. Joe has his own hitbox, and if he is KO'ed then the Chorus Kids won't be able to summon him for 15 seconds.
Up Special: Rowboat- A rowboat will appear from...somewhere, and the two extra Chorus Kids will begin rowing the boat through the air while the main Chorus Kid has a megaphone and yells Stroke! Stroke! Stroke!. Players should press B when Stroke appears on the screen. Getting the timing right will allow for maximum height, as the Chorus Kids will be able to row through the air 5 times to gain more height and horizontal recovery. Mistime it and the boat will fall apart and the kids will fall to the ground helpless. The boat moving and the rowing action can deal damage.
Down Special: Vocalization- The Chorus Kids will begin harmonizing their voices together. Hit the B-Button when the lead Chorus Kid opens his mouth and you will regain a small amount of health, and the Chorus Kids will have a 1.4 times damage multiplier added to their attacks for roughly 15 seconds. Get it wrong, and the Chorus Kid will sing a bad note, causing the attack to fail and you to be vulnerable briefly. The Kids can't use this move while it is active, and it has an 8 second cooldown before it can be used again.
FINAL SMASH: Glee Club- The conductor from Rhythm Heaven will appear off screen, and a spotlight will shine on the Chorus Kids. The Conductor will begin waving his baton as the Kids sing in perfect harmony, their voices creating dangerous sound waves that can damage opponents. At the end of the FS, the Conductor will say "Together Now", causing the Chorus Kids to sing in unison with one final powerful sonic attack that sends opponents flying.
----
==Chrono Trigger==
Crono *DLC*
	An unexpected time traveler from the year 1000 in the Kingdom of Guaria, Crono has been triggered to enter the Smash Arena. Crono is not so dissimilar from other swordman in the game in the basis of the core mechanics of how he plays, utilizing both his kitana and his subsequent lightning powers to his advantage. He is an average character in terms of both speed and defense, but his attack power (particularly with his blade) is at a high level. This comes at the expense of his attacks having a lot of startup time.
<tabber>Special Attacks=Neutral Special: Lightning- Crono will summon a bolt of lightning from the sky, similar to Pikachu's Thunder. The bolt will drop down in the place Crono was when he summoned it. If it simply strikes the ground, it will deal decent damage to any opponent hit by it. However, if it strikes Crono, then he will fire a return beam of electricity both in front, behind and above him that will also deal damage. This hit box has longer range than Pikachu's Thunder attack, but doesn't do as much damage unless the enemy is right next to Crono when they are hit.
Side Special: Wind Slash- Crono will perform a running attack with his blade dragging along the ground. Pressing B again while in the running animation will cause Crono to stop and deliver a powerful upward slash with his blade that will send opponents flying. It will also cause a small spark to travel across the ground from where Crono's blade started moving up, which will do minor damage to opponents if it hits them.
Up Special: Cleave- Crono will jump in the air with his sword trailing behind him, dealing damage to anyone on the angular ascent. He will then pause in midair before performing a powerful downward strike with the sword which deals massive damage to anyone on the ground that it hits. It can also spike opponents if they are hit right as the descent begins. Crono cannot cancel out of this attack once the descent begins, so be sure to aim correctly.
Down Special: Cyclone Blade- Crono will begin to spin around in a circle with his blade extended, doing multiple hits of damage to anyone hit by it. The move will last for 5 seconds or until the B-Button is released, whichever comes first. Players can also move back and forth with the move active, giving it good range at the expense of launching power.
FINAL SMASH: Luminaire- Crono will create a powerful green dome of light around himself, that will expand for a short period of time. Anyone hit by the dome of light will take multiple hits of damage, as the dome remains around Crono pulsating before it finally explodes in a shower of sparks, sending opponents flying as the FS ends.
 Frog <ECHO> *DLC*
	A noble knight transformed into a anthropomorphic amphibian, Frog is a skilled swordsman and magic user in the game of Chrono Trigger. In Smash Infinity, he acts as Crono's Echo Fighter, having similar sword attacks and offensive stats. His special attacks are slightly different, and his defense is slightly higher than Crono's at the expense of attack speed. But anyone who can use Crono well will find Frog a similarly useful fighter.
<tabber>Special Attacks=Neutral Special: Slurp Slash- Frog will stick out his tongue a short distance away from his body, similar to Yoshi's Neutral Special. If he manages to catch an enemy, then he will reel them in and deliver a powerful upward sword strike that will send deal okay damage and good knockback. This move theoretically can function as a tether grab, but it has very short range.
Side Special: Ice Slash- Frog will run forward, dragging his blade across the ground as long as the B-Button is pressed. Releasing it will cause Frog to unleash a powerful upward swing with his sword, sending opponents flying. In addition, a small spark of ice magic will launch from his sword as soon as he lifts it from the ground. This magic spark will travel the rest of the distance of the stage, doing minor damage to anyone it hits and having a small chance of freesing them.
Up Special: Aerial Strike- Frog will leap into the air with a powerful slashing motion, dealing damage to anyone hit by the blade. Once he reaches the apex of his jump, he will pause and then drive his sword down into the ground, dealing massive damage to anyone on the ground hit by it. Unlike Crono's move, this won't spike anyone, but the move will create a freezing hitbox right as it hits the ground, freezing anyone hit by it. Frog also jumps slightly higher than Crono with this move.
Down Special: Water Spin- Frog will spin around four times with his blade extended, dealing multiple hits of damage to anyone caught in the attack. After the third spin, a trail of water and bubbles will follow Frog's blade on the fourth spin. Anyone hit by this will either be launched (75% chance) or trapped in a bubble (25% chance) for a short time, allowing for a follow-up attack.
FINAL SMASH: Frog Squash- Frog will create a dome of energy at the center of the stage, dealing damage at its perimeter as it continues to grow to encompass most of the stage. At the end of the FS, a giant Frog will come crashing down from the sky, smashing all enemies within the field's diameter and sending them flying. The frog will disappear at the end of the FS.
----
==Professor Layton==
Professor Layton *DLC*
	Professor Herschel Layton is an archaeologist, gentleman, and an avid puzzle solver and adventurer. Such an individual seems an unlikely candidate to enter the Smash Arena. Yet, here he is, leaving no puzzle left unsolved. Layton is a lightweight character with relatively weak aerial abilities (aside from his recovery), but decent attack strength and defensive capabilities. Layton's Puzzle Box ability will see him attempt to solve a puzzle (by charging the move ultimately) to give him a powerful launching attack.
<tabber>Special Attacks=Neutral Special: Fencing- Layton will pull out his rapier and take two steps forward with it pointed out, before finishing with a powerful forward strike. This move does decent damage and knockback, but it will also knock away any held item that an enemy has away from them, including FS status and Dragoon parts. A decent attack, despite its startup time.
Side Special: Deduction- Layton will adopt a quizzical look and a large magnifying glass icon will appear in front of him. The player can move the magnifying glass anywhere on the battlefield. When the icon covers over a player, the player can again press the B-Button to cause the enemy to be paralyzed in place for a moment before flying off with minor damage and a decent amount of knockback. This move can be canceled by shielding, and if Layton is hit at any time while the magnifying glass is active, it will disappear as well.
Up Special: Mechanical Umbrella- Layton will pull out an umbrella that will spin around to reveal a miniature helicopter, allowing him to fly upwards diagonally for a short distance. The helicopter blades can damage opponents as they spin around. Unique to him, Layton can jump off the Umbrella before it reaches the apex of its jump. If he does so, he can perform one attack before entering freefall. However, if the player presses Up+B again, then a second umbrella will unfold, though this one will only slow Layton's fall to the ground. Any attempt to attack in this state will cause the umbrella to fold and Layton to enter freefall.
Down Special: Puzzle Box- Layton will begin to try and solve a puzzle box, crouching over and examining it. He will continue to work at it, a small exclamation mark appearing above his head when he has a breakthrough. Once he obtains 4 of these, the Puzzle Box will be complete and Layton will begin to flash. Pressing Down+B while in this state will cause him to point accusingly at his enemy as if they were the culprit. This attack, if it connects, will deal heavy damage and will launch any foe that gets hit by it, nearly a one-hit KO above 75%. Shielding or being attack will interrupt the Professor's concentration, but he will retain any exclamation marks he had gotten to that point in the attack. He will lose all exclamation marks if he is KO'ed. This attack can take between 12 and 28 seconds to fully charge, depending on how long it takes to find each exclamation point (between 3 and 7 seconds, randomly, for each mark.)
FINAL SMASH: The Culprit is You!- The Professor will cause a small ball of light to appear in front of himself, sucking in any enemy nearby. Anyone hit will be sent to a cutscene in Professor Layton's London, where he will finish another Puzzle Box and accuse them of being the culprit. Surprised, the enemies will stumble back onto nearby train tracks, and proceed to be hit by a vintage locomotive which will send them flying as the FS ends.
----
==Crypt of the Necro Dancer==
Cadence *DLC*
	A would be treasure hunter eager to escape a crypt with her heart in tact, Cadence is perhaps one of the most difficult Smash fighters to learn to use properly. This is mostly down to her rhythm based moveset, which relies on timing your attacks to the beating heart located just above her icon on screen in order to deal more damage and knockback. Similar to Geno's Timed Attacks, though the beat moves slightly faster (though at a consistent basis.) Getting the timing wrong means Cadence is a below average fighter at best. Getting it right means she becomes one of the deadliest in the game.
<tabber>Special Attacks=Neutral Special: Dagger/Jeweled Dagger- Cadence will toss her trusty dagger forward a short distance. The dagger flies in a straight line and only for a little while before it lands harmlessly on the ground. Hitting this attack on the beat will cause Cadence to toss the Jeweled Dagger as opposed to a normal one, which does significantly more damage, though it has the same knockback as the regular Dagger.
Side Special: Cat 'o Nine Tails/Flail- Cadence will pull out a Cat 'o Nine Tails Whip and flail it around in front of her, dealing multiple hits of damage. Unleashing this move on the beat will change the Cat 'o Nine Tails to a Flail instead, which deals significantly more damage and has longer reach than the whip does.
Up Special: Boots of Leaping/Winged Boots- Cadence will activate her Boots of Leaping, which will launch her into the air in an arc as her recovery move. Hitting on the beat changes this from the Boots of Leaping to the Winged Boots, which will send Cadence higher and, by holding B, will allow her to float in the air briefly ala Peach & Daisy before falling back to the ground. Either way, she will also have her shovel extended as she does this, dealing damage on the upward arc of the move.
Down Special: Shovel/Obsidian Shovel- Cadence will pull out her shovel and dig into the stage once. Any player who is hit by the downstroke of the Dig motion will be buried themselves to allow for followup attack. Using this on the beat transforms the normal shovel into the Obsidian Shovel, which has a larger hitbox and hits for more damage on the upstroke of the manuever. Cadence will also have the chance of causing a random item to be dug up by her shovel. This chance increases if Cadence hits the attack on the beat.
FINAL SMASH: Groove Chain- Cadence will pull out the Golden Lute and play a few notes, stunning any player in range. She will then dash next to them and begin slicing at them with a Broadsword, dealing massive damage in time with the Music Beat that replaces the Stage Music for the duration of the FS. Complete the Groove Chain successfully (5 straight hits on the beat) and you will send them flying with a final attack that is a guaranteed KO.
