Super Smash Bros. Dokkan

Super Smash Bros. Dokkan is the 6th instalment in the Smash Bros series, aiming to take Ultimate and improve it even more. The game came out in 2025 on the Nintendo ???.
=Gameplay=
Super Smash Bros. Dokkan plays the same as the last 5 installments. The SSB series is unique as it has characters health replaced by %'s. As each Player gets hit more and more, they're % grows higher and higher. The higher the %, the farther they'll fly. The goal is to knock the opponent off of the stage and/or off the screen in order to Score a K.O. The highest % is 999%. 
The controls don't differ from the last game. They are more or less the same from the last game, with Final Smashes and charged attacks. There is also new grab attack, however: when in mid-air, you can grab the opponent and throw them in and direction. Another new mechanic is that every character has a parry they can use on projectiles in air or on ground. However, to avoid spam, they can only use it once or twice before waiting for a meter above their health to refill. Finally, the wavedash tech from Melee has returned as it's own function, and was implemented for more competitive players.
By far, the biggest change is the Dokkan Burst mode. By getting damaged or dealing damage to others, your Dokkan Burst meter fills up. Once full, you can activate a super mode that increases damage, speed, and jump height for 10 seconds. While movesets don't really change once you burst, some characters actually change appearance or even size once they burst. After the meter drains, you turn back to normal and must refill the meter.
Changes from Smash Ultimate
*8-Player Smash is now put into Standard Smash instead of being it's own mode.
*Beating Classic Mode now rewards the player with a special costume for the character the player beat it with. Unique costumes were made for fighters with little source (Sherrif, Mr. GAW, Ice Climbers, etc.)
*Wave Dashing makes a comeback as a mechanic to invoke competitive play.
*2 brand new mechanics were added: Air-Grabs and Parrying.
*Many veteran fighters where slightly modified. You can find more detail about the changes below.
*The graphics are now more cel-shaded in the style of a comic book, even more so then in Smash 4.
*Shaking the Joycon will make the player character use their neutral special. Shaking it left, right, up, or down will have them use their Up, Down, or Side special respectively. This can be turned off in the menu.
*Battle damage is shown on characters the more they get hit. (Ex: Peach's gown gets slightly torn, Meta Knight's mask slightly cracks, more human characters get bruses and cuts, etc.)
*Certan team matches will give the team a special name (Ex: Mario + Luigi = Mario Brothers, Ness + Lucas = PK Defenders, Peach + Daisy = Flower Power, Bowser + Bowser Jr = Koopa Troop, etc.)
=Characters=
===Fighters===
Veterans 	Veterans 	Veterans
  	Mario(Mario 1ups the competition!) 	
  	
*Weight: Medium
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Fire Marion	
*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.
*Final Smash: Mario whistles as The Odyssey flies past the stage. If anyone is hit, they'll be taken to a field where Mario posseses a T-Rex and starts stomping all over them, finishing with a victorious roar that'll send opponents flying.	
*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.
*Final Smash: Mario whistles as The Odyssey flies past the stage. If anyone is hit, they'll be taken to a field where Mario posseses a T-Rex and starts stomping all over them, finishing with a victorious roar that'll send opponents flying.	
  	Luigi(Luigi plays the ghoul's game!) 	
  	
*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(Bowser takes the throne!) 	
  	
*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(Peach enters the royal!) 	
  	
*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(Dr. Mario drops into smash!) 	
  	
*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(Rosalina spaces out!) 	
  	
*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(Daisy blooms into smash!) 	
  	
*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.(Bowser Jr. paints the arena red!) 	
  	
*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(Piranha Plant soils the fun!) 	
  	
*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(Yoshi flutters into battle!) 	
  	
*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(Donkey Kong goes bananas!) 	
  	
*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(Diddy Kong barrels in!) 	
  	
*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(King K. Rool kauses kaos!) 	
  	
*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(Link leads the way!) 	
  	
*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(Zelda brings wisdom to smash!) 	
  	
*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(Shiek sneaks on in!) 	
  	
*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(Ganondorf powers into smash!) 	
  	
*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(Young Link braves his way!) 	
  	
*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(Toon Link sets sail!) 	
  	
*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(Samus blasts into battle!) 	
  	
*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(Samus has a blast!) 	
  	
*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)(Dark Samus reveals her colors!) 	
  	
*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(Ridley hits it big time!) 	
  	
*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(Kirby's the star of the show!) 	
  	
*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(Dedede clobbahs the competition!) 	
  	
*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(Meta Knight blades up!) 	
  	
*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(Fox reports for duty!) 	
  	
*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(Falco prefers the air!) 	
  	
*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(Wolf claws out!) 	
  	
*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: 	
  	Pikachu(A Wild Pikachu Appears!) 	
  	
*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(Jigglypuff sings her song!) 	
  	
*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)(Pichu sparks into battle!) 	
  	
*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(Mewtwo strikes back!) 	
  	
*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: 	
  	Trainer Red(Trainer Red wants to battle!) 	
  	
*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(Lucario channels his aura!) 	
  	
*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: 	
  	Greninja(Graninja H2Owns the battle!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Ash Greninja 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Incineroar(Incineroar takes the belt!) 	
  	
*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(Captain Falcon shows his moves!) 	
  	
*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(Ness swings right in!) 	
  	
*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)(Lucas comes outta nowhere!) 	
  	
*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(Ice Climbers break the ice!) 	
  	
*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(Marth joins the battle!) 	
  	
*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(Roy seals the deal!) 	
  	
*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(Ike fights for his friends!) 	
  	
*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: 	
  	Lucina (Marth's Echo)(Lucina unmasks herself!) 	
  	
*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(Robin casts a spell!) 	
  	
*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: 	
  	Corrin(Corrin chooses to smash!) 	
  	
*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: 	
  	Chrom (Ike's Echo)(Chrom gets his chance!) 	
  	
*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: 	
  	Byleth(Gets recruited to smash!) 	
  	
*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(Mr. G&W returns to fight!) 	
  	
*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(Pit flies into battle) 	
  	
*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)(Dark Pit takes flight!) 	
  	
*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(Palutena brings on the light!) 	
  	
*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(Wario digs for gold!) 	
  	
*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(Olimar travels to smash!) 	
  	
*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(R.O.B gets retro!) 	
  	
*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(Villager heads out home!) 	
  	
*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(Isabelle turns a new leaf!) 	
  	
*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(Wii Fit Trainer feels the burn!) 	
  	
*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(Little Mac enters the ring!) 	
  	
*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(Shulk foresees a fight!) 	
  	
*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(Duck Hunt Duo takes aim!) 	
  	
*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(Inkling gets kraken!) 	
  	
*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(Solid Snake sneaks into battle!) 	
  	
*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(Sonic speeds into battle!) 	
  	
*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(Mega Man powers up!) 	
  	
*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(Pac-Man hungers for a fight!) 	
  	
*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(Ryu challenges smash!) 	
  	
*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)(Ken brings on the pain!) 	
  	
*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(Cloud breaks his limits!) 	
  	
*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(Bayonetta gets wicked!) 	
  	
*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(Simon wips up into shape!) 	
  	
*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: 	
  	Richter Belmont (Simon's Echo)(Richter crosses over!) 	
  	
*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(Joker steals the show!) 	
  	
*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(The Hero shines into smash!) 	
  	
*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(Banjo & Kazooie get jiggy!) 	
  	
*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(Terry faces the fury!) 	
  	
*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: 	
Newcomers 	Newcomers 	Newcomers
  	Geno(Geno gives it a whirl!) 	
  	
*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.	
  	Captain Toad(Captain Toad explores the battlefield!) 	
  	
*Weight: Light
*Number of Jumps: 1 (uses a spring)
*Wall Jump: Yes
*Dokkan Burst: Golden Shroom	
*Neutral B: Plucks a Turnip from the ground and tosses it. You can use the control stick to aim where you want to toss it. The longer you hold B, the bigger the turnip will be when you throw it.
*Side B: Hops into a Minecart and rolls forward. While you can't turn in it, you can do a short hop inside of it. If you roll over or land on top of someone, you'll bury them in the ground. If you crash, Toad is launched out of it.
*Up B: Hops into a canon as a clone Toad lanches Cap into the air. You can aim yourself in any direction and can do massive damage to your opponent (and yourself) if your body hits them. The canon and clone Toad will then vanish.
*Down B: Uses the light on his head to stun enemies with light. Your light has a battery charge, and if it runs out use your Down B again to recharge it. You can use it 3 times before recharging.
*Final Smash: The Captain jumps into the background as the Toad Brigade fly by dropping Bob-ombs on everyone, then drop a huge POW block that causes a big shockwave. Once it's done, Toad hops back in and gives his allies a thumbs up.	
*Neutral B: Plucks a Turnip from the ground and tosses it. You can use the control stick to aim where you want to toss it. The longer you hold B, the bigger the turnip will be when you throw it.
*Side B: Hops into a Minecart and rolls forward. While you can't turn in it, you can do a short hop inside of it. If you roll over or land on top of someone, you'll bury them in the ground. If you crash, Toad is launched out of it.
*Up B: Hops into a canon as a clone Toad lanches Cap into the air. You can aim yourself in any direction and can do massive damage to your opponent (and yourself) if your body hits them. The canon and clone Toad will then vanish.
*Down B: Uses the light on his head to stun enemies with light. Your light has a battery charge, and if it runs out use your Down B again to recharge it. You can use it 3 times before recharging.
*Final Smash: The Captain jumps into the background as the Toad Brigade fly by dropping Bob-ombs on everyone, then drop a huge POW block that causes a big shockwave. Once it's done, Toad hops back in and gives his allies a thumbs up.	
  	Kamek(Kamek curses the competition!) 	
  	
