recursal/Fanatic-Fandom huggingface dataset:
Sub-Zero

## Special Attacks

### Neutral B – Freeze Ball

Sub-Zero thrust his arms forward and expel a ball of ice that travels forward across the screen a distance before dissipating. If a foe is hit by the Freeze Ball will receive damage and freeze in place becoming encased in ice. Opponents can button mash to free themselves and will automatically be freed if hit by any other attack.

### Side B – Kold Slide

Sub-Zero crouch down and slide along the ground on a trail of ice created by his outstretched leg, colliding with opponents taking deal damage and knockback. This move travels about a long length. If used in the air Sub-Zero will slide downward at an angle.

### Up B – Ice Klone

Sub-Zero perform a back flip, flipping out of an Ice Klone of himself that lingers. Any opponents touches by this move become frozen as if hit by a freeze ball and also receive damage. You can also able to grab by your own move, if it's within grabbing distance/rules and is able to throw it as an item, instead of freezing foes the thrown, Ice Klone will shatter, dealing damage and knock back.

### Down B – Ice Puddle

Sub-Zero fires a blast of Ice at the ground in front of him. These Ice Puddle will linger for a while. During this, opponents who steps on this will begin to slip becoming helpless until they reach the other side of the Ice Puddle leaving them wide open to attacks. If you creates the Ice Puddle while a opponents is before him, the foe will get their feet trapped in Ice again leaving them open to attacks.

### Final Smash – Frostbite Stomp

Sub-Zero bent his arms and knees and hold on to a ice ball. The bubble throbs as wave after wave of cold power pushes the bubble out further and further, when you press B repeatedly to expand the bubble. Any opponents that touches the wave will become encased in solid ice unable to break free and receive racking damage. Up into the FS, Sub-Zero stomps into the ground causing every opponent who was encased in ice to shatter dealing big damage and big knock back.
Josuke Higashikata

## Special Attacks

### Neutral B- DORA-RA-RA Barrage

Josuke summons his stand, Crazy Diamond, out and does a machine gun-like attack on the opponent as it goes “Dora-Ra-Ra!". When taping B rapidly, you can have Crazy Diamond rapidly hit. After enough hits, Crazy Diamond goes back to Josuke and can’t be used for 8 seconds.

### Side B - Piece of Glass

Josuke summons his stand, Crazy Diamond and shoot a piece of glass into the opponents. Once launch, the piece of glass start homing into the nearly opponent, causing small damage and knockback.

### Up B - Diamond Smash

Josuke summons his stand, Crazy Diamond and jumps up doing a hammer uppercut with both hands together, then hammers its hands down, while also goes up with his stand while this happens. If the opponent is too close, Crazy Diamond bring up and smash the enemy back down.

### Down B - Rock Barrier

Josuke summons his stand, Crazy Diamond and smash the ground, causing a rock barrier in front of him. Melee attacks that hit the rocks deal damage to the attacker instead of yourself. Once the rocks appear, this still in place as you can move freely. However, once the barrier disappear, you can’t use the moves for 10 seconds.

### Final Smash - Hair Comment + Super Armor

Jose turn his back and pause in front of the nearly opponent. Once do, the opponent will insulted his hair (Insulted see here), only to be led to Crazy Diamond uppercut, then “Dora-Ra- Ra" the opponent and you gain a super armor for Josuke. Once gaining the super armor, Josuke have Maximum Defense and ultimate use for Crazy Diamond, but it’s return, very low speed. The Super Armor led for 20 seconds.
Fys

Fys AKA The Fabulous NanoMilkshake or The Supreme Badass Amazing Fabulous Yogscast-Loving Milkshake Overlord.

Beautiful Cinnamon Roll Too Good For This World, Too Pure. Ex member of the Squard but forever an awesome friend to everyone!

**Quotes:**

* 'Fudge Nugget' - PROBABLY TO KOT
* 'Noodle Face' - AGAIN, PROBABLY TO KOT
* 'Idk' - Fys' reply to 69.69% of questions asked
* 'It's the crotch man.' - About the bowing man emoji
* 'KAT IS A CHAMELEON CONFIRMED, ILLUMINATI CHAMELEON CONFIRM, AIR HORNS.' - To Kot
* 'Can you tell them to stop stealing all my butter?' - About Squids

**Trivia:**

* Lover of chihuahuas and milkshakes.
* Why is she called Fys? It just happened.
* Is actually a satanic chihuahua.
* Actually stuck to the layout in the Wikia, which is actually really surprising, congrats.
* Is actually a massive nerd in a coat.
* **IS NOT TO BE TRUSTED.**
Megaman Volnutt

## Special Moves

### Neutral B - Machine Gun Arm

Megaman fire one bullets to the opponents depending on which direction you shoots using the joystick. Tapping B will one bullets in whatever direction, doing minor damage. But holding B will make you fires a giant barrage of bullets. In this stage, a bullet cause a bit of damage. However, you can only shoot one bullets per 2 second to preventing spam. Changing it will be 5 second. This can be also be done by midair.

### Side B - Ground Crawler

Megaman launch a bomb that rolls along the stage before touching a opponents and explode onto their, causing damage. When blow up, the bomb has a vortex effect that pulls in nearby opponents before the actual explosion occurs. The vortex also steadily damages enemies over time.

