New Super Smash Brothers (2017 video game)/Specials

The following is listing the Specials of each character in New Super Smash Brothers. This includes each character's Custom Special and Final Smash.
Note that the descriptions of Custom Specials describes the difference between the default special and custom special.
==Mario==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Fireball 	Throws a fireball which bounces off the ground. 	Iceball 	The projectile travels a shorter distance, but induces a slowdown effect.
Up 	Super Jump Punch	Performs a multi-hitting punch while rising into the air. 	Fiery Jump Punch 	Only causes damage right at the end of the jump, but is slightly more powerful.
Side 	Cape 	Swings a cape which flips enemies around on impact. If timed correctly, it can also reflect projectiles. 	Azure Cape 	The cape knocks enemies away instead of turning them around, but is otherwise the same.
Down 	F.L.U.D.D. 	Takes out a water-spraying device. Press the B Button a second time to spray water at enemies in an attempt to push them away.	Forceful F.L.U.D.D.	The water causes good damage to enemies, but is unable to push them away or even make them flinch.
Final Smash 	Final Smash
Mario Finale!	Unleashes a spiral of flames which ensnares anyone who dares to oppose it.
==Luigi==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Fireball 	Throws a green fireball that flies in a spiral path. 	Thunderball 	The projectile causes a stunning effect and can travel faster and further, but causes very little damage.
Up 	Super Jump Punch 	Performs a punch while rising onto the air. Must hit enemies precisely, or else the damage will be low. 	Double Jump Punch 	Doesn't jump as high or cause much knockback, but can be used twice in a row. With good timing, it can land two hits with the full power, which deals great damage.
Side 	Dark-Light Device	Holds out a torch and attacks enemies in range with multi-hitting rainbow light. Enter this attack like a Smash Attack for a Strobulb Flash, which lands one big hit instead of several small hits.	Dark-Light Laser 	Both versions of the attack have less vertical reach, but more range.
Down 	Luigi Cyclone 	Spins at high speed, then knocks nearby enemies away. Repeatedly press B to rise into the air. 	Electrical Cyclone	Has greater attack range and can lift Luigi into the air more easily, but only causes damage with the final hit.
Final Smash 	Final Smash
Poltergust 5000!	Takes out the Poltergust 5000, sucks up enemies in range, then sends them flying into the air.
==Peach==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Toad 	Holds out a Toad which shoots spores if attacked. 	Toadette 	The counterattack is slightly weaker regarding range and damage, but induces a flower effect.
Up 	Peach Parasol	Jumps high into the air, then takes out a parasol to slow the fall. 	Windy Parasol 	The jump is higher, but the parasol is harder to control.
Side 	Peach Bomber 	A sideways rush attack which releases a heart-shaped explosion when it connects. 	Heart Bomber 	Doesn't rush very far, but releases a larger and slightly stronger explosion.
Down 	Vegetable 	Plucks a turnip which can be thrown by using the attack a second time. You can only pluck turnips while on solid ground.	Huge Vegetable	Takes longer to pluck the vegetable and leaves Peach vulnerable for a while after throwing, but deals more damage.
Final Smash 	Final Smash
Peach Blossom!	Puts enemies to sleep and creates peaches which can be eaten to restore HP.
==Bowser==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Fire Breath 	Spews flames straight ahead. The power decreases if it's held out for too long. 	Blazing Breath 	Loses power more slowly, but has less range. Can cause burning damage when at a high enough power.
Up 	Whirling Fortress	Tucks into his shell and spins into the air. Weak recovery, but offers effective defence. 	Cyclone Fortress	Creates a whirlwind around Bowser to deal additional damage. However, the recovery is even weaker than before, and damage is quite low unless both the whirlwind and the shell hit the enemy.
Side 	Flying Slam 	Starts with a claw attack, and if successful, attacks the caught enemy with a flying suplex. 	Sky Slam 	Less range with the claw attack, but the suplex deals more damage. Also, there is less horizontal movement during the suplex.
Down 	Bowser Bomb 	Jumps into the air, then dives down with a ground-pound. The jump is skipped when used in mid-air.	Fiery Bomb 	Creates a lava pillar on either side of Bowser when he lands, adding to the range, but executes slowly.
Final Smash 	Final Smash
Giga Bowser!	Transforms into a giant monster, granting increased power and a range of elemental properties to his attacks for a period of time.
==Rosalina==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Luma Shot 	Sends a Luma flying forwards, damaging anything in its path. Charge to make the Luma travel further. If a Luma is present, using this attack will call it back.	Luma Spin 	The Luma deals no damage during its rush, but performs a powerful spin attack at the end of the rush.
Up 	Launch Star 	Flies high into the air at a given angle. Very effective recovery, but hard to control. 	Sling Star 	Easier to control, but rises more slowly.
Side 	Star Bits 	Shoots Star Bits from her wand. If a Luma is present, the Luma will shoot Star Bits instead. 	Star Bit Cluster 	Only shoots one Star Bit which explodes at the end of its range, covering a fairly large area.
Down 	Gravitational Pull	Brings items towards Rosalina and changes the route of incoming projectiles. 	Gravitational Warp	Reflects projectiles instead of diverting them away from Rosalina, but doesn't pull items inwards.
Final Smash	Final Smash
Power Star!	Creates a star which shoots tiny star projectiles in all directions before eventually exploding.
==Dr. Mario==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Megavitamin 	Throws a pill which bounces off the ground. Stronger than Mario's version, but has less range. 	Blast Vitamin 	The pill only bounces once, and will then explode in a large area. Less range, but even more powerful.
Up 	Super Jump Punch	Performs a powerful punch while rising into the air. Less damage than Mario's version, but causes more knockback. 	Rocket Jump Punch	Only causes damage right at the start of the jump, but is slightly more powerful.
Side 	Super Sheet 	Swings a sheet which flips enemies around on impact. If timed correctly, it can also reflect projectiles. Has more range and power than Mario's version, but leaves him open after use.	Cleansing Sheet 	Doesn't flip enemies, or cause much damage, but adds a damage over time effect.
Down 	Doctor Tornado 	Spins at high speed, then knocks nearby enemies away. Repeatedly press B to rise into the air. Faster startup than Luigi's version and lasts longer, but causes more ending lag. 	Drifting Tornado 	Moves around more easily while spinning, and is more powerful, but has a slower startup.
Final Smash 	Final Smash
Doctor Finale!	Unleashes a spiral of medicine which ensnares anyone who dares to oppose it. Stronger than Mario's version, but also slower.
==Bowser Jr.==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Clown Cannon 	Charges up a slow, but powerful cannon blast. Causes backwards recoil to the user once it fires. 	Fire Cannon 	Causes damage to Bowser Jr. instead of recoil, but shoots a more powerful projectile that explodes on impact.
Up 	Abandon Ship! 	Jumps out of the Junior Clown Car, which soon explodes. Upon landing, he gains a new Clown Car, though his offence is severely restricted until then.	Swift Ejection 	More effective recovery, but the car's explosion is smaller and weaker.
Side 	Clown Cart Dash	Transforms the Junior Clown Car into a race car, then quickly rushes forwards. Can change direction during the rush. 	Clown Cart Spin 	Constantly spins while driving. Slower, has a shorter duration and has more trouble turning, but deals more damage.
Down 	Mechakoopa 	Sets up a little robot that walks around, exploding after some time or if attacked. 	Speedy Mechakoopa	The Mechakoopa moves faster, but its damage is reduced.
Final Smash 	Final Smash
Shadow Mario Paint!	Turns himself into Shadow Mario, then creates a cross-shaped formation of paint across the screen, damaging enemies who touch it and lasting for a long time.
==Yoshi==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Egg Lay 	Extends his tongue to consume an enemy, then traps them in an egg. While in the egg, enemies cannot move or attack but take less damage.	Egg Catch 	Has more range, but doesn't damage the consumed enemy.
Up 	Egg Toss 	Throws an egg in an arc. Hold the button down to raise the angle. Can be used for gaining aerial momentum. 	Metal Egg 	Throws a more powerful egg, but leaves Yoshi open.
Side 	Egg Roll 	Tucks into an egg and performs a rolling dash. Can be charged to boost the speed of the roll. 	Bounce Roll	Tucks into an egg and jumps forwards. Can be charged to boost the distance of the jump. Difficult to hit foes with, but deals more damage.
Down 	Yoshi Bomb	A ground pound which damages nearby enemies. If used on the ground, a forwards jump is performed before attacking. 	Gale Bomb 	Deals no damage, but on contact with the ground releases a whirlwind that sends enemies flying.
Final Smash 	Final Smash
Super Dragon!	Reveals a pair of wings, gaining the ability to fly around and shoot giant fireballs at enemies for a short period of time.
==Wario==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Chomp 	A biting attack that, if successful, holds the enemy in place as they take damage. Can be used on items to recover more health from them. 	Relentless Chomp	Performs three consecutive biting attacks with less starting lag, but has more ending lag and less range.
Up 	Corkscrew 	Performs a rising spin attack. Good damage, but won't go very far. 	Corkscrew Bomber	Rises up, then rushes straight back down. Very powerful, but makes recovery risky.
Side 	Wario Bike	Rides around on a motorbike. An effective way of increasing Wario's sub-par speed. If enemies attack the Wario Bike enough, they can break it, and the wreckage must be disposed of before the bike may be used again.	Sturdy Bike 	The bike is slower, but can take a lot more damage.
Down 	Wario Waft	A disgusting close-range attack that grows stronger the less you use it. When fully charged, it deals very high damage and even launches Wario into the air. 	Explosive Waft 	Slower to start, but sends Wario into the air regardless of charge, sending him very far at maximum charge.
Final Smash	Final Smash
Wario-Man! 	With a bite of Nasty Garlic, takes on his superpowered alter-ego, improving all of his attacks' qualities for some time.