*Weight: Light
*Number of Jumps: 2 + Hover
*Wall Jump: No
*Dokkan Burst: Magical Aura	
*Neutral B: Shoots a slow moving masgic blast that'll home in on enemies. If it hits opponents they will become poisoned, but if it hits a item it'll transform into either a Goomba, Shy Guy, or Bob-Omb!
*Side B: Uses his Broom to sweep. This can be used to push opponents away, but mainly it's used to reflect projectiles back at the opponent if you time your sweep right. You can sweep for as long as you want, though each sweep gets slower.
*Up B: Hops onto his broom and goes into a 2 second free-flight mode, much like Pit's up B from Brawl. Be careful, however: if you are hit while on it, you'll be sent falling down to the ground. Either way, once its done you'll be sent into free0fall.
*Down B: Creates a magic clone of himself. The clone will copy any move Kamek does except for his neutral B, but cannot move. Think like an immobile Morrigan clone. It'll vanish if hit hard enough or if Down B is pressed again.
*Final Smash: Kamek laughs and flies upwards as a large broom sweeps across the stage, which will either bury opponents or send those with high damage flying. Time your dodge roll to avoid.	
*Neutral B: Shoots a slow moving masgic blast that'll home in on enemies. If it hits opponents they will become poisoned, but if it hits a item it'll transform into either a Goomba, Shy Guy, or Bob-Omb!
*Side B: Uses his Broom to sweep. This can be used to push opponents away, but mainly it's used to reflect projectiles back at the opponent if you time your sweep right. You can sweep for as long as you want, though each sweep gets slower.
*Up B: Hops onto his broom and goes into a 2 second free-flight mode, much like Pit's up B from Brawl. Be careful, however: if you are hit while on it, you'll be sent falling down to the ground. Either way, once its done you'll be sent into free0fall.
*Down B: Creates a magic clone of himself. The clone will copy any move Kamek does except for his neutral B, but cannot move. Think like an immobile Morrigan clone. It'll vanish if hit hard enough or if Down B is pressed again.
*Final Smash: Kamek laughs and flies upwards as a large broom sweeps across the stage, which will either bury opponents or send those with high damage flying. Time your dodge roll to avoid.	
  	Dixie Kong(Dixie Kong rocks into battle!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Strong Kong 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Toy Link(Toy Link awakens!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Winged Boots 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Princess Midna(Midna breaks the dawn!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Princess Form	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Susie(Susie enters the spotlight!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Armor Suit 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Rick, Coo, & Kine(Animal Buddies lend a hand!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Invincibility Candy	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Slippy Toad(Slippy crashes into battle!) 	
  	
*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: 	
  	Raichu(Raichu completes the set!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Raichu Libre 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Inteleon(Inteleon snipes the foes!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Sniper's Will	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Samurott(Samurott shieves his blade!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Ocean's Wrath	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	The Black Knight (Ike's Echo)(The Black Knight wonders into battle!)	
  	
*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: 	
  	Waluigi(Waluigi cheats into smash!) 	
  	
*Weight: Light
*Number of Jumps: 2 + Hover
*Wall Jump: Yes
*Dokkan Burst: Waluigi-Man	
*Neutral B: Waluigi pulls out a bag and digs through it. Simply tapping the button will have Waluigi pull out a useless apple core, but holding the button can get you either a Bomb, a bannana peel, or a green shell. Hold for too long and Waluigi gives up.
*Side B: Waluigi hops onto a Go-Kart and drives in it. It comtrols a lot like Wario's bike, but its way less loose and not as fast. Pressing jump can have Waluigi jump out of it, afterwards the kart will explode. Waluigi can use items while on the kart.
*Up B: Waluigi pulls out a Bob-omb and braces for impact as it explodes, launching Waluigi in whatever direction you want. The distance and damage is good, but it has the downside of giving Waluigi 5% of damage when using it.
*Down B: Waluigi does a childish taunt, like blowing a raspberry or smacking his butt. If anyone hits him, Waluigi will counter back with a stylish dance move that does little damage but great knockback. Yes, we gave Waluigi a counter.
*Final Smash: Waluigi makes sure no one is looking and pulls out a POW block. He can't get it to work, however, so he stomps on it, causing a huge explosion. It has amazing range and damage, but the big setback is that Waluigi gets delt 50% damage using it.	
*Neutral B: Waluigi pulls out a bag and digs through it. Simply tapping the button will have Waluigi pull out a useless apple core, but holding the button can get you either a Bomb, a bannana peel, or a green shell. Hold for too long and Waluigi gives up.
*Side B: Waluigi hops onto a Go-Kart and drives in it. It comtrols a lot like Wario's bike, but its way less loose and not as fast. Pressing jump can have Waluigi jump out of it, afterwards the kart will explode. Waluigi can use items while on the kart.
*Up B: Waluigi pulls out a Bob-omb and braces for impact as it explodes, launching Waluigi in whatever direction you want. The distance and damage is good, but it has the downside of giving Waluigi 5% of damage when using it.
*Down B: Waluigi does a childish taunt, like blowing a raspberry or smacking his butt. If anyone hits him, Waluigi will counter back with a stylish dance move that does little damage but great knockback. Yes, we gave Waluigi a counter.
*Final Smash: Waluigi makes sure no one is looking and pulls out a POW block. He can't get it to work, however, so he stomps on it, causing a huge explosion. It has amazing range and damage, but the big setback is that Waluigi gets delt 50% damage using it.	
  	Mr. Resetti(Mr. Resetti saves into battle!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Angered Burst	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	King Hippo(King Hippo enters the ring!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Manhole Armor	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Chibi-Robo(Chibi-Robo plugs up!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Golden Robo 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Spring Man(Spring Man springs into action!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Hedlok 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Ring Fit Trainer(Ring Fit Trainer works out a storm!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Flaming Hair 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Arcade Bunny(Arcade Bunny prizes smash!) 	
  	
