Super Smash Bros. Dokkan/Movesets

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Veterans 	Veterans 	Veterans
  	Mario 	
  	
*Weight: Medium
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Fire Mario	
*Neutral B: Mario tosses Cappy forward. Cappy will deal damage to whoever he hits, and if you hold down the button Cappy will stay in place, allowing Mario to use him as a spring. If Cappy is hit, he'll return to Mario's head.
*Side B: Mario uses the super cape and flips it foward. If he times it just right, he can reflect any physical projectiles. If he hits a player with it, they'll be flipped around into the opposet direction which they were facing.
*Up B: Mario does a jumping uppercut straight upwards that can repeatedly hit foes. As you hit opponents, coins fly out of them, though this does nothing.
*Down B: Mario pulls out a koopa shell and kicks it forward. The shell will travel in a straight line until it bumps off of something, changing directions. Rarley, it can be a red shell, which is slower but deals more damage.
*Shield B: A ? Block appears above Mario as he bops it. This will give him one of three different power-ups to use, each giving him a different effect: Fire Mario makes his attacks have burning effects, Ice Mario has a chance to freeze opponents when hitting them, and Tanooki Mario can float.
*Final Smash: Mario eats a Double Cherry, creating tons of clones of himself that dash forward  using different power-ups like the Fire Flower, Hammer Suit, Penguin Suit, Bee Suit, etc, ending with a giant Mario kicking them away.	
*Neutral B: Mario tosses Cappy forward. Cappy will deal damage to whoever he hits, and if you hold down the button Cappy will stay in place, allowing Mario to use him as a spring. If Cappy is hit, he'll return to Mario's head.
*Side B: Mario uses the super cape and flips it foward. If he times it just right, he can reflect any physical projectiles. If he hits a player with it, they'll be flipped around into the opposet direction which they were facing.
*Up B: Mario does a jumping uppercut straight upwards that can repeatedly hit foes. As you hit opponents, coins fly out of them, though this does nothing.
*Down B: Mario pulls out a koopa shell and kicks it forward. The shell will travel in a straight line until it bumps off of something, changing directions. Rarley, it can be a red shell, which is slower but deals more damage.
*Shield B: A ? Block appears above Mario as he bops it. This will give him one of three different power-ups to use, each giving him a different effect: Fire Mario makes his attacks have burning effects, Ice Mario has a chance to freeze opponents when hitting them, and Tanooki Mario can float.
*Final Smash: Mario eats a Double Cherry, creating tons of clones of himself that dash forward  using different power-ups like the Fire Flower, Hammer Suit, Penguin Suit, Bee Suit, etc, ending with a giant Mario kicking them away.	
  	Luigi 	
  	
*Weight: Medium
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Tanooki Suit	
*Neutral B: Luigi blows one of three things out of his Poltergust 9000: a stream of fire, which works like Bowser's neutral B, icey wind, which acts like the fire but has the chance to freeze the opponents, and wind which can blow opponents away.
*Side B: Luigi crouches and charges himself up. As soon as you let go of the button, Luigi launches himself forward like a missile. If you just press it, the move isn't very effective. However, the longer you charge it, the farther Luigi will go flying.
*Up B: Luigi activates the air burst feature on the Poltergust, sending him upwards. While the move doesn't do damage, it can blow away opponents and even launch them down if they happen to be underneith him.
*Down B: Luigi switches between fire, ice, or air to use in his Poltergust. Each element has a set amount of fuel, and if one of them runs out you'll have to wait to use it again. If all three run out, it'll instantly refuel itself.
*Final Smash: Luigi starts sucking wildly. All the opponents he manages to trap will then be put through E. Gadd's ghost painting machine, but at the end the machine will break down and suddenly explode, sending the opponents flying.	
*Neutral B: Luigi blows one of three things out of his Poltergust 9000: a stream of fire, which works like Bowser's neutral B, icey wind, which acts like the fire but has the chance to freeze the opponents, and wind which can blow opponents away.
*Side B: Luigi crouches and charges himself up. As soon as you let go of the button, Luigi launches himself forward like a missile. If you just press it, the move isn't very effective. However, the longer you charge it, the farther Luigi will go flying.
*Up B: Luigi activates the air burst feature on the Poltergust, sending him upwards. While the move doesn't do damage, it can blow away opponents and even launch them down if they happen to be underneith him.
*Down B: Luigi switches between fire, ice, or air to use in his Poltergust. Each element has a set amount of fuel, and if one of them runs out you'll have to wait to use it again. If all three run out, it'll instantly refuel itself.
*Final Smash: Luigi starts sucking wildly. All the opponents he manages to trap will then be put through E. Gadd's ghost painting machine, but at the end the machine will break down and suddenly explode, sending the opponents flying.	
  	Bowser 	
  	
*Weight: Heavy
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Dry Bowser	
*Neutral B: Expels a stream of fire from his mouth. It gradually loses strength and range, but will slowly regain its strength when not in use. It can be angled upward or downward, which can potentially gimp recovering opponents.
*Side B: Grabs an opponent, jumps with them into the air and backflips before belly-to-belly suplexing them onto the ground, causing an explosion effect. Bowser spins around dramatically during the descent. It deals immense vertical knockback.
*Up B: On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is not possible to avoid if hit by it. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first.
*Down B: Bowser summons one of his troops: a Goomba, which will wonder aimlessly, a Koopa Troopa, which will slowley walk towards opponents, or a Shy Guy, which will run after the closest opponent. Bowser has 3 of each per stock, selected randomly.
*Final Smash: Bowser transforms into Giga Bowser and teleports into the background, where he becomes impervious to attacks. Red crosshairs will appear on screen to indicate where he will attack, which can be moved around with the control stick	
*Neutral B: Expels a stream of fire from his mouth. It gradually loses strength and range, but will slowly regain its strength when not in use. It can be angled upward or downward, which can potentially gimp recovering opponents.
*Side B: Grabs an opponent, jumps with them into the air and backflips before belly-to-belly suplexing them onto the ground, causing an explosion effect. Bowser spins around dramatically during the descent. It deals immense vertical knockback.
*Up B: On the ground, Bowser performs a weak headbutt that drags opponents into the main attack, which is not possible to avoid if hit by it. If performed in the air, Bowser performs the Ground Pound after a brief pause instead of leaping first.
*Down B: Bowser summons one of his troops: a Goomba, which will wonder aimlessly, a Koopa Troopa, which will slowley walk towards opponents, or a Shy Guy, which will run after the closest opponent. Bowser has 3 of each per stock, selected randomly.
*Final Smash: Bowser transforms into Giga Bowser and teleports into the background, where he becomes impervious to attacks. Red crosshairs will appear on screen to indicate where he will attack, which can be moved around with the control stick	
  	Princess Peach 	
  	
