FANTENDO'S Super Smash Bros

FANTENDO'S Super Smash Bros is a new Super Smash Bros game made by the people of Fantendo. It is the 6th entry in the SSB series and it's release date is set for some time in 2020.
==GUIDELINES==
Any thing that does not follow these rules will have their edit deleted:
#No memes.
#No editing Story Mode without permission.
#Characters should have a full bio and moveset by October 1st.
#DLC will open for October 22nd to November 22nd.
#Yes, you can add SSBU characters. They are put in because I don't want to waste my time. If you want to change a character from their appearance in SSBU, there will be in a catagory labelled "Characters With Changes." (Ex: Dr. Mario)
#No characters that did not debut in video games.
Rules will be strictly enforced, so follow them, please.
==Characters==
NOTE: All characters and assist trophies from SSBU is returning.
===Characters With Changes===
====Dr. Mario====
Dr. Mario now has a defined personality, not borrowing some moves from Mario. But still borrows most moves.
*Neutral Special = Megavitamins: His Megavitamins move now goes in a pill drop which you would see from Dr. Mario.
*Down Special = A-row-sort-of-thing-but-I-don't-know-what-it's-called-but-let's-call-it-that-anyways: You create a row of Megavitamins, albeit short.
*Final Smash = Doctor Finale: You actually get to play a game of Dr. Mario for 10 seconds. It can be devastating if you make rows at the right moments.
====Mario====
Mario has a moveset focused around his newest title, Super Mario Odyssey. This grants him the ability of using Cappy, rather than him being a small cameo and aesthetic thing like Ultimate.
*With the Gliding mechanic returning from Brawl, Mario now dons the Super Cape and is able to glide throughout the stage.
*His new side special, Cap Attack, makes Mario throw cappy which does repeated damage if you keep Cappy spinning. After a little bit, he returns to you. You can press the special button again to allow Mario to dive and bounce of Cappy, knocking foes away.
*His previous specials, Super Cape and Mario Tornado, are custom specials he can unlock.
*His Dash attack is now the roll move from SMO. You can press the attack button again to increase speed back up after slowing down. Timing to do so is precise, however. This ability will bury enimes into the ground and damage them, but be carefull, it is hard to control.
====Kirby====
Kirby has nothing changed from him, except for his neutral aerial. His neutral aerial is now the ESP ability from Planet Robobot.
====Ness====
Ness barely has anything changed from his moveset, except for his Final Smash. His Final Smash has been made into PSI Rockin' as his Final Smash. Everyone gets damaged on the screen, with visuals that look like Ness was actually using PSI Rockin' Ω and takes the amount of time it would take to use PSI Rockin' Ω.
====Lucas====
Lucas has mostly radically different specials and a new final smash than Ness by making his moveset more from Mother 3, but still has some similarities to Ness. But because Lucas is mainly a Assist PSI user, his moves have been modified to be damaging.
*Neutral Special = PK Flash: His neutral special has been changed back to PK Flash for the sake of accuracy. It's the same as Ness.
*Foward Special = Refresh: Lucas fires an arrow that comes back to him like a boomerang, and gives him half of how much damage it had done to the opponent. So the damage varies from 20% to 2%, and most of the time it'll be in the 10% and the 2% range.
*Down Special = PK Counter: Lucas spawns a circular field that counters anything above 12%.
*Final Smash = PK Love: The format is the same to Ness's PSI Rockin'. It looks your using PK Love Ω and takes the time as the attack, only now the damage has been boosted up to one of the highest damaging Final Smashs and can only target 2 people.
===Newcomers!===
Marshadow 	Marshadow is a combo-based character with a speedy effect. His playstyle is rather hit and run. 	
*Neutral Attack: Do a simple punch
*Foward Tilt: Marshadow uses Shadow Punch
*Up Tilt: Jumps up and uses Jump Kick
*Down Tilt: Crouch and use Shadow Claw
*Dash Attack: Dash and then use Pursuit
*Foward Smash: Preforms Throat Chop (He will jump up and chop another opponent's throat if they're smaller than him)
*Up Smash: Jump and then slam the opponent using Brick Break
*Down Smash: Disappear in the shadows, target someone, and then preform Spectral Theif
*Neutral Aerial: Just use Sucker Punch
*Back Aerial: Use Will-O-Wisp behind you
*Up Aerial: Look up and use Payback
*Down Aerial: Use Smackdown and you lauch straight to the ground
*Grab: Just a grab
*Pummel: Use Focus Blast to whoever you grabbed
*Neutral Special: Go foward and use Outrage
*Side Special: Just use Low Sweep
*Up Special: Use Poison Jab in a slanting motion
*Down Special: Use Rolling Kick
*FINAL SMASH: Marshadow goes full on Zenith, tripling the amount of damage and ends it off with you targeting someone to send of a Soul-Stealing 7-Star Strike.	
Amaterasu 	Amaterasu, the canine goddess of the sun, in this game, is a character known for being very fast, having attacks that cover a relatively large area, but is ultimately a lightweight, and fairly easy to knock out. She comes equipped with a Reflector, a disk-shaped mirror that radiates with a godly aura. When swung, her reflector is able to cancel out projectiles. Try to wear down foes with far off attacks and hit and run movements, before running in for a powerful dash attack, smash attack, or special.	
*Neutral Attack: Amaterasu swipes her Reflector in front of her, jabbing foes about a head away from her.
*Forward Tilt: With a spin, Amaterasu chops her Reflector in a crescent shaped smack in front of her. Goes a little farther than her jab.
*Up Tilt: Amaterasu takes her Reflector in her jaws, and tosses it upwards, before it falls down back into her jaws.
*Down Tilt: Amaterasu thrusts forwards, swinging her Reflector in an arc, smashing it down on the ground in front of her.
*Dash Attack: Amaterasu sticks her head outwards, intent on battering into foes in front of her.
*Forward Smash: At the start of the charge, a black dot forms on top of her. When the smash is unleashed, the dot slides forwards, creating a horizontal line, at high speed. Those struck by the moving dot or the line are hit with slashing damage.
*Up Smash: Three black parallel lines form above Amaterasu, before a low-damaging, yet high knockback, whirlwind forms above her, striking those that are above.
*Down Smash: Two lines are drawn on either side of Amaterasu, both shaped like lightning bolts, before lightning bolts spawn just above the lines, and then they slam down, forming a blast of electrical energy to those that're too close.
*Neutral Aerial: Amaterasu swings her Reflector in front of and behind her.
*Forward Aerial: Amaterasu chops her Reflector in front of her, sending it farther than a neutral swing, though more aimed forwards.
*Back Aerial: Amaterasu flips in the air, slicing her Reflector in a crescent-shaped attack behind her.
*Up Aerial: Amaterasu grips her Reflector with her teeth, and swings her head above herself, striking foes in an arc above her.
*Down Aerial: Amaterasu lunges her Reflector diagonally forwards and downwards, striking foes at that angle.
*Grab: Amaterasu lunges forth, gripping foes with her jaws.
*Pummel: Amaterasu tightens her grip, plunging her teeth into her foes for more damage.
*Neutral Special: A black circle is drawn over Amaterasu, before a fiery sun is spawned above her. When formed, it produces a short-wave blast of fire, burning up and knocking back those in range.
*Side Special: A circle with a line extending from it is drawn in front of her. After it's drawn, a bomb bigger than Amaterasu is formed. She can roll it around by moving into it, bumping it and rolling it. It'll explode on contact with anyone, or after 5 seconds. There can only be one bomb on screen at a time.
*Up Special: A curvy line is drawn from Amaterasu to a destination determinant on Amaterasu's positioning. If done on the ground, the line is drawn forwards. If done in the air, the line is drawn diagonally forwards and upwards. After the line is drawn, a vine is formed. If the vine strikes an enemy, Amaterasu is pulled towards the enemy, before either headbutting them into the air, or jumping off of them to get some height. Also works as a tether recovery.
*Down Special: Two vertical, parallel lines are drawn above Amaterasu, before a storm cloud is formed. This cloud lingers in the air for 3 seconds, and pelts the ground below it with heavy rain. The pellets deal low damage, but are good for stunning foes. If an enemy's caught right under the cloud, they could take heavy damage.