*Weight: Medium
*Number of Jumps: 2
*Wall Jump: No
*Peppy Salesman 	
*Neutral B: Arcade Bunny will start flexing for a few seconds. If he isn't interrupted, he will suddenly grow very muscular. Now all of his attacks deal 2x damage, though at the cost of speed. Once he uses a special move, he returns to normal. 
*Side B: Arcade Bunny pulls an arcade machine out of nowhere and places it in front of himself. He can hide behind it and use it as a shield, or use it to gain some extra height. You can even pick it up. It will despawn after a few seconds.
*Up B: A claw comes down and picks up Arcade Bunny, bringing him upwards for 2 seconds. During this, you can control the hook and move it left or right. The claw can be damaged and it will break if it is hit enough times.
*Down B: Arcade Bunny gains a very smug face as he puts his hand outwards. If he touches anyone, they will have to pay "money" (AKA 10% health) and give it to him. You can also use this to catch items or even projectiles.
*Final Smash: The Arcade Bunny hops in glee as a claw drops right in front of him. Anyone who is caught in the claw gets dragged into and arcade machine and won by some lucky Mii. Displeased, the Mii will throw away the fighters, launching them.	
*Neutral B: Arcade Bunny will start flexing for a few seconds. If he isn't interrupted, he will suddenly grow very muscular. Now all of his attacks deal 2x damage, though at the cost of speed. Once he uses a special move, he returns to normal. 
*Side B: Arcade Bunny pulls an arcade machine out of nowhere and places it in front of himself. He can hide behind it and use it as a shield, or use it to gain some extra height. You can even pick it up. It will despawn after a few seconds.
*Up B: A claw comes down and picks up Arcade Bunny, bringing him upwards for 2 seconds. During this, you can control the hook and move it left or right. The claw can be damaged and it will break if it is hit enough times.
*Down B: Arcade Bunny gains a very smug face as he puts his hand outwards. If he touches anyone, they will have to pay "money" (AKA 10% health) and give it to him. You can also use this to catch items or even projectiles.
*Final Smash: The Arcade Bunny hops in glee as a claw drops right in front of him. Anyone who is caught in the claw gets dragged into and arcade machine and won by some lucky Mii. Displeased, the Mii will throw away the fighters, launching them.	
  	Uniracer(Uniracer...wait, what?!) 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Training Wheels	
*Neutral B: The Unicycle starts to charge itself. You can hold down the button for as long as you'd like. Once you let go, the Unicycle will charge forward, and anyone it hits will be sent flying. Please note that you can't turn once charging, however.
*Side B: A small loop de loop will spawn in front of the unicycle which can be used as a platform. However, if you charge through it with your neutral B, you'll go even faster and deal even more damage once you hit someone. Despawns after a few seconds.
*Up B: A 90 degree ramp spawns in front of the Unicycle as it drives off of it to get some height. You may go high, but it strictly only covers vertical hight, with horizontal hight in the up special being pretty much nonexistant.
*Down B: The Unicycle hops around and starts charging in place, sending sparks flying that can paralyze foes. Use this while charging you neutral B and it turns into a full on explosion, causing damage to both opponents and yourself.
*Final Smash: Unicycle rushes forward and attacks the opponent with a flipkick (?). If the attack hits, it cuts to a race track. Suddenly, an stampede of multicolored Unicycles trample the opponent. Its like Yoshis final smash but with Unicycles.	
*Neutral B: The Unicycle starts to charge itself. You can hold down the button for as long as you'd like. Once you let go, the Unicycle will charge forward, and anyone it hits will be sent flying. Please note that you can't turn once charging, however.
*Side B: A small loop de loop will spawn in front of the unicycle which can be used as a platform. However, if you charge through it with your neutral B, you'll go even faster and deal even more damage once you hit someone. Despawns after a few seconds.
*Up B: A 90 degree ramp spawns in front of the Unicycle as it drives off of it to get some height. You may go high, but it strictly only covers vertical hight, with horizontal hight in the up special being pretty much nonexistant.
*Down B: The Unicycle hops around and starts charging in place, sending sparks flying that can paralyze foes. Use this while charging you neutral B and it turns into a full on explosion, causing damage to both opponents and yourself.
*Final Smash: Unicycle rushes forward and attacks the opponent with a flipkick (?). If the attack hits, it cuts to a race track. Suddenly, an stampede of multicolored Unicycles trample the opponent. Its like Yoshis final smash but with Unicycles.	
  	Captain N(Captain N starts the game!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Cheat Codes 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Knuckles the Echidna(Knock knock it's Knuckles!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Super Knuckles	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Zero(Zero reports for duty!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Super Armor 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Heihachi(Heihachi brings the iron fist!) 	
  	
*Weight: Heavy
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Elder Form	
*Neutral B: Heihachi strikes the opponent with two open palms extremely quickly. This attack is very short ranged, but makes up for not only being very strong, but also having very fast startup and little to no endlag.
*Side B: Heihachi ducks and steps forward. Depending on your imput, he can use a very strong uppercut, preform a sweeping side kick, or preform his Neutral or Up B. Much like the Neutral B, it's low ranged but is stronger yet slower.
*Up B: Heihachi preforms a solid uppercut into the air. This move can deal rapid damage, but the sweet spot is at it's very peak.
*Down B: Heihachi stomps on the ground with electricity coming out of his hands. Like Mishima Step, he can follow with a quick, powerful chop with good horizontal knockback or a powerful punch, followed by a strong downwards hammer punch.
*Final Smash: Heihachi charges forward and dropkicks and poor sap in his way. Anyone caught in it will then be strapped to a rocket as it flies off into space and explodes, all while Heihachi and Kuma watch from a distance and laugh.	
*Neutral B: Heihachi strikes the opponent with two open palms extremely quickly. This attack is very short ranged, but makes up for not only being very strong, but also having very fast startup and little to no endlag.
*Side B: Heihachi ducks and steps forward. Depending on your imput, he can use a very strong uppercut, preform a sweeping side kick, or preform his Neutral or Up B. Much like the Neutral B, it's low ranged but is stronger yet slower.
*Up B: Heihachi preforms a solid uppercut into the air. This move can deal rapid damage, but the sweet spot is at it's very peak.
*Down B: Heihachi stomps on the ground with electricity coming out of his hands. Like Mishima Step, he can follow with a quick, powerful chop with good horizontal knockback or a powerful punch, followed by a strong downwards hammer punch.
*Final Smash: Heihachi charges forward and dropkicks and poor sap in his way. Anyone caught in it will then be strapped to a rocket as it flies off into space and explodes, all while Heihachi and Kuma watch from a distance and laugh.	
  	Black Mage(Black Mage encounters a battle!) 	
  	
*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: 	
  	Mai Shiranui(Mai Shiranui fights on in!) 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Ninja's Way	
*Neutral B: Mai tosses her fan at her opponent. The move has a fairly slow startup, far slower than many other characters' projectiles, but it can be used in a pinch. You can charge up the attack to throw three fans at once.
*Side B: Mai rushes forward, rolling and then performing a flying elbow. Great counter to ground fireballs though, since Mai flies over them during her attack.
*Up B: Mai solmersaults forwards. If she's distance to her opponent, she will grab and flip over them, landing on his feet behind them, and then throwing them by the waist over his head and down into the ground.
*Down B: Mai makes a quick spin, striking with her tail set aflame. Almost no start up and usually little recovery time since it pushes the enemy away. This move can be used as a counter and a good getaway attack.
*Final Smash: Mai launches herself up into the air and hugs herself. She descends at an angle, a spinning ball of flame. If Mai actually meets the opponent in the air, this move will deal an insane amount of damage.	
*Neutral B: Mai tosses her fan at her opponent. The move has a fairly slow startup, far slower than many other characters' projectiles, but it can be used in a pinch. You can charge up the attack to throw three fans at once.
*Side B: Mai rushes forward, rolling and then performing a flying elbow. Great counter to ground fireballs though, since Mai flies over them during her attack.
*Up B: Mai solmersaults forwards. If she's distance to her opponent, she will grab and flip over them, landing on his feet behind them, and then throwing them by the waist over his head and down into the ground.
*Down B: Mai makes a quick spin, striking with her tail set aflame. Almost no start up and usually little recovery time since it pushes the enemy away. This move can be used as a counter and a good getaway attack.
*Final Smash: Mai launches herself up into the air and hugs herself. She descends at an angle, a spinning ball of flame. If Mai actually meets the opponent in the air, this move will deal an insane amount of damage.	
  	Crash Bandicoot(Crash bashes in!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Aku-Aku Mask 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Spyro the Dragon(Spyro enters the dragonfly!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Flaming Dragon	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Rash(Rash unloads the toad!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Unhibbit the Ribbit	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Steve?(Steve gets crafty!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Daimond Armor	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	The Doomguy(Doomguy rips and tears!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Berserk Mode 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Dante(Dante triggers a battle!) 	
  	