*Weight: Medium
*Number of Jumps: 2 + Hover
*Wall Jump: No
*Dokkan Burst: Cat Suit	
*Neutral B: Peach covers her ears with a terrified expression and turns away as Toad appears in front of her, arms spread out. If hit, Toad will retaliate with a spray of spores, and Peach will wince. If attacked from behind, Peach and Toad switch places.
*Side B: Peach lunges her body forward to deliver a powerful bash with her rear. Upon impact, she rebounds away from the victim, allowing for hit-and-run tactics. Deals considerable shield damage. Smash-inputting the move has her travel further.
*Up B: Peach jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide. Can also be opened or closed at will. She cannot attack while she is floating downwards.
*Down B: Plucks a Vegetable from the ground. She can then throw it as a projectile item. Its face determines how much damage it will do. Along with turnips, Peach can rarely pull out Mr. Saturns and Bob-ombs.
*Final Smash: Peach performs a dance, causing all of her enemies to fall asleep. The closer they are, the longer they will slumber. Three giant peaches appear, healing 20%. This Final Smash fails to affect anyone outside the range of the screen borders.	
*Neutral B: Peach covers her ears with a terrified expression and turns away as Toad appears in front of her, arms spread out. If hit, Toad will retaliate with a spray of spores, and Peach will wince. If attacked from behind, Peach and Toad switch places.
*Side B: Peach lunges her body forward to deliver a powerful bash with her rear. Upon impact, she rebounds away from the victim, allowing for hit-and-run tactics. Deals considerable shield damage. Smash-inputting the move has her travel further.
*Up B: Peach jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide. Can also be opened or closed at will. She cannot attack while she is floating downwards.
*Down B: Plucks a Vegetable from the ground. She can then throw it as a projectile item. Its face determines how much damage it will do. Along with turnips, Peach can rarely pull out Mr. Saturns and Bob-ombs.
*Final Smash: Peach performs a dance, causing all of her enemies to fall asleep. The closer they are, the longer they will slumber. Three giant peaches appear, healing 20%. This Final Smash fails to affect anyone outside the range of the screen borders.	
  	Dr. Mario 	
  	
*Weight: Heavy
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Expert Doctor	
*Neutral B: Throws a Megavitamin. Useful approach and pressure option. It cannot be absorbed, bounces on a different trajectory, and does not have a flame effect. At higher percentages, it launches opponents slightly upward.
*Side B: Dr. Mario uses the super cape and flips it foward. If he times it just right, he can reflect any physical projectiles. If he hits a player with it, they'll be flipped around into the opposet direction which they were facing.
*Up B: Mario does a jumping uppercut straight upwards that can repeatedly hit foes. As you hit opponents, coins fly out of them, though this does nothing.
*Down B: A series of clothesline spins. Can hit up to seven times, with the final hit sending opponents diagonally. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up.
*Final Smash: Dr. Mario checks his notes while Megavitamins drop from the sky close to him. Yellow does 10%, Blue does 20%, and Red does 30%. At the end, Dr. Mario will throw away his notes and restock on Megavitamins.	
*Neutral B: Throws a Megavitamin. Useful approach and pressure option. It cannot be absorbed, bounces on a different trajectory, and does not have a flame effect. At higher percentages, it launches opponents slightly upward.
*Side B: Dr. Mario uses the super cape and flips it foward. If he times it just right, he can reflect any physical projectiles. If he hits a player with it, they'll be flipped around into the opposet direction which they were facing.
*Up B: Mario does a jumping uppercut straight upwards that can repeatedly hit foes. As you hit opponents, coins fly out of them, though this does nothing.
*Down B: A series of clothesline spins. Can hit up to seven times, with the final hit sending opponents diagonally. This move can be used to aid in recovery, as mashing the B button will make Dr. Mario rise up.
*Final Smash: Dr. Mario checks his notes while Megavitamins drop from the sky close to him. Yellow does 10%, Blue does 20%, and Red does 30%. At the end, Dr. Mario will throw away his notes and restock on Megavitamins.	
  	Rosalina & Luma 	
  	