==Donkey Kong==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Giant Punch 	A punching attack with several charge levels. Press R while charging to hold your charge. 	Combo Punch 	Deals less damage and cannot be charged, but can build up a slow combo with repeated button presses.
Up 	Spinning Kong	Spins wildly to attack. Provides horizontal and some vertical recovery when used in the air. 	Rising Kong 	Spins into the air when used on the ground, but deals less damage. The midair version provides better vertical recovery, but weaker horizontal recovery.
Side 	Headbutt 	Performs a head-slamming attack. Can bury weakened foes. 	Soundwave Headbutt	Launches a soundwave, increasing the range of the attack, but deals less damage and cannot bury foes.
Down 	Hand Slap 	Pounds the ground, creating shockwaves on both sides. Effective on the ground, but near-useless in midair.	Precise Slap 	Creates larger and more damaging shockwaves, but only in front of DK. The midair version is untouched.
Final Smash	Final Smash
Konga Beat!	Takes out a pair of bongos and launches sound waves outwards. Press A to the beat of the song to increase the damage dealt.
==Diddy Kong==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Peanut Popgun 	Shoots a peanut. Can be charged to raise the angle of the shot. If charged too much, the popgun will explode, damaging nearby enemies. 	Peppy Popgun 	Shoots smaller peanuts that can't be charged, but has a faster attack rate.
Up 	Rocketbarrel Pack	Flies into the air with a jetpack. Can be charged to boost the distance traveled, and navigated using the Circle Pad. If Diddy is hurt while flying, the Jetpack goes flying away as a projectile, exploding on impact.	Navigator Pack	Flies more slowly, but is easier to navigate. When the Jetpack goes flying off, it travels more slowly but homes in on enemies.
Side 	Monkey Flip 	A forwards flipping motion. Press B during the flip to kick. If you land the flip just right, you can grab an enemy. 	Dodge Flip 	Provides invincibility during the flip, but cannot deal damage in any way.
Down 	Banana Peel 	Tosses out a banana peel which causes enemies to trip if they run into it. You can only have one out at a time. 	Rotten Banana 	Deals damage instead of causing enemies to trip.
 
Final Smash 	Final Smash
Rocketbarrel Barrage!	Flies in the air using his jetpack and bombards enemies with dual Peanut Popguns.
==Link==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Hero's Bow 	Shoots an arrow. Can be charged to raise the angle of the shot. 	Ice Bow 	The arrow flies straight no matter how little it's charged, and releases an icy explosion after a set distance, slowing enemies in the blast radius. Charging this attack makes the explosion larger.
Up 	Spin Attack 	Performs a spinning sword slash. Can be charged when used on the ground, and sends Link upwards if used in the air.	Whirlwind Spin	When used on the ground, pulls enemies in before knocking them away with a single slash. Charging this attack will strengthen its vacuum effect. When used in the air, it sends Link higher than normal but cannot damage enemies.
Side 	Gale Boomerang	Throws a boomerang which transforms into a tornado when it returns to Link, pulling enemies towards it. 	Ripping Gale 	The boomerang creates a damaging whirlwind at the end of its range, but doesn't return to Link.
Down 	Bomb 	Equips a Bomb. Use this attack again to throw the bomb. 	Bomb Bow 	Can launch smaller, weaker bombs further and at a straight trajectory.
Final Smash 	Final Smash
Triforce Slash!	Enchants his sword with Farore's blessing, then ensnares enemies in range with a magical slashing combo.
==Zelda==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Naryu's Love 	A protection spell which creates a projectile-reflecting crystal and two rings of damaging shards. 	Naryu's Melody	The crystal does not appear, meaning you cannot reflect projectiles, but the shards spread out at the end of the move to add to the total damage.
Up 	Farore's Wind	A teleportation spell which damages enemies near the two warp points. Use the Circle Pad to determine where you wish to go. 	Farore's Storm	Executes very quickly, but cannot damage enemies.
Side 	Din's Fire 	A damaging spell which sends a fireball floating forwards. The fireball can be navigated up and down with the Circle Pad and explodes when you release the B Button. 	Din's Flame 	The explosion does no initial damage, but leaves a raging fire that builds up damage over the course of a few seconds.
Down 	Phantom Slash	Summons a phantom who uses a sword slash. Can be charged to boost the distance that the phantom travels. The phantom also serves as a shield, but if destroyed, it can't be called back for a while.	Phantom Cutter	The phantom's slash deals no damage, but launches a damaging shockwave straight ahead. Charging the attack will make the shockwave larger.
Final Smash 	Final Smash
Light Arrow!	Takes out a bow enchanted by Naryu, then shoots a piercing arrow that smites everything it touches.
==Sheik==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Needle Storm 	Press B once to start gathering needles, and press again to throw them forwards. Guarding during the charge-up period will save your charge.	Swift Storm 	Charges up more quickly and attacks immediately once fully charged, but has less range.
Up 	Vanish 	Bursts into smoke, then quickly re-appears higher in the air. Use the Circle Pad to determine the direction of movement. 	Explosive Vanish	Releases a second smoke burst upon re-appearing, but has more ending lag.
Side 	Burst Grenade	Throws a grenade on a long chain. The grenade eventually explodes, pulling enemies towards it before the blast. 	Chain 	Whips straight forwards with a chain. The chain can be guided with the Circle Pad. If the end of the chain touches an edge, Sheik will use it to grab onto the ledge.
Down 	Bouncing Fish	Flips forwards, then launches a kicking attack. Can be used as an evasion method. 	Bouncing Shark 	Flips straight into the air, then performs a diving kick. Stronger, but can't cause any knockback.
 
Final Smash 	Final Smash
Light Arrow!	Takes out a bow enchanted by Naryu, then shoots a piercing arrow that smites everything it touches. Has a slower startup than Zelda's version, but deals more damage.
==Toon Link==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Hero's Bow 	Shoots an arrow. Can be charged to raise the angle of the shot. Toon Link's arrows don't fall as easily as Link's, but also fly more slowly. 	Fire Bow 	The arrow flies straight no matter how little it's charged, and releases a fiery explosion after a set distance, burning enemies in the blast radius. Charging this attack raises the damage output.
Up 	Spin Attack	Performs a spinning sword slash. Can be charged when used on the ground, and sends Toon Link upwards if used in the air. Less knockback and power than Link's version, but can cause several hits, giving more total damage.	Wave Spin 	When used on the ground, creates a whirlwind of water around Toon Link, adding to the range, but deals less damage. When used in the air, stays stationary while spinning and ends with a rising slash.
Side 	Boomerang 	Throws a boomerang that pierces through enemies. While the projectile is very fast, it has a fairly slow startup. 	Homing Boomerang	The boomerang is weaker and cannot pierce, but will home in on the nearest enemy.
Down 	Bomb 	Equips a Bomb. Use this attack again to throw the bomb. Has a larger blast radius than Link's bombs and cannot effect terrain, but is less powerful. 	Blazing Bomb 	The bomb goes off sooner and has a smaller blast radius, but is more powerful. Unlike Toon Link's normal bomb, it can also damage terrain.
Final Smash 	Final Smash
Triforce Slash!	Enchants his sword with Farore's blessing, then ensnares enemies in range with a magical slashing combo. Less startup time than Link's version, but has a shorter range.
==Toon Zelda==
===Zelda Only===
Type 	Default 	Description 	Custom 	Custom Change
Standard	Light Force 	Fires a homing light projectile that stuns enemies on impact. 	Light Wave 	Flies faster and causes a longer stunning effect, but isn't as powerful.
Up 	Minish Magic	Teleports in any direction. Covers a great distance, but deals no damage. 	Minish Burst	Can only teleport straight up, but deals damage to nearby enemies at the end.
Side 	Spirit Surge	Transforms into a spirit and rushes forwards a short distance - upon touching an enemy, possesses them and deals damage before leaving their body.	Spirit Snare	Rushes further and faster, but deals less damage to a possessed enemy.
===Tetra Only===
Type 	Default 	Description 	Custom 	Custom Change
Standard	Flintlock Pistol 	Fires a small bullet straight forwards. Powerful at point-blank, but weaker from further away. Also causes a slight recoil effect. 	Pistol Barrage 	Fires three consecutive bullets, totalling more damage, and has less of a difference between point-blank and faraway damage, though it's slower and causes more recoil.
Up 	Mainsail Updraft 	Uses a sail and a gust of wind to lift her into the air. Effective recovery, but deals no damage - however, it can push enemies away. 	Mainsail Sidedraft	Goes more forwards, but not as far up.
Side 	Swashbuckling Combo	A multi-hit cutlass combo. With each hit, either tap the B button for a faster, short-range attack, or hold it down for a longer-ranged, but slower slash.	Shielding Combo 	Performs a shorter combo, but the slashes can reflect weak projectiles.
===Zelda and Tetra===
Type	Default 	Description 	Custom 	Custom Change
Down	Transform	Changes form between Zelda and Tetra. Takes a long time to transform, and is invincible during the process.	Instant Transform	Transforms much more quickly, but also offers much less invincibility.
Final Smash 	Final Smash
Light Arrows!	Takes out a bow enchanted by Naryu, and can fire three piercing arrows from this bow. Weaker than Zelda's version, but has the advantage of having several arrows to fire. Movement is possible while the bow is out, but other attacks are not. As Tetra, the attack causes more damage, while as Zelda it causes more knockback.
==Ganondorf==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Warlock Punch	A punch accompanied by a massive explosion of darkness. While powerful and able to hit many enemies at once, this attack is very slow. 	Warlock Edge 	Draws his sword for an attack that has more range than Warlock Punch, but no splash damage. The knockback is higher than with the original attack, but the damage is weaker.
Up 	Dark Dive 	Jumps up, then performs a spin attack. If an enemy touches him just before the spin attack is launched, they will be grabbed and attacked with darkness. 	Dark Spiral 	Performs the spin attack throughout the whole attack. More damage, but weaker recovery and cannot grab enemies.