*Final Smash: A line is drawn from Amaterasu forwards, forming a line that's as long as 3 dash attacks. If someone is caught in the line, a cutscene plays, showing Amaterasu using other lines to thrust fire, lightning, and ice against foes, dealing plenty of damage. She then ends it by drawing several horizontal lines. Foes are struck with a myriad of slashes, and are finally launched.	
Rhythm Heaven 	Rhythm Heaven is a whole bunch of characters combined with Karate Joe as the base. As a bonus, if you land a hit that just right with the music, it becomes a critical hit! As another bonus, the Test In Progress from Fever returns as the guard. 	
*Neutral Attack: A punch from Karate Joe.
*Foward Tilt: Samurai Slice
*Up Tilt: Screwbot
*Down Tilt: Ringside
*Dash Attack: Marshal tripping (that must hurt)
*Foward Smash: The Chorus Kids (side note: You can press buttons on the D-Pad for what direction you want your foward smash to go in a certain direction, but it will automatically be all if you don't)
*Up Smash: Pauline on a Trampoline
*Down Smash: Fan Club
*Neutral Aerial: Night Walk
*Foward Aerial: Octopus spitting out a Cork/Octopus Machine (will push the player away)
*Back Aerial: A fruit will come your way and Dog Ninja appears and cuts it in half
*Up Aerial: Tram on a trampoline (Will boost you upwards)
*Down Aerial: Karate Man kicks downward
*Grab: Marshal grabs you
*Pummel: Karate Joe pummels you
*Neutral Special: Marshal attacks you
*Up Special: Chorus Kids form a stack
*Down Special: A Sneaky Spirit appears and someone shoots it down with an arrow
*FINAL SMASH: You are put through a portal and basically destroyed by everyone that has appeared in this moveset, with the final blow from Karate Joe and his father	
Louie 	The food loving captain of the Pikmin franchise, most of his attacks involve the use of the recipes that he makes in Pikmin 2 	
*Neutral Attack: Louie slaps anyone near with a raw Decorated Cannon Beetle cutlet
*Forward Tilt: same as the Neutral Attack, but the cutlet is fully cooked and causes tamarind sauce to fly forward, adding extra range
*Up Tilt: Louie tosses the eyes of a Bulborb Larva in a arc
*Down Tilt: A Pikmin jumps out of his backpack with a cooked Cloaking Burrow-nit that lays on the ground and can be knocked around, it deals fire based damage
*Dash Attack: Louies puts a member of the Pilli Genus on the ground, either a Iridescent Flint Beetle that runs at a slow speed, a Iridescent Glint Beetle on the ground that runs at fast speed or a Doodlebug that runs as fast as a Flint Beetle, but leaves some poison behind
*Forward Smash: Louie rolls a Creeping Chrysanthemum bulb pizza that can run over fighters
*Up Smash: Louie throws three Puffy Blowhog chips up
*Down Smash: A Blubbug appears under Louie and spins around
*Neutral Aerial: Louie will throw his Crawmad Dessert, it will spin around and come back like a boomerang
*Forward Aerial: Louie tosses Withering Blowhog powder into the fighters eyes, slowly raising they're damage percentage by 10%
*Back Aerial: Louie slices backwards with a Bumbling Snitchbug wing
*Up Aerial: Louie slices up with the Bumbling Snitchbug wing, it shoots 3 Water Dumple caviar up
*Down Aerial: Louie pours a pot of sauteed Glowcaps on whoever is under him
*Grab: The opponent caught is stuck in a frying pan
*Pummel: After grabbing somebody, Louie puts them in a mortar and grinds them with it's respective pestle
*Neutral Special: Louie juggles ingredients for a Female Sheargrub dish, before throwing them about
*Forward Special: Louie eats a Glowstem and headspins forward
*Up Special: Louie pulls out a Pileated Snagret shank and spins it around, causing both to fly in the air, with the talons acting like propeller blades
*Down Special: Louie pulls out a Burrowing Snagret Shish Kebab and uses it like a pogo stick to bounce around
*Final Smash: The Titan Dweevil drops down and Louie gets on it, the Titan Dweevil will use all four of it's weapons, each one falling off after use, once all are used, the Titan Dweevil dies just like how it did in Pikmin 2, but the bubbles scatter around before popping so the pop can damage fighters	
The Batter 	Yes, I know that this is a indie character. But anyways, The Batter from OFF swings into battle! He is a quick one to catch with somewhat of average damage and terrible aerial support, just beware of his combos. 	
*Neutral Attack: Swings his bat
*Foward Tilt: Homerun!
*Up Tilt: His Omega Add-On does Photographic Blur
*Down Tilt: His Alpha Add-On does Converted Chain
*Dash Attack: Run with Courage
*Foward Smash: Magic Homerun
*Up Smash: Swings above him
*Down Smash: Save Third Base but if he was going foward and didn't actually healed plus he had to be near a player to damage
*Neutral Aerial: A ball is thrown at him and he hits it with his bat
*Foward Aerial: Dash foward and does Magic Homerun
*Up Aerial: The Batter swings his bat upwards
*Back Aerial: Alpha appears behind him and summons a Saturated Chain
*Grab: Alpha appears and summons a Long Chain, grabs, and then brings to Batter
*Pummel: Special Homerun
*Neutral Special: Ultimate Homerun
*Foward Special: Run with Belief
*Up Special: Omega appears and does Radical Blur
*Down Special: Epsilon appears and does Fauvestic Tragedy
*FINAL SMASH: The Batter becomes (because this contains spoilers, you can't see this. but for people that played OFF, you know what i'm talking about) and tries to destroy you, similar to Giga Mac.	
Agent 8 	No, Agent 8 won't be a echo of Inkling. Rather it would be it's own character, utilizing all other weapons (which means I will be calling it a specific weapon) and specials in Splatoon 2. And Agent 8 has it's own stage! The ink-regaining mechanic is still there, though. 	
*Neutral Attack: Shoot ink out through a Luna Blaster, thus having a slower blasting rate
*Foward Tilt: Use the Aerospray RG
*Up Tilt: Splat the Krak-On Roller in a Diagonal direction
*Down Tilt: Drop a Burst Bomb down, but you have to be up on a platform or close to someone to make it hit because Burst Bombs
*Dash Attack: Use the Octobrush in it's stroke mode
*Foward Smash: Fire the Undercover Brella
*Up Smash: Fire the Grizzco Slosher (yes, i know you could never use the grizzco weapons in Octo Expansion. but come on, we at least need 1 thing that relates to grizzco.)
*Down Smash: Use the E-Liter 4K
*Neutral Aerial: Use the Inkzooka (we are going that far) to fire a blast of Ink
*Foward Aerial: Makes a Inkbubble and it pops, making whoever is trying to hit Agent 8 and it's having knockback. Only the other person got damage
*Up Aerial: Gets the Inkjet to fire a quick blast of ink and the jet gets to boost it a little bit
*Down Aerial: A very small Splashdown, sends immediatly to the ground
*Grab: Just a grab
*Pummel: Use a Firefin Splat Charger to send flying
*Neutral Special: Take out your Glooga Dualies and splat 'em anywhere you'd like
*Foward Special: Fire the Hydra Splatling and rapidly start shooting your target, also the longest range thing that Agent 8 has
*Up Special: Fire Sloshing Machine NEO upwards, and then it goes in an really cramped ark to the ground
*Down Special: Fire a Curling Bomb and then it does what a Curling Bomb does
*FINAL SMASH: [SLANG_NOT_FOUND] comes out in his [ERROR_OCCURED] and it's basically Snake's Final Smash if it was a ink laser.	
Sissel 	Sissel, being dead, is a very light, very fast character. He wields some fairly high jumps, is fairly tall, and a few moves cover a fairly large area around him. Be warned, though, for his lightweight makes him fairly easy to launch. Especially when certain moves involve him turning into a spiritual ball of blue flame, where, while he's a smaller target, he's even easier to launch. 	
*Neutral Attack: Sissel starts by jabbing, then crouching and punching a little farther, than kicking in front of him, covering a fairly large area in front of him.
*Forward Tilt: Sissel swings his fist in front of himself, striking those in front of himself with a hook.
