Super Smash Bros. Ultimate x DOOM Eternal

Not to be confused with Buttermations' page, Super Smash Bros. Ultimate x DOOM.
Super Smash Bros. Ultimate x Doom Eternal is a DLC pack released for Super Smash Bros. Ultimate, following the release of Steve's challenger pack for the same game. This content pack includes a surplus of content from the aforementioned Doom Eternal, including a character, a stage, and a themed spirit board. 
The announcement of this challenger pack was held during a Nintendo Direct in early 2021, where it was announced that Doom Slayer would be playable in an upcoming version of Ultimate. The challenger pack released alongside its announcement, being the fastest period between announcement and release of any character in DLC so far.This is a project by intended as a follow up to his other Fighter Pack, being Steve, and as a love letter to the Doom franchise.
== Franchise Overview ==
DOOM is a legacy franchise that had its debut in 1993, and has had semi-consistent releases ever since. The series, created by Id Software, is a long running series of first person shooter games, consisting of a marine (commonly referred to as the Doomguy or, more recently, the Doom Slayer) going up against the forces of hell. The game's fast paced combat and availability won over western audiences, and has since become one of the most iconic video game franchises of all time.
DOOM was one of a kind back in its time, and while first person shooter games are commonplace now, in 1993, there was only really one game that came before it- Id Software's predecessor to DOOM, Wolfenstein 3D. The technological advancements taken in DOOM made it a lot easier to pick up and get used to, with improved graphics, gameplay and a more interesting premise.
DOOM currently has 6 main series games, being the first 2 classic DOOM games, a Nintendo 64 installment of the series, the 2004 attempt at rebooting the franchise to be about horror, and now the 2 modern reboot games- DOOM and DOOM Eternal. On Nintendo consoles, all 6 of these have released on the Switch and its predecessors, making DOOM one of the 3rd party franchises with the most relation to Nintendo. 
== Challenger Pack ==
=== #XX: Doom Slayer ===
 	
Series 	DOOM
 	
Availability	Downloadable
 	
Boxing Title	The Hell Walker
With the purchase of Super Smash Bros. X DOOM Eternal, the Doom Slayer, main protagonist of DOOM, will join the roster as a playable character. The Doom Slayer not only represents his appearance in the two modern Doom games, but also represents the classic games. While it's debatable if the Doom Slayer is the same character as the main character seen in Doom, Doom II, and Doom 64, in Smash it's simply assumed that they're one in the same. Beyond that, the Doom Slayer has an alternate costume representing his appearance in the original games, with the armor seen in those games being represented with 12 alts.
In his home series, the Slayer is an agile and powerful character, ripping through everything in his way, and that's represented with his appearance in Super Smash Bros. Ultimate. While in DOOM you are incredibly powerful and have the clear advantage over the lesser creatures that are attacking you, you also have to keep yourself on your toes- stopping in your tracks in DOOM is practically a death sentence, as the Doom Slayer's defense is quite low, despite all his armor. DOOM also has resource management aspects, which are also represented with his Ammo system in his combat.
Playing as the Slayer in Smash requires you be precise, quick, and deliberate with all of your attacks. Doom Slayer's advantage is how all-around he is. His attacks are speedy, powerful and low committal, his specials give him ranged abilities, and his mobility is nothing to scoff at, even though his recovery is low. His main issues come with how his playstyle is oriented towards keeping the pressure on and being in your opponents face, despite his low defense. This means he's quite susceptible to projectiles as well as powerful melee hits if you don't dodge in time.
The Doom Slayer has two gimmicks. His first is the use of Ammo on his attacks. When using the projectile attacks that take up his specials, an ammo counter held next to Doom Slayer's UI will decrease. Once you run out of ammo, you will no longer be able to use these attacks. This can be counteracted by picking up ammo packets. Ammo packets are small blue items that Doom Slayer will automatically pick up when he walks near them. They're dropped whenever you land a hit with a gun attack, or rarely when using normal attacks. Since you have to physically pick them up, this not only encourages aiming but also moving around the stage in a true Doom fashion.
Ammo mechanics come in different types, with each being attributed to a different attack.
*Plasma: Used in his Neutral Special and its mod, Plasma is an electric-styled resource which powers some of the Slayer's weapons. Caps at 300, but is drained very quickly by the attacks that use it. Replenished through Ammo Pickups.
*Shells: Used in his Side Special, this is a basic ammunition type. Caps at 8, however only one ammo is used per use of the side special. Replenished through Ammo Pickups.
