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Social The Social Thread 3

SnakeFighter64

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Well there doesn’t seem to be anything stopping you from just racing to the goal. Free Roam mode is optional, and I think I heard the between race transitions can be toggled? You likely won’t even have to rail grind if you don’t want to.

Just get to the finish line. Enjoy yourself.
OK. But that only really applies to Mario Kart in this instance. This is like... the current design philosophy for every major Nintendo game starting with the Switch Generation. Just look at DKB.
 

Noipoi

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OK. But that only really applies to Mario Kart in this instance. This is like... the current design philosophy for every major Nintendo game starting with the Switch Generation. Just look at DKB.
Fair enough.

People enjoy this new direction though, and from what I can tell the developers enjoy making games like this. So I dunno what to tell you. It sucks when everyone’s having fun with something and you aren’t, but that’s just how it is sometimes.

Besides it’s not like they only make open world games. We get stuff like Metroid Dread and Mario Wonder too.
 
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Cutie Gwen

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Fair enough.

People enjoy this new direction though, and from what I can tell the developers enjoy making games like this. So I dunno what to tell you. It sucks when everyone’s having fun with something and you aren’t, but that’s just how it is sometimes.

Besides it’s not like they only make open world games. We get stuff like Metroid Dread, Mario Wonder or Echoes of Wisdom too.
Tbf Echoes of Wisdom has the same thing Snake's talking about, just 2d instead of 3d
 

Z25

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So Donkey Kong’s Korean website made a huge mistake.

They leaked pretty big returning (?You will see why there’s a question mark here) character, and not one I think anyone expected to see. Potential big spoilers here but I’m intrigued:
IMG_5041.jpeg

Is this Pauline or is this her daughter??????

Also is she the Rock? Her bracelet is the same color and material seemingly.
 
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Noipoi

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I’m definitely starting to think Bananaza will have more of a story that the average DK game

Think about it

DKC: Get the bananas
DKC2: Save Donkey Kong
DKC3: Save Donkey and Diddy
DK64: Get the golden bananas (and prevent your annihilation)
DKCR: Get the bananas
DKCTF: Get back to the island
Don’t even get me started on Jungle Beat, which doesn’t even bother having a set up.

None of these games really have stories, they have plots, and that’s okay. They weren’t trying to tell stories, it was about the gameplay experience.

But so far with Bananza, we already have several mysteries. Who are VoidCo? Why do they want the Banandium? What’s with these underground worlds? What is Odd Rock? Who’s this new Pauline-looking girl?

There’s gotta be an actual narrative here, with story beats and twists and a climax where it all comes together. I’m excited :dkmelee:
 

Z25

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I’m definitely starting to think Bananaza will have more of a story that the average DK game

Think about it

DKC: Get the bananas
DKC2: Save Donkey Kong
DKC3: Save Donkey and Diddy
DK64: Get the golden bananas (and prevent your annihilation)
DKCR: Get the bananas
DKCTF: Get back to the island
Don’t even get me started on Jungle Beat, which doesn’t even bother having a set up.

None of these games really have stories, they have plots, and that’s okay. They weren’t trying to tell stories, it was about the gameplay experience.

But so far with Bananza, we already have several mysteries. Who are VoidCo? Why do they want the Banandium? What’s with these underground worlds? What is Odd Rock? Who’s this new Pauline-looking girl?

There’s gotta be an actual narrative here, with story beats and twists and a climax where it all comes together. I’m excited :dkmelee:
Adding fuel to the fire;
IMG_5043.jpeg

Other versions of the website also tease the question of whose behind void co.

Given they are monkeys which should live peacefully on DK’s island….

I’m thinking this is a potential tease that K Rool is behind this conflict.

If other characters can come back, he’s fair game.
 
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Professor Pumpkaboo

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Idk if its because of my losing weight but I went clothing shopping (because my dad forced me to) and my dress size was 2x or4x i think but i just put on a petite And it fit.

I still think I look ugly in dresses but it fit so.its....a win i guess?
 
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cashregister9

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Nintendo really looked at the NPC obstacles that were used in Mario Kart 8 and then recycled them for playable characters.

Which is pretty funny.

But also Charging Chuck and Hammer Bro are W picks and tbh I'm surprised Hammer Bro hasn't gotten in sooner.
Hammer bro and Charging Chuck alongside all the costumes are Mario Kart Tour's influence

The 40 dollar Diddy Kong pack did something, I guess.
 

Wademan94

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I don't know. I'm not really a fan of it. It's like... ok.... but focusing so much on the barrel feels.... IDK it just doesn't work for me.
I might’ve went a bit hard on the RoA inspiration. My main idea was to make him more of a grappler with a versatile tool with Kragg being a big benchmark. I was trying to account for a lot of his weaknesses while representing as much of his home series as possible but it’d be more like an optional stance mechanic
 

SnakeFighter64

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I might’ve went a bit hard on the RoA inspiration. My main idea was to make him more of a grappler with a versatile tool with Kragg being a big benchmark. I was trying to account for a lot of his weaknesses while representing as much of his home series as possible but it’d be more like an optional stance mechanic
Eh. I'm fine with the barrel being one of his specials. But the part of me that wants to jam as many references into these characters as possible still wants the Coconut Gun to be a part of that... here I'll just post my DK in smash rework so you can see where my headspace is at. m
Donkey Kong
  • Neutral attack: Modified to now resemble his three hit combo from Donkey Kong 64. A quick forward swipe with his right hand, followed by a backhand from the same hand, followed by a quick ground slap from both.
  • Forward Tilt: A stationary version of his running kick attack from Donkey Kong 64. Donkey Kong balances on both his arms to kick with both hands.
  • Down aerial: Now visually reminiscent of his enemy stomp animation from Donkey Kong Country Returns and Tropical Freeze where he appears to thrust both arms downwards.
  • Pummel: The former inspiration for his Final Smash in Super Smash Bros. Ultimate now becomes the inspiration for his pummel. Donkey Kong rapidly jabs at the grabbed opponant with both fists.
  • Neutral Special (Coconut Shooter): Donkey Kong fires a single spurt from his Coconut Gun which has the ability to home in on nearby foes. Holding the button allows him to aim the shot.
  • Side Special (Classic Barrel): Donkey Kong takes it old school and throws a barrel forward to damage his foes. The barrel can either be a normal rolling one or a special bouncing one depending on the randomized cycle.
  • Up Special (Launch Barrel): A Launch Barrel spawns, encapsulating Donkey Kong, and blasts him upwards in a straight line. Donkey Kong can influence his own direction in the air either left or right. Other foes can use the barrel as well before it de-spawns.
  • Final Smash (Bongo Blast): Originally from Donkey Kong 64, Donkey Kong does a quick jam on his bongos which causes an explosion of musical power, damaging all foes within a certain range.
Also part of me is like "what if they included Bananza's rock chunk mechanic" but IDK I think that would be too much and you'ed have to build the entire moveset around it so... shrugs.
 

SnakeFighter64

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Honestly I kinda like the girl more than Odd Rock. Like, a strange rock covered in the same material the main villains are using with a mysterious backstory ala Elfilin or Chip is a very Nintendo idea. But if they didn't have the mystery and just had this little girl ride around on DK's back the entire game, that would feel waaay more like a Rare decision, to me anyway. Plus seeing DK bond with a child is more interesting than seeing DK bond with a rock.
 

Wademan94

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Eh. I'm fine with the barrel being one of his specials. But the part of me that wants to jam as many references into these characters as possible still wants the Coconut Gun to be a part of that... here I'll just post my DK in smash rework so you can see where my headspace is at. m
Donkey Kong
  • Neutral attack: Modified to now resemble his three hit combo from Donkey Kong 64. A quick forward swipe with his right hand, followed by a backhand from the same hand, followed by a quick ground slap from both.
  • Forward Tilt: A stationary version of his running kick attack from Donkey Kong 64. Donkey Kong balances on both his arms to kick with both hands.
  • Down aerial: Now visually reminiscent of his enemy stomp animation from Donkey Kong Country Returns and Tropical Freeze where he appears to thrust both arms downwards.
  • Pummel: The former inspiration for his Final Smash in Super Smash Bros. Ultimate now becomes the inspiration for his pummel. Donkey Kong rapidly jabs at the grabbed opponant with both fists.
  • Neutral Special (Coconut Shooter): Donkey Kong fires a single spurt from his Coconut Gun which has the ability to home in on nearby foes. Holding the button allows him to aim the shot.
  • Side Special (Classic Barrel): Donkey Kong takes it old school and throws a barrel forward to damage his foes. The barrel can either be a normal rolling one or a special bouncing one depending on the randomized cycle.
  • Up Special (Launch Barrel): A Launch Barrel spawns, encapsulating Donkey Kong, and blasts him upwards in a straight line. Donkey Kong can influence his own direction in the air either left or right. Other foes can use the barrel as well before it de-spawns.
  • Final Smash (Bongo Blast): Originally from Donkey Kong 64, Donkey Kong does a quick jam on his bongos which causes an explosion of musical power, damaging all foes within a certain range.
Also part of me is like "what if they included Bananza's rock chunk mechanic" but IDK I think that would be too much and you'ed have to build the entire moveset around it so... shrugs.
I can see what you’re going for and I could at least see those normals working for my rewrite too, though I don’t think the Coconut Gun would suit my potential rework and giving DK two different types of projectiles would really deviate from either my or Smash’s take on the character. For me I wanted to balance references with moveset cohesion. Though what you have for it is actually similar to my idea for Bowser’s fireball in my rework for him. If it makes you feel better, my rework for Diddy has his Peanut gun firing like it did in DK64

Also with the rock chunk thing, that would practically be turning DK into full on Kragg
 
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SnakeFighter64

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I can see what you’re going for and I could at least see those normals working for my rewrite too, though I don’t think the Coconut Gun would suit my potential rework and giving DK two different types of projectiles would really deviate from either my or Smash’s take on the character. Though what you have for it is actually similar to my idea for Bowser’s fireball in my rework for him. If it makes you feel better, my rework for Diddy has his Peanut gun firing like it did in DK64

Also with the rock chunk thing, that would practically be turning DK into full on Kragg
Which is part of the reason why I don't want it in lol.