----
==Dragon's Lair==
Dirk the Daring *DLC*
	The noble hero of Dragon's Lair, Dirk the Daring has been attempting to save the Princess Daphne for nearly 4 decades now, and show's no signs of slowing down now that he's been entered into the Smash Arena. Dirk may look simple, but his attacks all revolve around timing to get their full effect. In the right hands, Dirk can be a fiendishly clever fighter to deal with.
<tabber>Special Attacks=Neutral Special: Sword Counter- Dirk's sword will flash yellow for a moment, just as it did in his games. During this flashing period, any attack on Dirk will be countered. If it is a projectile attack, Dirk will either absorb it or, if the B-Button is pressed the second time his sword flashes yellow, it will be reflected back at the opponent. If it is a physical attack, then Dirk will counter with a weak physical attack or, if the B-Button is again pressed correctly, will deliver a much stronger attack with severe knockback to the foe. During this brief interval of time between button presses, Dirk is invulnerable to attack.
Side Special: Directed Warpath- Dirk will lift his sword high above his head and run headlong into danger. When Dirk hits an opponent, they will simply flinch and take a minor amount of damage as Dirk runs by. However, players can press the B-Button at the right time (right before Dirk's hitbox would hit the opponent) to activate a downward slash of the sword that deals significant damage, and also ends the Warpath. Dirk otherwise exits this constant running mode by either the player jumping or if he is hit by an attack or projectile.
Up Special: Updraft- A gust of wind will suddenly appear beneath Dirk and push him airborn as he desperately tries to guide the air current by dog paddling in air. If players can correctly guess which way the current is blowing when it activates (it's either straight up, straight towards the stage, or at an angle), then they will gain significant height in that direction. Otherwise, Dirk will only gain a moderate amount of height on his recovery. His flailing legs and arms can damage opponents in this state.
Down Special: Dragon's Fire- Dirk will stick his sword straight into the ground and begin charging power. The player will press B in time with the flashing yellow aura around Dirk. Getting it right will increase the aura and the power of the attack. Getting it wrong will end the charge and unleash the attack at its current power. Once unleashed (either at full power or when the charging has failed), a stream of fire will blast out from Dirk's sword and cover the stage he is on briefly, damaging opponents for multiple hits. This fire can be absorbed.
FINAL SMASH: The Dragon's Lair- Dirk will smirk and then rush at the player's, taking the first one he hits with him into a cutscene in the Dragon Singe's lair. Once there, Dirk will watch as the opponent is forced to try and desperately dodge Singe's attacks three or four times in a Dragon's Lair style gameplay (though they will often fail) before the player is blasted away by a breath of fire from Singe and sent flying back to the stage.
----
==Team Fortress==
 Heavy Weapons Guy *DLC*
	A massive Russian mercenary with a soft spot for Cold Cuts and Miniguns, the Heavy Weapons Guy has stamped his way into the Smash Arena. The Heavy is built like a tank, able to take a lot of damage and keep on truckin despite it. Of course the trade off is that the Heavy moves like a tank too, incredibly slow and without much of an aerial game. His powerful attacks also have a lot of startup time before they can unleash their full fury. But in the right hands, the Heavy will be able to mow down his opponents and still have time for a late lunch.
<tabber>Special Attacks=Neutral Special: Sasha- Heavy will pull out his prize possession, the minigun known as Sasha. Pressing and holding the B-Button will cause him to bring out the cannon, and the barrel will begin to spin. If the B-Button is immediately released, Sasha will unleash a single burst of short range fire a short second later. Holding down B will cause the move to charge. While charging, the Heavy can still move back and forth but cannot turn around or jump. Once the move is fully charged, the Heavy will unleash a barrage of bullets that don't individually do much damage, but collectively do damage together, though not much knockback. The range is great when fully charged, crossing almost the entire stage, and the gun can be angled up or down. Also while firing, Heavy cannot move back and forth. Fully charged, Sasha will fire for about 7 seconds before stopping and being able to recharged after a 2 second cooldown once the move ends. Uniquely, these bullets do not count as projectiles, so they cannot be reflected back.
Side Special: Shotgun Blast- Heavy will pull out his shotgun and fire two rounds in quick succession, delivering a spray pattern of bullets in front of him. The shotgun does decent damage and knockback, but the range is relatively weak. Unlike the cannon fire from Sasha, the Heavy's Shotgun Blasts can be reflected back at him. This is also the quickest launching of Heavy's special attacks.
Up Special: Moscow Mauler- Donning his Killing Gloves of Boxing, the Heavy will perform a powerful jumping uppercut that will launch foes if it connects with them right as he enters into it. As a recovery move, it does very little, as he will not gain much vertical height from the leap. As an attack however, it is one of the most consistent hitters, and has a small chance of scoring a Critical Hit on an opponent, guaranteeing a KO at over 60%.
Down Special: Sandvich- The Heavy will take a short lunch break and pull out his meal of choice, a Sandvich. He will slowly devour the morsel, savoring the three bites it takes for him to down it (a total of roughly 4 seconds). Should he be attacked during that time, he will drop the Sandvich and anyone can pick it up, healing 10% of health. Should the Heavy finish eating the Sandvich, then he will instantly heal 30% of health and gain a 1.5 times damage multiplier on all of his attacks for 20 seconds. He cannot eat another Sandvich while this stat buff is active, and there is a 5 second cooldown period if he drops the Sandvich before he can try and eat another one.
FINAL SMASH: Ubercharge- The Heavy's good pal the Medic will appear on stage and fire his Medigun at the Heavy, giving him an Ubercharge. The Heavy will begin firing Sasha constantly, dealing far more damage and knockback to any enemy for about 10 seconds. While in this superform, both the Heavy and the Medic are invincible. The FS will end when the Medic disappears and the Heavy puts Sasha away.
----
==Half-Life==
 Gordon Freeman *DLC*
	The Black Mesa scientist seeking to save the world from an alien invasion, Dr. Gordon Freeman has entered the Smash Arena (Half-Life 3 confirmed?). Dr. Freeman comes armed to the tee with his trademark Gravity Gun, which he can use to pull objects and projectiles in and then launch them back out at enemies. He can even use it to pull in enemies themselves and launch them. Being projectile heavy, Freeman doesn't fare as well when the fight comes in close, but his overall stats are very balanced and he will fit with most playstyles.
<tabber>Special Attacks=Neutral Special: Gravity Gun- Gordon will pull out the Gravity Gun and fire a short range projectile out of it. The projectile does no damage and only one of them can be on screen at a time. If the projectile hits nothing, then it will simply dissipate a short distance away from Gordon. However if it hits anything else, whether that be a projectile, item or even another player, Freeman will reel that object in and hold it next to the gun. Pressing B again will then launch that projectile or item in a straight line forward quite a distance. If it is another player, then Gordon will aim his Gravity Gun upward at an angle and launch them, dealing minimal damage in the process.
Side Special: RPG- Gordon will pull out his RPG launcher and fire a single rocket from it that travels in a straight line forward. The RPG does a good amount of damage to the opponent and will launch foes at higher damage percentages, but the move has terrible endlag given that Gordon will enter a reload automation after firing. 
Up Special: Displacer Cannon- Gordon will pull out experimental Black Mesa technology and create a portal in front of him that will transport him upward and at an angle so he can contine his freefall. The portal will actually remain on the field for roughly two seconds before it explodes, dealing damage to any opponent who is hit by the shockwave. 
Down Special: Satchel Charge- Gordon will pull a small backpack filled with C4 explosives and hurl it onto the field a short distance away. Pressing the Down B command again will detonate the pack, causing a powerful explosion that can launch foes. The Satchel Charge operates similar to Link's Remote Bomb. The Charge can be picked up by anyone and tossed, and Freeman cannot detonate it while it is in the hands of another player. Only one Charge can be active at a time.
FINAL SMASH: Tau Cannon- Freeman will pull out his ultimate weapon, the Tau Cannon. While this is active he can move left and right and perform a single jump. Pressing the B button will fire a rapid stream of damaging blast particles that not only hurt opponents, but will also slow down their movement. As the FS ends, the Tau Cannon will overheat, causing Freeman to toss it into the center of the stage and use his Displacer Cannon to teleport out of the blast zone. The cannon will detonate with a mini nuclear explosion, sending opponents flying as Freeman reemerges from a portal and falls back down to the stage.
----
==Resident Evil==
Chris Redfield *DLC*
	A member of an anti-bioterrorism unit and someone who's been fighting zombies for way too damn long, Chris Redfield has acquired a change of scenery as it were, entering the Smash Arena instead. He brings with him a variety of different weapons at his disposal, but also comes with an ammo gauge that indicates how many rounds he has left at his disposal. Unlike other fighters with similar features, Chris Redfield's ammo never regenerates except when you are KO'ed, meaning that you have to be careful how often you fire your weapons and make sure that your shots count, even if he does have plenty of ammo to start with. If he is out of ammo, he will perform melee attacks with his weapons instead. For the record, while his loadout is based on Resident Evil 5, his appearance is closer to the original look from the original games.
<tabber>Special Attacks=Neutral Special: M92F Handgun/SIG 556- Chris will pull out his primary sidearm, the M92F Handgun, and fire a single shot straight ahead with a single press of the B Button. The handgun bullets do decent damage, but almost no knockback. The handgun has a magazine of ten bullets before needing to reload (reloading naturally occurs after 2 seconds of inactivity). Holding the B-Button after firing 5 shots from the handgun will cause Chris to switch to the SIG 556 Machine Gun, which uses the same ammo but has a much higher rate of fire. The bullets do the same amount of damage and knockback, but the rate of fire can keep opponents at bay. The SIG has a magazine of 35 bullets before it needs to be reloaded. Chris has 500 bullets to use between the two guns. If he is out of bullets, he will simply perform a bash with the handle of his handgun for minimal damage.
Side Special: M3 Shotgun- Chris will pull out the M3 Shotgun, which fires shotgun shells out for a powerful short-range burst attack. The effective range of this weapon isn't nearly as far as the handgun (the damage is far weaker the further the opponent is from the blast), but the knockback and damage make up for it. However, the rate of fire isn't great (as he reloads after every shot) and Chris only has 65 shotgun shells for the entirety of his stock, so make sure your close when you fire to get maximum damage. If he is out of ammo, then he will simply swing the shotgun in front of him like a baseball bat.
Up Special: Grenade Launcher- Chris will turn around and fire a Grenade from his Grenade Launcher downward at an angle. The recoil from the shot round will edge him upward slightly. He can fire multiple grenades (up to 5) in order to gain more height in the recovery. If this move is used on the ground, the explosions will deal damage to Chris. Chris has only 25 grenades at his disposal, and if he is out of grenades, he will simply fire a short burst of air that does nothing and continue his fall.
Down Special: Rocket Launcher- Chris will pull out the big guns, crouching down and pulling out his rocket launcher. The player can aim the rocket up in a 75 degree radius from the platform he is on by holding B (it can't be aimed beneath him). The Rocket is one of the most powerful projectiles in the game, killing most players at around 85% with a direct hit, breaking most shields with a direct hit and doing significant splash damage as well. However, they take a long time to set up, and Chris has only 3 of them per stock. If Chris is out of rockets, he will simply perform a low sweep with his knife for minimal damage.
FINAL SMASH: Crowd Control- Chris will call in back up, getting his partner Sheva Alomar and decide to get up close and personal and break out their flamethrowers. The flamethrower is a Fire Flower on steroids, covering the area in front of Chris with a powerful shot of flame that does significant damage. Sheva will cover his back, pointing a flame thrower behind him. The stream of fire can be boosted by pressing B, causing it to shoot out a miniature fireball a short distance ahead that can knock enemies back, and players can also use the directional stick to aim it up or down. After about 10 seconds, Sheva will depart and the flamethrowers will be discarded.
