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Cloud Strife is the main protagonist of the 1997 PlayStation role-playing game FINAL FANTASY VII. Cloud is an egotistical young man who hails from a small town named Nibelheim, who travelled to the city of Midgar in order to join the militant group SOLDIER. Unable to actually join this group's ranks, he instead becomes a common infantryman, though one who earns special treatment due to his skills with a sword.
First appearance:
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FINAL FANTASY VII (1997)
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Down Special: Limit Charge is a technique that Cloud Strife can use in order to charge up his Limit Gauge. When filled, the Limit Gauge powers up one single use of one of any of Cloud's special moves in addition to increasing his movement speed. When the special attack button is held down, the Limit Gauge is charged up as Cloud holds his sword out horizontally in front of him. When fully charged, Cloud's down special move changes into an attack known as "Finishing Touch". Finishing Touch sees Cloud perform a horizontal spin attack to deal massive knockback but only 1% damage to foes that are hit by it.
Neutral Special: Blade Beam is a recurring technique from the FINAL FANTASY series, first appearing as one of Cloud's Limit Break attacks in FINAL FANTASY VII. In Super Smash Bros., like in FINAL FANTASY, Cloud performs a downwards slash to send forwards a green crescent-shape projectile forwards. When the Limit Gauge is filled, the Blade Beam is blue and slightly larger, and travels further at a faster speed.
Side Special: Cross Slash is a technique that, should the initial use come in contact with an opponent, can be used three times in rapid succession. The Cross Slash attack sees Cloud slash once with his sword, and again twice more should the button be tapped. Cloud's three slash attacks form a stylized version of the kanji character 凶 (wicked), with the final slash being the one to knock foes away. When Limit Break is activated, Cloud will slash three times to create a larger version of the character 凶, creating it even should the first slash not come in contact with a foe. Unlike most other attacks, the 凶 character does not flip horizontally depending on which direction Cloud faces, meaning that the attack has different hitboxes depending on this.
Up Special: Climhazzard is the name of one of Cloud's Limit Break attacks from FINAL FANTASY VII, though the attack in Super Smash Bros. is fairly different from its FINAL FANTASY incarnation. When the initial attack is used, Cloud will jump up a fairly high distance, holding his sword out straight in-front as he does so. If the button is pressed while Cloud is jumping he will stop his ascent and perform a downwards slash before entering a helpless state. When the Limit Gauge is filled, Cloud's sword unleashes a blue energy as he jumps (as opposed to the pink one it releases normally), and he jumps a much higher distance by default.
Final Smash: Omnislash is the final Limit Break attack Cloud is capable of learning in FINAL FANTASY VII, and one of the FINAL FANTASY series' most-recurring and powerful attacks. When the special attack button is pressed, a text box will appear at the top of the screen reading "Omnislash", and Cloud will charge a long distance forwards at a high speed. When he comes in contact with an opponent, he will send them up to the top of the screen and slash them as his sword glows a bright light with each contact with an opponent. Once he slashes an opponent fifteen times, he will charge up and perform one final attack that sends his target down to the ground in a mighty explosion. When the attack is first initiated Cloud will shout "This ends here!" though if his Limit Gauge is filled he will instead shout "Your luck's run out!"
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Cloud's entrance animation sees him fall from the sky and catch his Buster Sword with a flourish.
Cloud's taunt sees him place the Buster Sword on his back and clasp his hands together, creating a green glow around him. This references the spellcasting animation from FINAL FANTASY VII, complete with the original sound effect.
Cloud's victory theme is a remix of the FINAL FANTASY VII battle victory theme. While the theme begins with a special flourish, the rest of the song plays on loop until the screen is exited.
Cloud's victory poses are as follows: Cloud twirls his sword with one hand in front of him before placing it on his back as he says "No hard feelings"; Cloud performs Sword Beam then, with a flourish, spins around and places his sword on his back; and Cloud dashes forwards and performs a slash before holding his sword out in front of him, stating "You cannot defeat me."
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Heihachi Mishima is the mascot of the Tekken series, in which he appears as one of the main antagonists. Throughout most of the Tekken storyline, Heihachi is the head of the Mishima Zaibatsu, a conglomerate that consists of Mishima Financial Empire, Mishima Industries, and Heihachi's private militant force known as the Tekken Force, who serves as the main sponsor of the King of Iron Fist Tournaments that the series focuses around. Heihachi served as the host of the first, third, fourth, and seventh tournaments, and was crowned the victor of the second tournament after defeating his son (and the winner of the first King of Iron Fist Tournament), Kazuya Mishima, and throwing his body into a volcano, a fate that would later befall Heihachi himself at the end of Tekken 7, ultimately killing him.
First appearance:
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Tekken (1994)
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Neutral Special: Wind God Fist is an attack that can be used by all practitioners of Mishima Style Fighting Karate, which Heihachi and all of his family members, use in battle. The Wind God Fist allows the user to get up-close to their opponent in the Tekken series, as the one performing the attack will dash forwards and finish with an uppercut attack. In Super Smash Bros. Heihachu executes this move in the same way, dashing a set distance before performing a short uppercut; in the air, Heihachi will dash forwards a slightly greater distance but will fall helpless after the attack is used, while on the ground Heihachi can combo the Wind God Fist into others seamlessly. Like Heihachi's other special moves, the attack has a very small sweetspot that will deal a slight bit more knockback. Additionally, when Heihachi dashes forwards, the special attack button can be pressed at a very specific moment right before he jumps to cause Heihachi to jump higher than he normally would; this can only be done on the ground.
Side Special: Demon Scissors is one of the oldest and most-recurring attacks in the Tekken series, used by all practitioners of Mishima Style Fighting Karate, as well as Ogre and True Ogre. Demon Scissors is a powerful leg-based attack that sees the user flip forwards and perform a drop kick on their foe. Heihachi's variation of the attack is slower than the way other users perform it. In Super Smash Bros. the attack is almost-identical, though is slightly slower to start-up than it is in its original appearances. Like in Tekken, Heihachi will fall onto his back after using the attack. The attack has a small and precise sweetspot that will spike foes hit by this attack while also dealing quite a bit more damage. When used in the air Heihachi will fall downwards as he performs his drop kick, and will only stop upon hitting an opponent or a platform; if still airborne, he will then enter a helpless state.
Up Special: Omen Thunder God Fist, or Electric Dragon Uppercut, is a recurring attack that has appeared as part of Heihachi's moveset throughout the Tekken series. This attack is essentially a stronger version of Dragon Uppercut, and acts very much in the same way. Dragon Uppercut sees Heihachi, or the other practitioners of Mishima Style Fighting Karate, step forwards before crouching and transitioning into a strong uppercut. The Omen Thunder God Fist is very similar, although Heihachi does not step forwards, and the attack takes slightly longer to perform, in addition to it gaining an electric effect and dealing more damage. In Super Smash Bros. Heihachi performs a small jump into the air while performing an electrically-charged uppercut that deals massive knockback should the move's precise sweetspot be utilized. The move is unique, as while it does technically force Heihachi into a helpless state after it is used, Heihachi is capable of transitioning into his down special move, Iron Hand, even in this state, though will fall helpless after its use.
Down Special: Iron Hand is the signature attack of Heihachi Mishima, and one of the most well-known attacks in the Tekken series. Though a simple, quick punch with his right hand as Heihachi steps forwards, the Iron Hand move embodies the feud that burns at the centre of the series' story. In Super Smash Bros. this attack is just as quick as its Tekken counterpart, though does have several unique traits to it. The attack has a very small, precise, sweetspot that, should Heihachi hit a foe with this specific part of the attack, will deal massive damage (albeit no knockback) and stun foes for a moment; this sweetspot can also deal massive damage to shields. Even should Heihachi not hit a foe with the attack's sweetspot, the amount of damage dealt is exceptional in contrast to other attacks that take just as long to execute.
Final Smash: Mishima style 10-hit combo is a variation of the 10-hit combo that the practitioners of Mishima Style Fighting Karate use. The attack is a series of 10 basic attacks that are performed in rapid succession, dealing massive damage to all those who are caught in it. The attack consist of four quick punches, then a left kick, an axe kick, a sweeping kick with his right leg, two small uppercuts, and finally a Dragon Uppercut. In Super Smash Bros., Heihachi stomps the ground and three small geysers of lava erupt in front of him, freezing all opponents hit by them in place so that Heihachi can perform the Mishima style 10-hit combo on them.
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Heihachi's entrance animation sees a spout of lava sprout up from the ground, and Heihachi appears, facing backwards, as it disappears.
Heihachi's taunt sees him perform a circular arm movement above his head before tucking his elbows in fiercely while saying "Kuyamu mamonaku shine!" ("I'll be quick with your death!") This is identical to his taunt in Street Fighter × Tekken.
Heihachi's victory theme is a rock remix of the Tekken Tag Tournament results theme, with the theme itself condensed to be much shorter.
Heihachi's three victory animations are as follows: Heihachi stomps the ground and steps towards the right with his arm in a flexing position in front of his face as a dark aura surrounds him; a lava geyser erupts behind Heihachi, who stands with his arms crossed before glaring down towards the camera and saying "Umarekawatte denaoshite koi!" ("Come back when you're ready to fight!"); Heihachi punches forwards, his fist charged with electricity, before he cries out "Washi wa muteki ja"! ("No one can defeat me!") as he turns his back to the camera.
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Inklings are a species of humanoid squids, and the main playable avatar characters in the Splatoon series. Inklings evolved from squids as the rising water levels of the Earth came to overtake most of the land and wipe out a vast majority of terrestrial creatures, and the Inklings, alongside the Octolings, became one of the two dominant lifeforms on the planet as a result. While Inklings commonly take the form as pre-teen humanoids, this body is actually made of ink and will dissolve in water and revert them into a form that more-closely resembles that of a squid. Inklings and Octolings fought over the remaining land, using their respective inks as weapons, and after the Inklings proved victorious they spawned the sport of "Turf War" from this war.
First appearance:
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Splatoon (2015)
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The Inkling is a unique character in that many of their attacks utilize the ink in the tank on their back. As such, most moves can only be used should they have the necessary ink needed to damage foes with their weapons. The Inkling's Ink Tank is refilled completely upon being KO'd, though the player may also simply crouch down in order to fill it mid-battle.