IDK I guess it makes sense to have DK as a grappler but I like the idea of him mostly just being a high damage dealer. Plus the two projectiles I gave him are very limited and not really spammable.

Funnily enough I reworked some of Bowser too
  • Dash attack: Bowser enters his shell and slides forward, damaging foes he collides into. Similar to many attacks he has used in many Mario titles.
  • Forward smash: a punch animation resembling his punch attack from Mario and Luigi: Bowser’s Inside Story
  • Neutral Special (Fire Ball/Fire Breath): Tapping the button will send out a ball of fire, similar to the core titles. While holding the button down causes him to blast a stream of fire from his mouth.
  • Side Special (Hammer King): Like in his debut outing, bowser throws a flood of hammers in a steady arc. Where do they all come from?
  • Up Special (Bowser Bomb): Bowser’s former down special moved to his up special. It now always starts with the rising jump, even in the air.
  • Down Special (Whirling Chomp): Bowser swings a chain chomp around his head like a lasso before throwing it forward. It then attacks the opponents in front of it before making for the edge of the stage. Based on one of his weapons from Super Mario RPG: Legend of the Seven Stars.
  • Final Smash (Fury Bowser): Functionally the same, but with Fury Bowser and his fire breath rather than a punch from Giga Bowser.
 

Dukefire

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Adding fuel to the fire;
View attachment 401129
Other versions of the website also tease the question of whose behind void co.

Given they are monkeys which should live peacefully on DK’s island….

I’m thinking this is a potential tease that K Rool is behind this conflict.

If other characters can come back, he’s fair game.
You think it is possible the kremling kommander might return? There is still plenty of mystery surrounding Ingot Island with Banandium gems and why they are being brought underground. Well, Cranky did say Banana Bandit, so it is an open ended question as of now.
Though, seeing K Rool in Smash Bros might be what he needed to return. We will see on July 17th.
 

SnakeFighter64

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Adding fuel to the fire;
View attachment 401129
Other versions of the website also tease the question of whose behind void co.

Given they are monkeys which should live peacefully on DK’s island….

I’m thinking this is a potential tease that K Rool is behind this conflict.

If other characters can come back, he’s fair game.
please please please let K. Rool be behind VoidCo and he’s trying to use the Banandium to rebuild Krocodile Isle. Maybe he’s either employing these new Kongs or has brainwashed them in some way?

Also please let more of the kongs be in this game. I can understand if they’re not playable but I really wanna see Diddy and Dixie. And the others all slot into NPC rolls rather nicely. Especially since most of them were created to be NPCs and shopkeepers. Candy. Wrinkly. Swanky. Funky. They could all have really fun NPC rolls. Heck I’d even love it if they found a place for Kiddy and the DK64 Kongs. Idk. Just finally let these characters be in a game again.
Also please don’t give DK some weird anime transformation for the final boss fight. Giga Cat Mario was funny. And Radiant Peach at least kinda fit the game’s theme. But DK does not need to go super Saiyan. Please and thank you.
 

Noipoi

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You think it is possible the kremling kommander might return? There is still plenty of mystery surrounding Ingot Island with Banandium gems and why they are being brought underground. Well, Cranky did say Banana Bandit, so it is an open ended question as of now.
Though, seeing K Rool in Smash Bros might be what he needed to return. We will see on July 17th.
Some of the supposed hints people are finding are actually pretty bunk. What was thought to be the Blast-o-Matic in the snow world actually seems to be a zebra statue, and the zigzag patterns aren’t references to K Rool’s cape, but the classic red girders.

However, there does seem to be a fair amount of crocodile themed things in this game. And there are some subtle hints that there may be a bigger force behind VoidCo. I wouldn’t discount the possibility that K Rool is lurking in the shadows.
 

Wademan94

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Which is part of the reason why I don't want it in lol.

IDK I guess it makes sense to have DK as a grappler but I like the idea of him mostly just being a high damage dealer. Plus the two projectiles I gave him are very limited and not really spammable.

Funnily enough I reworked some of Bowser too
  • Dash attack: Bowser enters his shell and slides forward, damaging foes he collides into. Similar to many attacks he has used in many Mario titles.
  • Forward smash: a punch animation resembling his punch attack from Mario and Luigi: Bowser’s Inside Story
  • Neutral Special (Fire Ball/Fire Breath): Tapping the button will send out a ball of fire, similar to the core titles. While holding the button down causes him to blast a stream of fire from his mouth.
  • Side Special (Hammer King): Like in his debut outing, bowser throws a flood of hammers in a steady arc. Where do they all come from?
  • Up Special (Bowser Bomb): Bowser’s former down special moved to his up special. It now always starts with the rising jump, even in the air.
  • Down Special (Whirling Chomp): Bowser swings a chain chomp around his head like a lasso before throwing it forward. It then attacks the opponents in front of it before making for the edge of the stage. Based on one of his weapons from Super Mario RPG: Legend of the Seven Stars.
  • Final Smash (Fury Bowser): Functionally the same, but with Fury Bowser and his fire breath rather than a punch from Giga Bowser.
Yeah I made it more so DK was more grappler focused while Bowser’s a high damage, high commitment bruiser. Basically I switched around the up and down specials, made his side special into a slow moving fireball that can be angled up or down upon firing and neutral special would be the big punch from BIS, it would automatically go through the windup animation and you press special again to punch but like in BIS there’s a timing part that’ll give you the best damage and knockback, it’ll also move you forward to close distance
 

Dukefire

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Some of the supposed hints people are finding are actually pretty bunk. What was thought to be the Blast-o-Matic in the snow world actually seems to be a zebra statue, and the zigzag patterns aren’t references to K Rool’s cape, but the classic red girders.

However, there does seem to be a fair amount of crocodile themed things in this game. And there are some subtle hints that there may be a bigger force behind VoidCo. I wouldn’t discount the possibility that K Rool is lurking in the shadows.
I could speculate more, but the game will come out on July 17th, so I can wait. Plus, I hope my curiosity doesn't spoil me from others getting an early copy and post them days before release.
 

SnakeFighter64

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Yeah I made it more so DK was more grappler focused while Bowser’s a high damage, high commitment bruiser. Basically I switched around the up and down specials, made his side special into a slow moving fireball that can be angled up or down upon firing and neutral special would be the big punch from BIS, it would automatically go through the windup animation and you press special again to punch but like in BIS there’s a timing part that’ll give you the best damage and knockback, it’ll also move you forward to close distance
Eh. That works. Even if it's not what I would do... OK might as well post the rest of the reworks I made.

