recursal/Fanatic-Fandom huggingface dataset:
Umbra Clock Tower

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## **Stage Info**

The Umbra Clock Tower first appeared in the beginning of the first Bayonetta game where it had just been attacked and was crumbling apart. Bayonetta and Jeanne both fight atop varying pieces of debris as they take on an onslaught of angels together. The pair jumped from one piece of debris to another as each one fell apart until finally landing on the clock face until Fortitudo appeared and destroyed it with a blast of fire resulting in both witches being sent plummeting to the ground. 500 years later when Bayonetta finds herself in Paradiso she comes across the clock face once more, but can’t seem to recall where she’s seen it before.

## **Stage Layout**

The stage is fought on top of the falling clock face which serves as a mostly flat platform however the clock face in the center is recessed which creates a very slight incline on the stage. Debris can appear on the stage as well serving as additional platforms. There are seven different layouts of debris that can appear on the stage. This debris can at times create temporary walk-offs and caves of life.

* One hard platform which travels across the stage from right to left.
* Two soft platforms with one above the ledge on the right and the other above that and to the left.
* Two soft platforms with one above the middle of the stage and a second one higher in the air, but smaller and to the left of the first platform.
* Two soft platforms coming off the side of the screen which serve as walk offs.
* Two soft platforms with one below the main platform creating a cave of life and the second platform just below the ledge on the right.
* Three soft platforms with two of them on the far sides of the stage and hanging lower than the main platform itself while the third platform lies just above the main platform in the middle.
* Three soft platforms with two of them above the main platform and off to each side, but slanted away from the main platform while the third platform is in the middle but close to the top of the screen.

## **Soundtrack**

* **Bayonetta**
	+ After Burner (Infinite Climax Mix)
	+ Friendship
	+ The Greatest Jubilee
	+ Let's Dance Boys
	+ Let's Hit the Climax
	+ One of a Kind
	+ Red & Black
	+ Riders of the Light
	+ Mysterious Destiny (Instrumental) - An instrumental version of the original track with a tenor saxophone subbing in for the vocals. [SSB4]
* **Bayonetta 2**
	+ The Legend of Aesir
	+ Sapientia - In the Choice Between Good and Evil
	+ Time for the Climax!
	+ Tomorrow is Mine (Instrumental) - An instrumental version of the original track with a soprano saxophone subbing in for the vocals. [SSB4]
	+ You May Call Me Father
Vega's Claw

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## **Item Info**

Wielded by the spanish warrior Vega, this claw is used to slash at opponents and keep them at bay in addition to the standard punches and kicks one might normally have. It’s one thing to take  punch to the face or kick to the gut, but nobody wants to face hooked metal claws extending off of someone’s hand that are ready to slice you open.

## **Item Usage**

Picking up Vega’s Claw will see it equip itself to your characters dominant arm. When equipped it’ll change your standard attacks in a similar manner to the Beam Sword or Star Rod. The attacks that Vega’s Claw grants you however are oriented on rapid slashing attacks whose finisher involves a vertical swipe up in front of you that launched opponents upwards.
Upa's Garden

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## **Stage Info**

Who knew that Upa had such a green thumb? Based off of the Vegetable World in *Bio Miracle Bokutte Upa*, this verdant stage features giant asparagus, cabbage, and corn husks! Oh my!

## **Stage Layout**

The stage is laid-out as is depicted in the picture present on this page, right down to its 8-bit fixings. Staying on the heads of cabbages for too long will cause them to fall. If they fall on a fighter, it could hurt! Furthermore, they are not pass-through platforms, nor is the long stretch of asparagus.

## **Stage Hazards**

### **Flying Doll:**

Acting similar to a Bronto Burt in function, the Flying Doll will bob up and down as it moves left or right across the stage. Knocking it out may produce an item.

## **Soundtrack**

* **Bio Miracle Bokkute Upa**
	+ Boss Medley - A remixed medley of Upa's Boss Theme and Final Boss Theme.
	+ Climbing
	+ Digging
	+ Ending
	+ Overworld
	+ Upa Medley [A remixed medley of songs, including the Overworld, Digging, Climbing, and Boss themes.)
Squawkabilly

Chance of Appearance
 Generation
 Pokedex Number
 Pokemon Attack
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## **Pokemon Info**

Squawkbilly is a parrot Pokemon with a pompodour that are widely used in the Paldea region as a flying taxi, much like Corviknight in the Galar region. Squawkabillys come in four different colors with green, blue, yellow, and white plumage. The different colors of Squawkabilly don’t tend to get along too well and are known to fight over territory. Greens are the most common so they tend to hold more territory which causes the Blues to view them as their rivals. Meanwhile Yellows are known to be the most fierce and the rarity of White Squawkabillys makes them more likely to band together in tight cohesive units.

