Super Smash Bros. Megamix/Metroid characters

Metroid universe	Metroid universe	Metroid universe
 	Samus 	
 	
*Home stage:
*Game of origin: Metroid (1986)
*Unlockable?: No
*Victory theme: Title Theme - Metroid	
*Neutral special - Charge Shot: Samus charges a ball of energy with her arm cannon and fires it. The longer it is charged, the stronger, faster and larger it'll be.
*Side special - Missile: Samus fires a missile, which homes in on the opponent. If the B button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback.
*Up special - Screw Attack: Samus leaps upward to perform a high-speed somersault while discharging energy. Faster if used on the ground than if used in mid-air.
*Down special - Morph Ball: Samus rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. If done repeatedly, Samus will travel slightly upward.
*Final Smash - Zero Laser: Samus uses her arm cannon to fire a large, bluish-white energy beam. The beam can be angled vertically during the Final Smash.	
*Neutral special - Charge Shot: Samus charges a ball of energy with her arm cannon and fires it. The longer it is charged, the stronger, faster and larger it'll be.
*Side special - Missile: Samus fires a missile, which homes in on the opponent. If the B button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback.
*Up special - Screw Attack: Samus leaps upward to perform a high-speed somersault while discharging energy. Faster if used on the ground than if used in mid-air.
*Down special - Morph Ball: Samus rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. If done repeatedly, Samus will travel slightly upward.
*Final Smash - Zero Laser: Samus uses her arm cannon to fire a large, bluish-white energy beam. The beam can be angled vertically during the Final Smash.	
	Zero Suit Samus
	
*Home stage:
*Game of origin: Metroid (1986)
*Unlockable?: Yes
*Victory theme: Theme of Samus Aran, Space Warrior
*Neutral special - Paralyzer: Samus assumes a kneeling position to fire a paralyzing energy blast from her weapon. It can be charged, which increases its damage output and the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage.
*Side special - Plasma Whip: Samus performs a kneeling lunge to unleash the Plasma Whip forward in a swirling motion. The whip hits repeatedly, while its sweetspot, which is located at the whip's tip, launches opponents away. Alternatively, holding down the B button will have the tip of the whip snap upwards, knocking opponents up and towards her.
*Up special - Boost Kick: Samus activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick.
*Down special - Flip Jump: Samus does an aerial cartwheel. It functions as a third jump. It can deal damage in two ways: upon contact at the end of the jump, or by pressing either the A button or the B button during the jump. Upon contact, Zero Suit Samus performs a footstool stomp, which buries grounded opponents and meteor smashes aerial opponents. Pressing the attack or special buttons makes her perform a diagonal flying kick, which is very powerful. The flying kick also has a sweetspot at her foot that can meteor smash aerial opponents, but has slightly less knockback against aerial opponents.
*Final Smash - Zero Laser: Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. A player-controlled crosshair then appears, and after a short amount of time (or when the attack button is pressed), the now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. Opponents take more damage closer towards the center of the crosshair.	
*Neutral special - Paralyzer: Samus assumes a kneeling position to fire a paralyzing energy blast from her weapon. It can be charged, which increases its damage output and the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage.
*Side special - Plasma Whip: Samus performs a kneeling lunge to unleash the Plasma Whip forward in a swirling motion. The whip hits repeatedly, while its sweetspot, which is located at the whip's tip, launches opponents away. Alternatively, holding down the B button will have the tip of the whip snap upwards, knocking opponents up and towards her.
*Up special - Boost Kick: Samus activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick.
*Down special - Flip Jump: Samus does an aerial cartwheel. It functions as a third jump. It can deal damage in two ways: upon contact at the end of the jump, or by pressing either the A button or the B button during the jump. Upon contact, Zero Suit Samus performs a footstool stomp, which buries grounded opponents and meteor smashes aerial opponents. Pressing the attack or special buttons makes her perform a diagonal flying kick, which is very powerful. The flying kick also has a sweetspot at her foot that can meteor smash aerial opponents, but has slightly less knockback against aerial opponents.
*Final Smash - Zero Laser: Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. A player-controlled crosshair then appears, and after a short amount of time (or when the attack button is pressed), the now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. Opponents take more damage closer towards the center of the crosshair.
	Dark Samus
	