Side 	Flame Choke 	Rushes forwards, attempting to grab an enemy. Once they are grabbed, they will be stunned and attacked with darkness. Press B again while the enemy is grabbed to slam them into the ground.	Suffering Flame	Rushes further, but can't hold an enemy for as long upon grabbing them.
Down 	Wizard's Foot	A darkness-filled rushing kick. Travels diagonally down when used in midair. 	Wizard's Hand 	When used on the ground, rushes diagonally up and leaves flames where he jumped from. When used in midair, leaves flames on contact with the ground. The flames add up to more damage, but the knockback is weaker.
Final Smash 	Final Smash
Beast Ganon!	Transforms into a monstrous beast and pounds the ground, stunning any grounded enemies, before rushing forwards and crushing everything in his path.
==Kirby==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Inhale 	Sucks up an enemy in range. Once an enemy is sucked up, press A to spit them out as a damaging star or B to copy their Standard Special.	Super Inhale 	Takes longer to suck the enemy in, but damages them while they get sucked up.
Up 	Final Cutter	Slashes while jumping into the air, then performs a diving slash, causing shockwaves to appear in front of Kirby when he lands. 	Cleaving Cutter	Performs three fast slashes at the start, adding to the total damage, but does not create shockwaves.
Side 	Hammer Flip 	Swings a hammer. Can be charged to raise the power and add a fire property. 	Hammer Twirl 	Spins the hammer for a multi-hitting attack. Charging this attack doesn't raise the power that much, but creates flames on the floor if used on the ground.
Down 	Stone 	Petrifies Kirby and has him dive down, damaging anything in his path. Once you land, press B again to revert Kirby to his normal form. 	Power Stone 	Draws enemies inwards during the transformation, but takes slightly longer both to transform and to transform back.
Final Smash 	Final Smash
Ultra Sword!	Swings a giant sword in an arc, then repeatedly pummels captured enemies with other oversized weapons before dishing out the final blow.
==King Dedede==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Inhale 	Sucks up an enemy in range. Once an enemy is sucked up, press A to spit them out as a damaging star. Can't copy abilities, but has more range than Kirby's version.	Suction Inhale 	Has greater range, but spits the enemy out whole instead of launching them as a star.
Up 	Super Dedede Jump	Jumps extremely high, then crashes down. Damages enemies on contact on the way down. 	Dedede Quake 	Doesn't jump as high, but falls more quickly and creates shockwaves around him when he hits the ground.
Side 	Gordo Toss 	Bats a Gordo forwards with his hammer. Powerful, but can be reflected with nearly any attack. 	Waddle Dee Toss	Throws out a Waddle Dee that walks around once it lands, causing damage on contact.
Down 	Jet Hammer 	Charges up with his hammer, then swings it at full force. Powerful, but charging too much will cause recoil damage. 	Jet Hammer Slam	Slams the hammer down instead of swinging it upwards. Weaker, but can bury enemies. When fully charged, it sends a damaging shockwave sliding across the ground.
Final Smash 	Final Smash
Masked Dedede Time!	Takes on his masked form, gaining temporary invincibility, and creates electrical borders around the screen, stopping the enemies from going off-screen. Very useful for racking up damage, but prevents KOs until the effects end.
==Meta Knight==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Mach Tornado 	Spins wildly, transforming into a small damaging tornado. Can repel weak projectiles while spinning. 	Tornado Rise 	Rises into the air while spinning, but can't trap enemies unless they're above you, greatly weakening damage potential.
Up 	Shuttle Loop 	Flips, then performs a rising slash. 	Shuttle Glide 	Instead of a rising slash, ends the attack by going into a forwards glide. Use up and down on the Circle Pad to change the gliding angle.
Side 	Drill Rush 	Hops backwards, then performs an all-out spinning rush. Can be angled with the Circle Pad. 	Floating Drill	Rushes more slowly and won't go as far, but deals more damage and launches enemies forwards at the end of the attack.
Down 	Dimensional Cape	Vanishes into his cloak, then re-appears elsewhere. If B is held, the attack will end with a sword slash.	Illusion Cape 	Stays in the same place when he re-appears, but lands a total of three quick slashes, giving more damage.
Final Smash 	Final Smash
Galaxia Darkness!	Throws out his cape, trapping enemies in front of him. Enemies who are captured receive a devastating blow.
==Elline==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Point Star 	Randomly gains as many as twenty extra Point Stars - once one hundred Point Stars are reached, Elline enters Rainbow Mode. While in Rainbow Mode, the move instead turns into a weak self-healing ability. After using this move, Elline must wait before being able to use it again.	Star Thrift 	Can only gain singular Point Stars, but can keep on gaining them by holding the button down. When the button is released, the cooldown's length is based on how long the button was held for.
Up 	Rainbow Line	Creates a path of colour, then rushes across it. Can freely guide the path using the Circle Pad. Limited ink is given to make the path, except in Rainbow Mode, where it is infinite. Ink will replenish while on the ground. 	Rainbow Rise	Can only guide the line straight up, but deals more damage to enemies on contact.
Side 	Ball Dash 	Rolls into a ball and dashes forwards. Mash the B button to extend the distance of the dash, in exchange for some power. 	Water Dash 	Rushes for less distance, but has greater defence while rushing. In midair, the dash will go in a downwards curve, though this can be changed to an upwards curve by keeping B held down.
Down 	Copy Attack 	Guards, and upon taking an attack, counters it with a stronger facsimile of that attack. 	Risky Copy 	Cannot repel the damage from the received attack, though the copy of it is stronger.
Final Smash 	Final Smash
Brush of Seventopia!	Traps enemies in a world of clay on the Touch Screen. For a limited time, you can use the stylus to draw, either brushing over your enemies directly to deal damage, or colouring in various sculptures that appear to allow them to fight for you.
==Red==
===Squirtle Only===
Type 	Default 	Description 	Custom 	Custom Change
Standard	Bubble 	Shoots bubble projectiles at mid range. Rapidly tap B to shoot several small projectiles, and hold down B to charge up a large projectile.	Water Pulse 	Uncharged projectiles fly faster, but are slightly weaker. The charged projectile stuns enemies rather than damaging them.
Up 	Waterfall 	A rising uppercut empowered by water. 	Water Rush 	Dashes forwards a short distance before the uppercut, but covers less vertical distance.
Side 	Rapid Spin	Spins at high speed, creating a damaging whirlwind. Gains momentum if used while dashing. 	Spirit Snare	Creates a smaller and less damaging whirlwind, but is invincible while spinning.
Final Smash	Final Smash
Hydro Pump!	Draws power from Mystic Water to bombard enemies with a stream of watery blasts.
===Bulbasaur Only===
Type 	Default 	Description 	Custom 	Custom Change
Standard	Razor Leaf 	Throws a leaf like a throwing star. Use the Circle Pad to navigate the leaf up and down.	Autumn Leaf 	The leaf moves more slowly, but homes in on enemies.
Up 	Vine Whip 	Lashes a vine upwards. If the vine touches a ledge, Bulbasaur will latch on. 	Thorned Whip	Has less range, but deals more damage to enemies.
Side 	Poison Powder	Launches a cloud of purple dust which causes a damage over time effect. 	Sleep Powder	Doesn't cause damage, but puts enemies to sleep.
Final Smash	Final Smash
Solar Beam!	Draws power from a Miracle Seed to blast enemies with a beam of light.
===Charmander Only===
Type 	Default 	Description 	Custom 	Custom Change
Standard	Flamethrower	Spews flames straight ahead. The more you use this attack, the weaker it becomes. 	Ember 	Shoots weaker flames which don't lose power no matter how much they are used.
Up 	Metal Claw 	Jumps into the air with a glistening slash. Can be charged to boost the distance of the jump. 	Slash 	Can't be charged, but travels faster and deals more damage.
Side 	Dragon Rage 	Shoots a blue fireball which travels a short distance before exploding. Enter this attack like a Smash Attack to boost the range the fireball travels.	Incinerate	The fireball has no limit to its range and pierces through enemies instead of exploding. Unless you enter the attack like a Smash Attack, the fireball weakens with every enemy it pierces.
Final Smash	Final Smash
Inferno! 	Draws power from Charcoal to create a tornado of fire, then launches a fiery combo on enemies caught by the tornado.
===All Pokémon===
Type	Default 	Description 	Custom 	Custom Change
Down	Switch Pokémon	Changes your active Pokémon. Goes on a cycle of Squirtle > Bulbasaur > Charmander.	Swap Pokémon	The cycle of active Pokémon is switched to Squirtle > Charmander > Bulbasaur.
==Pikachu==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Thunder Jolt	An electric projectile which bounces off surfaces. 	Plasma Jolt 	The projectile cannot bounce, but leaves damaging plasma where it lands.
Up 	Quick Attack	Two quick rushing motions, leaving a trail of sparks which can damage enemies. Both rushes can be angled individually using the Circle Pad.	Wind Attack 	Deals more damage and knocks enemies downwards, but doesn't travel as far and has limitations to the angles at which you can travel.
Side 	Skull Bash 	A full-force rush attack. Can be charged to raise the power. 	Volt Bash 	Takes longer to charge, but releases electrical explosions on impact, adding to the damage.
Down 	Thunder 	Calls for a lightning strike. Releases a pulse of electricity if it hits Pikachu. 	Instant Thunder	Executes instantly, but doesn't release a pulse if it strikes Pikachu.
Final Smash 	Final Smash
Volt Tackle!	Utilises a Light Ball to transform into an orb of electricity, which can move freely to damage everything in its path for a short period of time.
==Charizard==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Flamethrower	Spews flames straight ahead. The more you use this attack, the weaker it becomes. Has more range than Charmander's version, but dies out more quickly.	Heat Wave 	The flames start as weak, but build up strength over time, up to the point of becoming stronger than a full-power Flamethrower. The strength of the fire is reset when B is released.