Neutral Special: The Splattershot is the default weapon that Inklings can use in Splatoon and Splatoon 2, and the most basic form of Shooter weapon used in Turf Wars. The Splattershot is a fully-automatic rifle that fires bullets of ink at an alarming rate; though because of its fire rate, it also must be refilled fairly often. In Super Smash Bros. the Inkling always carries the Splattershot and uses it in some of their standard moves in addition to it being their neutral special. When the special move button is held down, the Inkling will continuously fire ink from the Splattershot, which deals minor damage but does cover those they hit with ink. The Inkling can move around left and right while firing the weapon, and they can also perform a short hop.
Side Special: Splat Brella is the name of the basic form of Brella weapon present in Splatoon 2. As its name implies, the Splat Brella (like all Brella weapons) resembles an umbrella, and in-battle fires ink short bursts similar to those fired by shotguns. In both Splatoon 2 and Super Smash Bros. the Splat Brella's ink blasts deal far more damage at close range than a distance, though the ink will continue to fly forwards after the initial use, and uses up a significant portion of stored ink when fired. In Super Smash Bros. the Splat Brella can also be used to reflect projectiles if its use is timed correctly with an incoming projectile; the Inkling can even use this as a reflector should they have no ink in their tank, making the Splat Brella useful no matter the circumstance.
Up Special: Super Jump is a technique present in the Splatoon series. The technique does not deal any damage, but it does allow any Inkling to instantly cross the stage by leaping to one of their teammates, their team's initial spawn point, or any Squid Beakons that their allies may have placed. In Super Smash Bros. this technique acts identically, and serves as a great vertical recovery option that deals minor damage to foes. The Inkling will leap high into the air in their squid form, arcing a small bit, before nose-diving towards the ground. The attack only deals damage to foes near the Inkling when they initially use the technique and when they land, as both instances see ink rise up around them as they transform; despite this, and the fact that the Inkling's squid form leaves a trail of ink as it flies through the air, this attack does not use up any of the ink saved in the Inkling's Ink Tank, and the ink is purely cosmetic because of this.
Down Special: Fizzy Bomb is a type of Sub-Weapon introduced in Splatoon 2. Utilizing the motion controls of the Nintendo Switch's Joy-Cons and pro controller, the weapon must be charged up by having the player shake their controller (or jump repeatedly) before use. The Fizzy Bomb is very similar in appearance to a soda can, and will detonate into a significant explosion that only increases in size the longer the move is charged up. In Super Smash Bros. holding down the special move button will charge the weapon, increasing its damage and launching power the longer it is charged though also using more of the Inkling's ink. Should the Inkling's Ink Tank completely drain while the move is charging, the Inkling will continue to shake it but it will not increase in strength any more - in this manner it acts similarly to cooking a grenade in one's hand before throwing it; if the Inkling lacks the necessary ink when attempting to use the attack, they will just look at their tank in a worried manner. While charging the Fizzy Bomb, the Inkling can move left or right.
Final Smash: Booyah Bomb is a Special Weapon introduced in the 4.0.0 update of Splatoon 2, and appears to be an homage to the Spirit Bomb technique commonly used by characters of Akira Toriyama's Dragon Ball franchise. Much like the aforementioned Spirit Bomb, the Booyah Bomb sees the Inkling using it create a large orb of energy (or, in the Inkling's case, ink) above their head, which they throw downwards at an angle into the ground (or at foes) before it detonates. In Splatoon 2, the user's teammates can help charge the move by shouting "Booyah!", which also fills their own special gauge slightly. In Super Smash Bros. Inkling will slowly create a Booyah Bomb above their head, which damages anyone on touch and traps foes within it. After it grows large enough, the Inkling will then throw the Booyah Bomb downwards at an angle. After hitting a platform, reaching the edge of the screen, or travelling a far enough distance, the Booyah Bomb will then exploding, dealing massive damage and knockback to anyone around it or trapped within it.
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The colour of the Inkling's ink changes with each alternate costume. Because the artwork may not be reflective of the ink colour (primarily denoted by the colour of the Inkling's tentacles), the colour is specified below each image.
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The Inkling's entrance animation sees them rise up from a puddle of ink.
The Inkling's taunt sees them fire their Splattershot into the air with one hand while making a gun-like gesture with their other. Despite the Splattershot firing ink, this does not use up any of the ink stored in the Inkling's tank, nor does it damage foes.
The Inkling's victory theme is an upbeat, funky remix of the "To Be Continued" fanfare from Splatoon.
The Inkling's three victory animations are as follows: the Inkling spins their Splosher bucket on their finger, with a smirk on their face, before throwing it upwards, catching it, and quickly placing it upside-down on the ground so they can sit on it; the Inkling jumps up twice, with them exaggeratedly throwing one arm above their head as they do so, before landing, spinning, and posing with one hand on their hip and their Splattershot aimed upwards; and the Inkling jumps up, pumping their fist as the do, before punching forwards with a smirk and casually holding their fist close to their chest as they turn sideways.
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Isabelle is a major character who appears in Animal Crossing: New Leaf, acting as the assistant to the mayor of the player's town. While the first player holds the title of mayor, it is Isabelle who does most of the mayoral duties, which often results in her working late finishing her paperwork and thus falling asleep the next day. While a chipper young dog, it is implied that she had a rough past; some villagers claim that she and her twin brother Digby - who works for the Happy Home Showcase - lived alone in a cardboard box as pups. Isabelle aids the mayor by allowing them to change the town's laws, change the town tune, begin public works projects, or redesign the town hall. She also take over Mr. Resetti's job in reminding the player to save their game should the Reset Surveillance Center not be built.
First appearance:
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Animal Crossing: New Leaf (2012)
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Neutral Special: Fruits are items that appear in all Animal Crossing titles. Every town has its own native fruit - one of apples, cherries, oranges, peaches, and pears - and players can either eat or sell these at the local store for Bells. In Super Smash Bros., Isabelle throws one of these fruits, each with its own properties, in the order of apple → peach → orange → cherries → pear. Each fruits' unique properties are as follows:
- Apples are the most basic, and deal minor damage.
- Peaches are thrown downwards and bounce at an upwards-forwards angle.
- Oranges do not travel far, but deal more damage than apples do.
- Cherries travel a very far distance and act like a boomerang, travelling through foes without causing them to flinch.
- Pears roll across the ground a short distance, travelling though opponents, before bouncing up and exploding. If thrown in the air it will tumble through the air a lesser distance before exploding.
Side Special: Lloyd Rocket, while not directly based on anything from the Animal Crossing series, does incorporate the character of Lloyd, who first debuted in Animal Crossing: City Folk. Depending on whether the special attack button is tapped or held down, this move will act differently. If simply tapped, Isabelle will send Lloyd forwards, who will travel a short distance before loosing speed and crashing downwards, exploding once he hits the ground or another fighter. If the button is held down, Isabelle will instead ride atop Lloyd, allowing her to fly horizontally for quite a long while, with, once again, Lloyd exploding should he come in contact with a fighter or a wall. Once the button is let go, Isabelle will jump off Lloyd; should Lloyd explode or should she jump off, Isabelle will enter a helpless state.
Up Special: Presents are a recurring item in the Animal Crossing series; they are small gift-wrapped boxes tied to balloons that can be knocked down by using the slingshot item. In Super Smash Bros., Isabelle will hold on to a Present and kick her legs feverishly, propelling her upwards quickly. This does not deal damage to anyone, and any foe can force her to enter a helpless state should they simply attack her, making the balloon pop. As this move does not deal damage, Isabelle can essentially travel upwards indefinitely. Additionally, while airborne, the player can tilt the control stick to slightly move Isabelle left or right. The player can tap the special attack button to increase the speed of her ascent, or transition directly into her side special move; Lloyd Rocket is the sole attack Isabelle can transition into while using Present.
Down Special: "Timber!" is an exclamation used by lumberjacks to warn others of a falling tree. In the Animal Crossing series, the player can purchase an axe in order to cut down trees. This is an incredibly powerful attack in Super Smash Bros. that takes three uses to actually be performed. On the first use, Isabelle will plant a seed should she be on the ground (or just wave a shovel in a confused gesture should she be airborne). On the second use, Isabelle will then pull out a watering can to water the sapling; this water will also slightly push foes away from her. Finally, once the tree has been grown, Isabelle will pull out an axe and swing it. Though powerful on its own, should Isabelle's axe hit the tree twice, the tree will fall over and deal massive damage to those who come in contact with it. The tree, however, is considered a projectile attack, and as such can be stored by an opposing Isabelle's Pocket move or reflected by any other fighter's reflectors. The tree will remain on stage for a short time after being grown; it will absorb attacks and act like a wall to block projectiles, though will disappear should it take enough damage.
Final Smash: Public Works Projects are features that can be added to the town by the mayor by speaking to Isabelle. Paid for by the player and the town's various villages, these can range from a variety of different objects, from a balloon arch or sundial to a manhole or streetlight. In Super Smash Bros., Isabelle will summon Lloyd beside her who will trap those around her in a fence. After a few seconds, cartoon-y clouds of dust will appear and an object will appear where the fenced-in area once was, knocking away the fighters damaged by the project's construction. The objects that can be built are purely cosmetic, and will disappear after a short moment, though regardless, several can appear. These projects are: the bell, the yellow bench, the fire hydrant, or the tulip topiary. Isabelle will also shoot out confetti from a party popper as the object is revealed after its construction.
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Isabelle's entrance animation sees her step out of a small Animal Crossing-styled house, shielding her eyes as she looks upwards.
Isabelle's taunt sees her hold up a fruit as she cheers, a small music note appearing out of her head. The fruit that she holds up can be any of: an apple, a pear, a durian, a peach, a coconut, an orange, two cherries, or three bananas.
Isabelle's victory theme is an up-beat orchestrated remix of the opening bars of the Town Hall theme from Animal Crossing: New Leaf, with an original ending.
Isabelle's victory poses are as follows: Isabelle marks something off of her clipboard, before sighing and waving with a smile; Isabelle swings her net and pulls a Horned Dynastid out of it; and Isabelle jumps up and down a few times before looking towards the camera with a dazed look on her face. Unlike other characters, should the player remain at the results screen for long enough after Isabelle's third victory pose is performed, she will eventually fall asleep.