*Home stage:
*Game of origin: Metroid Prime 2: Echoes (2004)
*Unlockable?: Yes
*Victory theme: Brinstar Depths
*Neutral special - Phazon Gatling: Dark Samus charges a barrage of small Phazon energy shots. The more this attack is charged, the more shots it'll fire and the more scattered the Phazon blasts will be.
*Side special - Phazon Missile: Dark Samus fires a homing Phazon Missile. This works similarly to Samus's side special, but the Phazon Missile is much faster and deals more damage, but doesn't explode on contact and deals no knockback.
*Up special - Dark Impact: Dark Samus quickly floats up, then comes crashing down in a ball of Phazon energy. This ball can paralyze opponents and sends out small shockwaves when it lands on a surface.
*Down special - Dark Shield: Dark Samus surrounds herself with Phazon energy, which can stun opponents if they collide with it. The energy ball can also reflect any projectiles shot and items thrown at it.
*Final Smash - Phazon Burst: Dark Samus envelops herself in a gigantic ball of Phazon energy, which is then released, sending out massive shockwaves across the entire stage and dealing decent damage and enormous knockback.	
*Neutral special - Phazon Gatling: Dark Samus charges a barrage of small Phazon energy shots. The more this attack is charged, the more shots it'll fire and the more scattered the Phazon blasts will be.
*Side special - Phazon Missile: Dark Samus fires a homing Phazon Missile. This works similarly to Samus's side special, but the Phazon Missile is much faster and deals more damage, but doesn't explode on contact and deals no knockback.
*Up special - Dark Impact: Dark Samus quickly floats up, then comes crashing down in a ball of Phazon energy. This ball can paralyze opponents and sends out small shockwaves when it lands on a surface.
*Down special - Dark Shield: Dark Samus surrounds herself with Phazon energy, which can stun opponents if they collide with it. The energy ball can also reflect any projectiles shot and items thrown at it.
*Final Smash - Phazon Burst: Dark Samus envelops herself in a gigantic ball of Phazon energy, which is then released, sending out massive shockwaves across the entire stage and dealing decent damage and enormous knockback.
	Ridley
	
*Home stage:
*Game of origin: Metroid (1986)
*Unlockable?: Yes
*Victory theme: Vs. Ridley
*Neutral special - Plasma Breath: Ridley spits a fireball from his mouth forward, which bounces along the ground. It can be charged to have Ridley spit up to a maximum of five fireballs, which also increase in size and damage, dealing huge damage if all of them connect.
*Side special - Space Pirate Rush: Ridley rushes forward to grab an opponent. If successful,Ridley slams them onto the ground and drags them forward along it, dealing continuous damage, then throws them either upon reaching an edge or if the special move button is held. The move deals more damage the more distance the opponent is dragged along the ground. In midair, it doesn't make Ridley go into free-fall, allowing it to extend Ridley's recovery, and grabbing an opponent causes him to fall down with them until landing or throwing them manually.
*Up special - Wing Blitz: Ridley charges up, then performs a flying tackle in any of four possible directions.
*Down special - Skewer: Ridley brings his tail back as it glows briefly, then stabs forward with it. If hit near the tip of the tail, it deals extremely high damage and causes opponents to crumple. IT deals very low damage and knockback if any other part of Ridley's tail hits.
*Final Smash - Plasma Scream: Ridley lets ut a roar and dashes forward. Upon hitting an opponent, a cinematic sequence begins with Ridley headbutting them onto Samus's gunship; as the gunship flies off, he shoots it down with a laser that engulfs both the ship and the target in an explosion. After the cutscene ends, the opponent is meteor smashed and the gunship can be seen crashing in the background of the stage.	
*Neutral special - Plasma Breath: Ridley spits a fireball from his mouth forward, which bounces along the ground. It can be charged to have Ridley spit up to a maximum of five fireballs, which also increase in size and damage, dealing huge damage if all of them connect.
*Side special - Space Pirate Rush: Ridley rushes forward to grab an opponent. If successful,Ridley slams them onto the ground and drags them forward along it, dealing continuous damage, then throws them either upon reaching an edge or if the special move button is held. The move deals more damage the more distance the opponent is dragged along the ground. In midair, it doesn't make Ridley go into free-fall, allowing it to extend Ridley's recovery, and grabbing an opponent causes him to fall down with them until landing or throwing them manually.
*Up special - Wing Blitz: Ridley charges up, then performs a flying tackle in any of four possible directions.
*Down special - Skewer: Ridley brings his tail back as it glows briefly, then stabs forward with it. If hit near the tip of the tail, it deals extremely high damage and causes opponents to crumple. IT deals very low damage and knockback if any other part of Ridley's tail hits.
*Final Smash - Plasma Scream: Ridley lets ut a roar and dashes forward. Upon hitting an opponent, a cinematic sequence begins with Ridley headbutting them onto Samus's gunship; as the gunship flies off, he shoots it down with a laser that engulfs both the ship and the target in an explosion. After the cutscene ends, the opponent is meteor smashed and the gunship can be seen crashing in the background of the stage.
	Sylux
	
