recursal/Fanatic-Fandom huggingface dataset:
Toxel

Chance of Appearance
 Generation
 Pokedex Number
 Pokemon Attack
 Submitted By:

## **Pokemon Info**

Known as “the Baby Pokemon”, Toxel is an Electric/Poison-type Pokemon that evolves into either an Amped Form or Low Key Form of Toxtricity depending on its nature. Toxels are capable of storing poison inside of an internal poison sac and then secrete that poison through their skin. They are also capable of changing the chemical makeup of their poison in order to produce electricity. Either way, touching a Toxel with your bare hands is generally not recommended.

## **Attack Description**

Toxel will sit on the stage and throw a temper tantrum with occasional wails of “Tox… Toxel!” If any fighter gets too close to Toxel the Toxel will latch onto them with its little arms and refuse to let go. When a Toxel is clinging onto a fighter, that fighter will take repeated hits of poison and electric damage every second. The only way to make Toxel stop is to pass off Toxel to another fighter by running into them just like you would to rid yourself of a Gooey Bomb. Now that fighter has to deal with Toxel’s toxicity unless they can find a way to pass the young Toxel off to another fighter.
Wily Castle

Stage Type
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
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## **Stage Info**

While his Robot Masters are out causing havoc, this is where Dr. Wily makes his home. Of course, there have been multiple Wily Castles over the years. When one is destroyed Dr. Wily simply builds another though sometimes under a different name such as the Wily Fortress. Traps, Mazes, and rebuilt Robot Masters lurk through the halls in a final attempt to stop Mega Man from foiling his plans.

## **Stage Layout**

Remaining from Smash 4, this stage doesn’t have a whole lot that’s different to it. It’s main platform has increased in length to provide more room for fighting when the Yellow Devil arrives. It also has additional platforms (some that travel on a rail) that will appear around the stage with greater frequency and variety than in Smash 4. When the Yellow Devil is on the stage the additional platforms won’t spawn in and before he can arrive on the field the platforms must disappear first.

## **Stage Hazards**

### **Yellow Devil:**

The Yellow Devil returns as a boss to this stage! Compared to Smash 4 the Yellow Devil doesn’t spawn near as often anymore. In fact, the Yellow Devil can’t spawn in during the first 20 seconds of the match and once its been defeated at least 1 minute must pass in the match before it will return. Please see the attached link in the hazard’s name for more details on this boss fight.

## **Soundtrack**

* **Mega Man**
	+ Cut Man Stage - Remix. [SSB4]
	+ Mega Man Retro Medley - Classic Medley. [SSB4]
* **Mega Man 2**
	+ Air Man Stage - Remix. [SSB4]
	+ Crash Man Stage - Remix. [SSBU]
	+ Flash Man Stage - Remix. [SSBU]
	+ Mega Man 2 Medley - Rock-based remix medley. [SSB4]
	+ Mega Man 2 Retro Medley - Classic Medley. [SSB4]
	+ Metal Man Stage - Remix. [SSBU]
	+ Quick Man Stage - Remix. [SSB4]
	+ Wood Man Stage - Remix. [SSBU]
* **Mega Man 3**
	+ Mega Man 3 Retro Medley - Classic Medley. [SSB4]
	+ Shadow Man Stage - Mega Man 3 Remix. [SSB4]
	+ Spark Man Stage - Mega Man 3 Remix. ]SSB4]
* **Mega Man 4, 5, & 6**
	+ Mega Man 4-6 Retro Medley - Classic Medley. [SSB4]
* **Mega Man 9**
	+ Splash Woman Stage
* **Mega Man 10**
	+ Strike Man Stage
Tennis for Two

Stage Size
 Stage Type
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 Game of Origin
 Release Date of Origin
 Other Appearances
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## **Stage Info**

Tennis for Two is one of the oldest, if not the oldest, video game ever. It was designed by William Higinbotham in 1958 for display at the Brookhaven National Laboratory’s public exhibition after he learned that the Donner Model 30 analog computer could simulate trajectories with wind resistance. Knowing this, William Higinbotham designed the game within a couple hours and then build over three weeks alongside Robert V. Dvorak.  The game was displayed on an oscilloscope and was played with two custom-made aluminum controllers. The oscilloscope would show a representation of a tennis court and players would use the knob on their controllers to adjust the angles of their shot to try and then press a button to hit the ball over the net.

The game was very popular during the three-day exhibition, especially amongst high school students, and was shown again the following year with a larger screen and more complicated design that could simulate different levels of gravity.

## **Stage Layout**

Tennis for two takes some cues from the original Flat Zone stage with its small size and looking like it was plucked straight out of the oscilloscope that the original game was played on. The grounded platform is a simple green line with a line going up in the middle representing the tennis court’s net. Fighters cannot move through the net, but they can attack through it or jump over it and it’s only about as high up as Mario. If a player pauses the fight on this stage they can zoom out to see the whole oscilloscope that the fight is taking place in, similar to how the Flat Zone stages let you zoom out to see the whole Game & Watch handheld that those fights take place in.