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Akira Kurusu is a high school student who is transferred from a suburban town to Tokyo after being wrongly convicted as a criminal for injuring the highly-influential Masayoshi Shido. On his first day at Shujin Academy, Akira and another student - Ryuji Sakamoto - find themselves within a castle-like Palace within the Metaverse where he awakens to the power of the Wild Card and summons his Persona: Arsene. Later, when he, Ryuji, and the mysterious cat-like Morgana, form the Phantom Thieves, which he becomes the leader of, he takes on the code name of "Joker". As the leader of the Phantom Thieves, he decides when the group travels into the Metaverse tunnels of Mementos, whichever Palace they may be infiltrating, or other general missions. Additionally, with the help of Igor, Caroline, and Justine in the Velvet Room, "Joker" can fuse Personas together in order to create new ones, or merge two to strengthen one. His Wild Card ability makes him the strongest member of the Phantom Thieves.
First appearance:
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Persona 5 (2016)
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Neutral Special: Gun is one of the main combat options available to use in Persona 5 battles. In Persona 5, Joker wields a pistol, and he can fire one bullet at a time. In Super Smash Bros., Joker fires a bullet forwards, which deals damage and temporarily stuns a foe. It doesn't travel that far, but it can be shot up to four times in rapid succession.
Side Special: Eiha is a Curse-based skill in Persona 5, and the only skill Arsene knows once he is first summoned. It is the weakest Curse-based attack, dealing a small amount of damage to a single foe in Persona 5. In Super Smash Bros., Arsene creates a circular spiral of black and red energy a short distance in front of Joker, which traps foes in to deal minor damage several times before letting them go.
Up Special: Cleave is a physical attack from the Shin Megami Tensei series, and one that Arsene can learn at Level 2. In Persona 5, it deals a small amount of physical damage to a single foe at the cost of 6% of the user's HP. In Super Smash Bros., Joker and Arsene work together to fly a short distance in an upwards direction, slashing as they do to deal massive damage to any foe that may be nearby.
Down Special: Dream Needle is a physical attack that, in Persona 5, Arsene is capable of learning at level 5. It deals a small amount of physical damage to one foe, but it has a chance to put the target to sleep, taking up 8% of the user's HP to do so. In Super Smash Bros., instead of being a fury of several small needles, the Dream Needle attack is portrayed more like a lance- one that Arsene fires forwards. While it travels slowly and through foes to deal minor damage, it will put the first one hit to sleep.
Final Smash: All-Out Attack is a recurring ability shown within the Persona series, first appearing in the Persona 2 duology as "Triple Charge", and later in Persona 3 under it's present name of "All-Out Attack". It can be activated by knocking down all foes, which can be done by getting a critical hit on a foe, or by attacking them with an attack of an attribute they are weak to. In Super Smash Bros., Joker fires a golden bullet forwards, which travels a short distance before disappearing. After it disappears, all those that were hit are thrown into a cinematic, which starts off with cut-in portraits of the faces of Persona 5 characters Joker (Akira Kurusu), Panther (Ann Takamaki), Skull (Ryuji Sakamoto), and Mona (Morgana), before transitioning to a red background with silhouettes of the foes being bombarded by black blurs that bounce about on the screen in a comical fashion. After this occurs for a second, the characters are thrown back into the match, and knocked away.
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Joker's entrance animation sees him walk out of the jail cell-styled Velvet Room door slowly, hands in his pocket.
Joker's taunt sees him rest his knife behind his head and waves his hand in a provoking manner. This is a reference to his idle animation from Persona 5.
Joker's victory theme is a direct rip of the theme that plays after a battle has been won in Persona 5: "Triumph". Unlike other victory themes, this song plays on loop while the player remains on the results screen.
Joker's victory animations are as follows: Joker waves his hand in a "come on" gesture as he runs to the left (Joker runs to the left but does not move, the background does though to signify his movement); Joker removes his mask and summons Arsene, who crosses his arms; and Ryuji walks up to Joker, and two high-five before Joker turns to the screen with a sly smile.
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Lucario, the Aura Pokémon, is a Fighting/Steel-type Pokémon and the evolution of Riolu. Lucario has the power to sense and read the auras of every living thing, and uses this ability to determine who is trustworthy. Its psychic abilities are not limited to this, as it is also capable of reading the thoughts and feelings of humans and Pokémon, as well as manipulating its own aura for use in battle.
First appearance:
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Pokémon Diamond and Pearl Versions (2006)
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Neutral Special: Aura Sphere is a Fighting-type special attack introduced alongside Lucario in Pokémon Diamond and Pearl Versions. Aura Sphere sees the Pokémon using it concentrate their aura through its palms, creating a ball of energy that they can throw towards foes. It acts identically in Super Smash Bros., and the move can be charged up to increase its size and the damage it deals. Like Lucario's other special attacks, Aura Sphere becomes stronger the more damage Lucario has taken, and as such it can charge up longer as well.
Side Special: Bone Rush is a physical Ground-type attack originally introduced in Pokémon Gold and Silver Versions as the signature move of Cubone and its evolution, Marowak. In the Pokémon anime series, Lucario are fairly often shown using this attack by creating a thin bone made of aura, which it uses to attack foes with. In Super Smash Bros. the attack is based more on this version of the attack, as Lucario dashes forwards with a bone of aura, and stabs multiple times with this makeshift staff after travelling a fair distance or should he encounter a foe. When Lucario has taken enough damage, Lucario will stab even more times with the bone and travel a further distance.
Up Special: Extreme Speed is a Normal-type attack that originally debuted as the signature move of Arcanine in Pokémon Gold and Silver Versions. Extreme Speed is a much more powerful version of Quick Attack, and a Pokémon using Extreme Speed will have their turn in battle before a Pokémon that uses Quick Attack. Lucario learns the move by levelling up, and is one of only, as of the release of Pokémon Sun and Moon, three non-Legendary Pokémon to learn the move this way. In Super Smash Bros. Lucario hesitates a moment before flying upwards at an incredibly high speed, curving in whatever direction the control stick may be tilted. Though the basic version of the attack deals no damage to foes, it will begin to do so as Lucario takes damage. Once enough damage has been taken, Lucario will perform a kick at the end of the move to launch foes away.
Down Special: Double Team is a Normal-type status move introduced in Pokémon Gold and Silver Versions, increasing the user's evasiveness as they create illusions of itself around them. In Super Smash Bros. Lucario enters a martial arts-esque stance. Should he be hit by an attack, he will quickly dodge out of the way with Double Team and counterattack with a flying kick that sends Lucario forwards a fair distance. When Lucario takes damage, Double Team will deal more damage to foes and Lucario will fly a further distance afterwards.
Final Smash: Flash Cannon is a Steel-type special attack introduced in Pokémon Diamond and Pearl Versions alongside Lucario, who can learn the move via TM. The move is described as having the user charge up their energy before releasing a beam of pure light at their target that may also lower their special defence. In Super Smash Bros. Lucario will undergo Mega Evolution before releasing a long beam of white energy from its palms, which the player can direct upwards or downwards.
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Lucario's entrance animation sees it be released onto the stage from a Poké Ball in the tree pose with its eyes closed.
Lucario's taunt sees it stand on one leg, pull one arm back behind its head and put its other arm out in front of it, growling as aura flares around its feet.
Lucario's victory theme is an oriental remix of the opening of the background music that plays on Iron Island in Pokémon Diamond and Pearl Versions.
Lucario's three victory animations are as follows: Lucario pushes one of its paws forwards as aura flares up around its body and it says "Behold the power of aura"; Lucario meditates in a crane pose; and Lucario spins the bone staff it uses for Bone Rush around its body, before jumping up and balancing on it vertically.
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Marth is the central character of the first entry in the Fire Emblem series, Fire Emblem: Shadow Dragon and the Blade of Light. Marth is the prince of the Archanean kingdom of Altea, and the descendant of the legendary hero, and founder of the kingdom, Anri. Wielding the legendary blade, the Exalted Falchion, Marth is tasked with bringing together the kingdoms that fell to the reincarnated dragon emperor Medeus and return the continent of Archanea to its former glory, and restore the Fire Emblem shield in order to use its divine power to seal away the dragon for good.
First appearance:
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Fire Emblem: Shadow Dragon and the Blade of Light (1990)
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Neutral Special: Shield Breaker is a technique loosely based on the Fire Emblem rapiers' ability to break through the shields of foes. In Super Smash Bros. Marth charges up for a moment before thrusting his sword forwards quickly to deal damage. The attack can be charged up by holding down the special attack button to increase the power of the move. Much as its name implies, Shield Breaker is particularly useful against the shields of foes, and will fully break an opponent's shield at the move's full charge.
Side Special: Dancing Blade is a technique that sees Marth perform four consecutive attacks in rapid succession as the special attack button is tapped. The first attack sees Marth perform an outward swing, followed by an inward swing, a downward swing that can meteor smash airborne foes, and a final slash as Marth takes a step forwards. By tilting the control stick, the player can have Marth direct the final three attacks up or down slightly, and/or the final two hits forwards slightly.
Up Special: Dolphin Slash is an attack based on one part of the Critical Hit animation from Fire Emblem Thracia 776. The attack is a basic upwards slice, where Marth jumps up while he slices in a slight arc. The attack deals the most amount of damage and knockback right as the attack is used, and Marth can travel forwards a further distance at the cost of vertical movement if the player tilts the control stick forwards. After Marth performs the move, he will enter a helpless state.
Down Special: Counter is a recurring skill from the Fire Emblem series, first appearing in Fire Emblem: Path of Radiance. As its name implies, the skill allows the user to dodge away from their opponent's attack and strike back with a counterattack that deals double the amount of damage as their attack would have. In Super Smash Bros. the attack works nearly identical: Marth will take a defensive stance for a short moment and, if he is hit, will dodge the attack and counter with a slash that deals 1.2x the damage of the attack he would have taken.
Final Smash: Critical Hits are a common element of role-playing games, the genre which Fire Emblem is classified as. "Critical Hits" are stronger versions of a user's attack, decided at complete random. In Super Smash Bros., Marth rushes straight forwards a long distance, and, once coming in contact with a foe, will perform a powerful slash to launch foes. The attack works identically to Lucina's Final Smash of the same name, and, like her attack, an the HP gauge will appear and quickly drain once he hits an attack; unlike her attack, Marth's HP gauge is based on the one that appears in Fire Emblem: Shadow Dragon instead of Fire Emblem: Awakening. If Marth dashes off past the blast line when the attack is first activated, he will be KO'd.
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Marth's entrance animation sees him warping onto the stage using magic, before he points his sword downwards as it glistens.
Marth's taunt sees him point his sword upwards, the tip of his blade glistening, as he says "Everyone, watch over me!"
