The list consists of both characters I would actually wish to have in a Smash game, and others whose potential of appearing in one is nigh impossible, but still had realizable movesets going for them from my judgment. I've separated both types with a "Possible?" column in their character infoboxes; possible characters come first in the list, and have reasons listed for their inclusion or exclusion.
All movesets use Ultimate as the base, and in all tables, damage is listed without the 1v1 multiplier (as base damage).
|Quick character links|
|“||Zero Goes On A Hunt!||”|
Zero (ゼロ, Zero) is the famous Maverick Hunter from Mega Man X, one of DracoRex's favorite videogame franchises. Zero's current voice actors, Johnny Yong Bosch in English and Ryotaro Okiayu in Japanese, would reprise their roles.
Reasons for inclusion/exclusion
- As a Mega Man X representative, Zero is by far the most important character, even more so than X himself, having his own sub-series as well as a bigger role in the story of some Mega Man X games.
- His larger focus on melee-based techniques provides a more unique moveset compared to X, who would be too similar to Mega Man.
- Zero has already appeared in other crossover fighting games, such as the Marvel vs. Capcom series and Tatsunoko vs. Capcom.
- Being a third-party character from an franchise already represented with a playable fighter could hurt his chances...
- ...But then again, Smash has plenty of Capcom content already, and Zero being an Assist Trophy in Ultimate strongly supports his popularity.
|Stats||Weight||Dash speed||Run speed||Walk speed||Air speed||Traction||Falling speed||Air acceleration||Gravity||Wall jump||Crawl||Midair jumps|
- Zero can both wall jump and wall cling. Unique to him is also a wall cling attack, which keeps him on the wall and can be used for as long as the cling lasts.
- Zero has the ability to air dash by tapping the control stick horizontally in midair. It consumes his double jump, and cannot be performed if he has already used it up. This also allows him to turn around in midair.
- An air dash lasts a maximum of half a second (30 frames), and can be canceled as soon as 1/3 of it is executed (on frame 11), either with another action or simply stopping tilting the control stick forward. Even after an air dash ends, its increased air speed carries over to Zero until it is canceled out by air friction.
- Similarly, by jumping out of his initial dash, Zero can perform a dash jump, which consistently increases his air speed, acceleration and friction until he air dodges, lands, grabs a ledge, clings to a wall, or gets hit. With the exception of down aerial (which is a stall-then-fall) and Ryuenjin, he can use any attack and keep the increased mobility.
- Dash attack, down smash, back aerial, and down aerial all produce projectiles.
- Down smash is unique in that it produces more projectiles the longer it is charged. However, its charge damage multiplier is half the usual amount to compensate.
- His side special, Twin Dream, temporarily summons a holographic clone of himself that mimicks his actions at a distance away, albeit dealing only half damage with attacks.
- His down special, Rakuhouha, spreads several strong projectiles around himself and grants invincibility, but can only be used on the ground and has 4 uses per stock.
Pros and cons
- Fast ground mobility and drift, alongside long reach in most attacks.
- A variety of projectiles that can be used for mid and long range combat, most notably Z-Buster (which can charge up to three projectiles) and Rakuhouha.
- Dash jumping and air dashing provide him with several unique spacing mixups.
- His down aerial, wall cling attack, and Twin Dream give him a powerful edgeguarding game.
- A plethora of reliable KO options at high percents.
- A fast, powerful out of shield option in Ryuenjin.
- Several attacks are above-average in lag, making them easy to punish unless carefully spaced.
- Like most swordfighters, Zero's tall stature and lack of fast retaliation moves leaves him particularly vulnerable to juggling. Although he possesses air dashing as a mixup, it consumes his double jump.
- Vulnerable recovery due to his slow default air speed, Ryuenjin's lack of protection, and the inability to use both a double jump and air dash.
- Some of his strongest options are limited, with Z-Buster requiring charging, Twin Dream having a 12.5-second cooldown, and Rakuhouha only having 4 uses per stock.
- During his initial dash, air dash, and dash jump, Zero produces red afterimages of himself, much like in Mega Man X4 up to Mega Man X6. When these actions are canceled or (in the case of a dash jump) their effects are lost, the afterimages disappear.
|Neutral attack||2.5%||Slashes up to three times with the Z-Saber: first with an outward vertical slash, then an inward horizontal slash, and finally a heavier overhead slash. Based on his standard combo attack in Mega Man X4 and Mega Man X5.|
|Forward tilt||Youdantotsu||10% (base), 12.5% (tip)||Thrusts the Z-Saber while moving forward a short distance. The tip of the Z-Saber deals extra shield damage and can KO reliably at high percents.|
|Up tilt||Shoenzan||4% (slash; hit 1), 2% (flame; hits 2-4)||Swings the Z-Saber set ablaze in an ascending arc in front of himself, creating a flame that rises upward. It drags targets up in multiple hits, and has relatively low ending lag, allowing it to combo into aerials at low percents.|
|Down tilt||6%||Slashes horizontally across the floor while kneeling. Has the lowest lag out of Zero's tilts, and deals set knockback, with the tip of the Z-Saber always causing grounded targets to trip, giving it great followup ability. Based on his crouching attack in X5 and X6.|
|Dash attack||W-Shredder||11%||Comes to a halt and launches an afterimage of himself forward, which performs the Shippuuga, slashing with an energy blade.|
Covers a long distance for a dash attack, and has projectile properties, meaning Zero does not experience hitlag from it. However, it deals low shieldstun, and may miss if used too close to opponents.
|Forward smash||Raijingeki||2% (hits 1-7), 6% (hit 8)||Turns the Z-Saber into an electric beam and thrusts it forward, hitting targets multiple times. Possesses very slow startup, but it is Zero's strongest normal finisher, and its long duration and horizontal range allow it to easily catch opponents within its area of coverage.|
|Up smash||Ensuizan||3% (hits 1-3), 6% (hit 4)||Leaps slightly off the ground and performs four quick somersaulting slashes above himself. Grants a few intangibility frames. Somewhat weak for a smash attack, but very effective for catching landings and contesting aerials due to its wide coverage.|
|Down smash||Earth Gaizer||16%||Punches the ground to create two brown, rising energy bursts at his respective sides that reach up to above his head. Charging it allows Zero to summon up to three additional pairs of bursts at progressively farther distances away. A powerful vertical finisher, and gains immense horizontal coverage when charged.|
|Neutral aerial||C-Sword||10% (clean), 8% (late)||A somersaulting slash in a full circle, generating an orange crescent blade in front of himself. Starts from the front, with the late hit constituting the second half of the slash. A decent KO move with the clean hit.|
|Forward aerial||7%||A quick diagonal slash in front of himself. Has low lag all around, making it an excellent combo starter and extender, but its range is shorter than the rest of Zero's attacks, especially vertically. Based on his standard midair attack in X4 and X5.|
|Back aerial||Fire Wave||12% (slash), 4% (fireball, early), 6% (fireball, late)||An outward ascending slash with the Z-Saber set ablaze, which launches a short-ranged fireball in a straight line behind Zero. It is his strongest aerial if the slash hits, KOing at around 135% from center stage, and deals high damage if both the slash and fireball connect. However, it has moderate startup and landing lag.|
|Up aerial||Raijinshou||1.8% (hits 1-6), 4.5% (hit 7)||Slashes in a spiraling motion with the Z-Saber held overhead, generating an electric tornado above himself that hits multiple times.|
It has a long duration, high vertical range, decent KO ability, and provides a similar hover effect to Fox's forward aerial, making it excellent for catching opponents above Zero. However, much like back aerial, it is slow in startup and landing lag.
|Down aerial||Rakukojin||14% (blade), 5% (anchor)||Turns the Z-Saber into a metallic blade and performs a diving thrust. Upon landing, the blade breaks apart and creates an anchor as a projectile, which bounces a short distance forward.|
Has very slow startup for an aerial, and high landing lag, but meteor smashes throughout its whole duration, Zero can slightly drift horizontally while it is active, and it doesn't drop him too far downward, allowing it to be used offstage without a large risk of SDing. The anchor can also be dropped off edges, functioning as a situational edgeguard tool.