 Leon Kennedy <ECHO> *DLC*
	Federal Agent Leon S. Kennedy has put wiping out apocalyptic viruses on hold for the moment to enter the Smash Arena. Leon plays as an Echo fighter to Chris Redfield, using a variety of Firearms to damage his opponents. Also like Chris, he has a limited amount of ammo per stock with which to use his weapons. Leon's melee attacks are faster than Chris' but they don't do as much damage. 
<tabber>Special Attacks=Neutral Special: Wing Shooter/Double Wing Shooter- Leon will use his trademark sidearm from Resident Evil 6, the Wing Shooter, and begin firing the gun at the enemy. Pressing B once will cause him to fire one gun. Holding down B will cause him to bring out his second Wing Shooter and fire them both simultaneously. Each gun holds 18 bullets before needing to be reloaded, and Leon has 360 bullets for them for each stock. The rate of fire is obviously less than Chris' SMG, but the damage each bullet does is slightly higher in Leon's case. If he is out of bullets, he will simply perform a clubbing blow with the handgun.
Side Special: Assault Rifle RN- Leon will pull out his fully automatic assault rifle and let loose on opponents. The rate of fire is greater than Chris' SMG, but the effective range isn't as great. However, the collective damage of this gun should you get caught in its way is pretty heavy. The recoil is pretty great too, so you will move backwards slightly while using it. The gun has a magazine of 25 rounds before needing to be reloaded, and Leon has 150 rounds he can use before it runs out. The melee attack with this gun is to perform a stab attack with the attached bayonet.
Up Special: Grenade Launcher- Leon will turn around and fire a grenade from his grenade launcher at a downward angle, using the recoil of the shot to launch him further in the air. He can fire up to 5 grenades at a time to gain more height. When used on the ground, the explosion will damage Leon. He has 25 grenades at his disposal, and if he is out the Launcher will let out a useless puff of gas and Leon will enter freefall.
Down Special: Remote Bomb- Leon will lay a mine down on the ground, leaving it for later. At anytime he can detonate the bomb by pressing Down B again. Similar to Snake's C4, Leon's Remote Bombs do more damage (though they can only be placed on surfaces, not on people) and he can only have one active at once. A versatile weapon, sadly Leon has only 5 of these before he runs out. If he attempts to lay one without any, he will push the detonator in frustration and then punch the air in front of him, minimally damaging anyone nearby.
FINAL SMASH: Chemical Flamethrower- Leon will pull out a Chemical Flamethrower, calling in help from his partner Claire Redfield. The two partners will stand back to back and fire their flamethrowers in unison in their respective directions. Like with Chris, pressing B will send a pulse of fire through the stream, dealing knockback in addition to damage. The streams can also be aimed up or down. After 10 seconds, Claire will depart and the FS will end.
----
==Astral Chain==
Officer Howard *DLC*
<tabber>Male=
The unnamed protagonist of Astral Chain, a member of the Neuron Police Task Force, Officer Howard is one of a handful of people trying to protect the last remnants of the Human Race. In the Smash Arena, Officer Howard (not to be accused with Akira Howard, their fraternal twin brother/sister) will likewise do battle with a variety of Legion fighters that they are psychically connected to. With a Legion in place, Howard's moves become stronger, but there is a limit to how often a Legion can be used and for how long. The Legion Gauge on Howard's icon will fill up over time, and summoning a legion will empty the gauge. Once a Legion is summoned, it will remain summoned until the Gauge empties so, keep that in mind.
<tabber>Special Attacks=Neutral Special: X-Blaster/Legion Special Ability- When Howard hasn't summoned a Legion, they will simply fire a shot from the blaster form of their X-Baton. The shot goes about as far as a fully charged shot from Zero Suit Samus' Paralyzer Pistol and is as damaging as Wolf's Blaster (with the same rate of fire), making it a decent if limited range projectile. If a Legion is active and attached, then the Legion fighter will use their special ability instead. There are 5 Legions to choose from.
*Sword Legion will summon the Triple Sword Attack, where three spinning astral blades go flying across the stage, damaging foes up to three times.
*Arrow Legion will unleash Air Shot, which fires five arrows of astral energy into the air, falling at increasing downward arcs. This covers a lot of distance, but the closer arrows do more damage than the arrows shot far away.
*Beat Legion will Howl, creating a stunning hitbox that will effect any enemy caught within it with a stunning animation for a brief time to allow for follow up attacks.
*Arm Legion will use Gravity Rush, which will create a small Black Hole style effect in front of Officer Howard, making it hard for enemies to escape. Howard can then follow up with a powerful Smash Attack.
*Axe Legion will summon a Blue Shield around Howard that lasts about six seconds. During that time, all projectiles will be reflected back by Axe Legion's Axe, and physical attacks will also be diminished in their effectiveness. This has the longest cooldown period of any of the Legion Special Abilities.
Side Special: Chain Bind- Howard will whip their Astral Chain forward towards enemies. Without a Legion Attached, this move will only deal moderate damage to the enemy. With a Legion Attached, the enemy hit by it will be grabbed by the Legion, who can then pummel away at them with their own special animation. In this form, players can button mash their way out, or wait until the Legion has comboed 4 hits before flinging them away with a more powerful 5th hit. This move can also function as a horizontal tether grab.
Up Special: Chain Tether- Howard will whip their Astral Chain up at an angle. Without a Legion Attached, this move can be used to grab onto ledges (though the range isn't as great as it is with an attached legion) and can be used to grab enemies in midair and slam them to the ground. With a Legion Attached, the chain becomes longer and the legion will grab onto ledges easier with its larger hitbox. Alternatively, if used against an enemy it will launch them with a powerful shoulder tackle attack.
Down Special: Legion Summon/Free Legion- With an unfilled gauge and no legion, Howard will simply shrug in response to the input and be vulnerable for a second. With a filled gauge, a selector wheel will pop out and the player can select which Legion they want to summon for roughly 35 seconds of gametime. If the player uses this move while a Legion is summoned, then that Legion will be detatched from the Astral Chain and will roam the platform they are on until the Legion gauge runs out, attacking any opponent they come across. This allows Howard to effectively have two fighters on the field for a short period of time. However, Freed Legions have a mind of their own and no jumping capability, meaning that if they are hit by a strong enough attack, the could be KO'ed (this doesn't alter the score) early. Two Legions cannot be summoned at the same time, and the same legion cannot be used twice in a row.
FINAL SMASH: Legion Fusion- Howard and their legion (including freed ones) will fuse together into one ultimate being for a short period of time. During this time, Howard can perform powerful slash attacks with A, and a Shockwave attack with B, both of which do decent damage and knockback. In addition, Howard will regain health equal to half the attack strength of every attack that they land. This move will only last for about 10 seconds before the FS meter ends. Using this attack will reset the Legion Gauge to zero, regardless of where it was when the move began.
----
==1080° Snowboarding==
 Akari Hayami *DLC*
	The princess of the mountain, Akari Hayami comes to the Smash Arena fully equipped with her snowboard in toe and ready to go cruisin down the slopes and into the record books. Most of Akari's attacks revolve around her snowboard, and her prowess is clearly in the air, as she does little damage while on the ground. Pressing B will launch her Ollie attack, which will get her airborne to deliver more powerful attacks. If she's grounded though, it's probably wipeout city for her.
<tabber>Special Attacks=Neutral Special: Ollie- Akari will jump into the air (higher than her normal jump would be), her snowboard attached to her feet. If no directional input is entered before the apex of her jump, then Akari will fall to the ground helpless (only able to perform her 1080 attack) and only deal minor damage to anyone who happens to be underneath her. However, pressing forward will cause Akari to slide across the stage a short distance, hitting anyone in a straight line. Hitting up will cause her to perform a flip in midair that can hit opponents multiple times. Pressing down will cause her to grab the front edge of her board performing a Mute Grab, landing tail first on opponents and potentially burying them.
Side Special: Tricky- The edge of a halfpipe will form in front of Akari and she will jump up and ride the edge of the rail on her board, causing sparks to fly up from it. This can hit multiple times but has very little knockback. Anyone hit by the board after she flies off the rail though will take more damage and knockback.
Up Special: 1080°- Akari will flip upside down and spin herself and her board 1080 degrees in the air, causing her to gain vertical momentum at a slight angle. Further vertical momentum can be gained if she uses the Ollie attack first, followed by the 1080 for maximum distance on the jump. Once executing the 1080, Akari will fall to the ground, but can still use minor attacks.
Down Special: Shredder- Akari will grab a nearby opponent and launch them up into the air before following up there with an Ollie Jump. Pressing no further buttons will result in minimal damage to the opponent and Akari will have severe endlag. Pressing directions and the B-Button though will cause Akari to perform a series of grabs and tricks on the opponent (with some forward momentum), up to five in total, with the damage increasing with each subsequent hit to send them flying. Can also be launched in mid-air if timed right, granting Akari even more combo potential, though each subsequent trick window becomes smaller when consecutively used.
FINAL SMASH: Avalanche- Akari will triggera cutscene with a brief dash forward on her board. Any opponent caught in the dash will be transported to a mountain, where Akari literally rides an avalanche down the slopes, burying her opponents and sending them flying as the scene ends.
----
==Altered Beast==
The Centurion *DLC*
	Only known as the Centurion, this powerful warrior rose from his grave due to the intervention of the Gods in order to save the goddess Athena from the underworld. Now he has risen again to do battle in the Smash Arena. The Centurion's powers extend from his various transformative abilities. The creatures he can transform into play identical to one another, save for their Special Moves, though his transformed state in all cases is stronger than his base form.
<tabber>Special Attacks=Neutral Specials:
*Power Punch- In his human form, the Centurion will simply do a powerful forward punch. This can be given extended range and power by performing Power Up twice.
*Fireball (Wolf)- In his Wolf Form, the Centurion will launch a powerful Fireball straight ahead at the enemy.
*Ice Breath (Bear)- In his Bear Form, the Centurion will fire a short range projectile at enemies. It doesn't travel far, but it will instantly freeze anyone it comes in contact with.
*Lightning Bolt (Dragon)- In his Dragon Form, the Centurion will fire a lightning bolt straight ahead at the enemy. While this projectile is the fastest, it does very little actual damage.
Side Specials:
*Power Kick- In his human form, the Centurion will simply do a powerful forward kick at around waist height. Like with the Power Punch, the range and power can be extended by doing Power Up twice.
*Fire Flash Side (Wolf)- In his wolf form, the Centurion will develop a cone of fire directly around himself as he dashes ahead, damaging any enemy. Can also be used in midair for a good horizontal recovery move.
*Pillar of Ice (Bear)- In his bear form, the Centurion will create a barrier of ice that will reflect most projectiles. The wall only lasts a short while, but anyone who is standing on it when it is spawned will be frozen automatically and damaged.
*Lightning Field (Dragon)- In his dragon form, the Centurion will generate an electrical field around himself that will exist as long as the B-Button is held, but decrease in distance and power the longer it is held. The Field will damage any opponent that wanders into it, and will absorb most projectiles (though the weaker it is, the less effective it is in this regard.)
Up Specials:
*Power Jump- In his human form, the Centurion simply performs another jump into the air after his first midair jump. The height of this jump can be increased by Performing Power Up twice. In this move, the Centurion deals no inherent damage, but he can aerial attack out of it.