*Rockets: Used in his Up Special (and its mod), these are fired out of Rocket Launchers, and explode on contact. Caps at 10, and is used once per input. You can also use his Up Special without ammo, however with lesser power.
His second gimmick is the use of multiple specials for each input. DOOM (2016) introduced a new feature called Weapon Mods that allow you to add an alternative use for each of your weapons, and that is used here in Doom Slayer's specials. When inputting a special, you can either use the normal version of the attack by pressing B once, or use the modded version of the attack by pressing B twice. This gives Doom Slayer an extended arsenal, and rounds out his kit.
==== Normal Moves ====
Jab 	With the first press, Doom Slayer swings with his right arm, Arm Blades equipped. Then, he swings again, this time with his left arm, again with his arm blades. The second swing does the meat of the attack, however the first swing is good for mixups. The movements are exaggerated and dramatic, like an old action movie, and this will be a theme in most of his attacks.
Forward Tilt 	Based off of the Fist weapon in the original DOOM, his forward tilt has Doom Slayer punch forward with a forceful motion with his left hand, putting most of his body into the movement. It does the most of the damage at the fist of the weapon, and is a powerful close-range tool. It also does increased shield damage.
Down Tilt 	Similar to K. Rool's down tilt, Doom Slayer stomps forcefully on the ground in front of him. It does a small shockwave in front of him, however if you catch a person under the foot, it will bury the opponent for an extended period of time. Based off of the original Doom boxart, as well as some glory kills from Doom 2016.
Up Tilt 	Doom Slayer faces the screen, and uses both of his arms to stab upwards above him, in a similar motion to Mega Man's up smash. He uses his arm blades in this attack, and extra damage will be done if enemies are caught at the exact point the blades cross over at the end of the animation. This also has a hurtbox on the ground, allowing Doom Slayer to pull his enemies into the air.
Dash Attack 	Doom Slayer dashes forward with his chainsaw, pulling it upwards as he moves in an uppercut-style motion. Similar to Simon's dash attack, the move will carry opponents with it, doing multiple hits of damage- just like all of Doom Slayer's other chainsaw attacks- and does the finishing launch at the end of the move.
Grab 	Doom Slayer's grab is short ranged, and does not have a tether, simply using his arm to grab. He then holds the opponent slightly above him, leaning backwards a bit with his stance, with his arm keeping himself balanced. His Pummel has him make use of the Flame Belch used in Doom Eternal, the shoulder mounted flamethrower that allows you to spit fire onto the opponents armlessly.
Forward Throw	With one arm, Doom Slayer tosses the opponent towards the ground violently, bouncing them off and sending them at a forward direction. The attack, while tossing opponents against the ground, cannot be teched, and it sends opponents at a unique angle.
Back Throw 	Doom Slayer tosses his opponent behind him angrily by their head, as if discarding a crumpled ball of paper. It's a lot more powerful than her other throws, however its unpredictable trajectory makes it a bad move for combo starting, and more for finishing off the opponent
Down Throw 	The Doom Slayer ducks over the opponent, and grinds his chainsaw onto the opponent, revving it and doing multiple hits, before releasing, sending the opponent flying. Since this game is rated E, no physical effects are seen from the chainsaw, similar to Corrin's chainsaw.
Up Throw 	Doom Slayer raises the arm he's using in the grab, shakes them with the one arm, doing a little bit of damage, and then carelessly tosses them upwards. This sends the opponent at a backwards angle, meaning Doom Slayer can follow up behind him with his back air.
Forward Smash	The Doom Slayer holds his blade's hilt in his hand, with the blade missing, pointing it at an angle towards the ground. You can aim the attack by tilting the control stick. When the right control stick is released, the blade will immediately form from the hilt, a powerful attack that does damage to anyone caught in it- however, it's a very slow move, so be cautious.
Down Smash 	Doom Slayer jumps slightly into the air after the charge is released, a Barrel dropping below him, and then fires his pistol at the barrel, exploding it. Does damage in a radius around the explosion, and is a unique trait for a Smash Attack.
Up Smash 	Another attack using a Barrel, this time after the charge is released, the Doom Slayer tosses a barrel into the air as a projectile for a set distance, and then fires his pistol at it, making it explode in a large radius. While it's great for anti-air capabilities, it also doesn't hit people on the ground, making it not useful for opponents that are on the ground.
Neutral Air 	Doom Slayer spins his chainsaw around, the base of the chainsaw being held close to his body. This is a short ranged attack that can hit multiple times, similar to Byleth's neutral air, with the added bonus of doing more hits- at the cost of being slower, and only covering one side.