|Wall cling attack||6%||Slashes outward while clinging to the wall. Weak with short vertical range, but has low lag and launches at a semi-spike, allowing it to function as a situational gimping tool.|
|Grab||—||Reaches out with his free hand.|
|Pummel||1.6%||Punches the opponent. Based on the Kaiser Knuckle weapon in X8.|
|Forward throw||9.5% (hit 1), 2% (throw)||Charges up his Z-Buster and shoots the opponent at point-blank, with the recoil causing him to leap back afterwards. Considerably laggy, but it is Zero's strongest throw, KOing at around 125% at the edge. The first hit also has a wide radius and is even stronger against bystanders, KOing them at around 100% from center stage. Based on how he destroys Vile's Ride Armor in the original Mega Man X.|
|Back throw||Shippuuga||5% (hit 1), 3% (throw)||Turns around, dashes a distance back with the opponent, and slashes them away with the Z-Saber glowing pink. Useful for bringing the opponent closer to the edge and setting up edgeguards.|
|Up throw||Rising||4.5% (hit 1), 2% (throw)||Launches the opponent away with a leaping upper slash. Low ending lag allows it to combo into a neutral aerial or Ryuenjin from low to mid percents, and up aerial until high percents.|
|Down throw||Lightning||9%||Zero's head gem glows, then right after he releases the opponent, a thunderbolt strikes them. It can combo into neutral aerial, forward aerial or Ryuenjin from low to mid percents, dealing more damage than up throw but losing its followup ability earlier.|
|Floor attack (front)||7%||Slashes in a circle around himself while getting up.|
|Floor attack (back)||7%||Same as front floor attack.|
|Floor attack (trip)||5%||Stabs in front of himself, then slashes horizontally behind himself.|
|Edge attack||9%||Climbs up and performs an overhead slash.|
|Neutral special||Z-Buster||4%-8% (shots), 8%-12% (blade)||Fires a yellow energy shot forward from his Z-Buster. It can be charged by holding the button, and canceled by shielding, dodging or jumping, which stores the charge. The shots' size, distance and damage increase with charging, and the move can reach two additional phases:
|Side special||Twin Dream||0.5× of Zero's attacks||Zero summons a holograph of himself, which stays at a fixed distance in front of him. The holograph mimics his movements, and all attacks except grabs and throws, although it does not produce projectiles.|
The holograph can be summoned with little lag, and its attacks stack up with Zero's, but only deal half as much damage. It goes through solid surfaces and is unaffected by opposing attacks, but disappears after 5 seconds or if Zero is hit, after which it has a cooldown period of 12.5 seconds.
|Up special||Ryuenjin||4% (hit 1), 1% (loop hits), 5% (last hit)||Sets the Z-Saber ablaze and performs a rising upward slash, hitting opponents multiple times before launching them at the apex of the jump.|
It cannot be drifted horizontally, and does not sweetspot edges until the last hit comes out; however, its distance and amount of hits can be controlled by holding the button, dealing a minimum of 2 loop hits and a maximum of 6. It is also a powerful finisher, KOing at around 110% if fully held.
|Down special||Rakuhouha||18% (clean), 15% (late)||Slams one fist onto the ground, sending out nine blue energy shots in a 180° spread around himself.|
The shots cover a long distance, go through solid surfaces, and have exceptional KO power, while Zero gains full invincibility during the move's startup. They also cannot be reflected or absorbed. However, only one shot can connect per opponent, and the move has only 4 uses during each of Zero's stocks, which cannot be replenished. It also has noticeable ending lag, and cannot be used in the air.
|Final Smash||Genmu Zero||40%||Zero first uses Dark Hold, inverting the stage's colors and stopping all other characters and moving objects completely. Afterwards, a purplish energy surrounds him, and he unleashes a large green energy blade forward with a slash of the Z-Saber. Shortly afterwards, the stage and time return to normal, and opponents that were hit by the blade are launched.|
- Up Taunt: Turns away from the screen and gives a thumbs up, saying "Got this one!". Based on his animation when clearing a stage in Mega Man X4 up to Mega Man X6, while the phrase is taken from when he is selected in Mega Man X8.
- Side Taunt: Unsheathes his Z-Saber and assumes a defensive stance with it, saying "It's not over yet!". The phrase is taken from when he is brought down to low health in X4.
- Down Taunt: Warps out and back onto the stage, much like Mega Man's down taunt. It uses the sound effects from X4.
Warps down on the stage.
"Zero! - Our Hero!"
- Turns towards the screen and looks around, with one hand close to the Z-Saber's handle.
- Unsheathes the Z-Saber and puts it in front of him as it flickers briefly, then puts it back away.
By default, Zero keeps the Z-Saber sheathed on his back, akin to his appearances from Mega Man X4 to Mega Man X6.
- Leaps onto the stage from the background and delivers a takedown slash, then puts the Z-Saber away, saying "Piece of cake." Resembles the way he confronts Colonel in a cutscene in X4, while his ending pose resembles his artwork from X6, and the phrase is taken from when he clears a stage in X8.
- If he wins a team battle with Mega Man, he will say "Pretty good for a rookie hunter."
- Floats down slowly onto the stage with an intense purplish energy surrounding him. Based on his entrace as a boss in his Awakened state in X5.
- If Mega Man was present in the match, he will quietly say "I have succeeded."
- Performs Rakuhouha, causing the screen to shake, then stands up and crosses his arms, akin to his artwork from X7.
Classic Mode: Maverick Hunt
Zero's first five opponents all reference Mavericks from the mainline Mega Man X games in chronological order, starting with Mega Man X4.
|1||Charizard||Brinstar Depths Ω||Sky Lagoon (Zero)||Charizard represents Magma Dragoon.|
|2||Piranha Plant (x2)||Distant Planet Ω||Eurasia City: Broken Highway (Zero)||The Piranha Plants represent Spike Rosered and his ability to create a clone of himself.|
|3||Giant Bowser||Temple Ω||Gate's Laboratory||Bowser represents Rainy Turtloid, with the stage representing his location, Inami Temple.|
|4||Wolf (x3)||Norfair (Battlefield form)||Conflict – Escape Stage||The three Wolves represent Flame Hyenard and his ability to create two clones of himself.|
|5||Dark Samus||Lylat Cruise (hazardless)||Jakob Orbital Elevator||Dark Samus represents Vile, with the stage and music representing his battle atop the Jakob Orbital Elevator in Mega Man X8.|
|6||Metal Mega Man||Final Destination||X vs ZERO||Mega Man represents X, with his metal status akin to the Ultimate Armor, and the stage and music represent his battle against Zero in Mega Man X5.|
|Final||Galleom||?||Sigma 2nd||Galleom represents Sigma, the main antagonist of the Mega Man X series, who is usually fought in several giant forms across the games.|
All of Zero's alternate costumes change his hair color as well.
- Red – Zero's default appearance in the Mega Man X series.
- Black - Based on Black Zero, as well as the fake Zero in Mega Man X2.
- Purple - Based on the Zero Nightmare.
- Blue - Based on X.
- Brown - Based on Axl.
- White - Based on White Axl.
- Yellow - Based on the Golden Armor from Mega Man X3.
- Green - Based on Sage Harpuia from the Mega Man Zero series.
Kirby acquires Zero's helmet and hair. Like Samus' Copy Ability, Kirby charges and fires the Z-Buster shots with his bare hands, including the Z-Saber blade.
- When at 100% damage or more, Zero's standard idle animation is different, having him gasp continuously while holding his chest with one hand. This is in reference to the same change seen in the Mega Man X games when he is low on health.
- Much like Mega Man, and akin to his appearances in his home series, Zero splits into multiple orange orbs when KO'd.
- When Star KO'd, he shouts "What am I fighting fooooor?!", as a reference to an infamous cutscene from Mega Man X4.
- From Zero's techniques in the Mega Man X series, DracoRex had also considered including Rekkoha and Raikousen in his moveset. However, he felt the former would be redundant with his down smash and Rakuhouha, and that the latter's best fit would be as a dash attack (as it is used by dashing in its origin game), which was already taken by the more mechanically unique W-Shredder.
- Additionally, while he recognized Ryuenjin was too similar to Roy's Blazer, he included it either way due to being one of Zero's most prominent techniques in outside appearances, as well as one of his best suited techniques for a recovery move.
- Furthermore, he recognized the somewhat infamous reputation of Hadangeki due to its appearance in Ultimate Marvel vs. Capcom 3, but decided not to include it because he found it too similar to Cloud's Blade Beam, and because its only appearance in the Mega Man X series is in X7, which he tried to represent as less as possible due to its notoriously negative reception.
|“||Bio Rex Boosts In!||”|
Bio Rex (バイオ レックス, Bio Rex) is the #15 driver and a recurrent character in the F-Zero series, debuting in F-Zero X. He is DracoRex's favorite character from said franchise (how surprising!).