Marth's victory theme is an orchestral remix of an excerpt of the main theme of Fire Emblem: Shadow Dragon and the Blade of Light and the Fire Emblem series as a whole.
Marth's victory poses are as follows: Marth brushes aside his bands before holding his arm out straight beside himself, saying "This time victory is mine"; Marth sheathes his sword before standing proudly, saying "Today, I have survived"; and Marth performs a spin before spinning his sword with his arm outstretched and sheathing it, saying "There's no way I could lose!"
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Mega Man is the successor to Proto Man, and a robot designed and created by Dr. Thomas Light as a way to demonstrate a new artificial intelligence program he himself developed. Mega Man and his "sister" Roll were created to be assistants for Dr. Light, with Roll focusing on housekeeping and Mega Man on being his actual lab assistant. In the Mega Man series, Mega Man must fight against the other robots Dr. Light created for industrial purposes, who had been reprogrammed to fight for one of Light's former assistants, Dr. Albert Wily. After his 'siblings' had been reprogrammed, Mega Man volunteered to be upgraded from a simple lab assistant into a fighting robot, donning an arm cannon and gaining the ability to copy the abilities of the Robot Masters he defeats.
First appearance:
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Mega Man (1987)
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Metal Blade
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Charge Kick
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Mega Upper
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Fire Storm
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Black Hole Bomb and Atomic Fire
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Neutral Special: Metal Blade is the main weapon of Metal Man, and the ability that Mega Man would copy from that Robot Master after his defeat in Mega Man 2. The titular "Metal Blade" is a small circular saw blade made of a lightweight yet sturdy metallic alloy known as Ceratanium. In Mega Man 2 and Super Smash Bros., Mega Man is capable of throwing the Metal Blade in eight directions, dependant on how the control stick is tilted while the attack is used. The Metal Blade deals a moderate amount of damage and travels a fair distance, but doesn't deal knockback nor travel at a high speed. Mega Man can have up to two Metal Blades on screen at the same time. Throwing a blade directly at the ground will cause it to ricochet upwards, but it will get stuck into platforms after travelling a far enough distance, allowing any other fighter to pick it up and use it as Mega Man would.
Side Special: Charge Kick is an ability that Mega Man takes after defeating Charge Man in Mega Man 5; though Charge Man himself never uses this kicking attack himself, Mega Man harnesses Charge Man's speed and power in order to power-up his slide. In Super Smash Bros., Mega Man will slide forwards at a powerfully high speed which isn't affected by gravity; even should the attack be used in the air, Mega Man will still slide forwards a fair distance. The attack itself doesn't deal a major amount of damage, but Mega Man will trap foes and drag them as he travels and knock them around at the end of his travel. If Mega Man is airborne after using this move, he will enter a pseudo-helpless state.
Up Special: Mega Upper is an attack Mega Man is capable of using in many of the fighting games he appears in, but not any of the platforming games of the Mega Man series. First appearing in 1996's Mega Man 2: The Power Fighters, it has since made appearances in Mega Man's Marvel vs. Capcom movesets, as well as in Bad Box Art Mega Man's Street Fighter × Tekken moveset. In all of its appearances, the Mega Upper is a powerful uppercut move that launches foes upwards. Though Mega Man doesn't jump upwards a fair distance, it does deal a decent amount of damage and knockback, with the amount of knockback and damage strongest when the move is initiated and not at the top of his jump. This also causes Mega Man to fall helpless.
Down Special: Fire Storm is an ability that Mega Man would be able to copy from a defeated Fire Man in the original Mega Man. The Fire Storm, attack sees Mega Man summon five small fireballs that circle around the robot. These fireballs are extinguished when they come in contact with a foe or a projectile, meaning the shield could protect Mega Man from five attacks, assuming they don't hit Mega Man directly. When Fire Storm is active, the Mega Man's smash attacks are also granted fiery effects, slightly increasing their damage and knockback output.
Final Smash: Black Hole Bomb and Atomic Fire are two weapons that have made appearances in Mega Man 9 and Mega Man 2 respectively; they could be obtained from Galaxy Man and Heat Man in their respective games. In Super Smash Bros., Mega Man fires the Black Hole Bomb forwards a short distance, which explodes to draw nearby foes in to its centre. After a few moments of being active, the Black Hole Bomb will disperse and Mega Man will deal massive damage with a powerful fiery burst fired from his arm cannon, which encases the same area as the Black Hole Bomb did.
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Mega Man's entrance animation sees him warp onto the stage in a yellow light. This animation is identical to how he warps into stages in Mega Man titles.
Mega Man's taunt sees him pump his arm cannon into the air and let loose a small spark from it.
Mega Man's victory theme is a remix of the first part of the Mega Man 2 title screen theme.
Mega Man's victory poses are as follows: Mega Man fires a small ball of fire downwards, before jumping up with his arm outstretched above his head in a manner similar to his appearance on the box art for Mega Man Powered Up; Mega Man teleports onto the victory screen in a yellow column before posing with one arm held up in the air at a slight backwards angle, the other crossed in front of his chest, and his knees bent slightly; and Mega Man puts his hand on his arm cannon and fires a blast at an upwards angle.
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Mewtwo, the Genetic Pokémon, is a Psychic-type Legendary Pokémon. Mewtwo is a Pokémon created by a team of scientists working on Cinnabar Island utilizing the DNA of Mew in a project dedicated to creating the most powerful Pokémon ever. Because of the cruel treatments performed on it during its creation, Mewtwo lacks compassion for humans and it has uses cold reasoning to rationalize its decisions both in and out of battle. After destroying the laboratory in which it was birthed, devastating the team that created it, Mewtwo fled deep into Cerulean Cave and will only reveal itself to people that can prove its strength.
First appearance:
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Pokémon Red and Blue Versions (1996)
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Neutral Special: Confusion is a weaker Psychic-type attack introduced in Pokémon Gold and Silver Versions. The attack, which only has a power level of 50, deals damage and has a 10% chance of confusing the target. Mewtwo will always be found with Confusion, as it technically learns the move at Level 1. In Super Smash Bros. Mewtwo nods as it points forwards. As it points forwards, Mewtwo will use its psychic powers to disrupt the air in front of itself, which spins foes around and deals damage to them in the process. The attack can also reflect projectiles.
Side Special: Psycho Cut is a physical Psychic-type attack introduced in Pokémon Diamond and Pearl Versions. The attack is described as the user sending a blade of psychic energy towards their target, these blades dealing damage with a high chance to critical hit. In Super Smash Bros. Mewtwo will summon a large crescent-shaped blade of pink energy and dash forwards a fair distance, the blade floating alongside it, before Mewtwo throws it forwards. The blade will disappear after travelling a set distance or when it hits a solid platform or opponent.
Up Special: Teleport is a Psychic-type status move introduced in the first entries of the Pokémon series. In Wild Pokémon battles, Teleport lets the user escape from the battle instantly unless they have been trapped in battle via a move or ability. Teleport is one of the few attacks that can also be used outside of battle, and will transport the player to the last healing spot they visited unless they are in a town or city. In Super Smash Bros. Mewtwo disappears and reappears a fair distance away in whatever direction the control stick is pointed. Though Teleport does not deal any damage in the Pokémon series, in Super Smash Bros. Mewtwo will disappear in a purple flash that does damage foes.
Down Special: Psywave is a Psychic-type special attack that, in Generation II, was the signature move of Misdreavus. Psywave inflicts a random amount of damage that is based upon the user's level - the attack can deal between 0.5 and 1.5 their current level. In Super Smash Bros. the attack changes whether or not the attack is charged or not; if the special attack button is pressed Mewtwo will throw a small disc of rainbow-coloured energy forwards, but this will change into a beam when fully charged. The fully-charged beam deals the same amount of damage as Mewtwo has currently attained, but the attack's charge can not be stored and must be used immediately.
Final Smash: Psystrike is the signature move of Mewtwo that was introduced in Pokémon Black and White Versions. In the Pokémon series, the amount of damage that is dealt is determined by the user's Special Attack stat and the target's Defense stat, and not the target's Special Defense like other special attacks do. In Super Smash Bros. Mewtwo undergoes Mega Evolution to evolve into Mega Mewtwo Y, and fires a large orb of rainbow-coloured energy forwards that paralyzes any foe it touches in place for a moment. After the orb crosses the screen and disappears, a short moment will pass before everyone suffers a mental shock that deals damage and an extreme amount of knockback.
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Mewtwo's entrance animation sees it teleport onto the screen with its arms crossed, small rocks flying around it.
Mewtwo's taunt sees it hold its left hand towards the camera, purple aura flaming around its hand.
Mewtwo's victory theme is an intense techno remix of an excerpt of its own battle theme from Pokémon FireRed and LeafGreen Versions.
Mewtwo's victory poses are as follows: with its back to the screen, Mewtwo looks over its shoulder, asking "Why am I here?" telepathically; punches forwards with its fingers out-stretched and purple energy exploding around it saying "I cannot afford to lose!" telepathically; spins around before pulsing with energy and outstretching its arm downwards as it says "Foolish!" telepathically.
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Mokujin is a wooden training dummy created over 2000 years prior to the events of the Tekken series. He is essentially just a wooden statue, and martial artists would use Mokujin to hone their skills or test new techniques. After the awakening of the Ancient Ogre in Tekken 3, the wooden Mokujin was granted life and entered the Iron Fist Tournament in order to defeat the evil that disturbed him and bring peace to the world once again; similar events would unfold twice more, once when Jinpachi Mishima was possessed by a vengeful spirit and again after Azazel was awoken. Mokujin is unique in that he does not have his own fighting style or moveset, and instead mimics the attacks of a different character in every round of combat.
Mokujin is a Dash Fighter of Heihachi. The training dummy moves slightly faster than Heihachi though lacks the sweetspot he has in many of attacks thus making him weaker. The two fighters are essentially identical in every other way, and Mokujin even uses all of the same animations as Heihachi.
First appearance:
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Tekken 3 (1997)
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Neutral Special: Wind God Fist is an attack used by all practitioners of the Mishima Style Fighting Karate. The technique sees the user dash forwards a short distance before performing an uppercut attack. Mokujin executes this move identically to how Heihachi does in both the Tekken series as well as his Super Smash Bros. appearance, dashing forwards before performing an upwards punch with a slight hop. Like Heihachi's technique, pressing the special attack button at a specific moment when the attack is used on the ground causes him to jump upwards a slightly higher distance and thus increase its vertical range. Additionally, when used in the air, he dashes a further distance than he does on the ground but will enter a helpless state after performing the uppercut attack.