Up 	Fly 	Flies upwards into the air. Offers a brief protection from knockback while flying. 	Flying Rush	Can rush further and in any direction, but is weaker and doesn't protect from knockback.
Side 	Flare Blitz 	Rushes forwards wreathed in flame. Powerful, but causes minor damage to Charizard on impact. 	Dragon Claw	Doesn't damage Charizard and can rush through enemies, but deals low damage.
Down 	Rock Smash 	Grabs a rock, then headbutts it, sending pieces of rock flying forwards. 	Rock Toss 	Throws a rock that breaks into pieces on impact. Longer range, but less powerful.
Final Smash 	Final Smash
Mega Evolution!	Transforms into Mega Charizard X, who can fly freely and use two attacks - a rush in any direction (by pressing A) or a blast of flames that explodes on impact (by pressing B).
==Lucario==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Aura Sphere 	Charges up and launches an orb of energy. The more you've taken damage, the longer you can charge it for. 	Vacuum Wave 	A point-blank energy burst which deals more damage in exchange for less range. Charging boosts the area of effect.
Up 	Extreme Speed	Flies freely through the air. Effective recovery, but takes some time to start up. 	Extreme Flight	Travels further, but takes more time to start and leaves Lucario vulnerable.
Side 	Force Palm 	Grabs a nearby enemy, then fires a piercing laser at close range. Even if the grab fails, the full attack will work.	Feint Palm 	Provides brief invincibility, but has slightly less range.
Down 	Double Team 	Tries to dodge an incoming attack. If successful, a ghostly image of Lucario launches a counter. 	Double Strike 	Provides brief invincibility, then uses a weaker version of the attack without having to dodge an enemy attack.
Final Smash 	Final Smash
Mega Evolution!	Transforms into Mega Lucario, maxing out the power of his attacks for a set period of time.
==Greninja==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Water Shuriken	Charges up and throws a watery throwing star. Charge to increase the size, range, power and piercing of the attack. 	Shuriken Wave 	Charging fires more shurikens instead of a more powerful shuriken. Cannot pierce, but deals more damage.
Up 	Hydro Pump 	Sprays water to propel the user into the air, changing direction mid-flight. Aim with the Circle Pad. The water cannot deal damage, but can push enemies away. 	Ice Beam 	Sprays cold wind that slows enemies rather than pushing them.
Side 	Shadow Sneak 	Sends Greninja's shadow forwards while the button is held, then teleports to the shadow and performs a slash attack when the button is released. Can move normally while preparing the attack.	Shadow Burst 	The shadow moves faster, but the damage is slightly lower. If the shadow reaches an enemy, they become tagged, allowing Greninja to launch the attack on them regardless of their position, albeit with slower attack speed.
Down 	Substitute 	Creates a doll that lasts for a moment. If the doll is attacked, it repels the blow, and Greninja will swiftly strike the aggressor. 	Substitute Shield	The doll lasts for longer and can take more hits, but Greninja will not attack if the doll takes a hit.
Final Smash 	Final Smash
Secret Ninja Attack!	Flings nearby enemies high into the air, then devastates them with a sealed Water-type move.
==Jigglypuff==
Type 	Default	Description 	Custom 	Custom Change
Standard	Rollout	Hold down B to charge, then release to start rolling at high speed. Doesn't stop until Jigglypuff crashes into an enemy. 	Bouncing Roll	Bounces high into the air, going higher and further the more you charge. Harder to hit enemies with, but can launch them down or bury them if they are on the ground.
Up 	Sing 	Sings a song that puts nearby enemies to sleep, or launches them if they are in midair. When used in the air, Jigglypuff is suspended in midair until the song ends.	Round 	Creates a ring of music notes around Jigglypuff to damage enemies, but won't put them to sleep. In midair, it has no offensive properties, but takes her high into the air.
Side 	Pound 	A short-range forwards punch. Can be used in midair to gain forwards momentum. 	Double Slap 	Performs two very quick, consecutive punches. Weak, but goes forwards more, especially in midair.
Down 	Rest 	Creates an extremely powerful psychic blast around Jigglypuff. As a price for its huge power, however, it makes Jigglypuff fall asleep. 	Flowery Rest 	Covers a wider area and causes the damage-over-time effect of Lip's Stick, but leaves Jigglypuff asleep for longer.
Final Smash	Final Smash
Puff Up! 	Inflates to a massive size, then releases a shockwave to push enemies away. Can be very dangerous on small stages, but affects enemies and allies alike.
==Pichu==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Thunder Jolt	An electric projectile which bounces off surfaces. Considerably faster than Pikachu's version, but causes slight damage with every use. 	Static Jolt 	The projectile is weaker, but on contact with an enemy will bounce off them and try to hit another nearby enemy.
Up 	Agility 	Two quick rushing motions, which can be angled individually with the Circle Pad. Faster and goes further than Pikachu's version, but deals no damage. 	Darting Agility	A four-step Agility. Slightly slower, but can take paths that the normal Agility cannot.
Side 	Skull Bash 	A full-force rush attack. Can be charged to raise the power. Faster and goes further than Pikachu's version, but leaves him vulnerable if it misses. 	Shield Bash 	Won't go very far, even if fully charged, and will always leave Pichu vulnerable even if it hits, but cannot be interrupted while charging.
Down 	Thunder 	Calls for a lightning strike. Releases a pulse of electricity if it hits Pichu. While the pulse is stronger than the one that Pikachu creates, letting the lightning hit Pichu causes slight damage.	Thunder Barrage	Calls for three simultaneous lightning bolts. Has more range, but isn't as strong unless a pulse is made or all three lightning bolts connect, and causes greater harm to Pichu.
Final Smash 	Final Smash
Volt Tackle!	Utilises a Light Ball to transform into an orb of electricity, which can move freely to damage everything in its path for a short period of time. Initially faster than Pikachu's version, but loses speed more quickly.
==Mewtwo==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Shadow Ball	Charges up and fires an orb of darkness with a wavy flight path. Explodes in a large area on impact. 	Psybeam	Charges up faster and causes better knockback, but is weaker and lacks splash damage.
Up 	Teleport 	Vanishes, then suddenly re-appears. Use the Circle Pad to determine the direction travelled. Effective recovery, but can't deal damage. 	Psychic	Executes more slowly than with Teleport and is vulnerable while travelling, but can deal damage to enemies on contact.
Side 	Confusion 	Creates a spiral of gravity in front of Mewtwo. Enemies caught in the spiral are flung away from him, and projectiles in the spiral are reflected.	Mist 	Slows enemies effected by the attack, but cannot reflect projectiles.
Down 	Disable 	A glare that stuns all enemies who are making eye contact with Mewtwo. No effect on aerial enemies. 	Barrier	Guards, and upon successfully blocking an attack, stuns all enemies in a large area.
Final Smash	Final Smash
Psystrike! 	Transforms into Mega Mewtwo Y, then sends forth a piercing orb of psychic matter. On contact with the orb, enemies will be struck with a massive explosion.
==Pit==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Palutena Bow 	Fires an energy arrow from his bow. Charge to raise the power, and use the Circle Pad while the arrow is flying to guide it.	Crystal Bow 	Charges up faster, but has more starting and ending lag.
Up 	The Power of Flight	Rushes a long distance into the air. Can be guided in any direction with the Circle Pad. 	Soaring Flight	Travels further, but is slower and causes less knockback.
Side 	Artillery Claws 	A five-hit slashing combo. Use the Circle Pad to adjust the angle of each strike. 	Viridi Claws 	The last hit stuns enemies rather than causing knockback. The attack is overall faster, but weaker.
Down 	Guardian Orbitars 	Creates a shield on either side, reflecting projectiles. 	Fairy Orbitars	Contact with these Orbitars will flip enemies around. The power of reflected projectiles is greatly amplified, but each Orbitar can only reflect one attack before having to recharge.
Final Smash 	Final Smash
Three Sacred Treasures!	Draws a set of divine equipment, then overwhelms the battlefield with arrows of light.
==Palutena==
Palutena is unique in the sense that she has two custom specials per move instead of one, and does not need to unlock them beforehand.
Type 	Attack 	Version 	Description
Standard	Default 	Auto Reticle 	Summons a target at the nearest enemy's position, then fires bolts of light at them.
Standard	Custom 1	Transparency 	Become invisible for a period of time. Useful for deceiving enemies.
Standard	Custom 2	Meteor Shower 	Comets rain down from above Palutena. Can control the angle with the Circle Pad.
Up 	Default 	Jumpglide 	Jumps up, and can then glide freely horizontally. Any other attack can be performed during the gliding, though doing so will end the glide and make the user helpless.
Up 	Custom 1	Sky Jump 	Performs a very high jump into the air.
Up 	Custom 2	Warp 	Vanishes, then re-appears some distance ahead. Use the Circle Pad to determine the direction.
Side 	Default 	Reflect Barrier 	Sends a barrier of light sliding forwards. Causes damage on contact, but can also reflect projectiles.
Side 	Custom 1	Slip Shot 	Fires an energy beam that passes through walls. Can be angled slightly up or down.
Side 	Custom 2	Super Speed 	Rushes forwards quickly, damaging enemies on contact.
Down 	Default 	Celestial Firework	Launches a firework into the air right in front of her. Provides a moment of invincibility when used.
Down 	Custom 1	Quick Charge 	All attacks execute faster for a period of time.
Down 	Custom 2	Lightweight 	Boosts movement speed and jump height, but becomes more vulnerable to damage for a period of time.
Final Smash 	Final Smash
Black Hole Laser!	Conjures a vortex to pull enemies in, then fires a massive laser into the void from outside.
==Dark Pit==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Silver Bow 	Fires an energy arrow from his bow. Charge to raise the power, and use the Circle Pad while the arrow is flying to guide it. Can't be guided as easily as Pit's arrow, and charges more slowly, but the arrow is stronger and faster.	Phosphora Bow 	Easier to guide and stuns enemies on impact, but is less powerful.
