Super Smash Bros. Universe (SuperSm4shWarrior)/Characters

As a free for all between Nintendo and third party characters, Super Smash Bros. Universe is bound to have a lot of characters. Each character comes with their own unique play style and moveset.
The inspirations for movesets vary depending on the character. Some movesets were inspired by other games on this wiki (most notably Jake's Super Smash Bros. and Super 5mash Bros. 5), some by Evilwaluigi on DeviantArt, and some by existing Smash Bros. games.
==Banjo-Kazooie==
The fan favorite duo of Banjo and Kazooie join the game’s large third party lineup. The two are average on the ground, but Kazooie’s power in the air is what makes them really shine.
*Banjo-Kazooie’s neutral special is Bregull Blaster. Banjo holds Kazooie like a rifle, and Kazooie will then shoot an egg from her mouth. The special attack button can be held for Kazooie to change the type of egg she fires.
**Blue Eggs are the standard option albeit the worst, dealing low damage and having little knockback.
**Fire Eggs travel faster and deal flame damage.
**Ice Eggs deal average damage and freeze opponents solid.
**Grenade Eggs travel faster and explode, dealing high knockback.
*Banjo-Kazooie’s side special is Beak Bomb. Kazooie lifts the duo off the ground as they rush forward. If the duo hits an opponent, they will rebound off of them. This move deals high knockback, but can be rather difficult to maneuver. This move can also be controlled by tilting the analog stick after the duo takes off.
*Banjo-Kazooie’s up special is Flight. Banjo leaps into the air as Kazooie propels him upward. This move’s time can be extended by holding the special attack button, but the maximum time for flying is four seconds. The two can control the direction of their flight by tilting the analog stick. Kazooie’s wings even deal damage, and she also drops feathers that also deal damage.
*Banjo-Kazooie’s down special is Bill Drill. Banjo and Kazooie flip upside down, and Kazooie drills into the ground with her beak. If used in midair, the duo will slam straight down. This move is similar to the Yoshi Bomb and Bowser Bomb.
*Banjo-Kazooie’s Final Smash summons The Mighty Jinjonator. A statue of the Jinjonator rises at the center of the stage. It then cracks like a shell, as the Jinjonator breaks out and hovers into the sky. The Jinjonator flies and dives across the screen eleven times, dealing high damage and knockback if touched. At the end, he will go back to the stage’s center and disappear.
==Bayonetta==
Bayonetta is one of the most unique characters from Smash 4. From her two down specials to her Bullet Arms, she carries her variety of moves to Universe.
*Bayonetta's neutral special is her Bullet Climax. Bayonetta fires hard-hitting, angled bullets. This move can be charged to fire stronger bullets. This move can also be repeated by tapping the attack button again.
*Bayonetta's side special is the Heel Slide. Bayonetta slides forward with a kick. If the button is held, she can kick her opponents into the air. In midair, this move becomes the Afterburner Kick, which launches her slightly upward.
*Bayonetta's up special is the Witch Twist. Bayonetta performs a corkscrew pistol whip that sends her upward. She can still jump after using this move, allowing her to use the move a second time. With a "jump, twist, jump, twist" combo, Bayonetta can gain her highest possible up special.
*Bayonetta's down special is Witch Time. This move is a counter that slows down the movement of any fighter who lands an attack. If timed too late, Bayonetta uses her second down special, Bats Within. Bayonetta transform into a bat colony and can teleport in any direction. This move also halves the damage of landed attacks.
*Bayonetta's Final Smash is the Infernal Climax. The move starts by Bayonetta activating Witch Time, leaving her opponents more vulnerable. She can then use any move to deal damage to her opponent. Once her opponent has reached high enough damage, she sends out a demon made of her hair to bite and attack the opponent. If an opponent has over 100% damage, this move will instantly knock them out.
==Black Mage==
Black Mage has a moveset consisting almost entirely of spells. On top of that, his smash attacks all act very differently when fully charged.
*Black Mage’s neutral special is Stop. Black Mage conjures a clock-like circle around him. This move can stun enemies and reflect projectiles. The move can be charged to stun enemies for a longer time period.
*Black Mage’s side special is Haste. Black Mage casts a spell that traps opponents in a series of quick combos with his fists and a magic staff. The final blow with the staff knocks the opponent back. If this move misses, it creates heavy lag.
*Black Mage’s up special is Warp. Black Mage conjures a small green ring that can be slightly controlled. Black Mage then teleports to the ring if the attack button is released or if the maximum distance is reached.
*Black Mage summons a Meteor as his down special. The meteor can be charged, which will make it stronger and larger. The meteor comes down at a diagonal angle, exploding once it hits something.
*Black Mage’s Final Smash is Random Encounter. Black Mage dashes off-screen, summoning a group of goblins, wolves, and bomb monsters. As the monsters attack enemies, Black Mage will use his Flare spell to cause a massive explosion.
==Bowser==
Bowser is one of the largest and heaviest characters in this game. He can easily dish out high damage with just a few attacks. However, his size makes him slow, as well as an easier target to hit.
*Bowser's neutral special is his Fire Breath. Bowser shoots a stream of fire from his mouth. The button can be held while using this move for a combo, but the damage and range of the fire with decrease. This move can also be aimed.
*Bowser's side special is the Flying Slam. While not a major reference to a game, this move does capitalize his brute strength. Bowser grabs the opponent, flips into the air, and slams them down.
*Bowser's up special is the Whirling Fortress. Bowser spins around in his shell to gain a bit of vertical height. While it can be used as a vertical recovery move, it is far better with horizontal recovery.
*Bowser's down special is the Bowser Bomb. Bowser jumps up and then slams down with massive strength. If this move is used in midair, it can secure a fall. If used on the ground, it can lock opponents into a powerful two-step combo.
*Bowser's Final Smash is one of the transforming kind. When Bowser transforms into Giga Bowser, he gains a massive boost in strength and size. This move functions like it did in early Smash Bros. titles than it does in Ultimate.
==Captain Falcon==
Captain Falcon is a blend of speed and power. His uses a variety of mixed martial arts when on the ground, and can be almost unstoppable in the air.
*Captain Falcon’s neutral special is Falcon Punch. Captain Falcon releases his iconic and fiery punch. If he turns around while using this move, the punch will be more powerful, but will also have increased startup lag.
*Captain Falcon’s side special is Raptor Boost. Captain Falcon dashes forward and follows it up with an uppercut. On the ground, opponents are sent upward. This is to be contrasted with a midair hit, which meteor smashes targets.
*Captain Falcon’s up special is Falcon Dive. Captain Falcons grabs opponents and finishes the attack with an explosion. If Captain Falcon doesn’t grab anyone, he will perform a harmless flip for recovery.
*Captain Falcon’s down special is Falcon Kick. Captain Falcon bursts forward with a high-speed flaming kick. If used in midair, he plunges down in a diagonal angle.
*For his Final Smash, Captain Falcon calls in his car, the Blue Falcon. Whoever the car hits will be brought into a cutscene. The opponent will appear on a race track, and Captain Falcon will launch them with his car. If the car hits nobody first, the cutscene will not start and the attack will fail.
==Cloud==
Cloud is a solder whose large sword gives him an advantage in combat. Every time he lands an attack, his Limit increases slightly. When his Limit is broken, he becomes a force to be reckoned with.
*Cloud’s neutral special is the Blade Beam. Cloud shoots a sharp energy projectile from his sword. The projectile floats in midair and deals slash damage.
*Cloud’s side special is the Cross Slash. If used once, Cloud simply slashes forward and leaves a streak. If used three times, Cloud traps opponents in a sword combo.
*Cloud’s up special is the Climhazzard. Cloud jumps up while slicing with his sword upwards. While this move has zero horizontal recovery, it does send Cloud quite high.