*Weight: Medium
*Number of Jumps: 2 + Hover
*Wall Jump: No
*Dokkan Burst: Cosmic Rosalina	
*Neutral B: Rosalina launches Luma forward with her wand. It is chargeable, with a fully-charged Luma being invincible while traveling. Luma stops after either hitting something, or reaching the end of its path.
*Side B: Luma shoots three Star Bits forward. When used in sync with Luma Shot, it can allow Rosalina to keep opponents at bay. Like Luma Shot, this move will have no effect during Luma's respawn time.
*Up B: Rosalina uses a multicolored Launch Star to launch herself upward. It can be angled just before the ascent, making it capable launching her at a purely vertical angle, a nearly horizontal angle, or a diagonal angle.
*Down B: Rosalina waves her wand around herself to use the Star Cursor to make nearby items or projectiles gravitate toward her. Gravitating projectiles come under Rosalina's ownership, which can result in projectiles damaging opponents too close.
*Final Smash: Rosalina summons a Grand Star, which then begins shooting smaller stars, and ends with the Grand Star exploding. The smaller stars knock opponents towards the Grand Star, which itself hits multiple times.	
*Neutral B: Rosalina launches Luma forward with her wand. It is chargeable, with a fully-charged Luma being invincible while traveling. Luma stops after either hitting something, or reaching the end of its path.
*Side B: Luma shoots three Star Bits forward. When used in sync with Luma Shot, it can allow Rosalina to keep opponents at bay. Like Luma Shot, this move will have no effect during Luma's respawn time.
*Up B: Rosalina uses a multicolored Launch Star to launch herself upward. It can be angled just before the ascent, making it capable launching her at a purely vertical angle, a nearly horizontal angle, or a diagonal angle.
*Down B: Rosalina waves her wand around herself to use the Star Cursor to make nearby items or projectiles gravitate toward her. Gravitating projectiles come under Rosalina's ownership, which can result in projectiles damaging opponents too close.
*Final Smash: Rosalina summons a Grand Star, which then begins shooting smaller stars, and ends with the Grand Star exploding. The smaller stars knock opponents towards the Grand Star, which itself hits multiple times.	
  	Princess Daisy 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Soccer Outfit	
*Neutral B: Daisy pulls out a soccer ball and begins to charge up a kick. The longer you charge up the kick, the farther the ball will go and the more damage the ball will do. You can also aim the ball in any direction except directly behind yourself.
*Side B: Daisy lunges her body forward to deliver a powerful bash with her rear. Upon impact, she rebounds away from the victim, allowing for hit-and-run tactics. Deals considerable shield damage. Smash-inputting the move has her travel further.
*Up B: Up B: Daisy jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide. Can also be opened or closed at will. She cannot attack while she is floating downwards.
*Down B: Daisy punches the ground, causing an orange crystal to burst out of it and remain there for 10 seconds. This can be used as a shield or as a platform. It it has 30% damage delt to it or you use the Down B again, the crystal will shatter.
*Final Smash: Daisy has a bunch of Toads dash forward. If any of the Toads catch anyone, the opponents caught are taken to a tennis field where the Toads attack the opponent with tennis balls, ending with Daisy launching a powerful launching serve.	
*Neutral B: Daisy pulls out a soccer ball and begins to charge up a kick. The longer you charge up the kick, the farther the ball will go and the more damage the ball will do. You can also aim the ball in any direction except directly behind yourself.
*Side B: Daisy lunges her body forward to deliver a powerful bash with her rear. Upon impact, she rebounds away from the victim, allowing for hit-and-run tactics. Deals considerable shield damage. Smash-inputting the move has her travel further.
*Up B: Up B: Daisy jumps upward and then opens her parasol, jabbing those above her in the process. It can then be used as a directional glide. Can also be opened or closed at will. She cannot attack while she is floating downwards.
*Down B: Daisy punches the ground, causing an orange crystal to burst out of it and remain there for 10 seconds. This can be used as a shield or as a platform. It it has 30% damage delt to it or you use the Down B again, the crystal will shatter.
*Final Smash: Daisy has a bunch of Toads dash forward. If any of the Toads catch anyone, the opponents caught are taken to a tennis field where the Toads attack the opponent with tennis balls, ending with Daisy launching a powerful launching serve.	
  	Bowser Jr. 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Dry Bowser Jr.	
*Neutral B: Bowser Jr will do one of two things depending on imput. Tapping B will have him toss a hammer in an arc, which might be hard to hit but does a lot of damage. Holding it down will have him spit a stream of fire like his father.
*Side B: Jr jumps into a Clown Car that speeds forward. Tilting the control stick/circle pad in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a doughnut, dealing more damage.
*Up B: Bowser Jr will spawn a Parakoopa that'll start flying upwards. It moves slow at first, but pressing B will have Jr yell at him to pick up the pace. Keep pressing it to move faster, but press it too much and the koopa will ditch Jr.
*Down B: Bowser Jr. tosses a Mechakoopa in an arc. once it lands, it starts walking around. If it makes contact with an opponent (or travels enough distance in the air without landing), it will detonate with a powerful explosion.
*Final Smash: Bowser Jr. transforms into Shadow Mario and uses the Magic Paintbrush to paint a giant, orange X on the screen. Anyone caught in it will be damaged, with the X pulling opponents into it once they are hit. After a bit it explodes.	
*Neutral B: Bowser Jr will do one of two things depending on imput. Tapping B will have him toss a hammer in an arc, which might be hard to hit but does a lot of damage. Holding it down will have him spit a stream of fire like his father.
*Side B: Jr jumps into a Clown Car that speeds forward. Tilting the control stick/circle pad in the opposite direction or pressing the attack/special button will cause the Junior Clown Car to perform a doughnut, dealing more damage.
*Up B: Bowser Jr will spawn a Parakoopa that'll start flying upwards. It moves slow at first, but pressing B will have Jr yell at him to pick up the pace. Keep pressing it to move faster, but press it too much and the koopa will ditch Jr.
*Down B: Bowser Jr. tosses a Mechakoopa in an arc. once it lands, it starts walking around. If it makes contact with an opponent (or travels enough distance in the air without landing), it will detonate with a powerful explosion.
*Final Smash: Bowser Jr. transforms into Shadow Mario and uses the Magic Paintbrush to paint a giant, orange X on the screen. Anyone caught in it will be damaged, with the X pulling opponents into it once they are hit. After a bit it explodes.	
  	Piranha Plant 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Dry Piranha Plant	
*Neutral B: The Piranha Plant spits up a metal spiky ball, keeping it suspended by blowing air upwards. The spiky ball can then be blown either in front or behind the Piranha Plant. Holding the special move button will keep the spiky ball afloat.
*Side B: The Piranha Plant spews a damaging cloud of poison in front of it. If all hits connect, it will deal a great amount of damage. The cloud itself has no knockback and deals no hitstun, but it can be countered/reflected and shielded
*Up B: The Piranha Plant spins its leaves in a fashion akin to a propeller, causing it to rise upward. It can be angled to the left and right during the ascent. Covers excellent distance and causes damage, though its a bit slow.
*Down B: The Piranha Plant retreats into its pot/pipe, and extends outward to bite opponents in the direction aimed. This also extends the character’s hurtbox. Piranha Plant can move its pot to aim in one direction while charging.
*Final Smash: The Piranha Plant summons Petey Piranha, who stomps around the stage with his cages. Opponents that get too close will get trapped in his cages. Petey Piranha will then breathe fire at both of the cages, then slam both of the cages to the ground.	
*Neutral B: The Piranha Plant spits up a metal spiky ball, keeping it suspended by blowing air upwards. The spiky ball can then be blown either in front or behind the Piranha Plant. Holding the special move button will keep the spiky ball afloat.
*Side B: The Piranha Plant spews a damaging cloud of poison in front of it. If all hits connect, it will deal a great amount of damage. The cloud itself has no knockback and deals no hitstun, but it can be countered/reflected and shielded
*Up B: The Piranha Plant spins its leaves in a fashion akin to a propeller, causing it to rise upward. It can be angled to the left and right during the ascent. Covers excellent distance and causes damage, though its a bit slow.
*Down B: The Piranha Plant retreats into its pot/pipe, and extends outward to bite opponents in the direction aimed. This also extends the character’s hurtbox. Piranha Plant can move its pot to aim in one direction while charging.
*Final Smash: The Piranha Plant summons Petey Piranha, who stomps around the stage with his cages. Opponents that get too close will get trapped in his cages. Petey Piranha will then breathe fire at both of the cages, then slam both of the cages to the ground.	
  	Yoshi 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Cape Feather	
*Neutral B: Yoshi swallows the opponent and traps them in a Yoshi Egg. When the opponent is trapped, they can escape by button mashing. They stay trapped longer the more damage they have.
*Side B: Yoshi will encase himself in a large Yoshi Egg after a small hop then roll around the stage. Damage dealt is proportional to momentum. Can jump once during the move. Crashing into objects or opponents will break the egg.
*Up B: A Ground Pound that produces damaging stars upon landing. The attack deals a good amount of damage and has very little startup lag. It's been given more safety since it can now sweetspot ledges,
*Down B: Throws a Yoshi Egg that travels on a controllable, parabolic arc. When used in midair, the first three throws grant Yoshi significant vertical distance based on his current vertical momentum,
*Final Smash: Yoshi rushes forward and attacks the opponent with a upwards headbutt. If the attack hits, it cuts to a cinematic cutscene that takes place in a rocky gorge. Suddenly, an stampede of multicolored Yoshis trample the opponent.	
*Neutral B: Yoshi swallows the opponent and traps them in a Yoshi Egg. When the opponent is trapped, they can escape by button mashing. They stay trapped longer the more damage they have.
*Side B: Yoshi will encase himself in a large Yoshi Egg after a small hop then roll around the stage. Damage dealt is proportional to momentum. Can jump once during the move. Crashing into objects or opponents will break the egg.
*Up B: A Ground Pound that produces damaging stars upon landing. The attack deals a good amount of damage and has very little startup lag. It's been given more safety since it can now sweetspot ledges,
*Down B: Throws a Yoshi Egg that travels on a controllable, parabolic arc. When used in midair, the first three throws grant Yoshi significant vertical distance based on his current vertical momentum,
*Final Smash: Yoshi rushes forward and attacks the opponent with a upwards headbutt. If the attack hits, it cuts to a cinematic cutscene that takes place in a rocky gorge. Suddenly, an stampede of multicolored Yoshis trample the opponent.	
  	Donkey Kong 	
  	