*Weight: Heavy
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Devil Trigger	
*Neutral B: Dantes fires his guns. His aim has a wide field of tracking, similar to palutenas auto reticle. The guns do little damage, and only a slight amount of interruption. They can be used at the end of alnost any combo for extra damage.
*Side B: Firing Artemis forwards shoots a projectile similar to falcos laser. Firing diagonally upwards makes the laser fire ahead a little bit, stall, then go diagonally downwards. Fireing straight up causes the bolt to raise up, then rain above
*Up B: Dante teleports in a direction you input. If an opponent is near where he winds up, he will be slightly above and behind them, and not be in free fall.
*Down B: Dante starts to play his guitar to summon bats around himself. You can summon up to 4. They swirl around you for about 4 seconds and then fly forwards. They make a great defense but are very fragile.
*Final Smash: Dante does a massive stinger move the throws himself forwards at his opponent, then does a million stab, fires artemis in the air, does an ifrit combo while its raining lasers, and finishes by saying "jackpot," firing a bolt of energy from his guns.	
*Neutral B: Dantes fires his guns. His aim has a wide field of tracking, similar to palutenas auto reticle. The guns do little damage, and only a slight amount of interruption. They can be used at the end of alnost any combo for extra damage.
*Side B: Firing Artemis forwards shoots a projectile similar to falcos laser. Firing diagonally upwards makes the laser fire ahead a little bit, stall, then go diagonally downwards. Fireing straight up causes the bolt to raise up, then rain above
*Up B: Dante teleports in a direction you input. If an opponent is near where he winds up, he will be slightly above and behind them, and not be in free fall.
*Down B: Dante starts to play his guitar to summon bats around himself. You can summon up to 4. They swirl around you for about 4 seconds and then fly forwards. They make a great defense but are very fragile.
*Final Smash: Dante does a massive stinger move the throws himself forwards at his opponent, then does a million stab, fires artemis in the air, does an ifrit combo while its raining lasers, and finishes by saying "jackpot," firing a bolt of energy from his guns.	
  	Sans the Skeleton(Sans dunks the competition!) 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Bad Time	
*Neutral B: Sans summons a Gaster Blaster that'll stay in place for as long as you hold the button. It can also be angled in any direction. Once you let go of the button, the blaster unleashes a large beam.
*Side B: Sans waves his hand forward and summons a bone that'll move forward. You can summon up to five at a time that'll move forward, travel up walls, and cause no flinching or knockback. They cannot be deflected or countered.
*Up B: Sans waves his hand upwards and uses his gravity powers on himself, floating upwards. It covers a lot of distance and can travel in any direction, but its very slow and Sans cannot attack while floating up.
*Down B: Sans pretends to doze off. If anyone tries to hit him, he'll dodge and stab a bone through them. The opponent is now blue and weight much more, meaning they cannot jump high at all. The effect wears off after a few seconds.
*Final Smash: Sans shrugs his hands and winks at the camera as two bones pop out in front of him. If opponents are hit by it, they'll be turned into souls and subjected to Sans strongest (and first) attack, launching them away afterwards.	
*Neutral B: Sans summons a Gaster Blaster that'll stay in place for as long as you hold the button. It can also be angled in any direction. Once you let go of the button, the blaster unleashes a large beam.
*Side B: Sans waves his hand forward and summons a bone that'll move forward. You can summon up to five at a time that'll move forward, travel up walls, and cause no flinching or knockback. They cannot be deflected or countered.
*Up B: Sans waves his hand upwards and uses his gravity powers on himself, floating upwards. It covers a lot of distance and can travel in any direction, but its very slow and Sans cannot attack while floating up.
*Down B: Sans pretends to doze off. If anyone tries to hit him, he'll dodge and stab a bone through them. The opponent is now blue and weight much more, meaning they cannot jump high at all. The effect wears off after a few seconds.
*Final Smash: Sans shrugs his hands and winks at the camera as two bones pop out in front of him. If opponents are hit by it, they'll be turned into souls and subjected to Sans strongest (and first) attack, launching them away afterwards.	
  	Sol Badguy(Sol Badguy gears up!) 	
  	
*Weight: Heavy
*Number of Jumps: 2
*Wall Jump: No
*Dokkan Burst: Dragon Install	
*Neutral B: Sol uses his gun to shoot projectiles that travels a little less than half of Final Destination. Send the opponent up for low-mid percent combos. Can't be used in midair. Will dissipate if it hits a ledge.
*Side B: Sol does a jumping knee that leads into axe kick. The axe kick is a weak spike that puts the opponent in a tech chase situation. Off stage the axe kick can gimp, though it is too weak to kill until 200%.
*Up B: Sol's dragon punch. Big hit box and invincible on start up. It would kill unless you're at the top of the screen. However, if you hold the button, you can have Sol do a kick that spikes the opponent
*Down B: Sol does an invincible jump backwards, similar to Mii Brawler's Feint Jump, before charging forward with a flaming kick. Sol will bounce off of his opponent when he hits them.
*Final Smash: Sol rushes forward with a straight punch engulfed in flames. If it connects, he rushes forwards and punches his opponent in the gut with the Junkyard Dog, engulfing them in a massive explosion that rends the earth around them.	
*Neutral B: Sol uses his gun to shoot projectiles that travels a little less than half of Final Destination. Send the opponent up for low-mid percent combos. Can't be used in midair. Will dissipate if it hits a ledge.
*Side B: Sol does a jumping knee that leads into axe kick. The axe kick is a weak spike that puts the opponent in a tech chase situation. Off stage the axe kick can gimp, though it is too weak to kill until 200%.
*Up B: Sol's dragon punch. Big hit box and invincible on start up. It would kill unless you're at the top of the screen. However, if you hold the button, you can have Sol do a kick that spikes the opponent
*Down B: Sol does an invincible jump backwards, similar to Mii Brawler's Feint Jump, before charging forward with a flaming kick. Sol will bounce off of his opponent when he hits them.
*Final Smash: Sol rushes forward with a straight punch engulfed in flames. If it connects, he rushes forwards and punches his opponent in the gut with the Junkyard Dog, engulfing them in a massive explosion that rends the earth around them.	
  	Son Goku(Goku is gonna show you!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Awakening Water	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
Heikin & The Horsemen	Heikin & The Horsemen 	Heikin & The Horsemen
  	Lord Heikin(Heikin rules over Smash!) 	
  	
*Weight: Heavy
*Number of Jumps: 5
*Wall Jump: Yes
*Dokkan Burst: Ultimate Evil	
*Neutral B: Makes a circle with his staff which turns into a portal. Then, a bone hand comes out of the portal to do a megaton punch, much like Bayonetta's smashes. It's pretty slow, but is very davistating if you land a hit.
*Side B: Shoots out an energy ball that'll travel as long as you hold the B button. It'll float in place, and you can use it for set ups for traps. If you shoot out 6, they will all home in onto the nearest opponent, exploding all at once. They will vanish if you get hit.
*Up B: Gets ingulfed in a beam of light as he flies up it. It has amazing vertical recovery, but lacks in horizontal recovery quite a bit. Anyone who touches the beam of light will get damaged, so it can work as a keep-away move.
*Down B: Heikin charges himself up before unleashing a huge explosion. At lower percents, the explosion isn't that big. However, the higher the percentage, the bigger and stronger the explosion is, though it also increases how long you'll need to charge it.
*Final Smash: Heikin starts to laugh like a madman and transforms into Void Heikin. For the next 10 seconds, Heikin can fly around freely as a living void, hurting whoever he touches. Its only weakness is that its a somewhat slow attack.	
*Neutral B: Makes a circle with his staff which turns into a portal. Then, a bone hand comes out of the portal to do a megaton punch, much like Bayonetta's smashes. It's pretty slow, but is very davistating if you land a hit.
*Side B: Shoots out an energy ball that'll travel as long as you hold the B button. It'll float in place, and you can use it for set ups for traps. If you shoot out 6, they will all home in onto the nearest opponent, exploding all at once. They will vanish if you get hit.
*Up B: Gets ingulfed in a beam of light as he flies up it. It has amazing vertical recovery, but lacks in horizontal recovery quite a bit. Anyone who touches the beam of light will get damaged, so it can work as a keep-away move.
*Down B: Heikin charges himself up before unleashing a huge explosion. At lower percents, the explosion isn't that big. However, the higher the percentage, the bigger and stronger the explosion is, though it also increases how long you'll need to charge it.
*Final Smash: Heikin starts to laugh like a madman and transforms into Void Heikin. For the next 10 seconds, Heikin can fly around freely as a living void, hurting whoever he touches. Its only weakness is that its a somewhat slow attack.	
  	Fawful(Fawful unleashes his fury!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Darkstar Fawful	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Masked Man(Masked Man reveals the truth!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Identity Revealed	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Lord Hyness(Lord Hyness lords over the battle!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Off with the Hood	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Dr. Eggman & Metal Sonic(Eggman scrambles the battle!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Mecha Sonic 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	M. Bison(M. Bison psycho drives into battle!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Hyper Mode 	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
DLC Charactrs 	DLC Charactrs 	DLC Charactrs
  	Reckless Safety Guy(Safety Guy smashes into smash!) 	
  	
*Weight:
*Number of Jumps:
*Wall Jump:
*Dokkan Burst: Double Nunckuck	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash:	
*Neutral B:
*Side B:
*Up B:
*Down B:
*Final Smash: 	
  	Scorpion(Scorpion Gets Over Here!) 	
  	
*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: 	
  	McCree(McCree Shoots Down!) 	
  	
*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: 	
  	The Scout(The Scout Batters Up!) 	
  	
*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: 	
  	Urbosa(Urbosa Snaps into Battle!) 	
  	
*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: 	
  	Jotaro Kujo & Star Platinum(Jotaro Kujo Stands Proud!) 	
  	
*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: 	
  	Gex(Gex Declairs Tail Time!) 	
  	
*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: 	
  	Haru Okumura "Noir"(Noir Steals the Show!) 	
  	