## **Attack Description**

When Squawkabilly pops out of the Poke Ball it can appear in any of the four colors of Squawkabilly before three other Squawkabillys quickly fly in of the other colors. The four Squawkabillys will eye each other dangerously before attacking each other and creating a dust storm around the four as they fight obscured inside of it. As the Squawkabillys fight you can spot parts of them sticking out of the dust cloud from time to time like their talons, wings, or pompadour. The Squawkabilly cloud will move around a bit to the left and right on their platform and any fighter that makes contact with it will be pulled into the Squawkabilly melee for a few seconds as they take damage before getting kicked out and jettisoned away. The Squawkabillys will continue to squawk about for a bit before they finally disappear and the same fighter could end up getting trapped in their scuffle more than once.
Togedemaru

Chance of Appearance
 Generation
 Pokedex Number
 Pokemon Attack
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## **Pokemon Info**

Togedemarus are one of many in a long line of so-called “Pikaclones” in an attempt to cash in on Pikachu’s popular cutesy appearance. Unlike so many that have come before however Togedemaru is an Electric/Steel-type Pokemon and is featured in an important fight in Pokemon Ultra Sun/Ultra Moon as a Totem Pokemon. Their triangular markings are actually spikes that they can cause to stand up straight to harm anyone touching them. Their tail-like needle on the back of their head is actually used to attract and gather electricity inside of their bodies.

## **Attack Description**

When Togedemaru bursts out onto the stage it will jump up into the air as a bolt of lightning strikes down from the heavens and electrifies it. Electrical energy will spike out from Togedemaru going in all directions and damaging anyone that gets too close. After about ten seconds of this Togedemaru will transform into a ball of electrical energy and quickly fly to another part of the stage where it will resume its previous attack for another 10 seconds before disappearing.
The Blue Casket

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## **Stage Info**

This club is one of the set-pieces in Year 2, located in Rubycava. Beatniks are known to frequent this place, and open mic night is always a big hit.

## **Stage Layout**

The Blue Casket has walk-offs on both sides and the building is slightly concave with a sunk-in middle section. The two circular bevels that divide each side act as platforms, making it somewhat similar to the layout of Shadow Moses Island.

## **Soundtrack**

* **Grim Fandango**
	+ Blue Casket Bop
	+ Bone Wagon
	+ Casino Calavera
	+ Compañeros
	+ Hector Steps Out
	+ Ninth Heaven
	+ Nuevo Marrow
Tiz Arrior

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## **Spirit Info**

Tiz is the sole survivor of the destruction of Norende after it was destroyed by a blast of light and left only a great chasm in its place. Tiz was carried to safety by an unknown man and dropped off in the nearby capital Caldisla. It was here that Tiz met Agnes Oblige, the Wind Vestal, and offered to join her on her quest in awakening the crystals. At the same time, Tiz worked tirelessly to rebuild his home.

## **Spirit Battle**

Tiz Arrior is represented by Shulk and will get some help from a few different Assist Trophies that specialize in bringing items to the stage. These Assist Trophies include Copper & Booker, Rodin, Yasuhiro Hagakure, Tingle, and The Merchant.
Starman (Assist Trophy)

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## **Assist Trophy Info**

When Giygas attacked the earth he brought with him his own personal army of Starmen. Starmen are capable of using at least three different kinds of PSI with those being PK Beam, PSI Shield, and PSI Magnet. A Starman in disguise greeted Ninten and his friends when they came to spend a night in the Spookane hotel. A suspiciously low fee was enough to ensure they would stay the night. When they were groggy and still trying to wake up, the Starman took their chance and attacked just as they were trying to leave.

## **Mode of Assistance**

The Starman Assist Trophy works identical to its Enemy counterpart. The Starman will keep to one pose as it teleports around the area and will fire small PK Beam γ projectiles which look similar to the lightning bolts that Ness and Lucas fire when using PK Fire. The Starman is also capable of using PK Beam Ω which will send a barrage of PK Beams in all directions around the Starman. PK Beam can be reflected back at the Starman and doing so will cause them to be instantly KO’d. Whenever a Starman gets KO’d a large SMAAAASH!! graphic appears as they fly off the screen.
Stalfos

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## **Enemy Info**

An undead soldier commonly found in tombs and dungeons. Their appearance varies some from game to game, but they’re always a humanoid skeleton wielding either a sword or a bone and sometimes a shield. In Majora’s Mask Stalfos come from the Ikana Region. In that game, Link fights against Igos du Ikana, the dead king of Ikana, and two of his Stalfos knights before he teaches Link the Elegy of Emptiness.

## **Fight Pattern**

As an enemy Stalfos will patrol the area walking left and right. Their shields can help protect their front as they can block attacks and reflect projectiles. When they are getting ready to attack Stalfos will move their deals out of the way leaving themselves vulnerable to attack, but even then they have significant flinch resistance to attacks targeting their front.

## **Attacks**

### **Triple Slash**

Stalfos can attack by unleashing a quick three-hit sword combo on an opponent in front of them with the last hit knocking fighters away.