*Weight: Heavy
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Strong Kong	
*Neutral B: A wind-up punch which fully charges after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor and is overall faster than if used uncharged. Its charge can charge canceled and saved, and chosen when to be released after being fully charged.
*Side B: Pulls out a barrel and tosses it forward. You can hold down the button to keep holding the barrel and move around carrying it as well. You can also use imputs to decide how you throw it: tilting up will have him toss it in an arc, while tilting down will have him bowl it on the floor.
*Up B: Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them. It has good horizontal distance, but very little vertical distance. The grounded version grants Donkey Kong super armor.
*Down B: Slaps the ground to cause earth-shaking vibrations. When grounded, Donkey Kong can keep pounding by repeatedly pressing the special button. The attack gives him some protection from opponents while grounded and has good range, but is unable to KO until extreme percentages.
*Final Smash: Punches forward. If the initial hit connects, Donkey Kong will then perform a long series of rapid punches. Has about the same range as his forward smash, but extremely powerful, KOing Mario as low as 24% on Final Destination.	
*Neutral B: A wind-up punch which fully charges after ten wind-ups. When fully-charged, the punch deals excellent damage, grants super armor and is overall faster than if used uncharged. Its charge can charge canceled and saved, and chosen when to be released after being fully charged.
*Side B: Pulls out a barrel and tosses it forward. You can hold down the button to keep holding the barrel and move around carrying it as well. You can also use imputs to decide how you throw it: tilting up will have him toss it in an arc, while tilting down will have him bowl it on the floor.
*Up B: Rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them. It has good horizontal distance, but very little vertical distance. The grounded version grants Donkey Kong super armor.
*Down B: Slaps the ground to cause earth-shaking vibrations. When grounded, Donkey Kong can keep pounding by repeatedly pressing the special button. The attack gives him some protection from opponents while grounded and has good range, but is unable to KO until extreme percentages.
*Final Smash: Punches forward. If the initial hit connects, Donkey Kong will then perform a long series of rapid punches. Has about the same range as his forward smash, but extremely powerful, KOing Mario as low as 24% on Final Destination.	
  	Diddy Kong 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Strong Kong	
*Neutral B: Diddy Kong shoots a peanut from his Popgun. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
*Side B: Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. Imput a command to then knock them away.
*Up B: Diddy Kong charges his rocket barrel pack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive.
*Down B: Diddy Kong tosses a Banana Peel over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and trip on the floor. Only one banana peel can exist at one time.
*Final Smash: Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, doing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage and unleash one final dash attack that launches the targeted opponent.	
*Neutral B: Diddy Kong shoots a peanut from his Popgun. The longer Diddy Kong charges the attack, the farther and quicker the peanut will fly. If Diddy Kong overcharges the attack, however, it will cause a very powerful explosion that leaves him vulnerable but possesses massive knockback.
*Side B: Diddy Kong performs a back-flipping forward leap that has him cling onto an opponent. Inputting the move as a smash attack increases the distance of the jump. Once he has clung onto the opponent, he will continuously scratch them. Imput a command to then knock them away.
*Up B: Diddy Kong charges his rocket barrel pack. Can potentially fly very far and very fast when charged, however hitting a surface, or being hit, will make Diddy Kong lose his rocket barrels before falling a huge distance while being unable to perform any action, often falling too far to survive.
*Down B: Diddy Kong tosses a Banana Peel over his shoulder and into the air to have it fall onto the ground. Grounded opponents who touch the peel while on the ground or are hit by the peel when thrown will slip and trip on the floor. Only one banana peel can exist at one time.
*Final Smash: Diddy Kong activates his Rocketbarrel Pack and flies up. He then dashes across the screen in multiple directions, doing damage to whoever he touches. After a while, he will lock on to whatever opponent has taken the most damage and unleash one final dash attack that launches the targeted opponent.	
  	King K. Rool 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Kaptain K. Rool	
*Neutral B: Pulls out a blunderbuss and fires a Kannonball forward. Only one Kannonball can be in play at one time, with another being usable after around 2.5 seconds. After a Kannonball is fired, the special button can be held to use the blunderbuss's vacuum function, sucking in nearby enemies or the Kannonball itself.
*Side B: Takes off his crown and flings it forward, similar to Boomerang. Has damage-based armor while K. Rool is throwing his crown. Deals less damage when returning. Unlike Boomerang, it cannot be smash thrown. The crown will attempt to return to K. Rool while flying, though it will slowly lose altitude.
*Up B: Equips the Propellerpack and flies upward. Especially for a heavyweight, this recovery covers an excellent amount of distance, allowing K. Rool to fly from one end of Final Destination to the other, though changing direction is difficult. Upon reaching peak height for a moment, K. Rool will slowly drift down.
*Down B: Puffs out his stomach and retaliates against attacks. It works like a counterattack and can also reflect projectiles. However, the counter hitbox is centered on K.Rool's stomach, making the rest of his body vulnerable (most notably his face).
*Final Smash: K. Rool stomps and lunges forward while catching those in his path. If at least one opponent was caught, a cutscene plays in which K. Rool sits on his throne before firing a massive laser from his Blast-o-Maticcannon. The laser then fires through Donkey Kong Island, dealing massive damage on the victims.	
*Neutral B: Pulls out a blunderbuss and fires a Kannonball forward. Only one Kannonball can be in play at one time, with another being usable after around 2.5 seconds. After a Kannonball is fired, the special button can be held to use the blunderbuss's vacuum function, sucking in nearby enemies or the Kannonball itself.
*Side B: Takes off his crown and flings it forward, similar to Boomerang. Has damage-based armor while K. Rool is throwing his crown. Deals less damage when returning. Unlike Boomerang, it cannot be smash thrown. The crown will attempt to return to K. Rool while flying, though it will slowly lose altitude.
*Up B: Equips the Propellerpack and flies upward. Especially for a heavyweight, this recovery covers an excellent amount of distance, allowing K. Rool to fly from one end of Final Destination to the other, though changing direction is difficult. Upon reaching peak height for a moment, K. Rool will slowly drift down.
*Down B: Puffs out his stomach and retaliates against attacks. It works like a counterattack and can also reflect projectiles. However, the counter hitbox is centered on K.Rool's stomach, making the rest of his body vulnerable (most notably his face).
*Final Smash: K. Rool stomps and lunges forward while catching those in his path. If at least one opponent was caught, a cutscene plays in which K. Rool sits on his throne before firing a massive laser from his Blast-o-Maticcannon. The laser then fires through Donkey Kong Island, dealing massive damage on the victims.	
  	Link 	
  	