Up 	The Power of Flight	Rushes a long distance into the air. Can be guided in any direction with the Circle Pad. Slower startup and end than Pit's version, but flies faster. 	Gusty Flight 	Flies more slowly, but can change the angle of flight freely mid-flight.
Side 	Hedgehog Claws 	A five-hit slashing combo. Use the Circle Pad to adjust the angle of each strike. Faster than Pit's version, but less powerful. 	Pandora Claws 	Weaker and slightly slower, but cannot be interrupted while attacking.
Down 	Guardian Orbitars 	Creates a shield on either side, reflecting projectiles. Deals more damage on contact with the shields than Pit's version, but the shields can be easily broken with melee attacks. 	Shock Orbitars	Contact with these Orbitars will stun enemies. The defensive capabilities of the Orbitars are improved, but reflected projectiles deal less damage.
Final Smash 	Final Smash
Dark Pit Staff!	Fires a piercing dark laser from his namesake staff.
==Fox==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Blaster 	Shoots red laser bolts from a handheld device. Has a very fast firing rate, but does not cause knockback or even flinching. 	Energy Blaster 	Shoots larger laser bolts which deal more damage, but has to reload after every shot.
Up 	Fire Fox 	Charges up a field of orange fire, then rushes in the chosen direction. 	Wind Fox 	Charges up extremely quickly, but deals no damage.
Side 	Fox Illusion	Teleports forwards, damaging enemies between the two warp points. 	Storm Illusion 	Stuns enemies that Fox hits. Must hit enemies right near the end of the attack, or else the damage will be low.
Down 	Reflector 	Holds out a blue energy shield that reflects projectiles and lowers falling speed. Can damage nearby enemies the instant it is activated.	Elliptical Reflector	Deals more damage and provides a brief moment of invincibility, but can't be held in place for very long.
Final Smash	Final Smash
Landmaster!	Takes control of a laser-firing, barrel-rolling tank for a set period of time.
==Falco==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Blaster 	Shoots blue laser bolts from a handheld device. Unlike Fox's Blaster, it causes knockback, and has a longer range, but has a slower rate of fire. 	Stunning Blaster	Stuns enemies with the shots, but has a shorter range and causes no knockback.
Up 	Fire Bird 	Charges up a field of blue fire, then rushes in the chosen direction. More powerful than Fox's version, but has a longer charge-up time. 	Storm Bird 	Flies further and can stun enemies, but cannot deal damage to them.
Side 	Falco Phantasm	Teleports forwards, damaging enemies between the two warp points. Faster but weaker than Fox's version. Can launch enemies downwards if it hits in midair.	Double Phantasm 	Rushes forwards, then goes back to where the move was used from. Stronger, but has more ending lag and can't be used for horizontal recovery.
Down 	Reflector 	Kicks a blue energy shield forwards, which boomerangs back to him. Reflects projectiles and pushes enemies away on contact. 	Swift Reflector 	The Reflector flies faster and further. Can reflect more distant projectiles and hit enemies faster, but has less time to reflect projectiles.
Final Smash	Final Smash
Landmaster!	Takes control of a laser-firing, barrel-rolling tank for a set period of time. The tank is more mobile than Fox's variant, but is less powerful.
==Samus==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Plasma Beam 	Shoots a green energy beam that can be charged. Explodes on impact if it is fully charged, and pierces through enemies if it's not.	Wide Beam 	Shoots three smaller, weaker Plasma Beams in a wave pattern. Totals less damage, but the combined beams give the attack a larger hitbox.
Up 	Screw Attack	A rising, energy-based spin attack. 	Space Jump 	Can be used twice before becoming helpless, but does not deal damage.
Side 	Missile 	Shoots a homing missile. Enter it like a Smash Attack for a Super Missile, which exchanges homing for high speed and splash damage.	Ice Missile	Deals less damage, but can slow enemies. When entered as a Smash Attack, it becomes a Diffusion Missile, which has greater splash damage in exchange for a slower projectile speed.
Down 	Bomb 	Sets up a time bomb. In addition to damaging enemies, its explosion will knock allies into the air. 	Power Bomb 	Takes more time to explode, but has a great blast radius.
Final Smash	Final Smash
Zero Laser!	Fires a giant piercing laser. Can be angled with the Circle Pad, but only during the charge-up period.
==Zero Suit Samus==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Paralyser 	Shoots a pink energy bullet that briefly immobilises enemies. Can be charged to strengthen its stunning effect. 	Paralyser Beam	The projectile cannot deal damage no matter how much you charge it, but travels faster and pierces through enemies.
Up 	Boost Kick 	Jumps up with a rising kick, then launches a spin attack. 	Kick and Wire 	Performs the jumping kick, then throws out a wire for tether recovery. Only the kick deals damage.
Side 	Plasma Whip	Throws out a wire of plasma, dishing out multiple hits. Can also work as tether recovery, allowing Samus to grab onto a ledge if the wire hits one.	Plasma Spiral 	Has a longer range, but deals less damage and cannot cause knockback.
Down 	Flip Kick 	Performs an agile flip forwards. Press A during the flip to perform a kick attack. 	Evasive Kick 	Jumps into the air in an evasive manner, then performs a kick. Use the Circle Pad to determine the direction of the kick.
Final Smash	Final Smash
Gunship! 	Jumps on board the Gunship, allowing her to launch laser attacks from the foreground for a short period of time.
==Lucas==
Type 	Default 	Description 	Custom 	Custom Change
Standard	PK Freeze 	Lobs a snowflake which enlarges as it travels and explodes when you release the button, slowing enemies in the blast radius. 	Guided Freeze	Creates an orb of blue energy which floats up into the air, then descends, exploding when the button is released or when it touches the ground. Enemies in the blast radius will be slowed. The orb can be guided left and right while descending.
Up 	PK Thunder	Stays suspended in the air and gains free control over a piercing orb of electricity. Guiding the orb into Lucas will send him flying in the opposite direction.	Storm Thunder	The orb cannot damage enemies or launch Lucas until you release the button, at which point it releases a powerful electrical pulse.
Side 	PK Fire 	Shoots a lightning bolt that creates a burst of flame on impact. Travels at a downwards angle if launched in the air. 	PK Beam 	Deals less damage and doesn't release a burst of flame, but causes a stunning effect.
Down 	PSI Magnet	Creates a magnetic field in front of Lucas, absorbing magic projectiles to lower his damage percentage. 	PSI Mirror 	The field reflects projectiles instead of absorbing them, and amplifies the power of the reflected projectiles by 50%.
 
Final Smash 	Final Smash
PK Starstorm!	A wave of cutters descends from the top of the screen, devastating any enemies unlucky enough to be hit by it. You can aim the cutters left and right with the Circle Pad.
==Ness==
Type 	Default 	Description 	Custom 	Custom Change
Standard	PK Flash 	Creates an orb of green energy which floats up into the air, then descends, exploding when the button is released or when it touches the ground. The orb can be guided left and right while descending. 	Rising Flash 	The orb will rise more slowly and automatically explode after a certain height, but deals more damage and has a larger blast radius.
Up 	PK Thunder	Stays suspended in the air and gains free control over an explosive orb of electricity. Guiding the orb into Ness will send him flying in the opposite direction. 	Orbital Thunder	The orb will travel in a circle around Ness, exploding and knocking him in the opposite direction when the button is released.
Side 	PK Fire 	Shoots a lightning bolt which creates a pillar of fire on impact, dishing out multiple hits. Travels at a downwards angle if launched in the air. 	Explosive Fire 	The bolt does not create a pillar of fire, but releases an explosion on impact, releasing small flames which briefly remain on the floor as hazards.
Down 	PSI Magnet	Creates a magnetic field around Ness, absorbing magic projectiles to lower his damage percentage. While it can absorb projectiles that come from behind, it doesn't provide as effective healing as Lucas' version.	PSI Void 	Absorbs both physical and magical projectiles, but can't heal Ness.
Final Smash 	Final Smash
PK Starstorm!	A wave of cutters descends from the top of the screen, devastating any enemies unlucky enough to be hit by it. You can aim the cutters left and right with the Circle Pad. Deals more damage per cutter than Lucas' version, but in exchange creates less cutters.
==Inkling==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Splat Charger	Fires a stream of paint that can be charged. Charges extremely quickly, but deals low damage. 	Splatterscope	Aims towards the nearest enemy, but is less powerful.
Up 	Splat Roller 	Rushes into the air with a paint roller. Good vertical and horizontal recovery, but very weak damage.	Inkbrush 	Offers much less horizontal distance, but rises faster and ends the attack by swinging the paintbrush like a sword.
Side 	Inkzooka 	Sends a pillar of paint sliding forwards. Charge to boost the projectile speed and distance. 	Killer Wail 	Releases a powerful blast of paint at close range. Charge to strengthen the area of effect and damage.
Down 	Splat Bomb 	Tosses out a time bomb. Hard to aim with, but can be devastating if it hits. 	Burst Bomb 	The bomb explodes on contact with anything, but is less powerful.
Final Smash	Final Smash
Inkstrike! 	Transforms into a squid and pounces forwards, then lands a varied flurry of attacks before calling for a tornado of paint.
==Marth==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Shield Breaker	A sword thrust which, while predictable, can ignore shields if fully charged. 	Dashing Breaker 	Rushes forward during the attack, but is weaker and cannot ignore shields. The more you charge, the further you'll rush.
Up 	Dolphin Slash 	A rising slash-and-jump combination. Executes very quickly, but isn't very powerful. 	Flying Fish Slash	Rushes forward, then performs the slash. Offers horizontal recovery, but executes more slowly.
Side 	Dancing Blade 	A four-slash combo attack. Up and down inputs on the Circle Pad alter the attack properties.	Dancing Feint 	Offers a moment of invincibility with each slash, but is slightly weaker and can only launch one attack for each part of the combo.