### **Jump Slash**

Alternatively a Stalfos can leap forward and slam their sword down into the ground, and hopefully the opponent. This move can meteor smash opponents sending them flying away diagonally.
The Arbiter

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## **Assist Trophy Info**

Thel'Vadamee, otherwise known as the Arbiter, was formerly a Supreme Commander of the Covenant. After the destruction of Installation 04, a Forerunner halo ring, he was stripped of his rank, title, name, and honor, and was branded as a heretic for his failure. Initially sentenced to death, Thel'Vadamee was instead offered a chance at life if he became the new Arbiter, although it was only letting him live long enough to be sent on suicide missions for the Covenant. After the Great Schism, splitting the Sangheili species from their former high rank within the Covenant into outcasts, the Arbiter led his people against the Covenant and alongside the UNSC and John-117, the Master Chief. With their combined efforts, along with timely assistance from the Flood, the Covenant was utterly destroyed, only fanatical groups still clinging to their "Great Journey" remaining.

## **Mode of Assistance**

When he’s on the field The Arbiter has two weapons at his disposal that he’ll use to attack with. For ranged attacks The Arbiter will pull out the Type-51 Covenant Carbine and fire off a series of quick energy projectiles around him. He won’t just shoot these projectiles straight forward and instead fires ahead and up at an angle as well to hit airborne opponents. At other times The Arbiter will rush up to someone and get in melee range with them as he swings out the Energy Sword and hits them with a series of quick slashes.
Zarina Kassir

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## **Spirit Info**

Zarina is a documentarian who grew up in Brooklyn. When she was a child she would see news reports of injustice which inspired her to make her own stories and used her father’s camera to take pictures of people and interview them. Eventually Zarina would take an interest in investigative reporting which culminated if her investigating the man who had killed her father. One day when Zarina was investigating the Mad Mick Massacre she encountered a strange black fog which pulled her out of her known reality and into the Entity’s Realm.

## **Spirit Battle**

Zarina will be represented by her fellow investigative reporter, Frank West, for this battle. Frank West’s Snapshot special will be powered up and give him more EXP than usual during this spirit battle. The Player and Frank West will both start out this battle with 150 HP. After Frank has gone below 100 HP for the first time he will become invisible for the next 10 seconds. This effect will occur again when Frank West goes below 50 HP for the first time.
Tinkaton

Chance of Appearance
 Generation
 Pokedex Number
 Pokemon Attack
 Submitted By:

## **Pokemon Info**

Tinkaton is a Fairy/Steel-type Pokemon who was first round in the Paldea region. Tinkaton may not be that much larger than its previous evolutions, but its hammer got a serious upgrade going from being a small rattle to a massive mashing hammer that weighs 220 pounds. Despite this hefty weight, Tinkaton is capable of swinging its hammer with ease and is known to knock rocks up into the sky with it as it aims for Corviknights flying high up in the sky.

## **Attack Description**

When Tinkaton is on the field it will attack in one of two ways. The first method will have Tinkaton jump a short distance in the air before spinning with their hammer and slamming it down into the ground in front of them. The second method will instead have Tinkaton swing their hammer in a circle as they are propelled forwards for a short distance. Tinkaton will swing their hammer three times for this attack. Both attacks come with a high damage output making Tinkaton a Pokemon that fighters should try to stay away from. After Tinkaton attacks in one of those two ways, the Pokemon will disappear from the stage.
Tallboy

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## **Enemy Info**

Tallboys are, well, tall boys and mutations of the more common Ridden. Like the other mutations in Back 4 Blood, Tallboys have their own mutations, or variants, as well who fight in their own ways. With Bruisers, Crushers, and Rippers, all variants of Tallboy are tall as hell and come with oversized right arms that they can use to smash, grab, and crush the surviving humans to their death.

## **Fight Pattern**

Tallboys meander on platforms walking back and forth as they wait for their prey to arrive. When a Tallboy sees a fighter it will walk over towards them and try to get in range to smash them with its oversized arm. Tallboys can also use a quick burst of speed to cover a short amount of ground in a near instant, but have to wait a few seconds before they can do it again. Bruisers, Crushers, and Rippers can also appear as variants of the Tallboy enemy with some differing attacks. All variants of Tallboy will take extra damage from attacks that hit their head and shoulders.

## **Attacks**

### **Smash**

A Tallboys only attack, yet an attack that all of their variants are capable of using as well. Tallboys will raise their massive arms high up above their heads before swinging them down in an arc in front of them dealing heavy damage and knockback to fighters.

### **Frenzy**

A Bruiser exclusive move that’s similar to Smash, when a Bruiser raises his massive arm it might decide to go for a multi-hitting strike instead of a singular smash. Bruisers will continually swing their arm at one spot on the ground with the intent to absolutely pummel a fighter into the ground. Getting hit by just one of these strikes will bury a fighter into the ground, locking them in place, before the final hit knocks them away.

### **Squeeze**

A Crusher exclusive move, Crushers will extend their large arm forwards and attempt to grapple onto a fighter with their massive claw. Crushers will squeeze the fighter multiple times, dealing damage with each hit, before throwing the fighter away a fair distance. Fighters can break out of the hold and if the Crusher is hit by a strong enough attack from another fighter, or any attack with stun properties, then the Crusher will instantly let go of the trapped fighter and drop them in front of them.