*Cloud’s down special is his Limit Break. While the Limit goes up as Cloud deals damage, he can charge it faster with this move. Once his Limit is broken, the next special move he performs will increase in power. If Cloud uses his down special with a full Limit, he will perform the Finishing Touch, inducing heavy knockback.
*Cloud’s Final Smash is the Omnislash. Cloud slashes the opponent, and then sends them to the top of the stage. He hits the opponent with a combo, and then slams them down to the ground. This move is similar to Ike’s Great Aether.
==Cuphead==
Once Cuphead has dealt enough damage with his four specials, he will gradually receive Super Meter Cards. Once the cards total five, Cuphead performs an EX move, which deals more damage than its respective special.
*Cuphead's neutral special, Peashooter, is the first style of firepower used by him in his original game. This finger gun deals average damage and no knockback but has a rather quick range. By holding the attack button, Cuphead can even walk and jump while shooting. This move's EX counterpart is Mega Blast, which is slow, but deals high damage and knockback.
*Cuphead's side special is another firepower style, Roundabout. Cuphead fires a ring-like projectile that travels forward and then loops backwards. This move deals move damage is going backwards rather than forward. This move's EX counterpart is Jumbo Rebound, in which a large buzzsaw orbits around Cuphead before flying in a random direction.
*Cuphead's up special doesn't come from a style of firepower. Instead, Parry Slap is a quick, close-ranged strike. Cuphead travels forward in whatever direction the analog stick is held, flips, and slaps. If Cuphead hits a target with this move, he can use it a second time. This move's EX counterpart is Whetstone, which turns Cuphead's hand into a pink axe, deals more damage, and has high knockback. Unlike Parry Slap, Whetstone can only be used once.
*Cuphead's down special is Chaos Orbit. Cuphead fires four green stars that circle around him like a shield. These stars deal damage, but have small knockback and can only hit once. This move's EX counterpart is Double Orbit. This move fires eight green stars that can hit twice.
*Cuphead's Final Smash has him use all of his Super Arts at once. Cuphead jumps up, transforms into a giant version of his head, and then exits from the head. Cuphead appears golden and invincible, while a Giant Ghost is sent out that attacks the opponent. By using any one of his four special moves, Cuphead fires an Energy Beam. Once the Energy Beam is used or enough time has lapsed, the invincibility and Giant Ghost will go away.
==Decidueye==
Decidueye is a fast character who excels at ranged attacks. His real power lies in the Solar Beam; a move that deals high damage, but has a long charge time.
*Decidueye's neutral special is Spirit Shackle. Decidueye pulls on his "bow string" and shoots an arrow. Much like Link's bow and arrow, the speed and damage of the arrow depend on how long the attack button is held. If the arrow strikes an opponent, it loops around them, and then slams down with an explosion of ghostly energy that can deliver a meteor smash.
*Decidueye's side special is Leaf Blade. Decidueye's wings glow green as he slashes forward with one of his wings. This move can be followed up by two other slashes, which are all progressively stronger than the previous one.
*Decidueye's up special is Brave Bird. Decidueye quickly flies into the air, then performs a 270-degree loop as a golden aura coats him. If Decidueye strikes a foe with his wings, the opponent will sent flying with high knockback, but Decidueye will deal recoil damage. If a platform is struck during the loop, Decidueye creates a golden explosion, and will then rocket out of the explosion with the aura still active, allowing for distance or for another Brave Bird.
*Decidueye's down special is Solar Beam. Decidueye stars by extending his wings to absorb light, which will heal him slowly. This builds up charge for the Solar Beam. When the move is done charging, he can use this move again to flap his wings and fire a powerful energy beam than can also be aimed diagonally. If Decidueye deals or receives damage while his meter is charged, the energy will deplete.
*Decidueye's Final Smash is Sinister Arrow Raid. Decidueye swoops forward and delivers a powerful kick. Anyone who is kicked will be sent into a cutscene. As they fall to the ground, Decidueye soars up with Z-Energy around him. Decidueye then dives downward with multiple arrows spiraling behind him. He then swoops into the opponent, with the arrows striking them afterwards, which causes a ghostly explosion.
==Donkey Kong==
Back in the first Smash Bros, Donkey Kong was a heavyweight who used his brute strength to his advantage. Many games later, and he is still the bruiser he was years ago.
*Donkey Kong’s neutral special is the Giant Punch. Donkey Kong swings his fist for a chargeable punch. The longer the attack is charged, the stronger it will be. A fully charged punch can deal massive damage.
*Donkey Kong’s side special is the Headbutt. Donkey Kong slams the opponent with his head, burying them into the ground. When buried, opponents cannot move nor attack, leaving them very vulnerable.
*Donkey Kong’s up special is Spinning Kong. Donkey Kong spins around with his fists out like a propeller. Since this move has more horizontal than vertical recovery, this move is more ideal for ground combat.
*Donkey Kong’s down special is the Hand Slap. Donkey Kong slams his hands on the ground, creating shockwaves. If used in midair, this move can cause a meteor smash, but is also very slow.
*Donkey Kong has a new Final Smash taken from Super Smash Flash 2. Arcade sends Donkey Kong to the top of the stage, on top of a retro platform. The platform is moved by moving the analog stick. By pressing the attack button, Donkey Kong tosses a barrel downward.
==Fawful==
While Bowser Jr. doesn't appear as a playable fighter, his move pool is passed down to Fawful. Just like with Bowser Jr., hitting Fawful will deal more damage that hitting the machine he flies in.
*Fawful's neutral special is the Chortle Cannon. Fawful fires a heavy hitting cannonball that slightly spins, like the cannonballs in Super Mario World. The range and damage of the cannonball can be increased by holding the attack button.
*Fawful's side special transforms his machine into a Chain Chawful. Fawful charges ahead inside of a Chain Chomp. By tilting the analog stick in the opposite direction of which Fawful is charging, Fawful can make the Chain Chomp finish by slamming down.
*Fawful's up special is Abandon Ship. Fawful jumps out of his machine, sending it dropping as it explodes. When Fawful is out of his machine, he can only attack with a swing of a hammer. Fawful's machine comes back once he lands.
*Fawful's down special sends a Fawflant out of his machine. The Fawflant walks in a straight line until it hits an opponent or reaches a certain amount of distance. After walking, the Fawflant will strike with its drill stinger.
*Fawful's Final Smash transforms him into the Dark Star Core. After transforming, he sinks into the ground and a spiked appendage grows from his top. He then spins his appendage around, aiming closer to the ground with every spin.
==Fox==
In Melee, Fox was a favorite among competitive players for his speed and his high combo potential. While the physics in Universe are different, Fox’s speedy stats remain the same.
*Fox’s neutral special is his signature Blaster. Fox fires a rapid laser that deals small damage and has no knockback at all. Despite the flaws of a single shot, the lasers have high range and are made to be used multiple times.
*Fox’s side special is the Fox Illusion. This move doesn’t have that much damage or knockback, and its primary use is for speed. Fox will quickly move in the direction he is facing.
*Fox’s up special is Fire Fox. First, Fox coats flames around him. Then, Fox rushes upward in a burst of fire. This move can be aimed in any direction, including diagonally.
*Fox’s down special activates his Reflector. Fox uses this gadget to put a force field around him. When the reflector is active, any projectile that hits him will reflect and head in the opposite direction.
*Fox’s Final Smash calls upon his Landmaster. Fox jumps to the sky, and then comes down in a tank. This tank can hover with jets, shoot powerful lasers, and barrel roll over enemies. Even rolling into enemies will damage them.
==Geno==
*Geno is a tricky fighter and a highly anticipated fan favorite. In the battlefield, he uses all sorts of magic, but watch out for his special moves.