### Up B - Drill Uppercut

Megaman leap on the air and use the drill to spin upwards. While on the air, you can cause inflicting damage on any opponents who touch you. This move is mostly vertical recovery and can stop by pressing A, hitting a roof, or by a nearby ledge.

### Down B - Shield Arm

Megaman shoot out a shield-like projectiles in on which direction you are facing. During this move, the shield is in front of you the whole time. Not only will you do damage to a opponent, but he you reflect a opponent projectiles from taking any damage to you. This last up til 10 second or when you can KOed.

### Final Smash - Maximum Power Shining Laser

Megaman charges his buster very briefly and punches a random opponent with the buster. If the punch lands, Megaman fires and launches the opponent in the air while firing Shining Laser Cannon, causing major damage to the airborne enemy. While this affect one character, the rest can get involved nearby. This move can be also good for a star/screen KO.
Gambit

## Special Moves

### Neutral B - Kinetic Card

Gambit winds up and then tosses out several cards at the opponents. The cards travels farther and cause a blast import to everyone who touches it. You can only hold 52 cards.

### Side B - Cajun Dash

Gambit lunges forward a short distance across the stage and hit any enemy which is within range of the dash with his pole. The move can be executed very quickly. It can be charged by holding B to increase the distance you will travels and the damage and knockback of the hit.

### Up B - Cajun Escape

Gambit will make a quick teleport-like action in any direction for basic recovery. You can stop in midair for a brief moment and rushing in the direction you chosen using the joystick.

### Down B - Trick Card

Gambit hold his pole as a counter attack. If you are attack when in this stat, you will flip and then attack with three Kinetic Card from the left or right (depending on the direction the analog stick is held in) for moderate damage. (Note that this doesn't waste your counter).

### Final Smash - Royal Flush

Gambit throws his pole into the air, then rapidly throws a deck of energy charged cards one by one at the opponent, and making a wave of kinetic energy at the opponent by snapping his fingers. When it connects, Characters who are trapped by the card will receive major damage, and high knockback that can cause KO'ed. If the card misses the opponent, Gambit pauses for a brief time, and the Final Smash fail.
Sailor Mars

## Special Attacks

### Neutral B - Fire Soul

Sailor Mars clasping her hands together with two index fingers and send a fireball into the opponents. Fire Soul can be aim using the control stick when used. The fire does knockback on contact with an enemy.

### Side B - Mars Snake Fire

Sailor Mars creates a massive snake-shaped fire blast and releases it to the opponent. When the snake contact the opponent, it’s can drain the opponent's health slowly. Bystanders can also be affect, thou don't take as much damage from the combustive flames.

### Up B - Mars Flame Sniper

Sailor Mars used the Mars Arrow to fire a flaming arrow upwardat the opponents. The arrows don't travel as far. However, it has more hitstun, and sets the foe on fire.

### Down B - Akuryo Taisan

Sailor Mars raised her hand, making ofuda fly around her from bottom to top before they disappeared. This can hurt the opponents on each side in the process. When the attack can be successful in making contact on burning the opponent. However, this can caused recoil to yourself.

### Final Smash - Burning Mandala

Sailor Mars create a ring of fire which turned into eight smaller rings of fire, and flew towards the enemy like fire hoops. As the blast moves away from you, opponents that come in contact with the rings are knocked slightly to the side, and are thus forced to travel with it.
Leon Kennedy

## Special Attacks

### Neutral B - Open Fire!

Leon will take out his Equipped Weapon and use it to fire. This move has 3 different for attacking by the weapon. Here's are the three:

#### Matilda

A 9mm handgun with Burst-Fire capability. This fires 3 consecutive shots it is long ranged and deals medium damage.

#### Remington M870

A 12-gauge pump-action shotgun. This weapon deal high damage at close range but looses power over distances.

#### Open Fire! (Mine Thrower)

This Weapon fires custom "mines" that attach to objects and detonate after a period of time. the mines can be attached to other characters and have the detonate time of a sticky bomb.

### Side B - Incendiary Grenade

Leon underhand tosses a Red Grenade that explodes on contact engulfing anything and anyone in flames. The flames are short lived and can cause an opponent to catch fire, but doesn’t linger long. This may cause opponent to gain damage while on fire.

### Up B - Grapple Gun

Leon fires the grapple gun into the air. This is a tether recovery only move, this allow you to latch onto edges and pull himself through the air while slamming opponents into the ground.

### Down B - Attache Case

Leon pull out and equips a new firearm be default Leon starts off equipped with the Matilda. Pressing Down+B' will change your equipped weapon.

### Final Smash – Rocket Launcher

Leon pull out the Rocket Launcher. During this, you're now able to walk around the stage. Pushing B will fires the Rocket Launcher the camera slowly zooms out and follows the Rocket as it travels in a straight path if it connect with an opponent into a explosion. The rocket deal heavy damage and knock back.
Raven

## Special Attacks

### Neutral B - Soul Self

Raven’s eyes glow white as she takes a dramatic stance with her hands held out in front of her as black energy engulfs her hands and starts to spread out in front of her, forming a completely black duplicate of Raven with white eyes. This allows her to fight with her “Soul Self”. From this point forward, the player has control of the Soul Self, while the real Raven maintains her pose. While her Soul Self is out, you takes 1% damage for every second it’s there. The duplicate has constant super armor and has Raven’s exact stats. It also has an infinite float that can be activated by holding jump in the air.