### **Overhead Fling**

A Ripper exclusive move, Rippers will rip out a chuck of the ground and throw it forwards with an overhand throw. This projectile is similar in size to Kirby, and flies in a straight line for a far distance before eventually dropping to the ground. If the projectile manages to hit a target it will explode dealing additional damage to anyone next to them.

BruiserCrusherRipper
Zahra Hydris

Chance of Appearance
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## **Assist Trophy Info**

Zahra Hydris is a tiefling warlock and a member of the hunting guild, the Slayer’s Take. She met Vox Machina during a mission to hunt the white dragon Rimefang and while she had a rocky relationship with a few of their members, in time Zahra would be considered a close ally to them. Zahra would assist Vox Machina on more than one future occasion including helping them to recover the Deathwalker’s Ward from Purvan Suul’s tomb as well as joining the fight against Vecna alongside her husband Kashaw Vesh.

## **Mode of Assistance**

When Zahra arrives on the stage she’ll whip her tail in front of her and draw her staff before preparing to attack. Zahra will try to keep a distance from the other fighters and avoid getting into melee with them. For her attacks Zahra has a few different options she will choose from and will use three spells in total before disappearing. Her possible attacks are:

* **Hellish Rebuke** - Zahra will point a finger towards an opponent and unleash a torrent of flames in a cone-shape in their direction. These flames operate like the fire breath of Charizard and Bowser dealing multiple hits of small damage before receding.
* **Darkness** - A random point on the stage centered nearish at least one opponent will become engulfed in darkness for 6 seconds. This darkened area is roughly the size of a Smart Bomb blast and obscures everything in its area, including Zahra is she’s in its range.
* **Eldritch Blast** - A beam of crackling green energy will be fired out from Zahra’s staff blasting anything in its path. Zahra will fire three of these energy beams in rapid succession towards different opponents if possible, but concentrated on one if that’s all that remains.
* **Hex** - Zahra will chuckle as a randomly selected opponent is surrounded by a dark purple aura which latches on and follows them for 5 seconds. That fighter will take 3% damage each second until Hex passes.
* **Evard’s Black Tentacles** - Wriggling black tentacles erupt from the platform in front of Zahra and lash out at any fighters nearby. This patch of tentacles covers about 2 Bowsers worth of space on the platform and reach up to Ganondorf’s height. These tentacles will batter any opponent in range and they will even try to entrap fighters in them to deal constant damage before disappearing after 5 seconds.
Wanted Poster

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## **Item Info**

Wanted posters are strewn all throughout the Wild West, posted to the sides of sheriff's quarters, courthouses, and even saloons in a gambit to bring in the next notorious outlaw—dead or alive. They're prevalent through *Wild Gunman* as you chase each one of the titular villains down with your trusty Zapper.

## **Item Usage**

A blank, sepia-toned wanted poster is erected on a random, standing signpost that appears somewhere on stage. Over time, the poster will gradually fill in with the face of its most wanted fighter. Whoever is the most wanted will have an NES-style crosshair placed over them at one moment, followed by a gunshot at the next! An Old West-style gunslinging noise will be heard as the Zapper beyond the screen goes off, damaging the fighter if they don't manage to shield or dodge in time. Fighters can speed up the process by pressing the standard button in front of the wanted poster, immediately activating it as they leap up in shock. Unveiling the most wanted fighter this way will make the shot quicker and stronger, capable of heavier knockback.
Viruses

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## **Assist Trophy Info**

Quite literally a trio of viruses, or germs. The Blue Chill Virus causes people to suffer a chill, the Red Fever Virus causes people to suffer a fever, and the Yellow Weird Virus causes people to suffer from... weirdness? How strange. In order to fight back against the viral infection, Dr. Mario created the Megavitamins which he uses to destroy the viruses before they can spread.

## **Mode of Assistance**

All three Viruses pop out of the Assist Trophy together but after striking a quick pose they each go their separate way running into opponents and generally causing mayhem. When they encounter an opponent they'll attack them for minor damage but more importantly they'll cause a debuff to affect that player for a short time. Chill will cause a player to have their Speed stat be lowered and become slowed as if they were under the effects of the Timer item. Fever will cause a player to have their Defense stat be lowered and receive extra damage from all attacks inflicted against them. Weird will cause a player to have their controls be reversed for a short time. It is highly advised that if the Viruses aren't on your side you avoid making contact with them at all cost, especially from all three combined.
The MacMillan Estate

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## **Stage Info**

The former home of Evan MacMillan, now known as the Trapper. It was here where the Trapper led over 100 men to their deaths when he detonated the tunnels in the mines and left them to die. When the Entity took the Trapper into its clutches, it also pulled the MacMillan Estate into its realm. The MacMillan Estate now serves as one of several locations where the Entity forces Survivors and Killers to play its little game of trials.

## **Stage Layout**

This is a grounded stage where the ground is a curved hill of dirt and debris. Though the ground is curved, it does not feature the unique curved gravity effects of the Mario Galaxy stage. Additionally, there are four platforms positions above the ground designed to look like the pallets that can be found in the Entity’s Realm. The platforms can all be broken with enough damage, but will eventually rebuild themselves later in the match.