For his default appearance, Bio Rex's model is based on his one from F-Zero GX, but with much larger, metallic claws, which are also able to discharge electricity for a handful of his attacks, similar to the way Captain Falcon uses fire. His respective voice actors from the F-Zero: GP Legend anime, Marc Thompson in English and Takayuki Fujimoto in Japanese, would reprise their roles as Bio Rex, albeit the former provides different voice clips that sound less robotic.
Reasons for inclusion/exclusion
- F-Zero would really appreciate another playable character.
- Bio Rex would stand out as a non-human anthropomorphic character, both in general and compared to other likely F-Zero candidates such as Black Shadow and Samurai Goroh.
- He was one of the few F-Zero characters selected as a spirit for Ultimate, meaning Sakurai cares enough about him. (Thank you based for acknowledging the racer dino's existence)
- F-Zero is dead. As long as it is, we will only ever get Falcon in Smash.
- If anything, Black Shadow or a character from the SNES game would be more likely as a second F-Zero rep if there ever is one, since they're overall more recognizable.
|Stats||Weight||Dash speed||Run speed||Walk speed||Air speed||Traction||Falling speed||Air acceleration||Gravity||Wall jump||Crawl||Midair jumps|
- A heavy rushdown character, with average weight, very fast dash and air speed, and high gravity and falling speed. However, his air acceleration is notoriously slow.
- Bio Rex is defined largely by a mechanic known as Boost Power, which is activated by getting a KO, and lasts 25 seconds since then (it isn't lost if Bio Rex himself is KO'd). It has three major effects on his moveset:
- His neutral special upgrades from the situational Side Attack, to the Boost, allowing him to perform a dash at very fast speed and damage targets by ramming into them, but causing recoil damage to him every time it is used.
- Several attacks that use his claws are changed to have him discharge electricity from them, making them significantly more powerful, and giving some of them additional effects, at the cost of causing recoil damage every time they are used as well.
- Among these effects, his recovery covers twice the usual distance.
- The landing lag on his aerial attacks is reduced by 30%.
- His down special, Pit Stop, is unique in that it temporarily generates a healing floor, allowing Bio Rex to alleviate his recoil damage (and received damage for Boost Power) if he stands on it. However, it can only be used once per stock, and can heal opponents as well.
Pros and cons
- Exceptionally fast mobility, especially on the ground.
- Boost Power drastically increases Bio Rex's pressure ability, granting him fast attacks with powerful offensive prowess, and an extremely versatile approach option in his neutral special.
- Excellent combo ability, as well as KO ability with Boost Power activated.
- With Boost Power, his recovery's pattern and long distance makes it difficult to edgeguard.
- Pit Stop provides him with healing.
- Without Boost Power, Bio Rex's power is merely average, and his overall landing lag is above-average, deterring his offensive power.
- Recoil damage on Boost and his electrified claw attacks discourages their overuse.
- Without Boost Power, his recovery is fairly linear.
- Pit Stop can be used by opponents, potentially benefitting them more than Bio Rex if he uses it poorly.
- All of Bio Rex's enhanced claw attacks gain the electric effect on their claw hitboxes. Otherwise, they use the slash effect.
- Bio Rex's moves outside of his neutral special that can be enhanced by the Boost Power mechanic are: forward tilt, up smash, down smash, back aerial, up aerial, down aerial, down throw, edge attack, and up special.
- When Boost Power is activated, the text "BOOSTER OK" appears above Bio Rex's damage meter, which is then replaced by a green bar (much like the energy gauge in F-Zero X upon getting Boost Power) that gradually depletes to indicate its remaining duration.
|Neutral attack||3%||Performs a vertical karate chop, then a horizontal one with his other hand. Very quick, albeit short ranged.|
|Forward tilt||Normal: 8% (arm), 11% (claws)
Enhanced: 8% (arm), 14% (claws) [Recoil: 1.2%]
|Extends one arm forward, stabbing with his claws. Moves Bio Rex forward slightly when used, and can be angled, hitting opponents hanging on edges when angled down. The sweetspot gains KO potential at around 155% when normal, and 125% when enhanced.|
|Up tilt||6% (leg), 8% (claws)||Kicks upward in a 90° arc in front of himself. Can combo into itself up to mid percents. It is most effective if Bio Rex's claws on his foot hit.|
|Down tilt||Spin Attack||3% (hits 1-2), 4% (hit 3)||Spins horizontally while crouching to hit multiple times, sliding forward about half the distance of King Dedede's down tilt. The last hit semi-spikes.|
|Dash attack||9%||Leans forward and performs an ascending slash with one arm. Has moderate startup, but low ending lag, enabling it to set up combos into aerials at a wide range of percents.|
|Forward smash||16%||Rears back, then lunges forward with a bite. Has slow startup, and is Bio Rex's only smash attack that cannot be enhanced, but it is his strongest non-enhanced one. KOs at around 110%. Deals a little extra shield damage.|
|Up smash||Normal: 14%
Enhanced: 8% (hit 1), 12% (hit 2) [Recoil: 2%]
|Swipes both arms towards himself in an arcing catapult motion. If enhanced, Bio Rex's claws shine as he points them up at the end of the arc, and they generate a bolt above himself with large vertical reach, with the move being altered to consist of two hits and launch opponents into the bolt.|
Good as an out of shield option due to its fast startup, especially with the power of the enhanced version, but its ending lag and the bolt's lack of horizontal range make it easy to punish on shield. KOs at around 130% normal, and 100% enhanced.
|Down smash||Normal: 17%
Enhanced: 22% (clean), 18% (late) [Recoil: 3%]
|Strikes the floor at both sides with his claws. If enhanced, they generate electric pillars with much more vertical range.|
Deals reverse knockback, and it is one of Bio Rex's strongest attacks, KOing at around 105% normal and 80% enhanced. However, it has slow startup, and causes the most recoil damage out of his attacks.
|Neutral aerial||9% (arm, leg), 12% (claws)||Extends an arm and leg forward, retreating them afterwards. The sweetspot is located on the claws at the end of Bio Rex's hand and foot, and can KO at around 145%. The sourspots are much weaker, but last longer and can lock opponents at low percents.|
|Forward aerial||4.5% (hit 1, arm), 6.5% (hit 1, claw; hit 2, arm) 8.5% (hit 2, claw)||Slashes with one arm in a downward arc, then with the other in an upward arc. Useful spacing tool, causing plenty of damage if both hits are sweetspotted. The first hit deals weak vertical knockback to grounded opponents, allowing it to combo into other moves up to high percents with Boost Power.|
|Back aerial||Normal: 13%
Enhanced: 18% (clean), 9% (late) [Recoil: 2%]
|Leans backward with both arms extended, stabbing with his claws. If enhanced, it has a longer duration with a late hit. Launches at a semi-spike angle, and is Bio Rex's strongest aerial when enhanced. KOs at around 135% normal, and 105% enhanced.|
|Up aerial||Normal: 9% (early), 13% (clean)
Enhanced: 9% (early), 16% (clean) [Recoil: 1.5%]
|Swipes both arms in upward arcs starting from the sides, clashing his claws overhead. If enhanced, the clash generates a larger electric blast. The swipes lack enough knockback to be reliable finishers, and are intended more for juggling, while the clash is a clean hit that is stronger, but only lasts one frame.|
|Down aerial||Normal: 14%
Enhanced: 17% [Recoil: 1.5%]
|Thrusts both arms down, stabbing with his claws. If enhanced, it unleashes a larger electric blast.|
Has the most lag out of his aerials, but long range and high power, with the enhanced version KOing reliably at around 120%. The enhanced version meteor smashes if Bio Rex's claws (as opposed to the blast) hit, making it deadly for starting combos and edgeguarding, while the blast deals extra shield damage.