Side Special: Demon Scissors is one of the most recurring techniques present in the Tekken series, and is used by all practitioners of Mishima Style Fighting Karate. The attack is a powerful technique that sees the user flip forwards and perform a drop kick on their foe, before collapsing onto their back. Compared to Heihachi's version of this attack, Mokujin's Demon Scissors special move in Super Smash Bros. lacks the sweetspot that can spike foes, though it is performed with much less startup and ending lag. Just like Heihachi, when the attack is used in the air Mokujin will continue his drop kick until he hits a platform or makes contact with an opponent; if still airborne after either of these, he will become helpless.
Up Special: Omen Thunder God Fist has appeared in Heihachi Mishima's moveset throughout the entire Tekken series, and thus can also be used by Mokujin in all games that he appears. Omen Thunder God Fist is a stronger version of the basic Dragon Uppercut attack, and sees the user perform a strong uppercut attack imbued with the power of electricity. Like Heihachi, in Super Smash Bros. Mokujin will perform a short hop as he performs this move; the distance he jumps is slightly greater than Heihachi, though lacks the same damage output. Unlike Heihachi, who enters a unique helpless state where he can still perform his down special move, Mokujin enters a pseudo-helpless state after the use of Omen Thunder God Fist and can not perform any special moves whatsoever.
Down Special: Iron Hand is Heihachi Mishima's signature attack, and perhaps the Tekken series' most-well known technique. The attack is a quick punch with an incredible strength put behind it that embodies the Mishima clan's battles around which the series' plot revolves. In Super Smash Bros. Mokujin's version of the attack is identical to Heihachi's in every way barring the inclusion of a sweetspot. The quick punch that Mokujin performs deals no knockback, with the attack instead dealing a significant amount of damage and stunning a foe for a short moment; compared to Heihachi's version of the move (should the player miss the attack's sweetspot), the damage output is slightly greater due to Mokujin's lacking the sweetspot that increases the amount of damage dealt.
Final Smash: Mishima style 10-hit combo is a 10-hit combo attack that the Mishima Style practitioners utilize in their movesets throughout the Tekken series. The Mishima style 10-hit combo is a series of ten basic attacks strung together in rapid succession, with the attacks being four quick punches, a left kick, an axe kick, a sweeping kick, two small uppercuts, then finishing it off with a Dragon Uppercut technique. In Super Smash Bros. Mokujin will fly forwards a short distance through any opponents in his path before entering a cinematic where he performs the aforementioned combo on the trapped opponents.
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Mokujin's entrance animation sees the wooden robot fall from the sky, landing in the same pose that Heihachi appears in during his entrance animation.
Mokujin's taunt is essentially identical to Heihachi's taunt: Mokujin performs a circular arm movement above his head before tucking his elbows in fiercely.
Mokujin's victory theme is a direct rip of the Tekken Tag Tournament results theme, albeit shortened in the same way Heihachi's theme is.
Mokujin's three victory animations are identical to Heihachi's, albeit without the quotes as Mokujin does not speak and the inclusion of lava: Mokujin stomps the ground and steps towards the right with his arm in a flexing position in front of his face as a dark aura surrounds him; Mokujin stands with his arms crossed before glaring down towards the camera and nodding; Mokuji punches forwards, his fist charged with electricity, before turning his back to the camera.
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Ness is the main protagonist of EarthBound. A 13-year old child from the Eagleland town of Onett, Ness has the power to harness the power of PSI to attack otherworldly enemies. According to Buzz-Buzz, an insect from the future, Ness, alongside three other children, is destined to stand up and save the world from the alien threat Giygas. Ness is rarely seen without his trademark red baseball cap (which, according to the 1995 EarthBound Player's Guide published by Nintendo of America, bares the logo of his favourite baseball team), and uses a variety of different baseball bats in battle.
First appearance:
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EarthBound (1994)
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Neutral Special: PK Flash is an attack from EarthBound that targets all foes and may cause them to suffer from crying, numbness, feeling strange or becoming unconscious. In Super Smash Bros., Ness creates a ball of green energy and floats it in an arc above him. Holding the attack button down will cause it to float a further distance and explode; if the button is pressed, it will simply explode but deal less damage.
Side Special: PSI Fire is an attack from every game in the EarthBound series; Ness is incapable of learning this attack in EarthBound, instead it can be learned by Paula. In Super Smash Bros., Ness throws a bolt of orange lightning forwards, which explodes after a short moment into a column of fire. The bolt will also explode should it hit another foe or a wall.
Up Special: Teleport is an ability that appears in EarthBound Beginnings and EarthBound; Teleport allows the party to travel to areas that they had previously visited. In Super Smash Bros., Ness will teleport upwards a short distance in a ball of light green energy.
Down Special: PSI Shield is an ability from EarthBound Beginnings, EarthBound, and Mother 3. As its name implies, it is a shield of PSI energy that protects the party (or specific party members) from harm for a single turn. In EarthBound, Ness is incapable of learning this move; though Buzz-Buzz can use it during the short time he is a member of Ness' party. In Super Smash Bros., Ness surrounds himself in a diamond of blue energy that absorbs all energy-based projectile attacks and decreases the amount of damage he takes from physical projectile attacks. While Ness can hold it indefinitely, the attack will be cancelled should he take any damage.
Final Smash: PSI Rockin' is Ness' signature PSI attack in EarthBound; its name, like those of Ness, his party members, and his dog, can be changed while creating a new EarthBound save file. In Super Smash Bros., Ness will summon a flurry of technicolor lights that rain from the sky at the centre of the stage; Ness is also capable of angling these lights left or right to target specific foes. Any who touch these lights suffer major damage; though the attack deals little knockback, it is capable of juggling foes and trapping them within the attack.
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Ness' entrance animation sees him quickly teleporting in, with his face comically getting covered in soot, which he quickly shakes off.
Ness' taunt sees him put his hands on his hips and nod while facing the player while saying "okay!"
Ness' victory theme is a rock remix of the first few notes of the theme that plays in EarthBound after a battle is won.
Ness' victory animations are as follows: Ness conjures green energy into his finger and traces the air in a Z-shaped line; Buzz-Buzz flies around Ness' head as he throws a PK Fire bolt off to one direction; and Ness' dog, King, runs up and tackles him, and Ness pets him happily as his dog licks him repetitively.
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Ridley is a highly-intelligent dragon-like extraterrestrial and one of the highest-ranking members of the Space Pirates. Ridley is a highly sadistic creature that delights in causing chaos, having lead an attack against a human colony living on K-2L that left a young Samus Aran the sole survivor of the massacre. Though not the main antagonist of the Metroid series, Ridley constantly clashes with Samus as the bounty hunter attempts time and time again to avenge her parents, though with his incredible intellect he has managed to return from the brink of death through the use of cybernetics.
First appearance:
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Metroid (1986)
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Neutral Special: Fireballs are, as their names accurately describe, large orbs of fire; Ridley is capable of breathing out these plasma-based balls of fire in addition to a stream of fire not unlike a flamethrower. In the original Metroid, Ridley attacks Samus by jumping up and down and spewing fireballs in zig-zagged patterns at the bounty hunter. In Super Smash Bros. Ridley releases a fireball out of his mouth. If the special attack button is held down, the attack can be charged up to allow Ridley to fire three slightly-stronger fireballs in rapid succession.
Side Special: Rush Attack is a technique that the clone of Ridley uses in Metroid: Other M. Though easy to avoid due to how it is choreographed, should Samus be grabbed by the large dragon he will pick her up and drag her along along the wall to damage her Power Suit. In Super Smash Bros. the attack acts slightly differently depending on whether it is used on the ground or in the air, though both see Ridley perform a claw swipe to grab a foe in front of him. On the ground, Ridley will then begin to drag a fighter forwards along the ground before throwing them away. In the air, Ridley will grab a foe and then begin to dive downwards until he hits a platform, before, much like before, dragging his target along the ground before throwing them away.
Up Special: Hyper Flight sees Ridley utilize his most-well recognized trait - his wings and power of flight. Throughout the Metroid series Ridley often flies around, rarely moving along the ground, and seems to be able to fly through even the void of space without difficulty. The attack in Super Smash Bros. sees Ridley hesitate for a moment before blasting upwards like a missile, spinning his body to damage nearby foes, before falling helpless.
Down Special: Tail Stab is a move that sees Ridley take advantage of his long tail with a spiked end. Starting in Super Metroid Ridley has almost consistently used his tail to fight Samus, and actually kills Gray Voice, the Chozo that donated his cells to Samus thus making him her surrogate father, by impaling him with the spike on the end of his tail. In Super Smash Bros. Ridley stabs forwards with his tail to deal damage. His tail has a very special series of hitboxes, as, while most of his tail lightly damages foes, the spiked tip can impale foes to deal massive damage and cause them to crumple to the ground.
Final Smash: Ultimate Annihilation is a cinematic Final Smash that finally sees Ridley defeat Samus Aran. Headbutting forwards, Ridley will knock any foe in his path up into space and trapping them on the outside of Samus' Gunship before firing a powerful laser to destroy the spaceship, dealing massive damage and launching away any foe as the gunship explodes.
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Ridley's entrance animation sees him glide onto the stage from the background, roaring as he lands.
Ridley's taunt sees him spin around before roaring forwards as he leans forwards with one hand on the ground and his wings flapping.
Ridley's victory theme is an intense remix of the fanfare that would play in the original Metroid game whenever Samus obtained a new weapon, or after she defeated Ridley or Kraid. Though Samus' victory theme is based on the same song, the fanfares are distinct and use different instruments.
Ridley's three victory poses are as follows: Ridley performs a spin before posing with his elbow pointed and one fist beside his chin as he smirks maliciously; Ridley roars towards the camera and fires three large fireballs up into the air; and Ridley swipes at the ground twice before flying up off the top of the screen then crashing back down with a crooked smile as he glares at the camera.
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Sheik is a member of the secretive Sheikah tribe of ninjas that have sworn to protect Princess Zelda and the Hylian royal family from the shadows. During the events of The Legend of Zelda: Ocarina of Time Sheik makes contact with Link after his seven-year slumber after pulling the Master Sword from its pedestal, and serves to guide him through a variety of objectives that will allow him to defeat Ganon. In addition to telling Link about what has changed in the seven years he missed, Sheik also teaches the Hero of Time songs to play on his ocarina that allow him to warp to various locations.