*Geno’s neutral special is Geno Beam. Geno charges an attack as red stars appear above his head. Releasing the attack button will turn Geno’s arm into a cannon as he fires an energy beam. The more stars appear above Geno’s head, the more damage the beam deals.
*Geno’s side special is Geno Whirl. Geno throws a flying disc made of yellow energy. The disc deals more damage to enemies that are further in range from Geno. If the special move button is pressed during this attack, the number “9999” appears over opponent’s heads. While this deals no extra damage, it will leave opponents in a confused state. 
*Geno’s up special is Geno Boost. Geno boosts his power as several red arrows raise him into the air. This deals zero damage, but if Geno reaches the zenith of this move’s height, the damage of Geno’s attacks increase. If the special attack button is pressed before the boost, Geno flashes a red star of energy, multiplying the amount of damage enemies within the star’s range take.
*Geno’s down special is Geno Blast. Red stars appear over Geno’s head and white sparkles emerge from the ground below him. When the button is released, Geno releases a thin beam upwards. At the point where the beam vanishes, several colored light beams slam down into the area below. The number of light beams depends on how long the move was charged. If it overcharges, the thin beam will not send out colored light beams.
*Geno’s Final Smash is Geno Flash. Geno flips into the foreground and transforms into a cannon. Red stars appear over him, and a crosshair appears on screen. Pressing the attack button will fire an energy ball at wherever the crosshair is aimed. Geno is limited to having three shots to fire. He can charge these shots to make the cannonballs bigger and stronger. If he overcharges, however, nothing will happen to enemies and Geno loses a shot. Once he fires all three shots, Geno turns back to his normal self.
==Inkling==
Inkling was the first fighter to be revealed for Ultimate, and she’s back for more. A useful note about her fighting style is that whenever she runs out of ink, she can replenish ink by pressing the special move button while shielding.
*Inkling’s neutral special makes use of her Splattershot. She fires ink out of her gun, with the shots traveling a medium distance and arcing downward. While she cannot while firing, she can angle the ink shots.
*Inkling’s side special is the Splat Roller. Inkling brings out the Splat Roller and slides it across the ground. This covers the ground in ink that slows down enemies that move on it. If Inkling hits an enemy with the Splat Roller, they will be buried. Hitting an already buried opponent launches them upwards.
*Inkling’s up special is Super Jump. Inkling leaps up in squid form before falling back down. The angle at which she jumps can be slightly controlled. Inkling can also damage opponents when taking off and when landing.
*Inkling’s down special is the Splat Bomb. Inkling throws a bomb forward, which will explode and damage enemies within radius. The distance and arc of the bomb can be controlled by the analog stick and by how long the attack button is held.
*Inkling’s Final Smash is the Killer Wail. Inkling pulls out a megaphone-like machine and places it on the ground. The machine emits large, damaging soundwaves that can be slightly angled.
==Isaac==
Isaac is an all-around swordsman with some magical abilities up his sleeve. He keeps his move set from the popular flash game, Super Smash Flash 2.
*Isaac’s neutral special is Vine. Isaac summons vines that grow out of his hands. If these vines hit an opponent, they will constrict and trap them. While this attack deals no damage, it can keep opponents vulnerable.
*Isaac’s side special is Move. Isaac summons a giant Psynergy hand that moves forward. By holding the special attack button, the hand will push opponents further. By tilting the analog stick while the hand is active, Isaac can make the hand do different attacks.
*Isaac’s up special is Scoop. Isaac summons a Psynergy hand underneath him. The hand grabs him and scoops him up into the air. Isaac can control the angle he is launched with the analog stick.
*Isaac’s down special is Gaia. A spell circle appears on the ground, and Isaac summons a rock pillar. By holding the special attack button and tilting the analog stick left or right, Isaac can control where the pillar rises.
*Isaac’s Final Smash is Judgement. Isaac starts by swinging his sword in front of him. Anyone hit by this attack is transported to a cutscene. Isaac will then summon the spirit Judgement, who gathers energy with his lion-looking shield and fires directly at the opponents.
==Jigglypuff==
Jigglypuff was added in the original Super Smash Bros., despite not being intended to do so. However, she has become respected by fans for her unique moveset and her competitive value.
*Jigglypuff's neutral special is Rollout. Jigglypuff charges up a rolling attack that sends her straight ahead. The longer this move is charged, the further and faster Jigglypuff will roll.
*Jigglypuff's side special is Pound. Jigglypuff sends out a punch that launches opponents upwards. If this move is used in midair, it can stall Jigglypuff's fall.
*Jigglypuff's up special is Sing. Jigglypuff sings a solo that puts opponents to sleep if in the range. The more damage the opponent has taken, the longer they will sleep. While this is not a recovery move, Jigglypuff's six jumps make up for this.
*Jigglypuff's down special is Rest. Jigglypuff falls asleep, and if done right next to them, launches the opponent skyward. This move has a very small hitbox and leaves Jigglypuff vulnerable, so it must be used carefully.
*Jigglypuff gains a new Final Smash in this game. Moonblast starts with Jigglypuff sending down a ball of lunar energy from the sky. The ball then fires a laser that travels 360 degrees counter-clockwise.
==King Dedede==
King Dedede, unlike many other heavyweight fighters, is solid in the air. His strength, however, lies in his grabs, throws, and specials.
*King Dedede's neutral special is Inhale. Dedede sucks opponents into his mouth, and then spits them out. This move deals collateral damage depending on the weight of the inhaled fighter.
*King Dedede's side special is Gordo Throw. Dedede hits a bouncing Gordo with his hammer, sending it forward. The angle of the Gordo can be controlled with the analog stick. A returning ability from Ultimate is that Dedede can inhale and spit out nearby Gordos.
*King Dedede's up special is Super Dedede Jump. Dedede jumps up high into the air. If he comes into another fighter while jumping, they will be slammed down to the ground. After the jump, two small, damaging stars will emit from the ground.
*King Dedede's down special is Jet Hammer. Dedede charges up a strong, jet-powered blast with his hammer. The longer the move is charged, the more damage it will deal. However, charging for too long can damage Dedede.
*King Dedede's Final Smash transforms him into Masked Dedede. Dedede traps his opponents in a cage match, and then blasts then with missiles from his Jet Hammer. He then spins around with his hammer emitting jet force, knocking the opponent out of the cage match.
==Kirby==
Kirby is a lightweight character with high recovery. He has a versatile moveset that can get him out of nearly any situation.
*Kirby's famous neutral special is the Inhale. Kirby inhales the opponent, and then gains their power. Once Kirby has gained a character's power, his neutral special changes to that of the respective character. Kirby can also spit characters out instead of copying them.
*Kirby's side special is the Hammer Flip. Kirby grabs a hammer and swings it, knocking back enemies. This move can be charged to increase power, but charging for too long can damage Kirby.
*Kirby's up special is the Final Cutter. Kirby grabs a blade, jumps up, and then crashes down. After hitting the ground, the blade releases a shockwave. If Kirby cannot grab a ledge or stick a landing, he is put into a fall state.
*Kirby's down special represents one of his classic copy abilities; Stone. Kirby slams down to the ground, transforming into a randomly generated stone or sculpture. While Kirby is invincible during this attack, he is also unable to move.
*Kirby's Final Smash has once again been updated. Hypernova starts up by Kirby turning flashing colors and inhaling the opponent. After the inhale, Kirby releases an energy blast from his mouth, damaging anyone who has been inhaled.
==Knuckles==
Knuckles has high offense when compared to the other two Sonic reps; the fast Sonic and the balanced Tails. Knuckles, like Tails, also has average speed.