*Home stage:
*Game of origin: Metroid Prime Hunters (2006)
*Unlockable?: Yes
*Victory theme: Sylux
*Neutral special - Shock Coil: Sylux uses the Shock Coil to zap the nearest opponent, homing in on them and dealing constant damage with a thin blue beam of electricity. This attack deals no knockback and cannot make opponents flinch however, which means it can be stopped by simply attacking Sylux.
*Side special - Shock Whip: Sylux uses his Shock Coil like a whip, zapping opponents and paralyzing them. The attack has further reach the longer the input is held. Much like Zero Suit Samus's Plasma Whip, the tip of the electric beam is its sweetspot, and deals more damage if it connects with the enemy.
*Up special - Shock Grapple: Sylux leaps high into the air and does a flip, then charges his Shock Coil and comes crashing down diagonally. Anyone hit by Sylux during his descent is grappled and then pummeled with the Shock Coil numerous times if both characters hit the floor. If neither character hits any surface, the grappled opponent will escape and Sylux will go into free-fall.
*Down special - Lockjaw: Sylux transforms into his morph ball form, the Lockjaw, and places an explosive trip wire that detonates if touched by an opponent. He can also place these tripwires in mid-air.
*Final Smash - Delano 7: Sylux leaps into the air as he's caught by his ship, the Delano 7. Then, the ship fires a massive beam of light from its cannon, which can be aimed by the player. The closer the opponents are to the crosshair, the more damage they'll take.	
*Neutral special - Shock Coil: Sylux uses the Shock Coil to zap the nearest opponent, homing in on them and dealing constant damage with a thin blue beam of electricity. This attack deals no knockback and cannot make opponents flinch however, which means it can be stopped by simply attacking Sylux.
*Side special - Shock Whip: Sylux uses his Shock Coil like a whip, zapping opponents and paralyzing them. The attack has further reach the longer the input is held. Much like Zero Suit Samus's Plasma Whip, the tip of the electric beam is its sweetspot, and deals more damage if it connects with the enemy.
*Up special - Shock Grapple: Sylux leaps high into the air and does a flip, then charges his Shock Coil and comes crashing down diagonally. Anyone hit by Sylux during his descent is grappled and then pummeled with the Shock Coil numerous times if both characters hit the floor. If neither character hits any surface, the grappled opponent will escape and Sylux will go into free-fall.
*Down special - Lockjaw: Sylux transforms into his morph ball form, the Lockjaw, and places an explosive trip wire that detonates if touched by an opponent. He can also place these tripwires in mid-air.
*Final Smash - Delano 7: Sylux leaps into the air as he's caught by his ship, the Delano 7. Then, the ship fires a massive beam of light from its cannon, which can be aimed by the player. The closer the opponents are to the crosshair, the more damage they'll take.
	Weavel
	