|Grab||—||Reaches out with one arm. While leading to a powerful throw game, Bio Rex's grab has short range.|
|Pummel||1.6%||Bites the opponent.|
|Forward throw||5% (hit 1), 2% (throw)||Pins his free hand's claws into the target from below. It launches at a mostly vertical angle with low ending lag, making it Bio Rex's main combo throw.|
|Back throw||6% (hit 1), 2% (throw)||Places the target behind him and whips them away with a horizontal tail swing. It can combo into Boost, but otherwise has little utility besides setting up edgeguards.|
|Up throw||7% (hit 1), 3% (throw)||Places the target above him and bites them, launching them upward. It can combo into a sweetspotted up air until around 25%, being a more limited combo move than his forward throw but racking up more damage. Otherwise, it gains KO potential at around 190%.|
|Down throw||Normal: 6% (hit 1), 3% (throw)
Enhanced: 10% (hit 1), 5% (throw) [Recoil: 2.5%]
|Stabs the target on the ground with both arms. If enhanced, Bio Rex's claws shine and unleash a violent electric discharge on them. It has no combo potential, but the enhanced version is extremely powerful especially for a down throw, KOing under 135% from center stage and under 90% near edges.|
|Floor attack (front)||7%||Slashes at both sides.|
|Floor attack (back)||7%||Sweeps his tail around himself.|
|Floor attack (trip)||5%||Kicks at both sides.|
|Edge attack||Normal: 9%
Enhanced: 12% [Recoil: 1%]
|Slides across the ground in a low position, stabbing with his claws, before standing up.|
|Neutral special||Side Attack / Boost||Side Attack: 10%
Boost: 8% (early), 6% (remainder) [Recoil: 2%]
|Side Attack: Bio Rex quickly dashes forward with a shoulder ram. It possesses some super armor frames and is a semi-spike, but it is otherwise easy to punish due to moderate startup, and causes helplessness if Bio Rex slides off an edge with the move or uses it in midair. Similarly, if he bumps into a wall with it, he takes 4% damage and gets knocked down.|
Boost: Engulfs Bio Rex in a green aura. Moving in either direction afterwards causes him to dash at an extremely fast speed, launching opponents in contact. The boost can be canceled like a standard dash, except by special moves, giving it significant versatility and combo potential. Due to its recoil damage, however, it is unadvised to overuse. In midair, the speed boost is less significant, and it can be canceled by a jump, air dodge or any aerial attack, but other special moves become unusable until landing.
|Side special||Big Fangs||16% (grounded), 10% (aerial, hit), 3% (aerial, release)||A unique attack using giant fangs, named after Bio Rex's vehicle, that works differently on the ground than in midair.
|Up special||Lizard Lightning||Normal: 5% (hit 1), 6% (hit 2)
Enhanced: 4% (hits 1-3), 6% (hit 4) [Recoil: 0.6% per dash]
|Bio Rex jumps diagonally, becoming intangible to attacks, then performs two dashes diagonally upward in a zigzag fashion. If enhanced, he performs four dashes and leaves an electric trail behind in a thunderbolt-like fashion.|
It deals high damage if enhanced, and the dashes all link into each other, but the initial jump has no hitboxes. As a recovery move, it is hard to directly intercept, but the normal version doesn't travel much distance, while the enhanced version's recoil damage makes it unfavorable for Bio Rex to use it often.
|Down special||Pit Stop||—||Spawns a pink healing pad on the ground below himself, which stays for 8 seconds before disappearing. If used in midair, Bio Rex instead drops a harmless capsule downward that generates the healing pad upon impacting the ground. It heals at a rate of 1% every 10 frames, for a total of 48% if Bio Rex manages to stay on the pad for the entire duration. However, it can only be used once per stock, and opponents can heal themselves as well by staying on the pad, potentially benefitting more than Bio Rex if they manage to knock him out of it.|
|Final Smash||Big Fang Dinner||10% (Big Fang dash), 40% (trap total), 10% (release)||Bio Rex yells "I'm hungry!" and his vehicle, the Big Fang, appears on the stage to run over opponents, dashing in a straight line in front of him. If they get hit, a cutscene plays where they are dropped on a racetrack in first-person view, and Bio Rex jumps off the Big Fang to stab them with his claws as he lands on them, saying "Grrr... fresh meat!". He then bites and slashes them repeated times, and finally opens his mouth with his teeth glowing to deliver a final bite, with the camera showing all the opponents getting launched.|
- Up Taunt: Leans backwards shaking himself to the sides and roars. Reminiscent of his animation after all his settings are selected before a race in F-Zero GX.
- Side Taunt: Stretches out both arms in front of him and shows his claws, saying "You look delicious".
- Down Taunt: Rubs his claws on the ground. With Boost Power activated, they release electric sparks.
Jumps out of the Big Fang.
"Bio -- Bio -- Bio Rex!"
The crowd chants the words to the rhythm of his signature theme, Theme of Bio Rex.
- Swipes his left claw to his right arm, and viceversa.
- Leans from left to right.
A remix of the theme that plays upon finishing a race in F-Zero GX. Shared with Captain Falcon.
- Faces away from the screen and says "Don't judge me by my appearance", then turns around and poses. Based on the quote shown in his portrait after completing a Cup in F-Zero X, with his pose being exactly the same.
- Swipes his claws three times, then swipes both of them outward from his chest, while saying "If I beat you again, I'll eat the lot of you!". The phrase is taken from one of his answers to the TV Interview in F-Zero GX.
- Kneels and thrusts his chest forward, similar to Captain Falcon in one of his victory poses, but also points his claws up above his head and generates a thunderbolt, much like in his up smash.
- Green - Bio Rex's default appearance in F-Zero GX.
- Blue - Based on his second costume in F-Zero GX.
- Purple - Based on his third costume in F-Zero GX.
- Red - Based on his fourth costume in F-Zero GX.
- Orange - Gives Bio Rex an orange jacket, thinner shoulder pads and some metallic tubes attached to the back of his neck. Based on his original appearance in F-Zero X.
- Riptor - Based on Riptor from Killer Instinct, turning Bio Rex's skin orange with yellow eyes. His claws are also changed to a light blue color akin to Riptor's appearance in Killer Instinct 2013.
- Perfect Chaos - Based on Perfect Chaos from Sonic Adventure, turning Bio Rex's skin blue with green eyes.
- Biolizard - Based on Biolizard from Sonic Adventure 2, turning Bio Rex's skin red with light blue eyes.
Kirby acquires Beastman's helmet (which is inspired by Bio Rex). Like Bio Rex, Kirby at first receives Side Attack, but if he gets a KO, a gauge appears above his damage meter and his Copy Ability is replaced by Boost. Kirby's run and air speeds with it are the same as for Bio Rex, despite his regular speed stats not being as fast as his, but he also takes 2% recoil damage every time he activates the move. Lastly, he imitates Bio Rex's "Boost Power!" shout when activating it.
- Bio Rex's gravity value references his status as pilot #15. Similarly, his falling speed references the year F-Zero X, his debut game, was released.
- His stats are a reference to those of his machine in the F-Zero games: the Big Fang's B rank in Body and A in Grip are reflected in his average endurance and high traction, while its D rank in Boost is reflected in his poor air acceleration.
- Side Attack causing helplessness if Bio Rex slides off an edge references how falling off the racetrack in F-Zero games results in the player being disqualified, and Side Attacking recklessly can often be a cause of it.
- Similarly, its recoil damage when he bumps into a wall references how crashing into walls in F-Zero causes damage to the vehicle.
|“||Groudon Quakes The Battlefield!||”|
Groudon (グラードン, Groudon) is the well-known Legendary Pokémon from Generation III, and DracoRex's favorite Pokémon of all time. The latter, alongside its significance to the series, were the reason he created a moveset for it.
Compared to its Pokémon appearances, and in a similar vein to Ridley, Groudon has been scaled down to have a more proper size for a playable character, being only slightly larger than Bowser. Similar to the latter, Groudon's arms are also longer, giving it more reasonable reach in its attacks, and its voice clips consist of numerous roars and growls, true to the Pokémon anime.
Reasons for inclusion/exclusion
- There are currently no playable Pokémon from Generation III in Smash.
- Groudon is a popular and extremely important Pokémon from this generation, appearing in the boxart and being a main focus of the storyline.
- Smash has already given Groudon a lot of recognition, with a Poké Ball role in Brawl, a trophy in Brawl and Smash 4, and an enhanceable spirit in Ultimate.
- Other Generation III Pokémon such as Sceptile and Blaziken easily surpass Groudon in popularity and demand.
- Given its huge size, and how much it took for Ridley to be playable mostly because of this trait, Groudon likely wouldn't be a priority in terms of a new Pokémon rep either.
|Stats||Weight||Dash speed||Run speed||Walk speed||Air speed||Traction||Falling speed||Air acceleration||Gravity||Wall jump||Crawl||Midair jumps|
- A large character with extreme weight (the highest to date), above-average ground mobility, and high falling speed, but poor aerial mobility.