*Fire Flash Up (Wolf)- In his Wolf form, the Centurion will jump straight upwards with a cone of flame surrounding himself. Does a decent amount of damage if anyone is hit by it, but it gains no horizontal recovery.
*Spinning Bear (Bear)- In his Bear Form, the Centurion will inexplicably somersault through the air with small ice crystals surrounding him as he does so. This move can damage opponents for multiple hits much like Samus' Screw Attack.
*Dragon's Flight (Dragon)- In his Dragon Form, the Centurion will flap his wings once for a powerful gain of both height and distance in the direction the player dictated. The best recovery move the Centurion has, but it deals very little damage.
Down Special: Power Up- The Centurion will stand in place for a second and flash as an orb appears around him and the words "Power Up" are shouted. Using this the first two times will simply cause the Centurion's human attacks to do more damage. Using it a third time will trigger a selector wheel where the player can choose to become a Wolf, Bear or Dragon for the remainder of the stock (using the Power Up manuever while in an animal form will do nothing) or until a Final Smash occurs. The first two attempts take about 3 seconds to activate. The third takes 5. If the player is hit before the Power Up words are said, then the move will fail (they are invulnerable if the Selector Wheel is active).
FINAL SMASH: Wise Fwom Your Gwave- The Centurion, regardless of form, will dash forward. Anyone caught in the attack will be sent to a scene in a Roman graveyard, where the Gods will command 4 Beasts to "Wise fwom Your Gwave" (complete with bad sound compression) at which point 4 graves smash open to reveal a Wolf, Bear, Dragon and Tiger. The 4 Beasts will fire four elemental blasts at the enemies, which send them flying as we cut back to the stage. After the Final Smash, the Centurion will return to an unpowered Human form.
----
==Mystical Ninja Goemon==
 Goemon *DLC*
	A mystical ninja icon of Edo Town, Goemon has continued his adventurous life into the Smash Arena. Goemon is a lightweight fighter who has a good all-around moveset. He doesn't excel in any one particular area, rather being above average in terms of both offense and defense. He's a good, easy character to master with a fairly simple moveset, augmented by his Chain Pipe, which when activated will increase the range of his Smash Attacks and give him a tether grab move.
<tabber>Special Attacks=Neutral Special: Flaming Ryo- Goemon will pull out a gold coin and charge it with fire energy, before hurling it at the enemy. The coin will bounce off the ground three times before it disappears, with each bounce taking away roughly a third of the damage and knockback that the coin deals. Though only one coin can be on the screen at once, the fairly quick launch of the coin makes it a good projectile, especially at close range where it will deal most of its damage.
Side Special: Chain Pipe- Goemon will swing his Chain Pipe forward to damage enemies, dealing decent damage and knockback to them when it hits. Using this move will alter the context of Goemon's Smash attacks involving his Pipe, doubling their range. However, when the Chain Pipe is active it will also slow down Goemon's attack speed and his overall walking speed. Pressing the Side Special Command again while the Chain Pipe is active (indicated by the fact that Goemon holds the extended pipe with two hands as opposed to one) will deactivate it.
Up Special: Flying Judo- Donning a red cape, Goemon will be able to fly upwards at an angle for a short distance with his Flying Judo. This move will not do any damage by itself, but Goemon can jump out of the flying animation and not enter Freefall. However, he will not be able to do this if the Flying Judo reaches the apex of the jump.
Down Special: Mystical Clone Judo- Goemon will concentrate for a moment before creating three clones of himself that can attack and do damage on their own, at the cost of 9% of his own health (3% per clone). The clones act independently of Goemon, and will actively seek out enemies. However, they can only take a little bit of damage before they disappear in a puff of smoke. Only three clones can be on the field at any time, and no more clones can be summoned until all three have been already defeated.
FINAL SMASH: Goemon Impact- Goemon will blow on the Trident Shell and summon his Super Giant Mecha, Impact, who appears on the Side of the stage. Goemon will teleport on top of Impact's Shoulder as the robot can fire punches with the A-Button and his own version of the Chain Pipe with the B-Button. After 9 seconds Goemon Impact will fire his Impact Beam which will send opponents flying as the robot disappears and Goemon returns to the field.
----
==Double Dragon==
 Billy Lee (Jimmy Lee) *DLC*
<tabber>Billy Lee=
The heir of the secret Sou-Setsu-Ken, Billy Lee (and his brother Jimmy) provide hope to a post-nuclear apocalypse wasteland, and to the Smash Arena. Billy is a pure martial arts fighter, focused on getting up close and smacking around the opponent. Billy focuses primarily on comboing opponents rather than projectile fighting. Being an up close fighter though, he's likely to take damage fairly quickly, and his limited defensive stats can send him flying fairly early. He has a stat buff move that will grant him increases in his offensive and defensive stats, though, if you can pull it off.
<tabber>Special Attacks=Neutral Special: Nunchaku- Billy will pull out his nunchaku weapons and spin them around in a complicated, five hit combo, with the fifth and final hit dealing the most damage and knockback against the enemy. This move has very limited range, but it does do decent damage, especially if Billy's stat buffs are in place.
Side Special: Flaming Dragon Punch- Billy will charge forward with a twin-fisted strike with the flaming silhouette of a dragon surrounding him. The sweet spot of the attack is on the open palms of Billy's hands; anyone hit there will be sent flying fairly easily. However, the aura surrounding Billy will also damage opponents, though not as much as the actual impact. This move doesn't cover a lot of ground, so it's not very useful for recovery.
Up Special: Cyclone Kick- Billy will perform a series of roundhouse kicks while rising through the air at an angle, surrounded by a pink aura as he does so. This move can combo opponents up to 4 times, with the flinal kick sending opponents flying. It recovers a decent amount of distance, but Billy will enter freefall after the 4th kick.
Down Special: High Five- Billy (or Jimmy, depending on which brother is being controlled at the moment) will call for his brother and hold out his hand for a high five. The brother will appear a short distance away and jump up, completing the move. If it is done successfully, Billy will begin to glow and he will have enhanced attack strength and defensive stats for the next 13 seconds. However, during this attack Jimmy has his own hitbox and can be knocked down, leaving Billy hanging (as well as Billy himself being able to be attacked). After the stat buff fades, this move has a 10 second cooldown period before it can be used again.
FINAL SMASH: Dragon Swarm- Billy will call to his brother and the two will stand back to back, as energy dragons swarm around the stage. Two will fly from either side of the stage in a horizontal pattern, damaging foes multiple times. Then a larger, more powerful dragon will come up from the bottom of the stage surrounding Billy and his brother, sending anyone who hits it flying as the FS ends.
----
==StarTropics==
 Mike Jones *DLC*
	Prove that under the Southern Cross, anything is possible, Mike Jones from Startropics makes his triumphant return to the Smash Arena. At first glance Mike may look like a heavier version of Ness, given that he has a baseball bat, yo-yo and even some psychic powers. However that's only a surface comparison. Mike is a much more well-rounded fighter who does well at pressuring opponents early. This is in part because his attacks are stronger the less damage he has taken. Keep Mike healthy and protected, and he is a dangerous fighter to be reckoned with.
<tabber>Special Attacks=Neutral Special: Yo-Yo Strike- Mike will pull out his trademark yo-yo and fling it forward in a circular pattern straight in front of him. The power of the yo-yo is directly tied to Mike's health. Below 50% damage, he is equipped with the Supernova, which has a range equal to almost three and a half character lengths and does the most damage and knockback. Above 50 but below 100% damage he is equipped with the Shooting Star, which has half the range of the Supernova and far less damage and knockback. Above 100% he'll have the normal Yo-Yo, which only does moderate damage and has a range of roughly one character length.
Side Special: Flying Kick- Mike will perform a flying kick straight ahead at the enemy, with its range and power determined by Mike's health. Below 50%, Mike will perform the kick with his spiked cleats on, doing significantly more damage and knockback with the move. The kick will also send Mike further across the stage, half the distance of Final Destination. Between 50 and 100%, he will still use the Spiked Cleats, but the range of the move will be halved. Above 100%, Mike will only use his normal shoes and the "flying kick" will just be a jumping side kick in the air, with only slight forward movement.
Up Special: Anklet Boost- Mike will put on winged anklets on his feet that allow him to soar through the sky a short distance. This move will gain the same amount of vertical height regardless of his damage percentage. However the winged anklets will create a wind hitbox around Mike, which will throw enemies out of his way. The power of this wind hitbox (though not its size) is determined by his health, with it being more powerful at lower damage percentages.
Down Special: Psychic Shockwave- Mike will shoot out a blast of psychic energy a distance in front of him. The effect the attack has is dependent on Mike's health. Below 50%, the energy will paralyze foes briefly before knocking them back with electrical damage, leaving them open to a follow-up attack. The range will also be at its greatest. Between 50 and 100%, the range will be cut by a third, but the paralysis effect will remain on the attack (though the damage and knockback are slightly reduced). Above 100%, the range will remain the same, but the effect will only be minor electrical damage that causes opponents to flinch with no knockback.
FINAL SMASH: Rod of Sight- Mike will pull out the Rod of Sight and use it to summon otherwise invisible foes to the field. These "ghosts" as it were attack other players and deal moderate damage, with a counter rising in the background (in the form of heart containers). After 12 seconds, the ghosts will disappear and Mike will heal himself with the heart containers, regaining 10% of health for each heart container created. Thus potentially, he could heal himself from the brink of death with this FS, though its very unlikely that anyone will be KO'ed by it (Mike himself is motionless while the FS is in effect).
----
==Mach Rider==
 Mach Rider *DLC*
	A survivor of a post-apocalyptic future, the Mach Rider comes riding into the Smash Arena on his trusty heavily armored motorcycle. Mach Rider is a wholly unique fighter to Smash, and has two fighting styles in his repetoire, one where he is on foot and another where he is on his bike. In the former, Mach Rider is a slightly above average fighter with a few weapons at his disposal. In the latter, Mach Rider has the potential to be one of the fastest ground hitters in the game at the expense of nearly all his air game and potentially being destroyed with a few well-timed hits. The key to using the Rider is to utilize both movesets to your adventage.
<tabber>Special Attacks=Neutral Special: Machine Gun/Mach Guns- If he is off his motorcycle, then the Mach Rider will pull out his trusty Machine Gun and begin blasting away. The gun fires rapidly at first, but the longer the B-Button is held down, the slower the rate of fire will become, and the less damage each bunch of bullet projectiles does. If he is on his bike then he will fire off his twin-mounted Machine Guns straight ahead. These bullets do less damage overall, but have the same fast rate of fire the entire time. Mach Rider can also ride his bike while firing them, make them effective cover for setting up additional attacks.
Side Special: Chain Whip/Gearshift- If he is off his motorcycle, then the Mach Rider will pull out a steel chain and whip it forward a short distance. This move does decent damage and knockback, and has a sweet spot right at the end of the chain which will send opponents flying. If he is on his bike, then he will shift Gears on his motorcycle and dash ahead at high speed as long as the B-Button is pressed down. Be careful with this attack as the Rider will drive off the stage if it is used to close to the edge, and he cannot turn while engaged in the Dash Attack.
Up Special: Mach Rocket/Mach Rev- If dismounted from his bike, the Mach Rider will unleash a small rocket boost in his back that will launch him forward at an angle a short distance, though his flight pattern can be controlled by the player. Anyone hit by the rocket or the Rider will take damage as well. If he is on his bike, then he will rev the engine and leap up a short distance. This has strong launching power right on the edge of the bike, but gains very little vertical distance as a recovery move if it happens to be used in the air.