*Weight: Medium
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Guardian Armor	
*Neutral B: Wields the Traveler's Bow and fires an arrow forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Upon hitting the ground or a wall, the arrows also linger for a while before disappearing.
*Side B: Throws a Boomerang, which flies forward and then returns to Link. On the way forward, it launches enemies vertically with high base knockback, and on the way back, it launches them towards Link with weaker knockback, allowing it to set up combos. It can be angled up or down.
*Up B: A spinning, outward attack, with Link using his sword. It is a powerful attack, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance.
*Down B: Pulls out a Remote Bomb, which can be thrown as an item. After throwing it, using the move again has Link detonate the Remote Bomb with his Sheikah Slate, creating a large blue explosion. The Remote Bomb has a maximum duration of about 30 seconds before detonating automatically.
*Final Smash: Uses the Triforce of Courage to emit a thin beam of light from his left hand to stun an opponent in front of himself. Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that launches them.	
*Neutral B: Wields the Traveler's Bow and fires an arrow forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Upon hitting the ground or a wall, the arrows also linger for a while before disappearing.
*Side B: Throws a Boomerang, which flies forward and then returns to Link. On the way forward, it launches enemies vertically with high base knockback, and on the way back, it launches them towards Link with weaker knockback, allowing it to set up combos. It can be angled up or down.
*Up B: A spinning, outward attack, with Link using his sword. It is a powerful attack, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance.
*Down B: Pulls out a Remote Bomb, which can be thrown as an item. After throwing it, using the move again has Link detonate the Remote Bomb with his Sheikah Slate, creating a large blue explosion. The Remote Bomb has a maximum duration of about 30 seconds before detonating automatically.
*Final Smash: Uses the Triforce of Courage to emit a thin beam of light from his left hand to stun an opponent in front of himself. Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that launches them.	
  	Princess Zelda 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Legendary Princess	
*Neutral B: Creates a crystalline barrier around herself. The barrier deals damage and reflects projectiles with 25% more power and speed than they originally had. It also grants intangibility, making it good as a defensive option against combos. However, it has a moderate start-up.
*Side B: Launches a magical fireball. It can be aimed up or down, and releasing the button causes it to explode. It has a large hitbox, and despite being a projectile, it cannot be reflected but only absorbed. The longer the button is held down, the farther the fireball will travel.
*Up B: Warps in a given direction. It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox, but is much faster compared to it. It deals damage upon contact while disappearing and while reappearing. When combined with a jump, its travel distance is greatly increased.
*Down B: Conjures a Phantom piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on the charge. When fully charged, the phantom will delay its attack for around a second.
*Final Smash: Uses the Triforce of Wisdom to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd.	
*Neutral B: Creates a crystalline barrier around herself. The barrier deals damage and reflects projectiles with 25% more power and speed than they originally had. It also grants intangibility, making it good as a defensive option against combos. However, it has a moderate start-up.
*Side B: Launches a magical fireball. It can be aimed up or down, and releasing the button causes it to explode. It has a large hitbox, and despite being a projectile, it cannot be reflected but only absorbed. The longer the button is held down, the farther the fireball will travel.
*Up B: Warps in a given direction. It travels a long distance and can be angled in eight directions similarly to Fox's Fire Fox, but is much faster compared to it. It deals damage upon contact while disappearing and while reappearing. When combined with a jump, its travel distance is greatly increased.
*Down B: Conjures a Phantom piece by piece and propels it forward with another button press. Serves as a projectile with varying attacks reaching various levels of damage and distance depending on the charge. When fully charged, the phantom will delay its attack for around a second.
*Final Smash: Uses the Triforce of Wisdom to generate a triangular portal that sucks in opponents using massive periodic shockwaves. Upon catching an opponent, they will either be launched with poor knockback. However, if they reach 100% or higher during it, they are instantly KO'd.	
  	Shiek 	
  	
*Weight: Medium
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Stealth Armor	
*Neutral B: Accumulates up to six needles that can be thrown immediately or stored for later use. When used in the air, Sheik throws the needles downward at approximately 30°. One of Sheik's best options for camping and zoning. The needles have transcendent priority, and thus cannot stop.
*Side B: Throws a grenade attached to a tripwire. On detonation, it creates a small vortex that pulls opponents towards it, then explodes. The detonation can be delayed a second by holding the special move button. The grenade can be thrown farther when used in the air or when thrown over an edge.
*Up B: After a short delay, Sheik destroys a Deku Nut in order to disappear via a small explosion, before reappearing nearby in a controlled direction. Its disappearing hitbox's respectable damage output and very high knockback scaling enable it to KO at 100% while near the upper blast line.
*Down B: A 360° Tengkong Pantui Cepu (a kick used in Nanquan). If it connects with an opponent, she will backflip a distance away and land on her feet. She can then kick up to three times by pressing the special move button again after the preceding kick connects.
*Final Smash: Sheik dashes forward and slashes with her knife. If she catches anyone, the Sheikah eye symbol will appear onscreen, and the screen will darken. She will then proceed to launch an onslaught of attacks from multiple directions before finally launching the trapped opponent with a final slash.	
*Neutral B: Accumulates up to six needles that can be thrown immediately or stored for later use. When used in the air, Sheik throws the needles downward at approximately 30°. One of Sheik's best options for camping and zoning. The needles have transcendent priority, and thus cannot stop.
*Side B: Throws a grenade attached to a tripwire. On detonation, it creates a small vortex that pulls opponents towards it, then explodes. The detonation can be delayed a second by holding the special move button. The grenade can be thrown farther when used in the air or when thrown over an edge.
*Up B: After a short delay, Sheik destroys a Deku Nut in order to disappear via a small explosion, before reappearing nearby in a controlled direction. Its disappearing hitbox's respectable damage output and very high knockback scaling enable it to KO at 100% while near the upper blast line.
*Down B: A 360° Tengkong Pantui Cepu (a kick used in Nanquan). If it connects with an opponent, she will backflip a distance away and land on her feet. She can then kick up to three times by pressing the special move button again after the preceding kick connects.
*Final Smash: Sheik dashes forward and slashes with her knife. If she catches anyone, the Sheikah eye symbol will appear onscreen, and the screen will darken. She will then proceed to launch an onslaught of attacks from multiple directions before finally launching the trapped opponent with a final slash.	
  	Ganondorf 	
  	