## **Hazards**

### **Ball**

About 10 seconds into the start of the match, a green dot will appear over the tennis field and launch itself towards either of the two sides. This is the tennis ball from Tennis for Two and the fighters can hit it to knock it around the tennis court. The ball is incredibly bouncy and will bounce off of almost anything whether its the floor, Rolling Crates, or other fighters. That said, if the ball hits a fighter without them hitting the ball with an attack then the ball will inflict a small amount of damage to the fighter. Additionally, if the ball is allowed to go past the blast zones on either the left or right side of the screen, then an explosion will rock the back of that side of the stage and inflict damage to all fighters on that side of the net. Roughly 10 seconds later a new ball will spawn above the net and launch itself to a random side of the stage.

## **Soundtrack**

* **Tennis (NES)**
	+ NES Tennis Medley
* **Mario's Tennis**
	+ Character Select
	+ Doubles 1
	+ Doubles 2
* **Mario Tennis (GBC)**
	+ Exhibition Court
	+ Main Menu
	+ Practice Match
	+ Varsity Team Ranking Match
Tal Tal Heights

Stage Size
 Stage Type
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Stage Info**

South of the Tal Tal Mountain Range is Tal Tal Heights. Per the name, they're still pretty high—just not as high as a mountain. A lush, cruciferous landscape full of grass, water, sand, and trees, this desert paradise is home to many enemies that Toy Link must fend off in his quest to awaken the Windfish. Moblins and Tektites and Like Likes and Octoroks... Oh my!

## **Stage Layout**

A long stretch of sand and grass makes up for the rightmost grounded area of the stage, flanked by nearly equal parts water to its left. Above the water are three pass-through stone platforms jutting out from a cliffside. Some ways above the grounded area floats another platform of a similar ilk, although instead of being attached to a mountainside it is simply a floating platform made of flowers and grass. The middle stone platform is shaky and will fall apart with too much use, forcing fighters to wait for it to regenerate after 10 seconds before using it again. In the background, you can just about see the Wind Fish's egg, far off into the distance as it looms in the clouds above Koholint Island.

## **Stage Hazards**

### **Tektite**

Tektites will occasionally wander in from the left or rightmost sides of the stage, leaping in and out of frame and across whatever platform they please. So much as being touched by them will initiate light damage, but having them jump against you or on top of you will understandably dish out more. One needs to dispel of them with a few quick hits.

## **Soundtrack**

* **The Legend of Zelda: Link's Awakening**
	+ Tal Tal Heights - Though named after the theme for the Tal Tal Mountain Range from *The Legend of Zelda: Link's Awakening*, this theme only comprises a small portion of the track. Instead, it is mainly a remix of the music piece that played in the overworld of Koholint Island from the same game, which is itself a remix of *The Legend of Zelda*'s main theme. The Koholint Island theme was also used for the overworlds of Holdrum and Labrynna in *The Legend of Zelda: Oracle of Ages* and *Seasons*, respectively. This remix is faster-paced than its original version, using a drum-and-bass-inspired techno style and including a newly-composed bridge. [SSBB]
* **The Legend of Zelda: Link's Awakening (Switch)**
	+ Ballad of the Wind Fish
	+ Ballad of the Wind Fish (Shore Version)
	+ Boss Battle
	+ Dream Shrine
	+ Field Medley - A medley of Field (First Time), Field (Normal), and Field (with Marin).
	+ Fishing Game
	+ First Search
	+ Mabe Village
	+ Mysterious Forest
	+ Richard's Villa
	+ Tal Tal Heights
	+ Tal Tal Heights (Second Half)
	+ Tal Tal Heights (with Marin)
	+ Wind Fish's Egg
White Orchard

Stage Type
 Franchise
 Game of Origin
 Release Date of Origin
 Submitted By:

## **Stage Info**

White Orchard is a Temerian village located in a region of the same name, revered for its fruit orchards that blossom white during springtime. The Ismena River also flows through the village, and for these reasons and more it is a target of Nilfgaard, eventually annexed by the empire during the Battle of White Orchard. *The Witcher III: Wild Hunt* begins in White Orchard, where Geralt of Rivia is tasked by the villagers with taking care of a griffin.

## **Stage Layout**

The fight takes place on a hill overlooking White Orchard, with the village and even some of its goings-on visible by players in the distance. This hill is the penultimate location of Geralt's fight with *Wild Hunt's* opening griffin, which will sometimes swoop down on stage to besiege a stray sheep. It's a sizable hill, although parts of the stage are set on either a rightwards or leftwards incline, making for a difficult battle with the griffin should it choose to overstay its welcome. Players might choose to seek refuge in the nearby pinetree until the griffin goes back on its merry way.

## **Hazards**

### **Griffin**

The griffin's initial swoop towards the stage causes damage and knockback enough! Assuming that a sheep is present on stage, it will hone its sights on the creature, grasp it, and fly off. If a sheep isn't present, this drastically heightens the potential for the griffin to make the stage its home for a prolonged period of time. It will lunge towards opponents, barreling into them in a way not unakin to Rathalos. It might also grasp opponents in its grip, then slamming them back towards the stage with incredible fury. Lastly, the griffin might press an opponent into the ground before giving them a ferocious pecking! The griffin is treated as a bonafide stage boss. Defeating it will reward you with an additional stock point.