Down Special: Mount/Dismount- Pressing Down B off the Bike will put the Mach Rider on it, giving him access to all his motorcycle moves. While on the bike, the Mach Rider is incapable of midair jumping (and his jump off the ground is extremely limited), and he cannot grab opponents. He does have access to other special attacks and can also use differing Smash Attacks. The bike itself is incredibly durable, and all of his Smash Attacks (and just running into players in general) do much more damage on the bike then off of them. If the bike is destroyed, however, and the Rider is on it, he will take massive damage from the exploding bike and will not be able to resuse it for the remainder of the stock (save for his FS). Pressing Down + B while on the bike will dismount it and cause it to disappear (this cannot be done in midair.)
FINAL SMASH: Apocalypse Highway- The Mach Rider dashes forward on his bike (regardless of if he's on it when the FS begins). Anyone hit by it will be sent to a cutscene on the post-apocalyptic highway of Mach Rider. The enemies will be run down by the Quadrunners, taking damage from their vehicles, before being blasted away by the Rider's motorcycle and his machine guns, sent flying as the scene ends.
----
==Advance Wars==
 Andy *DLC*
	A commanding officer from the Advance Wars series of games, Andy can fix anything and (at least attempt) to look good while doing it. Unlike other CO's, Andy is not content to sit on the sidelines and let other people do his fighting for him, hence his appearence in the Smash Arena. He has crafted a specially built tank that can automatically convert into other vehicles temporarily to do damage to opponents...but the bugs still need to be worked out so it isn't exactly as durable as a Tank. Andy is a bit of a glass cannon, but if you can keep enemies at bay with your projectiles, then he can go far.
<tabber>Special Attacks=Neutral Special: Artillery Barrage- Andy will have the main barrel fire four shells of artillery out into the field of battle. The first shot fires straight ahead. The other three shots travel at increasing arcs, and the damage and knockback decrease in power the further the shell is from the Tank.
Side Special: Armored Assault- Andy will transform the tank into a light recon vehicle (or LRV) that moves quickly across the stage and damages any player it hits. The LRV is steerable and, while it won't do the most damage, it does have decent knockback of enemies. If the LRV is "destroyed" then Andy will revert back to a tank, though he will suffer some endlag.
Up Special: Precision Airstrike- Andy's Tank will transform into an armed helicopter that moves up the stage at an angle. On the upward ascent, the Helicopter will fire four medium range missiles with homing capabilities that will damage opponents. At the ascent of the jump the Tank will transform back into a tank and fall back down to the ground. One of the better attacking recoveries in the game.
Down Special: Periscope Depth- Andy's Tank will somehow transform into a submarine and disappear beneath whatever platform he is on. A small fuel gauge will appear on screen above Andy's icon, and a periscope will appear to indicate the position of the vehicle. While under "water", the submarine cannot be damaged and players can use the B-Button to fire missiles into the air with limited homing capabilities. After the fuel gauge runs out, or if the player surfaces by jumping, the submarine returns to the stage as a Tank. This move has a cooldown period after its use. If the submarine surfaces right next to a player, it will have an effect similar to Luigi's Super Jump Punch (it will send them flying in the sweet spot, but do minimal damage otherwise.)
FINAL SMASH: Hyper Upgrade- Andy will perform a Hyper Upgrade to his tank and transform it into a Mega Tank, which will then fire all of its weapons (artillery shots, homing missiles, and machine gun fire) in one major burst. As the Final Smash ends, it will launch a final mortar shell a short distance away and detonate a super powerful explosion that will send anyone near it flying before reforming into the normal Tank.
----
==Dillon's Rolling Western==
 Dillon *DLC*
	A silent, mysterious ranger in the Old West, Dillon has rolled into the Smash Arena to serve up law and order. A lightweight character, Dillon is a quickstrike offense character who can use a variety of physical attacks to damage opponents. He isn't going to knock anyone out of the ring quickly though, so it's best to find the right opportunity to strike, and take advantage of Dillon's higher than average defense to stay alive.
<tabber>Special Attacks=Neutral Special: Bomb Crystal- Dillon will grab a Bomb Crystal and throw it down on the ground a short distance away from himself, causing it to explode. The explosion doesn't do as much damage or knockback as you'd think, but this move can be used as a good distancing tool, keeping opponents at bay with its close range and quick fire rate.
Side Special: Rolling Attack- One of Dillon's signature attacks, he will roll up in a ball and begin to charge energy, similar to Jigglypuff's Rollout. Holding the B-Button builds up the energy, and releasing it will send Dillon Flying along the ground, dealing damage to the first opponent that he hits. While it is the strongest attack Dillon has in terms of knockback, unlike Jigglypuff he cannot change direction with the move. Pressing the control stick in the opposite direction will cause Dillon to stop and end the attack. There's also a delay in how quickly he can stop, so be careful around ledges.
Up Special: Flying Claw Attack- Dillon will jump upwards at an angle, before dropping down at a downward angle forward with his claws extended, dealing damage to any foe that gets in the way and landing with a minor shockwave effect on the ground. This move has decent recovery ability and decent damage as an attack, but can't be canceled out of once the downward dive has begun, so it maybe prone to self-destructs if not used wisely.
Down Special: Tunnel Attack- Dillon will dig his way under the stage and begin traveling left or right underneath it for five seconds, as evidenced by the mound of dirt that appears on screen. After five seconds (or when the player releases the B-Button), Dillon will pop out of the ground with an uppercut attack, sending any opponent he hits flying. Dillon is also protected from damage while underground. This move has a ten second cooldown effect before it can be used again.
FINAL SMASH: Arma-Mode- Dillon will adopt a super mode where his offensive and defensive stats are all greatly magnified. In this mode, he will deal close to twice as much knockback and is significantly faster. However, he still can take damage in this mode and is not immune to knockback. When the 10 second FS time ends, Dillon will cause an energy explosion around himself, sending opponents flying.
----
==Pitfall==
Pitfall Harry *DLC*
	The eternal explorer and adventurer, Pitfall Harry has been seeking fame and fortune for almost 40 years at this point. To further this cause, he's swung his way into the Smash Arena, carrying with him a cadre of items from his adventures past. Harry is a fairly simple fighter to use, with basic attacks and surprisingly strong smash capabilities. 
<tabber>Special Attacks=Neutral Special: Slingshot- Harry will begin swinging his Slingshot over his head, moving faster and faster as long as the B-Button is held. Letting go of the button will launch a small rock across the stage. The longer the button is held, the stronger the throw will be, and players trying to attack from the air will be damaged by the slingshot swinging while Harry is waiting to throw it. At random, Harry will instead throw a stick of dynamite out of the slingshot, which deals far more damage (obviously) but could also hurt Harry if he is caught in the explosion.
Side Special: Tiki Shield- Harry will pull out a wooden, two handed shield and hold it out in front of him. With this shield active, he is incapable of using any attacks outside of a shield bash, and limited to one short jump. However, the shield will negate all incoming physical attacks from the front and will also reflect weak projectiles (while absorbing strong ones.) Press Side-B again to put the shield back in Harry's backpack.
Up Special: Helicopter- Harry will catch a ride from a helicopter that spawns above him, riding the bottom of it up quite a ways. Harry can disengage from the helicopter at any time and will be able to attack out of the jump (if he waits until the helicopter drops him naturally he will not be able to.) However the helicopter can also be destroyed by enemy players, and if it is and he is still attached to it, Harry will plummet straight down with limited horizontal movement (and also be unable to summon the helicopter for a short period of time.)
Down Special: Canteen- Harry will pull out his canteen and drink from it, restoring roughly 20% of his health each time he does. However, the Canteen only has 5 uses per stock. If Harry tries to use it a 6th time, he will find it empty and dramatically shout "NOOOO!", leaving him open to attack.
FINAL SMASH: Pit Trap- Harry will dramatically look beneath him as the ground begins to open up in a cinematic cutscene. Everyone will be transported to a jungle landscape and Harry will jump up on one of four vines that appear from the top of the stage. A pit opens up and a sharp-toothed monster emerges, looking to eat anyone who hits it (resulting in an instant KO.) This includes Harry. Players who can stay airborne or who can grab onto the vines are safe. After about 15 seconds the FS ends and everyone returns to the stage.
----
==Fatal Frame==
 Yuri Kozukata *DLC*
	A young woman with a tragic past and a curious piece of technology known as the Camera Obscura, Yuri Kozukata isn't exactly the most likely fighter to step into the Smash Arena. Her attacks are almost exclusively centered around her camera and the various lenses that she can attach to provide alternative effects. She is definitely not the easiest fighter to master, but does move fairly quickly and, if you can change lenses on the fly, she will be a dangerous foe to anyone underestimating her.
<tabber>Special Attacks=Neutral Special: Photograph- Yuri will use the Camera Obscura to take a picture of the enemy. Simply pressing the button will cause the picture to be taken right in front of her, with the damage effect of the enemy lessened as a result (and any alternate impacts of the lens nullified). However holding the B button down will allow the player to move the cursor across the screen to target enemies from afar. Getting a direct shot (with the opponent in the center of the crosshairs of the targeting reticule) will deal much more damage and knockback as opposed to getting a partial shot or simply taking a quick shot. Yuri's normal lens has no limit on the number of pictures it can take, but each specialty lens has a limit of 10 shots before it must be reset, save for Pierce which has 20 shots.
Side Special: Flashlight- Yuri will set off her flashlight right in front of her. Anyone caught in the beam will take minimal damage and then be stunned temporarily. The amount of time they are stunned is dependant on how much damage they have taken up to that point.
Up Special: Shadow Reading- Yuri will use her sixth sense ability of shadow reading to sense the dead, and use the Camera Obscura to summon three platforms into existence above her at a steep upward angle. She can then jump to these platforms and then jump off of them to try and save herself. Be quick though, as the platforms disappear quickly and she cannot use this move a second time without landing on solid ground first.
Down Special: Lens Change- Yuri will change the lens in her camera, bringing up a selector wheel for the player to choose one of five lenses that have different effects and damage than the normal lens. They are:
*Slow- This lens will deal very little damage or knockback to the enemy, but will slow down their movements as if they are trapped in Witch Time, as evidenced by the radiating blue aura from them. The impacts of this lens can't be stacked. 
*Blast- This lens will deal significantly more damage than any other lens, and cause severe knockback to the enemy. However using it will slow down the cursor dramatically, making it harder to use on speedy opponents.
*Pierce- This lens deals a moderate amount of damage, but can be used rapidly, with each subsequent shot decreasing in power from the last when used consecutively. The center cursor is also smaller on this lens than any other, making it hard to get a perfect shot. This lens is the only one with 20 shots instead of 10.
*Stun- This lens deals only slightly more damage than a normal shot, but will also stun opponents if a perfect shot is made. The length of stun is dependent on how much damage they have accumulated to that point in the stock.
*Restore- This lens not only deals damage to the opponent, but a perfect shot will also restore an equal amount of health to Yuri herself. However only a perfect shot will restore health, and the cursor is the second slowest of the lenses.
If a lens runs out of shots, then Yuri will automatically switch back to her normal lens. There is a cool down period for each lens then before it can be used again.
FINAL SMASH: Fatal Lens- Yuri will disappear off stage and the Camera Obscura cursor will appear. Using this cursor you will see phantoms orbiting around the stage and the other competitors. Yuri can use her lens to cause players to freeze in place on normal shots. If she gets a perfect shot, then the enemy will freeze and the phantoms will attack them, whisking them off to the Great Beyond, regardless of damage. This only lasts for about 12 seconds before returning to the normal stage. Yuri has unlimited shots in this FS.