Forward Air 	The Doom Slayer preforms a powerful mid air punch with his right hand. Has similar traits to Mario's forward air, being a slow-start attack that has tremendous effect, but unfortunately does not spike like Mario's.
Back Air 	Another chainsaw attack, the Doom Slayer holds his chainsaw behind him and moves it upwards at a medium pace, doing damage as it rises up. Like all other chainsaw attacks, it "catches" all people it hits for the attack's entire duration, and does the launching at the end of the attack.
Down Air 	A unique spike, the Doom Slayer's down air has him "stomp" on the opponent- but instead of stomping, if it connects, he will land on the opponent, jumping off of them and spiking them if they're a high enough percent. It's a great ability, as it not only spikes opponents for early gimps, but it also launches Doom Slayer up, acting as an extra jump if it connects.
Up Air 	Doom Slayer holds his shotgun by its handle and waves it above his head in an arc, with the barrel disconnecting from the handle. It's a low damage attack, and isn't very powerful- the Doom Slayer isn't much of a vertical fighter out of it.
==== Special Moves ====
Doom Slayer's special moves are different from the majority of the cast. Other than the aforementioned Ammo mechanic, Doom Slayer's arsenal of special moves is double the amount of most other fighters: Doom Slayer has two specials attached to each move input, save for his Final Smash. This is a reference to Weapon Mods from 2016's Doom, which basically allow different weapons to have multiple uses. These mods are activated by double tapping the special button when inputting each move- for example, pressing to the side, press once to fire off Shotgun, but press twice quickly to use your Meat Hook.
 	For Doom Slayer's Neutral Special, he pulls out the Plasma Rifle, its design based off of Doom Eternal's weapon of the same name. For this attack, Doom Slayer fires forth a barrage of small orbs of energy, which fire forward speedily. He launches these in a stream, and he will continuously fire as he holds down the button. He can also move while using this attack, as well as jump- and he can also aim the weapon by tilting the right stick when using this attack. Each shot will only do a bit of damage, and does not cause the enemy to flinch- however, the fact that it's a quick barrage gives it an extra punch, as the opponent will take a lot of damage if they do not try to move out of the way. It's also good for shield pressure. This attack pulls from the Plasma ammo pack, with ammo being consumed on a "time used" basis as opposed to the amount of individual bullets shot.
Neutral SpecialPlasma Rifle 	For Doom Slayer's Neutral Special, he pulls out the Plasma Rifle, its design based off of Doom Eternal's weapon of the same name. For this attack, Doom Slayer fires forth a barrage of small orbs of energy, which fire forward speedily. He launches these in a stream, and he will continuously fire as he holds down the button. He can also move while using this attack, as well as jump- and he can also aim the weapon by tilting the right stick when using this attack. Each shot will only do a bit of damage, and does not cause the enemy to flinch- however, the fact that it's a quick barrage gives it an extra punch, as the opponent will take a lot of damage if they do not try to move out of the way. It's also good for shield pressure. This attack pulls from the Plasma ammo pack, with ammo being consumed on a "time used" basis as opposed to the amount of individual bullets shot.
 	When double tapping the Neutral Special input, he will again pull out the Plasma Rifle, but instead will use its modded capability from Doom Eternal, the Microwave Beam. When using this, a light blue beam locks on to an enemy in range, and will continue to be locked on for as long as the button is pressed. This move is unique in that it does basically nothing for a certain time- the beam is intangible, and does no damage for a certain interval. However, when the beam is locked on, the enemy has two options- to either stun or do damage to Doom Slayer, cancelling the attack, or to get out of the range of the move. After the beam is locked on for about 4 seconds, it will deliver an incredibly damaging attack from inside the opponent, launching them extremely far. It isn't a guaranteed kill, however it is very dangerous. Doom Slayer can still move during the charge, albeit slowly. This attack also drains a lot of Plasma ammo as it is used.
Neutral Special [Mod]Microwave Beam	When double tapping the Neutral Special input, he will again pull out the Plasma Rifle, but instead will use its modded capability from Doom Eternal, the Microwave Beam. When using this, a light blue beam locks on to an enemy in range, and will continue to be locked on for as long as the button is pressed. This move is unique in that it does basically nothing for a certain time- the beam is intangible, and does no damage for a certain interval. However, when the beam is locked on, the enemy has two options- to either stun or do damage to Doom Slayer, cancelling the attack, or to get out of the range of the move. After the beam is locked on for about 4 seconds, it will deliver an incredibly damaging attack from inside the opponent, launching them extremely far. It isn't a guaranteed kill, however it is very dangerous. Doom Slayer can still move during the charge, albeit slowly. This attack also drains a lot of Plasma ammo as it is used.