*Knuckles' neutral special is Deep Impact. Knuckles winds his fist back, and then lunges it forward. It the punch lands on an opponent, it triggers a small explosion. Just like the Falcon Punch, this attack can be aimed in two directions.
*Knuckles' side special is Screwdriver. Knuckles dives through the air while spinning and leaving a trail of damaging fire. Opponents will be knocked upwards if Knuckles drills into them.
*Knuckles' up special is Spiral Upper. Knuckles shoots into the air with his fist raised in an uppercut. A trail of fire spins around him as he ascends. Knuckles’ speed starts off fast, but eventually gets slower.
*Knuckles' down special is Hammer Punch. Knuckles jumps into the air, and then slams his fist to the ground. This punch is so strong that not only does it deal heavy damage and knockback, but it can shake small platforms.
*Knuckles' Final Smash is Maximum Heat. First, a red burst of energy surrounds Knuckles. If Knuckles presses B while the energy is around him, he curls into a ball and homes in on an opponent. This deals heavy damage and knockback to opponents. The energy will disappear once Knuckles has hit three targets, or once the charge has emptied.
==Link==
Link is a standard, balanced swordfighter whose specials contain the many staples of Link’s weaponry. He now dons his appearance from Hyrule Warriors, although other outfits are available as alternate costumes.
*Link’s neutral special is the Hero’s Bow. Link fires a bow from its arrow. The bow’s range can be increased by holding the attack button. Like in Ultimate, Link can pick up and reuse arrows on the ground. Like in Smash Flash 2, Link fires a Bomb Arrow if he uses this move with a Remote Bomb Rune in his hand.
*Link's side special is the Gale Boomerang. Link throws a boomerang forward, which will return to him. The gale winds created by the boomerang will suck opponents into its range.
*Link’s up special is the Spin Attack. Link spins with his sword, sending him upwards. This move can be turned into a combo if an opponent is nearby. This move can also be charged if used on the ground.
*Link’s down special returns from Ultimate. Link pulls out a Remote Bomb Rune that can be thrown. By using the down special a second time, the bomb detonates. The bomb will also detonate if left alone for too long.
*Link’s Final Smash is the Ancient Bow and Arrow. Link takes out the Ancient Bow and fires an Ancient Arrow in front of him. This arrow travels straight and hits any opponent in its line of sight.
==Luigi==
In previous games, Luigi was always a semi-clone of Mario, but he gradually differentiated from him as the series went on. In this game, he was even granted a few new special moves.
*Luigi's new neutral special is the Thunderhand. Luigi's hand is loaded up with electricity, which he uses to fire a lightning bolt at opponents. Like his original green fireball, the lightning bolt floats, but it also bursts when making contact with an opponent.
*Luigi' side special stays the same. The Green Missile is a chargeable move that propels Luigi forward. There is a 1 in 10 chance of this move misfiring, sending Luigi even further. If this move is charged for two long, Luigi will tire out and not attack.
*Luigi's new up special is the Spin Jump Luigi jumps up high, then spins around on the way down. When spinning, Luigi's falling speed heavily decreases.
*Luigi's new down special is the Poltergust. Luigi uses his Poltergust to send enemies to his direction. When close up, the Poltergust sucks up enemies. If an enemy is inside, Luigi then fires the Poltergust, blasting the opponent.
*Luigi's Final Smash is a returning favorite. Negative Zone appeared in Brawl and is coming back for more. Luigi dances and forms a circle that inverts colors and, when they are inside, poison opponents and makes them perform a random action. As the opponents are caught off guard, they are vulnerable to Luigi's attacks.
==Mario==
As always, Mario is a very beginner-friendly character. He is a jack of all trades, but a master of none. An important note in this game is that a new ability has been given to Mario. Whenever Mario footstool jumps on an opponent, they will take slight damage, although it will have no effect on falling.
*Mario's neutral special remains the same. The Fireball is a medium-ranged projectile launched from Mario's hard. This projectile is unique when compared to others in that it bounces across floors. Once the fireball hits an opponent or travels too far, it disappears.
*Mario's previous side special has been replaced with his famous new move, Cappy. Mario will throw his cap forward while Cappy possesses it. If the cap lands on an enemy fighter, they will spin out of control in the air, similar to a throwing move.
*Mario's up special is another returning move. Super Jump Punch is an uppercut powered by a high jump. This move can rack up a combo if it gets direct contact with an enemy. Just like in Melee and Brawl, any coins earned by this move will count toward your coin collection.
*Mario's down special is a reworked classic. Cape Spin has Mario take a Super Cape and spinning around. This move can be used to flip fighters or reflect projectiles. This move now works from both directions at once.
*Mario's Final Smash is another returning classic. Mario Finale allows Mario to shoot two streams of fire from his hands. The streams both travel in a diagonal pattern, making it easy to combo opponents.
==Marth==
In Melee, Marth introduced the Fire Emblem series to western audiences. This led the series to gain a new fan base. In Smash, the tip of Marth’s sword deals more damage than any other part of it.
*Marth’s neutral special is Shield Breaker. Marth powerfully thrusts his Falchion forward. While this move deals moderate damage to opponents, it deals heavy damage to shield. This move deals more damage when charged to further levels.
*Marth’s side special is Dancing Blade. Marth performs a swipe of his sword, which can turn into a series of slashes by pressing the special move button multiple times. All strikes, except for the first one, can be aimed upwards or downwards to create a different combo.
*Marth’s up special is Dolphin Slash. Marth performs a fast uppercut slash. This move grants brief invincibility during its startup.
*Marth’s down special is Counter. Marth assumes a defensive stance and braces for enemy attacks. If hit, Marth will deliver a powerful slash. The strength of the slash depends on the strength of the attack that hit Marth.
*Marth’s Final Smash is Critical Hit. Marth raises his Falchion to the sky, and then lunges in the direction he is facing. When he hits the first opponent he connects with, they will be sent flying with enough knockback to cause a one-hit KO.
==Mega Man==
Mega Man has one of the most varied move pools in the game. While he doesn't have a jab combo, side tilt, or neutral air, he does have his classic Mega Buster, as well as weapons from almost all the Classic series games.
*Mega Man's neutral special is the Metal Blade. Mega Man throws a circular saw that pierces through opponents. The blade can be thrown in eight directions, including diagonally. This move has been updated; it now has a faster rate of fire and less cooldown time.
*Mega Man's side special is the Crash Bomber. Mega Man fires a bomb that sticks to enemies. After a few seconds, the bomb explodes. If an enemy with a bomb on them touches another enemy (or even Mega Man himself, for that matter), it will stick to them instead.
*Mega Man's up special was a previous custom move in Smash 4. By calling upon Beat, Mega Man is lifted into the air by his bird companion while still having solid vertical control. Mega Man can attack while being carried by Beat, but he can only use his Mega Buster.
*Mega Man's gains a new down special in the Jewel Satellite. Mega Man generates a barrier of jewels that circle around him. Unlike his previous Leaf Shield, the jewels will not disappear after hitting a target. If Mega Man uses this move while the jewels are still around him, he will throw the jewels.
*Mega Man's Final Smash is called Mega Man Legends. The move starts by Mega Man firing a Black Hole Bomb. He is then joined by four different incarnations of himself. As the five of them join together, they all fire a powerful laser at the target.
==Mr. Game And Watch==
Even though he is the only 2D fighter, Mr. Game And Watch has quite a diverse moveset. Every one of his moves calls back to a certain Game And Watch title. As previously seen in Ultimate, Mr. Game And Watch's appearance changes to match the respective games of his moves.
*Mr. Game And Watch's neutral special is the Chef attack. Mr. Game And Watch sends food flipping out of a frying pan. The food will travel at a randomly selected angle. Being hit with the pan deals fire elemental damage.