In the background of the stage fighters can witness the dreary MacMillan Estate with some of the Survivors such as Claudette Morel, David King, or Zarina Kassir running around. The background will rotate to different locations based off of the five variants of the MacMillan Estate realm in Dead by Daylight, those being the Coal Tower, Groaning Storehouse, Ironworks of Misery, Shelter Woods, and the Suffocation Pit. Additionally, sound effects from some of the different Killers can be heard when fighting on this stage such as The Doctor’s hideous laugh, The Hillbilly’s chainsaw revving up, and The Huntress’ eerie lullaby.

## **Soundtrack**

* **Dead by Daylight**
	+ Being Watched
	+ Closing In
	+ Dead by Daylight Theme
	+ Entity Brain
	+ No Place to Hide
	+ No Will
	+ Ritual
	+ Tracking the Prey

## **Associated Content**

Click Here to watch the episode of the Super Cast Bros podcast where Zantok created this stage!
Yasuhiro Hagakure

Chance of Appearance
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## **Assist Trophy Info**

Yasuhiro was invited to attend Hope’s Peak Academy, a school for only the most Ultimate, as the Ultimate Clairvoyant. Unfortunately things took a turn when Yasuhiro, along with his fellow classmates, were kept hostage in the school by a psychopathic bear called Monokuma and was forced to partake in a Killing Game where the only way to leave alive would be to either murder a fellow student and not get caught, or somehow unmask the Mastermind.

## **Mode of Assistance**

When Yasuhiro arrives he’ll appear to be thinking a bit before getting an excited expression on his face. At this point he’ll speak and make a prediction about the battle. These predictions could be things like saying “Soon you’ll be living large”, “Your opponents are looking really slow”, or “I see food in your future!” Roughly 5-8 seconds later something will happen to the stage which will prove Hiro’s predictions true or not. Unfortunately Hiro’s predictions only come true 30% of the time. For the previous examples, if Hiro predicted them right then you would see the player that summoned him being affected by a Super Mushroom, or their opponents being hit by a Timer item, or a boatload of Food items falling onto the stage. As said however, Hiro’s predictions are usually wrong and in these cases the effects would instead be your opponent’s being enlarged, you being slow, or a bevy of Bob-ombs falling onto the stage.
Territorial Rotbart

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## **Enemy Info**

Territorial Rotbart is a massive Gogol and a powerful Unique Monster found in early regions of the Xenoblade games. Additionally, Territorial Rotbart is a Level 81 monster and is deadly for players who try to fight it when they first find it. In the first Xenoblade Chronicles, Territorial Rotbart is found on the Bionis’ Leg’s Gaur Plain and is required to kill in order to complete a quest for Perrine. In Xenoblade Chronicles 2 Territorial Rotbart is found in the Gormott Province’s Plains of Evening Calm. Xenoblade Chronicles X and Xenoblade Chronicles 3 do not feature Territorial Rotbart, but they each do have their own similar high level unique Gogol monster found early in the games. In Xenoblade Chronicles X this monster is Hayreddin, the Territorial who is found in Primordia’s East Gate Plain and in Xenoblade Chronicles 3 this monster is Jingoistic Gigantus who is found in the Aetia Region’s Millick Meadows.

## **Fight Pattern**

Territorial Rotbart is considered a rare and powerful enemy who players should only approach if they are confident in their strength. All of Territorial Rotbart’s attacks hit hard, but luckily for the player if they choose to run away then they won’t be pursued very far. When Territorial Rotbart has been brought down to half of its health it will roar and gain a flaming aura around it. At this point Territorial Rotbart’s attacks will become stronger and it will pursue fleeing opponents until either Territorial Rotbart or the player has been knocked out.

## **Attacks**

### **Headbutt**

Territorial Rotbart will perform a head butt attack to try and hit opponents who are in the air and trying to attack Territorial Rotbart from above. On hit, they’ll be sent flying further back into the air.

### **Round Slam**

Territorial Rotbart will swing his fist with a right hook to hit opponents right in front of him and cause them to fly back horizontally.

### **Venom Cloud**

Territorial Rotbart will let out a noxious fart cloud so powerful it actually lifts him up a short distance. This cloud surrounds Territorial Rotbart on all side and lingers for a few seconds as it deals constant poison damage to opponents who are in the cloud.

### **Wild Wave**

This attack will only be used when Territorial Rotbart is in its enraged state and is surrounded by its flaming aura. Territorial Rotbart will slam both of its fists in front of it, dealing more damage than its other attacks. If this attack hits an opponent dead on then they will be buried into the stage and vulnerable to follow-up attacks if they don’t manage to escape in time.
Starman (Enemy)

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## **Enemy Info**

An army of Starmen accompanied Giygas when he came to Earth to stop the humans from learning PSI. Starmen are known to be able to use PK Beam, PSI Shield, and PSI Magnet along with whatever else they are keeping secret. There are multiple different kinds of Starmen in Giygas’ army including the Starman Deluxe at the Stonehenge Base in Winters. When Ness defeats the Starman Deluxe all the other Starmen and members of Giygas’ army flee the base.