*Weight: Light
*Number of Jumps: 2
*Wall Jump: Yes
*Dokkan Burst: Persona	
*Neutral B: Haru pulls out a rocket launcher and takes aim. When its out Haru can aim in any direction but cannot move. The rockets are very strong, but run on limited ammo. The ammo refills over time but you can refill it faster by pulling off smash attacks or by breaking shields.
*Side B: Milady jumps in front of Haru and starts firing off the Gatling Gun underneith her dress. The attack has a shorter range then her rocket launcher, but can hit rapidly and Haru and even slowely move forward or backwards while Milady shoots the Gatling Gun, though she can't turn around while using it.
*Up B: Haru aims her Rocket Launcher downwards and launches herself off the ground using the explosion. It has good vertical range but lackluster horizontal recovery. If used on the ground the explosion is bigger and deals more damage. In the air, the attack spikes anyone underneith her.
*Down B: Empress uses the skill "Snipe". If she pulls it off, the attack power of her Neutral B and her Side B, plus the recovery of her Up B, increases. You cannot use this move after using it once, and the effect wears off after a little bit. The move also can be stopped if opponents hit her while attempting it.
*Final Smash: Noir rushes forward. If any fighter is hit during this, they'll be caught in an all-out attack by Noir along with three other random Phantom Thieves. This attack is very similar to Jokers FS, but it has much higher knockback at the tradeoff of doing less damage then Joker's version does.	
*Neutral B: Haru pulls out a rocket launcher and takes aim. When its out Haru can aim in any direction but cannot move. The rockets are very strong, but run on limited ammo. The ammo refills over time but you can refill it faster by pulling off smash attacks or by breaking shields.
*Side B: Milady jumps in front of Haru and starts firing off the Gatling Gun underneith her dress. The attack has a shorter range then her rocket launcher, but can hit rapidly and Haru and even slowely move forward or backwards while Milady shoots the Gatling Gun, though she can't turn around while using it.
*Up B: Haru aims her Rocket Launcher downwards and launches herself off the ground using the explosion. It has good vertical range but lackluster horizontal recovery. If used on the ground the explosion is bigger and deals more damage. In the air, the attack spikes anyone underneith her.
*Down B: Empress uses the skill "Snipe". If she pulls it off, the attack power of her Neutral B and her Side B, plus the recovery of her Up B, increases. You cannot use this move after using it once, and the effect wears off after a little bit. The move also can be stopped if opponents hit her while attempting it.
*Final Smash: Noir rushes forward. If any fighter is hit during this, they'll be caught in an all-out attack by Noir along with three other random Phantom Thieves. This attack is very similar to Jokers FS, but it has much higher knockback at the tradeoff of doing less damage then Joker's version does.	
===Mii Fighters===
Mii Fighters	Mii Fighters 	Mii Fighters
  	Mii Brawler(Mii Brawler punches in!) 	
  	
*Weight: Depends
*Number of Jumps: Depends
*Wall Jump: Depends
*Dokkan Burst: Ultra-Charged	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
  	Mii Gunner(Mii Gunner blasts in!) 	
  	
*Weight: Depends
*Number of Jumps: Depends
*Wall Jump: Depends
*Dokkan Burst: Ultra-Charged	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
  	Mii Swordfighter(Mii Swordfighter slashes in!)	
  	
*Weight: Depends
*Number of Jumps: Depends
*Wall Jump: Depends
*Dokkan Burst: Ultra-Charged	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
  	Mii Wizard(Mii Wizard projects in!) 	
  	
*Weight: Depends
*Number of Jumps: Depends
*Wall Jump: Depends
*Dokkan Burst: Ultra-Charged	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
  	Mii Scientist(Mii Scientist sciences in!) 	
  	
*Weight: Depends
*Number of Jumps: Depends
*Wall Jump: Depends
*Dokkan Burst: Ultra-Charged	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
  	Mii Thief(Mii Thief sneaks in) 	
  	
*Weight: Depends
*Number of Jumps: Depends
*Wall Jump: Depends
*Dokkan Burst: Ultra-Charged	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
*Neutral B 1:
*Neutral B 2:
*Neutral B 3:
*Side B 1:
*Side B 2:
*Side B 3:
*Up B 1:
*Up B 2:
*Up B 3:
*Down B 1:
*Down B 2:
*Down B 3:
*Final Smash 1:
*Final Smash 2:	
Note: Credit to Exotoro for making the amazing art for Heikin :DD
Another Note: credit to the Universe of Smash Bros Lawl wiki, Smash Fanon Wiki, Reddit, and Gamefaqs for some of the movesets like Mai, Chun-Li, Sol Badguy, and Dante :D
=Stages=
===Returning===
Final Destination (Ultimate) (ASU).jpg
Big Battlefield (Ultimate) (ASU).png
Peach's Castle (ASU).png
Mushroom Kingdom (SSB) (ASU).png
Princess Peach's Castle (ASU).png
Mushroom Kingdom II (ASU).png
800px-SSBU-Delfino Plaza.jpg
Luigi's Mansion (ASU).png
FOLSTAGE MushroomyKingdom.png
Figure-8 Circuit (ASU).png
Mario Bros. (ASU).png
3D Land (ASU).png
Golden Plains (ASU).png
Paper Mario (Stage) (ASU).png
800px-SSBU-Mushroom Kingdom U.png
Mario Galaxy (ASU).jpg
Mario Circuit (ASU).png
New Donk City Hall (ASU).jpg
Super Mario Maker (ASU).png
800px-SSBU-Kongo Jungle.png
1200px-SSBU-Kongo Falls.jpg
800px-SSBU-Jungle Japes.png
Super Happy Tree SSBU.jpg
Yoshi's Island Smash Melee.png
Yoshi's Island (Brawl).jpg
Yoshi's Story Ultimate.png
800px-SSBU-Hyrule Castle.png
800px-SSBU-Great Bay.jpg
1200px-SSBU-Temple.png
800px-SSBU-Bridge of Eldin.png
800px-SSBU-Pirate Ship.png
800px-SSBU-Gerudo Valley.png
SSBU-Spirit Train.png
800px-SSBU-Skyloft.png
1200px-SSBU-Great Plateau Tower.jpg
800px-SSBU-Brinstar.png
800px-SSBU-Brinstar Depths.png
800px-SSBU-Norfair.png
Frigate Orpheon SSBU Stage.png
DreamLand SSBU.png
150px-SSBU-Fountain of Dreams.png
800px-SSBU-Green Greens.png
Halberd SSBL.png
Dream Land GB SSBU.jpg
800px-SSBU-The Great Cave Offensive.png
Corneria SSBU.png
SSBU-Venom.png
800px-SSBU-Lylat Cruise.jpg
800px-SSBU-Saffron City.jpg
SSBUPokemonStadiumOmegaForm.png
800px-SSBU-Spear Pillar.png
800px-SSBU-Unova Pokémon League.png
SSBU-Prism Tower.png
800px-SSBU-Kalos Pokémon League.png
BigBlue SSBU.png
SSBU-Port Town Aero Dive.png
800px-SSBU-Mute City (3DS).png
800px-SSBU-Onett.png
Fourside SSBU.jpg
NewPorkCity SSBU.png
800px-SSBU-Magicant.png
800px-SSBU-Summit.png
Castle Seige.png
800px-SSBU-Arena Ferox.png
Coliseum SSBU.png
SSBU-Garreg Mach Monastery.jpg
800px-SSBU-Flat Zone X.png
Skyworld Beyond Ultimate.png
SSBU-Reset Bomb Forest.png
PalutenasTemple SSBU.png
800px-SSBU-WarioWare, Inc..png
800px-SSBU-Gamer.png
800px-SSBU-Distant Planet.png
800px-SSBU-Garden of Hope.png
800px-SSBU-Smashville.png
SSBU-Tortimer Island.png
SSBU-Town and CityBattlefield.png
800px-SSBU-Wii Fit Studio.png
800px-SSBU-Boxing Ring 1.png
800px-SSBU-Duck Hunt.png
Moray Towers SSBU Stage.png
ShadowMosesIsland SSBU.png
SSBU-Green Hill Zone.png
SSBU-Windy Hill Zone.png
SSBU-Wily Castle.png
Pac-Land.png
Pac-Maze SSBGR.jpg
800px-SSBU-Suzaku Castle.png
Midgar SSBU.png
800px-SSBU-Umbra Clock Tower.png
800px-SSBU-Hanenbow.png
PictoChat2 SSBU.png
800px-SSBU-Balloon Fight.png
250px-Nintendogstage.png
800px-SSBU-Find Mii.png
800px-SSBU-Tomodachi Life.png
WreckingCrew SSBU.png
800px-SSBU-Pilotwings.png
800px-SSBU-Wuhu Island.png
800px-SSBU-Dracula's Castle.png
800px-SSBU-Mementos.jpg
800px-SSBU-Yggdrasil'sAltar.jpg
800px-SSBU-Spiral Mountain.jpg
KingofFightersStadium SSBU.png
Tabuu's Residence (ASU).png
===New===
Stages 	Stages
  	
W.I.P
----
*Home Series: Yoshi's Island
Baby Bowser's Arena 	
W.I.P
----
*Home Series: Yoshi's Island
  	