*Up Tilt: Sissel kicks up in front of him, striking anyone in front of, diagonally forwards-above him, and slightly over his head.
*Down Tilt: Sissel sweeps his leg in front of him, sweep kicking whoever's in front of him.
*Dash Attack: Midrun, Sissel turns into a spiritual blue flame, which charges forwards, burning through enemies in his path. At the end of the charge, he turns back into his human self.
*Forward Smash: Sissel begins with a pivot, before swinging his leg in front of himself, sharply kicking anyone in front of himself.
*Up Smash: Sissel turns into a spiritual flame, then launches upwards, burning up anyone above him, and knocking them away, before turning back to normal.
*Down Smash: Sissel rears back, before turning into a spiritual flame, and dashing around a fairly small area at high speeds, knocking foes in range away, before turning back to normal.
*Neutral Aerial: Sissel kicks in front of himself, moving his leg in a short, crescent-shape in front of himself.
*Forward Aerial: Sissel chops his leg forwards, striking at a narrower, yet farther, range.
*Up Aerial: Sissel swipes an arm above himself, striking foes over himself in a crescent-shape.
*Down Aerial: Sissel picks a leg up, then swipes it downwards in a crescent-shape. Works well as a meteor smash.
*Backwards Aerial: Sissel thrusts an elbow behind himself, striking foes that are near his back.
*Grab: Sissel reaches in front of himself, attempting to grab someone by the collar.
*Pummel: Sissel knees the target in the stomach.
*Neutral Special: A move requiring players to hold the button. When initiated, Sissel will transform into a spiritual orb of blue flame. While holding, players can input directions to stretch a red line from the orb to the direction they input. The line can travel a little longer than the length of a grab. If the end of the line you direct touches a pick-up-able item, or touches a projectile of the same size, Sissel will pull the item back to the origin point, and players can either let go of the button to drop whatever they picked up down at his feet, or input directions in tandem with releasing the special button to slingshot the item towards opponents. If he picks up food, he automatically devours them.
*Side Special: A certain Pomeranian named Missile suddenly spawns from behind Sissel's legs, rushing forwards. It'll run 2.5 times the length of a dash attack before disappearing, bashing into foes in its way. If players hold the special button, a green line connects Sissle and the dog. Then, when players release the special button, Sissle will swap places with the dog, shoulder-bashing upon warping to deal more damage to whoever's in his way. While warping can deal more damage, leaving Missile out will allow him to damage more foes.
*Up Special: Sissel transforms into a spiritual orb of flame, and stop in place for a little bit. Players are then able to input directions to trace a blue line. After a second of pause, during which players can form a line, Sissel will charge through the line, dashing through anyone in the way, before being launched a far distance from the end of the path.
*Down Special: A move that requires players to hold the special button. While holding the button, players can input directions, to send out a green line, its origin on Sissle, and its end on wherever players input. This line can travel two times the length of a dash attack. If it touches a projectile or a person, players can release the special button to have Sissle swap positions with them. Players can, for example, swap positions with a character that fired a projectile, and have them get hit by the projectile themselves.
*Final Smash: Sissle turns into a blazing, spiritual orb of blue flame, before dashing forwards, three times the length of a dash attack, leaving behind a blazing blue line. If anyone touches this line, a cutscene plays, showing the caught opponents in a junkyard, dazed, standing underneath a wrecking ball. Then, Sissel is shown zipping up to the crane holding the ball. And then, the crane releases its grip, and the ball falls, smashing the captured opponents, and sending them flying when gameplay returns to normal.	
Chain Chomp 	Wait. How did CHAIN CHOMP get in here? Security is off!? Darn it! Chain Chomp is a strong but slow character who has very low jump and recovery power but lots of physical power, weight and knockback. 	
*Neutral Attack: Gnashes teeth. Can be combed into a rapid bite.
*Foward Tilt: Lashes with chain
*Up Tilt: Spins around.
*Down Tilt: Jabs downwards with his chain.
*Dash Attack: Rolls forward.
*Foward Smash: Charges and delivers a huge crunch
*Up Smash: Leaps up and crunches.
*Down Smash:Spins around extremely quickly
*Neutral Aerial: Spins in midair
*Back Aerial: Flips back to bite behind himself
*Up Aerial: Lashes chain upwards
*Down Aerial: Bites down. Can meteor smash.
*Grab: Grabs with chain.
*Pummel: Headbutts opponent.
*Neutral Special: Spits a cannonball. Functions the same as Bowser Jr's.
*Side Special: Spins vertically toward the opponent.
*Up Special: Reaches with chain. Can tether grab.
*Down Special: Latches himself in place with a pin. Takes 5 seconds to activate and remove. Increases strength but lowers movement range.
*FINAL SMASH: Unleash: Whirls around. Sucking in opponents until he chokes up a Bob Omb and causes a huge explosion.	
Lana 	As the three Hyrule Warriors represntatives, Lana joins the battle as a Spell-Caster! She is similar to Robin, but she is faster than Robin and has slower air speed. Her durabillity is improved by many because you don't have to worry about the Tomes, as the durabillity doesn't exist. Though what is a problem is that sometimes, when using the Tome. She can shock herself, thus taking some damage. 	
*Neutral Attack: A swipe of her pages from the Tome.
*Foward Tilt: Create a circular blast of lightning.
*Up Tilt: A barrier is formed and then quickly struck down.
*Down Tilt: A very breakable barrier is created around her.
*Dash Attack: Create a cube and she rides it to glory, basically.
*Foward Smash: Use the Spear to make an over-sized Slingshot and shoot a pellet, can come in a variety of sizes. The bigger the size, the bigger the impact.
*Up Smash: Use the Spear to create a Baby Deku Tree and bounce Foward and then dissapear.
*Down Smash: Make waves of water using the Spear from Left and Right.
*Neutral Aerial: Push a barrier foward.
*Back Aerial: Use the Tome to create a bolt of lightning, gives you a boost foward.
*Up Aerial: Float using a Deku Leaf.
*Down Aerial: Slam the Spear to the ground and spawn an Iceberg.
*Grab: Use the Summoning Gate to grab an enemy.
*Pummel: Spike the target using the Spear.
*Neutral Special: Use the Spear to make a tree that quickly dissapears, does massive damage if done right.
*Side Special: The Summoning Gate will summon a Dodongo that breathes fire.
*Up Special: Create two barriers that slam into each other. Suprisingly, if you're caught it doesn't do THAT much damage. But it still can do a hefty amount of it.
*Down Special: Create an Waterjet right besides you.
*FINAL SMASH: A giant ball of lightning appears, and you throw it down. Suprisingly, it has a small range. But if you can get it just right, it will OHKO who ever is there.	
Paper Mario 	Paper Mario is lighter and floatier then most and his playstyle revolves around that. 	
*Neutral Attack: He throws out a basic punch.
*Foward Tilt: He claps forward.
*Up Tilt: He swings his hammer upwards
*Down Tilt: He swings his paper hammer along the floor.
*Dash Attack: He spins forward like his dash in the games.
*Foward Smash: Cudgel slams forward.
*Up Smash: Bombette and Bobbery appear and jump above Mario as he ducks, covering his ears as they explode.
*Down Smash: Kooper and Koops spin around his feet in their shells.
*Neutral Aerial: Watt unleashes a zap of electricity around him and Paper Mario.
*Back Aerial: Parakerry kicks behind Mario
*Up Aerial: Vivian appears from behind Mario and bursts dark energy upwards
*Down Aerial: Mario stomps Carrie's platform slightly down.
*Grab: Thoreau is used to grab the opponent.
*Pummel: Goombella or Goombario pummel the opponent
*Neutral Special: Kicks Koops/Kooper's shell forward.
*Side Special: Mario crumples into a ball and is blown forward by Flurrie.
*Up Special: Bow warps you upwards.
*Down Special: Boomer appears and is used the same as Link's bomb.
*FINAL SMASH: Huey appears unleash a beam of colour that functions the same as Lucario's old final smash.	
Tethu 	Tethu is an extreme lightweight, being fairly fast, and capable of large movement. Tethu's a hit-and-run based character, focused on evading attacks while peppering foes with attacks. Tethu wields a sword, and the power of wind with his neutral special. With many of his specials, he's capable of pushing foes away. Utilize his speed to get in close for attacks, and his specials for pushing enemies away. 	