## **Soundtrack**

* **The Witcher III: Wild Hunt**
	+ Geralt of Rivia
	+ Hunt or Be Hunted
	+ Now or Never
	+ Remembrance
	+ Silver for Monsters...
	+ The Fields of Ard Skellig
	+ The Hunt is Coming
	+ The Trail
	+ White Orchard
	+ Yennefer's Theme

## **Associated Content**

Click Here to watch the episode of the Super Cast Bros podcast where Jonno created this stage!
Thwomp

Chance of Appearance
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Assist Trophy Info**

What do you get when you draw a face on a rock and attach spikes all around it? A Thwomp! Thwomps are known to lie in wait for an unsuspecting adventurer (or plumber) to cross their path and when it happens the Thwomp will fall down from above and attempt to crush them beneath its spikes. It’s rare, but there are also some Thwomps out there that will fly sideways to crush someone or even diagonally. It’s rumored that Thwomps are born from volcanic activity and some even describe them as ghosts.

## **Mode of Assistance**

Thwomps behave just the same as they do in the Mario games. Well… mostly. Thwomps will hang about in the air and wait for a player to be beneath them. At that point the Thwomp will fall down and crush anyone in its way. What’s different about Thwomps in Smash however is that if nobody goes below it after some time the Thwomp will teleport to a different location on the stage and hope to crush someone over there. Interestingly Thwomps are safe to touch on the sides and top. You can stand on top of one like a platform or even wall jump off their side.
ZDR

Stage Type
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
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## **Stage Info**

ZDR is a planet located in a remote section of the galaxy and is said to be the homeworld of the Mawkin tribe of Chozo. With Raven Beak as their leader, the Mawkin tribe hatched a plot to use the Metroids from SR388 in a bid for galactic conquest. However this plan led to their own doom when an X Parasite hitched a ride back to ZDR in the guide of one of the Chozo Soldiers. Though Raven Beak was able to contain the outbreak of X Parasites to Elun, the chaos left the planet in ruin with all of its inhabitants except for Raven Beak and Quiet Robe being infected by the X.

## **Stage Layout**

ZDR follows a similar design principle as the The Great Cave Offensive stage with a mostly enclosed layout, massive design, and several themed areas inside of it. The layout and different sections of this stage are based off of the map layout for ZDR from Metroid Dread. This means an area representing Hanubia will be at the top, Artaria at the bottom, Ghavoran and Burenia on the left, Cataris on the right, and Ferenia, Elun, and Dairon in the middle. The stage also has little patches of traps throughout it that when touched will cause small amounts of damages to players, appropriate to the zone that the traps are found in.

## **Hazards**

#### **Danger Zones**

Like in The Great Cave Offensive, there will be patches of glowing Danger Zones that line some walls and ceilings. Any fighter that makes contact with these Danger Zones will take some damage and be knocked away. However if a fighter already has 100% damage or more when they make contact with the Danger Zone, then they will be immediately KO’d instead.

#### **E.M.M.I.**

As the match goes on, an E.M.M.I. may appear out of a hatch and begin to patrol around a section of the stage. When this occurs, all the danger zones in that E.M.M.I.’s patrol path will deactivate as the E.M.M.I. is itself a Danger Zone. E.M.M.I.’s will remain in their assigned section and will chase down any fighter who gets in their territory, however they won’t follow them out of it. If an E.M.M.I. catches up to a fighter it will grab them and hit them dealing a high amount of damage and knockback. Like the normal Danger Zones, E.M.M.I.’s can instantly KO an opponent if they’ve already taken enough damage by the time the E.M.M.I. catches them. E.M.M.I.’s however are a bit more forgiving and will only KO fighters who have taken 150% damage. There can only be a maximum of two E.M.M.I. on the stage at a time, each patrolling a different section of the stage. No E.M.M.I. will spawn in the area of the stage that represents Elun.

## **Soundtrack**

* **Metroid Fusion**
	+ Sector 1 - A remix which essentially plays a remastered version of the original track. [SSBB]
* **Metroid: Samus Returns**
	+ Boss Battle 4
	+ End Results
	+ Magmoor Caverns
* **Metroid Dread**
	+ Artaria III
	+ Cataris II
	+ Chozo Warrior
	+ Dairon
	+ Experiment No. Z-57
	+ Ferenia
	+ Raven Beak (First Phase)
	+ Title Theme
Ukiki

Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Enemy Info**

These pesky monkeys are well-known thieves, taking everything from to Mario's hat to Baby Mario himself! Originally known as Grinders (for some reason), Ukikis are native to Yoshi's Island, but have also found residence on Tall, Tall Mountain and love to (Mario) Party.

## **Fight Pattern**

Ukikis are flighty little buggers, constantly hopping lightly up and down as they anticipate their foe's approach. When a fighter comes roughly within four Kirby's distance from an Ukiki, it will immediately dart in the opposite direction, opting to jump or drop to another higher or lower platform, depending upon availability. It will then continue to jump in place until someone comes too close again, and so on, constantly working to evade its foes. Once it is hit, it will turn a darker shade of brown and move even faster. Sometimes, they will even outright run away entirely, sometimes dropping stolen items as they depart. Knock them out and you might get even more! Some Ukikis are benevolent, immediately dropping their goods before darting away. More mischevious ones might even drop other, smaller enemies, like Needlenoses.