I kinda don't think about Archetypes when I make characters. I just do what I think would be cool.
Mario
  • Forward Tilt: Mario attacks with the Tanooki Tail from the Tanooki Leaf Power-Up, first introduced in Super Mario Bros. 3.
  • Up Tilt: While still an uppercut, it is now animated in a way to resemble the iconic “Mario Punching a Block” animation.
  • Down Tilt: His sweep kick from Super Mario 64.
  • Neutral Aerial: Now a spin attack resembling the iconic attack from Super Mario Galaxy.
  • Forward Aerial: Now a dive resembling the one introduced in Super Mario Odyssey.
  • Side Smash: Now a Long Jump resembling the one Mario has had since Super Mario 64.
  • Up Smash: Now a Backward Somersault attack resembling the one Mario has had since Super Mario 64.
  • Down Smash: Now a ground pound resembling the one Mario has had since Super Mario 64.
  • Side Special (Cappy Toss): Mario throws his hat forward, which spins in place for a moment, dealing damage, before returning to Mario. It cannot capture his opponents this time, but he can still jump onto and off of it for extra height. He can also throw it up and down by quickly pressing in those directions after b is pressed but before the hat is thrown. In the same vein, quickly pressing b a second time will cause Cappy to rapidly spin around Mario’s body.
  • Up Special (Cape): Mario dons the iconic cape feather and rises rapidly into the air before gently floating back down. Expert maneuvering of the control stick will allow him to keep his height as long as he is moving forward in one direction while doing so.
  • Final Smash (Giga Cat Mario): Mario transforms with the Giga Bell and does a cinematic attack where he divebombs into the trapped opponents with the signature Cat Dive attack.
Link
  • Dash Attack: Link’s dash attack that he uses with the Pegasus Boots in his home series.
  • Forward Smash: Link charges up a blast from the Fire Rod and casts it forward a small distance, similar to Mega Man’s Charge Shot.
  • Up Smash: Link lights and raises his Lamp item, creating a radiating blast of damage which blasts away foes and unfortunately extinguishes the flame.
  • Down Smash: Link slams the Megaton Hammer in front of him, creating a shockwave along the ground.
  • Grab: Link grabs the opponant with his hands the same way he does in Twilight Princess’s Sumo Wrestling minigame.
  • Pummel: Link repeatedly strikes the opponant with the gauntlets in the same way he does when Sumo Wrestling in Twilight Princess.
  • Forward Throw: An imitation of the animation where Link throws boulders forwards with the Silver gauntlets.
  • Back Throw: An imitation of the animation where Link throws large stone pillars with the golden gauntlets in Ocarina of Time.
  • Up Throw: An imitation of Link’s animation when throwing goats in Twilight Princess, though ending with the oponant being sent in an upwards direction.
  • Up Special (Double Clawshot) Link fires a clawshot at the nearest target and zooms towards it. He is then allowed to quickly aim a second clawshot to another target and zoom towards it for as long as the first one holds on. If the shot’s hooked on to an enemy, then you only have a split second to fire a second clawshot.
  • Final Smash (Great Fairy): Inspired by Link’s Great Fairy weapon class in Hyrule Warriors, Link opens a bottle releasing The Great fairy who creates a pool of water that sucks in any enemies nearby. She then emerges from the pool, creating a burst of energy that repels any enemies nearby.
Samus Aran
  • Forward Tilt: Now changed to resemble the animation of Samus’s Melee Counter in Metroid: Samus Returns and Metroid: Dread.
  • Neutral Aerial: Samus performs a single rotating screw attack, damaging opponents around her with it’s aura.
  • The Neutral special is modified to more closely resemble how firing and charging works in games like Metroid Dread. Rapidly mashing allows you to spam quick shots, whereas deliberately holding down the button charges the attack.
  • Side Special (Missile Launcher/Storm Missile): An aiming beam is projected from the canon which you can move across the screen. It can lock-on multiple targets. If you lock-on for only a small amount of time, the icon will resemble the Metroid Prime Lock-On icon and only one missile will fire at the opponant. If the beam is able to be trained on the opponant for long enough, it will change to the Metroid Dread locked-on icon and three Storm Missiles will be shot out. You are not able to move or defend while aiming missiles.
  • Up Special (Shinespark): Samus rockets upwards while coated in energy. When used in the air, she can shinespark in one of five directions (left, diagonal up-left, up, diagonal up-right, and right). When used on the ground the attack can be charged by holding the button and running forward for a long distance.
  • Final Smash (Hyper Beam): Functionally the same, but cosmetically updated to resemble the ending of Metroid Dread with the large red Hyper Beam and the Metroid Suit. Keen eyed players will notice a small X-Parasite entering her body after the beam attack ends when she returns to normal, implied to be the Quiet Robe X Parasite.
Dark Samus
  • Forward Smash: Dark Samus fires a blast of Phazon energy forward while encased in an orb of energy, similar to her boss fight in Metroid Prime 2: Echoes.
  • Down Smash: One of her attacks from when she was a Smash 4 Assist Trophy. She generates Phazon tentacles to erupt from the ground.
  • Neutral Special (Phazon Volley): One of her attacks she used as an Assist Trophy in Smash 4. Dark Samus fires a volley from her Arm Cannon straight forward, dealing multiple low damage hits and knocking opponents away on the final hit.
  • Side Special (Homing Phazon): Her final attack from her appearance as an Assist Trophy in Smash 4. She fires four homing energy spheres into the air.
  • Up Special (Dark Spark): An attack she used as a boss in Metroid Prime 3: Corruption. Dark Samus rockets into the air and then slams back down creating a powerful shockwave of Phazon energy. Will cause a self-destruct if used over a bottomless pit.
  • Down Special (Dark Echo): Dark Samus created a Dark Echo from her own body which functions the same way as the Ditto Assist Trophy, accept much more fragile.
  • Final Smash (Metroid Prime): Using the power of the Smash Ball, Dark Samus temporarily returns to her form as Metroid Prime (Exoskeleton Form) where it rams forward, sending the opponents into a cinematic Final Smash where it rapidly uses Ultrafrigid Breath, Particle Wave Projectors, and finally Multi-Missiles. Apon returning to the stage you will see Metroid Prime’s Core Form morphing into Dark Samus for the battle to resume.
Yoshi
  • Dash Attack: A fire lights under Yoshi’s tail when he dashes, as if he had eaten a Dash Pepper, which he then strikes with during the Dash Attack.
  • Up Aerial: Yoshi quickly inflates to blast away opponents, similar to inflating with a Blimp Fruit.
  • Down Smash: Yoshi smashes onto the ground and creates “Sand Clouds” on either side of him to damage his opponents. Similar to what happens when he gets a Yellow Shell in Super Mario World.
  • Side Special (Watermelon): Yoshi eats his Watermelon and is then temporarily able to use it’s projectile. Green watermelons allow him a machine-gun like shot of seeds. Red Watermelons allow him either three waves of fireballs or one stream of fire breath. And Blue Watermelons allow him to fire three blasts of icy wind which freeze opponents.
  • Up Special (Winged Yoshi): Yoshi grows wings in a similar way to the power-up from Super Mario World and then flies upwards.
  • Down Special (Egg Throw): A reworked version of his Egg Throwing moved to the Down Special that gives it a Yoshi’s Island style aiming cursor which moves on an angled axis and allows him to strafe forwards and backwards while aiming.
  • Block Special (Select Melon): A new move which allows Yoshi to select which of his three watermelons he wishes to use. The default is the Green Watermelon, but this special will bring up a menu that allows you to pick Red or Blue.
  • Final Smash: Only a small cosmetic addition. The Yoshi you are playing as can now be seen at the head of the heard using a Super Yoshi power-up from Yoshi’s New Island.
Kirby
  • Forward Tilt: His slide attack first introduced in Kirby’s Adventure. He does move forward while using it.
  • Down Special: Additional Stone Transformations (A Metal Barrel from Donkey Kong Country, A Geodude, an Octopus Statue from the Mother series, a Rock Pikmin, a fossil from Animal Crossing, a Medusa Head Statue from Castlevania, a Quarry from Banjo-Kazooie, a statue of Rock Howard from SNK’s Fighting Games, and a Minecraft block)
  • Final Smash (Hypernova): Kirby eats a Miracle Fruit and inhales enemies and items from within a set distance. Items are automatically destroyed. Enemies over a certain percent damage will be automatically killed, while those under said threshold will be spat back out and launched.
Fox McCloud
  • Neutral Special (Blaster): Similar to Samus’s reworked special, simply mashing the button allows you to fire it continuously, holding it down charges the beam up allowing it to lock on to a target the blast will then home in on the opponent. If the opponent is charging.
  • Down Special (Smart Bomb): Fox throws out a smart bomb which explodes after a couple seconds. If the homing reticle from the neutral special is on an opponant, you can quickly tap downwards on the control stick to fire a homing smart bomb instead.
  • Block Special (Reflector): Fox’s original down special moved to being a block special.
Pikachu
  • Down aerial: Now resembles Iron Tail as depicted in the anime. Pikachu’s tail becomes coated in energy as it strikes in a downward direction.
  • Neutral Special (Electro Ball): The same move, but renamed to Electro Ball, which lines up better with what’s depicted in Pikachu’s move-pool in the games.
  • Side Special (Wild Charge): Effectively it’s old side special but now with an electrical elemental effect and a different animation.
  • Up Special (Rising Voltage): Pikachu creates a column of electricity underneath itself to launch upwards. The column can cause damage and electrifies the ground underneath it for a short moment, similar to electric terrain.
  • Final Smash (Hyper Z-Move Combo): Pikachu uses the power of the Smash Ball to harness the power of his Z-Energy, trapping opponents in an electrical aura warping them to a cutscene. It first uses 10,000,000 Volt Thunderbolt to strike it’s foes before rocketing into them with Catastropika.
Luigi
  • Forward Tilt: Similar to Mario’s new forward tilt, but he attacks with the Kitsune tail and is wearing the Kitsune ears ala NSMB2.
  • Up Tilt: While still an uppercut, it is now animated in a way to resemble the iconic “Mario Punching a Block” animation.
  • Neutral Special (Thunderhand): His equivalent to Mario’s fire abilities from Mario and Luigi: Superstar Saga, Luigi charges up an electric orb and fires it forward. The animation and attack is much quicker however, to match the timing of Mario’s Fireball.
  • Forward Smash: Luigi’s former side special, the Green Missile.
  • Down Smash: Luigi’s former down Special, the Luigi Cyclone.
  • Side Special (Iceskate): Luigi assumes his Ice Form from Super Mario Galaxy and skates forward. While in this state his body reflects projectiles and it can be used as a horizontal recovery, but any direct physical attacks will still hurt him. The icy ground he leaves behind is slippery and can cause tripping.
  • Up Special (Spring Jump): Based on his Spring Jump from Super Paper Mario, Luigi crouches and holds a charging animation before rocketing upwards with a trail of stars following behind him. It sends him off screen but will not KO him unless you manage to attack him during the attack. He will always land safely on the ground unless he’s attacked. It damages opponents he hits on the way up. If he hits a ceiling on the ascent he will gently float down in a helpless state.
  • Down Special (Poltergust): A tricky special move to use. Normally when used, it flashes the Strobulb from the nozzle which can temporarily stun opponents. This will also leave opponents in a “Strobed” state, which causes the move to react differently. If used on a “strobed” foe, the Poltergust will instead vacuum in the foe. The foe can try to pull away, but as long as Luigi keeps the vortex trained on them they will continue to be drawn closer. Once they reach the nozzle their butt will be humorously stuck in the hose before Luigi fires them away. However, if that launch would kill the opponant anyway (using the same prediction algorithm the game uses to give us the close-up shots) instead of launching them they will be pulled into the Poltergust’s bag while their Star-KO sound plays.
  • Final Smash (Giant Dreamy Luigi): Luigi falls asleep on the Pillow Form of Prince Dreambert which creates a portal into the Dream World over his head, sucking in foes. The trapped foes then watch as hundreds of Luiginoids merge into Dreamy Luigi to form Giant Luigi who then steps on the foes.
Ness
  • Final Smash (PK Rockin Ω): In a replication of the attack animation from the game, a psychedelic orb of energy swirls and coalesces around Ness before violently exploding outward. The closer you are to Ness, the more damage and knockback you take.
Captain Falcon
  • A cosmetic change to his final smash where additional cars follow behind him, as if he is leading in a race.
Jigglypuff
  • Forward Tilt: It’s former side special, Pound. Appropriately balanced.
  • Neutral Special (Sing): Jigglypuff’s former Up Special relocated to its Neutral Special
  • Side Special (Rollout): Jigglypuff’s former Neutral Special relocated to its Side Special.
  • Up Special (Gravity): A reversed version of the move Gravity which causes Jigglypuff’s to become much lighter and float upwards, allowing it to recover extra height. Unfortunately, it also becomes more easily launched and unable to touch the ground until the effects of the move wear off.
  • Final Smash (Perish Song): Jigglypuff sings the forbidden Perish Song causing all of it’s foes within a certain vocal radius (a larger version of it’s Sing radius) to instantly die. Fortunately, this Jigglypuff has been specially Soundproofed and will not die apon hearing it’s own song.
Princess Peach
  • Forward Smash: Peach’s War Fan from Super Mario RPG: Legend of the Seven Stars replaces the downward direction and her Parasol from the same title replaces the forward direction.
  • Grab: Toad is replaced with Toadsworth.
  • Pummel: Toadsworth smacks the opponant with his cane.
  • Neutral Special (Toadsworth): Just a cosmetic change, replacing Toad with Toadsworth.
  • Side Special (Sleepy Time): Peach casts a spell which causes a sheep to fall onto the head of every oponant on screen, putting them to sleep. The animation is slow enough that the attack can be dodged, as the sheep does not home in on you once it falls, but you need to be paying attention. Especially if you’re in a multi-man melee.