W.I.P
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*Home Series: Donkey Kong
King K. Rool's Ship 	
W.I.P
----
*Home Series: Donkey Kong
  	
W.I.P
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*Home Series: Legend of Zelda
Room of Paintings 	
W.I.P
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*Home Series: Legend of Zelda
  	
W.I.P
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*Home Series: Kirby
The Jambastion 	
W.I.P
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*Home Series: Kirby
  	
W.I.P
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*Home Series: Pokemon
Gigantamax Arena 	
W.I.P
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*Home Series: Pokemon
  	
W.I.P
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*Home Series: Mario
Mario's Castle 	
W.I.P
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*Home Series: Mario
  	
W.I.P
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*Home Series: Excitebike
Excitebike Racetrack	
W.I.P
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*Home Series: Excitebike
  	
W.I.P
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*Home Series: ARMS
DNA Lab Arena 	
W.I.P
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*Home Series: ARMS
  	
W.I.P
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*Home Series: Nintendo Badge Arcade
Claw Machine 	
W.I.P
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*Home Series: Nintendo Badge Arcade
  	
W.I.P
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*Home Series: Captain N
Videoland 	
W.I.P
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*Home Series: Captain N
  	
W.I.P
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*Home Series: Sonic the Hedgehog
City Escape 	
W.I.P
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*Home Series: Sonic the Hedgehog
  	
W.I.P
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*Home Series: Crash Bandicoot
N. Sanity Beach 	
W.I.P
----
*Home Series: Crash Bandicoot
  	
W.I.P
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*Home Series: Legend of Zelda
Ripto's Arena 	
W.I.P
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*Home Series: Legend of Zelda
  	
W.I.P
----
*Home Series: Minecraft
The Overworld 	
W.I.P
----
*Home Series: Minecraft
  	
W.I.P
----
*Home Series: Undertale
Snowdin 	
W.I.P
----
*Home Series: Undertale
=Items=
===Returning===
Items 	Items 	Items 	Items 	Items 	Items 	
Assist Trophy 	Back Shield 	Banana Gun 	Banana Peel 	Barrel 	Barrel Cannon 	
Beam Sword 	Beehive 	Beetle 	Black Hole 	Blast Box 	Bob-omb 	
Bombchu 	Bomber 	Boomerang 	Boss Galaga 	Bullet Bill 	Bumper 	
Bunny Hood 	Capsule 	CD 	Cracker Launcher	Crate 	Cucco 	
Daybreak 	Deku Nut 	Dragoon 	Drill Arm 	Fairy Bottle 	Fake Smash Ball	
Fan 	Fire Bar 	Fire Flower 	Food 	Franklin Badge 	Freezie 	
Golden Hammer 	Gooey Bomb 	Grass 	Green Shell 	Gust Bellows 	Hammer 	
Healing Field 	Heart Container	Hocotate Bomb 	Home Run Bat 	Hothead 	Killer Eye 	
Launch Star 	Lightning Bolt 	Lip's Stick 	Master Ball 	Maxim Tomato 	Metal Box 	
Motion Sensor Bomb	Mr. Saturn 	Ore Club 	Parasol 	Party Ball 	Pitfall 	
Poison Mushroom 	Poké Ball 	POW Block 	Ray Gun 	Red Shell 	Rocket Belt 	
Rolling Crate 	Sandbag 	Screw Attack 	Smart Bomb 	Smash Ball 	Smoke Ball 	
Soccer Ball 	Special Flag 	Spiny Shell 	Spring 	Star Rod 	Steel Diver 	
Super Leaf 	Super Mushroom 	Super Scope 	Super Star 	Superspicy Curry	Team Healer 	
Timer 	Trophy 	Unira 	Warp Star 	X Bomb 	Killing Edge 	
Death's Scythe 	Staff 	Ramblin' Evil Mushroom	Rage Blaster 	Rage Blaster 	Rage Blaster 	Rage Blaster
=Assist Trophies=
===Returning===
Akira Assist Trophy (SSBU).png
Alucard Assist Trophy (SSBU).png
AndrossAssistBrawl.png
Ashley SSBUltimate.png
BombermanSmashified.png
Burrowing Snagret Assist Trophy (SSBU).png
120px-Chain Chomp SSBU.png
Chef Kawasaki Assist Trophy (SSBU).png
Color tv game 15.png
DevilSSB4.png
Dillon Assist Trophy (SSBU).png
Ssbgkawashima.png
Wright SSB Wii U.png
Flies & Hand SSBU.png
Ghirahim by nekroz of mokey-da6ai2s.png
Ghosts (Pac-Man).png
Gray Fox Assist Trophy (SSBU).png
Guile SSBUltimate.png
DMW-HammerBro.png
120px-Isaac SSBU.png
Jeff SSBL.png
Kappn.png
1.2.Klaptrap with it's mouth open.png
Knuckle Joe Assist Trophy (SSBU).png
Krystal Assist Trophy (SSBU).png
1.1.Metroid Floating.png
The Moon DSSB.png
3.2.Mother Brain looking at you.png
Lord Nightmare.png
Nikki Fighter.png
Nintendog 5.png
Artwork de Riki en Xenoblade Chronicles.png
RodinRender.png
Sable Prince SSBL.png
2.CSSB Samurai Goroh Artwork 3.png
Sheriff SSB4.png
Squid Sisters Crash.png
PSSB Starfy.png
StarmanEB.png
Sukapon SSBL.png
Takamaru Assist Trophy (SSBU).png
Warriors Tiki OA.png
S25thwomp.png
Wily Capsule Assist Trophy (SSBU).png
Yuri-kozukata.png
===New===
=Game Modes=
In Classic Mode, you fight through a few rounds of either fighting, a minigame, or a special event until you get to the Final Boss, Master Hand. It plays much like previous instalments of Classic Mode, but it looks more like Melee and Brawls Classic Mode more then SSB4's Classic Mode. Completing Classic Mode with any charcter will net you a special Trophy based on there Final Smash, and beating it with every character unlocks a new difficulty, Random. The difficulties changes up the order and the Final Boss
----
*Very Easy: 5 Rounds | 1 Minigame | No Mid-Boss | Normal Master Hand
*Easy: 6 Rounds | 2 Minigames | No Mid-Boss | Normal Master Hand
*Normal: 7 Rounds | 2 Minigames | Metal Mario | Normal Master Hand
*Medium: 8 Rounds | 3 Minigames | Metal Mario & Luigi | Normal Master Hand
*Slightly Hard: 9 Rounds | 4 Minigames | Metal Mario & Luigi | Master & Crazy Hand
*Hard: 10 Rounds | 5 Minigames | Metal Mario, Luigi, & Link | Master & Crazy Hand + Horseman
*Very Hard: 11 Rounds | 6 Minigames | Metal Mario, Luigi, Link, & Samus | Master & Crazy Hand + 2 Horsemen
*Insane: 12 Rounds | 7 Minigames | Metal Character Army | Master & Crazy Hand + Heikin
*Random: Random Rounds | Random Minigames | Random Metal Character | Random Hand
In All-Star Mode, you fight every single character in the game in one go. Your given 5 healing items and 1 life. If you die, it's game over and you'll have to start over. All characters are sorted into which SSB game they debuted in. For example:
----
*Super Smash Bros. 64: Mario, Luigi, Donkey Kong, Link, Yoshi, Ness, Capt. Falcon, Pikachu, Jigglypuff, Samus, Kirby
*Super Smash Bros. Melee: Peach, Bowser, Zelda/Sheik, Ganondorf, Marth, Mewtwo, Ice Climbers, Mr. Game & Watch
*Super Smash Bros. Brawl: Wario, Meta Knight, King Dedede, Lucario, Pokemon Trainer, Pit, Olimar, R.O.B, Sonic, Solid Snake
*Super Smash Bros. 4: Bowser Jr, Shulk, Villager, Wii Fit Trainer, Corrin, Pac-Man, Mega Man, Ryu, Cloud Strife, Bayonetta