*Neutral Attack: Tethu swipes his sword in front of him once and twice, before slicing upwards with the final strike in the combo.
*Forward Tilt: Tethu jabs his sword forwards.
*Up Tilt: Tethu swipes his sword overhead.
*Down Tilt: While crouching, Tethu swipes his sword over the ground in front of himself.
*Dash Attack: Midrun, Tethu swipes his sword from up to down, striking foes that are in front of and above his head.
*Forward Smash: Tethu pulls up a wand, and, with a wave of it, summons up a powerful root uppercuting foes in front of him.
*Up Smash: Tethu pulls out a crossbow, before firing a powerful bolt the fires straight upwards.
*Down Smash: Tethu pulls up a bolas, and then spins it around himself, essentially having a boomerang zoom about, striking anyone in front of and behind him.
*Neutral Aerial: Tethu chops his sword in front of him.
*Forwards Aerial: Tethu swings his sword to spin around as he travels forwards.
*Up Aerial: Tethu thrusts his sword upwards, jabbing anyone above him.
*Down Aerial: With a powerful swing, Tethu swings his sword downwards with enough power to spin himself around. Those hit by the start of the swing, the point where the sword begins to be swung down, get meteor smashed.
*Back Aerial: Tethu performs a backhand motion with his sword, smacking foes behind him away.
*Grab: Tethu thrusts both arms forward as if he were trying to hug someone.
*Pummel: Tethu headbutts the captured opponent.
*Neutral Special: Tapping the special button has Tethu fire a quick whirlwind that zooms forwards at high speeds a short distance. The wind doesn't deal damage, but it swallows up projectiles and pushes foes away. Charging it a little bit produces a somewhat larger whirlwind that travels forwards at a fair speed, "grabbing" opponents before throwing them forwards a little, while still sucking up projectiles. Charging for about 3 seconds has Tethu produce a whirlwind twice as tall as he is, though it travels a somewhat short distance forwards. Any opponents caught by it is dealt a fair bit of damage, before they're thrown up into the sky.
*Side Special: Tethu raises a hand, producing a leaf wall. This wall blocks attacks, and absorbs a fair amount of damage. Not only can it block damaging attacks, but it also blocks players from passing through it. Except for Tethu. If they wish, they can produce the wall, get behind opponents, and smash foes into it to keep up the combo. There can only be one on screen at a time, and they disappear after 4 seconds.
*Up Special: Tethu rolls up into a seed, a set of propeller-like leaves above him. The propellers spin, lifting him high upwards a fair distance, the propellers hitting foes. Then, after the initial jump, Tethu begins going downwards, the propellers holding him up. Players can air-dodge out of this move.
*Down Special: A rainbow-colored bar is under Tethu's character portrait. This bar fills up as players deal damage. The larger the bar, the more of a range this attack has. When initiated, a bug appears over Tethu, before it produces a rainbow ring that repels foes a distance relative to the size of the bar, while also damaging them. The bar empties whenever this special is used.
*FINAL SMASH: Tethu clasps his hands, and closes his eyes, Esna appearing behind him. She spins around, lifting off the ground a little, before spreading her arms out, a rainbow forming overhead. With that, a cloud approximately the size of 1/3 the size of Final Destination forms, and then a rain falls down, lots of rain. The rain falls down with enough force to assail enemies with lots and lots of damage. The water's slowly collecting around where the rain falls, and when the rain finishes, Esna suddenly raises from the rain, uppercutting foes caught in the rainstorm.	
Bandana Waddle Dee	Where would kirby be without this little guy!
Bandana Waddle Dee is a light weight character who wields a spear and a parasol. Focuses on blocking and countering attacks 	
*Neutral Attack: A simple spear thrust
*Forward Tilt: Swings his parasol 
*Up Tilt: Swings his parasol up in the air
*Down Tilt: Thrusts his spear into the ground
*Dash Attack: Runs and jabs with his spear
*Forward smash: Slides and Jabs his spear
*Up Smash: Thrusts his spear in the air
*Down Smash: Sweeps the floor with his parasol
*Neutral Aerial: Stabs his spear in the air
*Forward Aerial: Thrusts his parasol down in Front of him
*Up Aerial: Throws his parasol upward
*Down Aerial: Thrusts his spear downward and plunges downward
*Back Aerial: Thrusts his parasol behind him
*Grab: Thrusts his parasol forward and holds them over his head
*Pummel: Thows them upward and hit the parasol again
*Neutral Special:  pressing the special button wil make him lunge forward with his spear outstretched
*Side Special:He Will throw his spear. Charging it will make him throw 3 spears
*Up Special: He wil start spinning his spear in the air creating a spear copter bringing him upward and doing damage to anyone who touches the copter
*Down special: Will spin his parasol below him damaging anyone closeby
*FINAL SMASH: Will summon a bunch of waddle dees to form a waddle dee ball that will roll across the stage under the players control. Much like Pikachu's final smash.	
Sectonia 	Sectonia is a character with a fairly large hitbox. Along with her large size, she also has a wide attack area. Swings of her sword cover a fairly large area, while blasts of her magical staves can also cover a fairly large area. Be careful though, she's a bit of a lightweight despite her large size. She has 5 midair jumps, and a fairly easy means of launching. Keep foes at bay with her wide range, and finish with devastating sword slashes. 	
*Neutral Attack: Sectonia chops horizontally with her right sword, then chops horizontally with her left sword, then rears back before lunging forwards, stabbing her swords forwards.
*Forward Tilt: Sectonia crosses her swords, leans forwards, and slashes in front of herself, spreading each blade outwards, even slicing behind her a little bit.
*Up Tilt: Sectonia slashes both swords upwards, striking in front of and overhead of her.
*Down Tilt: Sectonia slashes both swords in front of her as if she were closing scissor blades in on each other.
*Dash Attack: Sectonia lunges forwards, before slashing both swords down in front of her with enough force to drive them into the ground.
*Forward Smash: Sectonia suddenly pulls out a blue wand, and swipes it three times, each swipe sending forth blue balls of magic.
*Up Smash: Sectonia takes up both swords, before slashing them up and clashing them overhead, striking foes above her.
*Down Smash: Sectonia suddenly pulls out a red wand, and holds it overhead, sending forth powerful, evil lightning bolts at the ground around her.
*Neutral Aerial: Sectonia slashes in front of herself.
*Forward Aerial: Sectonia chops both swords in front of herself, striking more forwards and clanging the swords together.
*Up Aerial: Sectonia swipes upwards, slicing foes overhead.
*Down Aerial: Sectonia rears her swords overhead, before swinging them downwards with great force, meteor smashing foes she hits.
*Back Aerial: Sectonia flaps her wings, hitting foes behind her and propelling herself forwards.
*Grab: Sectonia reaches a gloved hand forwards, grabbing someone by the collar and hoisting them up.
*Pummel: Sectonia slams the butt of her sword onto her foe.
*Neutral Special: A chargeable attack. Once performed, Sectonia jabs her swords forwards in rapid fashion. The length of the stab attack is longer the more you charge.
*Side Special: Sectonia suddenly fades into nothing, giggling apparitions flying out when she disappears. While players hold the special button, she travels forwards more and more. When the button is released, Sectonia suddenly appears, and slashes with a powerful swing in front of herself.
*Up Special: Sectonia's hands radiate with a purple aura. Then, a powerful gust of purple wind propels Sectonia upwards at high speeds, allowing her great vertical recover, and to assail enemies too close.
*Down Special: Two red gems spawn in front of and behind herself. They fly upwards, the back one flying in an arc backwards, the front one flying in an arc forwards. If they hit airborne opponents, they'll meteor smash them.
*FINAL SMASH: The screen is enveloped in a bright light, before the field is suddenly filled up with vines. In the background, a great big flower, the head on top of a vine, opens up, revealing Sectonia's head within it. Four small flowers, each with eyeballs within them, fly around according to the player's input. Sectonia herself, meanwhile, is preparing a powerful beam, a reticle shining on the field. With presses of the normal attack button, the flowers slash like they were knives, slashing towards the direction of the reticle. Presses of the special button have them form an electrical field among themselves, before they slam together, grabbing foes in range and then throwing them. After five seconds of charging, Sectonia launches her laser at the reticle, pounding foes with a powerful beam.	