### Side B - Telekinesis

Raven slowly puts one hand in front of as her eyes glow white and black energy surrounds her hand. Any throwable item or opponent that is less than 4 stage builder blocks in front of her suddenly becomes surrounded with black energy. Anything that you hits with this move now floats about half a stage builder block above where they were first affected. You can now has complete control over anything she caught, Due opponents can break out by button mashing, having times the escape difficulty of a grab. You can stop controlling everything at any time by hitting B.

### Up B - Dark Raven

Raven’s entire body is suddenly engulfed in black energy, which forms itself into the shape of a large raven. In this, you're about large around size with large wings that reach out. You can move in any direction for 3 seconds, with you transforming back and grabbing the ledge if you flies into it. The raven flaps its wings as it moves, dealing minor damage an low downwards knockback to any contacts opponents. The recovery is slightly laggy as well, having medium lag on both ends.

### Down B - Ground Dasher

Raven’s eyes glow white as a patch of ground about one stage builder block in front of her is covered by black energy. This patch ranges depend on how long the buttom is held. Once released, Raven raises her hands into the air, which are quickly surrounded by black energy. That patch of ground proceeds to break out of the stage and stands itself up vertically in front of where it was originally, forming a makeshift wall of sorts. This “wall”, as I’ll be referring to it from now on, stays like that for 30 seconds, at which point it automatically falls back into the stage.

### Final Smash​ - The End​

The camera zooms in on Raven as she takes a pose similar to that in the above picture. The whole stage then suddenly turns grey, spreading out from behind Raven to cover the stage within 2 seconds. Every aspect of the stage instantly freezes in place, with opponents staying in mid-air, thrown items freezing in mid-flight, etc. For 10 seconds, everything is frozen. Raven is free to create and manipulate down special walls, set up down tilts, or even attack her foes (they take full damage from attacks, but no knockback).
The Eds

#### Neutral B - Zapity Zap Zap

Ed shuffle the ground and point into the opponent. If successful, you can shock blast the opponent. The attack does a major amount of damage and has decent stun capabilities.

#### Side B - Batter Ed

Ed charges into the opponent. This does great damage, but you won't have much control in midair. Also, if you hit a wall, you'll go into a stun state.

#### Up B - Bubblegum

Ed inflates a bubblegum and fly in the air. Although it deals no damage, it can be used, then deactivated for an attack, then reactivated, making it extremely useful.

### Edd

#### Neutral B - Ruler

Edd whacks the opponent with a ruler. When do so, you can nullifies one of the opponent's special attack for around 10 seconds. You can also reflect any projectile attack coming into you.

#### Side B - Canadian Squirt Gatling Gun

Edd ready the Canadian Squirt Gatling Gun and start splashing the opponent. While little damage, it’s good for only knockback, although it charges quick.

#### Up B - Prototype Rocket

Edd ready a Prototype Rocket and spring Edd upward into the air. Once eject, the rocket explodes beneath you while you’re recovering.

### Eddy

#### Neutral B - Thingamajig

Eddy ready the Thingamajig and launch a random item into the opponent. The longer you charge the move, the rarer the item you will take out when you let go of B.

#### Side B - Stink Bomb

Eddy throws a stink bomb at the opponent. This does minimal damage, but will cause a garunteed stun on the enemy.

#### Up B - Jet Pack

Eddy ready his jet pack and fly upward. You can change the angle that you can travels by tilting the control stick left or right while the move is being charged; charging the move longer allows a more significant angle shift.

### All the Eds

#### Down B - Ed-Swap

This is one of only two moves that all three Eds have in common. This move switches between the three Eds - Ed, Edd, and Eddy. If one of the Ed is KO'd, The next Ed appear to take place.

#### Final Smash - Ed-Zilla

The Eds jump offscreen and turn Ed into the gigantic Ed-Zilla. Ed-Zilla grows to giant size and attacks the victims with giant boss-style attacks, with B attack slamming his claws in the ground with the choose direction and A launching chewed up Chunky Puffs around the stage. This form last for 16 seconds.
Akemi Homura

## Special Moves

### Neutral B- RPG

Homura uses her RPG and shoots the enemies with her rockets. But unlike Snake, you can held the B button down while you control the direction of the rocket. Afterward, The rockets can't be controlled and goes straight forward.

### Side B - Grenade

Hmoura takes a grenade, pulls out the pin, and throws it. The distance that the grenade is thrown can be controlled by pressing forward, or backward. A maximum of two grenades can be thrown; no more can be produced until one of them explodes.

### Up B- AT4

Homura jumps up the air and use her AT4 to launch a missiles below herself. Landing a attack on a opponent with do major damage and knockback. This move also cause slow falling speed for better recovery.

### Down B- Time Stop

Homura stops time for 5 seconds as she can freely attacks the opponent while they're frozen. But when already used, it cools down for 30 seconds before Homura can use it again.

### Final Smash- Black Wings Of Corrosion

Homura draws out her Corrosion wings and Corrosion bow. She fires out her Corrosion arrow and deals a devastating damage at the enemies that stand in the line of sight. The drawback is, that this move will have to cost 100% damage to Homura.
Valkyrie

## Special Attacks

### Neutral B - Through Shots

Valkyrie summons a reticle with her sword which you can guide into any direction that you choose. You can then attack in the direction the reticle is pointing at, pelting it with small projectiles. This move damage opponents lightly and didn’t cause any form of damage.