*Mr. Game And Watch's side special is his iconic Judge attack. Mr. Game And Watch swings a hammer in front of him, as he raises a flag with a random number from 1 to 9 on it. Each number has a different effect.
**Landing a 1 will not knock back the opponent, or even make them flinch. It also deals damage to Mr. Game And Watch himself.
**Landing a 2 results in a weak hit that has a high change of making the opponent trip.
**Landing a 3 results in a weak hit that knocks the opponent backwards and works well on shields.
**Landing a 4 will deal slash damage and launch opponents forward.
**Landing a 5 will hit multiple times and deal electric damage.
**Landing a 6 results in a hit that deals fire damage and has moderate knockback.
**Landing a 7 will deal moderate damage and knockback, but will also drop a food item.
**Landing an 8 will freeze the opponent, despite not having much knockback.
**Landing a 9 will deal heavy damage and knockback, much like the Home-Run Bat item.
*Mr. Game And Watch's up special is the Fire attack. Mr. Game And Watch jumps from a trampoline and descends wearing a parachute. This move has KO potential on the left and right blast lines. Being hit with the parachute has strong knockback and can out-prioritize aerials.
*Mr. Game and Watch's down special is Oil Panic. Mr. Game and Watch holds an oil drum in front of him. The oil drum absorbs energy projectiles, but not physical ones such as Link's arrows. Once the drum is full, Mr. Game and Watch spills oil onto the battlefield, dealing massive damage.
*Mr. Game And Watch's Final Smash turn him into an Octopus. Just like in Ultimate, this move is now more based on KOs than damage. The octopus travels in the direction it is facing, grabs opponents, and sends them offscreen.
==Ness==
While Ness may look like an everyday little boy, he hides the mighty PSI powers. He is a floaty fighter who can easily hit hard, combo, and counter with the right attack.
*Ness’s neutral special is PK Flash. A green plasma projectile appears above Ness. As the attack button is held, the sphere goes downward and its power increases. Once the attack button is released, the projectile explodes. If the button is held for too long, nothing will happen.
*Ness’s side special is PK Fire. Ness fires a lightning bolt-shaped projectile. This projectile travels in a straight line, until it hits an enemy or anything destroyable. It will then explode into a pillar of flames that gradually decreases. The attack is fired diagonally if used in midair.
*Ness’s up special is PK Thunder. Ness creates a stream of lighting that can knock opponents with the head, and stun them with the tail. If this stream comes into contact with Ness, he will launch in a trajectory opposite to the side he was hit on.
*Ness’s down special is PSI Magnet. Ness creates a magnetic force field around him. This move absorbs energy projectiles, albeit not physical projectiles. When projectiles are absorbed, Ness is healed.
*Ness gains a new Final Smash in PSI Rockin’. Ness summons a flurry of technicolor lights from the sky and the stage’s center. Ness can angle the lights to the left or right. While this attack deals little knockback, it is ideal for juggling and combos.
==Orcane==
Orcane is a tricky character that can perform unexpected plays with his puddle mechanics. His move set is taken directly from his own game, Rivals Of Aether.
*Orcane's neutral special is Puddle Shot. Orcane shoots a water ball out of his blowhole, which will form a puddle when it hits the ground. The shot is angles and pierces through opponents. However, Orcane can only have one puddle active at a time.
*Orcane's side special is Aqua Rush. Orcane teleports forward and reappears with a splash effect. The distance of the teleport can be controlled with the analog stick. If Orcane connects with a puddle, the ending splash will have more range and deal more damage.
*Orcane's up special is Wave Warp. Orcane teleports to his puddle, knocking any opponent near the puddle upwards. If used on the ground without a puddle, Orcane will simply teleport and leave a puddle where he stands. If used in the air without a puddle, Orcane will simply become helpless.
*Orcane's down special is Evaporate. Orcane's puddle will evaporate into damaging bubbles that will pop soon after the attack. If this move is used without a puddle, Orcane will simply create a puddle where he stands.
*While Rivals of Aether does not have any "ultimate attacks", Orcane is given a Final Smash in this game. Whirlpool starts with Orcane create a whirlpool where he stands, and then diving into it. Nearby opponents will be sucked into the whirlpool, and they cannot escape once trapped inside. After a few seconds, Orcane emerges from the whirlpool and creates a damaging splash that knocks opponents back horizontally.
==Pac-Man==
In Smash 4, Pac-Man was added as a tribute to the game’s developers at Bandai-Namco. Pac-Man is a balanced fighter whose moves call back to various classic games.
*Pac-Man’s neutral special is the Bonus Fruit. Pac-Man roulettes through an array of fruit and other objects. This move needs to be charged to get the more effective projectiles.
**The cherry bounces twice and then disappears.
**The strawberry bounces three times and then disappears.
**The orange travels in a straight line and then disappears.
**The apple bounces four times and is thrown at a diagonal angle.
**The melon travels slowly and has above average knockback.
**The Galaxian travels straight and then flies in a loop, making it easy to combo opponents.
**The bell travels in an arc and then falls, stunning opponents.
**The key travels at high speed, dealing higher damage and knockback than any other option.
*Pac-Man’s side special is the Power Pellet. Pac-Man creates a trail of pellets in front of him, with a Power Pellet at the end. He then dashes ahead in his wedge form. If opponents are in the middle of the trail, Pac-Man will bite them.
*Pac-Man’s up special is Pac-Jump. Pac-Man summons a trampoline that he bounces on. As he bounces on it, he will bounce higher, but the trampoline will break. He is limited to three bounces before entering a fall state. Just like in Ultimate, opponents can attack the trampoline.
*Pac-Man’s down special is the Fire Hydrant. Pac-Man drops a fire hydrant to the ground. The hydrant shoots water that can push opponents away. Pac-Man can also launch the hydrant by attacking it.
*Pac-Man’s Final Smash transforms him into Super Pac-Man. He turns into a giant version of his 8-bit form, chomping at any opponent. This move functions like it did in Smash 4, only it is a bit faster this time.
==Peach==
Peach is a character with a strong air game and above average combo potential. There are many things that make her unique, including her ability to float after a double jump.
*Peach's neutral special sends out Toad. Toad will act as a human shield for Peach. If he is hit by an attack, he releases a flurry of damaging spores. Just like in Ultimate, Toad acts more aggressive in this game.
*Peach's side special is Peach Bomber. Peach lunges her body forwards and delivers a powerful hip bash. This move deals average damage, but has high knockback to make up for it.
*Peach's up special is the Parasol. Peach jumps up and opens her parasol. When the parasol is open, Peach's fall speed is heavily reduced, allowing for wide horizontal recovery. She can also damage opponents with the parasol's top, as well as close and open the parasol.
*Peach's down special involves the Vegetables from Super Mario Bros. 2. Peach pulls a turnip out from the ground, which she can then throw at opponents. The turnips will occasionally have a different face, which indicates higher damage. If items are enabled, she can even pull out a Bob-omb or a Mr. Saturn.
*Peach has a new Final Smash in this game. Angelic Megastrike originates from Mario Strikers Charged. Peach travels to the left side of the stage if facing right, or vice versa. Peach grows slightly larger as a pair of angel wings sprout from her back. She then fires five magical orbs after each other, which can have their angle controlled with the analog stick. 
==Pikachu==
Pikachu is a speedy fighter who relies mainly on combos. His attacks are fast, often electric, and can be devastating if used correctly. He even gains a few new attacks from Pokken.
*Pikachu’s neutral special is Thunder Jolt. Pikachu shoots a ball of electricity from his cheeks. This ball can cling to walls, and will disappear once it has travelled for too long or it has hit an opponent. The ball travels at a diagonal arc if fired in midair.
*Pikachu’s side special is Skull Bash. Pikachu charges a flying headbutt that knocks opponents back. The damage and range of this attack are both increased the longer this move is charged.