Down 	Counter 	Holds a defensive stance. If timed correctly, it can counter incoming attacks. 	Speedtaker 	Instead of countering the attack, completely blocks incoming damage, then reduces the enemy's movement speed while raising Marth's.
Final Smash 	Final Smash
Critical Hit!	A rushing slash motion, likely to defeat its target with ease.
==Ike==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Eruption 	Creates a burst of blue flames. Can be charged, but causes recoil damage if charged too long. 	Burning Eruption	Deals less damage, but leaves flames on the floor as a hazard.
Up 	Aether 	Throws his sword into the air, then jumps up, catches it and dives down. 	Gale Aether 	Provides weaker recovery, but creates gale-force winds at the end, increasing the damage and area of effect.
Side 	Quick Draw	A rushing slash attack. Can be charged to improve the distance. 	Sky Slam 	Vanishes, then emerges some distance forwards and slams his sword down. Cannot be charged.
Down 	Counter 	Holds a defensive stance. If timed correctly, can counter enemy attacks. The strongest of all counters, but requires the most precise timing.	Strengthtaker 	Instead of countering the attack, completely blocks incoming damage, then reduces the enemy's attack power while raising Ike's.
Final Smash 	Final Smash
Great Aether!	Sends nearby enemies into the air, then launches full-force aerial combo, imbued by the force of blue flames.
==Robin==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Thunder 	A lightning spell with four charge levels. The first, Thunder, fires a fast but weak projectile. The second, Elthunder, is overall well-balanced. The third, Arcthunder, is slower, but traps the enemy in a cage of lightning on impact. The final charge level, Thoron, fires a powerful, piercing electric laser.	Superior Jolt	The charging time is longer, but all four charge levels excel at destroying enemy projectiles.
Up 	Elwind 	Jumps twice, sending a wind blade down with each jump. 	Wilderwind 	Only jumps once, but shoots a larger wind blade that does more damage, and creates a long-lasting damaging whirlwind if it touches the ground.
Side 	Arcfire 	Tosses a fireball that traps enemies in a pillar of flames if it hits. 	Dying Blaze 	The flame pillar is very short-lived, and the range is shorter, but the damage is massive.
Down 	Nosferatu	Casts dark magic at very close range, paralysing enemies caught in it. Hard to land a hit with, but drains enemy health to heal Robin. 	Ruin 	Doesn't drain health or hold enemies in place, but is massively powerful.
Final Smash	Final Smash
Pair Up! 	Robin's child, Morgan, is summoned to join them in a devastating magic combo.
==Lucina==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Shield Breaker	A sword thrust which, while predictable, can ignore shields if fully charged. Charges faster than Marth's version, but is weaker. 	Rapid Breaker	Launches a series of small thrusts, followed by the original attack. Stronger, but takes longer to charge.
Up 	Dolphin Slash 	A jump with a spinning slash. Executes a little more slowly than Marth's version, but takes her further. 	Luna Slash 	Rises very slowly and leaves Lucina open at the end, but is more powerful.
Side 	Dancing Blade 	A four-slash combo attack. Up and down inputs on the Circle Pad alter the attack properties. Faster, but weaker than Marth's version. 	Twin Blade 	Each attack consists of two weaker slashes, totalling more damage. However, the pause between each part of the attack is longer.
Down 	Counter 	Holds a defensive stance. If timed correctly, it can counter incoming attacks. Slightly stronger than Marth's version, but requires slightly more precise timing.	Awakening 	Requires much more precise timing to counter, but heals Lucina if successful.
Final Smash 	Final Smash
Critical Hit!	A rushing slash motion, likely to defeat its target with ease. Has more range than Marth's version, but isn't as powerful.
==Roy==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Flare Blade 	A sword slash which, while predictable, can ignore shields if fully charged. The fully charged attack also comes with a massive explosion, dealing great damage, but inflicts recoil damage on Roy.	Infernal Blade 	Deals less damage, but sends a wave of fire straight ahead. The more the attack is charged, the larger the fire wave will be. Does not cause recoil damage at full charge.
Up 	Blazer 	A rising slash-and-jump combination. Slower but stronger than Marth's version, and goes more forwards than up. 	Twin Blazer 	Deals less damage and doesn't go as far forwards, but can be used twice before becoming helpless.
Side 	Double-Edge Dance	A four-slash combo attack. Up and down inputs on the Circle Pad alter the attack properties. Stronger, but slower than Marth's version, and deals fire damage with every final strike. 	Swift Dance 	Considerably faster and can launch the whole attack with one button press, but deals less damage.
Down 	Counter 	Holds a defensive stance. If timed correctly, it can counter incoming attacks. Stronger and more demanding than Lucina's version, but still faster and less precise than Ike's. 	Stunning Counter	Instead of dealing damage, immobilises the opponent. The more powerful their attack was, the longer they're stunned for. The opponent can't take knockback while stunned, making it easy to rack up damage on them.
Final Smash 	Final Smash
Critical Hit!	Draws nearby enemies over to him with a spinning slash, then sends them flying, likely to defeat them with ease.
==Corrin==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Dragon Fang Shot	Transforms his hand into a dragon's maw, then shoots a blast of paralysing water. If an enemy is nearby after the attack, a bite is used as a follow-up. 	Dragon Fang Spray	Releases the attack as a spray. Faster and can pierce through enemies, but deals no damage.
Up 	Dragon Flight 	Jumps into the air, then reveals dragon wings to slow his descent. Can move in any direction while the wings are out, making versatile recovery, but becomes quite vulnerable. 	Dragon Soar 	Flies faster, but can't damage enemies on contact.
Side 	Dragon Lunge 	Jumps forwards, then projects a lance diagonally down from his hand. If an enemy is hit, they will be trapped, allowing one of several follow-ups to be performed with the A button.	Dragon Spike 	Thrusts the lance straight forwards. Cannot trap enemies or perform a follow-up, but has good knockback.
Down 	Counter Surge 	Guards, and if damage is received, surrounds Corrin with a towering twister of water. 	Counter Whirlpool	Sends smaller twisters of water slowly sliding left and right. Weaker, but has more range and a longer duration.
Final Smash 	Final Smash
Torrential Roar!	Banishes nearby enemies to the Astral Plane, then undergoes a complete transformation into a Silent Dragon and destroys victims with a fierce hurricane.
==Captain Falcon==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Falcon Punch	A punch surrounded in a falcon-shaped formation of flames. Very powerful, but has a long pause before it activates, making it predictable. 	Falcon Chain Punch	Rushes forwards with a burning fist at first, then launches a weaker Falcon Punch. Executes faster and can hit from further away, but is overall weaker.
Up 	Falcon Dive 	Jumps into the air with his fist outstretched. If Falcon catches an enemy, he grabs them, then attacks with a fiery explosion. 	Falcon Soar 	Performs a faster jump and can rush through enemies during the jump, but cannot grab them. It overall sacrifices some power for speed and reliability.
Side 	Raptor Boost	Rushes forwards, and upon reaching an enemy, grabs them and launches a flaming uppercut. When it hits an enemy in the air, they are instead launched downwards.	Raptor Blast 	Performs a larger uppercut that launches enemies further, but deals considerably less damage.
Down 	Falcon Kick 	A flaming kick going straight forwards. When used in midair, the kick is angled diagonally down. 	Burning Kick 	Performs a shorter kick, but deals more damage and has less ending lag. Will always go forwards, even if used in midair.
Final Smash 	Final Smash
Blue Falcon!	Calls for his F-Zero machine to snare enemies, then runs them over with full force.
==Ice Climbers==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Ice Shot 	Sends an ice spike sliding forwards along the ground, slowing enemies on impact. If both climbers are together, they toss a larger spike. If they are both alive, but separate, they each throw an individual spike.	Ice Hammer 	Instead of launching a projectile, performs an icy hammer swing. Less range, but more powerful and causes longer-lasting slowing.
Up 	Belay 	Throws the supporting climber upwards, tied to a rope, then jumps in their direction. If the supporting climber is KO'd, the jump is considerably shorter. 	Tether 	Throws the rope on its own, grabbing onto ledges if it touches the rope. If both climbers are nearby, they share a rope - otherwise, they both use a separate rope.
Side 	Squall Hammer	Performs a spinning attack with hammers. If B is pressed repeatedly while using the move in midair, the climbers will rise upwards slightly. 	Whirling Hammer 	Slides left and right while spinning, extending range but making it harder to land every hit. When used in midair, only slides forwards and cannot gain height, but travels further.
Down 	Blizzard 	Sprays cold air straight ahead, immobilising weakened enemies. When the other climber is nearby, they will aim their blizzard opposite to their ally's blizzard. 	Distant Blizzard	Has a longer range, but the power quickly diminishes over distance.
Final Smash	Final Smash
Iceberg! 	A huge mass of ice emerges from below, forming a stationary hazard on the stage for a long time. Enemies damaged by the iceberg will be slowed, or immobilised if they have taken a lot of damage.
==Shulk==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Monado Arts 	Tap B to cycle between Speed, Armour and Enchant, and wait to apply the effect for some time. Speed raises movement speed, but lowers attack power. Armour raises defence, but lowers speed. Enchant raises attack power, but lowers defence. Alternatively, holding B allows Shulk to perform Buster, a powerful, long-range sword slash.	Tactical Monado Arts	Speed, Armour and Enchant offer better stat boosts, but give a wider range of drawbacks. Buster is faster, but has less range.
Up 	Monado Cyclone	Rises upwards while wildly spinning the Monado Blade. 	Sudden Cyclone 	Stays stationary during the spin attack, then rushes straight up. Overall deals less damage, but the rush gives good upwards knockback.
Side 	Stream Edge 	Sends a wave of light straight forwards from the Monado Blade. Very fast, but vertically limited. 	Stream Wave 	Has increased vertical reach and power, but travels more slowly and doesn't go as far.