### Side B - Wide Beam

Valkyrie launch a wave slash into the opponents. The waves has great speed traveling and minor damage. This move can continued beyond any opponents, the damage taking by one opponents being the same.

### Up B - Hurricane

Valkyrie launch upward into the sky and float. While floating, it is possible to move left or right via directional influence. Pressing down can cancelled the move, but leave you helpless. Pressing up again will reset the move again and allow you to float again, although altitude cannot be regained.

### Down B - Piece Wings

Valkyrie leaps up into the air and perform a downward stab into the opponents. This move has good range, and can KO at very high percents, where it launches opponents above you. This move comes out fast as well, and is great to approach or punish.

### Final Smash - Big Magic

Valkyrie float upward into air and disappears off the screen. She then increase her size and descend towards the bottom of the screen. Any character that makes contact with you take great damage and major knockback. This Final Smash can destroys certain things on a stage, like Items.
Hiro Hamada

## Special Attacks

### Neutral B - Magnet Pads

Hire use his magnet pads. Once perform, you can absorb (forward) or reflect (back) any projectile near you. Absorbing projectile will give your attack extra boost for Hiro’s stats. Reflecting it gave a multiplies damage and knockback to the reflected projectile.

### Side B - Rocket Launch

Hiro leaps himself forward with Bayman and performs a Rocket Launch at the end of the move. This move can be thrown early during the jump by pressing the special button. If the move is used on the ground, You will be briefly invincible.

### Up B - Flight

Hiro get on Bayman and fly forward. You can fly in a straight line in any direction with a large distance with this move.

### Down B - United

One of the four other Big Hero 6 show up. While following Hiro/you, you'll can be allow to use one of the new Neutral B move for each heroes has. While their maybe with you, being attack too much will make you lose your partners. You can only has one partner in the screen beside Bayman’s move.

#### Go Go Tomago

When summoned, Go Go flung one of her wheels into the opponents. The discs can be angled up or down and reflect off of walls, floors, and shields. There can be only 2 discs at the screen before using it again.

#### Wasabi

When summoned, Wasabi use his plasma blades to attack the opponents. When used, it begins charging, then you can unleashes a series of stabs before knocking the opponent back with a final lunge.

#### Honey Lemon

When summoned, Honey launch special purses onto the opponents. The special purses can slow down movement for the opponent for a amount of slow. If lucky, the purses can even freeze the opponents.

#### Fred

When summoned, Fred launch a flamethrower attack into the opponent. The flames can be angled up and down, and they will never completely recede, which can be gradually decreases in length over time.

### Final Smash - Big Hero 6

The rest of the Big Hero 6 came inn preform a powerful blast at the opponent. This's more powerful and effective. However, it's slightly shorter and ends quicker.
Danny Phantom

## Special Attacks

### Neutral B - Ghost Energy

Danny launches a ball of green energy forward into the opponents. When thrown, it'll explodes after touching something. This can be charged to being more powerful and with a bigger explosion and probably leeched their health to heal you.

### Side B - Phantom Dash

Danny bursts forwards the opponents. This move can drags opponents along with you as the move is performed. As you does this, opponents are dealt constant damage. However, if you are on an edge, you will immediately becomes helpless and is very likely to self-destruct.

### Up B - Warp

Danny warps in the direction the player is aiming. While holding the B button, you can use the control stick to choose where you will teleport to anywhere to 4 second. Letting go of the B button and you will warp to the chosen spot.

### Down B - Vanish

Danny vanishes for at least 12 seconds, becoming invulnerable to attacks. Of course, you are invulnerable while you dissappear, making it handy to escape through harmful projectiles. But you can only uses this 3 time per shock.

### Final Smash - Ghost Summon

Danny open a Fenton Thermos and summons a bunch of ghosts to attack opponents. During the 5 second, You can aimed the Fenton Thermos using the joystick up or down. This can deal constant damage to anyone in the storm. It then ends with a giant bidoof that kills off everyone in the storm.
Future Trunks

## Special Moves

### Neutral B - Sword Blast

A wave of energy channeled through F.Trunks' sword. This move will send a wide wave of ko energy forward in whatever you are facing, damaging anything caught in the wave. This will cause low knockdown and damage. But, by holding B, it will causes Future Trunks to do a Lighting Sword Slash, where he swing his sword rapidly, sending several blades of energy toward the opponent, inflicting a massive amount of damage, as well as knockdown.

### Side B - Buster Cannon

Future Trunks draws his hands back down to his sides and charges two blue energy spheres in his hands, then he combines them together in front of him to fire the energy wave at the opponent. This attack has limited range, and decreases in power as it gains distance.

### Up B - Afterimage

A basic recovering move, like mostly DragonBall characters. It will be used to dodge any sort of incoming attack (except normal ki blasts), with blinding speed.

### Down B - Finish Buster

First, Trunks raises his hands into the sky and charges a large energy sphere. Then, he swings his hands down and fires the ball of energy at the opponent. This did constant damage with low knockback to any opponents. You won't release the energy sphere when the B button and aimed up, down, or straight, depending on where the control stick is tilted (if you do this move is midair, you will stop for a brief moment until you release it).