  • Down Special: An added item to the percent pull chance is the Magic Potion from Super Mario Bros. 2. When thrown at an opponant, it traps them in a circle of “subspace” which is a much smaller and more localized version of Luigi’s “Negative Zone” Final Smash from Brawl. It is now the rarest item in the down special pool, but as a plus side, the chances of getting Mr. Saturns and Bob-ombs have slightly increased.
  • Block Special (Super Vibes): Using this block special, peach can enter one of four temporary “Vibe” states to augment her own abilities. These vibes follow Monado Art rules. Rage causes her to become slower and heavier, but her attacks deal more damage and gain a fire elemental effect. Gloom causes her to move faster and her attacks to gain a water elemental effect but causes her to become physically weaker. Joy causes her to become much lighter, increasing the height of her jumps and the range of certain spinning attacks, as well as granting said attacks a wind elemental effect, but at the cost of her becoming much easier to launch. Calm causes her to gain a few hits of super-armor, allowing her to tank blows with no damage, at the cost of not being able to attack for the duration of the vibe. Calm also has the longest cool down time.
  • Final Smash (Showtime!): A cinematic final smash where Peach attacks a group of trapped opponents using one of her special costume powers from Princess Peach showtime. A handful of them are randomly cycled through, but they all do identical damage.
Princess Daisy (generally, any attacks involving her dress are changes so daisy can wear her athletic costumes from the Sports spinoffs)
  • Forward Smash: Angling it upwards now uses a baseball bat from the Mario Sluggers games.
  • Up Smash: Daisy’s Super Strike technique from Super Mario Strikers. Daisy charges up, jumps, and then flip kicks in a downwards direction.
  • Down Smash: A football tackle, as demonstrated in the Mario and Sonic at the Olympic Games series.
  • Up aerial: a split kick reminiscent of some of the gymnastics moves from the Mario and Sonic at the Olympic Games series.
  • Grab: Toad is replaced with a Tokotoko from Super Mario Land.
  • Pummel: The Tokotoko punches the opponant.
  • Forward throw: The Tokotoko leaps forward, headbutting the opponent away.
  • Back Throw: Toad is replaced with Tokotoko.
  • Up Throw: Toad is replaces with Tokotoko.
  • Down Throw: After putting the opponent on the ground, the Tokotoko leaps up and headbutts them, sending them upwards and behind Daisy.
  • Neutral Special (Tokotoko): Daisy turns and covers her ears as a Tokotoko from Super Mario Land appears in front of her, hands squared up for a fight. If hit, the Tokotoko will strike the opponent twice, launching them away.
  • Side Special (Hockey Face-Off): Daisy skates forward while holding a hockey stick. If during this time she collides with an opponant she body checks them and slams them with the stick. If not, she hits a puck with the stick which has the potential to collide with foes.
  • Up Special (Mega Strike): Daisy’s Mega Strike technique from Mario Strikers Charged. She rocket jumps into the air, temporarily changing her color pallet, and creating three crystal soccer balls which she slams towards the stage. The balls head towards the stage, but Daisy does not.
  • Down Special (Sports Ball): Daisy pulls out a random sports ball which she then uses appropriately. Each with different damage properties. Options are: a Basketball, a Volleyball, a Dodgeball, a Soccer ball, A Baseball, a Tennis ball, and a Golf Ball.
  • Final Smash (Sky Pop): Daisy boards the Sky Pop from the original Super Mario Land and fires a volley of bullets at the stage.
Ice Climbers
  • Final Smash: The condor now automatically picks both Nana and Popo up, allowing the player greater control of the iceberg.
Sheik
  • Neutral attack: Sheik’s basic string of attacks from Hyrule Warriors, skipping the big x-shaped cross slash and the kunai wave.
  • Forward Tilt: The x-shaped cross slash from her Hyrule Warriors basic combo.
  • Up Tilt: The same hitbox as her original attack, but now uses her Kunai.
  • Down Tilt Sheik throws a Deku Nut downward, exploding and creating a cloud of smoke. Very little damage, but the cloud of smoke is useful for hiding.
  • Dash Attack: The wave of Kunais Sheik throws in her Hyrule Warriors neutral combo.
  • Forward Smash: Shiek’s fourth combo from Hyrule Warriors. A Lightning-charged cloud will burst out away from Sheik, striking a wide range of enemies in front of her. Ques up Song of Storms.
  • Up Smash: Based on Sheik’s second Hyrule Warriors combo, sheik created an upward collum of water which pulls in and launches foes. Ques up Serenade of Water.
  • Down Smash: Based on Sheik’s third combo from Hyrule Warriors Sheik pulls down a meteor on either side of her. Ques up Bolero of Fire.
  • Down aerial: Based on her sixth Hyrule Warriors combo, Sheik creates a small blast of light all around her. Sets up Prelude of Light.
  • Neutral Special (Goddess’s Harp): Doing certain attacks que up a song, as indicated by the colored musical note near her stock icon. Performing the neutral special will then perform one of the appropriate 5 songs with its matching effect.
  • Serenade of Water: Provides a temporary Super Armor shield.
  • Bolero of Fire: Creates a mark in the background which will explode with damage a short time later.
  • Song of Storms: Creates a swirling vortex around her which pushes away enemies and does light damage.
  • Nocturne of Shadows: Creates a black vortex in the background which pulls in nearby foes like the Black Hole item..
  • Prelude of Light: Creates a square of light in the background that will temporarily heal both Sheik and any other opponents that step in. It can also charge your Final Smash meter if you are playing with that mechanic enabled.
  • Side Special (Saria’s Song): Sheik will play Saria’s Song and create a cluster of trees which will launch opponents underneath them and function as temporary extra stage walls. The top of the trunk is a platform and the leaves of the tree will conceal an opponant.
  • Up Special (Vanish Kick): Sheik vanishes from the stage in a puff of smoke, reappearing at a higher angle. Pressing the button again causes her to come flying down at a diagonal angle while drill-kicking. Ques up Nocturne of Shadows.
  • Down Special (Discharge): Sheik throws kunai in the air, as they come back down she catches them and plows them into the ground, creating a massive blast radius.
Princess Zelda
  • Neutral attack: Zelda’s basic string of attacks from Hyrule Warriors.
  • Forward tilt: Inspired by her third combo from Hyrule Warriors. She bobs forward and slashes with her sword.
  • Up tilt: The first move of Zelda’s first combo from Hyrule Warriors where she slices opponents up into the air with her rapier.
  • Down tilt: The final slash from her fourth Hyrule warriors combo.
  • Dash attack: From her fourth Hyrule Warriors combo, Zelda dashes and slashes forward.
  • Neutral aerial: From Zelda’s third Hyrule Warriors combo. She does a rapid jab with her rapier.
  • Forward aerial: From Zelda’s second combo in Hyrule Warriors. Zelda slashes in front of her in a slightly downward direction with her rapier.
  • Back aerial: a backwards slash with her rapier.
  • Up aerial: an upwards poke with her rapier.
  • Down aerial: The final hit of Zelda’s second combo in Hyrule warriors. She thrusts downward with her rapier.
  • Forward Smash: Zelda throws a ball of light magic forwards.
  • Up Smash: A smaller version of her enhanced third combo from Hyrule Warriors, Zelda fires a volley of Light Arrows straight upwards.
  • Down Smash: A smaller version of her enhanced fourth Hyrule Warriors combo, Zelda creates a small triangle of light magic which then explodes.
  • Down Special (Light Arrows): A weapon iconically associated with Zelda, and formerly used as her Final Smash before Ultimate. She simply fires a Light Arrow forward. While not as dangerous as it’s Final Smash counterpart, it’s still a strong and fast projectile with high damage values.
Dr. Mario
  • Forward Smash: A cosmetic change so he is obviously using actual defibrillators instead of his electrified palm.
  • Final Smash (Stage Clear): A cinematic final smash where opponents are trapped inside a Dr. Mario bottle and “cleared” by color matching pills.
Pichu
  • Neutral Special (Electro Ball): The same move, but renamed to Electro Ball, which lines up better with what’s depicted in Pichu’s move-pool in the games.
  • Side Special (Wild Charge): Effectively it’s old side special but now with an electrical elemental effect and a different animation.
Falco
  • Neutral Special (Blaster): Similar to Samus’s reworked special, simply mashing the button allows you to fire it continuously, holding it down charges the beam up allowing it to lock on to a target the blast will then home in on the opponent. If the opponent is charging.
  • Down Special (Smart Bomb): Falco throws out a smart bomb which explodes after a couple seconds. If the homing reticle from the neutral special is on an opponant, you can quickly tap downwards on the control stick to fire a homing smart bomb instead.
  • Block Special (Reflector): Falco’s original down special moved to being a block special.
Marth
  • Final Smash (Tactical Victory): Trapped opponents are taken to a cinematic Final Smash based on a Fire Emblem battlefield where they are attacked by a large group of Marth’s troops, with special emphasis on Caeda, Jagen, Cain, Abel, and Tiki, before Marth does a critical blow.
Lucina
  • Final Smash (Exalted Critical): A recreation of the ending of Fire Emblem: Awakening’s DLC chapter The Future Past 3. Lucina’s blade is imbued with the power of Tiki and she deals a more dramatic finishing blow.
Young Link
  • Neutral Special (Fire Arrow): The same as normal, except using this attack will also transform Link back to normal if he is in Masked Form.
  • Side Special (Goron Roll): Young Link dawns the Goron Mask and then charges up a roll attack, functionally the same as Jigglypuff’s rollout but with more power behind it. Once the attack finishes you do not automatically change back, but Goron Link does not have enough moves to qualify as his own fighter. He has a neutral combo replicating Goron Punch, where he delivers his powerful punch followed by an uppercut. And he has an aerial attack where he plummets to the ground with the Goron Pound. Link must transform back to gain access to his full moveset again.
  • Up Special (Deku Flower Flight): Young Link dawns the Deku Mask and transforms into Deku Link, and then uses his Deku Flowers to launch himself into the air and glide for a few seconds. Pressing A during this will allow him to drop Deku Nuts on enemies. Once you’ve touched the ground, you can still run around as Deku Link. The Deku Sheild will block attacks when remaining still, and he has two other attacks. Pressing A allows him to do the spin attack, and he has a forward smash in the form of Bubble Blast.
  • Down Special (Barrier): Young Link dawns the Zora Mask and then creates the electrical Barrier to defend himself from attacks. Pressing A allows him to use the Dolphin Cutters, and he has a forward smash which allows him to release the cutters as a projectile attack.
  • Final Smash (Fierce Deity): The same series of strikes, but with Link dawning the Fierce Deity Mask to perform the attack.
Ganondorf
  • Neutral attack: A combo of sword slashes he can be seen performing in Twilight Princess.
  • Forward tilt: His jumping slash attack from Twilight Princess.
  • Up tilt: His former up smash, but unable to be charged.
  • Down tilt: A forward stab with his sword, as depicted in Twilight Princess.
  • Dash attack: The attack he does when you fail to clash with him in Twilight Princess.
  • Forward Smash: A spinning slash with his sword, as depicted in Twilight Princess.
  • Up Smash: Similar to an attack he does in Tears of the Kingdom, Ganondorf thrusts his sword upwards coated in red energy. It does not launch a volley of homing orbs like in the original title however.
  • Down Smash: Ganondorf plunges his sword in to the ground and creates a reg energy explosion, as seen in Tears of the Kingdom.
  • Neutral aerial: A slash with his sword coated in red energy, as seen in Tears of the Kingdom.
  • Forward aerial: A sword slash mimicking one of his attacks from Tears of the Kingdom.
  • Back aerial: The same motion as his original attack, but now with his sword.
  • Up aerial: Ganondorf spins his sword over his head in a similar manor to Ganon spinning his trident.
  • Down aerial: Ganondorf’s plummeting punch attack he uses at the beginning of his Ocarina of Time boss fight.
  • Forward throw: An elbow check followed by a sword slash, as depicted in Twilight Princess.
  • Back throw: Ganondorf slams the oponant behind him like The Hulk slamming around Loki.
  • Down throw: Similar to an attack from Tears of the Kingdom, Ganondorf causes a cluster of red energy balls to form a circle around the opponent he has grabbed, then the circle rapidly constricts.
  • Floor attacks: The somersaults he does when he dodges an attack in Tears of the Kingdom.
  • Edge Attack: The jumping sword slam attack he does in Tears of the Kingdom.
  • Neutral special (Dark Magic Orb): The attack used in his Ocarina of Time boss fight that can famously be volleyed back like a tennis ball in the source game. If the projectile is reflected back at him, he can press neutral special again to reflect it back again. The attack can also be charged to allow him to throw multiple orbs.
  • Side Special (Demon Wave): Based on an attack from Tears of the Kingdom. Ganondorf charges his sword with red energy and then slashes forward, creating three red energy waves that travel across the background of the stage in the same way they travel across the floor in the source game.
  • Up Special (Levitation): Ganondorf rises up dramatically and is allowed to freely float around the stage for a small amount of time, similar to his Ocarina of Time boss fight. He cannot attack while floating.
  • Down Special (Phantom Clone): Based on an attack he performs in Tears of the Kingdom. Ganondorf creates a red energy clone of himself that acts independently similar to the Ditto assist trophy. It has its own HP and can be killed, but it will also just fade away on its own after a while.
Roy
  • Final Smash (Binding Victory): The same as Marth’s new final smash but with a battlefield from Binding Blade and attacks from Rutger, Fae, Lilina, and Sue.
Chrom
  • Final Smash (Exalted Falchion): Similar to Lucina’s new Final Smash, Chrom draws apon the power of Naga and performs a more powerful Critical Blow.
 