Leon 	Leon Powalski of Star Wolf makes his debut in Super Smash Bros! Using his Star Fox Assault design, Leon is similar to SSBM in terms of his Shine. Otherwise he's a new character, with burrowing the special attacks from every Star Fox character and some attacks from Wolf. 	
*Neutral Attack: A punch.
*Foward Tilt: Bashes head with his elbow.
*Up Tilt: Punches upward.
*Down Tilt: Plants a bomb to activate 3 seconds, can double as a boost in jumping.
*Dash Attack: Slashes in front of him.
*Foward Smash: Preforms a kick.
*Up Smash: Does a flipping scissor kick (aka the same as Wolf's Up Smash.)
*Down Smash: Goes into a invisible state. The literal same as MK's Dimensional Cape in Brawl (i wonder how the developers missed that.)
*Neutral Aerial: Does a flip, even though he's in mid-air.
*forward Aerial: Dashes forward.
*Up Aerial: Boosts foward and technically hits you with his head.
*Down Aerial: Kicks downard to send Leon immediatley to the ground.
*Back Aerial: Elbows someone from the behind.
*Grab: Sticks out tougue and grabs the usual if he caught anyone (he's a chameleon)
*Pummel: Shoots them with his blaster in a slanted direction.
*Neutral Special: Blaster
*Side Special: Leon Flash
*Up Special: Leon Fire
*Down Special: Reflector. Acts the same as Fox's Shine in Melee.
*FINAL SMASH: Leon, by himself, targets you and blasts you at a rapid rate.	
Zoroark 	Zoroark is a fairly quick character intended for mix-ups. Many of her moves look alike in wind-up, making foes unsure of which move she might attempt. She's also fairly fragile, so players should utilize her speed to get out of tight spots. Her neutral special can push nearby foes away, her side special and up special can have her dash through foes, and her down special can hide her from enemies. Trick up foes, and devastate them. 	
*Neutral Attack: Zoroak swipes her claws in front of her rapidly.
*Forward Tilt: Zoroark lunges forwards, claw stretched forwards and stabbing at foes.
*Up Tilt: Zoroark swings her claw upwards, slicing anyone in front of and slightly above in front of her.
*Down Tilt: Zoroark jabs a claw forwards at the ground.
*Dash Attack: Zoroark appears to do her forwards lunge, but then spins around, slashing in a circle around herself.
*Forward Smash: Zoroark sharpens her claws, then thrusts both hands forwards, striking enemies with a pulse of darkness.
*Up Smash: Zorark sharpens her claws, then slashes both claws in an arc above herself.
*Down Smash: Zoroark sharpens her claws, then slashes in front of and behind herself, swinging both claws at once.
*Neutral Aerial: Zoroark swipes in front of herself, hitting foes in front of her.
*Forward Aerial: Zoroark stabs forwards, skewering those that're ahead.
*Up Aerial: Zoroark jabs upwards, stabbing above her.
*Down Aerial: Zoroark takes both claws overhead, and then swings downwards, slashing anyone in front of and beneath her.
*Back Aerial: Zoroark looks like she's going to jab in front of herself, but then swings backwards with enough force to turn herself around.
*Grab: Zoroark grabs a foe with her claws, holding them in place.
*Pummel: Zoroark bites at the grappled opponent.
*Neutral Special: Zoroark curls up, before producing a shockwave of darkness around herself, repelling nearby foes.
*Side Special: Zoroark dashes forwards, claw outstretched, quickly. She can slash through foes, dashing past them and dealing damage to whoever's in her path.
*Up Special: With great agility, Zoroark lunges up into the air, her claw striking like an uppercut, and she travels up fairly high.
*Down Special: Zoroark seems to fade into nothingness, turning completely invisible. This acts sort of like an invisibility cloak, and lasts about 3 seconds. There's a 15 second cooldown.
*FINAL SMASH: Zoroark spreads her claws, light reflecting off of them. Then, she zooms forwards, blinking out of existence and appearing about 2.5 dash attacks ahead, having slashed anyone that was between her starting and ending point. Then, she rushes back, pulling the captured opponents to the origin of her dash. With that, she frantically slashes at the opponent(s), devastating them with damage. After enough hits, she takes up both her fists, and slams the foes at the ground below, launching them away.	
Waluigi 	Walugi has leaped out of his assist trophy to represent the Mario Sports series! 	
*Neutral Attack: Waluigi hits once, twice with his tennis racket and then stomps down.
*Forward Tilt: Waluigi kicks forward.
*Up Tilt: Waluigi waves a Hammer above him.
*Down Tilt: Waluigi swipes along the floor with a hockey stick
*Dash Attack: Waluigi dribbles a basketball forward.
*Forward Smash: Waluigi swings a Golf Club forward. Works the same as Peach's.
*Up Smash: Waluigi swings a Tennis Racket upwards.
*Down Smash: Waluigi stomps down. Can bury.
*Neutral Aerial:Swings a Golf club and hockey stick in a circle around him.
*Forward Aerial: Waluigi blasts a Super Horn forward.
*Up Aerial: Waluigi claps above him.
*Down Aerial: Waluigi slams a basketball down as if dunking it
*Back Aerial: A Blooper appears and squirts ink behind him
*Grab: Purple vines tie up the opponent.
*Pummel: Waluigi kicks the opponent..
*Neutral Special: Waluigi hits a tennis ball at the opponent
*Side Special: Waluigi rides a kart forward.
*Up Special: Waluigi does the Luigi missile. But upwards as a parralel to the Luigi Missile.
*Down Special: Waluigi guards with a tennis racket. If hit he activates Zone Speed and hits the opponent.
*FINAL SMASH: Zone Shot: He jumps into the air as a homing reticle appears. You can aim it and fire a super powerful shot forward	
Arthur 	Arthur is the main protagonist of the NES classic, Ghosts 'N' Goblins. Using his Ghouls 'N' Ghosts design, he utilizes most of his weapons from his games, but that doesn't mean he has his disadvantages. He's incredibly slow but has average to sorta high damage when it comes to attacks, so overall a heavy fighter but not a heavy-hitter. There's also a something similar to the original game he's from. When he hits 50%, his armor comes off and makes him lighter so he can be easier to hit. 	
*Neutral Attack: Stab someone with your sword
*Foward Tilt: Jab upwards
*Up Tilt: Uses the torch upwards
*Down Tilt: Charge up your shield until it blasts off but it has a short range
*Dash Attack: Slashes using the dagger
*Foward Smash: Throws the Discus, acts like a boomerang
*Up Smash: Throws the axe upwards
*Down Smash: Throw the Tri-Blade downard, can be used as a trap for unsuspecting CPU because a normal player would notice that
*Neutral Aerial: Throw the lance like in the original game
*Foward Aerial: Slashes using the sword
*Up Aerial: Stabs using the dagger upwards
*Down Aerial: Uses the bomb to go upwards
*Neutral Special: Uses the crossbow
*Side Special: Throws the scythe
*Up Special: Uses Inferno Magic upwards
*Down Special: Slams the axe downard
*FINAL SMASH: Uses the Psycho Cannon, acts the same as Mario Finale	
Kartana 	The peculiar Ultra Beast from Pokemon Sun & Moon makes an appearance as a fighter! Kartana is a lightweight character capable of throwing others off the stage with ease. But with that, he can also get knocked out with ease. 	
*Neutral Attack: Kartana slices you
*Foward Tilt: Air Cutter
*Up Tilt: Kartana slices upwards
*Down Tilt: A low sweep, not the move
*Dash Attack: Sacred Sword
*Foward Smash: Smart Strike
*Up Smash: Psycho Cut upwards
*Down Smash: Fury Cutter
*Neutral Aerial: Another slice, bur it's in a slanted direction
*Foward Aerial: X-Scissor
*Down Aerial: Aerial Ace
*Up Aerial: An uppercut
*Neutral Special: Guilotine
*Side Special: Hidden Power
*Up Special: Night Slash upwards
*Down Special: Last Resort
*FINAL SMASH: Opens an Ultra Wormhole for Necrozma to come out and turn into Ultra Necrozma. Yet again the same as Lucario's old final smash.	