## **Attacks**

### **Spit**

The "seediest" Ukikis will spit watermelon seeds at their enemies. These quick-moving projectiles hit similarly to Sheik's needles, but with a little less "oomph". They're often shot in threes, fours, or fives and travel in a straight, gradual line until they hit something or simply disappear.
Waddle Doo

Game of Origin
 Release Date of Origin
 Other Appearances
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## **Enemy Info**

A common resident in Dream Land and a well known variant of the Waddle Dee. Waddle Doos feature a singular large eye which allows them to focus and fire off electrical energy beams at their enemies. Like Waddle Dees, Waddle Doos are known to serve under King Dedede and carry out whatever missions he gives them. Unlike the regular Waddle Dees, if a Waddle Doo is inhaled by Kirby they will grant Kirby the Beam ability.

## **Fight Pattern**

Waddle Doos function similarly to Waddle Dees. They can walk and jump around the stage, but they are also capable of launching a beam attack from their singular eye. One big difference between Waddle Dees and Waddle Doos is that Waddle Doos are unable to pick up and use items.

## **Attacks**

### **Beam**

As they are walking around Waddle Doos may at times use their Beam attack which sends out a short range almost whip-like series of electrical sparks from their eye. Waddle Doo will start using its Beam attack shooting upwards before continuing to shoot two much as his eye moves downwards with the third spark being shot straight forwards. These sparks don’t travel very far however, but they deal a decent amount of damage.
Team Rocket

Chance of Appearance
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
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## **Assist Trophy Info**

While the Pokemon games mostly just feature nameless grunts, the anime instead heavily focuses on three members of this infamous group; Jessie, James, and Meowth (that's right)! When the anime first began James used a Koffing while Jessie used an Ekans, and Meowth... well Meowth mostly just used Fury Swipes. The trio have spent years(?) chasing after Ash and his Pikachu as they're convinced it's some kind of special Super Pikachu that they'll be greatly rewarded for if only they could capture it for their boss. Though they originated in the anime, Jessie, James, and Meowth actually appeared in Pokemon Yellow substituting several of the more generic Team Rocket encounters in the game.

## **Mode of Assistance**

When Team Rocket bursts out onto the stage the three of them will immediately launch into their classic Team Rocket motto as the three move around in their small space shifting from one pose to another. The three don't launch any attacks at all and instead just focus on giving their motto. At the end of their motto an explosion will go off from behind the trio sending them skyrocketing off into the background of the stage where they will eventually disappear with a little shine. When they are flying through the background they will yell out either "Team Rocket's blasting off again!" or "We're blasting off again!"

This explosion is rather large and will severely damage any fighter who was in its blast radius. While the Team Rocket trio can be attacked and KO'd, doing so cause them to explode immediately which would be bad news for anyone trying to attack them with melee.

## **Associated Content**

Click Here to watch the episode of the Super Cast Bros podcast where Zantok created this Assist Trophy!
Jet Hat

Game of Origin
 Release Date of Origin
 Submitted By:

## **Item Info**

When Wario comes across the Jet Pot, he can break it open and wear the hat that's inside! This piece of work helps Wario bridge large gaps and take on powerful enemies in his quest for treasure.

## **Item Usage**

Once you don the Jet Hat, press the standard attack button to do your best Wario impression and body slam—and barrel forward with jet force while you're at it! The Jet Hat will remain functioning in this way until the player lets go of said button. Velocity can be determined with the amount of pressure placed on the button. Build up enough moment with your shoulder charge and a visible, orange-and-yellow field can be seen surrounding the front of the fighter. This sheer shoulder energy can deflect most projectiles, and will deal fire damage to anyone hit by it. Minor fire damage can also be brought out by the Jet Hat's, well, jet, on its back end. After 10 seconds of overall use, the Jet Hat will fall off of the fighter's head and disappear.
Towtow

Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Enemy Info**

A powerful enemy in Tabuu’s Subspace Army. They truly value their sleep. So much so that they’ll viciously pursue and attack anyone that interrupts their sleep. Picture a Snorlax, but about fifty times more violent.

## **Fight Pattern**

Towtows will spawn in sleeping the day away. They’re very peaceful and harmless in this state, but if their sleep is disturbed by being hurt, touched, or nearby loud noises they’ll wake up more angry than an Angry Sun. Once angered they’ll return to their sleepy state if the opponent gets far enough away or if the Towtow has no way to get to them.

## **Attacks**

### **Pursuit**

When angered, the Towtow will chase down an opponent relentlessly as they run forward and bite at them. Electricity will harmlessly generate from their body as they move in pursuit of their prey. It’s only the bite that you have to worry about. And them ramming into you.
Sword Samurai

Game of Origin
 Release Date of Origin
 Submitted By:

## **Enemy Info**

Sword Samurai are some of the first surprises thrown at Takamaru in *The Mysterious Murasame Castle*. Populating a number of castles, these enemies are often treated as mini-bosses, needing to be defeated before Takamaru can unlock a door and move on to another leg of a castle.

## **Fight Pattern**

Sword Samurai track their opponents' movement, responding in a way similar to an enemy CPU. Rival samurai to Takamaru, they are very smart and capable foes.

## **Attacks**

### **Blade**

The Sword Samurai always holds his blade outwards as he moves to and fro, capable of hurting an opponent even in his idle stance with a simple, maye even accidental jab. He can also slash the blade up to two times at once at his opponents, and can deflect hits brought at him with a defensive stance. A few strong hits can send his sword flying, leaving him a sitting duck and an attack sponge 'til he's KO'd.