### Final Smash - Shining Sword Attack

Future Trunks fired a Burning Attack out of nowhere. Of the opponents is catch of the attack, they will be stunned and Future Trunks flies up. comes down to vertically slash the opponent with his sword. Next, he slashes the opponent multiple times, chopping them up into bits. Finally, Future Trunks draws his hand back and brings it forward to fire a yellow energy wave at what's left of the opponent. If the oppoenet have under 100% in he/she damage meter, it inflicts a large amount of damage. If the oppoenet have over 100% in he/she damage meter, it cause a realistically KO.
Travis Touchdown

## Special Moves

### Neutral B - Strawberry Shortcake

Travis rears and then launch himself forward on his opponents. While changing, you can tilt the angle to launch where you are going. It’s also good for breaking shield, but not good if you miss.

### Side B - Schpeltiger

Travis gets on his motorbike, Schpeltiger on his opponents. You can go left and right at any time. You also can stay on the motorized two-wheeled vehicle for as long as you reach a edge, ledge, or being attack. Pressing B will make Travis slide into the opponents, while causing more damage.

### Up B - Trip to Paradise

Travis leaps himself and slash upwards. Same as Samurai Jack, It's a vertical recovery and edgeguard an opponent.

### Down B - Anarchy in the Galaxy

Three random slot appear over Travis. Afterward, all three reels stopped and Travis (you) will unleash an energy burst around himself. The results will determine the range and power

* Mismatch - Normal range, mid-low blast
* Bells - Wide range, mid-low blast
* Bars - Normal range, high power blast
* Lucky 7s - Normal range, high power blast

You can use this move again until 10 seconds.

### Final Smash - Darkside Mode

An image of a spot machine hitting all cherries comes in the middle of the screen and Travis' hair goes gold as he goes into Darkside mode. Travis will move around whatever platform he's attack faster as he slashes multiple times with each pass. Near the end, Travis will return to the middle and do a smaller version of Anarchy in the Galaxy as an energy sphere shoots out around himself.
Jade

## Special Attacks

### Neutral B - Razor-Rang

Jade throws a razorang at her opponent. You has three variations to move the Razor-Rang with the control stuck: straight, upward, and downward. If the Razor-Rang is dodged as it comes back to you, it will continue going, arcing in the direction the player last dodged in. The Razor-Rang can only be use once when on screen.

### Side B - Blazing Nitro Kick

Jade illuminates herself with a green force and kicks her opponent. In the air, you’ll go downwards fast at an slight left or right angle (depends on which direction you're facing), The damage receive is moderately with horizontal knockback. It has reasonable knockback and damage, and often hits characters in shorthops, but is difficult to pull off and avoid punishment.

### Up B - Staff Overhead

Jade jumps up and smashes the opponent with her staff. While decent vertical recovery, very little horizontal recovery.

### Down B - Dodging Shadows

Jade puts a forcefield around herself. This Forcefield will allow you avoid any projectiles coming to you for 10 seconds. This move will recharged under 5 seconds, until you’re grab or attack with a physical attack, which cause the move to be cancelled.

### Final Smash - Head-A-Rang

Jade throws a Razorang at the opponent, cutting off their head, causing a Instant KO. The move can hit a maximum of 2 opponents. Thus if used on many opponents, remember that until the Razor-Rang, it’s can only go strangle forward.
Dan Vs

* 1 - Dan throw a limber forwards, which start causing a fire in place.
* 2 - After setting the flame, then stab the ground, causing the flame to explodes.

If immediately fired, you can shoot out the limber opponent frozen. However, you can also freely aim your axe and fire at other opponents. The longer you hold the axe, the larger the resulting explosion will be when it is setting.

### Side B - Target Practice

Dan hold on a paint ball gun and start shooting the opponent with paint rapidly. This move did minor knockback and 7 seconds. Opponents who get hit with the paint ball. The more ink that covers a foe the slower they will be.

### Up B - Elec-Pole

Dan jump forward holding a Elec-Pole, shocking the opponents. If the opponent hit the pole tip, this electric the opponent majorly and led you jump father. If however Up B on the ground, you can hold the Elec-Pole as a item. The Elec-Pole can only used for shocking the opponent for 30 opponents and throwing the weapon away.

### Down B - VS. Howl

Dan yell out a random opponent name. Once done, you gain more strength of the name opponent increases, making it more easily to KO a opponents. This move lasts you 15 seconds and only be reused for 10 seconds. However, you can change the opponents’s name during the 15 seconds and reset the timer if there more than one opponent.

*See VS. Howl Quotes: Here*

### Final Smash - Mechanic Revenger

Dan jump off the stage and reappear into his Mech-Car during the battle. When the Final begins, you’re extreme tall and has higher power with your attack. This goes on for 25 seconds, but can end prematurely if the player accidentally KOs the dragon (thou not losing a stock).
The Kusagari

## Special Attacks

### Neutral B - Firearms

Kusagari pulls out the chosen gun into the opponent. Each has their own different properties so you can customize an aspect of Kusagari's fight.

#### 357 Long Arm

This gun can be aim it upwards or downwards but it fires at a fairly rapid rate and does standard damage with decent range. Fire up to 6 shots. It can also ricochet of walls making it more strategic.