*Super Smash Bros. Ultimate: Daisy, K. Rool, Ridley, Dark Samus, Chrom, Isabelle, Inkling, Richter, Simon, Plant, Joker, Banjo, Hero, Terry, Byleth
*Super Smash Bros. Dokkan: W.I.P
Each character you complete All-Star Mode with will unlock a Trophy based on one of there own Moves.
In Tag Team Mode, you control two characters at once. Now, when you press the taunt button, you swap between characters nearly instantly, allowing some insane combos to happen. Both also shair stocks and health, and if one is K.O'ed both are K.O'ed. This can also be played with a second player, and both swap between controling. This can be played with up to 12 players. Note that this mode is banned from Tourniments.
In Multi-Man Melee, you have one goal depending on which mode you choose: Either defeat all of the Multi-Men or survive as long as you can. The enemies can be one of three things depending on which one you choose. Either the original Polygon Team (Clones of the first 12 characters), the Virtual Fighters (Clones of Zelda and Capt. Falcon), Primids (original movesets, tho limited) and Miis (standard moveset of the MIi Fighter, Swordsman, Gunner, Mage, Cheif, and Sportsman). The diffrent settings include:
10-Man Melee: Try to fight and defeat 10 enemies without dying.
30-Man Melee: Try to fight and defeat 30 enemies without dying.
100-Men Melee: Try to fight and defeat 100 enemies without dying.
1-Minute Melee: Try to survive for 1 minute.
5-Minute Melee: Try to survive for 5 Minutes
10-Minute Melee: Try to survive for 10 minutes.
Cruel Melee: Try to survive an ounslaught of brutal enemies.
In Sandbag Soccer, you and a team of 3 try to knock a Sandbag into the goal of the other team. In a 5 minute Time limit, both teams must try and score as much as possible. The team with the highest score wins. This game can be played on 5 maps: A small arena, a medium arena, a large arena, a arena with hazards, and a completley flat arena. If the option is turned on, Items can spawn to mix thing up a bit, tho are set off by default. Up to 8 players can play at once, CPU or otherwise.
Returning from Melee, the Tournament Mode lets you arrange your own Tournament with friends or CPU's. Up to 20 characters can compete, and it can be either Timed Matches or Stock Matches. The stages you fight on are set to flat by default, but you can make it so every stage could be avalible or just one stage only. Also, you can play these online as well with friends or anyone else. You can even set prizes for the winners like a Mii Costume or a Screenshot or a Trophy/Smash Card.
In Omega Smash, it at first is nearly exactly like the normal VS Mode. However, apon entering a match, every character is given a random buff or de-buff and are forced to fight with it. There are many things these can effect: the characters, there attacks, items, the stages itself, and even if it's a Stock Match, Timed Match, or Stamina Match. Here is an example:
Smash Attack Damage | Heavy Weight | Fast Attacks | Explosives Only | Fixed Camera
In Master Hand Mode, you get the option to play as the Master Hand himself and fight off wave after wave of CPU enemies. You can use all of Master Hands moves via inputting combos, which look can view via pausing and pressing the - button. Each wave naturally gets harder and harder as you continue on, and if you manage to make it all the way to round 50 (the maximum round), you'll have a 1v1 duel with Giga Bowser. Note: You'll need to unlock this mode via beating Classic Mode for the first time.
=Smash Event Chamber=
In Smash Event Chamber, you and up to 3 friends can take on over 110 challenges. There are 11 floors of the chamber, with each floor representing a difficulty. You'll need to clear at least 4 challenges to unlock the next floor. Beating all 11 challenges in a floor will reward you with a ton of prizes. The events are as follows:
Floor #1 (Beginner) 	Floor #1 (Beginner) 	Floor #1 (Beginner)
The Very 1st Battle! Battle it out!	
Your very first mission will be simple: defeat these two before the time runs out. This may be simple, but believe me, you'll be seeing some more creative missions later on!
----
*Goal: Defeat every opponent in 2 minutes!
*Opponents: Bowser, King Dedede	
Floor #2 (Very Easy) 	Floor #2 (Very Easy) 	Floor #2 (Very Easy)
W.I.P 	 	
Floor #3 (Easy) 	Floor #3 (Easy) 	Floor #3 (Easy)
W.I.P 	 	
Floor #4 (Medium) 	Floor #4 (Medium) 	Floor #4 (Medium)
W.I.P 	 	
Floor #5 (Slightly Hard) 	Floor #5 (Slightly Hard)	Floor #5 (Slightly Hard)
W.I.P 	 	
Floor #6 (Hard) 	Floor #6 (Hard) 	Floor #6 (Hard)
W.I.P 	 	
Floor #7: (Very Hard) 	Floor #7: (Very Hard) 	Floor #7: (Very Hard)
W.I.P 	 	
Floor #8 (Expert) 	Floor #8 (Expert) 	Floor #8 (Expert)
W.I.P 	 	
Floor #9 (Insane) 	Floor #9 (Insane) 	Floor #9 (Insane)
W.I.P 	 	
Floor #10 (Impossible) 	Floor #10 (Impossible) 	Floor #10 (Impossible)
W.I.P 	 	
Floor #11 (Good Luck) 	Floor #11 (Good Luck) 	Floor #11 (Good Luck)
W.I.P 	 	
=Story Mode: Rise of the Horsemen=
===Story/Description===
"The universe is in deep touble once again. This time, its being threatened by Heikin, an evil wizard with one goal in his mind: revive Tabuu, and steal his power. Alongside 5 other villains he hired to assist him, they travel through the land of Smash to set their plan in motion. Luckily, they run into heroes that put a stop to their plans for universal domination, like Mario, Fox McCloud, Link, and Simon. Can these heroes defeat the evil Horsemen? Or will the universe belong to Heikin?
Rise of the Horsemen is the story mode of Smash Bros. Dokkan. It harkens back to the Subspace Emissary, being more based off of exploring stages then World of Light's mission based levels. The game is split between 4 chapters, each one centered on 3 or 4 characters at a time, though some levels has guest playable characters. There are enemies, boss fights, etc.
To see more information, click here.
=Reveal Trailers=
The reveal trailer for SSBD was revealed in 2023 during a Nintendo Direct that aired on 12/15/23. After that, from January 1st to December 1st, 12 trailers were released monthly, revealing different fighters and how they played. All of the trailers were animated by Studio Trigger, with the exceptions of "The Skeleton who got into Smash", which was animated with sprites, similar to Undertale itself, and "Bandicoots and Dragons", which was animated in 3D. Any character that wasn't shown in the trailers were revealed on Twitter and Facebook.
After that, trailers were released every so often for the DLC characters, usually a few weeks before the character would be released. Once again, most of them were animated by Studio Trigger.
Trailer Name 	Description/Characters Revealed 	
Character Trailers	Character Trailers 	Character Trailers
 	