## **Other Notes**

A variation of the Sword Samurai appears on Murasame Castle.
Team Healer

Game of Origin
 Release Date of Origin
 Other Appearances
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## **Item Info**

The Team Healer is an original item in the Smash games and looks like a translucent luminous orb with energy rings spiraling around it. As their name implies, they are most used for healing allies in the middle of a match and will only spawn during team matches.

## **Item Usage**

Team Healers are healing items that only spawn during Team matches. They must be picked up and thrown towards a target to have any effect.  If the Team Healer hits a teammate then they will be healed roughly 0.3x the amount of damage they’ve taken. Team Healers can also be thrown at opponents, however they will deal a miniscule amount of damage and light knockback. The Team Healer cannot however be used to heal the person that threw it. The only sorta-exception to this is if you are playing a duo character such as the Ice Climbers and the secondary character picks up the Team Healer. If the secondary character throws the Team Healer and hits the primary character then you’ll get healed.
Steg

Chance of Appearance
 Franchise
 Show of Origin
 Release Date of Origin
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## **Assist Trophy Info**

He's the double-electric guitar-shredding, double-bodied fusion—Steg! This hunk is the result of Steven Universe and his dad, Greg, fusing together. Steg's electrifying performance is enough to break Pearl's memory loss, bringing The Crystal Gems one step closer towards defeating Spinel and restoring peace to Beach City.

## **Mode of Assistance**

Steg looks towards the camera and winks with a shimmer and a smirk before letting loose on his guitar. At first, it's one lasting, resonant chord, and then it's an entire solo! As Steg shreds, he will gently rise into the air with a pink glow, changing the trajectory of the similarly-colored soundwaves emitting from his guitar. The soundwaves surround Steg and shoot outward in a fashion akin to Barbara the Bat's playing, but with further-reaching effects. Roughly, Steg is covering about the entirety of Battlefield with his playing! The soundwaves grow wider-reaching and harder-hitting when he plays louder, and smaller and less devastating as he plays more insularly. He lets loose with one more broad-spanning stroke before whipping his pompadour, flashing a "rock-on" sign, and disappearing. Steg's primary outfit comprises his blue top, but sometimes he will appear in a pink one.
Sunflora

Chance of Appearance
 Generation
 Pokedex Number
 Pokemon Attack
 Submitted By:

## **Pokemon Info**

While Sunfloras are not known to be particularly powerful when it comes to Pokemon battles, they are rather exceptional in other ways. Sunfloras are capable of converting the sunlight they absorb into nutritional energy and based on their abilities can either use it to increase their Special Attack or Speed stats. Unfortunately for Sunfloras, when the sun goes down they’ll close their petals and sleep.

## **Attack Description**

Sunflora will spread wide its leafy arms as the top of the screen is filled with bright sunlight. Sunflora’s face will begin to glow as it absorbs the sunlight for a couple seconds before it fires a large beam of solar energy in a random direction around it. Sunflora can’t control this solar energy too well so it can only fire this Solar Beam attack for 2 seconds at a time. Once those 2 seconds are up, Sunflora will cut off the beam for a quick second to catch its breath before firing another beam in a different direction for another 2 seconds. This pattern will continue until Sunflora has fired five beams. After this Sunflora will have completely exhausted itself and disappear.

## **Associated Content**

Click Here to watch the episode of the Super Cast Bros podcast where Zantok created this Poke Ball Pokemon!
Sword Primid

Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Enemy Info**

What would you get if you took a regular everyday Primid and gave it a sword? Well you’d get a Sword Primid of course! Wielding a Subspace-brand Beam Sword, Sword Primids are capable of longer-ranged attacks than the originals and are slightly heartier as well.

## **Fight Pattern**

Sword Primids are virtually the same as regular Primids with the biggest difference being the sword that they wield. This sword is comparable to the Beam Sword item though it comes with a different appearance. Sword Primids also have a touch more health and resist slashing damage.

## **Attacks**

### **Stab**

A simple stabbing lunge, this is the Sword Primid’s weakest attack as they’ll just lunge forward with their blade to knock opponents away.

### **Slash**

The Sword Primid will make a basic horizontal slash with their sword trying to knock opponents away with a basic hit.

### **Triple Slash**

Sometimes when the Sword Primid uses their Slash attack they’ll follow it up with two more hits. The second hit is equal to the first in terms of damage, but the third is more powerful and capable of knocking opponents away a good distance.

### **Spin Dash**

A Sword Primid’s equivalent to the dash attack will see the Sword Primid run forward a short distance before they make a small jump in the air and spring around themselves to slash at opponent’s with their sword.

### **Jump Slash**

While Sword Primid jumps through the air they are capable of using this attack. This attack has the Sword Primid make a vertical slash with their sword to send opponents flying away.

### **Uppercut**

In what could be called a weak version of Marth’s Dolphin Slash, the Sword Primid will jump up in the air and swing its sword up with it as it goes, dealing a single slash on opponents it makes contact with.

### **Diving Stab**

When the Sword Primid is in the air it can take its sword and hold it downwards as it aims to hit opponents from above in a diving attack.