Francisca 	Francisca is a light, slightly slower than average character, who uses an axe and ice attacks. 	
*Neutral attack: An axe swing
*Forward tilt: Swings her axe down in front of her
*Up tilt: Spins her axe above her
*Down Tilt: Sweeps her axe around her
*Dash attack: Spins her axe in front of her
*Forward Smash: makes an ice ball in front of her
*Up Smash: Makes an ice ball above her
*Down smash: Makes ice balls on both sides of body
*Neutral Aerial: Does an ice kick in front of herself
*Forward Aerial: Thrusts her axe forward
*Up Aerial: Swings her axe upward
*Down Aerial: Swings her axe downwards and plummets toward the ground
*Back Aerial: Swings axe up and over herself
*Grab: Grabs her opponents lying down in her arms
*Pummel: Ice balls the opponent
*Neutral Special: Throws an ice ninja star
*Side Special: Throws her axe in front of her
*Up Special: Swings her axe up and gains tremendous vertical Height
*Down Special: Rains down icicles
*FINAL SMASH: Pulls out a soda gun and fires a zigzagging beam of soda across the screen.	
Vent/Aile 	Vent (or Aile) from Mega Man ZX joins the battle with the same physics as Mega Man. So there aren't much play style differences from Mega Man, but he/she mainly uses her Biometals to assist in battle like Mega Man. So it's almost an Echo Fighter, but not really. 	
*Neutral Attack: Changes into Model X and uses the X Buster
*Foward Tilt: Runs foward using the X Buster
*Up Tilt: Vent/Aile uppercuts
*Down Tilt: Vent/Aile slides
*Dash Attack: Changes into Model OX and spins using the sword
*Foward Smash: Changes into Model X and charges it's X Buster
*Up Smash: Changes into Model LX and jabs the Halberd upwards
*Down Smash: Changes into Model FX and charges it's Knuckle Buster (it can also shoot in many directions)
*Neutral Aerial: The same thing as Neutral Attack, but in the air
*Foward Aerial: Changes into Model ZX and slams the sword down
*Back Aerial: Changes into Model PX, turns around, and slashes what's behind him/her
*Up Aerial: Changes into Model HX and slashes upwards using both swords
*Down Aerial: Changes into Model PX and slams down on the ground
*Grab: Just a regular grab
*Pummel: Changes into Model ZX and slashes
*Neutral Special: Changes into Model PX and slashes
*Foward Special: Changes into Model HX, dashes foward, and slashes using both swords
*Up Special: Changes into Model ZX and slashes upwards
*Down Special: Changes into Model ZX and low sweeps with sword
*FINAL SMASH: Basically Robin's old final smash, change into Model ZX and slash the people you have caught a bunch of times	
Marie 	Marie from Skullgirls goes into battle with a heavyweight style in mind. Yes, she's a heavyweight. It's like Dr. Coyle in some terms (that being she can float), but just another heavyweight. 	
*Neutral Attack: Fires a skull
*Foward Tilt: Send out a cluster of skulls right infront of her
*Up Tilt: Attack upwards using her Bone Vaccum Cleaner
*Down Tilt: Creates a trap that is basically a ground, only now skeletons are grabbing you
*Dash Attack: Fire a skull... again
*Foward Smash: Some sort of Skeleton Gangster shoots infront of her
*Up Smash: A shadow uppercuts
*Down Smash: A skeleton just pops out of the ground and acts as a wall
*Neutral Aerial: Attack using her Bone Vaccum Cleaner
*Foward Aerial: A random skeleton minion charges foward
*Back Aerial: The same as the foward, but on the other side
*Up Aerial: The same as the Up Tilt, but as an aerial
*Down Aerial: A shadow slams to the ground
*Grab: The same skeletons that set up as a trap grab you and brings them to her
*Pummel: Slam the Bone Vaccum Cleaner down
*Neutral Special: That same shadow appears and jabs you
*Foward Special: The shadow shoulder charges you, for some reason
*Up Special: Skeleton Gangster shoots upwards
*Down Special: A random skeleton minion charges... again
*FINAL SMASH: Becomes Marie 300% and goes around the stage causing havoc	
Vile 	Vile from Mega Man X goes into battle as a fast character and also a average-damaging one. He can actually dash like in the original game, but he's your basic hit-and-run. Though most of this moveset is derived from Maverick Hunter X. 	
*Neutral Attack: A punch
*Foward Tilt: A kick
*Up Tilt: Shoots the Shoulder Cannon upwards
*Down Tilt: Creates a fire pillar
*Dash Attack: Actually dashes, but damages who's infront of him
*Forward Smash: Uses a Flamethrower using his shoulder cannon
*Down Smash: Fires a burst of fire using his shoulder cannon
*Up Smash: Fires a "ball" that can be used as a trap (It's called that in the game it's from, I'm not kidding)
*Neutral Aerial: Fire a missile out of his shoulder cannon
*Up Aerial: Uppercut
*Back Aerial: Fires a missle the opposite way he's facing out of his shoulder cannon
*Down Aerial: Throws down a bomb
*Grab: Just a grab
*Pummel: Fires a missile... again
*Neutral Special: A more fiery punch
*Foward Special: Fires a stun beam
*Up Special: Fires missiles rapidly upwards
*Down Special: Create an discharge
*FINAL SMASH: Vile goes into his ride armor and uses upgraded moves due to his ride armor	
====Mii Fighters====
NOTE: Only list specials, their customs, and the final smash.
Mii Alchemist	Mii Alchemist is an extremely speedy Glass Cannon. A powerful hitter that can be knocked off the stage with ease. But in addition to that, he's incredibly speedy. Despite having a heavy backpack on every costume.	
*Neutral Special Default: Bottle Throw, makes a puddle of acid.
*Neutral Special Custom 1: Gunpowder Mixture, throws an explosive potion to the ground.
*Neutral Special Custom 2: Failed Experiment, fires a beam of acid.
*Side Special Default: Poison Missle, similar to Jeff's Bottle Rocket.
*Side Special Custom 1: Scrubber, similar to Bowser Jr's Clown Kart Dash.
*Side Special Custom 2: Burner Drone, similar to Bayonetta's Heel Slide.
*Up Special Default: Mini-firework, similar to Snake's Remote Controlled Missle.
*Up Special Custom 1: Sticky Bomb, it attaches to someone and explodes.
*Up Special Custom 2: Jetpack, sends you up before also exploding.
*Down Special Default: Toxic Gremlin, similar to Olimar's Pikmen Throw.
*Down Special Custom 1: Rocket Pogo, goes on a pogo stick and go bouncing befote it explodes.
*Down Special Custom 2: Blob Bomb, sets down bomb and a few seconds later it explodes.
*FINAL SMASH: A huge Toxic Gremlin appears and wipes everything out.
===DLC Fighters!===
The section for all DLC Fighters, include cost under description! (also use Source Mode when editing
Rouxls Kaard	Rouxls Kaard, the duke of puzzles, arrives in battle! His playstyle is more about spacing the opponent out due to him not being able to take damage well. His damage is not really strong enough on it's own so you'll have to get in close for a bit to do good damage, and his combos last for a small amount of time too. But luckily you at least have one assist move per type of move so your combos can be extended. But that's it though.	
*Neutral Attack: Rouxls pushes a block forward
*Forward Tilt: Summons Kris to attack by slicing once with his sword.
*Up Tilt: Rouxls simply just throws a rock up
*Down Tilt: Kicks down to ground the enemy, that is actually quick to get out of
*Dash Attack: A Rudinn Ranger shows up and fires a Diamond Cutter
*Forward Smash: A Dancing Jack (or whatever those ballerina things that will hurt you in the overworld are called) just goes forward until it reaches the ledge
*Down Smash: Gets another rock, and slams it down
*Up Smash: A Head Hathy appears to get a large heart out for it to point up
*Neutral Aerial: Susie appears and slams her axe down
*Up Aerial: A C. Round jumps up
*Back Aerial: Susie appears again to slash whichever side Rouxls is not facing
*Down Aerial: Another C. Round jumps up but slams down ths time which also brings Rouxls down
*Grab: It's just a grab
*Pummel: Ralsei shows up and uses Pacify to put the opponent to sleep for a little bit
*Neutral Special: Rouxls kicks a block into a pad, where it then blows up and sends the opponent flying
*Forward Special: Lancer shows up and rides his bicycle for him to teleport when he reaches the edge of the stage
*Up Special: Rouxls slaps above him
*Down Special: C. Round shows up again and slams his foot on the ground
*FINAL SMASH: Rouxls puts a Control Crown on C. Round, causing K. Round. It just jumps all over the place and some stars that will hurt you comes out when it stomps.