*Weight: Heavy
*Number of Jumps: 2 + Float
*Wall Jump: No
*Dokkan Burst: Beast Ganon	
*Neutral B: Winds up his left arm while charging dark magic  and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage. It also receives a significant damage bonus if used in the air.
*Side B: Lunges forward with his hand extended out and infused with dark magic. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic, then drops them onto thr ground. In the air, Ganondorf grabs onto and descends in order to chokeslam them to the ground.
*Up B: Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage.
*Down B: Creates a ball of dark energy and throws it forward. The projectile starts slow, but if the opponent hits it it'll travel backwards at a faster speed. Ganondorf can then hit it back itself causing it to go faster. Hitting it back and forward increases it's power and speed. Careful, Ganon can get hurt by this.
*Final Smash: Uses the Triforce of Power to transform into Ganon, his boar-like demonic form. Immediately upon transforming, Ganon performs downward slashes with his swords and then charges straight ahead. This attack can still hit opponents even if the burying slashes miss their target.	
*Neutral B: Winds up his left arm while charging dark magic  and then performs a powerful, dark magic-infused backfist. Ganondorf can rotate 180° by turning in the opposite direction during the charging period to deal more knockback and damage. It also receives a significant damage bonus if used in the air.
*Side B: Lunges forward with his hand extended out and infused with dark magic. Upon contact, he grabs the opponent's face and blasts them with a pulse of dark magic, then drops them onto thr ground. In the air, Ganondorf grabs onto and descends in order to chokeslam them to the ground.
*Up B: Leaps upward and, upon coming into contact with an opponent, latches onto them and discharges electricity before launching off of them with a dark explosion. The throw is very powerful, KOing around 89% near the edge, making it somewhat risky to edgeguard should he land it while facing away from the stage.
*Down B: Creates a ball of dark energy and throws it forward. The projectile starts slow, but if the opponent hits it it'll travel backwards at a faster speed. Ganondorf can then hit it back itself causing it to go faster. Hitting it back and forward increases it's power and speed. Careful, Ganon can get hurt by this.
*Final Smash: Uses the Triforce of Power to transform into Ganon, his boar-like demonic form. Immediately upon transforming, Ganon performs downward slashes with his swords and then charges straight ahead. This attack can still hit opponents even if the burying slashes miss their target.	
  	Young Link 	
  	
*Weight: Medium
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Fierce Deity	
*Neutral B: Uses the Fairy Bow to fire a Fire Arrow. It can be charged up for more power and range. The arrows send opponents at an upwards angle with low knockback and high hitstun, making it a good aerial combo starter. In addition, it has low ending lag, making it an excellent combo/spacing tool all around.
*Side B: Throws a Boomerang, which flies forward and then returns to Link. On the way forward, it launches enemies vertically with high base knockback, and on the way back, it launches them towards Link with weaker knockback, allowing it to set up combos. It can be angled up or down.
*Up B: A spinning, outward attack, with Link using his sword. It is a powerful attack, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance.
*Down B: Pulls out a Bomb. Just like in Melee, the explosion from the bomb hits multiple times. The bomb explodes after hitting a surface or enemy, or after enough time passes. The bomb's weak knockback makes it useful as a combo starter. It can be used to extend Young Link's recovery.
*Final Smash: Final Smash: Uses the Triforce of Courage to emit a thin beam of light from his left hand to stun an opponent in front of himself. Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that launches them.	
*Neutral B: Uses the Fairy Bow to fire a Fire Arrow. It can be charged up for more power and range. The arrows send opponents at an upwards angle with low knockback and high hitstun, making it a good aerial combo starter. In addition, it has low ending lag, making it an excellent combo/spacing tool all around.
*Side B: Throws a Boomerang, which flies forward and then returns to Link. On the way forward, it launches enemies vertically with high base knockback, and on the way back, it launches them towards Link with weaker knockback, allowing it to set up combos. It can be angled up or down.
*Up B: A spinning, outward attack, with Link using his sword. It is a powerful attack, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance.
*Down B: Pulls out a Bomb. Just like in Melee, the explosion from the bomb hits multiple times. The bomb explodes after hitting a surface or enemy, or after enough time passes. The bomb's weak knockback makes it useful as a combo starter. It can be used to extend Young Link's recovery.
*Final Smash: Final Smash: Uses the Triforce of Courage to emit a thin beam of light from his left hand to stun an opponent in front of himself. Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that launches them.	
  	Toon Link 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Rupee Armor	
*Neutral B: Equips his Hero's Bow to fire an arrow. It can be charged up for more power and range. The arrows move much slower than the arrows that Link or Young Link fire, making them easier to avoid. However, this also means that the arrows remain active for longer.
*Side B: Throws a Boomerang, which flies forward and then returns to Link. On the way forward, it launches enemies vertically with high base knockback, and on the way back, it launches them towards Link with weaker knockback, allowing it to set up combos. It can be angled up or down.
*Up B: A spinning, outward attack, with Link using his sword. It is a powerful attack, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance.
*Down B: Pulls out the Skull Hammer and leaps forward slamming it to the ground. On the ground, this attack will bury opponents, while in the air anyone hit by it will be spiked. This can be used for horizontal recovery, though keep in mind that Toon Link falls quite fast when he slams down the hammer.
*Final Smash: Link tosses a bomb forward, causing an explosion. Anyone hit by the final smash is launched into water, where a ship with Tetra and her crew are in front of them. Before they can attack, a huge wave forces them to run as the wave engulfs and launches opponents away back to the battlefield.	
*Neutral B: Equips his Hero's Bow to fire an arrow. It can be charged up for more power and range. The arrows move much slower than the arrows that Link or Young Link fire, making them easier to avoid. However, this also means that the arrows remain active for longer.
*Side B: Throws a Boomerang, which flies forward and then returns to Link. On the way forward, it launches enemies vertically with high base knockback, and on the way back, it launches them towards Link with weaker knockback, allowing it to set up combos. It can be angled up or down.
*Up B: A spinning, outward attack, with Link using his sword. It is a powerful attack, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance.
*Down B: Pulls out the Skull Hammer and leaps forward slamming it to the ground. On the ground, this attack will bury opponents, while in the air anyone hit by it will be spiked. This can be used for horizontal recovery, though keep in mind that Toon Link falls quite fast when he slams down the hammer.
*Final Smash: Link tosses a bomb forward, causing an explosion. Anyone hit by the final smash is launched into water, where a ship with Tetra and her crew are in front of them. Before they can attack, a huge wave forces them to run as the wave engulfs and launches opponents away back to the battlefield.	
  	Samus Aran 	
  	