The trailer begins with Mario standing in a white room. It zooms up onto his face as he grins and tosses cappy forward. Starting there, a ton of returning characters are showcased fighting, with it ending with the "EVERYONE IS HERE!" logo.
After a bit of gameplay showing off everyone, a newcomer is revealed: Chibi-Robo. Cue gameplay for him as well. The trailer ends with Mario, Link, Pikachu, and Kirby lunging at each other, melee style, as it cuts to white and shows the logo.
Afterwords, a post-credit scene shows a dark and mysterious figure watching over the fighting...	
 	REVEALED: Every returning character, Chibi-Robo 	
 	
The trailer starts with a zoom-in on an assist trophy. It begins to crack until it shatters, with someone jumping out of it. It was Waluigi, ready to ascend to fighter-hood. Gameplay is shown of his tricky and risky yet rewarding moveset.
However, he's not the only newcomer, as a ship crashes behind him, with Slippy Toad hopping out and complaining that they didn't invite him. Gameplay is shown of him as well, with his semi-Fox clone moveset and his senturys.
The trailer ends with Waluigi and Slippy sitting on a bench when suddenly Mr. Resetti pops out of the ground, holding the smash bros invite.	
 	REVEALED: Waluigi, Slippy Toad, Mr. Resetti 	
 	W.I.P 	
 	REVEALED: Captain Toad, Kamek, Geno 	
 	W.I.P 	
 	REVEALED: Toy Link, Midna 	
 	W.I.P 	
 	REVEALED: Heihachi, Chun-Li, Mai, Sol Badguy 	
 	W.I.P 	
 	REVEALED: Heikin, Eggman, M. Bison, Hyness, Masked Man, Fawful	
 	W.I.P 	
 	REVEALED: Animal Friends, Susie 	
 	W.I.P 	
 	REVEALED: Captain N, Unicycle 	
 	W.I.P 	
 	REVEALED: Crash Bandicoot, Spyro 	
 	W.I.P 	
 	REVEALED: Sans the Skeleton, Steve? 	
 	W.I.P 	
 	REVEALED: Raichu, Intelleon, Samurott 	
 	W.I.P 	
 	REVEALED: Dante, Doomguy 	
 	W.I.P 	
 	REVEALED: Bunny, King Hippo, Black Knight 	
=Downloadable Content=
===DLC Characters===
----
Pre-order Bonus
----
----
DLC Wave 1
----
----
DLC Wave 2
----
W.I.P
----
DLC Wave 3
----
W.I.P
===DLC Costumes===
After the release of the game, DLC Costumes for every character except for Heikin was released one day at a time. Each costume cost $0.50, with a bundle released containing all costumes going for $40 was later released. The original 12 fighters had their costumes released for free, however.
D9k1sdi-49861ec7-1027-4c92-b6e1-9068cf2ffe5b.png|Mario's Alt.
LuigiMRL.png|Luigi's Alt.
Meowser Official.png|Bowser's Alt.
Summer Dress Peach.png|Peach's Alt.
DrLuigi SSBUltimate (Hat).png|Dr. Mario's Alt.
MKT Artwork RosalinaAurora.png|Rosalina's Alt.
Daisy Striker SSBB.png|Daisy's Alt.
Yarn Bowser Jr.png|Bowser Jr's Alt.
BonePiranhaPlant SSBUltimate.png|Piranha Plant's Alt.
Super Smash Bros. - Boshi by Nin10Doug.png|Yoshi's Alt.
Turbo Charge DK.png|Donkey Kong's Alt.
Dr. Diddy Kong.png|Diddy Kong's Alt.
DK64 King K. Rool Boxing.png|King K. Rool's Alt.
GerudoLinkps.png|Link's alt.
Zelda 3 hyrule warriors render hd by xxtremorxx d7qpz81-pre.png|Zelda's Alt.
Hyrule Warriors Sheik.png|Shiek's Alt.
Ganondorf Trident (Hyrule Warriors).png|Ganondorf's Alt.
A link to the past pink edition by captain regenold-d622nda.png|Young Link's Alt.
HWL Toon Link PH&ST Standard Outfit Artwork.png|Toon Link's Alt.
Fusionsuitsamus.png|Samus's Alt.
JustinBaileyZamusSSBC.png|Zero Suit Samus's Alt
Dark SamusRemix.png|Dark Samus's Alt
Mecha Ridley.png|Ridley's Alt.
Rainbow Curse Kirby SSBUltimatebyPavlovs-Walrus.png|Kirby's Alt.
Shadow Dedede.png|King Dedede's Alt.
PSSB Galacta Knight.png|Meta Knight's Alt.
AssaultFoxSSBC.png|Fox's Alt.
3869.png|Falco's Alt.
250px-Wolf Assault.png|Wolf's Alt.
DetectivePikachuSpirit.png|Pikachu's Alt.
Jigglypuff - Detective Pikachu film.png|Jigglypuff's Alt.
1200px-PichuPR3art.png|Pichu's Alt.
Pokken Shadow Mewtwo (alt).png|Mewtwo's Alt.
Ash Ketchum2.png|PK Trainer's Alt.
1.2.Shiny Lucario Posing.png|Lucario's Alt.
Pokken Frogadier.png|Greninja's Alt.
2.1.Shiny Incineroar Standing.png|Incineroar's Alt.
Retro Captain Falcon PM.png|Captain Falcon's Alt.
PajamaNess.png|Ness's Alt.
PMLucasAlt.png|Lucas's Alt.
Ice Climbers Polar PM.png|Ice Climbers Alt.
Fe1marthfalchion.png|Marth's Alt.
Roy FEBB.png|Roy's Alt.
Ike Heroes.png|Ike's Alt.
340px-Lucina_Spring_Exalt_Face.webp.png|Lucina's Alt
Male Robin Attack.png|Robin's Alt.
Chrom SMTxFE.png|Chrom's Alt.
60px-FEH Corrin Novice Vacationer 01.png|Corrin's Alt
ZL Question Mark.png|Byleth's Alt.
MrGameandWatch ShadowBugs.png|Game & Watch's Alt.
Smash 3C Classic Pit by ledgerewskie, Codex-9, the101, zarx1554 with credit to SomeSmashBro, PMDT, Smash 3 Team.png|Pit's Alt.
SSBM-styled Dark Pit.png|Dark Pit's Alt.
Palutena Kid Icarus 1.png|Palutena's Alt.
Wario Deluxe Sprite Gold.png|Wario's Alt.
Louie.png|Olimar's Alt.
ROB Launcher.png|R.O.B's Alt
Villager 5 - AC New Horizons.png|Villager's Alt.
Isabelle - AC New Horizons.png|Isabelle's Alt.
Fig 20 wiifitupersonaltrainer.png|Wii Fit's Alt.
Super Punch Out Mac sprite.png|Little Mac's Alt.
200px-Shulk Xenoblade Chronicles 2.png|Shulk's Alt.
Wii Fit Dog.png|Duck Hunt's Alt.
Agent 3 Artwork.png|Inkling's Alt.
Big Boss.png|Snake's Alt.
SonicMovie SonicRun.png|Sonic's Alt.
Megaman X (Project X Zone).png|Mega Man's Alt.
Ms Pac-Man - Mario Kart Arcade GP.png|Pac-Man's Alt.
SFVEvil Ryu.png|Ryu's Alt.
dq35xywv1ntz.png|Ken's Alt.
Kh-cloud.png|Cloud's Alt.
Rosa_Bayonetta.png|Bayonetta's Alt.
Simon Belmont Chronicles.png|Simon's Alt.
Richter belmont crosses over into death battle by spidermang10-dclc0cg.png|Richter's Alt.
RenAmamiyaP5D.png|Joker's Alt.
Dragon Quest 2 Hero.png|Hero's Alt.
Banjo2.png|Banjo & Kazooie's Alt.
Terry Bogard (Neo Geo Battle Coliseum).png|Terry's Alt.
GenoSprite.png|Geno's Alt.
82px-MKT Artwork ToadPitCrew.png|Toad's Alt.
KammyKoopa Transparent.png|Kamek's Alt.
Tiny Kong (Donkey Kong 64).png|Dixie's Alt.
LANS Marin Render.png|Toy Link's Alt.
MidnaBrawl.png|Midna's Alt.
susie_mask__by_jackson93_davq4md-fullview.png|Susie's Alt.
KDL3Nago.png|Rick's Alt.
Pitch3.png|Coo's Alt.
KRTDL Blipper model.png|Kine's Alt.
Slippy Toad - Kid Icarus SSB4 sprite 1.png|Slippy's Alt.
026Raichu Alola Dream.png|Raichu's Alt.
ZL Question Mark.png|Inteleon's Alt.
ZL Question Mark.png|Samurott's Alt.
ZL Question Mark.png|Black Knight's Alt.
MKT Artwork WaluigiBusDriver.png|Waluigi's Alt.
2296117-animalcrossingcityfo_102308_14197.png|Resetti's Alt.
ZL Question Mark.png|King Hippo's Alt.
ZL Question Mark.png|Chibi-Robo's Alt.
Springtron-Render.png|Spring-Man's Alt.
Ring Fit Male.png|Ring Fit's Alt.
ZL Question Mark.png|Arcade Bunny's Alt.
ZL Question Mark.png|Uniracer's Alt.
ZL Question Mark.png|Captain N's Alt.
MSOGT Knuckles Rock Climbing.png|Knuckle's Alt.
MMZ2Zero.png|Zero's Alt.
220px-Heihachi Mishima (T7).png|Heihachi's Alt.
Chocobo Black Mage.png|Black Mage's Alt.
Mai Alt Outfit.png|Mai's Alt.
Crash Bandicoot N. Sane Trilogy Fake Crash Bandicoot.png|Crash's Alt.
Spyro Winter Guardian.png|Spyro's Alt.
158397683774210685-2.png|Rash's Alt.
155px-Alex.png|Steve's Alt.
Doomguy.png|Doomguy's Alt.
DanteDMC5Alt.png|Dante's Alt.
Sans Overworld Transparent.png|Sans's Alt.
Sol Badguy.png|Sol Badguy's Alt.
Goku Arale's Clothes.png|Son Goku's Alt.
=Deluxe Edition=
Super Smash Bros. Dokkan received a Deluxe Edition after it won the "Fighting Game" award at the Games Awards 2025. It went for $100 and had the following features:
*The base game
*Unlocks Heikin and the other Horsemen instantly
*Acess to all 15 DLC characters
*Acess to every DLC costume
*A CD containing every music track in the game
*A smash logo keychain
*An exclusive Mario vs Link collectible diorama
*An exclusive online username tag
=Trivia=
*The Heikin art was created by Exotoro. Full credit to her :D
*The term "dokkan" is a sound effect used in manga for explosions. Plus, it sounds cool.
*Tons of characters were considered but scrapped for various reasons.
**Cap'n Syrup and Tetris Block were scrapped due to a lack of sorce for a moveset.
**Takumi, Raiden (MG), and Akuma were very close to making it but were cut due to time.
**The Rabbids were considered but scrapped due to potential backlash.
*The game's Goku Story Mode heavily implies that Goku will meet the Smash Bros crew once more in the future. With the announcment of a Smash Bros/Dragon Ball crossover, these words seems to be true.
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Games
Category:Fighting Games
Category:Crossover Fighting Games
Category:Nintendo Games
Category:Rated T Games
Category:Crossovers
Category:Golden-Sans78