#### Twin Barrel

This gun can be aim it up or down, and it fires pretty strong shots that can even break through some shields. The firing rate isn't great and you can only fire 4 shots before it reloads. The range is still decent however.

#### Johnnygun

This gun can’t be aim it up or down but you can fire it at a rapid rate. Holding down B to fire up to 10 shots before you have to reload. The damage isn't great but it can rack up. The range isn't so good however.

#### Side Winder

This gun can't be aimed up or down, has average range, terrible firing speed and can only use up to 3 bullets. However the damage is great as it explodes on the opponents.

### Side B - The Dragon

Kusagari sweep his sword sending a wave of energy at quick succession. Holding down Side+B will release a more powerful wave of energy.

### Up B - The Eagle

Kusagari charge his sword and launch himself into a upper slash attack. Depending on how long you hold down the bottom for more height and power you will gain.

### Down B - Weapon Switch

The Kusagari switch between the different firearms, as say before in Neutral B info. During the switch, you have a amount of times to switch between the one you want.

The order goes:

* 357 Long Arm
* Twin Barrel
* Johnny Gun
* Side Winder

### Final Smash - The Storm

Kusagari flip behind the opponent and rapidly fire at the opponent with gunfire. If successful, Kusagari will deliver a flurry of smashes before slowing down with another action button, then drive his sword into the opponent delivering the final blow impaling them. This Final Smash is hard to pull off, but is very good both physically and aesthetically.
Cole MarGrath

## Special Attacks

### Neutral B - Lightning Bolts

Cole launches bursts of lightning bolts which shocks enemies in front of him. The closer an enemy is when hit, the longer they will be stunned. Landing five bolts will allow you to recharge. However, the lightning bolt only do chip each damage. While shooting, can aim the bolts by moving

### Side B - Megawatt Hammer

Cole launches a megawatt hammer forward. Although slow, the orb deals low damage and moderate knockback and can be reflected but not absorbed. Shooting a lightning bolt will redirect the rocket, making it home on the target. Enemies hit by the redirected rocket will receive twice the damage and more knockback

### Up B - Freeze Launch

Cole launch himself to the air with a stalagmite of ice When used on the ground, the stalagmite remains in place for a while. Any enemies close by will be knocked back If this move is used in the air a block of ice forms and falls downwards, acting as a projectile that deals minor damage and horizontal knockback.

### Down B - Electric Tornado

Cole begins spinning, then swings his amp forward, releasing a small electric vortex. Can be charged for two seconds, and increases range by a couple of steps. Deals mdoerate damage and sucks in enemies but extended use can harm Cole

### Final Smash - Lightning Storm

Cole raises his arms upwards, then swings it down. Immediately bolts of lightning will rain from the sky unnaturaly at different points. They strike at random places, but can only have two bolts per second. Although they have large area of effect, it would be quite hard to dodge.
Jin Kazama

## Special Attacks

### Neutral B - Avenger

Jin does a step back before strikes a powerful punch that knocks the enemy. It can be charged for up to 5 seconds to become stronger.

### Side B - Savage Sword

Jin to deliver a back handed karate chop. Follow it up again to perform an upper kick that'll send the opponent slightly upwards. Press B again to follow up in 3 different directions.

### Up B - High Jump Kick

Jin jumps very high and kicks at the same time. The longer the attack is out, the weaker it gets. It's best used point blank if it's meant to be used as an attack, since the later frames of the attack are weaker than the beginning frame.

### Down B - Mental Alertness

Jin strikes a pose. t was a the counter attack move. Any attack other than a grab or projectile, which the character using Counter is struck by will turn them invincible.

### Final Smash - Devil Jin

Jin jump into the air, grow wings and soars into the opponent whilst engulfed in fire. He will crash into the opponent, toss them around by smashing them into the ground, knock them into the air and fires twin lasers from his eyes, followed by him dashing above the opponent before he delivers the final flow by sending a mega charged punch that'll send the opponents crashing to the ground. Has a similar style to Great Aether but make sure you come into contact with an opponent(s) when you fly into them otherwise it would not work.
Yu-Gi-Oh!:Latest set/Starstrike Blast

Yu-Gi-Oh!:Latest set

***Starstrike Blast*** is a Booster Pack with an *OCG* release date of July 17, 2010.

It features Yusei Fudo and Jack Atlas' new evolved Synchros, "Shooting Star Dragon" and "Red Nova Dragon". It introduces the new "Karakuri" archetype and contains support for many previous archetypes.
Stocking Rose

## Special Moves

### Neutral B - Twin Sprite

Stocking uses her trademark stockings as swords at her opponents. When Quickly tapping the B button, it causes you to slice once to whatever direction you are facing. Holding B will causes you to slash wildly from both sides.

### Side B - Rose Bomber

Stocking lunges her behind towards her opponents and blasts them. The move is capable of launching the opponent a good distance away if it connects successfully and if done it mid-air, giving you a good recover. The trade-off, if by making a capable into a wall, Stocking rubbed her button in pain after landing and cause yourself damage.

### Up B - Stripes Spin

Stocking to use both Stripes as a mini helicopter use for basic recovery. It provides decent vertical recovery and controllable. As to attack, when a opponents is got by this, they get repeats damage. Thus, only on top of the Stripes.