First appearance:
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The Legend of Zelda: Ocarina of Time (1998)
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Neutral Special: Needle Storm is a technique that sees Sheik utilize Bo-shuriken, a type of hidden blade used by ninjas as throwing weapons or to distract foes. Bo-shuriken, unlike their more well-known bladed counterparts, appear to be based upon needles, and were thrown in a manner similar to darts. Needle Storm sees Sheik throw a needle forwards (or, when in the air, at a downwards angle) that deals minor damage. Holding the special attack button will cause Sheik to add more darts into the attack, increasing to a maximum of six, to deal more damage.
Side Special: Burst Grenade is an attack that, much like most of Sheik's other special attacks, isn't particularly based on any action she performs in a game. The attack sees Sheik pull out a short chain with a grenade tied by its pin to the end of it. She will whip the chain to drop the grenade a short distance away that will explode to deal damage to foes. Prior to exploding, a small vortex will surround the grenade to draw in nearby foes and deal slight damage.
Up Special: Vanish is a technique based upon a recurring trait Sheik and Impa, another member of the Sheikah tribe, both display throughout Ocarina of Time. Often, whenever Sheik is done speaking with Link, she will throw down a Deku Nut and be absent once the flash of light subsides; though it can also be assumed that, as the Deku Nuts that Link can throw merely stun foes, Sheik (and Impa) is just running away while Link is paralyzed by the explosion. In Super Smash Bros. Sheik will disappear in a flash of light, dealing flame damage to anyone nearby, before appearing a short distance away in whatever direction the control stick is pointed (or upwards otherwise), once again dealing damage albeit much less.
Down Special: Bouncing Fish is a flipping kick maneuver seemingly based solely on the more-acrobatic movements that ninjas (particularly those in popular culture) often display. When the move is used, Sheik will perform a back flip as she moves forwards, kicking as she does so to deal damage. Though Sheik is completely vulnerable from other directions while kicking, should she make contact with an opponent or a solid surface she will rebound in the opposite direction, and pressing the special move button again will allow for her to perform the move again up to two more times before she will fall helpless.
Final Smash: Song of Storms is a recurring song within the Zelda franchise and the source of a bootstrap paradox within Ocarina of Time. Adult Link learns this song from a man with a phonograph within the Kakariko Windmill, though this man only knows of such song because a child Link would earlier (or, in the context of Link's own adventure, later) use this song to drain the well due to the windmill picking up speed. In Super Smash Bros. Sheik dashes forwards a fair distance as she strikes with her kunai to knock foes to the top of the screen before playing the Song of Storms on her harp. The Song of Storms summons a series of small lightning bolts that strike those that were trapped by Sheik's initial attack, and a single large lightning bolt will pierce down the centre of the stage to damage any foe that touches it and launch away those that had been trapped prior.
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Sheik's entrance animation sees her appear out of a puff of smoke, with the Sheikah eye symbol glowing red behind her for a quick moment.
Sheik's taunt sees her perform the breakdance "pike" technique, which is a one-handed handstand where the performer's feet hang straight upwards at a slight angle.
Sheik's victory theme is an oriental, harp-based remix of her own theme song from The Legend of Zelda: Ocarina of Time.
Sheik's victory animations are as follows: Sheik performs a kick before spinning around on her back and jumping into a pose with both of her arms crossed in front of her face; Sheik slashes the air twice with her kunai before disappearing in a puff of smoke; and Sheik brandishes her chain before coiling it around herself quickly.
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Shulk is the main protagonist of the 2010 role-playing game Xenoblade Chronicles. Shulk is a teenage Homs and a researcher who wishes to unlock the secrets of the legendary blade Monado, said to have been wielded by the titan Bionis in battle against its mechanical counterpart Mechonis. Early in life Shulk was the sole survivor of an expedition to retrieve the blade, which spurred him to research the weapon and eventually grow to become the only Homs capable of using its power to foresee the future.
First appearance:
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Xenoblade Chronicles (2010)
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Neutral Special: Monado Arts are a series of special Arts usable only by the wielders of the Monado. These Arts, in Xenoblade Chronicles, serve to increase the stats of the wielder (and the entire party, at times), deal out status effects to foes, or perform massive damage through dangerous attacks. In Super Smash Bros. Shulk can fully modify his stats through this move, by choosing one of five arts that remain active for a short time. The player can freely choose which Monado Art they activate by either tapping the special move button (which cycles through the Arts until the player stops pressing the button) or by holding the special move button down and flicking the control stick in a specific direction. In order, the five Monado Arts are:
- 翔 Jump - Jump focuses Shulk's stats around aerial combat, heavily increasing his jump height and fall speed. Unfortunately, due to his more mobile nature, Shulk's defensive capabilities are lessened, making it so that he takes 1.22x the amount of damage as he normally would.
- 疾 Speed - Speed focuses Shulk's stats around making him agile, increasing his running speed by 1.7x its normal amount and his air movement speed by 1.3x its normal amount. The focus on mobility also comes with a number of downsides however, lowering the amount of damage he deals as well as lowering his jump heights and his traction.
- 盾 Shield - Shield is a very defensive type of Monado Art, focusing Shulk's stats around reducing the amount of damage and knockback he takes. This focus on defence allows him to take 0.78x the amount of knockback and 0.67x less damage from opponents' attacks, but also limits his mobility a fair bit. To compensate for taking much less damage and knockback, making it harder to KO him, Shield lowers Shulk's jump height, air speed, and movement speed.
- 斬 Buster - Buster is a fairly-unique type of Monado Art that focuses Shulk's stats around both dealing and taking damage. This odd Monado Art increases both the amount of damage Shulk deals by 1.4x its normal amount, and the amount of damage he takes by 1.13x the normal amount. In addition, Buster also decreases the amount of knockback Shulk deals by 0.66x, making it easier to rack up damage to foes, but harder to actually launch them past the blast lines.
- 撃 Smash - Smash, much as its name implies, focuses on the attributes that make Super Smash Bros. unique from other fighting games. This Monado Art focuses Shulk's stats around knocking opponents off the stage, as his attacks deal 1.18x more knockback than they normally would. To counter this however, Shulk's attacks are weaker while this Art is active, and he himself takes more knockback from opponents' strikes.
Side Special: Back Slash is a physical Art that is usable by Shulk in Xenoblade Chronicle. The Art is a simple attack that deals double damage to enemies should they be hit by the attack from behind. In Super Smash Bros. Shulk jumps up and forwards a very short distance, holding the Monado out horizontally as he does so. Like its Xenoblade Chronicles counterpart, the attack deals double damage and knockback should Shulk hit the backside of an opponent, otherwise the attack deals only moderate amounts of both.
Up Special: Air Slash is a physical Art usable by Shulk. In Xenoblade Chronicles the attack is capable of dealing damage in addition to one of two status effects - the status effect varies depending on where the attack is performed on the enemy. If the attack hits the opponent's side Air Slash can inflict Slow, which slows their movements and attack rate, otherwise the move has a chance of inflicting Break, which makes an enemy susceptible to being toppled over. In Super Smash Bros. Shulk jumps up, slashing vertically as he does so. Should the special attack button be pushed again while the attack is being used Shulk will perform a quick horizontal slice before falling helpless.
Down Special: Vision is a gameplay mechanic heavily featured within Xenoblade Chronicles, as well as the signature ability of the Monado. The Monado has the ability to allow its wielder to see a few moments into the future, so that they may change the outcomes of battle; in Xenoblade Chronicles Shulk may witness such a Vision prior to an enemy using a strong Art capable of incapacitating a party member. In Super Smash Bros. Vision instead acts as a counterattack - Shulk dodges out of the way as a blue light flairs around him and he counters with a powerful slash. If the player tries to counter multiple times in a row and failing each time, the window of how long Vision is active, and how much damage it deals, is slightly lessened.
Final Smash: Chain Attacks are a special type of attack capable of being performed by both the party and certain enemies in Xenoblade Chronicles as well as Xenoblade Chronicles 2. To activate a Chain Attack, which sees one or more party members teaming up with the party's leader to deal massive damage to their foes, the player must fill all three bars of the Party Gauge and have specific characters capable of chaining Arts together. In Super Smash Bros. Shulk will hold his hand out for a moment and release a blue light. Should an opponent be caught in that light, a short cinematic will play out where Shulk will call upon his friends Reyn and Fiora to team up and viciously attack the trapped foes with powerful sword strikes by Shulk's Monado, slow but strong pierce attacks and shots from Reyn's gunlance, and quick slashes and spin attacks from Fiora's twin daggers. The cinematic continues for only a short moment before any trapped fighters are launched away.
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Shulk's entrance animation sees him land from the sky in a crouching position before he removes the Monado from his back.
Shulk's taunt sees him pump his left fist in the air, saying one of a selection of phrases:
- "I'm really feeling it!"
- "I can feel the power!"
- "Nothing's gonna stop me!"
Shulk's victory theme is a remix of the second half of "You Will Know Our Names", a song from Xenoblade Chronicles that plays while the player's party is fighting a unique enemy.
Shulk's victory animations are as follows: Shulk swings the Monado as it is active, before deactivating it and holding it over his shoulder, saying "The future is ours to decide!"; Shulk swings his deactivated Monado upwards and places it on his back, saying "I got through that pretty good!"; and Shulk crouches down and holds the Monado in a vertical position, with the centre ring beside his face, which glows as he says "I can change the future!"
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Simon Belmont is the main protagonist of Castlevania and Castlevania II: Simon's Quest, the first two entries into Konami's gothic action-adventure Castlevania franchise. Simon hails from the 17th Century, and his family has for generations been a clan of vampire hunters destined to face off against the ever-returning Dracula. One hundred years after Dracula's previous defeat at the hands of his great-grandfather Christopher Belmont, Simon was tasked to kill Dracula again after he was resurrected by a dark cult. Thogh he would initially fail, with Dracula placing a curse upon Simon that he would eventually get his revenge for seven years later. In his possession is the Vampire Killer, a legendary whip enchanted with holy magic that has been passed down through the Belmont bloodline.
First appearance:
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Castlevania (1987)
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Axe
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Cross
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Uppercut
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Holy Water
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Grand Cross
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Neutral Special: Axes made of silver are a recurring type of weapon featured within the Castlevania series. The axe was one of the original sub-weapons that could be obtained by Simon in the first Castlevania title, and would consume one heart upon use. Like in Castlevania, the special attack in Super Smash Bros. sees Simon throw an axe upwards in an arc, with the weapon spinning around as it travels to damage foes.