Down 	Shadow Eye 	Vanishes, then suddenly re-appears and performs a slash attack. Hold down B to appear ahead of where the attack was launched. 	Double Eye 	Quicker and can be used twice in a row, but the slashes are considerably weaker.
Final Smash 	Final Smash
Shackles Unleashed!	Transforms the Monado Blade into the Monado II, improving all attacks for a period of time.
==Villager==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Pocket 	Grabs an item or incoming projectile, then throws it out with the next use of the attack. 	Amplifying Pocket	Requires more precision to pocket something, but when thrown it is more powerful.
Up 	Balloon Trip	Rises into the air with a balloon-equipped hat. Effective recovery, though it doesn't deal damage and the balloons can be popped, weakening or even prematurely ending the move.	Balloon Rush 	Rises faster and deals damage on contact, but only has one balloon, making it easier to interrupt, and lasts for less time.
Side 	Lloid Rocket	Fires a gyroid missile straight ahead. Hold down the button to ride on top of the gyroid. 	Lloid Launcher 	Can aim the gyroid with the Circle Pad, but has a slightly longer startup.
Down 	Timber 	A three-step move. Plants a seed, then waters it, then chops it down with an axe. The water can push enemies away, and the axe can deal damage on its own. 	Timber Forest 	The seed throwing can be charged to throw out a group of seeds. However, these grow into smaller and weaker trees.
Final Smash	Final Smash
Dream Home!	Traps a nearby enemy and gets Tom Nook to build a house to keep them in. Once the house is finished, it explodes, damaging everything inside.
==Olimar/Alph==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Pikmin Pluck 	Plucks Pikmin from the ground. The Pikmin are plucked in a sequence of colours - red, yellow, blue, white and purple. 	Pikmin Gather 	The type of Pikmin plucked is always random. Different terrain gives different chances for plucking certain Pikmin.
Up 	Winged Pikmin	Two winged Pikmin lift the user and any nearby Pikmin into the air. The more Pikmin you have, the weaker the recovery, with purple Pikmin weighing you down more.	Winged Delivery 	Three winged Pikmin carry the user initially, making recovery stronger at the start, though they leave one by one, making it get weaker over time.
Side 	Pikmin Throw 	Tosses Pikmin as projectiles. On impact, all except purple Pikmin grab onto enemies and deal damage over time. 	Tough Pikmin Throw	Throws over a shorter distance, but the Pikmin inflict more damage.
Down 	Pikmin Order 	Blows a whistle to call stray Pikmin back to you. 	Gale Order 	Pushes enemies away with a whirlwind while whistling, but the Pikmin take more time to respond to the order.
Final Smash	Final Smash
End of Day!	Escapes the scene of battle on the Hocotate Ship, leaving wild animals to deal minor, though unavoidable damage to the enemies. The ship then returns, making an explosive crash-landing.
==Wii Fit Trainer==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Sun Salutation	Charges up an orb of light, then fires it forwards. When used at full charge, it restores a little health. 	Piercing Salutation	Shoots a faster, but weaker projectile that pierces through enemies.
Up 	Super Hoop 	Rises upwards while surrounded by hoops, throwing the hoops into the air at the end of the move. Rapidly tap B to travel further. 	Hoop Twister 	Releases a whirlwind that pushes enemies away, but cannot damage them until the hoops are thrown out at the end.
Side 	Header 	Heads a football forwards. Fast projectile, but has a fairly long startup. 	Speedy Header 	Executes faster, but is weaker and launches a smaller projectile.
Down 	Deep Breathing	Once you start this move, press B again with the right timing to activate it, offering slight healing and a temporary attack boost.	Swift Breathing 	Executes faster, but requires better timing to be successful.
Final Smash	Final Smash
Wii Fit! 	Sends a wave of rainbow-coloured silhouettes of various exercise poses flying forwards.
==R.O.B.==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Robo Beam 	Fires a laser bolt straight ahead. Can be angled up and down, and bounces off surfaces. Must cool down after use before being used again. If a long enough pause is taken after using it, the attack will power up.	Super Robo Beam 	Fires a longer laser that totals more damage and has more range, though R.O.B. cannot move for some time as a result of firing the laser, making him vulnerable.
Up 	Robo Burner	Rises into the air with jet propulsion. Relies on fuel, which can only recharge when R.O.B. is on the ground. 	Robo Incinerator	Can damage enemies with the flames of the jet, but takes much longer to regenerate fuel.
Side 	Arm Rotor 	Spins his arms wildly to attack, then ends with an uppercut. Can reflect projectiles if timed correctly. Mashing the B button will slightly extend the duration. 	Wild Rotor 	Spins for longer and amplifies reflected projectiles, but causes less damage and doesn't end with an uppercut.
Down 	Gyro 	Throws a spinning top straight ahead. Can be charged to raise the power and distance travelled. When it touches the ground, the gyro remains as a hazard for a long time. 	Whirling Gyro 	Takes longer to charge, but the gyro creates a whirlwind while spinning on the ground, adding to the damage dealt.
Final Smash 	Final Smash
Hyper Diffusion Beam!	Creates a steadily growing spiral of laser particles in front of R.O.B., then ends the attack with a wave of powerful energy rays.
==Duck Hunt Duo==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Trick Shot 	Throws out an explosive can. Pressing B again while it's active will knock it forwards. 	Blazing Trick Shot	The can explodes sooner and in a smaller area, but leaves flames behind if it explodes on the ground.
Up 	Duck Jump 	The duck carries the dog through the air for a few seconds. Can be freely controlled with the Circle Pad. 	Duck Soar 	The dog jumps high in the air, after which the duck carries him like normal for much less time.
Side 	Clay Shooting	Throws a clay pigeon. Pressing B while the projectile is out causes it to be blasted apart, damaging nearby enemies. 	Piercing Clay 	The projectile flies faster and pierces through enemies, though when it is blasted, the blasts deal much less damage.
Down 	Wild Gunman 	Summons a cowboy who waits before firing straight ahead. Can serve as a shield, though he won't fire if he takes a hit.	Frenzied Gunman 	The cowboy fires three weaker rounds, starting sooner. Totals more damage if all three shots connect, but takes longer to land these hits.
Final Smash 	Final Smash
NES Zapper Posse!	A flock of birds drag nearby enemies away, where they get caught in a gunfight and severely damaged.
==Mr. Game and Watch==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Chef 	Tosses out fish from a frying pan. Inaccurate projectiles, but also serves as a melee attack. 	Busy Chef 	Tosses out more fish at a time, but deals less damage with each.
Up 	Fire 	Summons two firefighters, who trampoline him into the air with a fire blanket, then slowly floats down on a parachute. 	Fiery Jump 	Causes more damage on the way up, but the parachute is short-lived, and moving sideways is impossible while it's out.
Side 	Judge 	Randomly selects one of nine numbers, then attacks with a hammer. The higher the number, the more damage is dealt. Each number has extra effects, too...	Double Judge	Quickly attacks twice in a row, both times with a different number. Each hit totals less damage than normal, though a double 9 can be extremely deadly.
Down 	Oil Panic	Holds out a bucket that can absorb magic projectiles. Once three are absorbed, using it again will throw out a wave of oil that does massive damage. 	Oil Toss 	Throws out the oil as a piercing projectile, with more range but less damage.
Final Smash	Final Smash
Octopus! 	Transforms into an octopus that freely moves around, stretching its tentacles in and out to damage enemies.
==Sonic==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Homing Attack	Spins into the air, then performs a fast rushing attack on the nearest enemy. 	Light Dash 	Takes longer to prepare than the Homing Attack, but can land three hits in one attack, either on the same enemy or on separate enemies.
Up 	Spring 	Jumps into the air with a spring. If used on the ground, the spring stays behind. If used in midair, the spring drops down, causing damage on contact. After using the spring, Sonic can still use certain attacks as he descends.	Golden Spring	The spring offers better recovery, but leaves Sonic helpless after use.
Side 	White Boost 	A high-speed rushing attack. Becomes more effective the less often it is used. 	Ring Boost 	Travels more slowly, but pulls enemies over to Sonic while dashing.
Down 	Spindash 	Hold down the B button to charge, then release to start a dashing attack. 	Flame Dash 	Deals more damage, but is slower and can't jump as high while dashing.
Final Smash 	Final Smash
Super Sonic!	Manipulates the seven Chaos Emeralds to take on his super state, then flies through the screen at great speeds, causing high damage on impact.
==Tails==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Spinning Blast	Launches a wind projectile straight ahead. Weak, but has a long range and executes quickly. 	Sonic Blade 	Takes more time to throw the blade, but throws a much faster projectile.
Up 	Tail Copter 	Uses his tails to fly in midair. Effective recovery, but quite slow. 	Tail Gale 	Pushes enemies away from Tails as he flies, but can't stay in the air for as long.
Side 	Miles Electric	Creates an electric shield in front of him. The shield can reflect projectiles and block melee attacks, but can be destroyed if attacked enough. 	Exact Electric	Breaks more easily, but amplifies the power of reflected projectiles.
Down 	Spindash 	Hold down the B button to charge, then release to start a dashing attack. Not as fast as Sonic's Spindash, but deals more damage, and always knocks enemies straight up.	Wind Dash 	Takes longer to charge up, but pulls enemies towards Tails while charging.
Final Smash 	Final Smash
Super Tails!	Manipulates the seven Chaos Emeralds to take on his super state, providing invincibility and improved attacks for a period of time.
==Pac-Man==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Bonus Fruit 	Has eight different charge levels. Each charge level throws a different projectile with different properties. 	Colourful Fruit	Each projectile is faster and has more range, but deals less damage.
Up 	Pac-Jump 	Creates a trampoline that supports three bounces, each one higher than the last. Anyone can bounce on the trampoline, but whoever created it can perform a ramming attack whenever they bounce.	Multi-Jump 	The trampoline supports five bounces, the last being slightly higher than Pac-Jump's final bounce. In exchange for slightly better recovery, it takes longer to reach the highest bounce.