===Echo Fighters!===
Ninten
Ninten is an obvious clone of Ness, and his final smash is completely changed. Instead of PK Starstorm, it's the 8 Melodies instead.
Cia
Cia is also an obvious clone of Lana, the only things that have been changed is that shock effect isn't there, every move is supposed to fit with her spear, and her final smash is also completely different. It just reunites her and Lana, and uses the Triforce just to bring reckoning upon the stage.
Lancelot and Perceval
Lancelot and Perceval from Ghosts 'N' Goblins: Gold Knights I and II comes along with Arthur in FSSB. They're both literally the same as Arthur, except for how they looks. So we have 3 Ghosts 'n' Goblins reps, doesn't seem like a problem to me.
Glass Joe
Glass Joe from the Punch-Out series joins the battle! Glass Joe doesn't have the meter that Little Mac has. He's more vulnerable and a tad bit less powerful than Little Mac. He isn't slower or faster, but the Final Smash has been redesigned. It's a TKO that Little Mac used to have, but except more accurate and powerful. It's more similar to Marth's Final Smash in terms of stuff, but otherwise there's nothing different.
Galacta Knight
Galacta Knight flies into battle for a final fight! He has nothing changed from Meta Knight, except for his final smash. His final smash involves him opening a portal and doing the exact same thing that Lucario's final smash is doing. Galacta Knight can also guard whenever he pleases without his shield breaking.
===Character Themes===
The themes for the newcomers
[Many Victory Themes made by GB6 - Super Smash Bros. Check him out.]
===Assist Trophies===
Buu fuu
The limbless, flying swine that the 10 Kirbys had to endure in Kirby Mass Attack, it will appear on either sides of the screen, it will then proceed to inhale through it's snout, before exhaling violently, which can make any fighter fall off the stage.
Breadbug
The small, crumb esque creatures from the Pikmin franchise. Once spawned, the Breadbug will seek out a item, and drag it to whoever summoned it, it's burrow will then appear under it which it will go inside, the burrow will then submerge itself.
It can take items from a fighter if they are holding it, the fighter must mash any button to avoid losing the item, if they succeed then the Breadbug will despawn.
Fish Bone
I think everyone knows this one from Mario Party 10, so it acts like what it did in Mario Party 10. Finding it grants you an instant K.O. to some random person. You can't K.O. this trophy either way, you just accept getting K.O.-ed. Does not appear that much anyways.
Kamek
This evil wizard appears in this game as an assist trophy. When summoned, he flies across the screen, making the player who summoned him grow in size (similar to what he does for the bosses in the Yoshi's Island Games). 
Plasma Wisp
Remember the Plasma ability? Well, the guy you get it from is in as an assist trophy! He will always follow you and charge into an enemy and throws down sparks of Plasma, and he can be K.O.-ed. As his time almost runs out, he runs up to an enemy and self-destructs.
Scervo
A formidable robot pirate captain from Skyward Sword, Scervo attacks by jabbing enemies with his sword, he can be K.O.-ed, but his sword may be lost in the process, resulting in him resorting to kabobing enemies with his hook.
Space Invader
The aliens your shooting in, well, Space Invaders makes a return as an Assist Trophy. It starts at the top left at the screen and will progressively go lower and faster, it can be destroyed if it hits the ground.
Shelby
These are yarn snails that appear in Kirby's Epic Yarn. Once summoned, the strings and button eyes that make up them fly around and form the Shelby. It then spots a random player, tucks into it's shell, and starts rolling around in an attempt to ram into them.
Sulkworm
The giant silk spitting worms, also from Kirby's Epic Yarn. They attack by crushing fighters, if a fighter is too far away, it will spit silk at them to get them stuck, and then inch torwards them so it can crush them.
Waluigi
Waluigi is a character who appears in many of the Mario spin-off games. Here, he is once again an assist trophy, as he is cursed to always be one. Waluigi has his appearence in Mario Tennis Aces. He will run up to nearest person and stomp on them, burying them. Then he will either kick them or hit them with his tennis racket. He can be KOed.
Wizzro
Wizzro does not become a fighter (that will go to Lana and Cia), but he will be an assist trophy. He teleports around the stage and fires balls of energy, but he can be KOed. Heck, it can also work better with the Cia.
Snatcher
Don't you remebr that pesky Salmonoid that kept stealing your eggs? Well, he's back to snatch items or more assist trophies. This nuisance will come out and will snatch other assist trophy characters, assist trophies in general, or items and throw them off the stage. (There are exceptions to this, like Fish Bone and Nintendog.) He does this about 3-7 times before he just gives up and himself goes off the stage, and he can be KOed.
Tabuu
This guy is back, and he's very rare to come across. He spawns at gets someone in his vortex by getting his chain and pulling them in, after that it's just the Black Hole. When he's done, he flies away and destroys the person he grabbed in the progress. Yeah, I thought this would be more interesting but at least he's an assist trophy.
Primid
I guess he had to get his soldier with him, so here's Primid! He just goes around hitting people with his baton, with some stun effect put in there. But when he's done, he flies away on a Spaak (I'm not kidding, look it up.) There is a small chance that he will be equiped with a boomerang instead of a baton, but that one can be KOed more easily.
==Other things==
NOTE: All items, extra games, and stages will be returning from SSBU.
===New Stages===
FSSB Battlefield + Final Destination
The FSSB Battlefield is more of SSBU's Battlefield, while Final Destination has new platforms. FSSB's Final Destination is a homage to Melee.
Dragon Palace
The Battle stage from Mario Kart 8 Deluxe makes a return here, as it acts like the MK8 track in SSB4. You have multiple kinds of stage hazards:
*Driver Warning: The one you will see the most, just warns of 2 vehicles coming through.
*Chase Warning: Same as Driver, but this time it comes from the sides. It doesn't come from the middle.
*Bomb-Omb Warning: A bit different, you have one racer come through. But then another racer throws a Bomb-Omb and it explodes, and then the driver passes.
*Shine Warning: The rarest of the bunch, you get a driver passing by and getting hit. Then he drops the shine and the other racers are trying to get it, there will also be a bunch of people using powerups. You'll see Fireballs, Boomerangs, Bomb-Ombs, and even the Rare Blue Shell. This whole thing lasts for the entire match.
Aquas
Another stage is back from the dead with an interesting theme. Aquas in the Star Fox 64 makes a return on FSSB, with multiple phases. Each phase coordinates where each sector was in the original game, which is neat. I also need to mention your fighting on the Blue-Marine.
Halcandra
Magolor's home planet becomes a stage here. You will traverse Halcandra, from the metal town to the volcano where Landia lives. Oh yeah, it's a boss level. As soon as you get to the volcano, Landia will start attacking you with his fire breath with his West and East sides, go to the side of and start getting you off the the stage by flapping her wings, and she splits and cause literal lasers to come out of her head to then connect to the other heads and go around with four- I think you get what i'm saying.
Deepsea Metro
Agent 8's home stage, and a place of dispair for sea creatures! You basically go through missions that are noteably hard (Girl Power is one of them) and two 8-Ball stage (the one with about 7 8-Balls is one of them). Some of them will have stage hazards like Girl Power with the orb breaking and the whole madness, and the 8-Ball one where it comes flying at you and can cause a definite K.O, So just watch your back on this one.
Bomb-Omb Battlefield
Bomb-Omb Battlefield makes a return from Super Mario 64 as a stage. It takes place between where the thing where the balance thing is and the chain chomp. So the only real thing you should worry about is the chain chomp. It even has that classic low-poly look to it! So if you want to relive the classic Super Mario 64 stage in Smash Bros, here you go!