Side Special: Cross, originally localized as "Boomerang" and sometimes as the "Banshee Boomerang" to avoid religious connotations, is a sub-weapon that can be obtained in the Castlevania series, and is based upon the holy crosses primarily featured in a variety of different religions. Much as its localized names imply, the Cross acts as a boomerang-type weapon throughout the Castlevania series: the user throws the Cross forwards and, after travelling a set distance, it will return to them. The Cross acts just as it does in Super Smash Bros. as it does in the original Castlevania.
Up Special: Uppercut is a technique featured in Castlevania: Symphony of the Night. Once Alucard obtains the Gravity Boots, pressing ↓, ↑, followed by the jump button allows him to perform High Jump, a technique that sees him jump higher into the air. Upon completion of Symphony of the Night, Richter mode is unlocked, which allows the player to play through the game as Castlevania: Rondo of Blood protagonist Richter Belmont. Richter can perform an uppercut attack based on Alucard's High Jump without the need of any item. imon mimics Richter's uppercut in Super Smash Bros., jumping upwards while holding a sword back-handed to deal damage.
Down Special: Holy Water, originally localized as "Fire Bomb" to avoid religious connotations, is a type of blessed water from a church, and a recurring sub-weapon debuting in the original Castlevania title. This blessed water is said to burst into flames when in the presence of dark energy, which is exactly what it does in the Castlevania series. Throughout all of its appearances, the user throws a small bottle of Holy Water onto the ground, shattering the bottle to create a flame that rises from the ground and travels forwards a fair distance to defeat enemies. The attack works similarly in Super Smash Bros., though the flame does not travel forwards upon the bottle being broken on a solid surface or opponent.
Final Smash: Grand Cross is an Item Crash attack that originally debuted in Castlevania: Rondo of Blood. In Rondo of Blood, a large crucifix appears behind Richter as a number of crosses fly upwards at a high speed to damage nearby enemies. The basic attack is similar in Super Smash Bros.: Simon cracks forwards his whip, and traps any foe he hits within a coffin before a short cinematic begins. This cinematic sees Simon use his whip to throw the coffin into the air, before summoning a series of cross-shaped blasts of energy up to damage the coffin and launch all trapped foes.
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Simon's entrance animation sees him, already on the stage, throw away a tattered brown cloak and unfurl the Vampire Killer.
Simon's taunt sees him swing the Vampire Killer around his body wildly.
Simon's victory theme is a remix of the Stage Clear theme from Castlevania.
Simon's three victory animations are as follows: standing with his back to the camera, Simon holds his whip curled up in one hand, before he spins around and swings it towards the camera sternly; Simon whips off to the left-side of the screen and pulls a cross back to him, which he holds in his arms as he looks towards the camera; and Simon draws back his whip as a bat flies around him.
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The Slime Knight is a recurring monster from the Dragon Quest series. First appearing in Dragon Quest V, the Slime Knight is a duo that consists of a single Slime enemy being used as a steed by a small humanoid creature wearing knight armour. Despite the fact that the knight appears to be the one in charge of the Slime, it is often believed to be the opposite with the Slime being the one actually issuing orders. Dragon Quest VI introduced a notable Slime Knight named Goowain, who can be recruited into the player's party.
First appearance:
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Dragon Quest V: Hand of the Heavenly Bride (1992)
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Neutral Special: Skeleton is a race of undead creatures and a prominent monster from the Dragon Quest series. These Skeletons are said to be the remains of robust soldiers, and even after death still carry their swords and shields with them. For the Slime Knight's neutral special move in Super Smash Bros., the duo summons a Skeleton soldier who then throws his head forwards. His head acts as a boomerang, travelling a fair distance through foes before returning to the Skeleton where he was called.
Side Special: Golem is a recurring monster in the Dragon Quest series, who debuted in the series' first instalment as a boss. A hulking humanoid creature made of clay bricks, the Golem possesses remarkable physical strength but is susceptible to being put to sleep by spells. In Super Smash Bros. the Slime Knight calls upon a Golem to aid in its attack. As the knight swings its sword in a downwards motion in front of the duo, the Golem will mimick the motion and punch the ground with remarkable force to bury foes hit by it.
Up Special: Dracky is the name of a recurring bat-like species of monster that are commonly fought as enemies in the Dragon Quest series. Drackies are known to come together and fly in groups across the night sky, and while they are not harmless, Drackies are known to be fairly weak monsters as well. In Super Smash Bros. the knight riding atop the Slime summons a Dracky and grabs its tail as it flies upwards a fair distance. This attack deals no damage, though foes can attack the Dracky to force it to drop the knight into a helpless state. Additionally, the Slime will disappear the moment the move is used and will reappear upon the knight touching the ground.
Down Special: Rockbomb, also known as Bombcrag, is a recurring boulder-like enemy in the Dragon Quest series, known primarily for their tendency to explode via the Kamikazee spell. In Super Smash Bros. the Slime Knight calls upon a Rockbomb and it rolls forwards before exploding a short time later. The Rockbomb's movement is effected by gravity - it will roll down hills or off the cliff - and will halt upon hitting a wall, as the creature will explode after a set period of time without fail. The Rockbomb's explosion is not always constant however, as the player's current damage percentage determines the radius of the explosion - the higher the Slime Knight's damage percentage, the larger the attack will be.
Final Smash: Dragonlord is the main antagonist of the first Dragon Quest title, and one of the most recognizable characters in the series. Dragonlord is a blue-skinned sorcerer who possesses the ability to transform into a large purple dragon, and it is he who unleashes an army of monsters upon the kingdom of Alefgard. In Super Smash Bros. the Slime Knight summons the Dragonlord onto the stage. Initially he appears in his humanoid form before the villain grows into his giant dragon form. For a short period of time, the Dragonlord will the proceed to breathe fire as he waves his head around, dragging foes into a vortex of flames. Before he disappears, the Dragonlord will finish his attack by releasing an explosive burst of dark flames.
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The Slime Knight's entrance animation has the Slime bounce onto the stage happily before the knight hops up onto its back and holds its sword in the air.
The Slime Knight's taunt sees the Slime inflate itself by holding its breath, transforming into a King Slime for a moment, before exhaling and shrinking down to its normal Slime appearance.
The Slime Knight's victory theme is a lighthearted remix of the fanfare that plays in the original Dragon Quest title should the player's party be wiped out.
The Slime Knight's victory animations are as follows: the Slime Knight is thrown up and down happily by a Golem two times, and the knight falls off the slime upon landing the second time; the knight waves its sword in an X-like shape in the air before the Slime throws the knight up into the air as it bounces gleefully; and the Slime Knight poses alongside a Skeleton, the Dragonlord, a Dracky, and a Golem, each performing the poses they are known to in sprites, before the Dragonlord transforms into his dragon form and scares the monsters.
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Solid Snake is the codename for the main protagonist of the Metal Gear series of stealth action games released by Konami. Snake is one of the products of a project known as Les Enfants Terribles, run by the United States government with the intent on creating clones of famed mercenary Big Boss. Snake is known as "the Man Who Makes the Impossible Possible", as he has continuously completed missions that should have never ended in success. He carries a virus known as FOXDIE, which was engineered to target specific engineers and induce cardiac arrest in them.
Despite the game stating that the playable character is specifically "Solid Snake", his main appearance is based off Naked Snake (Big Boss), as he appears in Metal Gear Solid 3.
First appearance:
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Metal Gear (1987)
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Neutral Special: Hand Grenades are a type of small handheld explosive device that is designed in a way so that the explosives contained within the shell will detonate a short time after a fuse is pulled, blowing up the casing to release shrapnel. In the Metal Gear series, various different types of grenades are used by friend and foe alike and many are based on their real-world equivalents; Snake and the United States military are often equipped with the M67 fragmentation grenades. In Super Smash Bros. Snake will lob the (more stylized) M67 a short distance forwards, and it will detonate after a set amount of time. Like in real life, the frag can be "cooked" in Snake's hand, by holding down the special attack button. Though doing so for too long will cause the grenade to explode in his hand and cause recoil damage, cooking decreases the amount of time between when Snake throws the M67 and its detonation, and Snake will throw it faster and in a straighter line.
Side Special: Remote Missile is an attack that sees Snake make use of the Nikita missile launcher. The Nikita fires missiles that can be remote-controlled by its user for a short period after they are launched, and can be directed to hit far-away foes or objects. Snake makes use of the Nikita during the Shadow Moses Incident in Metal Gear Solid, primarily using it to damage a switchboard and shut off electrified traps that blocked the way to Otacon's laboratory. In Super Smash Bros., Snake fires a missile from the Nikita launcher, and the player can control its movements. While the player is in control of the missile, Snake is completely vulnerable to attacks. Additionally, after a set period of time after the missile is fired it will fall to the ground and detonate upon landing; of course, guiding the missile into another fighter or a platform will cause the missile to detonate as well, though the player may also detonate the missile at will by pressing the special attack button.
Up Special: Cypher is a type of machine used throughout the events of Metal Gear Solid 2: Sons of Liberty. Typically unmanned, a variety of Cypher variants exist though were primarily developed to assist in scouting as a camera is stationed above the fan used to propel it in the air. In Super Smash Bros., Snake holds on to a Cypher that carries him upwards a fair distance, but Snake will enter a helpless state once he lets go of it.
Down Special: C4, Composition 4, is a type of plastic explosive coated in a sticky material that allows it to be attached to any surface. The chemicals within a C4 are designed in a way so that the device will not detonate should it be shot at or be incinerated to higher temperatures, allowing whoever placed it to detonate it at will via a remote control or a timer. Snake has used C4 explosives throughout the Metal Gear series, primarily using them to destroy walls or structures. In Super Smash Bros., Snake will plant a C4 on the ground on the move's initial use, and he will detonate it when the move is used again. If Snake is close-enough to a fighter when he uses the move initially, he will stick the C4 on an opponent.