### Down B - Dessert

Stocking will eat some cake, which will restore up to 45% health. But Stocking can't eat the cake until 10 seconds.

### Final Smash - Super Slice

Stocking will raise her striper, and dashes into her opponent and rapidly sliced them. When trapping the opponent, she will start striking repeatedly for an immense amount of damage, ending with a last strike greatly increasing the rate of KO. which do a lot of damage. This attack is performable in the air, which is risky and probably KO yourself when you miss. Unlike Panty's Final Smash, this will not end with the opponent in a "realistic" explosion.
Neku Sakurada

## Special Moves

### Neutral B - Pyrokinesis

Neku hovers slightly off the ground clutching his headphones he closes his eyes and creates a burst of fire in front of him. Holding down the "B" button the flames will continue to appear in front of Neku if a player holds down "B" and moves the control stick left or right Neku can move the pillar of flames a short distance in either direction! This move does have a time limit for using it- and eventually it will stop working all together if used for too long and will need to recharge.

### Side B - Force Rounds

Neku fires a ball of energy forward this move can be spammed though it deals little damage and no flinching. like most of Neku's Attacks if overused the attack will stop working and it will need to recharge.

### Up B - Vulcan Uppercut

Neku will spring upward performing an uppercut if it connects this uppercut deals heavy vertical knock back-this however takes a lot out of Neku and he enters a helpless fall after performing it.

### Down B - Splish Splash Barrier

A stream of water and a blue ring will form around Neku and Neku will heal himself 2% damage per second there is a "sweet spot" when Neku receives the 2% health where he will become invincible but otherwise can sustain damage in this state- receiving damage in this state will also reduce the Uses of the Splish Splash Barrier to 0 and it will enter Reboot status.

### Final Smash - Final Fusion

Three "Light Pucks" swarm to Neku who holds his headphones. and in a burst of light he unleashes the Final Fusion Neku holds out his arm as the Skull from the player's pin appears and it glows white then blasts forward anyone hit by the skull will be marked with a white "X" a pillar of light will erupt from below that character dealing massive racking damage and slowly bring them into the air- when the pillar of light goes out they recive big vertical knock back. other players can become trapped in these pillars of light as well.
Taizo Hori

## Special Attacks

### Neutral B - Pump

Dig Dug shoots out a harpoon into the opponent. If the harpoon hit an opponent, this will catch them in place. You can quickly press B to start to blow your opponent up till they burst into oblivion.

### Side B - Drill Gun

Taizo pull out the Drill Gun and then rapidly fire out a shot of rapid fire. Tapping B will blast bullets like a machine gun into the opponent, with major knockdown, but no knockdown. This move last for 7 seconds before colding out.

### Up B - Pooka Pump

Taizo Hori quickly pulls out a Pooka that attaches his pump to it and then begins to pump it. When Press B, you can pump up the Pooka to an extent where it'll fly you up like a Balloon. Be careful not to pump it to much otherwise you'll burst it so you'd have to work out how much you'd pump it.

### Down B - Jack Hammer

Taizo pull out his Jack-hammer and drill the ground, causing opponents to take rapid damage whilst rising into the air. You can also use this attack to move around if you use the control stick once activated.

### Final Smash - Cave In

Taizo use a drill the ground causing giant tumbling boulders to crash down from the air that'll crush the opponents in the ground. Use this opportunity to get in close to the grounded opponents and pump them ouy. The only draw back to this Final Smash is it can be fairly easily avoided but if hit it hits, opponents will suffer.
Bray Wyatt

## Special Attacks

### Neutral B - Lamber

Bray hold up his lamber from his entrance. Once done, Bray will hold the lamber for 5 seconds. If a opponents try to attack you was the lamber open. The Lamber emit a damaging shower of smokes. The knockback is low regardless of the power of the blocked attack. The spores themselves can be absorbed, and the move is in fact the only counterattack that fires projectiles when activated.

### Side B - Running Crossbody

Bray run up and launch himself into the opponents. Any opponent in its way, dealing damage and pushing its targets back. However, there’s a ricky damage of falling out the stage, leaving you helpless.

### Up B - Swine Intervention

When used, Bray smashes straight downward into the ground, which provides minor protection against nearby enemies. If used on the ground, you'll jump forward before dropping down. This move can be canceled by grabbing the ledge while dropping.

### Down B - Uranage

Bray rushes and grab the opponents. If successful, he’ll tucks the opponents head under their near arm. The wrestler then simultaneously lifts the opponent up, turns 180° and falls backwards, bringing the opponent over them and slamming him/her back-first onto the opponents.

### Final Smash - Sister Abigail

Smoke appear onto the stage. Bray disappear and reappear into the shadow figure, perform his Spike Walk. You gets a choice on who to attack with his finisher, Sister Abigail before 5 seconds are up and a random decision is made. After all, Bray grabs one of the opponents and perform Sister Abigail, causing heavy damage and knockback into the opponent.
Scott Pilgrim

## Special Moves

### Neutral B - Bass Line

Scott whips out his bass and strums it to a basic bass chord. He'll continue strumming as long as B is tapped. His strumming pushes enemies in front of him away a fair distance and does very minor damage. There is a 1-in-10 chance that Scott will play the bass line from Final Fantasy IV.