## **Fight Pattern**

The Starman Enemy works identical to its Assist Trophy counterpart. The Starman will keep to one pose as it teleports around the area and fire projectiles around. Starman's PK Beam projectiles can be reflected back at the Starman and doing so will cause them to be instantly KO’d. Whenever a Starman gets KO’d a large SMAAAASH!! Graphic appears as they fly off the screen.

## **Attacks**

### **PK Beam γ**

Starman can fire small PK Beam γ projectiles which look similar to the lightning bolts that Ness and Lucas fire when using PK Fire. These bolts travel in a straight line fizzling out if they hit an object but can deal significant damage and knockback to fighters.

### **PK Beam Ω**

Starman are able to use a stronger variant of the PK Beam move which sees them firing multiple projectiles at the same time but fired in all directions from the Starman. These PK Beams are identical in strength to PK Beam γ.
Surfboard

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## **Item Info**

While most surfers stick to using their surfboards to ride some waves out on the ocean, this particular surfboard is owned by Funky Kong who uses it in some… unorthodox ways. While Funky Kong does of course enjoy surfing, he’s also used this board to bat at baseballs and trounce Snowmads!

## **Item Usage**

While it may not be its intended purpose, this surfboard can be picked up by fighters and wielded as a large battering weapon. Basic attacks will just see the surfboard being swung sideways with a little bit of windup before smacking whatever is in front of the fighter with the flat of the surfboard. If you charge up a smash attack however then a small wave of water will accompany the surfboard for extra damage as well as push back whatever was hit for a short distance as the water tries to wash them away.
Timer

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## **Item Info**

Originally referred to as the Clock, the Timer is a *Super Smash Bros.* original item inspired by contemporaries like *Zelda*, *Castlevania*, and *Lolo* in both its aesthetic and capabilities. This powerful stopwatch can change the course of a battle with its speed-altering abilities!

## **Item Usage**

Once the Timer is grabbed, it disappears, although its effects are immediately felt. Generally, everyone but its user will be slowed down to 1/4 of their normal speed. Although, as of *Super Smash Bros. 4* onward, it's capable of backfiring and causing a multitude of other unintended effects. These include slowing everyone down 1/4 of their speed, only slowing the user down to 1/4 of their speed, or speed everyone up by 1/4 or 1/2 a tick upwards! After several seconds, these alterations will dissipate.
Windy Hill Zone

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## **Stage Info**

After an encounter with Dr. Eggman while flying over the Lost Hex that resulted in Sonic and Tails crash landing, they landed here at Windy Hill Zone. After rescuing the animal buddies that they’d managed to save from Eggman’s clutches, Sonic and Tails encountered Zazz and the other members of the Deadly Six prompting them on their next great adventure.

## **Stage Layout**

Windy Hill Zone’s layout is an interesting one with  large platform that curves in the middle with a unique center of gravity. There are three platforms above this stage with one being just to the right of the center and the other two being to the left. In the upper right hand corner of the screen you can see a spinning windmill that comes with its own platforms that spin around the windmill. However it’s not advisable to just sit around on one platform as it makes it away around the windmill as it will carry you past the blast zones and to your death.

## **Stage Hazards**

### **Windmill:**

At any time during the match the speed of the windmill can increase or decrease and it can even stop momentarily in order to begin rotating in the opposite direction.

### **Springs:**

Just out of view in the stage’s picture are two springs pointing outward that are just off to the sides of the main platform. Running into these springs will naturally bump you away from them in whichever direction they are pointing. Rarely, these springs will spin around themselves and damage anyone that runs into them at that time.

### **Gravity:**

Unlike most stages which have traditional gravity, this stage has a curved point of gravity centered around the curved nature of the primary platform of the stage. This means that items thrown, projectiles fired, and even being launched all have their normal trajectories altered to account for this change in gravity which can throw you off if you don’t account for it.

## **Soundtrack**

* **Sonic the Hedgehog 2**
	+ Chemical Plant Zone
* **Sonic Adventure**
	+ Open Your Heart
* **Sonic Adventure 2**
	+ Escape from the City
* **Sonic Heroes**
	+ Sonic Heroes
* **Sonic Rush**
	+ Right There, Ride On
* **Sonic the Hedgehog (2006)**
	+ His World (E3 Version)
* **Sonic and the Secret Rings**
	+ Seven Rings in Hand
* **Sonic and the Black Knight**
	+ Knight of the Wind
* **Sonic Colors**
	+ Reach For the Stars
	+ Tropical Resort (Act 2)
* **Sonic Generations**
	+ Rooftop Run
* **Sonic: Lost World**
	+ Windy Hill - Zone 1
	+ Wonder World
* **Sonic Forces**
	+ Fist Bump
	+ Sunset Heights
Soot Sprites

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## **Item Info**

Soot Sprites, or Susuwatari, are wandering balls of soot given life. They're roughly the size of a golf ball and travel in packs. The have stick-like limbs that are oddly maneuverable and are capable of lifting objects much heavier than they are, like coal and household objects. They become excited when given gifts like candy and might even help you out if they see you're a good person, but they're also as fragile as they look. Watch where you step!