Final Smash: Homing Missiles are, as their name suggest, missiles that use infrared technology to home in on targets (usually sea vessels or aircraft). In the Metal Gear series there are a number of launchers that fire missiles of this nature, with one such being the FIM-92 Stinger, which Snake was forced to use to take down the Hind D gunship piloted by Liquid Snake during the Shadow Moses Incident. In Super Smash Bros., Snake throws down a flare grenade before the Stinger's UI appears overlaid on the battle. Five opponents (or, if there are fewer than five opponents, then locations around other fighters) are then targeted, and homing missiles are fired at them. The missiles are not truly "homing", as they instead target the location these five fighters were at, detonating as they crash into the battlefield to create large, and very powerful, explosions.
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Snake's entrance animation sees him, on all fours, slowly deactivate a cloaking device, electricity flaring around him, before he stands up.
Snake's taunt differs in several ways from those performed by other characters. The animation simply sees Snake sit on the ground and hide beneath a cardboard box. What makes this different is that it lasts for an indefinite amount of time - Snake will only stand up once the special or standard attack button is pressed. Additionally, other fighters can pick up the box and throw it as an item.
Snake's victory theme is a remix of an excerpt of the Metal Gear series theme, specifically being the same fanfare that plays whenever Snake earns a Game Over.
Snake's three victory animations are as follows: Crouching low to the ground Snake says "Colonel, mission accomplished" into his codec; Snake throws away his cardboard box as he stands up and says "Not even close"; and Snake performs a forwards roll and lands in a crouched position as he says "I'm done here" into his codec.
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Sora is the main protagonist of the Kingdom Hearts series. Hailing from the Destiny Islands, as a child Sora and Riku wished to explore the universe after learning that there was more to their world then the small island they lived on. After the darkness engulfs Destiny Islands, Sora's power to wield a Keyblade awakens within him, and he uses this to combat the forces of darkness that stood against him as he attempted to reunite with his friends Riku and Kairi during the events of the series' first title.
First appearance:
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Kingdom Hearts (2002)
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Strike Raid
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Slide Dash
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Aerial Slam
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Firaga
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Ars Arcanum
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Neutral Special: Strike Raid is a recurring technique that Keyblade Wielders can perform in the Kingdom Hearts series. Debuting in the first instalment of the series, Strike Raid is an attack that sees the user throw their weapon forwards at their targeted opponent, before it bounces back to them in a boomerang-like fashion. This attack is recreated almost 1:1 in Super Smash Bros.: Sora throws his Keyblade forwards a fair distance before it returns to his hand. The Keyblade will also return to Sora after hitting a wall or one of his opponents; if Sora misses the Keyblade on its return, it will simply disappear in a flash of light and reappear in his grasp a moment later.
Side Special: Slide Dash is an ability that Sora and several other Keyblade Wielders have shown the ability to perform throughout the Kingdom Hearts series ever since the technique's debut in Kingdom Hearts Final Mix. In its debut appearance, Sora uses his Keyblade to propel himself forwards a fair distance by sliding across the ground before he attacks with a swing of his Keyblade. Slide Dash is a fairly unique technique in Super Smash Bros. as it does not deal any damage by itself and merely acts as a way to set up combos. Sora will perform Slide Dash and launch himself an incredibly-far distance forwards, halting should he get to a ledge, before stopping and allowing the player to control him as normal. Sora is totally vulnerable to damage while he slides, though possesses armour and thus can not be launched easily. When performed in the air, Sora will instead fly forwards shoulder-first a shorter distance; he must land before he can use Slide Dash again, but can perform any other attack, be it standard or special, out of it. Be it on the air or on the ground, Sora's slide can also be cancelled while it is being performed with any standard attack, special attack, or a jump.
Up Special: Aerial Slam is a technique that was first usable by Aqua, Ventus, and Terra in Kingdom Hearts: Birth by Sleep, and later by Sora and Riku in Kingdom Hearts 3D: Dream Drop Distance. Aerial Slam is a multi-hitting attack combo that gets its name from the final part of a series of Keyblade slashes: the wielder performs an upwards slash on an enemy before jumping high upwards, slashing at the user multiple times, before launching their foe into the ground. In Super Smash Bros. this technique was altered slightly: Sora performs an upwards slash as he jumps a fair distance into the air. If the player presses the special attack button at the peak of the jump then Sora will slash the air before slamming into the ground; if the player does not press the special attack button Sora will instead just crash downwards without performing an aerial attack.
Down Special: Firaga is the strongest version of the basic fire-elemental spell series that consists of Fire, Fira, and Firaga. Appearing in almost every Kingdom Hearts title, Firaga is a spell that sees the user launch a large fireball forwards that will home in on a nearby enemy. Firaga's homing ability, as well as the spell's damage output and the distance it travels, is weakened in Super Smash Bros. though the attack itself is otherwise identical: Sora will point his Keyblade forwards and launch a fireball from the tip of it. Only one fireball can be on the stage at a time.
Final Smash: Ars Arcanum is a powerful technique that Sora has demonstrated the ability to use throughout almost every game of the Kingdom Hearts series. The attack sees the user's Keyblade become engulfed with a golden glow before they perform a series of quick attacks in rapid succession. In the first Kingdom Hearts the additional attacks are essentially quick-time events, and the player only needs to select the command as soon as it becomes available in order to continue the combo of seven attacks. The version of the attack that Sora performs in Super Smash Bros. is actually nearly identical to its Kingdom Hearts 3D: Dream Drop Distance appearance: Sora performs two cross slashes followed by a spinning flurry of attacks all while midair and moving forwards, finishing by performing a downwards slash into the ground. This series of slashes is only modified for its Super Smash Bros. appearance by including a vortex effect while Sora spins forwards to drag in nearby foes; this segment has also been expanded in length slightly as well.
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Sora's entrance animation sees him fall from the sky with his limbs spread out in a star, before landing with a roll and summoning his Keyblade.
Sora's taunt sees him wipe his nose confidently with one fist before he puts both of his arms behind his head and leans backwards for a moment, chuckling.
Sora's victory theme is a rock remix of the opening bars of the Traverse Town theme from Kingdom Hearts.
Sora's three victory animations are as follows: Sora throws his Keyblade up into the air and screams "Alright!" before he catches it with a spin and slams the blade into the ground, putting both of his hands on the hilt; Sora performs a breakdancing spin before jumping into the air and landing with his arms crossed; and Sora points his Keyblade towards the camera while exclaiming "My friends are my power!"
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Wario was designed to be an evil doppelgänger of Mario, and first appeared as the main antagonist of Super Mario Land 2: 6 Golden Coins, having taken over Mario's castle while the red-clad plumber was off venturing through Sarasaland during the events of Super Mario Land. Since then, Wario has starred in his own franchise of video games, which encompasses the platformer Wario Land games and the WarioWare minigame collection series. Wario Land sees Wario travel across the globe trying to collect as much treasure as possible to satiate his greed, often coming across supernatural beings that threaten the treasures he's after. In the WarioWare series, after learning about the success of video games, Wario opens up his own studio that develops second-long "microgames" called WarioWare, Inc., and these games often revolve around Wario and the WarioWare employees' antics around Diamond City.
First appearance:
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Super Mario Land 2: 6 Golden Coins (1992)
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Shoulder Bash
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Wario Bike
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Corkscrew
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Money Bag
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Wario-Man
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Neutral Special: Money Bags have made a number of different appearances throughout the Super Mario and Wario series, which one of its most prominent appearances being in Wario Land: Shake It!. In that game, Wario could pick up a Money Bag and shake it to release a fury of coins. In Super Smash Bros., Wario will shake a Money Bag to release coins, which deal damage to those above or near to it. The button can be tapped rapidly in order to make him shake the bag repeatedly.
Side Special: The Wario Bike is a motorcycle created for Wario by Dr. Crygor that first appeared in WarioWare, Inc.: Mega Microgame$!. The Wario Bike has since become Wario's main mode of transportation, replacing the Wario Car from Wario Land 4. In Super Smash Bros., Wario will hop onto the Wario Bike, and ride forwards; should the player push forwards then Wario will move faster, while pushing backwards will cause him to turn around. If Wario is attacked while on the bike, or hops off it, it will temporarily remain on the stage and can be picked up and thrown; though, due to being a motorcycle, is very heavy. Should it be attacked, it will be destroyed, and its wheels dropped as items that can be thrown by any fighter. Should the Wario Bike be present on the stage somewhere (having not yet been destroyed), Wario is unable to summon it again; he will need to stand beside it to use it.
Up Special: Corkscrews are a tool used to, as their name implies, unscrew corks, which are often lodged within holes to plug them up. The "corkscrew" action usually refers to a spinning motion; in Super Smash Bros., Wario performs just this, spinning as he flies upwards a short distance, ending his spin by outstretching his arms in a V-like shape.
Down Special: Shoulder Bash is one of Wario's trademark, and most well-known, attacks that has appeared in most of his platforming appearances starting with Wario Land: Super Mario Land 3. The Shoulder Bash sees Wario charge forwards with his shoulder in front of him, allowing him to bash through fighters. In Super Smash Bros., Wario will stop should he come in contact with a foe, though fighters can cancel the attack before he makes contact should they jump while he is dashing. Wario's dash lasts longer should the button be held down, though this only applies when Wario is on the ground; when airborne, Wario will always travel a set distance.
Final Smash: Wario-Man is an alter-ego donned by Wario within the WarioWare series. In its original appearance - WarioWare: Twisted! - Wario was transformed into Wario-Man after being thrown into Dr. Crygor's Gravitator. Later games would show that Wario could instead transform into Wario-Man by eating garlic (originally, this was just a green clove of garlic dubbed the "Nasty Garlic", though he has been able to transform via normal white cloves too). In Super Smash Bros., Wario will eat a piece of garlic to temporarily transform himself into Wario-Man, severely increasing his speed and damage/knockback output. Additionally, while airborne, Wario-Man can perform any of his aerial attacks in such rapid succession to allow him to fly upwards. The speed of the Wario-Bike also increases to an exponentially devastating speed that can easily cause Wario to self-destruct.
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Wario's entrance animation sees him parachute in from the Bulldog, Wario's plane from Mario & Wario.
Wario's taunt sees him take out a clove of garlic before quickly (and rudely) eating it. He then farts.
Wario's victory theme is a direct rip of the opening of the Sneak Peak Return track from the soundtrack of Wario Land: Shake It!
Wario's victory animations are as follows: Wario, sitting on a large golden throne, picks his nose before seeing the player and gasping in shock before flexing and smiling happily; Wario laughs happily while flashing two peace signs before making a series of mocking faces towards the camera; and Wario laughs before saying "Wario's number one!" and crossing his arms with a satisfied look on his face.
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