*Pikachu’s up special is Quick Attack. Pikachu dashes at a very fast speed. This move can be aimed in eight different directions. This move can also be used twice if aimed in a different direction after the first one.
*Pikachu’s down special is Thunder. A storm cloud appears above Pikachu and releases a lightning bolt. If the bolt hits Pikachu, it causes an electrical explosion. If the bolt doesn’t, it simply send opponents downward, and can meteor smash in used in midair.
*Pikachu gains a new Final Smash in this game. Catastropika starts with Pikachu surrounding itself with electricity, and then pouncing forward. If Pikachu hits an enemy, they will knocked into a cutscene of Pikachu rushing into them multiple times, and then knocking them away with lightning.
==Pit==
In Brawl, most of Pit’s moves involved his two blades. Since Smash 4, Pit’s moves have become more diverse, using multiple techniques and weapons from Kid Icarus: Uprising.
*Pit’s neutral special is the Palutena Bow. Pit shoots an ethereal arrow from his bow. The arrow can be aimed left, right, or upwards. The arrow can also be aimed mid-flight.
*Pit’s side special is the Upperdash Arm. Pit dashes ahead and delivers an uppercut with the Upperdash Arm weapon. Despite dealing average knockback, this move deals high damage. If this move hits a midair opponent, they will be meteor smashed.
*Pit’s up special is the Power of Flight. Pit soars through the air with his wings. This move covers quite a high amount, and can be aimed in any direction except downward.
*Pit’s down special is Guardian Orbitars. Pit creates two shields of energy to the left and right of him. The shields not only reflect projectiles, but increase their damage once reflected. While this move is very useful, it does have end lag.
*Pit’s Final Smash is the Lightning Chariot. Pit flies upward, off of the stage, and into a Lightning Chariot. A crosshair appears on screen, which can be aimed at opponents by using the analog stick. Once aimed, Pit charges in his chariot from behind.
==Pop-Mo==
Pop-Mo's energetic personality gives her a large advantage in speed. While her attack stat is average, her downfall is that she is lightweight and low on defense.
*Pop-Mo's neutral special fires her signature gun, the Love Laser. While not as fast as Fox's Blaster or Cuphead's Peashooter, single shots deal more damage.
*Pop-Mo's side special is the Lightning Mic. Pop-Mo swings a microphone forward, dealing electric damage. The tip of the microphone deals more damage than the wire.
*Pop-Mo's up special is the Energy Spring. Pop-Mo jumps up quickly with a burst of electric energy. While this move has lots of vertical range, it has little to no horizontal range.
*Pop-Mo's down special is the Record Breaker. Pop-Mo tosses two CDs to the left and right of her. These CDs travel diagonally, pierce through opponents, and bounce off walls if there is one nearby.
*Pop-Mo's Final Smash is the Chart Topper. The Love Laser upgrades itself to a bazooka and Pop-Mo fires her gun three times. These shots are quite large, and each shot travels more diagonally than the previous one, with the first going straightly horizontal.
==Quote==
One of Quote's unique abilities is that he doesn't have a jab combo, neutral air, or any tilt attacks. Instead, he fires his signature weapon, the Polar Star.
*Quote's neutral special will swap his Polar Star out with the Spur. When the Spur is equipped, his gun's bullets are replaced with laser streams with increased range. This move can be charged to make lasers deal more damage.
*Quote's side special equips him with the Missile Launcher. The button can be held to adjust the gun's angle and direction in which the missile is launched. When the missile fires, it explodes on contact with an object of opponent.
*Quote's up special equips him with the Machine Gun. Quote aims this gun downward, which will propel him upward by a small amount. While this may seem like a weak recovery, Quote's double jump in which he uses Booster v0.8 makes up for it.
*Quote's down special equips him with the Bubbline. Quote fires a barrage of bubbles that, while not dealing much damage, are very numerous. This move acts like Bowser's fire breath and can be directionally aimed. However, the range and damage of the bubbles decrease as the move is used.
*Quote's Final Smash equips him with the Nemesis. This move's firepower lasts for 15 seconds. For the first 6 seconds, Quote fires powerful bullets of flame. For the next 6 seconds, Quote fires bullets that deal a moderate amount of damage. For the final 3 seconds, Quote fires rubber ducks that deal barely any damage.
==Ryu==
Like in Ultimate, Ryu now will always face his opponent during one-on-one battles. That's not important to his playstyle, though; what is important is that he can execute combos to make his moves more powerful.
*Ryu's neutral special is Hadouken. Ryu launches a blue energy blast from his hands. The "↓ ↘ → + attack/special" combo will make the Hadouken larger and slightly stronger. The "← ↙ ↓ ↘ → + attack/special" combo turns the Hadouken into a Shakunetsu Hadouken, which deals even more damage and hits multiple times.
*Ryu's side special is Tatsumaki Senpukyaku. Ryu performs a jumping crescent kick in the direction that he is facing. Holding the special attack button down will increase the move's range. The "↓ ↙ ← + attack/special" combo will make this move stronger.
*Ryu's up special is Shoryuken. Ryu propels his fist into the air for a leaping uppercut. Holding the special attack button will make Ryu jump higher. The "→ ↓ ↘ + attack/special" combo will make this move stronger.
*Ryu's down special is Focus Attack. Ryu will assume a focuses stance while covered in a black aura, and then throws a straight punch. If this move is fully charged, opponents will crumple to the ground with a lengthy stun animation. While this move cannot be used in a combo, it does have levels of charge.
*Ryu has two Final Smashes, unlike most characters. Ryu's close-ranged Final Smash is Shin Shoryuken. Ryu traps the opponent in a three-hit combo that ends with a very strong Shoryuken. Ryu's far-ranged Final Smash is Shinku Hadouken. Ryu throws a larger Hadouken that vacuums opponents in, hits multiple times, and can even go through walls.
==Samus/Zero Suit Samus==
Samus is a high-defense character with an array of ranged weapons. When Samus uses her Final Smash, she turns into Zero Suit Samus, and vice versa. In Universe, the player can select which form to start as on the character select screen.
*Samus’ neutral special is the Charge Shot. Samus charges an energy ball that gets stronger as it grows. Zero Suit Samus’ neutral special is the Paralyzer. Zero Suit Samus shoots a chargeable bolt of electricity from her gun.
*Samus’ side special is the Missile. Samus fires a missile that homes in on the opponent. If the attabutton is held, she fires a Super Misile which doesn’t home in, but deals more damage. Zero Suit Samus’ side special is the Plasma Whip. Zero Suit Samus shoots a stream of plasma from her gun. This stream can be used to damage opponents, as well as to cling onto ledges.
*Samus’ up special is the Screw Attack. Samus jumps up with the Screw Attack ability, which, can combo opponents. Zero Suit Samus’ up special is the Boost Kick. Zero Suit Samus jets up with her heels, and then delivers a kick with high knockback. Like the Screw Attack, this move also can combo.
*Samus’ down special is the Bomb. Samus rolls into a ball and drops a small bomb. This bomb can propel Samus upward if she gets caught in the explosion. Zero Suit Samus’ down special is the Flip Jump. Zero Suit Samus jumps up and, if the attack button is pressed again, delivers a kick. She can also stomp and bury opponents if they are any below her.
*Samus and Zero Suit Samus turn into each other with their Final Smash. Samus’ Zero Laser and Zero Suit Samus’ Power Laser are both powerful, multi-hitting, amiable lasers. The only difference is that, while Samus’ laser is horizontal, Zero Suit Samus jumps up into her gunship and puts on her power suit to fire a vertical laser.
==Sapitelbub==
While Sapitelbub is anything but iconic, he's still a formidable foe. This character is a skirmisher than can both deal and dodge attacks easily.