## **Item Usage**

One lone Soot Sprite will come slowly falling down from the sky, looking around and excitedly squeaking as it enters the fray. Once it touches the ground, it will sprout limbs and start to gradually, curiously lumber around the stage. If you step on the Soot Sprite, it will disappear in a burst of soot, blackening the air. The soot will slow down anyone that it touches, temporarily covering them as it does so, much like ink or dust. While fighters are covered in soot, fire will affect them at 1.2x the amount that it normally would. Soot Sprites are ravenous, and if the singular sprite comes across Food or other consumable items, it will eat it and multiply. One to five additional Soot Sprites will sprout and wander around in a pack per each consumable item taken, depending on its healing rate. Soot Sprites might also multiply if a fighter picks one up and carries it for a while; as it sees that one is trying to care for it, it will happily squeal, and more sprites will appear as they see this for themselves. Throw the Soot Sprite and the others will following, all dissolving into a burst of soot upon impact that spreads further the more Soot Sprites become compacted at once.
Twinbellows

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## **Boss Info**

A large two-headed dog, Twinbellows serves as the watchdog to the Underworld. In the first game he is the gatekeeper of the Underworld Fortress and must be defeated before Pit can claim one of the three Sacred Caskets. He's later encountered again in Uprising when Medusa sends him to assault a human city before being put down once again by Pit.

## **Boss Fight Details**

Twinbellows will stay on one side of the screen and attacking from that point. He does have an attack, “Rush” however that involves him moving to the other side of the stage and continuing the fight from there.

## **Attacks**

### **Firebreath**

As one would imagine, Twinbellows will take in a deep breath before breathing out a long stream of fire that persists for several seconds along the base of the stage. The best way to avoid getting hit by this is to simply jump over it, but not every character is very good at jumping out of danger.

### **Fire Arc**

Only appearing in harder difficulties, this attack starts very similarly to the first but shortly after Twinbellows has begun to breathe out his jet of fire he will raise his head upwards continuing to breathe fire as it arcs up into the air to hit anyone who tried to jump out of the way.

### **Fire Balls**

Twinbellows will fire a trio of fireballs approximate in size to Bowser's custom move Fire Shot from Smash 4. Twinbellows will fire each fireball attempting to aim for the player character and adjust the angle of his head for each individual fireball. The fireballs themselves do not track the player however so the player can trick Twinbellows to fire at one spot and then dodge away elsewhere.

### **Claws**

When a player is spending too much time in front of Twinbellows and just blasting him with melee attacks, Twinbellows will use this move as a sort of counter to knock them back away and hit them with a strong amount of damage.

### **Rush**

Up on his feet, Twinbellows will rush forwards towards the other side of the stage to mix things up a little and hurt the opponent in the process. Twinbellows will then stay on that side of the stage until he uses this move again.

## **Soundtrack**

* **Kid Icarus Uprising**
	+ Boss Fight 1
Space Invader

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## **Enemy Info**

They’re invaders! From space! Everyone run for your lives! There are three main types of Space Invaders. Small (Squid), Medium (Crab), and Large (Octopus). Each Space Invader works the same way by shuffling from one side of the field to the other and then advancing towards the bottom of the screen a step once they’ve made it all the way to one side. They attack merely by shooting a single laser straight down which is powerful enough to destroy the Core Cannon in a single shot. Although in return, a single shot from the Core Cannon is enough to destroy a Space Invader!

## **Fight Pattern**

Space Invaders retain their animation style from the original Space Invaders giving them an alien-like blocky animation at war with the smoother animations of Smash, kinda like Mr. Game & Watch! That said, Space Invaders in Smash  have more freedom of movement when they fly through the air as they are no longer restricted to just moving left, right, or down. That said Space Invaders will try to always stay above fighters, and ideally out of their reach, when possible.

Each of the three types of Space Invaders can appear as enemies with their properties adjusting slightly. Not only are the three of them different in terms of size, but unlike in the original Space Invaders, each Space Invader has more health and is slower than Space Invaders that are smaller than them.

## **Attacks**

### **Laser**

Space Invaders can only fire lasers down in a straight line with each laser being somewhat about half the height of Kirby and super thin. The strength and speed of the lasers is dependent on the type of Space Invader that fires it with both attributes increasing with the Space Invader’s size.
Tempest Trials

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## **Stage Info**

A swirling tempest that comes and goes seemingly at random. At various times fiendish enemies such as Grima and the Black Knight will be brought from other worlds and its up to the Summoner, the heroes of Askr, and a masked individual calling themselves Marth to stop their advance and close the tempest.