- Groudon possesses two fighter abilities:
- Electric resistance: The damage and hitlag Groudon experiences from electric and paralyzing attacks is reduced by 0.8× (without affecting knockback outside of the resulting percent), hindering the safety of such moves against it.
- Drought: When Groudon spawns on its last stock, this ability activates automatically, and causes intense sunlight for 25 seconds (denoted by a bright line at the top of the screen), which increases the damage and knockback of all flame attacks (including opponents and stage hazards) by 1.25× and 1.12×, respectively. In a one-stock battle or Home-Run Contest, Drought activates immediately, while in a time battle, it activates at the last 30 seconds.
- Neutral attack's second hit, down aerial, and its neutral special Earth Power can all bury opponents, as well as back throw's hitbox against bystanders, granting Groudon several setups.
- Neutral aerial, back aerial, and down aerial all possess landing hitboxes, although only the lattermost's one can hit aerial opponents.
- Groudon possesses a plethora of projectiles with the aforementioned Earth Power, its side special Eruption, which is stronger the less damage it has taken, and its down special Stealth Rock, which can set up to four stones on the stage as traps.
Pros and cons
- Massive weight and high falling speed allow Groudon to survive up to considerably high percents.
- Remarkable KO power in several moves, in addition to various KO setups thanks to its burying moves, complemented by its high weight allowing to easily take advantage of rage.
- Stealth Rock has various applications to control space and pressure opponents, while also helping in Groudon's disadvantage state.
- A fair share of reliable combo starters (namely up tilt, down tilt, and up throw, not to mention burying moves) despite falling into the slow and strong character archetype, which is further aided by Stealth Rock.
- Drought benefits several of Groudon's attacks that use the flame effect (including one of its projectiles, Eruption), allowing it to effectively stage a comeback.
- Groudon's up special, Rock Climb, is an effective out of shield option.
- As with other heavyweights, several of Groudon's attacks possess above-average lag.
- Large hurtboxes, heavy weight and high falling speed leave Groudon extremely vulnerable to combos without the aid of Stealth Rock.
- Susceptible to gimps due to its poor air mobility, despite Rock Climb granting a remarkable vertical distance.
- Drought enhances opponents' flame attacks as well, leaving Groudon more vulnerable to damage and KOs against characters such as Charizard and Samus.
- Groudon's projectiles become less effective over time, as Eruption loses power with damage taken to the point of becoming nearly useless at high percents, and Stealth Rock summons less stones on consecutive uses.
- Groudon's running and crawling animations involve it dragging its body along the ground, akin to Bowser in Melee and Brawl.
- Like Charizard and Incineroar, Groudon takes damage while swimming.
|Neutral attack||4%||Stabs forward with one hand, then stomps with one foot. Alternatively, mashing the attack button has Groudon follow up the stab by corkscrewing the ground in front of itself with its hands, finishing with an outward swing. The stomp deals less damage, but buries targets that are close to Groudon, allowing for setups.|
|0.6% (loop, 5 minimum), 4% (finisher)|
|Forward tilt||Mud Shot||14% (kick), 6% (mud)||Performs a stretch kick, whipping up a stream of mud forward. The kick is powerful enough to KO at around 130%, while the mud is a weaker portion with longer range that pushes opponents away without flinching (as windboxes).|
|Up tilt||Headbutt||5% (hit 1), 7% (hit 2)||Performs an ascending headbutt, similar to Yoshi's up tilt in Smash 64. Deals two hits: one as Groudon begins rising its head, and the other starting near the middle of the arc. Can combo into aerial attacks at low percents, while possessing respectable KO power at high percents. Groudon's head is intangible while the hitboxes are active.|
|Down tilt||10%||Slams the ground in front of itself with an open palm. Possesses moderate lag and meteor smashes opponents, functioning as a reliable combo starter against grounded ones and a potent onstage edgeguarding option against aerial ones.|
|Dash attack||Double-Edge||2.5% (hit 1), 15% (hit 2)||Slides forward, whipping up some ground, then unleashes a powerful bite.|
The first hit has short range (only hitting opponents right next to Groudon), but deceptively very fast startup, while the second hit is extremely powerful for a dash attack, KOing at around 105% from center stage. However, the move has heavy ending lag, and slow startup with the second hit only. The second hit resembles one of Groudon's attack animations in the Generation VI Pokémon games.
|Forward smash||Fire Punch||24%||Rears one fist back over its shoulder as it is set on fire, then punches with it in a heavy downward arc.|
It is extremely slow, but has tremendous power on par with other heavyweights' forward smashes, which is boosted further by Drought. Its wide arc also allows it to hit opponents on some platforms above Groudon, such as Battlefield's middle platforms. Furthermore, it grants Groudon some super armor frames during startup (after the charge interval), and its fist is invincible while the hitboxes are active. It triggers Special Zoom if it hits with Drought active.
|Up smash||Precipice Blades||20% (base, sides), 23% (tip, sides), 22% (base, center), 25% (tip, center)||Faces the screen and summons two large rock pillars at its respective sides, alongside a larger flaming one right in front of itself.|
The pillars have long, disjointed vertical range, and are extremely powerful, especially at their sharp tips. However, the move still has high overall lag, and doesn't grant super armor like forward smash. The flaming pillar's tip triggers Special Zoom if it hits with Drought active.
|Down smash||Earthquake||20% (close), 18% (mid), 16% (far)||Leaps in a low stance and stomps the ground, creating large quake hitboxes around itself. It has very slow startup and only affects grounded opponents, but its hitboxes cover a huge area (around 80% of Final Destination if used at the center) and have a long duration, making it deadly for punishing landings. Groudon's motion resembles its Earthquake animation in Pokémon Battle Revolution.|
|Neutral aerial||Lava Plume||3% (hits 1-3), 6% (hit 4)||Points its claws towards its chest, then releases a fiery burst out of its body, hitting multiple times. Slow startup, but grants Groudon damage-based armor of 12% for some frames before the hitboxes come out, and deals very high damage with Drought active.|
|Forward aerial||Brick Break||13% (arm), 15% (claws), 4% (landing)||Chops with one arm in a downward arc, stopping near its torso. Covers a wide area and is Groudon's second fastest aerial attack (after up aerial), with the sweetspot on its claws also dealing extra shield damage, being capable of breaking a shield at around half its health. However, it is weaker than Groudon's most other attacks.|
|Back aerial||16%, 4% (landing)||Whips its tail in an upward arc. Slow startup, but semi-spikes opponents with high power, making it Groudon's most reliable aerial for KOs. Groudon's tail is intangible while the hitboxes are active.|
|Up aerial||Incinerate||12%||Releases a fire burst from its mouth above itself. Short ranged and weak compared to Groudon's other aerials, but has the least overall lag out of them, making it useful as a followup out of ground moves and for juggling, while it still boasts respectable KO power with Drought active.|
|Down aerial||Bulldoze||18%, 8% (landing)||Creates an earth platform beneath its feet, them stomps downward. Upon hitting an opponent or landing, the platform breaks apart; if the former occurs, the move loses its landing hit.|
The main hit buries grounded opponents, while strongly meteor smashing aerial ones, functioning as a unique, potent punish option. On the other hand, the landing hit has high range and power compared to forward and back aerials' landing hits. However, the move has the highest overall lag out of Groudon's aerials. Groudon's legs are intangible while the hitboxes are active.
|Grab||—||Reaches out with both hands. Laggy, but above average in range. Upon grabbing an opponent, Groudon holds them in the air in a supine position (akin to Mega Man's grab) and holds them from each side.|
|Pummel||2%||Slams the opponent onto the ground without letting go of them. The slowest pummel in the game, yet the most damaging.|
|Forward throw||Fire Blast||10% (hit), 4% (throw)||Puts the opponent close to its mouth and releases a fiery Daimonji (大) from it onto them. When boosted by Drought, it becomes the strongest forward throw in the game, KOing under 140% from center stage.|
|Back throw||Body Slam||13% (hit), 2% (throw)||Puts the opponent on the ground and jumps onto them, launching them behind itself. A reliable finisher, albeit not as much as its boosted forward throw. Additionally, the hit before the throw buries bystanders.|
|Up throw||9%||Stomps the ground beneath the opponent with one foot, creating an earth eruption that launches them up and out of the grab. Has low ending lag, allowing it to combo into an up tilt, forward aerial or up aerial from low to mid percents.|
|Down throw||11%||Lifts the opponent overhead and jumps up to a height right above Battlefield's middle platforms, then tosses them diagonally down with both hands.|
Useful for setting up tech-chase situations onstage, in addition to being a deadly edgeguarding setup at the edge, although the opponent can DI into the stage if not used close enough to the edge.