*Sapitelbub's neutral special is the Horn Bash. Sapitelbub extends the length of his horns and jabs the opponent with them. This doesn't deal much damage, but does leave opponents in a vulnerable stunned state.
*Sapitelbub's side special is the Red Rush. Sapitelbub flies and charges forward, knocking any caught opponents back. This move sends him diagonally upward and leaves him in a short falling state in which he cannot attack.
*While Batwing Flight isn't an ability in Hyper Universe, it is a useful tool for Sapitelbub. While this move cannot deal any damage, it can easily recover him both horizontally and vertically.
*Sapitelbub's down special is Fist Fire. Sapitelbub sets his fists on fire for a few seconds, as the move's name suggests. While his fists are on fire, all of his moves will deal increased damage.
*Sapitelbub's Final Smash is Massacre. First, Sapitelbub uppercuts enemies into the sky. He then lobs them with a flurry of punches, finishing it off with a slam than sends opponents downward. This move functions similar to Omnislash and Great Aether.
==Shovel Knight==
Shovel Knight is heavier than other middle-weight characters. He is a defensive character whose trusty shovel deals slash damage. His special moves revolve around different relics.
*Shovel Knight's neutral special is the Chaos Sphere. This relic travels at a diagonal angle and bounces three times. Each bounce has the same level of height. The orb passes through opponents, but Shovel Knight can only send one out at a time.
* Shovel Knight's side special is the Dust Knuckle. Shovel Knight uses these relics to punch forward a short distance. A single punch doesn't deal much damage, but the move can be use five times in a row, allowing for easy combos.
*Shovel Knight's up special is the Propeller Dagger. Shovel Knight uses this relic to propel him upward, enabling recovery. Shovel Knight's direction can be controlled with the analog stick. However, he will always move 100% left and right, and cannot move diagonally.
*Shovel Knight's down special is the War Horn. Shovel Knight sends a blast of sound forward from his war horn. This attack is centered around buildup. If this move is used less, the range and damage of the move will increase.
*Shovel Knight's Final Smash is Catch Her! The camera will quickly fly upward to reveal a falling Shield Knight. The camera goes back to the stage, albeit making it appear as a flat reflective pool. Regardless of damage, foes will act like they have 300%, making for easy one-hit KOs. As time slows down, Shovel Knight reaches his hand out for her, and if he catches her, a powerful energy blast flies out from the two. If Shovel Knight doesn't catch her, the stage's background flashes white and the fight presumes as it did originally.
==Simon==
Simon’s whip brings a new style of weapon to the fray. This whip can hit from both close and far range. Simon also uses various tools from Castlevania games.
*Simon’s neutral special is the Axe. Simon throws one of his signature battle axes forward. This axes travels at a high arc, pierces through opponents, and deals slash damage.
*Simon’s side special is the Cross. Simon throws a cross boomerang that travels in a straight path and pierces through opponents. Unlike most other boomerang-like moves, the Cross does not follow the user’s trajectory.
*Simon’s up special is Uppercut. Simon ascends while slashing with his whip, hitting multiple times. Unlike most of Simon’s moves, this move has quick startup, making it a counter against aggressive opponents.
*Simon’s down special is the Holy Water. Simon throws a flask of holy water in a downward arc. If the water hits an opponent first, it deals small fire damage and average knockback. If it hits the ground first, the flask bursts and creates a pillar of flames.
*Simon’s Final Smash is Grand Cross. A large coffin appears in front of Simon, trapping fighters within it. He then grabs the coffin with his chain whip, and tosses it up in the air, under the moonlight, before unleashing multiple energy crosses from underneath to attack with.
==Snake==
In Brawl, Snake made series history as the first third-party fighter. Now, in a game with as many third party characters as Nintendo characters, Snake brings back his old weapons and moves.
*Snake’s neutral special is the Hand Grenade. Snake pulls out a grenade, unpins it, and throws it. Snake can hold onto the grenade by holding the special attack button. The distance and angle of the grenade can be controlled with the analog stick. The grenade explodes after three seconds.
*Snake’s side special is the Remote Missile. Snake takes out a Nikita and fires a remote-controlled missile. The missile can be controlled with the analog stick. The speed of the missile is the same as that in Ultimate.
*Snake’s up special calls upon the Cypher. Snake holds on to the Cypher as it propels him upwards. The Cypher can also move left and right. If Snake cancels this move, the Cypher will be launched as an upward projectile.
*Snake’s down special is the C4. Snake plants a C4 on the ground, below where he is standing. By pressing the attack button a second time, the C4 will detonate. If Snake is near an opponent when he plants a C4, he will stick it onto them.
*Snake’s Final Smash is the Grenade Launcher. Snake leaps off the stage and onto the rope ladder of a helicopter. Snake aims a grenade launcher with a crosshair that shows up on screen. Snake has six grenades to fire, and then the attack ends.
==Sonic==
As one might expect, Sonic has the fastest run speed in the game. This speed isn’t just for show; he can use this to rack up combos quicker.
*Sonic’s neutral special is the Homing Attack. Sonic stars by jumping up and curling into a ball, and then homing in on opponents. If there are no opponents in the vicinity, Sonic will land at a diagonal angle.
*Sonic’s side special is his signature Spin Dash. Sonic curls into a spinning ball and rushes into opponents. If he hits an opponent, he can also jump into the air, hitting them a second time.
*Sonic’s up special is the Spring Jump. A spring appears under Sonic and launches him into the air. The spring will fall if used in midair, but can be used by opponents if used on the ground. This move, unlike most up specials, will not leave Sonic in a falling state after usage.
*Sonic’s down special is the Spin Charge. This move is more different from the Spin Dash than it appears at first glance. This move cannot combo, and you cannot jump during it. However, you can change direction during this move.
*Sonic’s Final Smash transforms him into Super Sonic. When in this form, Sonic can fly freely around the stage. He damages any opponent he flies into. Despite being fast and almost free to roam the stage, this move is timed, and Sonic cannot go through usually unpassable material.
==Tails==
Tails is a lightweight character who has strong aerial moves. His move set comes from Super Smash Flash 2, although some of his special moves come from previous patches of the game.
*Tails' neutral special is the Electron Cannon. Tails fires an electron from his custom gun. The electron is slow and doesn't deal much damage, but it does pass through opponents. Tails can only have one fired electron active at a time.
*Tails' side special is Rhythm Twister. Tails spins around, whipping opponents with his tails. The speed at which Tails travels can be controlled by the analog stick. Tails can also jump during this move.
*Tails' up special is Whirlwind. Tails spins rapidly, engulfing himself in a whirlwind that sends him upwards. Tails can move left or right while he is ascending. Enemies hit by this attack will be hit multiple times with weak knockback.
*Tails' down special is Spin Dash. This move fuctions differently from Sonic's Spin Dash. Tails' dash is faster, cannot be controlled, and stops once it hits an opponent.
*Tails Final Smash sends out his biplane, Tornado. Tails jumps up and goes into the plane, away from the stage. A target reticle appears, which can be controlled by the analog stick. By pressing an attack button, Tails will fire bullets and bombs at anything or anyone the reticle is aiming at.
==Tracer==
Tracer, like most lightweight characters, is hard to get into one place. Tracer takes this up a level with her Blink and Recall moves.
*Tracer’s neutral special makes use of her trademark Pulse Pistols. Tracer fires scattering light bullets from her guns. The bullets will travel in random diagonal directions, but a single bullet does not deal much damage. Tracer can continue firing if the button is held, but she has to reload every two seconds.
*Tracer’s side special is Charge Pulse. Tracer charges her two Pulse Pistols and fires a large bullet of light energy. The longer the attack button is held, the larger and stronger the bullet will be. If the attack is fully charged, Tracer fires three bullets in a fan-like pattern.