## **Stage Layout**

The Tempest Trials is a rather interesting stage in that when the match begins all you have to fight on is one platform at the bottom that’s longer than Final Destination. As the match progresses and at seemingly random moments new platforms will materialize onto the stage. These platforms will come and go at will. Sometimes a platform will stick around for a minute before disappearing while another platform might only be on the stage for 10 seconds. The attached picture is an example of different platforms that can appear on the stage, but there are many more possibilities not shown here.

## **Soundtrack**

* **Fire Emblem Heroes**
	+ Embla Boss Theme
	+ Entering the Tempest Trials
	+ Fire Emblem Theme (Heroic Origins) - A rock remix of the title screen. [SSBU]
	+ Freyja Boss Theme
	+ Gear Up For... - A remix of the main menu theme. [SSBU]
	+ Hel Boss Theme
	+ Mischief (Theme of Loki)
	+ Muspell Boss Theme
	+ Player / Enemy Phase - Remix of Player Phase & Enemy Phase
	+ Serious Theme - Remix of Serious Theme 1 & Serious Theme 2
	+ Training Map Theme
Yaridovich

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## **Boss Info**

Yaridovich is a member of the Smithy Gang and a master of disguise. He is a shape shifting robot that is also able to split into multiple copies of himself. However, Yaridovich cannot change colors, and as such, any form he takes exist in shades of gray and red. In his true form, Yaridovich resembles a spear. Yaridovich is shown to be arrogant, boasting about his superiority and high status within Smithy's forces.

## **Boss Fight Details**

Yaridovich has minimal movement during his boss fight. He has a partial form of super armor that prevents weaker attacks from knocking him around but strong attacks (such as fully charged smash attacks) do have the capability to knock him back. Yaridovich's primary form of movement is to leap up into the air and crash back down onto a different point of the stage (aiming to hit a player) much like the classic RPG class Dragoon's Jump attack.

## **Attacks**

### **Jump**

Yaridovich leaps up into the air and then crashes back down on the stage attacking anyone in a small radius around his crash point (as well as knocking them back) and dealing extra damage to anyone he hits directly. Yaridovich will attempt to aim for a player character.

### **Pierce**

Yaridovich will attack players that get too close to him by lunging forward with his spear and hurting them for moderate damage.

### **Water Blast**

Yaridovich will throw a blue ball of energy forward that upon impact with a player character will explode with similar strength to Zelda's move Din's Fire.

### **Flame Stone**

A rare attack, Yaridovich will at times raise his hands up into the air and summon a Bowser-sized meteorite covered in flames that crashes down on the stage attempting to hone in on a player character and damage them for a high amount of damage and knockback.

### **Mirage Attack**

When Yaridovich has 50% of his HP remaining he'll start to use this move. Yaridovich will create a clone copy of himself that uses the same attack pattern that the regular Yaridovich does. This Yaridovich however is more likely to use Jump and Pierce than it is to use Water Blast and Flame Stone. Yaridovich's clone has a fraction of the real Yaridovich's health and any damage done to the clone is not reflected back on the original Yaridovich. If the real Yaridovich is defeated while a clone is still on the screen, the clone will immediately be destroyed. Only one clone of Yaridovich can be active at any point in the fight.

## **Soundtrack**

* **Super Mario RPG: Legend of the Seven Stars**
	+ Fight Against an Armed Boss
The Sorrow

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## **Assist Trophy Info**

The Sorrow was a member of the Cobra Unit and a medium with the powers to summon the dead. When compared to the other members of the Cobra Unit, The Sorrow had no special combat abilities of his own, however his powers as a medium allowed him to take on the abilities of the spirits around him making him a deadly versatile soldier. Despite being killed by The Boss following World War 2, The Sorrow remained as a spirit and rejoined the Cobra Unit, without their knowledge, during Operation Snake Eater. When Naked Snake encountered The Sorrow, he was forced to face the spirit of every person he killed during his mission up to that point.

## **Mode of Assistance**

When The Sorrow appears he’ll say the line, “The spirit of the warrior will always be with you.” Following this, ghostly versions of other fighters in the game will appear on the stage, 1 spirit for each fighter in the match. These spirits will attack their chosen target making The Sorrow an enemy to all fighters instead of just his summoner’s enemies. These spirits fight just like CPU versions of their respective fighter and have their own % gauge, though it is hidden from the player. These spirits will attack and try to kill their chosen fighter until either 1. 15 seconds pass, 2. The Spirit is KO’d, or 3. Their target is KO’d.

While the spirits summoned by The Sorrow are randomized, there is a slightly higher chance that fighters will be forced to fight characters from their own franchise, especially if its a character that they have fought or killed in their respective franchises. For example, Solid Snake might end up facing a spirit of Revolver Ocelot, or Dixie Kong may have to face a spirit of King K. Rool. There is also a slightly higher chance that fighters could just end up fighting against spirits with some form of similarity to them such as Spyro having to fight off his fellow dragon Ridley, or Mr. Game & Watch having to fend off his fellow flat-character Paper Mario. Again though, the spirits chosen are random so you could also get matchups with no seeming connection to each other such as Sly Cooper fighting off Rosalina, or Terry Bogard fighting off Freddi Fish.