----
==Bubble Bobble==
Bub & Bob *DLC*
	
The puzzle solving, bubble popping dragons from Bubble Bobble are probably the last two you would think would wander into the Smash Arena. Yet these two dragons surprisingly work well together and befuddle opponents with all their bubble antics. Bubbles shot by the pair can either do damage to opponents or they can entrap opponents in the Bubbles, allowing for followup attack. Of course, being so small, they are very easy to knock away. Like the Ice Climbers or Baby Bros, with only one of the dragons at your disposal, your attacks are significantly weakened.
<tabber>Special Attacks=Neutral Special: Twin Bubbles- Bub & Bob each shoot out a small bubble from their mouths, with Bub's containing fire and Bob's containing Thunder. The two bubbles will travel the stage until they pop or hit an opponent, dealing damage from the pop and effect damage from whichever bubble happened to hit them. Though it can't be rapidly fired, the twin bubbles can be fired with decent speed to cover the field and can keep opponents at bay.
Side Special: Rolling Dragons- The two dragons will roll up into a ball, spikes up, and then roll across the stage at high speeds until they collide with an enemy. This move deals decent damage and knockback to the opponents, and is one of the few special attacks a single dragon can use with decent effect.
Up Special: Bubble Jump- The dragon not in control will inflate himself like a bubble, allowing the dragon who is in control to jump off of him to gain height, while the inflated dragon goes up slightly. This move works like the Ice Climbers Belay in that it gives extraordinary recovery ability when both dragons are present. Without the supporting dragon, then the dragon in control will just perform a small hop and continue falling.
Down Special: Bubble Trap- Bub & Bob will each shoot out a large bubble, one in the front and one behind them. These bubbles will float up a short distance before popping. If any opponent gets caught by them, they will be trapped inside the bubble either until it pops naturally (in which case they take only minor damage) or until Bub & Bob attack them and cause the bubble to pop themselves, sending them flying. If it is the latter, there's a small chance that the bubble popping will cause some food to drop to the ground, which the dragons can eat to restore a small amount of health.
FINAL SMASH: Bubble Launcher- Bub & Bob will disappear off screen, and the iconic bubble launcher from the game will appear at the bottom, along with about ten colored bubbles. Players have a certain amount of time to aim the bubbles at opponents. Any opponents hit by the bubbles will be trapped in them during the duration of the FS. After all bubbles have been fired (or the FS ends, whichever comes first), those opponents trapped in bubbles will explode and be sent flying.
----
==Puyo Puyo==
 Arle Nadja *DLC*
	A young girl with magical powers (along with a faithful rabbit companion named Carbuncle), Arle Nadja is the main protagonist of the Puyo Puyo series of puzzle games. As it is in the game, Arle's Smash moveset is designed around generating combos. Though she is a lightweight with not much knockback to her attacks, she is surprisingly durable and has some of the fastest attack speed in the game. This is so she can get combos to fill her Puyo meter located on her icon. Getting a 4+ hit combo will fill one spot on the meter, filling more spots at once. This acts as a multiplier on her special attacks, as using any special attack will drain her Puyo meter entirely. She can fill up to 4 spots on the meter. Alternatively, Arle can convert her shield energy into a Puyo power-up, by shielding and pressing B for about 4 seconds she will do this. However doing so will drain her shield power at will require a 5 second cooldown.
<tabber>Special Attacks=Neutral Special: Fireball- Arle will launch a single Fireball across the screen. The effectiveness of the projectile is determined by the number of Puyo slimes Arle has amassed.
*Empty Meter- The Fireball will only go a short distance and deal minimal damage.
*1 Puyo- The Fireball will go further, cause more damage, and cause opponents to flinch.
*2 Puyo- The Fireball will go all the across the stage but do the same amount of damage.
*3 Puyo- The Fireball distance remains the same, but the damage and knockback are incresed.
*4 Puyo- The Fireball hitbox will be larger, and will end in an explosion dealing the most damage and knockback.
Side Special: Cold- Arle will use her magic to create a variety of Ice effects based on the number of Puyo slimes Arle has amassed.
*Empty Meter- Arle will simply shoot three small snowflakes a short distance from herself.
*1 Puyo- Arle will shoot one larger snowflake that goes a longer distance and deals more damage.
*2 Puyo- Arle will fire three of the larger snowflakes in a 90 degree pattern in front of her, though the damage and range remains the same.
*3 Puyo- Arle will create an Ice Storm that travels about half the length of the stage, slowing the movement and potentially freezing anyone caught underneath it.
*4 Puyo- Arle's Ice Storm column will travel the whole length of the stage and is virtually guaranteed to freeze anyone caught by it.
Up Special: Bayoen- Arle's signature manuever is added to her recovery, as she leaps up and performs a small overhead attack at the apex of the jump. The effects and power of it are based on the Puyo meter.
*Empty Meter- Arle will simply jump up a short distance with no additional attack animation.
*1 Puyo- Arle will jump slightly higher, though still not very high, with no additional attack animation.
*2 Puyo- Arle will jump a decent height and perform a simple backhanded slap at the apex of the jump that does minimal damage.
*3 Puyo- Arle will reach her highest jump, perform the backhanded slap while shouting "Bayoen", creating a rainbow effect above her head.
*4 Puyo- Arle's jump height doesn't increase, but in addition to the rainbow effect there will be flowers that fly off of it. Being hit by the flower's hitbox will deal significant knockback.
Down Special: Shield- Arle will create a variety of barriers around herself aside from her normal bubble shield. As with everything, this will depend on the Puyo meter.
*Empty Meter- Arle will create a small shield around herself briefly that will protect her from projectiles and, if timed correctly, has a window for weakly countering attacks.
*1 Puyo- Arle will create a shield that will absorb projectiles and physical attacks for 5 seconds.
*2 Puyo- Arle will create a shield that will absorb projectiles and weakly counter physical attacks for 5 seconds.
*3 Puyo- Arle will create a shield that reflects projectiles and weakly counters physical attacks for 10 seconds.
*4 Puyo- Arle will create a shield that reflects and enhances projectiles and strongly counters physical attacks for 10 seconds.
FINAL SMASH: Puyo Puyo Fever- Arle will create a small portal in front of her, sucking in every opponent she can. Anyone sucked in will be transported inside a Puyo Puyo puzzle board. Arle will complete a 9 move chain, causing several stone Puyo to appear above the opponents heads, and sending them crashing down onto the enemies, sending them flying as the FS cutscene ends.
----
==Jet Set Radio==
 Beat (Gum) *DLC*
<tabber>Beat=
The leader of the Turf Tagging GG (Graffiti Gang), Beat is a runaway who loves nothing more than skating around and tagging his turf, or in this case, his opponents. Beat is all about keeping in motion, when he stops to fight hand to hand he will quickly be overwhelmed. Keep the beat flowing though and the spray paint in motion you'll be a force to be reckoned with.
<tabber>Special Attacks=Neutral Special: Tag- Beat will fire a shot of spray paint straight in front of him, continuing to spray as long as the B-Button is pressed and as long as there is paint to spray. While this spray doesn't deal much damage directly, any enemy who is hit by it will be covered by the neon spray paint and thus be "tagged." Like with the Inklings Ink attacks, enemies who are tagged will receive more damage from Beat's moves other than this one. The tag does fade over time, more so if the opponent moves around. If Beat runs out of spray paint (indicated by the spray can above his logo), then he will be forced to shake it briefly in order to refill it.
Side Special: Spinwheel- Beat will spin around on his blades, his arms extended. This move can hit opponents multiple times. Beat will also fire his spray paint can at the very beginning and at the end of the move, tagging any opponent who gets caught in the spray.
Up Special: Heavens- Beat does a method backflip with his blades, elevating himself slightly and spraying his spray paint in the area directly underneath himself as he travels before helpless falling to the ground. The player can exit the backflip early by pressing down and B, which will send Beat into a downward dropkick at a sharp angle towards the ground, damaging anyone hit by it. 
Down Special: Flip Side- Beat flips himself over head first, performing the splits in midair as he does so, before landing a short distance ahead of his starting position. He will also fire his spray paint straight up between his legs, tagging any opponent that gets caught in the blast.
FINAL SMASH: Jet Grind- Beat turns up the music on his headphones and begins moving around the stage with lightning quick speed. Anyone he hits in this mode will take damage inherently, but he can also press B to deliver a powerful smack with his spray paint can to do extra damage to opponents and send them flying. When the music dies down, Beat returns to normal.
----
==Fossil Fighters==
 Fossil Fighter *DLC*
	Extinction is only a temporary setback for the Fossil Fighter, as he makes his triumphant return. Though the Vivosaurs may be somewhat downsized from what fans of the games are used to, they still provide a lot of aide to the intrepid hero in the Smash Arena, though summoning them does take time and makes him a little slower on special attack launch. Outside of his Dino-Helpers, the Fossil Fighter can also use his trusty pickaxe to send opponents off stage.
<tabber>Special Attacks=Neutral Special: Dilophosaur Spit- The Fighter will summon a Dilophosaurus which then spits out a glob of poison at any nearby enemy before disappearing. The poison spit can be charged, and the longer the charge the further the spit goes and the more damage that it does over time. As with all the Fossil Fighter's special attacks, it takes a couple seconds to summon the Vivosaur to the field, during which the Fighter is vulnerable.
Side Special: Triceratops Stomp- The Fighter summons a Triceratops and climbs on its back, riding it like a car as it stomps its way across the stage before disappearing. This can only go to the edge of the platform the Fighter is standing on and cannot turn, however it does massive damage to anyone caught by it and, while the Fighter is on the Triceratops, he is immune to knockback (but still can be damaged by projectiles).
Up Special: Ptero Soar- The Fighter summons a Pterodactyl that grabs on to him by the arm and flaps its wings four times to carry him higher before disappearing. Anyone caught by the movement of the Pterosaur's wings will take minimal damage. This move is the quickest summon that the Fighter has.
Down Special: Stego-Whip- The Fighter summons a stegosaurus who will spin around in a circle around the Fighter, whipping its tail against any opponent nearby. This move also reflects projectiles if timed correctly, and has decent range around the Fighter, but it is also the Summon that takes the longest to bring into existence.
FINAL SMASH: T-Rex Rampage- The Fossil Fighter becomes invulnerable and summons a larger than average (for a Vivosaur) T-Rex to the field that the player can then control briefly. The T-Rex can hop a small distance (Up-B), stun opponents with a Roar Attack (B-Button), Whip its Tail (Down-B) and perform a powerful Bite Attack (Side-B) to send opponents flying. The T-Rex then disappears after the end of the Final Smash.
----
==Turok: Dinosaur Hunter==
Joshua Fireseed *DLC*
	
A member of the infamous Turok bloodline, Joshua Fireseed fought the Primagen in Seeds of Evil to save the Omniverse from destruction. Now, his unique skills and weaponry find him in the Smash Arena. Joshua can use a variety of weapons at his disposal to dispatch his opponents. He is lightly armored and quick on his feet, making him a good hit and run style fighter despite his reliance on projectiles. He also possesses one of the most devastating Final Smashes in the game in the Nuke, which will annihilate almost anything on screen when it is fired. Due to his lack of armor though, he easily racks up damage, so be careful.