Z25

Pokemon Illusionist
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so timeline wise, how does the box art leak fit in with the donkey Kong timeline?

if I remember correctly, crankey is the one who kidnaps Pauline right?

so how is she a child here? If time travel, then it’s weird that she would build new donk city and host a festival where she relives being kidnapped by monkeys.

But if she built the city as homage to DK saving her that might work.

Unless they retcon it again and it’s Pauline’s mom that was kidnapped. Maybe this Pauline is the one that grows up to modern day Pauline. Which explains why she built the city. As a sign of coexistence with the kongs and putting that past behind her after DK saved her when she was young and they remained friends.
please please please let K. Rool be behind VoidCo and he’s trying to use the Banandium to rebuild Krocodile Isle. Maybe he’s either employing these new Kongs or has brainwashed them in some way?

Also please let more of the kongs be in this game. I can understand if they’re not playable but I really wanna see Diddy and Dixie. And the others all slot into NPC rolls rather nicely. Especially since most of them were created to be NPCs and shopkeepers. Candy. Wrinkly. Swanky. Funky. They could all have really fun NPC rolls. Heck I’d even love it if they found a place for Kiddy and the DK64 Kongs. Idk. Just finally let these characters be in a game again.
Also please don’t give DK some weird anime transformation for the final boss fight. Giga Cat Mario was funny. And Radiant Peach at least kinda fit the game’s theme. But DK does not need to go super Saiyan. Please and thank you.
I could see it being brain washing. It would explain why they are hostile towards other monkeys when everyone seemed to coexist on the island outside of the kremlings.

At the very least, the rest of the kongs are likely around.
 

Dukefire

Smash Hero
Joined
Sep 7, 2018
Messages
5,104
Eh. That works. Even if it's not what I would do... OK might as well post the rest of the reworks I made.