*Weight: Heavy
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Fusion Suit	
*Neutral B: Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attacks.
*Side B: Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback but can break shields.
*Up B: Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO early.
*Down B: Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. Useful to force an opponent to shield and for edgeguarding if timed correctly. It can also break shields depending on their health if used along with her up and down tilts or a fully charged Charge Shot.
*Final Smash: Summons her Gunship from the background, and jumps into it as it flies off-screen. While Samus is piloting it, crosshairs appear on-screen, allowing her to fire a maximum of five energy blasts from her Gunship's cannons at any spot she chooses. When 15 seconds have passed, it ends.	
*Neutral B: Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attacks.
*Side B: Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback but can break shields.
*Up B: Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO early.
*Down B: Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. Useful to force an opponent to shield and for edgeguarding if timed correctly. It can also break shields depending on their health if used along with her up and down tilts or a fully charged Charge Shot.
*Final Smash: Summons her Gunship from the background, and jumps into it as it flies off-screen. While Samus is piloting it, crosshairs appear on-screen, allowing her to fire a maximum of five energy blasts from her Gunship's cannons at any spot she chooses. When 15 seconds have passed, it ends.	
  	Zero Suit Samus 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Justin Bailey	
*Neutral B: Assumes a kneeling position to fire a paralyzing energy blast from her weapon. It can be charged, which increases its damage output the duration of its paralysis but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage.
*Side B: Performs a kneeling lunge to unleash the Plasma Whip forward in a swirling motion. The whip hits repeatedly, while its sweetspot, which is located at the whip's tip, launches opponents away, and can KO at high percentages. Alternatively, holding down the special move button will have the tip of the whip snap.
*Up B: Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. One of her best KO moves against a midair opponent. It can also be angled forward or backward, which allows it to catch an opponent's air dodge, rolls, and edge get-up reactions.
*Down B: A 720° Ce Kong Fan, a jumping technique used in contemporary Wushu. It functions as a third jump and grants intangibility. It can deal damage in two ways: upon contact at the end of the jump, or by pressing either the attack button or special button during the jump.
*Final Smash: Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. The now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. At the end of the move, there is a pause, then one final burst is fired launching opponents.	
*Neutral B: Assumes a kneeling position to fire a paralyzing energy blast from her weapon. It can be charged, which increases its damage output the duration of its paralysis but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage.
*Side B: Performs a kneeling lunge to unleash the Plasma Whip forward in a swirling motion. The whip hits repeatedly, while its sweetspot, which is located at the whip's tip, launches opponents away, and can KO at high percentages. Alternatively, holding down the special move button will have the tip of the whip snap.
*Up B: Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. One of her best KO moves against a midair opponent. It can also be angled forward or backward, which allows it to catch an opponent's air dodge, rolls, and edge get-up reactions.
*Down B: A 720° Ce Kong Fan, a jumping technique used in contemporary Wushu. It functions as a third jump and grants intangibility. It can deal damage in two ways: upon contact at the end of the jump, or by pressing either the attack button or special button during the jump.
*Final Smash: Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. The now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. At the end of the move, there is a pause, then one final burst is fired launching opponents.	
  	Dark Samus (Samus's Echo)	
  	
*Weight: Heavy
*Number of Jumps: 2 + Float
*Wall Jump: No
*Dokkan Burst: True Form	
*Neutral B: Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attacks.
*Side B: Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback but can break shields.
*Up B: Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO early.
*Down B: Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. Useful to force an opponent to shield and for edgeguarding if timed correctly. It can also break shields depending on their health if used along with her up and down tilts or a fully charged Charge Shot.
*Final Smash: Charges up a gigantic laser then fires it forward. It covers a lot of the screen and is very large, but the start up time is slow and predictable, making it somewhat easy to avoid if fast enough. At the end of the move, there is a pause, then one final burst is fired launching opponents.	
*Neutral B: Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attacks.
*Side B: Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback but can break shields.
*Up B: Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO early.
*Down B: Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. Useful to force an opponent to shield and for edgeguarding if timed correctly. It can also break shields depending on their health if used along with her up and down tilts or a fully charged Charge Shot.
*Final Smash: Charges up a gigantic laser then fires it forward. It covers a lot of the screen and is very large, but the start up time is slow and predictable, making it somewhat easy to avoid if fast enough. At the end of the move, there is a pause, then one final burst is fired launching opponents.	
  	Ridley 	
  	