*Tracer’s up special is Blink. Tracer zips forward at incredible speed, sending her a great distance. This move can be aimed in any cardinal direction, as well as diagonally. This move has excellent trick play potential when combined with a Recall.
*Tracer’s down special is Recall. Tracer turns back time and goes back to the spot she was three seconds ago. This move has multiple uses, including countering attacks, coming back after a launch, and even healing damage.
*Tracer’s Final Smash is the Pulse Bomb. Tracer throws a Pulse Bomb that sticks to anything it touches, including opponents. The bomb has a 1-second fuse, as well as a large hitbox.
==Twisted Fate==
Twisted Fate is a technical character whose strategies rely on which color of cards he uses. The moves he uses keep their names from League of Legends, but function quite differently.
*Twisted Fate’s neutral special is Pick A Card. Twisted Fate has three sets of colored cards to choose from. Each card set has their own special effect used in attacks. The card type is selected by repeatedly pressing the attack button, like Shulk’s Monado Arts once did in Smash 4.
**Blue cards do not deal as much damage, but are the fastest of all three options.
**Red cards are slow, but deal the most damage of all three options.
**Gold cards have balanced strength and speed, and they can also stun opponents if used in strong attacks.
*Twisted Fate’s side special is Wild Cards. Twisted Fate throws three cards in front of him in a cone. While this move takes a short while to charge, the cards deal more damage than in other attacks. Plus, this attack charges faster in midair.
*Twisted Fate’s up special is Destiny. Twisted Fate quickly teleports, leaving a small explosion where he once stood. This move can travel in all four cardinal directions, and is useful for both recovery and countering.
*Twisted Fate’s down special is Stacked Deck. Twisted Fate jumps up with a magical aura around him. He then comes slamming down as cards burst in the background. This move functions like Yoshi’s Yoshi Bomb and Bowser’s Bowser Bomb.
*Twisted Fate’s Final Smash is Roll The Dice. Twisted Fate attacks the opponent and brings them to the center of the stage. He then summons a large golden die that spins. The die is then stopped once attacked by Twisted Fate. The number he rolls has a different action, is equally powerful, and has a 1/6 chance of being rolled.
**Rolling a 1 will send the die slamming down to the ground, burying opponents beneath it.
**Rolling a 2 will send forth two diagonal slashes from the edges of the stage.
**Rolling a 3 will send three golden blades falling from underneath the die.
**Rolling a 4 will send four golden fireballs travelling from the edges of the stage to the center for an explosion.
**Rolling a 5 will send five beams shooting out of the die, rotating counter-clockwise.
**Rolling a 6 will make the die explode and send out six golden fireballs from the die’s side and corners.
==Unten==
Unten is the mascot of Fantendo. In Universe, he is a balanced fighter whose special moves rely mainly on electrical magic.
*Unten’s neutral special is the Electro Blast Orb. Unten charges a ball of electricity, then launches it once the attack button is tapped again. The ball creates a multi-hit electric explosion once it comes into contact with opponents or most platforms.
*Unten’s side special is Knockout Thunder. Unten loads his fist up with electric energy. He then thrusts it forward as lightning bolts come out. This move has average range, but heavy knockback.
*Unten’s up special is the Lightning Tornado. Unten forms a tornado filled with lightning bolts around his legs. He floats for a while, and then bursts upward. This move can blast any opponents than are above him. This move also creates wind that pushes away opponents to the sides of him.
*Unten’s down special is Shockwaves. Unten slams his fist to the ground, creating electric sparks on each side of him. This move has above average knockback and damage, but also has a cooldown period.
*Unten’s Final Smash is the Midas Gold. This is a transformation attack in which fur turns golden as his attack increases. All of his specials and smash attacks will create powerful explosions, including those that would normally rack up a combo.
==Yoshi==
While Yoshi is middleweight, he leans more to the heavyweight side. Among other heavyweights, Yoshi is unique, sporting average strength and above average speed.
*Yoshi's neutral special is a classic move. Egg Lay starts with Yoshi using his long tongue to swallow opponents. He then lays an egg with the opponent inside it. If the opponent's damage is high enough, the egg will stand still longer, leaving it open to be attacked.
*Yoshi's side special is the Egg Roll. Yoshi puts himself inside a giant egg and rolls around. While this move is fast and deals quite the amount of damage, Yoshi will be left in a falling state if this move is used off of a platform.
*Unlike most fighters, Yoshi's up special is not a recovery move; his high double jump acts as recovery. Egg Toss has Yoshi throw an egg. The power and distance of the toss can be decided by holding the attack button and tilting the analog stick respectively.
*Yoshi's down special is Yoshi Bomb. Yoshi leaps into the air and slams down. If this move is used in midair, Yoshi will come straight down, damaging anything below him.
*Yoshi's Final Smash is Super Dragon. Yoshi gains a pair of wings and starts breathing fire. The analog stick can be tilted to send Yoshi flying anywhere on the stage. Pressing an attack button will make Yoshi breath a large fireball as opposed to the usual fire stream.
==Zelda/Sheik==
Zelda can transform into Sheik with her down special. While Zelda is suited mainly for defensive play, Sheik is speedier and more suited for offense.
*Zelda’s neutral special is Nayru’s Love. Zelda creates a barrier around her that can combo opponents and reflect projectiles. Sheik’s neutral special is Needle Storm. Sheik accumulates up to six needles that can be thrown for a combo. When used in midair, Sheik throws her needles diagonally.
*Zelda’s side special is Din’s Fire. Zelda launches a magical fireball that can be angled with the analog stick. The longer the attack button is held, the further the fireball travels in the direction Zelda is facing. Sheik’s new side special is a former down special, Bouncing Fish. Sheik leaps forward with an arced kick. If the kick hits an opponent, they will receive high knockback, and Sheik will bounce off of them.
*Zelda’s up special is Farore’s Wind. Zelda warps to a location that can be selected with the analog stick. Sheik’s up special is Vanish. Sheik throws a Deku Nut downward and vanishes into thin air. Just like Farore’s Wind, the location to which Sheik appears can be controlled with the analog stick.
*Zelda’s down special is Transform. After using this move, she will switch to Sheik. When Sheik uses this move, she switches to Zelda.
*Zelda and Sheik share a Final Smash, which was used by Zelda in Ultimate. Triforce of Wisdom starts with Zelda/Sheik trapping opponents in the Triforce. They are then launched away. If an opponent has over 100% damage, they will instantly be knocked out.
==Zero==
Zero is a heavyweight swordfighter who makes good use of his Z-Saber. Almost all of his special moves are from Mega Man X4.
*Zero's neutral special is Cyber Peacock's Rakuhouha. While this move takes a while to charge, it deals a lot of damage. After the charge, Zero slams his sword to the ground as nine energy bolts erupt in a fanned pattern.
*Zero's side special is Web Spider's Raijingeki. Zero thrusts the Z-Saber forward as a burst of lightning comes out of it. The move not only deals moderate damage, but can stun opponents.
*Zero's up special is Magma Dragoon's Ryuenjin. Zero leaps upward as his Z-Saber turns into flames. Like many up specials, this move can have its height and distance controlled by the analog stick.
*Zero's down special is Frost Walrus's Hyouretsuzan. Zero jumps up, then falls down as his Z-Saber turns to ice. If the tip of the saber touches an opponent, they will freeze solid. Zero comes straight down if this move is used in midair.
*Zero's Final Smash is the Nova Strike. First, an aura of fiery energy surrounds Zero. He then rushes ahead in a flying tackle that deals high damage. Once an opponent is hit with the tackle, Zero rockets into the air and slams them again while heading downward.