I kinda don't think about Archetypes when I make characters. I just do what I think would be cool.
Mario
  • Forward Tilt: Mario attacks with the Tanooki Tail from the Tanooki Leaf Power-Up, first introduced in Super Mario Bros. 3.
  • Up Tilt: While still an uppercut, it is now animated in a way to resemble the iconic “Mario Punching a Block” animation.
  • Down Tilt: His sweep kick from Super Mario 64.
  • Neutral Aerial: Now a spin attack resembling the iconic attack from Super Mario Galaxy.
  • Forward Aerial: Now a dive resembling the one introduced in Super Mario Odyssey.
  • Side Smash: Now a Long Jump resembling the one Mario has had since Super Mario 64.
  • Up Smash: Now a Backward Somersault attack resembling the one Mario has had since Super Mario 64.
  • Down Smash: Now a ground pound resembling the one Mario has had since Super Mario 64.
  • Side Special (Cappy Toss): Mario throws his hat forward, which spins in place for a moment, dealing damage, before returning to Mario. It cannot capture his opponents this time, but he can still jump onto and off of it for extra height. He can also throw it up and down by quickly pressing in those directions after b is pressed but before the hat is thrown. In the same vein, quickly pressing b a second time will cause Cappy to rapidly spin around Mario’s body.
  • Up Special (Cape): Mario dons the iconic cape feather and rises rapidly into the air before gently floating back down. Expert maneuvering of the control stick will allow him to keep his height as long as he is moving forward in one direction while doing so.
  • Final Smash (Giga Cat Mario): Mario transforms with the Giga Bell and does a cinematic attack where he divebombs into the trapped opponents with the signature Cat Dive attack.
Link
  • Dash Attack: Link’s dash attack that he uses with the Pegasus Boots in his home series.
  • Forward Smash: Link charges up a blast from the Fire Rod and casts it forward a small distance, similar to Mega Man’s Charge Shot.
  • Up Smash: Link lights and raises his Lamp item, creating a radiating blast of damage which blasts away foes and unfortunately extinguishes the flame.
  • Down Smash: Link slams the Megaton Hammer in front of him, creating a shockwave along the ground.
  • Grab: Link grabs the opponant with his hands the same way he does in Twilight Princess’s Sumo Wrestling minigame.
  • Pummel: Link repeatedly strikes the opponant with the gauntlets in the same way he does when Sumo Wrestling in Twilight Princess.
  • Forward Throw: An imitation of the animation where Link throws boulders forwards with the Silver gauntlets.
  • Back Throw: An imitation of the animation where Link throws large stone pillars with the golden gauntlets in Ocarina of Time.
  • Up Throw: An imitation of Link’s animation when throwing goats in Twilight Princess, though ending with the oponant being sent in an upwards direction.
  • Up Special (Double Clawshot) Link fires a clawshot at the nearest target and zooms towards it. He is then allowed to quickly aim a second clawshot to another target and zoom towards it for as long as the first one holds on. If the shot’s hooked on to an enemy, then you only have a split second to fire a second clawshot.
  • Final Smash (Great Fairy): Inspired by Link’s Great Fairy weapon class in Hyrule Warriors, Link opens a bottle releasing The Great fairy who creates a pool of water that sucks in any enemies nearby. She then emerges from the pool, creating a burst of energy that repels any enemies nearby.
Samus Aran
  • Forward Tilt: Now changed to resemble the animation of Samus’s Melee Counter in Metroid: Samus Returns and Metroid: Dread.
  • Neutral Aerial: Samus performs a single rotating screw attack, damaging opponents around her with it’s aura.
  • The Neutral special is modified to more closely resemble how firing and charging works in games like Metroid Dread. Rapidly mashing allows you to spam quick shots, whereas deliberately holding down the button charges the attack.
  • Side Special (Missile Launcher/Storm Missile): An aiming beam is projected from the canon which you can move across the screen. It can lock-on multiple targets. If you lock-on for only a small amount of time, the icon will resemble the Metroid Prime Lock-On icon and only one missile will fire at the opponant. If the beam is able to be trained on the opponant for long enough, it will change to the Metroid Dread locked-on icon and three Storm Missiles will be shot out. You are not able to move or defend while aiming missiles.
  • Up Special (Shinespark): Samus rockets upwards while coated in energy. When used in the air, she can shinespark in one of five directions (left, diagonal up-left, up, diagonal up-right, and right). When used on the ground the attack can be charged by holding the button and running forward for a long distance.
  • Final Smash (Hyper Beam): Functionally the same, but cosmetically updated to resemble the ending of Metroid Dread with the large red Hyper Beam and the Metroid Suit. Keen eyed players will notice a small X-Parasite entering her body after the beam attack ends when she returns to normal, implied to be the Quiet Robe X Parasite.
Dark Samus
  • Forward Smash: Dark Samus fires a blast of Phazon energy forward while encased in an orb of energy, similar to her boss fight in Metroid Prime 2: Echoes.
  • Down Smash: One of her attacks from when she was a Smash 4 Assist Trophy. She generates Phazon tentacles to erupt from the ground.
  • Neutral Special (Phazon Volley): One of her attacks she used as an Assist Trophy in Smash 4. Dark Samus fires a volley from her Arm Cannon straight forward, dealing multiple low damage hits and knocking opponents away on the final hit.
  • Side Special (Homing Phazon): Her final attack from her appearance as an Assist Trophy in Smash 4. She fires four homing energy spheres into the air.
  • Up Special (Dark Spark): An attack she used as a boss in Metroid Prime 3: Corruption. Dark Samus rockets into the air and then slams back down creating a powerful shockwave of Phazon energy. Will cause a self-destruct if used over a bottomless pit.
  • Down Special (Dark Echo): Dark Samus created a Dark Echo from her own body which functions the same way as the Ditto Assist Trophy, accept much more fragile.
  • Final Smash (Metroid Prime): Using the power of the Smash Ball, Dark Samus temporarily returns to her form as Metroid Prime (Exoskeleton Form) where it rams forward, sending the opponents into a cinematic Final Smash where it rapidly uses Ultrafrigid Breath, Particle Wave Projectors, and finally Multi-Missiles. Apon returning to the stage you will see Metroid Prime’s Core Form morphing into Dark Samus for the battle to resume.
Yoshi
  • Dash Attack: A fire lights under Yoshi’s tail when he dashes, as if he had eaten a Dash Pepper, which he then strikes with during the Dash Attack.
  • Up Aerial: Yoshi quickly inflates to blast away opponents, similar to inflating with a Blimp Fruit.
  • Down Smash: Yoshi smashes onto the ground and creates “Sand Clouds” on either side of him to damage his opponents. Similar to what happens when he gets a Yellow Shell in Super Mario World.
  • Side Special (Watermelon): Yoshi eats his Watermelon and is then temporarily able to use it’s projectile. Green watermelons allow him a machine-gun like shot of seeds. Red Watermelons allow him either three waves of fireballs or one stream of fire breath. And Blue Watermelons allow him to fire three blasts of icy wind which freeze opponents.
  • Up Special (Winged Yoshi): Yoshi grows wings in a similar way to the power-up from Super Mario World and then flies upwards.
  • Down Special (Egg Throw): A reworked version of his Egg Throwing moved to the Down Special that gives it a Yoshi’s Island style aiming cursor which moves on an angled axis and allows him to strafe forwards and backwards while aiming.
  • Block Special (Select Melon): A new move which allows Yoshi to select which of his three watermelons he wishes to use. The default is the Green Watermelon, but this special will bring up a menu that allows you to pick Red or Blue.
  • Final Smash: Only a small cosmetic addition. The Yoshi you are playing as can now be seen at the head of the heard using a Super Yoshi power-up from Yoshi’s New Island.
Kirby
  • Forward Tilt: His slide attack first introduced in Kirby’s Adventure. He does move forward while using it.
  • Down Special: Additional Stone Transformations (A Metal Barrel from Donkey Kong Country, A Geodude, an Octopus Statue from the Mother series, a Rock Pikmin, a fossil from Animal Crossing, a Medusa Head Statue from Castlevania, a Quarry from Banjo-Kazooie, a statue of Rock Howard from SNK’s Fighting Games, and a Minecraft block)
  • Final Smash (Hypernova): Kirby eats a Miracle Fruit and inhales enemies and items from within a set distance. Items are automatically destroyed. Enemies over a certain percent damage will be automatically killed, while those under said threshold will be spat back out and launched.
Fox McCloud
  • Neutral Special (Blaster): Similar to Samus’s reworked special, simply mashing the button allows you to fire it continuously, holding it down charges the beam up allowing it to lock on to a target the blast will then home in on the opponent. If the opponent is charging.
  • Down Special (Smart Bomb): Fox throws out a smart bomb which explodes after a couple seconds. If the homing reticle from the neutral special is on an opponant, you can quickly tap downwards on the control stick to fire a homing smart bomb instead.
  • Block Special (Reflector): Fox’s original down special moved to being a block special.
Pikachu
  • Down aerial: Now resembles Iron Tail as depicted in the anime. Pikachu’s tail becomes coated in energy as it strikes in a downward direction.
  • Neutral Special (Electro Ball): The same move, but renamed to Electro Ball, which lines up better with what’s depicted in Pikachu’s move-pool in the games.
  • Side Special (Wild Charge): Effectively it’s old side special but now with an electrical elemental effect and a different animation.