<tabber> Special Attacks=Neutral Special: Tek Bow- The iconic weapon of the Turok franchise, Joshua will pull out this trusty bow and arrow and then begin flinging arrows at opponents quickly. Joshua can rapid fire the arrows by simply pressing B quickly, though the distance and damage they gain will be limited. Alternatively holding down B will fire a more powerful shot with better range, and fully charging the shot will convert it into an explosive arrow, which does far more damage and travels the entirety of the stage, making it great for sniping people trying to come back from the edge of doom.
Side Special: Razor Wind- Joshua will pull out this spinning disc of doom and fling it straight ahead at the opponent. The Razor Wind does decent damage and has great range. It also has limited homing capability as it will fly in the direction of the nearest opponent before taking a wide arc on the return trip (and potentially damaging other players) to Joshua's hand. The Razor Wind will always fly back to Joshua's hands, even if it is trapped by something (or he dies before it returns) it will simply reappear ready for use.
Up Special: Harpoon Gun- Joshua will fire his harpoon gun upward at an angle, acting like Joker's Grappling Hook, to grab onto ledges and save himself from a fall. If used on an enemy, Joshua will leap up and perform a downward double axehandle to spike opponents from midair. This makes this move a useful tool not only for recovery, but also for edgeguarding. It does have significant endlag if you hit nothing, though.
Down Special: Sunfire Pods- Joshua will throw a group of Sunfire Pods down on the ground directly in front of him, stunning any enemies that are caught in the blast radius and allowing Joshua to followup with a Smash Attack. These operate similar to Deku Nuts, but the damage they cause and their effective range for stunning is greater.
FINAL SMASH: Nuke- Joshua will jump to the side of the stage and fire off the powerful Nuke weapon from Turok 2. This creates a single blue area in center stage that will slowly gather energy, drawing opponents into it with a vortex effect, before delivering a powerful shockwave explosion. Anyone caught by the shockwave outside the main blast radius will be sent flying and take damage. Anyone caught inside the main blast radius will be KO'ed instantly, regardless of their damage.
----
==Contra==
 Bill Rizer (Lance Bean) *DLC*
<tabber>Bill Rizer=
A member of the Elite band of guerilla commandos known as Contra, Bill Rizer is a gun toting soldier of legend. That translates over to the Smash Arena as well, as Bill uses his standard gun for almost all of his attacks, including Smashes. He is heavily reliant on projectile gameplay, which makes him great at long range but somewhat harder to play up close. Thankfully, his special attacks can try to help space out opponents.
<tabber>Special Attacks=Neutral Special: Spreader- Since Bill's main neutral attack is simply firing his gun as a straight shot, his Neutral Special will break out the famous spreader. This will fire three bullets at once in three different directions, one straight ahead, one downward at an angle and one upward at an angle. Holding down the B-Button will cause the move to rapid fire, and the player can then aim the spreader at an angle to increase its range. The rounds it shoots though are no different than the rounds fired by Bill normally, doing only minor damage despite their rapid rate of fire.
Side Special: Flame Gun- Bill will pull out a flamethrower and fire it directly in front of himself, damaging opponents up close. The Flame Gun works just like Bowser's Fire Breath (though it lasts a bit longer) with one key difference: Players can hold down B and move Bill back and forth (though he can't change direction with it active) across the stage. This lets you pressure opponents up close, and is one of Bill's better attacks.
Up Special: Spreader Spiral- Bill will somersault twice through the air, firing his spreader gun the entire time until the apex of the jump, afterwards he enters freefall. The projectiles will scatter in all directions, damaging any foe who is likely in range (though the projectiles can't go through platforms or the stage. These rounds also do the same amount of damage as the normal spreader.
Down Special: Crusher Laser- Bill will crouch down and aim a laser cannon straight ahead. Simply pressing B will fire the laser a short distance and do decent damage. Holding B will charge power for roughly four seconds (during which the laser can also be aimed at an upward angle) before firing a much more powerful shot across the stage. The laser will travel through platforms and enemies to damage multiple foes, but the closer a foe is to the laser the more damage they will take.
FINAL SMASH: Chopper Assault- Bill's Chopper will come in and carry him off the stage. He will then reappear on the side with a grenade launcher, firing powerful explosives out of the chopper's platform while the chopper itself fires a spreader gun downward at the stage, all the projectiles damaging foes. Bill will finish by dropping a Red Eagle bomb onto the stage, causing a Mushroom Cloud shaped explosion to send foes flying as the FS ends.
----
==Sly Cooper==
Sly Cooper *DLC*
	The latest in a long line of Master Thieves, Sly Cooper has snuck his way into the Smash Arena for the heist of his life. Sly is a speedy fighter, focused on inflicting status ailments on opponents and moving quickly through the stage, waiting for an opportune time to finish off opponents with his trusty Cooper Cane and a powerful Smash Attack. Sly's stealthy approach means that, in a straight up fight, he is easy to knock away. Still, his unique moveset will at least keep opponents on their toes.
<tabber>Special Attacks=Neutral Special: Smoke Bomb- Sly will engulf himself in a stealth Smoke Bomb, causing a plume of smoke to around himself with a short radius effect in either direction. If any opponent is hit by the smoke, they will be stunned momentarily, giving Sly an opening to attack. In addition, if a player presses a direction with no other input right as the Smoke Bomb detonates, then Sly will dash a short distance in that direction, meaning this move can be used as a pseudo-third jump. Only one Smoke Bomb can be detonated at once, and it takes about three seconds for the smoke from the first bomb to completely dissipate, allowing Sly to use the move again.
Side Special: Alarm Clock- Sly will toss an Alarm Clock outword a short distance from himself. The Alarm Clock emits a small gas field that puts enemies to sleep when they are hit by it. This gives Sly another chance to move in for a quick attack or to get away from danger. Two seconds after the alarm clock lands on the ground, it will go off and explode, doing decent damage to anyone nearby but next to no knockback.
Up Special: Paraglider- Sly will open a parachute out of his backpack, giving him high vertical gains initially and then limited horizontal movement as he slowly falls down with the parachute open on his back. Sly can jump out of this move at any time, but if he does so after the apex of the jump he will fall to the ground in a helpless state. He also cannot open a second paraglider until he hits the ground. This move does no damage on its own.
Down Special: Lightning Spin- Sly will spin his cane out in front of him, creating an electrical field around the cane as it spins around. The cane will continue to spin for as long as the B-Button is held, but the speed and strength of the attack will falter over time and will stop completely after about 12 seconds. Both the electrical discharges of the cane and the cane itself can damage opponents. Sly can move backwards with this spinning cane active, creating a sort of shield that will reflect weaker projectiles (stronger ones can still get through.)
Final Smash: Cooper Van- A horn will honk, alerting Sly to the presence of Bentley, Carmelita and Murray as they drive the Cooper Van onto the stage. The Van will stay on the platform that Sly is standing on when the final smash is activated (it is one of the few final smashes that cannot be activated in the air), firing off rockets in random directions to damage players. When the FS ends, the van will drive to the edge of the platform and then rocket off in one direction towards the edge of the stage. Anyone hit by this attack will be sent flying as the FS ends.
----
==Ratchet & Clank==
Ratchet & Clank *DLC*
	A technically saavy space cat (technically he's a Lombax) and his robot buddy, Ratchet and Clank have come from a game galaxy far far away to enter the Smash Arena. And surprisingly, they've brought guns. Lots. And Lots. Of Guns. Ratchet's arsenal is practically second to none in the game, and the fact that Clank can occasionally slowdown time doesn't make things any easier on players. Thankfully he has limited ammo for all his weapons, ammo that needs to recharge over time. 
<tabber>Special Attacks=Neutral Special: Weapons Fire- Ratchet will fire whatever weapon he has at his disposal at the current moment. Holding B will allow him to continue firing that weapon for as long as he has ammo. The ammo will only recharge when the weapon is currently in storage and only when all shots for the weapon have been exhausted (or Ratchet is KO'ed). He has eight weapons at his disposal.
*The Combuster is Ratchet's primary weapon and will rapidly fire energy bullets a short distance away. This does very little damage but the rapid fire makes it a decent projectile. He has a maximum of 50 rounds.
*The Disc Blade Gun fires razor-sharp discs out at high speed, doing decent damage and knockback slightly more powerful than Mega Man's similar projectile. Ratchet has a maximum of 10 Discs in the chamber.
*The Bee Mine Glove allows Ratchet to lay proximity mines that, instead of exploding, will cause a swarm of bees to attack whoever triggers them. This includes Ratchet himself so, be careful. Ratchet has 8 mines he can lay (though only 4 can be active at once.)
*The Plasma Striker will fire a beam of energy that travels through enemies and does slightly more damage than the Combuster, though its rate of fire is significantly less and it does even less knockback. He has 50 shots to use on this weapon.
*The Flux Rifle fires a single powerful shot that is stronger the further away a target is when it is hit. At far distance the damage and knockback is significant. Ratchet only has 12 shots to use, though.
*The Negotiator is a shoulder mounted rocket launcher that fires small rockets across the stage. Though the rate of fire is decent, the explosions don't do as much damage as you'd suspect, though the knockback is above average. Ratchet has 8 rockets he can fire.
*The Time Bomb is a literal bomb that slows down Time (utilized by Clank). Anyone hit by it will be under the stopwatch effect for roughly 8 seconds, allowing Ratchet to followup with an attack. Clank only has 4 of these guys to use at once though.
*Mr. Zurkon is a drone that operates independent of Ratchet and Clank. Deploying him will see him target the nearest enemy and fire energy bullets at them until he runs out of ammo and self-destructs. Mr. Zurkon will last for about 20 seconds. When he self-destructs, he will automatically reappear in Ratchet's inventory. If he is destroyed before the 20 seconds are up, he will not reappear for several seconds. There is of course only one Mr. Zurkon.
Side Special: Omniwrench- Ratchet will pull out his trusty Omniwrench and get up close and personal with the enemy. The initial attack is a downward smash, but like Marth's Dancing Blade this can be expanded by inputting up to three more directional inputs to allow Ratchet to hit opponents multiple times, with the fourth hit dealing decent knockback.
Up Special: Helipack- Clank will come out of Ratchet's Backpack as a helicopter, allowing Ratchet to gain altitude and traverse the stage briefly. This only lasts a short time before Clank peters out and Ratchet falls to the ground.
Down Special: Change Weapon- A selector wheel will pop up and Ratchet will be able to select which weapon he wants to use from there. As previously stated, weapons will only recharge their ammo when they are in storage, and only when all shots from them have been used. Thankfully, the recharge rate on all the ammo is very quick.
FINAL SMASH: Rhyno V- Clank will pull out his Chronoscepter and activate it in the center of the stage, creating a powerful time compression vortex. Anyone trapped within will have their movement slowed down while they are in the vortex. Ratchet will then pull out the big guns, literally, as he begins blasting enemies with the powerful Rhyno V, shooting rockets and energy bullets all to the tune of Tchaikovsky's 1812 Overture. After a few seconds, Ratchet will put away the gun and Clank will reclaim the Chronoscepter.
----
==Celeste==
Madeline *DLC*
	Madeline may appear to be a simple mountain climber ascending to the top of the Smash Arena summit. But there is far more complexity to her character. When she starts off she is a slightly below average fighter with generally weak moves. As she takes damage though and comes to grips with her insecurities, she becomes a much more dangerous fighter as Badeline will join her to give her moves extra oomph. This happens after Madeline his reached 75% damage, and once it does her speed, attack power and knockback all improve. Once Badeline is activated, she will remain so for the entirety of that stock, or until Madeline uses Controlled Breathing.