### **Reflect**

If a player is trying to stay far away from the Sword Primid and take care of them with ranged weapons, the Sword Primid is capable of swinging their sword at just the right time to reflect the projectile and send it flying forwards. This doesn’t strictly send the projectile back at the player, just in a straight line away from the Sword Primid.
Wobbuffet (Poke Ball)

Chance of Appearance
 Pokedex Number
 Pokedex Number
 Pokemon Attack
 Submitted By:

## **Pokemon Info**

Evolving from Wynaut at Level 15, Wobbuffets are a rather strange looking Pokemon from the Johto region. They are known to be patient and will never attack first. When attacked, this Psychic-type Pokemon will inflate it's body and hit back with a counterattack.

## **Attack Description**

Wobbuffet stays in place. Nice and peaceful like. But if he's hit by any kind of attack, he'll start to wobble around the place and if a player runs into his wobble... they'll find themselves damaged no matter if they threw his Poke Ball or not. If a player runs into Wobbuffet when he's not wobbling they will not take any damage but will be hit with a small amount of knockback almost like a warning system. The most powerful attack(s) that hit Wobbuffet the fastest and harder his body will whip around back and forth in a frenzy and the more damage and knockback he will unleash on any unfortunate sucker who happens to run into him.
Victini (Poke Ball)

Chance of Appearance
 Generation
 Pokedex Number
 Pokemon Attack
 Submitted By:

## **Pokemon Info**

Victini is a Mythical Pokemon hailing from the Unova region, and one that breaks tradition with it having a Regional Dex No. of 0. Victini is said to be capable of producing an infinite amount of energy which it uses to become invisible, send visions to people, bring victory to its friends, and… eat macarons? Team Plasma once tried to capture Victini, however luckily for the world a skilled young trainer happened to be visiting at the same time and thwarted their attempt.

## **Attack Description**

Victini works differently than it did in previous Smash games. Instead of providing a buff to its summoner, Victini’s ears will erupt in flames creating a fiery V-shape as it looks around the field of battle. This will last for a couple seconds as Victini is trying to figure out who it wants to attack. As this goes on the fire on Victini’s ears will get longer and longer signifying how close Victini is to attacking. The damage from these flames isn’t very high, but they cover a decent portion of the field with each reaching a maximum length equal to Mario’s height. When Victini has settled on a target it will cry out “Vic!” before launching itself through the air towards whoever it chose. If Victini makes contact they’ll continue their cry with “Tini!” and slam hard into the opponent. A much larger V of fire will erupt from the impact which lingers on the screen for about 5 seconds as a hazard. Victini meanwhile goes sailing off the side of the screen after hitting their target (and if they miss). If an opponent was hit by the attack they’ll remain in place for a couple seconds as they take damage from Victini’s attack before being launched away.
The Nether

Stage Type
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Stage Info**

The Nether is a lava and monster-filled hellscape which can only be accessed through a Nether Portal. The Nether has no night, day, or even any weather. It’s just filled with a constant and overbearing heat. The Nether is home to several monsters such as Ghasts which fly around spitting fireballs, Blazes and Wither Skeletons that inhabit Nether Fortresses, and Magma Cubes which are just as hot to the touch as the magma they are named after. The Nether is also home to a (relatively) peaceful species known as the Piglins. Though they can be provoked into being hostile, they’re very open to trading with gold.

## **Stage Layout**

The Nether is a grounded stage with an enclosed ceiling making only KOs towards the left and right sides of the screen possible, under normal circumstances that is. The top of the stage will have 1-2 clusters of Glowstone blocks. These clusters can vary in size, shape, as well as their general position along the stage’s ceiling each time you play on this stage. The Glowstone blocks can also be destroyed by attacks which will leave behind a hole in the stage’s ceiling allowing for KOs to be made through them.

There are also two platforms to the left and right of the stage which hang in mid-air. Unlike the additional platforms for most stages, these platforms are solid blocks and can’t be passed through. They also connect to the blast zones much like the ground platform. The exact positioning of these platforms can vary slightly with them being higher or lower in the air, as well as offset from each other, each time the stage is played on.

When Hazards have been turned off, the Glowstone blocks and midair platforms will spawn in fixed positions as indicated in the Stage Design. Additionally, the Glowstone blocks cannot be destroyed when Hazards have been turned off.

## **Hazards**

### **Lava:**

A pool of lava will appear on a section of the ground. The lava is damaging to all players and will knock them up slightly into the air. Like the Glowstone and additional platforms, the lava can vary in size and position each time the stage is played on. When Hazards are turned off the lava will not appear at all.

### **Ghast:**

At times a Ghast enemy can fly in from either side of the stage. The Ghast will behave the same as its Enemy variant and will slowly drift through the air while screaming and shooting fireballs at the players. Ghasts can be attacked and defeated and their fireballs are susceptible to being reflected back at them. Being hit by their own fireballs deals an increased amount of damage to Ghasts compared to all other attacks.

## **Soundtrack**

* **Minecraft**
	+ Ballad of the Cats
	+ Chrysopoeia
	+ Concrete Halls
	+ Dead Voxel
	+ Pigstep
	+ Rubedo
	+ So Below
	+ Warmth
* **Minecraft Dungeons**
	+ Ghast
	+ Menta Menardi
	+ Nether Fortress
	+ Torn Acinder
Swooping Snitchbug

Chance of Appearance
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Assist Trophy Info**

A flying creature that doesn't have any legs. Not that they need legs to be a threat though as the Swooping Snitchbug is known for swooping down in the air and picking up its targets before chucking them back down at the ground. Pikmin luck out as the Swooping Snitchbugs throws don't kill them and instead results in the Pikmin finding themselves buried back down into the ground. Captain Olimar however isn't so lucky.