  • Up Special (Rising Voltage): Pikachu creates a column of electricity underneath itself to launch upwards. The column can cause damage and electrifies the ground underneath it for a short moment, similar to electric terrain.
  • Final Smash (Hyper Z-Move Combo): Pikachu uses the power of the Smash Ball to harness the power of his Z-Energy, trapping opponents in an electrical aura warping them to a cutscene. It first uses 10,000,000 Volt Thunderbolt to strike it’s foes before rocketing into them with Catastropika.
Luigi
  • Forward Tilt: Similar to Mario’s new forward tilt, but he attacks with the Kitsune tail and is wearing the Kitsune ears ala NSMB2.
  • Up Tilt: While still an uppercut, it is now animated in a way to resemble the iconic “Mario Punching a Block” animation.
  • Neutral Special (Thunderhand): His equivalent to Mario’s fire abilities from Mario and Luigi: Superstar Saga, Luigi charges up an electric orb and fires it forward. The animation and attack is much quicker however, to match the timing of Mario’s Fireball.
  • Forward Smash: Luigi’s former side special, the Green Missile.
  • Down Smash: Luigi’s former down Special, the Luigi Cyclone.
  • Side Special (Iceskate): Luigi assumes his Ice Form from Super Mario Galaxy and skates forward. While in this state his body reflects projectiles and it can be used as a horizontal recovery, but any direct physical attacks will still hurt him. The icy ground he leaves behind is slippery and can cause tripping.
  • Up Special (Spring Jump): Based on his Spring Jump from Super Paper Mario, Luigi crouches and holds a charging animation before rocketing upwards with a trail of stars following behind him. It sends him off screen but will not KO him unless you manage to attack him during the attack. He will always land safely on the ground unless he’s attacked. It damages opponents he hits on the way up. If he hits a ceiling on the ascent he will gently float down in a helpless state.
  • Down Special (Poltergust): A tricky special move to use. Normally when used, it flashes the Strobulb from the nozzle which can temporarily stun opponents. This will also leave opponents in a “Strobed” state, which causes the move to react differently. If used on a “strobed” foe, the Poltergust will instead vacuum in the foe. The foe can try to pull away, but as long as Luigi keeps the vortex trained on them they will continue to be drawn closer. Once they reach the nozzle their butt will be humorously stuck in the hose before Luigi fires them away. However, if that launch would kill the opponant anyway (using the same prediction algorithm the game uses to give us the close-up shots) instead of launching them they will be pulled into the Poltergust’s bag while their Star-KO sound plays.
  • Final Smash (Giant Dreamy Luigi): Luigi falls asleep on the Pillow Form of Prince Dreambert which creates a portal into the Dream World over his head, sucking in foes. The trapped foes then watch as hundreds of Luiginoids merge into Dreamy Luigi to form Giant Luigi who then steps on the foes.
Ness
  • Final Smash (PK Rockin Ω): In a replication of the attack animation from the game, a psychedelic orb of energy swirls and coalesces around Ness before violently exploding outward. The closer you are to Ness, the more damage and knockback you take.
Captain Falcon
  • A cosmetic change to his final smash where additional cars follow behind him, as if he is leading in a race.
Jigglypuff
  • Forward Tilt: It’s former side special, Pound. Appropriately balanced.
  • Neutral Special (Sing): Jigglypuff’s former Up Special relocated to its Neutral Special
  • Side Special (Rollout): Jigglypuff’s former Neutral Special relocated to its Side Special.
  • Up Special (Gravity): A reversed version of the move Gravity which causes Jigglypuff’s to become much lighter and float upwards, allowing it to recover extra height. Unfortunately, it also becomes more easily launched and unable to touch the ground until the effects of the move wear off.
  • Final Smash (Perish Song): Jigglypuff sings the forbidden Perish Song causing all of it’s foes within a certain vocal radius (a larger version of it’s Sing radius) to instantly die. Fortunately, this Jigglypuff has been specially Soundproofed and will not die apon hearing it’s own song.
Princess Peach
  • Forward Smash: Peach’s War Fan from Super Mario RPG: Legend of the Seven Stars replaces the downward direction and her Parasol from the same title replaces the forward direction.
  • Grab: Toad is replaced with Toadsworth.
  • Pummel: Toadsworth smacks the opponant with his cane.
  • Neutral Special (Toadsworth): Just a cosmetic change, replacing Toad with Toadsworth.
  • Side Special (Sleepy Time): Peach casts a spell which causes a sheep to fall onto the head of every oponant on screen, putting them to sleep. The animation is slow enough that the attack can be dodged, as the sheep does not home in on you once it falls, but you need to be paying attention. Especially if you’re in a multi-man melee.
  • Down Special: An added item to the percent pull chance is the Magic Potion from Super Mario Bros. 2. When thrown at an opponant, it traps them in a circle of “subspace” which is a much smaller and more localized version of Luigi’s “Negative Zone” Final Smash from Brawl. It is now the rarest item in the down special pool, but as a plus side, the chances of getting Mr. Saturns and Bob-ombs have slightly increased.
  • Block Special (Super Vibes): Using this block special, peach can enter one of four temporary “Vibe” states to augment her own abilities. These vibes follow Monado Art rules. Rage causes her to become slower and heavier, but her attacks deal more damage and gain a fire elemental effect. Gloom causes her to move faster and her attacks to gain a water elemental effect but causes her to become physically weaker. Joy causes her to become much lighter, increasing the height of her jumps and the range of certain spinning attacks, as well as granting said attacks a wind elemental effect, but at the cost of her becoming much easier to launch. Calm causes her to gain a few hits of super-armor, allowing her to tank blows with no damage, at the cost of not being able to attack for the duration of the vibe. Calm also has the longest cool down time.
  • Final Smash (Showtime!): A cinematic final smash where Peach attacks a group of trapped opponents using one of her special costume powers from Princess Peach showtime. A handful of them are randomly cycled through, but they all do identical damage.
Princess Daisy (generally, any attacks involving her dress are changes so daisy can wear her athletic costumes from the Sports spinoffs)
  • Forward Smash: Angling it upwards now uses a baseball bat from the Mario Sluggers games.
  • Up Smash: Daisy’s Super Strike technique from Super Mario Strikers. Daisy charges up, jumps, and then flip kicks in a downwards direction.
  • Down Smash: A football tackle, as demonstrated in the Mario and Sonic at the Olympic Games series.
  • Up aerial: a split kick reminiscent of some of the gymnastics moves from the Mario and Sonic at the Olympic Games series.
  • Grab: Toad is replaced with a Tokotoko from Super Mario Land.
  • Pummel: The Tokotoko punches the opponant.
  • Forward throw: The Tokotoko leaps forward, headbutting the opponent away.
  • Back Throw: Toad is replaced with Tokotoko.
  • Up Throw: Toad is replaces with Tokotoko.
  • Down Throw: After putting the opponent on the ground, the Tokotoko leaps up and headbutts them, sending them upwards and behind Daisy.
  • Neutral Special (Tokotoko): Daisy turns and covers her ears as a Tokotoko from Super Mario Land appears in front of her, hands squared up for a fight. If hit, the Tokotoko will strike the opponent twice, launching them away.
  • Side Special (Hockey Face-Off): Daisy skates forward while holding a hockey stick. If during this time she collides with an opponant she body checks them and slams them with the stick. If not, she hits a puck with the stick which has the potential to collide with foes.
  • Up Special (Mega Strike): Daisy’s Mega Strike technique from Mario Strikers Charged. She rocket jumps into the air, temporarily changing her color pallet, and creating three crystal soccer balls which she slams towards the stage. The balls head towards the stage, but Daisy does not.
  • Down Special (Sports Ball): Daisy pulls out a random sports ball which she then uses appropriately. Each with different damage properties. Options are: a Basketball, a Volleyball, a Dodgeball, a Soccer ball, A Baseball, a Tennis ball, and a Golf Ball.
  • Final Smash (Sky Pop): Daisy boards the Sky Pop from the original Super Mario Land and fires a volley of bullets at the stage.
Ice Climbers
  • Final Smash: The condor now automatically picks both Nana and Popo up, allowing the player greater control of the iceberg.
Sheik
  • Neutral attack: Sheik’s basic string of attacks from Hyrule Warriors, skipping the big x-shaped cross slash and the kunai wave.
  • Forward Tilt: The x-shaped cross slash from her Hyrule Warriors basic combo.
  • Up Tilt: The same hitbox as her original attack, but now uses her Kunai.
  • Down Tilt Sheik throws a Deku Nut downward, exploding and creating a cloud of smoke. Very little damage, but the cloud of smoke is useful for hiding.
  • Dash Attack: The wave of Kunais Sheik throws in her Hyrule Warriors neutral combo.
  • Forward Smash: Shiek’s fourth combo from Hyrule Warriors. A Lightning-charged cloud will burst out away from Sheik, striking a wide range of enemies in front of her. Ques up Song of Storms.
  • Up Smash: Based on Sheik’s second Hyrule Warriors combo, sheik created an upward collum of water which pulls in and launches foes. Ques up Serenade of Water.
  • Down Smash: Based on Sheik’s third combo from Hyrule Warriors Sheik pulls down a meteor on either side of her. Ques up Bolero of Fire.
  • Down aerial: Based on her sixth Hyrule Warriors combo, Sheik creates a small blast of light all around her. Sets up Prelude of Light.
  • Neutral Special (Goddess’s Harp): Doing certain attacks que up a song, as indicated by the colored musical note near her stock icon. Performing the neutral special will then perform one of the appropriate 5 songs with its matching effect.