### Side B - Bass Swing

Scott whips out his bass and swings forward with it. It takes a bit for Scott to prep the swing, but it has heavy knockback, making it a very good KO move. Also, there's a 1-in-10 chance that Scott will completely lose his grip on his bass and fling it forward by accident, making it a very powerful projectile before it hits the ground and breaks. If he accidentally tosses his bass, though, he won't be able to use either of his bass-related moves for a while.

### Up B - Subspace Door

A star door appears above Scott and he climbs in, jumping out of an identical door a little bit up. Essentially a teleporting up special, but rather slow to start up. It does go a fairly long distance upward, though.

### Down B - Scott Earned...

A sword comes out of Scott's chest with accompanying fanfare and Scott can use it as a regular battering item for as long as he can hold onto it. The sword is randomly selected: it can either be The Power of Love (red flaming sword with a fire effect), The Power of Self-Respect (purple flaming sword with a shadow effect), or The Power of Understanding (green sparking cleaver-sword with an electric effect). Be wary, as your enemies can use your swords, too, if you happen to drop them! Each Scott can only have one sword out at a time, much like Wario's Bike.

### Final Smash - Co-Op Mode

Scott swipes forward with a sword if he has one or punches forward if he doesn't. If he connects, Ramona beams out of Scott's chest and Scott pulls out a sword, if he's not already wielding one, along with Ramona pulling out The Power of Love. The two then proceed to do a double-team combo attack on the enemy and any others that happen to be around.
Xella

Xella AKA xella-flame.

AN AMAZING TALENTED, AWESOME, COOL AND A HUGE BEAUTIFUL NERD. WHO IS DAMN AWESOME.

Is second parent to the squard

Small child made of pure V O I D

**Quotes:**

* 'literally the coolest, the best, the number one, all [type of precipitation]' - Xella, while they mess with the Wiki
* 'FFFFFFFFFFFFFFIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINNNNNNNNNNNNNNNNNNNNNNNNNNEEEEE :DDDDDD hahaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa' - Xella, probably going insane
* 'hi' - Xella, since we would never talk otherwise.
* 'NECROPHIIAC #FAB' While talking about decomposing bees.
* 'our bees are valued squard meme-bers'

**Trivia:**

* Doesn't actually exist. (Although we're not actually sure about this)
* Is super COOL.
* Is beyond cool
* 10/10 Best Squard Member
* <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3
* Should under all circumstances go out with Rannah. The universe would become sentient just to ship it. Too cute for the world best couple like awesomely cute. MEGA CUTE. EPA CUTE. 0 cute precisely.
* If Extra keeps going on about Xannah, it will NEVER HAPPEN
* second in command to emery in the ace hierarchy. quadruple A.
* plays piano probably too much
* ALWAYS anxious. 100% of the time. its like balancing on a knife edge or something.
* Is loved so much by the rest of the Squard. <3
Man Ray

## Special Attacks

### Neutral B - Aqua-Glove

Man Ray changed up and blast his opponents with the Aqua-Glove. The blast fires at a slower rate, but it pushes the opponent back. They also deal more damage and knockback, making them only cosmetically.

### Side B - Power Glove

Man Ray move forward and sends the opponent up into the air with a uppercut attack.

### Up B - Glove Movement

Man Ray use his Glove power to Levitate away. You'll continually travel in the direction they face, which could potentially leave the pair stuck under the bottom of a stage if not used properly. You can changed the direction to move during this move. This move last for 5 seconds.

### Down B - Orb of Confusion

Man Ray set the Orb of Confusion and led it down. One done, the orb sends little wave to confused the opponents. Anyone in the center of the orb is stunned with confusion. The orb disappears after 10 seconds and can be use again after 6 seconds.

### Final Smash - Wallet

Man Ray put up a missing wallet and show it into a nearby opponent. Once so, the opponents say no for they wallet and Man Ray, frustrated, smash his Power Glove downwards into the opponents, causing heavy damage and knockback.
Tekkeman Blade

## Special Attacks

### Neutral B - Voltekka

Blade’s shoulder cannons emerge, which fire a beam of energy. The shots can be angled up or down. It should also that the attack doesn’t stop when it hits an opponent, allowing the player to hit multiple foes. Thou, you must wait 1 second for the laser to recharge, or you will shoot a weak, short-range laser.

### Side B - Falchion

Blade spins his lance, dashes forward (crossing through the opponent), and pulls the lance to him. While the move is slow, this attack is particularly tricky to deal with since the opponent will likely have to block from the opposite side.

### Up B - Flight Dash

Blade files forward into the air at an angel extreme fast. In midair, you will fly forward. The startup is slow, but if you continue to control in the direction. The length of time you hold down the joystick determines how far you’re travels. This dash is both good and bad; good because of the distance, but bad because of the startup.

### Down B - Teleport Slash

Blade teleports forward, bringing his blade behind him, leading for slash when reappearing. The place where you reappears can be determined by tilting the control stick. If no direction is tilted, you’ll stay in the same spot you was in. This can be used as a counter move if timed correctly.

### Final Smash - Omnidirectional Super Voltekka

Blade ascending to Blaster Form, shattering his Tek-crystal and unleashing a massive blast of energy. The blast launch a large beam of energy that deals a high amount of damage. While not necessarily a one-hit KO, regardless of damage. It's nearly impossible to survive with more than 30% damage regardless of where you are when hit by it.