*Home stage:
*Game of origin: Metroid Prime Hunters (2006)
*Unlockable?: Yes
*Victory theme: Weavel
*Neutral special - Battlehammer: Weavel uses the Battlehammer to shoot multiple green globules of energy in an arc in rapid succession. These energy globules explode upon coming into contact with an opponent and have a small blast radius.
*Side special - Halfturret Slice: Weavel splits into two and transforms into his Halfturret form, in which Weavel uses his upper half to lunge forwards and slice opponents with his scythe. 
*Up special - Halfturret Leap: Weavel splits into two, with his top half being launched upwards while his bottom half goes into free-fall. While in the air, Weavel can attack with his scythe. Upon coming into contact with a surface, Weavel's lower half will rematerialize under him.
*Down special - Halfturret Shot: Weavel splits into two, with his lower half rapidly firing Battlehammer shots that are slower but have a larger blast radius when coming into contact with an enemy. His upper half, meanwhile, can slowly bounce around and slash opponents with his scythe. If either half is hit three times, it will be destroyed and then reappear attached wtih the other half.
*Final Smash - Weavel's Ship: Weavel calls upon his spaceship, which begins raining down explosive energy blasts all around the stage, dealing enormous damage and knockback. After a short while of doing this, the ship will then ram into the stage, exploding and dealing massive damage to anyone caught under it.	
*Neutral special - Battlehammer: Weavel uses the Battlehammer to shoot multiple green globules of energy in an arc in rapid succession. These energy globules explode upon coming into contact with an opponent and have a small blast radius.
*Side special - Halfturret Slice: Weavel splits into two and transforms into his Halfturret form, in which Weavel uses his upper half to lunge forwards and slice opponents with his scythe. 
*Up special - Halfturret Leap: Weavel splits into two, with his top half being launched upwards while his bottom half goes into free-fall. While in the air, Weavel can attack with his scythe. Upon coming into contact with a surface, Weavel's lower half will rematerialize under him.
*Down special - Halfturret Shot: Weavel splits into two, with his lower half rapidly firing Battlehammer shots that are slower but have a larger blast radius when coming into contact with an enemy. His upper half, meanwhile, can slowly bounce around and slash opponents with his scythe. If either half is hit three times, it will be destroyed and then reappear attached wtih the other half.
*Final Smash - Weavel's Ship: Weavel calls upon his spaceship, which begins raining down explosive energy blasts all around the stage, dealing enormous damage and knockback. After a short while of doing this, the ship will then ram into the stage, exploding and dealing massive damage to anyone caught under it.
	Rundas
	
*Home stage:
*Game of origin: Metroid Prime 3: Corruption (2007)
*Unlockable?: Yes
*Victory theme: Rundas Fight
*Neutral special - Ice Beam: Rundas fires a potent beam of ice that can freeze opponents. The speed, damage and freeze duration of the beam can be determined by how long this attack is charged.
*Side special - Ice Missile: Rundas fires a slow-moving Ice Missile, which slows down opponents and releases damaging ice shards upon contact. The missiles can also be used as platforms if this attack is inputted while an Ice Missile is active, which makes it explode and create a slippery platform that anyone can step on.
*Up special - Ice Surf: Rundas forms ice under his feet, which he uses to surf around with. This attack provides short vertical distance upon usage, but it allows Rundas to "glide" with the ice beneath him. The ice he leaves behind can be stepped on by others before it disappears.
*Down special - Ice Armor: Rundas surrounds himself with ice, which gives him super armor on every ice-related move for 5 seconds. If Rundas is grabbed or grappled in this state, the armor will break off.
*Final Smash - Corruption: Rundas becomes corrupted by Phazon energy and begins firing multiple chunks of ice infused with Phazon energy all around the stage, which explode into multiple icy spikes upon crashing on the ground that can freeze opponents and deal darkness damage.	
*Neutral special - Ice Beam: Rundas fires a potent beam of ice that can freeze opponents. The speed, damage and freeze duration of the beam can be determined by how long this attack is charged.
*Side special - Ice Missile: Rundas fires a slow-moving Ice Missile, which slows down opponents and releases damaging ice shards upon contact. The missiles can also be used as platforms if this attack is inputted while an Ice Missile is active, which makes it explode and create a slippery platform that anyone can step on.
*Up special - Ice Surf: Rundas forms ice under his feet, which he uses to surf around with. This attack provides short vertical distance upon usage, but it allows Rundas to "glide" with the ice beneath him. The ice he leaves behind can be stepped on by others before it disappears.
*Down special - Ice Armor: Rundas surrounds himself with ice, which gives him super armor on every ice-related move for 5 seconds. If Rundas is grabbed or grappled in this state, the armor will break off.
*Final Smash - Corruption: Rundas becomes corrupted by Phazon energy and begins firing multiple chunks of ice infused with Phazon energy all around the stage, which explode into multiple icy spikes upon crashing on the ground that can freeze opponents and deal darkness damage.
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