|Floor attack (front)||10%||Stomps to create a shockwave around itself upon getting up. Unlike other floor attacks, it hits both sides simultaneously and can only hit once, but deals more damage in a single hit.|
|Floor attack (back)||10%||Same as front floor attack.|
|Floor attack (trip)||5%||Stabs with its claws forward, then with its tail backward.|
|Edge attack||10%||Lifts itself up and stomps the ground. Similar to down smash, it can only affect grounded opponents, but covers an exceptionally large area (as much as the distance of an edge roll), hindering opponents' ledge traps.|
|Neutral special||Earth Power||12% (clean), 10% (late)||Stomps with one foot, sending an erupting earth stream forward along the ground. It buries grounded opponents, allowing Groudon to follow up with another attack even if they are hit far from it, depending on their percent and button mashing. However, the move can only be used on the ground, and cannot affect aerial opponents.|
|Side special||Eruption||15%-3%||Acquires a red, fiery glow and spits a large magmatic rock in a low arc forward. True to its function in the Pokémon series, it is more powerful the less damage Groudon has taken; as it does, the rock becomes smaller (thus also covering less distance) and deals less damage. However, Drought can further boost the move's power, and unlike most other projectiles, it lacks a weaker late hit, making it an excellent long-range option if Groudon hasn't taken much damage.|
|Up special||Rock Climb||5% (rock), 9% (burst)||Climbs a rocky wall that gradually generates in front of itself from bottom to top, then hops a distance forward off it upon reaching the peak. Both the wall itself and the rock bursts as Groudon climbs it deal damage. If Groudon is right next to a wall, using the move causes it to climb that wall instead and end up on the ground above it|
|Down special||Stealth Rock||Each stone: 6% (grounded foes), 9% (aerial foes)||Summons four stones around itself; two low around its feet, and two high around its head, which levitate at their respective heights while moving slightly up and down, damaging opponents that come in contact with them. The rocks are destroyed either upon hitting an opponent, after 30 seconds, or if hit by an opponent's attack that deals at least 3% damage.|
A highly effective move for disrupting approaches and setting up traps, especially against aerial opponents, who take higher damage from the rocks. They launch vertically, so they are ineffective for edgeguarding on their own, but can combo seamlessly into Groudon's other moves if it is nearby. However, Groudon cannot use the move again until all rocks are destroyed, and subsequent uses only summon two rocks (the low pair) until it loses a stock.
|Final Smash||Primal Reversion||0.8% (constant damage), 25% (Precipice Blades)||The Red Orb appears and falls on Groudon, causing a huge Ω symbol to cover it, and it transforms into Primal Groudon. It then activates the Desolate Land ability, which constantly damages foes near the top blast line, and uses Overheat, heating itself up and causing the ground near itself to catch fire, trapping opponents. The fire slowly covers more ground over time, and after 5 seconds, Primal Groudon uses Precipice Blades, causing rock pillars to rise up in the affected areas and deliver the final hit to opponents. It deals a maximum of 65% damage.|
- Up Taunt: Leans back a bit, then thrusts its head and arms forward to roar. Nearly identical to one of its attack animations in the Generation VI Pokémon games.
- Side Taunt: Looks at the screen and roars with its arms spread and a menacing look as the seams in its armor plating glow with a blue energy.
- Down Taunt: Crosses its arms and closes its eyes as a ray of sunlight temporarily appears above itself.
Emerges from the ground. Strongly reminiscent of its awakening cutscene in Pokémon Omega Ruby.
- Slightly moves its head while opening its mouth, akin to its random idle pose in the Generation VI Pokémon games.
- Leans its head forward at a lower stance, with its claws together and a menacing look.
Groudon's regular standing animation is the same as in the Generation VI Pokémon games.
Same as other Pokémon representatives.
- Uses Earth Power, with the earth stream moving around in a circle, then lifts both arms up as a huge, emphatic earth eruption is generated the moment Groudon's name appears onscreen.
- Emerges from the ground similar to in its on-screen appearance, but with significantly more emphasis, better resembling its awakening in Pokémon Omega Ruby. Groudon's seams in its armor plating also glow during this victory pose.
- Heats up, turning completely red, then releases a heat wave and gets closer to the screen with its arms extended, facing the screen.
- Red, blue seams - Default.
- Golden, red seams - Groudon's Shiny coloration.
- Black, yellow seams - Groudon's Shiny coloration as Primal Groudon. Also resembles Rayquaza's Shiny coloration.
- Blue, red seams - Based on Kyogre. A reversal of its red color scheme.
- Purple, red seams - Based on Kyogre's Shiny coloration.
- Green, yellow seams - Based on Rayquaza.
- Brown, purple seams - Based on Kangaskhan, with the seams colored after Kangaskhan's baby.
- White, gray seams - Based on Aggron.
Kirby acquires the armor around Groudon's head as a helmet.
- The last three digits of Groudon's run speed are a reference to its National Pokédex number, #383. Likewise, its weight value references its base Defense stat in the main series games.
|“||Bullzeye Gets Extreme!||”|
Bullzeye is a Pteranodon from the Extreme Dinosaurs team, hailing from the eponymous obscure series 99.8% of the users in this wiki don't know about. Extreme Dinosaurs is one of DracoRex's favorite cartoons (for obvious, albeit biased reasons), and while Bullzeye is not the main protagonist of the series, he was chosen due to DracoRex considering him the most unique out of the Extreme Dinosaurs.
Bullzeye's voice actor from Extreme Dinosaurs, Jason Gray-Stanford, would reprise his role.
|Stats||Weight||Dash speed||Run speed||Walk speed||Air speed||Traction||Falling speed||Air acceleration||Gravity||Wall jump||Crawl||Midair jumps|
- A lightweight character, with average mobility on the ground and excellent mobility in the air, but low traction.
- Somewhat floaty, sporting low gravity and average falling speed, though his fast fall speed multiplier is above-average.
- Possesses three midair jumps, akin to Pit.
- Some mechanically unique standard moves include:
- Jab and neutral aerial, which have Bullzeye use his trademark Sonic Screech ability: a long-ranged soundwave stream that can be held for up to 3 seconds and deals a single powerful hit up close during the first hit frames, while otherwise weakly hitting multiple times akin to Charizard's Flamethrower.
- Forward tilt, which consists of 2 hits per button press.
- Dash attack, which can be jump-canceled on hit after a short while and drops Bullzeye off edges, while otherwise having very high ending lag.
- Forward smash and up smash both move Bullzeye and drop him off edges; the former moves him forward, the latter horizontally by player input and its distance increases with charging.
- Back aerial, which sends foes towards Bullzeye (at a 132° angle).
- Up throw, which lets Bullzeye carry foes akin to DK's cargo throw, except through the air, and has a single throw that is a weak meteor smash.
- Bullzeye's special moves all summon a member of the Extreme Dinosaurs, which act much like Assist Trophies, each with their own unique abilities, and can also be given commands by Bullzeye. These are covered more in-depth in a section below.
Pros and cons
- Excellent air game and combo game, by virtue of fast mobility and fast aerials (except neutral air).
- Strong edgeguarding options thanks to his multiple jumps, forward air, and his back air and up throw's unique properties.
- The Extreme Dinosaurs each give him a unique and deadly form of stage control, as well as responses to different matchups.
- Light weight combined with rather large hurtboxes make Bullzeye easy to hit and KO.
- Relies on proper handling of Extreme Dinosaurs to be a notable threat: without them, his pressuring ability becomes much worse and he has trouble KOing outside of edgeguards (with only a few, very slow of his moves doing so), yet if they are defeated, a debuff applies to him until they revive.
- Lacks a recovery special, due to all his special moves being used for controlling the Extreme Dinosaurs.
Extreme Dinosaur breakdown
- When summoned, the Extreme Dinosaurs are AI-controlled and can use either a melee attack or ranged attack depending on the foe's distance from them, in addition to a command attack Bullzeye can order them to perform.
- He can also give them various commands between chasing foes on their own, following him while using ranged attacks against them, standing completely still, or calling them back and out of the fight.
- The Extreme Dinosaurs can all be harmed by opposing attacks, and experience hitstun like regular fighters, but will always tech on any surface. While they lack a midair jump, they can recover by grappling onto surfaces with extendable hooks, like in their home series. They jump around with complete freedom in distance to chase opponents, similar to most Assist Trophies, but can't shield or dodge.