*Weight: Heavy
*Number of Jumps: 4
*Wall Jump: Yes
*Dokkan Burst: Meta-Ridley	
*Neutral B: Spits a fireball from his mouth forward, which bounces along the ground. It can be charged to have Ridley spit up to a maximum of five fireballs, which also increase in size and damage, dealing up to 28.3% if all of them connect. When charged, it is fairly effective for camping and edgeguarding,
*Side B: Rushes forward to grab an opponent. If successful, Ridley slams them onto the ground and drags them forward along it, dealing continuous damage, then throws them either upon reaching an edge or if the special move button is held. The move deals more damage the further the opponent is dragged along.
*Up B: Charges up, then performs a flying tackle in any of four possible directions: straight up by default; forward and slightly down; backward and slightly up; and down and slightly forward. The move travels a long distance, does not lose power while traveling, and has a wide ledge grabbing range throughout.
*Down B: Brings his tail back as it sparks briefly, then stabs forward with it. If hit near the tip of the tail, it causes Special Zoom and deals extremely high damage (55% total) and causes opponents to crumple if landed on the ground, akin to a fully charged Focus Attack.
*Final Smash: Lets out a roar and dashes forward. Upon hitting an opponent, a cinematic sequence begins with Ridley headbutting them onto Samus's gunship; as the gunship flies off, he shoots it down with a laser that engulfs both the ship and the target in an explosion. Instant K.O if opponent is over 100%.	
*Neutral B: Spits a fireball from his mouth forward, which bounces along the ground. It can be charged to have Ridley spit up to a maximum of five fireballs, which also increase in size and damage, dealing up to 28.3% if all of them connect. When charged, it is fairly effective for camping and edgeguarding,
*Side B: Rushes forward to grab an opponent. If successful, Ridley slams them onto the ground and drags them forward along it, dealing continuous damage, then throws them either upon reaching an edge or if the special move button is held. The move deals more damage the further the opponent is dragged along.
*Up B: Charges up, then performs a flying tackle in any of four possible directions: straight up by default; forward and slightly down; backward and slightly up; and down and slightly forward. The move travels a long distance, does not lose power while traveling, and has a wide ledge grabbing range throughout.
*Down B: Brings his tail back as it sparks briefly, then stabs forward with it. If hit near the tip of the tail, it causes Special Zoom and deals extremely high damage (55% total) and causes opponents to crumple if landed on the ground, akin to a fully charged Focus Attack.
*Final Smash: Lets out a roar and dashes forward. Upon hitting an opponent, a cinematic sequence begins with Ridley headbutting them onto Samus's gunship; as the gunship flies off, he shoots it down with a laser that engulfs both the ship and the target in an explosion. Instant K.O if opponent is over 100%.	
  	Kirby 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Hypernova	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	King Dedede 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Masked Dedede	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Meta Knight 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Mask Off	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Fox McCloud 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Galactic Armor	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Falco Lombardi 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Galactic Armor	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Wolf O' Donnell 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Galactic Armor	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Ash & Pikachu 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Libre Outfit	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Jigglypuff 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Angered Puff	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Pichu (Pikachu's Echo) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Ukulele	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Mewtwo 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Mega Mewtwo	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Gary Oak 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Rare Candy	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Lucario 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Mega Lucario	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Incineroar 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Burnout Mode	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Captain Falcon 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Burning Justice	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Ness 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: PK Master	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Lucas (Ness's Echo) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: PK Master	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Ice Climbers 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Polar Hoodies	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Marth 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Warriors Will	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Roy 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Warriors Will	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Ike 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Warriors Will	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Robin 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Warriors Will	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Mr. Game & Watch 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: 3rd Dimension	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Pit 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: 3 Godly Armor	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Dark Pit (Pit's Echo) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Dark Angel's Wrath	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Palutena 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Goddess's Power	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Wario 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Wario-Man	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Olimar & Pikmin 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Pikmin Master	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	R.O.B 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: R.O.B 2.0	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Villager 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Mayor's Outfit	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Isabelle 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Unlimited Cheer	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Wii Fit Trainer 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Fitness Goddess	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Little Mac 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Giga-Mac	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Shulk 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Manado's Power	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Duck Hunt Duo 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Feral Dog	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Inkling 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Ink-Proof suit	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Solid Snake 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Camo Suit	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Sonic the Hedgehog 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Super Sonic	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Mega Man 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Rush Armor	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Pac-Man 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Super Pac-Man	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Ryu 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Evil Ryu	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Ken Masters (Ryu's Echo) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Violent Ken	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Cloud Strife 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Limit Break	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Bayonetta 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Witch Time	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Simon Belmont 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Belmont's Wrath	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Joker 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Mask Off	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	The Hero 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Slime Armor	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Banjo & Kazooie 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Dragon Kazooie	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Terry Bogard 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Burning Spirit	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Master Hand 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Crazy Hand	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
  	Tabuu 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Raging Spirit	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
Newcomers	Newcomers 	Newcomers
  	Geno 	
  	
*Weight: Medium
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Lazy Shell Boost	
*Neutral B: Geno charges up his arm canon to unleash a laser beam. As you charge, stars will appear above you. The laser will be at it's strongest when there are three stars above you. If you miss the stars, the attack will fail.
*Side B: Geno will toss a energy disk at his foes. It will travel straight forward and can peirce through opponents. Only one disk can be on-screen at a time, using it again will cancle the attack.
*Up B: Geno uses his arm canon to boost upwards while doing an uppercut. The blast itself can do some damage but the uppercut will carry opponents upwards. Can only go upwards.
*Down B: Geno gives himself a boost in damage and defense that'll last 15 seconds. While both are buffed up, it also makes Geno slower as a payoff. You also have a cooldown of 5 seconds after.
*Final Smash: Geno transforms into a canon and launches a energy ball that expands. Anyone caught in the blast will be trapped in it, and once it explodes they'll go flying in different directions.	
*Neutral B: Geno charges up his arm canon to unleash a laser beam. As you charge, stars will appear above you. The laser will be at it's strongest when there are three stars above you. If you miss the stars, the attack will fail.
*Side B: Geno will toss a energy disk at his foes. It will travel straight forward and can peirce through opponents. Only one disk can be on-screen at a time, using it again will cancle the attack.
*Up B: Geno uses his arm canon to boost upwards while doing an uppercut. The blast itself can do some damage but the uppercut will carry opponents upwards. Can only go upwards.
*Down B: Geno gives himself a boost in damage and defense that'll last 15 seconds. While both are buffed up, it also makes Geno slower as a payoff. You also have a cooldown of 5 seconds after.
*Final Smash: Geno transforms into a canon and launches a energy ball that expands. Anyone caught in the blast will be trapped in it, and once it explodes they'll go flying in different directions.	
  	Toad 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	E. Gadd 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Goomba 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Fawful 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Kamek 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Raphael the Raven 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Dixie and Kiddy Kong 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Phantom Ganon 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Midna 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Sylux 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Animal Pals 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Susie 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Dark Matter Swordsman 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Slippy Toad 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Meowth 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Toxtricity 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Samurai Goroh 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Kumatora 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Lyn 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Waluigi 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Orbulon 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Queen Merelda 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Excitebiker 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Chibi-Robo 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Mr. Resetti 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	King Hippo 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Great Tiger 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Riki 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Rex and Pyra 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Squid Sisters 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Helix 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Arcade Bunny 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Karate Joe 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Gray Fox 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
  	Mighty and Ray 	
  	
*Weight:
*Number of Jumps: 
*Wall Jump: 
*Dokkan Burst:	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
*Neutral B:
*Side B:
*Up B: 
*Down B:
*Final Smash: 	
Category:Subpages
Category:Movesets