  • Serenade of Water: Provides a temporary Super Armor shield.
  • Bolero of Fire: Creates a mark in the background which will explode with damage a short time later.
  • Song of Storms: Creates a swirling vortex around her which pushes away enemies and does light damage.
  • Nocturne of Shadows: Creates a black vortex in the background which pulls in nearby foes like the Black Hole item..
  • Prelude of Light: Creates a square of light in the background that will temporarily heal both Sheik and any other opponents that step in. It can also charge your Final Smash meter if you are playing with that mechanic enabled.
  • Side Special (Saria’s Song): Sheik will play Saria’s Song and create a cluster of trees which will launch opponents underneath them and function as temporary extra stage walls. The top of the trunk is a platform and the leaves of the tree will conceal an opponant.
  • Up Special (Vanish Kick): Sheik vanishes from the stage in a puff of smoke, reappearing at a higher angle. Pressing the button again causes her to come flying down at a diagonal angle while drill-kicking. Ques up Nocturne of Shadows.
  • Down Special (Discharge): Sheik throws kunai in the air, as they come back down she catches them and plows them into the ground, creating a massive blast radius.
Princess Zelda
  • Neutral attack: Zelda’s basic string of attacks from Hyrule Warriors.
  • Forward tilt: Inspired by her third combo from Hyrule Warriors. She bobs forward and slashes with her sword.
  • Up tilt: The first move of Zelda’s first combo from Hyrule Warriors where she slices opponents up into the air with her rapier.
  • Down tilt: The final slash from her fourth Hyrule warriors combo.
  • Dash attack: From her fourth Hyrule Warriors combo, Zelda dashes and slashes forward.
  • Neutral aerial: From Zelda’s third Hyrule Warriors combo. She does a rapid jab with her rapier.
  • Forward aerial: From Zelda’s second combo in Hyrule Warriors. Zelda slashes in front of her in a slightly downward direction with her rapier.
  • Back aerial: a backwards slash with her rapier.
  • Up aerial: an upwards poke with her rapier.
  • Down aerial: The final hit of Zelda’s second combo in Hyrule warriors. She thrusts downward with her rapier.
  • Forward Smash: Zelda throws a ball of light magic forwards.
  • Up Smash: A smaller version of her enhanced third combo from Hyrule Warriors, Zelda fires a volley of Light Arrows straight upwards.
  • Down Smash: A smaller version of her enhanced fourth Hyrule Warriors combo, Zelda creates a small triangle of light magic which then explodes.
  • Down Special (Light Arrows): A weapon iconically associated with Zelda, and formerly used as her Final Smash before Ultimate. She simply fires a Light Arrow forward. While not as dangerous as it’s Final Smash counterpart, it’s still a strong and fast projectile with high damage values.
Dr. Mario
  • Forward Smash: A cosmetic change so he is obviously using actual defibrillators instead of his electrified palm.
  • Final Smash (Stage Clear): A cinematic final smash where opponents are trapped inside a Dr. Mario bottle and “cleared” by color matching pills.
Pichu
  • Neutral Special (Electro Ball): The same move, but renamed to Electro Ball, which lines up better with what’s depicted in Pichu’s move-pool in the games.
  • Side Special (Wild Charge): Effectively it’s old side special but now with an electrical elemental effect and a different animation.
Falco
  • Neutral Special (Blaster): Similar to Samus’s reworked special, simply mashing the button allows you to fire it continuously, holding it down charges the beam up allowing it to lock on to a target the blast will then home in on the opponent. If the opponent is charging.
  • Down Special (Smart Bomb): Falco throws out a smart bomb which explodes after a couple seconds. If the homing reticle from the neutral special is on an opponant, you can quickly tap downwards on the control stick to fire a homing smart bomb instead.
  • Block Special (Reflector): Falco’s original down special moved to being a block special.
Marth
  • Final Smash (Tactical Victory): Trapped opponents are taken to a cinematic Final Smash based on a Fire Emblem battlefield where they are attacked by a large group of Marth’s troops, with special emphasis on Caeda, Jagen, Cain, Abel, and Tiki, before Marth does a critical blow.
Lucina
  • Final Smash (Exalted Critical): A recreation of the ending of Fire Emblem: Awakening’s DLC chapter The Future Past 3. Lucina’s blade is imbued with the power of Tiki and she deals a more dramatic finishing blow.
Young Link
  • Neutral Special (Fire Arrow): The same as normal, except using this attack will also transform Link back to normal if he is in Masked Form.
  • Side Special (Goron Roll): Young Link dawns the Goron Mask and then charges up a roll attack, functionally the same as Jigglypuff’s rollout but with more power behind it. Once the attack finishes you do not automatically change back, but Goron Link does not have enough moves to qualify as his own fighter. He has a neutral combo replicating Goron Punch, where he delivers his powerful punch followed by an uppercut. And he has an aerial attack where he plummets to the ground with the Goron Pound. Link must transform back to gain access to his full moveset again.
  • Up Special (Deku Flower Flight): Young Link dawns the Deku Mask and transforms into Deku Link, and then uses his Deku Flowers to launch himself into the air and glide for a few seconds. Pressing A during this will allow him to drop Deku Nuts on enemies. Once you’ve touched the ground, you can still run around as Deku Link. The Deku Sheild will block attacks when remaining still, and he has two other attacks. Pressing A allows him to do the spin attack, and he has a forward smash in the form of Bubble Blast.
  • Down Special (Barrier): Young Link dawns the Zora Mask and then creates the electrical Barrier to defend himself from attacks. Pressing A allows him to use the Dolphin Cutters, and he has a forward smash which allows him to release the cutters as a projectile attack.
  • Final Smash (Fierce Deity): The same series of strikes, but with Link dawning the Fierce Deity Mask to perform the attack.
Ganondorf
  • Neutral attack: A combo of sword slashes he can be seen performing in Twilight Princess.
  • Forward tilt: His jumping slash attack from Twilight Princess.
  • Up tilt: His former up smash, but unable to be charged.
  • Down tilt: A forward stab with his sword, as depicted in Twilight Princess.
  • Dash attack: The attack he does when you fail to clash with him in Twilight Princess.
  • Forward Smash: A spinning slash with his sword, as depicted in Twilight Princess.
  • Up Smash: Similar to an attack he does in Tears of the Kingdom, Ganondorf thrusts his sword upwards coated in red energy. It does not launch a volley of homing orbs like in the original title however.
  • Down Smash: Ganondorf plunges his sword in to the ground and creates a reg energy explosion, as seen in Tears of the Kingdom.
  • Neutral aerial: A slash with his sword coated in red energy, as seen in Tears of the Kingdom.
  • Forward aerial: A sword slash mimicking one of his attacks from Tears of the Kingdom.
  • Back aerial: The same motion as his original attack, but now with his sword.
  • Up aerial: Ganondorf spins his sword over his head in a similar manor to Ganon spinning his trident.
  • Down aerial: Ganondorf’s plummeting punch attack he uses at the beginning of his Ocarina of Time boss fight.
  • Forward throw: An elbow check followed by a sword slash, as depicted in Twilight Princess.
  • Back throw: Ganondorf slams the oponant behind him like The Hulk slamming around Loki.
  • Down throw: Similar to an attack from Tears of the Kingdom, Ganondorf causes a cluster of red energy balls to form a circle around the opponent he has grabbed, then the circle rapidly constricts.
  • Floor attacks: The somersaults he does when he dodges an attack in Tears of the Kingdom.
  • Edge Attack: The jumping sword slam attack he does in Tears of the Kingdom.
  • Neutral special (Dark Magic Orb): The attack used in his Ocarina of Time boss fight that can famously be volleyed back like a tennis ball in the source game. If the projectile is reflected back at him, he can press neutral special again to reflect it back again. The attack can also be charged to allow him to throw multiple orbs.
  • Side Special (Demon Wave): Based on an attack from Tears of the Kingdom. Ganondorf charges his sword with red energy and then slashes forward, creating three red energy waves that travel across the background of the stage in the same way they travel across the floor in the source game.
  • Up Special (Levitation): Ganondorf rises up dramatically and is allowed to freely float around the stage for a small amount of time, similar to his Ocarina of Time boss fight. He cannot attack while floating.
  • Down Special (Phantom Clone): Based on an attack he performs in Tears of the Kingdom. Ganondorf creates a red energy clone of himself that acts independently similar to the Ditto assist trophy. It has its own HP and can be killed, but it will also just fade away on its own after a while.
Roy
  • Final Smash (Binding Victory): The same as Marth’s new final smash but with a battlefield from Binding Blade and attacks from Rutger, Fae, Lilina, and Sue.
Chrom
  • Final Smash (Exalted Falchion): Similar to Lucina’s new Final Smash, Chrom draws apon the power of Naga and performs a more powerful Critical Blow.
For Pichu, it could add the fact that it is the lightest character and cannot control its powers well (as it still receive damage). Now, it is a more frail Pikachu, but can make it up with Power and Speed with more risk like a glass cannon.
For Jigglypuff's proposed final smash, why not give the opponents a small countdown before damage/death over 120%.
Samus could have a stun effect while starting to use the final smash as she grabbed them to rob their energy to fire the Hyper Beam and in return receive more damage then others.
 
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