Bullzeye can summon a total of four Dinosaurs:
- T-Bone, who can cover a lot of ground with his Saurian Stomp and force foes to approach from the air.
- Spike, who hits extremely hard at close range and can score quick KOs when summoned.
- Stegz, who can roll across the stage chasing foes and hitting them repeatedly.
- Hard Rock, who assumes a more defensive role by walking along slowly while armoring through any attacks and being able to reflect projectiles, giving some helpful protection to Bullzeye.
- Summoning Extreme Dinosaurs gives Bullzeye a lot of control over the match, but only one can be onstage at a time, requiring him to use the Retreat command if he wants to summon a different one. *When their HP is fully depleted, they will be KO'd, and not only Bullzeye will have to spend a certain amount of time on the ground to call them again, but his stats will be affected negatively, an example being the reduction of his damage potential when Spike is KO'd. Taking this in mind, players should not just summon Extreme Dinosaurs recklessly, as it may instead be optimal to conserve their health for situations where their help is truly needed.
|Special move||Dinosaur||HP||Weight||Melee attack||Ranged attack||Command attack||Effect on Bullzeye when KO'd||Respawn time|
|Neutral||T-Bone||45||112||Saurian Fury||Saurian Stomp||Veloci-Toss||Reduces dash speed to 1.59 (down from 1.84) and run speed to 1.41 (down from 1.91).||15 seconds|
|Side||Spike||40||104||Tricero-Charge||Freeze Blaster||Salsafication||Reduces damage dealt by 0.85×.||19 seconds|
|Up||Stegz||50||120||Tail Smash||Stego-Roll||Stego-Crush||Reduces air acceleration to 0.025 (down from 0.1).||17 seconds|
|Down||Hard Rock||55||128||Ankylo-Sweep||N/A||Return||Increases damage taken by 1.15×.||21 seconds|
- Respawn time is reduced if there are more than two players participating, similarly to hitlag. The values in the table above are for 1v1s.
- Respawn time only counts down when staying on the ground or landing aerial attacks; the latter discount 1 second for every 7% dealt.
After an Extreme Dinosaur has been summoned to the stage, these are the commands Bullzeye can give them:
- Height-wise, Bullzeye and all his Extreme Dinosaurs are of about the same size as Yoshi.
|Neutral attack||Sonic Screech||15% (close), 1% (looping soundwaves)||Screeches to produce a soundwave, dealing a single devastating blow to targets right in front of him, followed by weaker ones with longer range that repeatedly hit others not launched by the initial hit.|
Very slow in comparison to other jabs, but the weak hits have long horizontal range, and the strong one KOs reliably at 100% while dealing extra shield damage. The move can be held for up to 3 seconds.
|Forward tilt||3%||Swipes one wing down in front of him, then swipes it up if the attack button is pressed a second time. Acts more like a traditional jab, with somewhat slow startup but long range thanks to Bullzeye's wings.|
|Up tilt||8%||Simulteanously lifts both wings at his respective sides. Fast with high base knockback, but has too m ending lag to allow for true combos, so it is better used to merely repel targets. It can KO at around 180%.|
|Down tilt||3% (hit 1), 4% (hit 2)||Stabs with one arm at a low height, then swats one wing in an arc towards the ground. The first hit links into the second, which meteor smashes targets, setting up combos on the ground and working as an edgeguard move against aerial ones.|
|Dash attack||6.5% (clean), 4% (late)||Launches himself forward with his arms extended, spinning in a horizontal corkscrew. Can be jump-canceled on hit after a while, acting as a useful combo starter into aerials even at mid-high percents, but it has high ending lag if missed. It also drops Bullzeye off edges.|
|Forward smash||4.5% (hit 1), 4% (hit 2), 6% (hit 3)||Performs a leaning headbutt, then somersaults in the air to follow up with a frontflip kick, and finally swipes outward with his claws as he finishes the flip.|
Each hit moves Bullzeye forward along with characters trapped in the attack. Like his dash attack, it drops him off edges, which can unexpectedly KO targets near them. Fast for a forward smash, but has below-average range and KO ability, KOing at around 130% from center stage.
|Up smash||3% (hit 1), 1.2% (hits 2-6), 4% (hit 7)||Spins while facing up, hitting multiple times with his wings, then swings them up for a final hit. For the spin's first hit, Bullzeye thrusts his head up, meteor smashing targets above him into the rest of the attack.|
This attack allows him to move horizontally upon being initiated, with the distance increasing the more it is charged; it can drop him off edges as well, keeping him afloat until the final hit. Fast for a smash attack with excellent horizontal coverage, useful for catching rolls, but has poor knockback and leaves Bullzeye vulnerable from above.
|Down smash||Saurian Stomp||20%||Stomps with one foot, creating a large ground-only hitbox in front of himself. Has very slow startup and ending lag compared to Bullzeye's other moves, but deals extreme vertical knockback to the point of being his strongest, KOing reliably at 80%. It also deals extra shield damage.|
|Neutral aerial||Sonic Screech||15% (close), 1% (soundwaves)||Same as his neutral attack, transitioning into it upon landing, but the early hit doesn't deal as much shield damage.|
|Forward aerial||8.5% (close), 11% (far)||Swipes one arm and wing together in a descending arc forward. Has a sweetspot on Bullzeye's claws that launches opponents at a semi-spike angle, akin to Sheik's Melee forward aerial. The rest of the attack is weaker and uses the Sakurai angle.|
|Back aerial||6%||Horizontally swipes a wing inward at his back. Extremely weak, but has low lag and sends targets towards Bullzeye, acting as an excellent followup into other attacks even at high percents. By moving away from the target as he strikes them with the attack, Bullzeye can also keep them at his back, allowing him to chain multiple back aerials together before comboing into another aerial.|
|Up aerial||3% (hit 1), 7% (hit 2)||Stabs up with both arms simultaneously, then chomps up for a second hit. Can be used to juggle out of Bullzeye's first and second midair jumps at low to mid percents.|
|Down aerial||1.6% (hits 1-5), 3% (hit 6)||Spreads out both wings and spins, hitting multiple times. Can follow up into other attacks at low percents with proper positioning. Similar speed and hitbox placements to Mario's down aerial, but with longer horizontal range due to the size of Bullzeye's wings, at the expense of shorter vertical range below him.|
|Grab||—||Reaches outward with his right hand. Long ranged, but its startup and ending lag are above-average for a grab.|
|Pummel||1.3%||Pecks the target. A fairly fast pummel.|
|Forward throw||3.5% (hits 1-2), 2% (throw)||Pokes the target in their belly twice with his respective hands, releasing them as the second poke ends. Poor followup ability without realistic KO power, but outside forcing targets off edges, it can be used to create distance for Bullzeye to summon Extreme Dinosaurs.|
|Back throw||7%||Flips while spinning horizontally and slams the target on the ground behind him. Similar to Kirby's back throw, it leaves Bullzeye in the air close to the target, but at a lower height, allowing him to combo it into a back air or down air until mid percents.|
|Up throw||1% + weight * 0.065||Lifts the target up into the air with his feet, after which he can freely move with them in vertical and horizontal lines. Pressing the attack button then causes him to throw the target down, meteor smashing them. The heavier the target, the more damage they take.|
It can be used as a lure-in for the Extreme Dinosaurs, as well as a gimping tool offstage. However, it can be escaped in the same way as DK's cargo throw, and the carry time not only depends on the victim's damage, but their weight, with heavier characters escaping faster. Carrying them for too long also starts depleting Bullzeye's midair jumps, which can leave him unable to recover if he flies too low to meteor smash targets offstage. Due to this, the throw is more reliable when the victim is at high damage.