 	A simple attack, Doom Slayer pulls out his Super Shotgun and blasts it once, holding it in one hand. The attack range is an outwards cone, and the damage this move does depends on how close the enemy is. When up close, the projectile will do a good amount of damage and knockback, sending the opponent flying. However, the farther away the opponent is, the less damage they'll take- eventually the attack will only cause an opponent to flinch. Only uses one shell per blast. Can also be aimed during the startup animation in a half circle of range by using the left stick after the button is pressed. Also, when hitting from up close, it will drop an increased amount of ammo.
Side SpecialSuper Shotgun 	A simple attack, Doom Slayer pulls out his Super Shotgun and blasts it once, holding it in one hand. The attack range is an outwards cone, and the damage this move does depends on how close the enemy is. When up close, the projectile will do a good amount of damage and knockback, sending the opponent flying. However, the farther away the opponent is, the less damage they'll take- eventually the attack will only cause an opponent to flinch. Only uses one shell per blast. Can also be aimed during the startup animation in a half circle of range by using the left stick after the button is pressed. Also, when hitting from up close, it will drop an increased amount of ammo.
 	When pressed twice, the Doom Slayer's mod on the Super Shotgun makes use of the Meat Hook found in Doom Eternal. This move has Doom Slayer fire forth a rope, and if the hook ok the end of the rope connects with a person, Doom Slayer will be rocketed towards their location, the hook connecting to them. After connecting, he can either press X to prematurely cancel the move, allowing him to jump out of it; or, he can follow through, going the full distance and allowing him to follow up with an attack. Unlike other "tethers", this cannot attach to the stage, however you can lock on to shields, despite it not doing damage. It's useful for getting close to your opponent to blast them with your Side B.
Side Special [Mod]Meat Hook 	When pressed twice, the Doom Slayer's mod on the Super Shotgun makes use of the Meat Hook found in Doom Eternal. This move has Doom Slayer fire forth a rope, and if the hook ok the end of the rope connects with a person, Doom Slayer will be rocketed towards their location, the hook connecting to them. After connecting, he can either press X to prematurely cancel the move, allowing him to jump out of it; or, he can follow through, going the full distance and allowing him to follow up with an attack. Unlike other "tethers", this cannot attach to the stage, however you can lock on to shields, despite it not doing damage. It's useful for getting close to your opponent to blast them with your Side B.
 	Doom Slayer fires his Rocket Launcher downwards, the recoil from the shot launching him upwards. The projectile shot from this will do damage, but the main use is as a recovery option. It also allows Doom Slayer to continue moving without being put into freefall, however it can only be used once in midair. When used without ammo, it will still give Doom Slayer height, however a projectile will not be launched, and it will send him less far than usual.
Up SpecialRocket Jump 	Doom Slayer fires his Rocket Launcher downwards, the recoil from the shot launching him upwards. The projectile shot from this will do damage, but the main use is as a recovery option. It also allows Doom Slayer to continue moving without being put into freefall, however it can only be used once in midair. When used without ammo, it will still give Doom Slayer height, however a projectile will not be launched, and it will send him less far than usual.
====Miscellaneous====
=== Stage: Deimos ===
=== Spirit Board ===
Alongside Super Smash Bros. Ultimate X DOOM Eternal, a themed Spirit Board is included. This spirit board represents mostly demons that appear throughout the DOOM series. Although the challenger pack is mostly based off of modern DOOM, the artwork used in the spirits are the original sprites used in the classic games. This is due to fitting Smash Bros. more, as well as being more iconic.
== Version X.0.0 Update ==
=== Mii Costumes Approaching! Round 9 ===
Like all other packs, each of these Mii Costumes can be purchased for 25 cents each- however, Ranger's costume is sold for 75 cents each, including the music.
 	 	 	 	
Cacodemon Hat	Revenant	Samuel Hayden	Commander Keen	Ranger*
*Ranger's costume also comes with a song, that being "Descent into Cerberon" from Quake II. This track is actually listed as a Doom series track, so it can play on Deimos as background music.
== Trivia ==
*The title of this article is purely to remove confusion between this article and the other Super Smash Bros. Ultimate x DOOM.