## **Mode of Assistance**

Swooping Snitchbugs will lazily list about above the stage most of the time. However every now and then they will swoop down towards one of the fighters and attempt to pick them up. Fighters who are at low damage % can wiggle their way out of the Swooping Snitchbug's clutches. Any fighter that fails to do so however will soon find themselves being thrown downwards. If they land on the stage they'll take a little bit of damage on impact. More often than not however fighters will find themselves being chucked off the stage entirely and will have to work to recover back up to the stage or be KO'd.

## **Associated Content**

Click Here to watch the episode of the Super Cast Bros podcast where Jonno created this Assist Trophy!
Sparx

Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Item Info**

Sparx is the dragonfly companion of Spyro the Dragon and has been with him through thick and thin, dangerous situation after dangerous situation, and even across different continuities. His speech just consists of different buzzing tones, but you won’t find a more loyal friend to Spyro. He even has some mystical way of protecting his friend from home, but only for a short time.

## **Item Usage**

Sparx will “equip” himself to whatever player picks him first. Sparx will protect the player from all damage and knockback three times so long as the attack deals 10% damage or more in a single hit. On the first hit Sparx will change from his normal golden color to blue. Then from blue to green after the second hit. And then finally after the third hit he’s protected you from Sparx will disappear entirely. Any hits against you that deal less than 10% damage are too weak for Sparx to bother protecting you against.
Under the Knife

Stage Type
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Stage Info**

Rather than being set at a hospital, Derek’s stage takes place inside a patient’s body during a live surgery. It may seem a bit unconventional for a doctor to shrink inside someone to operate on them (not to mention the damage it would cause the patient), but fear not; it’s merely a simulation and not an actual patient. The medical board would definitely be notified if it were.

## **Stage Layout**

The stage is composed of a central platform with a smaller floating platform in the middle. For each match, one of four random ‘zones’ of the body is selected as the stage’s background: the stomach, lungs, intestines or heart. Various GUILT strains such as Kyriaki, Triti and Savato occasionally make appearances, darting across the background membranes. Thankfully they’re merely there for effect, and won’t cause any lacerations or haemorrhaging. While they can cause some damage to players, hitting one with an attack will neutralize it.

## **Soundtrack**

* **Trauma Center: Second Opinion**
	+ Caduceus USA
	+ Code Blue
	+ GUILT
	+ Savato
	+ Vulnerability
* **Trauma Center: New Blood**
	+ Cardia II
	+ Challenge Theme
* **Trauma Center: Under the Knife 2**
	+ Confronting the Menace
	+ Encroaching Shadows
	+ Gentle Breeze
	+ Severing the Chains of Fate
* **Trauma Team**
	+ Struggle for Life
	+ Twisted Rosalia
Shellpod

Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Enemy Info**

Shellpods are large beetle-like enemies that appear in the Subspace Emissary. Their strong legs and massive horn make them a physical beast when it comes to combat as they use their horn to fend off frontal attacks. Shellpods have a secret however. The upper half of their body is actually protective armor and when it's damaged it reveals the Shellpod’s true form. Some kind of weird, blue, banana looking bug thing. Strange.

## **Fight Pattern**

Shellpods cannot jump and can only walk slowly forwards in their attempt to get close to a fighter. Their shells protect them from attacks and will reduce the damage from any non-shield piercing attacks down to 0.4x. Once a Shellpod’s health has been lowered to roughly 30%, its armor will crack and break away revealing the Shellpod’s true form. Without its armor the Shellpod is considerably weaker and will now take 4x damage from any attacks. As a trade-off, the Shellpod can run significantly faster now, but its still fairly easy to avoid.

## **Attacks**

### **Horn**

If a Shellpod gets within melee range of a fighter it will lower its horn to the ground before quickly raising it higher up into the air as if it were performing an uppercut with its horn. This attack deals a heavy amount of damage to fighters and will (mostly) knock them straight up into the air. This attack can only be done if the Shellpod still has its armor on.

### **Headbutt**

Once a Shellpod has lost its armor, it loses access to the Horn attack and is just left with this one. This attack has the Shellpod ram its head into a fighter to push them away from it. The knockback however isn’t great and it's more just a push than anything else. Plus, this attack does not deal any damage at all. This attack can only be done if the Shellpod no longer has its armor on.
Stage Submission Page

Use this page as an example when creating a Stage Submission for Smashtopia.

 Stage Size
 Stage Type
 Franchise
 Game of Origin
 Release Date of Origin
 Other Appearances
 Submitted By:

## **Stage Info**

Insert some brief information about this stage.

## **Stage Design**

If you have any pictures for how the stage would look, this is where you can place them.

If you are only adding one image it's advised that you uncheck the box under Advanced Settings for "Wrap text around this item". You can make the image as large as you like so long as it doesn't conflict with the infobox to the right as that will screw up the layout of the stage's page.