|Down throw||1% (hits 1-8), 3% (throw)||Holds the target on the ground and uses Sonic Screech on them, causing heavy damage. Like Jigglypuff's up throw, it launches upward with high base knockback but low knockback scaling.|
|Floor attack (front)||7%||Hits behind him with his wings, then swipes both claws forward.|
|Floor attack (back)||7%||Gets up slowly while spinning, hitting with his wings.|
|Floor attack (trip)||5%||Spreads out both wings at his sides as he gets up.|
|Edge attack||9%||Flips and kicks with both feet while sliding along the ground, then gets up aided by his wings.|
|Neutral special||Summon||T-Bone||—||T-Bone jumps in front of Bullzeye and starts with Saurian Stomp. His purpose is mainly to cover up ground with his attacks and force opponents to go airborne, but he is otherwise easy to avoid.|
|Melee attack||Saurian Fury||2% (hits 1-5), 10% (hit 6)||Stomps the ground five times, producing shockwaves that have short range, but keep targets on the ground and bury them with the fifth hit, after which he lunges forward and bites them. Racks up high damage, especially if Bullzeye attacks the targets after they are launched.|
|Ranged attack||Saurian Stomp||15%/13.5%/12%||T-Bone's signature move: he stomps the ground with one foot, creating a shockwave at his front that launches targets upward and covers about half of Final Destination, even nearby platforms. However, it can't hit aerial targets. The attack deals more damage the closer targets are to T-Bone.|
|Command atack||Veloci-Toss||18% (throw), 10% (collateral)||Jumps forward to grab a target, and if he succeeds, he continously spins them with increased speed per spin, then throws them in the direction Bullzeye is facing. Has extreme knockback, KOing easily at high percents or near edges.|
|Side special||Summon||Spike||—||Spike appears in front of Bullzeye. With a tilt input, he will be summoned without using any attack. With a smash input, however, he will perform a Tricero-Charge as he is summoned. Spike has the highest offensive potential out of the Dinosaurs, but he is also the easiest to KO.|
|Melee attack||Tricero-Charge||20%-14%||Spike's trademark attack: he fiercefully charges forward, with a quick boost at the start of the move, not stopping until he is at the other side of his target (should he miss them). The move semi-spikes with devastating power at the start, serving as one of Bullzeye's best KOing options, especially when summoning Spike in close range to a target. Its damage decays as Spike moves forward.|
|Ranged attack||Freeze Blaster||5%||Shoots a single laser similar to those of Fox or Falco, but with a freezing effect, inflicting high hitlag at low percents and being able to freeze targets at high percents. Spike can also use this move in midair.|
|Command attack||Salsafication||1.5× (attack boost)||Takes out a salsa bottle and drinks it, losing 20 HP, but speeding him up by 1.1x and increasing the power of his Tricero-Charge dramatically, to the point it is as strong as a Warlock Punch at full power. The effect lasts 12 seconds, and persists even after Spike retreats. It can only be used when Spike is at full HP.|
|Up special||Summon||Stegz||—||Stegz appears curled up in front of Bullzeye and is kicked by him, causing him to use Stego-Roll. He is more proficient chasing targets at a long distance and is quite hard to interrupt or KO, but his defeat results on the worst effect for Bullzeye, with his air acceleration dropping significantly.|
|Melee attack||Tail Smash||15%||A basic tail swinging move with the power of a smash attack.|
|Ranged attack||Stego-Roll||1.5% (hits 1-6), 3% (hit 7)||Chases his target by rolling, and as he connects with them, he deals five quick hits and uncurls himself for a finishing blow. If the target avoids Stegz and gets behind him, he will jump vertically while curled up and then revert to his regular pose, after which he may chase them again with the move.|
|Command attack||Stego-Crush||12% (slam), 3% (landing)||Curled up, Stegz jumps towards the target and above them, then slams down, either burying them on the ground or meteor smashing them in midair.|
|Down special||Summon||Hard Rock||—||Hard Rock is summoned in front of Bullzeye without using any attack. He is distinct from the other Dinosaurs in many ways: he walks slowly to move around unless set to Engage mode, armors through attacks instead of flinching, cannot be grabbed, and lacks a ranged attack. Characters can also step on top of him, as long as he is on the ground.|
|Melee attack||Ankylo-Sweep||13% (base), 18% (tip)||Swings his tail forward. An extremely slow attack that will often only hit opponents that recklessly use a laggy attack against Hard Rock, although it can potentially disrupt those grabbing Bullzeye if he is near them.|
|Command attack||Hard Hide||6%, 1.5x (damage and speed of reflected projectiles)||Crouches while facing the screen, then his back shines, reflecting projectiles from both sides for about 2 seconds. He also becomes invincible during the first frames. During this attack, Hard Rock's back spikes damage nearby opponents, and he cannot be stepped on.|
|Final Smash||Extreme Final||Varies||Bullzeye calls upon all Extreme Dinosaurs at once, all with the Final Smash aura and glowing eyes, who attack with significantly improved versions of one of their attacks while intangible, making it hard for opponents to evade them; Bullzeye himself uses an extreme version of the Sonic Screech, which acts like the Mii Gunner's Full Blast. The Final Smash lasts 5 seconds; after it, all Dinosaurs retreat and fully regain their HP, and KO'd ones prior to it are revived.|
- Up Taunt: Leans back slightly and laughs, as if mocking the opponent, with his eyes closed while laughing.
- Side Taunt: Looking at the screen with his usual ironic face, Bullzeye says "Pteranodon don't flap, we glide!", flapping his wings for the first half of the phrase, then spreading them out producing windboxes at both of his sides for the second half.
- If he performs this taunt near an Extreme Dinosaur on the ground, Bullzeye and the Dinosaur will clash one fist with each other, then do the same with their other fist, and finally one wing with their tail, respectively.
- Down Taunt: Pulls some nachos out of hammerspace and says "Cretaceous!" before throwing them into his mouth.
A metallic wall appears and reveals Bullzeye as he forcefully kicks it away from behind, who then goes into his standing animation.
"Bullz - eye!" *triple stomp sound*
The crowd is comprised of the four Extreme Dinosaurs that accompany Bullzeye.
- Spreads his wings out and stretches his arms up while opening his mouth, apparently yawning.
- Puts a hand above his eyes and looks around.
- Jumps leaning to his right side and stomps the ground, then does the same leaning to his left side, looking at his front with a taunting expression.
- Facing away from the screen, Bullzeye performs a backflip, then another one flipping three times, and finally turns around as he lands and strikes a fighting pose, all while saying "They don't call me the dragon for nothing!".
- Bullzeye appears searching on a computer while on a seat (facing away from the screen) and says "You should try net shopping some time!", turning around after a while and looking at the screen with a smile.
- Bullzeye appears with a certain Extreme Dinosaur, who fist bump each other, and then look at the screen performing a simultaneous Saurian Stomp that shakes it. The Dinosaur that appears is the last one used by Bullzeye in the match before the end, and the phrase spoken by him also changes accordingly:
- For T-Bone, Bullzeye will say "Hey, you should work out like T-Bone!".
- For Spike, he will say "Hey, you should hit harder like Spike!".
- For Stegz, he will say "Hey, you should think up your game like Stegz!".
- For Hard Rock, he will say "Hey, try enduring attacks better like Hard Rock!".
- If no Dinosaur was used at all in the match, any of them will appear randomly on the victory pose.
All of Bullzeye's costumes are based on other dinosaurian characters in Extreme Dinosaurs.
- Maroon: Default.
- Light brown: Based on T-Bone.
- Light blue: Based on Spike.
- Green: Based on Stegz.
- Tan: Based on Hard Rock.
- Orange: Based on Ridge.
- Reddish-brown: Based on Haxx.
- Purple: Based on Spittor.
The summonable Extreme Dinosaurs lack alternate costumes: for distinguishment in battles with multiple Bullzeyes, they use colored player tags, similar to Assist Trophies.
Kirby acquires a hat of Bullzeye's head down to his nose. He is able to summon his own T-Bone (which stays at regular size) and give him all the orders Bullzeye can, in addition to humorously reciting his name like Bullzeye when summoning him. Like Bullzeye, Kirby has to fill a 15 second timer to summon T-Bone again if he is KO'd. Losing his Copy Ability causes his summoned T-Bone to disappear.
- Bullzeye has some special animations:
- For his teetering animation, he balances on the edge with his arms crossed and both feet together similar to Mewtwo, using his wings to lift himself up.
- For his air dodge, he performs an aileron roll (known popularly as the barrel roll in the Star Fox series).
- For his helpless animation, he falls upside down while spinning horizontally with his eyes and wings closed, similar to a dead bird.
- He has a unique Hammer swinging animation: rather than swinging it back and forth, he constantly somersaults in place with the Hammer at a low height from the ground. This allows the Hammer to fully surround Bullzeye and thus hit opponents at any position, but also leaves him with vulnerable spots for longer than other characters.
- Bullzeye's up throw references a tactic used often by him against the Raptors in Extreme Dinosaurs, where he flies carrying them on his feet and drops them on dangerous or unfavorable places.
- Bullzeye's Star KO voice clip resembles his scream in a scene of the episode "T-Foot" in Extreme Dinosaurs.