Subspace Research Facility
Research Facility I where you play as Zero Suit Samus and Pikachu returns as a stage! You fight where the elevator, but it's used now for stage hazards. Every enemy from Subspace can come out of there, Koopas going in there shells and trying to hit you to a Roader just being Ganon's final smash but weaker. In general, it's a hectic stage.
Durian Kingdom
This stage is based off Donkey Kong Jungle Beat's twelfth world, specifically the stage, "Battle for Storm Hill."
The stage takes place on a flat platform in a pit, with rocks and fortresses in the background, there are two towers, both with cone shaped roofs, they are found on each side of the stage, cannonballs appear every now and then as stage hazards. 
Sometimes a horn is sounded, if so, some drawbridges, which are also on the towers, will lower, and a Ninjape riding a Kiba Pig Poppo will charge across the screen like King Bulblin in the Bridge of Eldin stage, but faster, invincible and without the bombs or someone else following along.
In the background, there are two more towers, without the roofs, Mini Elephant Cannons and some Ninjapes controlling them stand in them, on spinning platforms, letting them swivel around and shoot more cannonballs.
Mushroom Run
Themed after the level in Kirby's Epic Yarn, the platform is a standard square, but there are two mushrooms to bounce on, plus two other hanging, orange mushrooms at the top.
At random times, the mushroom platforms at the top will leave, some Sea Jellies will then float over to take their place, they will soon electrify if a fighter stands on them for too long. They also rarely drop spores, which slow down fighters, they soon leave and the hanging platforms will return.
A buttonbee may sometimes fly around, target a fighter, and charge at them with their stinger out, fall apart once they hit them or the ground.
===New Items===
Boomshot
The Boomshot from Mario + Rabbids returns as an Item and is a long ranged weapon that it's damage gets increasingly larger as closer as you can get.
Prism Shield
A french horn from Kirby's Return to Dream Land, when it is picked up, a rainbow umbrella comes out of it's bell that can be used to block aerial attacks.
Carrot
The Carrot from Super Mario Land 2 returns! It basically makes you faster, have a floatier jump, and decreases your damage. Not excatly the list of powers you could use as Bunny Mario when using the Carrot from SML2, but it's close enough.
===Modes===
The Smash Modes (8-Player, Smash Run, Etc.)
Yeah, basically all modes also return. But that doesn't mean there aren't new ones, let's go through some. There is two new modes, that of being Survival + Online Survival and 12-to-16 Player Smash. Both being the same thing, Survival is like Multi-Man Smash. But can get just about anything, from just some Multi-Men to fighting a super-hard battle with Tabuu. There are no actual limits to difficulty, you get something and deal with it. The thing is that you can't play Multiplayer in Survival, but you can in Online Survival. Just get some of your friends or random people and fight on their team to get the highscore of that lobby, and you can pick from how many people is in the lobby. Or you choose a mode with that many players and play with them. Now it's time for the multiplayer-only mode, 12-to 16 Player Smash! This, you and 2-4 people you can play with IRL or Locally, grab some of your friends on your Switch, then have random people join that lobby. Absolute chaos, and Online Survival only supports 2-to-12 players. That also happens, but lets see the list of Smash Modes!
*Solo Smash
*Online Smash (includes 8 Player Smash and 12-16 Player Smash)
*Smash Run
*Stage Builder
*For Glory + For Fun
*Survival
*Online Survival
*Battle Royale
Battle Assistance
Battle Assistance is a weird one, because you can switch to Assist Trophies in bascially Multi-Man Melee. You get 5 random Assist Trophies that you can play as and try to get them to survive for five minutes. There are multiple levels, but really it's just a difficulty spike in every level. If you complete every level in the whole thing. You can get Tabuu as an Assist Trophy but really it's just the Black Hole but Tabuu grabs you with his chain. There's also a Primid assist trophy if you get half way and a new stage, forgot to mention that. There is Multiplayer but you can only play it using Co-op with your friend with double the assists and it's basically how Cuphead does two-player difficulty (By that I mean it's harder when it's two player, but when someone dies it becomes easier. But in this case, lose all of their trophies.) But hey, it can be a fun time for a while.
Battle Royale
Battle Royale drops 50 players into a map the size of 100 stages. The players can choose where to spawn and must collect items and stat upgrades to duke it out in an attempt to be the last player standing. The map is very similar to Smash Run, but is randomized each match. When a player is knocked out, some, but not all, of there stats will up for grabs. There is a Duo and Team (4-Player Team) mode.
==STORY MODE: The Return of the Emmisaries==
Return of The Emmisaries serves as a sequel to the Subspace Emmisary, as the Subspace is under the new command. Quadranat has been awakened from Tabuu's ashes and his goal is just to destroy everything. He's sick and tired of the World of Trophies existing, so he sends out a more advanced Subspace Bomb that just slowly destroying everything in it. People can walk around in it, but their respective dooms are just waiting them. Now, with our heroes in hand. Can they save the world, and possibly the future?
===Chapter 1: The Tournument Goes Horribly Wrong.===
The Tornament on the Midair Stadium from the last game starts up again after the events of the Subspace Emissary, but this time it's Wolf vs. Sissel. Daisy and Peach are there now.  As traditon, you choose either Wolf or Sissel and the one you didn't choose becomes trophified.  Bandanna Dee, Zacherie, Captain Cuttlefish, Fox, Olimar, Robin and Falco sit in the audience. After the match is completed, a beam of glowering purple light blasts through the arena. Seperating it. One side is hit full on once the beam cannon turns. The side containing Bandanna Dee, Falco and Wolf (Trophified or not.) and Peach.  Everyone hit directly is turned into trophies and Bandanna Dee,Falco,Wolf and Peach are snatched up by a series of ships. Including a Wolfen,  A  Bullet Bill drawn container and Bowser and Wario's Trophy Karts from Brawl. The ships dart off in different directions while the over half falls due to it's floatation device being severly damaged.  Marie swiftly comes in on a floating platform and escorts Captain Cuttlefish and Zacherie away, but Zacherie slips off and tumbles into the Bullet Bill Kart. Unbeknownsted to the Goombas driving it. Daisy used her umbrella to float towards Peach's Castle. Fox, Olimar and Robin immedietly escape with Sissel/Sissel's trophy, in the Great Fox as the Midair Stadium is left to crumble.
===Chapter 2: The Search for Mario and Luigi===
Mario and Luigi saw the massive explosion at Midair Stadium and immedietly realised something was off. They heard the fiery, rumbling roar of a Bullet Bill and both hit each Bullet Bill on the Bill Kart into the sky, careening the Kart itself away and causing Zacharie to have to leap off. They share a brief look of confusion before the Bros confront Zacharie. Much to his dismay. After a battle where you play as Zacharie, he explains the situation to the Mario Brothers and they agree on a truce. Their party is crashed when Wario, Mewtwo and Ridley cruise in on Wario's Trophy Kart. Mewtwo looks on as Ridley leaps out and attacks, but before anyone can attack eachother there's a flash of light and Ridley is sent flying into the forest as Lana appears. Ridley roars as Wario and Mewtwo escape. After battling Ridley he gets trophified and is warped away by Lana. The camera cuts to a room in Hyule Castle where Ridley's' trophy suddenly appears. The chapter fades out in a slow zoom on Ridley's eye.
===Chapter 3: A Glance At The Lair Of True Evil===
Wario nervously walks into a base made of grey steel with red lines going across the ground. 7 silhouetted figures with red eyes sat under purple spotlights on thrones, two are empty. Wario pulls out Wolf's trophy from his Kart and unfreezes it. Wolf glares at Wario and leaps up to an empty throne. Wario seems nervous and slowly backs off until The Dark Cannon lowers from the ceiling. Wario goes "Gah!" and tries to run off. Until he's hit by an arrow and trophified. An entire wall of glass tubes glows bright blue, revealing the trophified forms of Meta Knight, Diddy Kong and Louie. Wario's trophy dissapears through a trapdoor and appears in a tube. The lights fade out. Agent 3 and Agent 8 watch from a vent.
==Trivia==
Waluigi appears as both an Assist Trophy and a fighter, thus making the assist trophy impossible to appear when someone is using Waluigi. But whenever he does appear when Waluigi is playable, the game crashes and has to wait 30 minutes to boot up. I think one of the developers thought this was a funny joke, but who knows.
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