Side 	Power Pellet	Draws a line of Pac-Dots, then rushes along the line. You can custom-draw the line in all directions with the Circle Pad. 	Power Dash 	Can't make as long a line, but deals more damage to enemies who touch Pac-Man while he rushes.
Down 	Fire Hydrant	Creates a hydrant, which shoots water projectiles that can push enemies away. 	Frozen Hydrant 	The hydrant shoots freezing water which slows enemies instead of pushing them away.
 
Final Smash 	Final Smash
Super Pac-Man!	Transforms into a giant 8-bit image of his original form, rushing around the screen and biting away at anything he touches for a short period of time.
==Mega Man==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Metal Blade 	Throws a metal blade in any direction. If it hits the ground, it stays there, and can be thrown by any player. 	Quick Boomerang	The projectile flies very quickly and boomerangs back at the end of its range, but can't fly as far.
Up 	Rush Coil 	Jumps into the air by using a spring-equipped robot dog. The dog stays behind to be used as a spring by other players.	Beat 	Gets carried into the air by a small bird. Somewhat ineffective recovery, but doesn't leave Mega Man entirely helpless once it ends.
Side 	Crash Bomber	Shoots a drill projectile which explodes some time after hitting its target. 	Photon Missile 	Starts off as very slow, but picks up speed very quickly and explodes instantly upon hitting an enemy or wall.
Down 	Leaf Shield 	Summons a rotating shield of leaves. Press B a second time to throw the leaves forwards. 	Water Shield 	When B is pressed a second time, the parts of the shield will circle outwards rapidly. Harder to dodge, but deals less damage.
Final Smash 	Final Smash
Mega Legends!	Shoots a black hole bomb to ensnare an enemy, then calls for a group of personas to finish them off.
==Nate/Katie==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Pin 	Throws a pin forwards. Hold the button down to increase the angle. When an enemy is hit by the pin, all enemy projectiles will home in on them for some time.	Ghostly Pin 	The pin is slower and will fade away sooner, but induces a damage over time effect.
Up 	Whisper Carry	Summons Whisper to carry the user into the air. Can move freely while floating with the Circle Pad. 	Whisper Rush 	Instead of freely floating, rushes in the given direction. Faster, but cannot travel as far.
Side 	Bicycle 	Rushes forwards on a bicycle. Can turn around while rushing, but cannot jump. This attack will come to an end after some time. 	Speedy Bicycle 	Starts as very fast, but slows down over time. Deals more damage while faster.
Down 	Inspirit 	Gives nearby enemies random status ailments, including reduced speed and damage over time. 	Inspiriting Orb	Sends an orb of ghostly matter straight ahead, piercing through enemies and giving them random status ailments.
Final Smash 	Final Smash
S Rank Watch!	Summons Illuminoct and Camellia, who add to their effects of all attacks for a period of time.
==Terra==
Type 	Default 	Description 	Custom 	Custom Change
Standard	Tornado 	Spins wildly, creating a whirlwind which damages nearby enemies. Has a minor pull-in effect. 	Tornado Shot 	Sends a tornado flying forwards as a projectile. Has more range, but doesn't have a pull-in effect.
Up 	Flood 	A water-powered jump into the air. Great recovery, but no damage. 	Cold Flood 	Doesn't jump as high, but damages and slows nearby enemies at the start of the jump.
Side 	Graviga 	Shoots a slow-moving homing projectile which explodes on impact, launching enemies downwards.	Gravija 	The projectile dishes out a couple of extra hits before exploding, but doesn't last as long.
Down 	Meltdown	Holds a defensive stance, then launches a fiery shockwave at close range. 	Rage Meltdown	Doesn't launch the shockwave unless an attack is successfully blocked, but deals more damage.
Final Smash	Final Smash
Riot Blade!	Creates several whirlwinds in front of Terra, then launches a rainbow-coloured cutter at any enemies caught by the whirlwinds.
==Mii Swordfighter==
All Miis have two custom specials per move instead of one, and do not need to unlock them beforehand. 
Type 	Attack 	Version 	Description
Standard	Default 	Blurring Blade 	Performs a rapid thrusting combo, ending with a forwards sword thrust. Performs the entire combo in one button press.
Standard	Custom 1	Aurora Blade 	Sends a wave of rainbow light forwards from a slash. Can be charged to raise the projectile speed and allow it to pierce through enemies. Use the Circle Pad to angle it up and down.
Standard	Custom 2	Sword Gale 	Drives their sword into the ground, creating a towering twister. Will dive down if used in midair, creating the twister upon hitting the ground.
Up 	Default 	Skyward Slash Dash	Quickly rises into the air while spinning their sword, then ends with a powerful slash.
Up 	Custom 1	Air Lunge 	Briefly charges up, then quickly dashes in the given direction. Aim with the Circle Pad.
Up 	Custom 2	Hero's Spin 	Performs a spinning slash. Can be charged up on the ground, and rises into the air if used in midair.
Side 	Default 	Slash Launcher 	Performs a rushing slash. Weak, but fast and can be used for horizontal recovery.
Side 	Custom 1	Shockwave Edge 	Swings their sword downwards. Knocks enemies down if it hits in midair, and sends a shockwave sliding forwards if used on the ground.
Side 	Custom 2	Chakram 	Throws a chakram that slowly flies forwards. If the attack is entered like a Smash Attack, it flies much faster and further.
Down 	Default 	Mirror Slash 	Holds a brief guard stance, then launches a powerful slash.
Down 	Custom 1	Reversal Slash 	A rainbow-coloured slash that flips enemies around if it hits. When timed correctly, it can reflect projectiles.
Down 	Custom 2	Blade Counter 	Holds a guard stance. If timed correctly, will counter enemy attacks.
Final Smash	Final Smash
Final Edge!	Unleashes waves of shockwaves from the Mii's sword, devastating enemies in front of them.
==Mii Brawler==
All Miis have two custom specials per move instead of one, and do not need to unlock them beforehand. 
Type 	Attack 	Version 	Description
Standard	Default 	Exploding Side Kick	Charges up, then launches a fiery kick. The power is great, but the slow execution makes it easy to dodge.
Standard	Custom 1	Palm Strike 	A rapid palm strike. Press the B Button repeatedly for a few extra hits. Deals good damage, but no knockback.
Standard	Custom 2	Ultimate Uppercut 	Charges up, and launches a devastating punch when the button is released. Press R while charging up to hold your charge.
Up 	Default 	Cyclone Punch 	Spins wildly, then rushes into the air with an uppercut.
Up 	Custom 1	Helicopter Kick 	Rises into the air while launching a series of kicks. Has low damage output, but the final kick causes great knockback.
Up 	Custom 2	Eagle Kick 	Performs a kick while arcing into the air, then dives down with their foot outstretched. Decent forwards and upwards recovery, but is easy to self-destruct with.
Side 	Default 	Tactical Grab 	Jumps back, then rushes forwards and attempts to grab an enemy. If an enemy is grabbed, they are sent into the air with an uppercut.
Side 	Custom 1	Storm Strike 	A rapid combo of forward punches. If entered like a Smash Attack, you'll slide forwards during the attack.
Side 	Custom 2	Headache Maker 	Jumps up, then dives down with both fists outstretched. Knocks aerial enemies downwards.
Down 	Default 	Grab Counter 	Grabs a nearby enemy, then attacks. While weak at base, it becomes stronger if the enemy was trying to attack upon being grabbed.
Down 	Custom 1	Feint Jump 	Flips into the air, then performs a diving kick diagonally downwards. Use the Circle Pad to change the angle slightly.
Down 	Custom 2	Foot Flurry 	Rushes forwards while launching a series of kicks, then ends with a single powerful kick. Strong, but leaves the Mii vulnerable after use.
Final Smash 	Final Smash
Omega Blitz!	Grabs nearby enemies, then sends them into the air and demonstrates an amazingly powerful combo.
==Mii Gunner==
All Miis have two custom specials per move instead of one, and do not need to unlock them beforehand. 
Type 	Attack 	Version 	Description
Standard	Default 	Energy Storm 	Fires chargeable projectiles straight ahead. Explodes on impact without charge, and pierces enemies if sufficiently charged.
Standard	Custom 1	Laser Blaze 	Fires a solid laser beam straight ahead. Builds up damage quickly, but doesn't cause knockback or even flinching.
Standard	Custom 2	Electric Saw 	Fires an electric orb that grows into a sawblade-shaped object. Deals more damage the further it travels, and will stick to surfaces on contact with them.
Up 	Default 	Moon Blast 	Fires blue flames from their cannon to rise into the air. Can be angled slightly, but has limited fuel that replenishes on the ground.
Up 	Custom 1	Plasma Tether 	Shoots a ray of plasma diagonally up. If it reaches a surface, the Mii will be pulled onto it.
Up 	Custom 2	Arm Rocket 	Fires themselves high into the air with their arm cannon. Good recovery, but no damage.
Side 	Default 	Stealth Burst 	Fires an orb of light, then has it explode upon button release. The further it travels, the greater the explosion will be.
Side 	Custom 1	Gunner Missile 	Fires a homing missile. If entered like a Smash Attack, a faster, non-homing missile is fired instead.
Side 	Custom 2	Tactical Bomb 	Throws out a bomb that sticks to the first enemy that it touches. The next time they take damage, the bomb explodes, adding to the damage received.
Down 	Default 	Reflector Shot 	Shoots a magnetic field that slowly travels forwards for some distance. Projectiles that it hits will be reflected.
Down 	Custom 1	Absorbing Vortex	Creates a suction force around the Mii, absorbing magic projectiles to restore their health.
Down 	Custom 2	Bomb Drop 	Tosses a bomb from their arm cannon, which explodes after a considerable time. Powerful, but also predictable.
Final Smash	Final Smash
Full Blast!	Summons laser drones to add to the Mii's power, then sends forth a massive piercing laser.
Category:Super Smash Bros. (series)