If you are adding multiple images we highly advise adding them into a Gallery which you can do with the wiki's Classic Editor.

Please feel free to reach out if you have any questions.

## **Stage Layout**

Detail out the layout of the stage and how it looks.

## **Stage Hazards**

### **Hazard Name:**

Detail out the details for any hazards this stage has here.

## **Soundtrack**

Attach links to any of the songs that appear on this stage here. Fomat them in the following way:

Song Title - Song's Game of Origin

## **Other Notes**

Any other notes that you would like to mention about this Stage that doesn't already have an established spot in the submission form. Optional field.

## **Additional Details**

\*When determining the size of the stage use the following as a base:

* Very Small = Metal Cave [Smash 64]
* Small = Flat Zone [Smash Melee]
* Medium = Battlefield [All]
* Large = Final Destination [All]
* Very Large = Temple [Smash Melee]
* Colossal = Great Cave Offensive [Smash 4]

Feel free to include as many as are applicable if your stage is one that can change size/appearance.

\*\*When determing the type of the stage use the following as a base:

* Mid-Air = A stage that floats in the air = Battlefield [All]
* Grounded = A stage that sits on the ground = Colosseum [Smash 4]
* Horizontal Scrolling = A stage that can scroll from right to left, or left to right = Mushroomy Kingdom [Smash Brawl]
* Vertical Scrolling = A stage that can scroll from bottom to top, or top to bottom = Icicle Mountain [Smash Melee]
* Traveling = A stage with a central Mid-Air platform that carries the fighters to multiple locations = Delfino Plaza [Smash Brawl]
* Transforming = A stage that transforms as the fight is happening and changes the layout = Reset Bomb Forest [Smash 4]
* Dynamic = A catchall for stages with other unique elements = Pirate Ship [Smash Brawl], Jungle Hijinx [Smash 4], and Orbital Gate Assault [Smash 4]
Sword to a Bow Fight

Player Character
 Allies
 Ally Stock
 Opponents
 Time Limit
 Stage

## **Description**

As the old saying goes, don’t bring a knife to a gun fight. Well, in this case it’s a sword to a bow fight. Either way, show these bow-wielding opponents not to underestimate the sword and take them all down before they can take you down. While your opponents are capable of using their other moves they will focus primarily on using their bows.

## **Soundtrack**

* **Live-a-Live**
	+ Difficult Fight
Upa

Chance of Appearance
 Franchise
 Game of Origin
 Release Date of Origin
 Submitted By:

## **Assist Trophy Info**

Don't let his looks deceive you, because Upa ain't no ordinary baby! Okay, so, he may have been at first, but his princely duty calls in the Famicom title *Bio Miracle Bokutte Upa* - even at the tender age of, what, one? Six months?

Nevertheless, Upa was born to be a fighter, having been blessed as the warrior prince of a magical kingdom upon his birth. Armed with a mystical rattle by a fairy following the ravaging of his kingdom by the demon Zai, who has taken the life force from all adults in the land and has, for whatever bygone reason, kidnapped every baby *except* Upa... Upa crawls into action!

## **Mode of Assistance**

Gripping a hold of his sacred rattle, Upa crawls about the stage immediately upon being summoned and gets to work. Although he has been updated to a fully 3D model, he still moves much in the same crotchety fashion that he did as an 8-bit sprite. If he manages to crawl his way towards an opponent, he will bop them with his rattle, causing them to inflate just as he did his enemies in his game of origin!

While the initial strike of the rattle won't cause much damage to call home about, the effects of the inflation can last for several seconds depending on the amount of damage currently sustained by fighters affected by its magic. When either Upa disappears, the inflation effect dissipates, or the fighter who summoned Upa dishes out an attack on their incapacitated foes, opponents will be given an extra dosage of damage once they "pop" and return to normal.
Tandemaus

Chance of Appearance
 Generation
 Pokedex Number
 Pokemon Attack
 Submitted By:

## **Pokemon Info**

Tandemaus is not one, but two mice Pokemon working together in tandem! Tandemaus mice will only pair up if they develop a bond of incredible teamwork and once paired they will stick together no matter what. Tandemaus is also unique in that their evolution into Maushold is less of an evolution of themselves and more of them growing their little family as baby Tandemaus seemingly appear out of nowhere. While most Tandemaus end up growing their family into a family of four, there are a rare few who only end up with a family of three.

## **Attack Description**

A pair of mice making up Tandemaus will appear on stage next to each other, so close even that they might as well be holding hands (scandalous). Tandemaus will then seem to evolve right there on the screen as first one, then two, then three, four, five, six, seven, eight, nine, and finally ten total baby Tandemaus (tandemice? tandemeece?) huddle up around the mice couple. With a chittering sound the baby Tandemaus will scatter away from the adult couple and seek out fighters to attack. These Tandemaus babies don’t do any kind of normal damaging attack however. Instead they will latch onto whatever opposing fighter they make contact with much like one of Olimar and Alph’s Pikmin. The Tandemaus will cause multiple hits of damage to the fighter so long as they are still latched onto them. The Tandemaus will only disappear if a fighter can successfully shake them off, if they are attacked and defeated, or after 12 seconds have passed since they were all left the original Tandemaus couple. While the Tandemaus children can be attacked and defeated, the original Tandemaus couple cannot be KO’d therefore there are no KO points on the line here.