<tabber>Special Attacks=Neutral Special: Dash Attack- A winged strawberry will appear on the field a short distance away from Madeline. Madeline will then dash towards the strawberry, tackling anyone that gets in the way. The distance traveled and the damage inflicted by this attack goes is 1.5 times greater when Badeline is active. If Madeline is damaged before completing the Dash Attack, then the Winged Strawberry will remain on the field where anyone can grab it to regain a small amount of health.
Side Special: Bubble Attack- Madeline launches a small bubble ahead of herself that will float in the air for a brief few seconds. Anyone who touches it will be trapped inside the bubble for a short period of time, allowing Madeline to pound away with additional attacks. When Badeline is active, the Bubble area grows larger and Madeline can do twice the damage on account of having an extra set of hands to help her pummel opponents.
Up Special: Ascending Jump- Madeline will simply take an extra leap into the air towards a platform as a sort of leap of faith. This jump, when used normally, only gets moderate gain and doesn't damage any foes that might be hit by it. However, if Badeline is active, then she will jump nearly 2.5 times as high as she would otherwise, and Madeline will damage any opponent she comes in contact with on the ascent of the jump, knocking them away.
Down Special: Controlled Breathing- Madeline will begin to focus heavily and breath in a controlled fashion. In normal mode, this will allow Madeline to regain health up to 15% per use, but has a long lagtime, long cooldown period and the player is completely vulnerable during the move. If she uses this move successfully (the move retains its long lagtime) while Badeline is active though, then the player will take control of Badeline directly. During this brief 12-15 second period, the player is invulnerable (both Madeline and Badeline). Badeline has all of Madeline's attacks (minus the usual multiplying effect on her special attacks) and does more baseline damage with her smash attacks. After this period is up, Badeline will return to Madeline and disappear back into her. She won't reemerge again for the rest of that stock, unless Madeline's damage goes above 150%.
FINAL SMASH: Inner Reflection- Madeline will unveil a large mirror in the center of the screen. Anyone who is inside the mirror when it is revealed will be sent to a cutscene where they are attacked by Badeline and a group of seekers. After a short time, we return to the stage and the mirror shatters, dealing additional damage to players as they collapse in place. Unlike most FS moves, this one doesn't send players flying, but it does leave them stunned at the end and easy pickings for Madeline to finish them off.
----
==Famicom Detective Club==
Ayumi Tachibana *DLC*
	Not what you would consider a normal fighter within the confines of the Smash Arena, but Ayumi Tachibana of the Utsugi Detective Agency has arrived anyway and is surprisingly useful. Being only 15 years old, she's a little afraid when the match first starts, however as time goes by and her confidence grows, her Smash attacks grow stronger with them. Her confidence is significantly boosted, however, by successful counter attacks with her Counter-Throw and by KO'ing opponents. However, taking damage will hurt her confidence slightly, decreasing her attack power as well (though never below her starting limit.) Her confidence is reset if she is KO'ed herself.
<tabber>Special Attacks=Neutral Special: Lens Burn- Ayumi holds up a magnifying glass and shines the light down on any opponent near by. The beam goes down diagonally from where Ayumi holds the lens, but deals damage regardless of where the enemy is when the beam hits them. It will fade with power over time, similar to Bowser's Fire Breath.
Side Special: Sleepy Tea Time- Ayumi will toss a cup of tea straight in front of her, creating a small cloud of drugged gas that rises up from the ground. Anyone hit by the cloud will be put straight to sleep for a period of time, allowing for Ayumi to have a follow up attack. The hitbox on the cloud is small and doesn't linger for very long, though.
Up Special: Umbrella- Ayumi will open her umbrella and catch a small gust of wind that will rise her up. She will then float down to the ground. Unlike Peach and Daisy's Parasol attack, this move does no damage and she doesn't gain as much vertical ground. However, she will float to the ground as long as the B-Button is pressed, and players can jump out of the attack and perform another double jump as well to give her great horizontal recovery.
Down Special: Counter-Throw- Ayumi will hold her hand up in a defensive position and flash briefly. During that time, any physical attack will result in Ayumi grabbing the opponent and delivering a powerful judo throw, the strength of which is directly tied to the amount of confidence that she has gained during the match. Successfully hitting this counter will also increase her confidence far more than just what time passing would do.
FINAL SMASH: Ghostly Encounter- Ayumi will be startled by the ghost of her friend, Yoko Kojima, suddenly appears behind her. Ayumi will run from her briefly, as the ghost lets out a banshee like wail which will paralyze any opponent who is hit by it before sending them flying off as the FS ends. Ayumi's confidence will take a slight hit whenever this Final Smash is used.
----
==Where in the World is Carmen Sandiego?==
Carmen Sandiego *DLC*
	The world's greatest thief, Carmen Sandiego has managed to escape the ACME detective agency into the Smash Arena, seeking even more fame and fortune. Though Carmen may not look like a traditional fighter, she has a few tricks up her sleeves that can keep her opponents on their toes, primarily from her Pickpocket ability, which can render opponents helpless a brief while if it connects. Though if you can get your hands on her, she isn't the best hand to hand fighter, you have to catch her first. Easier sad than done.
<tabber>Special Attacks=Neutral Special: Pickpocket- Carmen will brush past an enemy with a small shoulder tackle, dealing damage to only the first fighter she hits. If the move is successful, however, then Carmen will begin to flash. While flashing, Carmen will possess the Neutral Special attack of whatever fighter she happened to hit, and they will be unable to use that move during that period of time. The steal only lasts about 15 seconds (or until Carmen is KO'ed, whichever comes first), and Carmen has a 10 second cooldown time to use the move again.
Side Special: Glider- Carmen will jump in the air and hangglide for a short distance back down to the ground. While this move does minimal damage when launched from the ground, it will last far longer in the air and cover a lot of horizontal momentum. Carmen will be helpless after using this move, though.
Up Special: Grappling Hook- Carmen will fire her grappling hook upwards at an angle. It doesn't travel as far as Joker's from Ultimate, but if she connects with an opponent she will fly up to meet them and deliver a powerful kick attack that sends them flying. If she misses though, she'll be helpless in midair.
Down Special: Decoy- Carmen will tip her hat and flash briefly. During this time, if she is physically attacked she will disappear in a puff of smoke, leaving only her hat behind to fall to the ground. She will reappear behind the attacking party a few frames later, ready for a counterattack. The left behind hat can also be used as a projectile that does minimal damage.
FINAL SMASH: Great Escape- Carmen's helicopter will swoop down with a ladder hanging from it, and Carmen will climb onto the ladder, escaping. Any player the helicopter hits will be sent into a cutscene where they are hanging onto the ladder, only for Carmen to literally cut them loose and cause them to fall. She will then toss a small explosive device out of the chopper as she flies off, leaving behind an explosion that will send the opponents flying when they return to the stage, Carmen reappearing none the worse for wear.
----
==Captain N==
Captain N *DLC*
	You might think that for someone called The Gamemaster, Captain N would have more up to date weaponry. Still, Kevin Keene is not one to be underestimated. With his trust Zapper, Power Glove (it's so Bad) and NES Controller at his disposal, the savior of VideoLand might just be able to make it out of the Smash Arena alive. 
<tabber>Special Attacks=Neutral Special: Zapper- Captain N takes aim with his trusty zapper and fires a single shot forward that does decent damage and knockback. Like Zero Suit Samus' Paralyzer Pistol, the Zapper can be charged for a more powerful, slower moving projectile as well, by simply holding down the B Button when firing.
Side Special: Power Move- Captain N will send a wireframe clone of himself forward a short distance, before following that clone with a quick dash attack in that direction. Both Captain N and the wireframe clone have a hitbox, with the clone doing minimal damage and Captain N doing more damage and significantly more knockback with the attack. If Captain N is hit before the wireframe clone has finished moving forward, then the clone will disappear. The clone's path can also be altered up or down slightly by the D-Pad, ala Pac-Man's Power Pellet.
Up Smash: Jump Button- Captain N will yell out JUMP and press the Jump Button on his controller belt, sending him flying straight up like a bullet. This move will gain significant vertical distance, and also will deal a small amount of damage to anyone hit by his upward ascent, but he will gain no horizontal momentum from this recovery.
Down Smash: Power Glove- Captain N will hold out his Power Glove and create a small explosion of electric energy a short distance away. Anyone hit by the lingering hitbox of the explosion will take minimal damage, however anyone hit by the explosion when hit happens will be frozen in place briefly. The player can then toss the enemy with a directional input, far more powerful than any of Captain N's other throws. This move has significant endlag, making it somewhat high risk high reward.
FINAL SMASH: Pause Button- Captain N will yell out PAUSE and instantaneously every person and hazard on the field will be frozen in place for 8 seconds. Captain N will then have 8 seconds to rack up as much damage as he can on his opponents, before time resumes and the knockback from the damage takes effect at once. While stage hazards (such as the lava on Norfair) will be frozen as well, Captain N can still be hurt by them if he hits them, so take caution.
-------------------------------
==Kirby's Copied Abilities==
By using his Inhale and Copy ability, Kirby will gain the Neutral Specual ability of any fighter. In some cases, this somewhat changes the ability for Kirby's use. These changes, if any, as well as a slight description of Kirby's physical transformation are described in the following table.
Coming Soon...
== Other DLC Characters ==
Peter Griffin
Homer Simpson
Among Us
The Grinch
Mickey Mouse (Oswald The Lucky Rabbit, Goofy, Donald Duck)
Captain Underpants
Game & Watch Jr. (Ms. Game & Watch)
Naruto
Brian H. Griffin (Stewie Griffin)
Classic Sonic (Classic Tails)
Chris Griffin (Meg Griffin)
Spongebob Squarepants (Patrick Star, Sandy Cheeks, Larry the Lobster, Squidward Tentacles, Dr. Spongebob Squarepants, Gary the Snail, Mrs. Puff, Sponge Bros., Mermaid Man and Barnacle Boy, Classic Spongebob Squarepants, Mr. Krabs, Old Man Jenkins, Pearl Krabs, Plankton, Bubble Bass, Bubble Buddy, JChaseFilms)
Rich Uncle Pennybags
Conker
Sora
Sephiroth
Super Sonic (Hyper Sonic)
Giga Cat Mario
Fury Bowser (Fury Bowser Jr.) (Boss)
Jimmy Neutron
Jeffy (Scooter)
Sheriff
Sandbag
Boris (Vyond)
Ray the Squirrel
Mighty the Armadillo
Blaze the Cat
Cream and Cheese
Charmy Bee
Henry Stickmin
Minecraft Steve (Minecraft Alex, Minecraft Zombie, Enderman)
Pink Gold Peach (Yellow Bronze Daisy, Blue Platinum Rosalina, Ruby Red Pauline)
Metal Mario (Gold Mario, Silver Luigi)
Super Star Mario (Hyper Star Mario)
Goku (Super Saiyan Goku)
Baldi
Annoying Orange (Pear, Little (Midget) Apple, Grapefruit, Passion, Marshmallow, Grandpa Lemon, Nerville, Gaming Annoying Orange, Lou the Tick, Sis, Super Saiyan Annoying Orange, Corey, Lego Annoying Orange, G.G.)
C and N Guys
N64
Mad Piano
Gooigi
Text-to-Speech Sonic
Mega Man X
Minions
Garfield (Odie, Jon)
And many more...
----
Category:Characters