User:Menshay/Character concepts/First-party: Difference between revisions

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(→‎Ganondorf (sword-based): decided to revert some of these)
(two more characters)
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==Ganondorf (sword-based)==
==[[Ganondorf]] (sword-based)==
[[File:Ganondorf SSBM.jpg|right]]
[[File:Ganondorf SSBM.jpg|right]]


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*Ganondorf's moveset now integrates several sword-based moves; however in most cases they are directly derived from current moves and do not induce extreme functional changes: by now Ganondorf has a defined ''Smash'' identity, and I wouldn't want it to be completely removed.
*Ganondorf's moveset now integrates several sword-based moves; however in most cases they are directly derived from current moves and do not induce extreme functional changes: by now Ganondorf has a defined ''Smash'' identity, and I wouldn't want it to be completely removed.
*Ganondorf uses two weapons: a greatsword (based on his SpaceWorld 2000 sword) for slow but heavy hits, and a smaller sai-like sword (based on his ''Ocarina'' and ''Wind Waker'' swords) for quicker hits (henceforth simply called "small sword"). Some of his attack use two swords at once, mimicking his ''Ocarina'', ''Wind Waker'' and ''Hyrule Warriors'' versions. Ganondorf is able to make weapons appear and disappear when needed with a shadow effect, similar to the one used in ''Hyrule Warriors''.
*Ganondorf uses two types of weapons: a greatsword (based on his SpaceWorld 2000 sword) for slow but heavy hits, and a smaller sai-like sword (based on his ''Ocarina'' and ''Wind Waker'' swords) for quicker hits (henceforth simply called "small sword"). Some of his attack use two swords at once, mimicking his ''Ocarina'', ''Wind Waker'' and ''Hyrule Warriors'' versions. Ganondorf is able to make weapons appear and disappear when needed with a shadow effect, similar to the one used in ''Hyrule Warriors''.
*Some purely physical attacks are retained: they are part of Ganondorf's ''Smash'' identity, they fit his Power theme and he himself has used them in several occasions (his ''Twilight Princess'' final battle and some cutscenes in ''Wind Waker'', for example).
*Some purely physical attacks are retained: they are part of Ganondorf's ''Smash'' identity, they fit his Power theme and he himself has used them in several occasions (his ''Twilight Princess'' final battle and some cutscenes in ''Wind Waker'', for example).
*Ganondorf's idle pose and walking animation have him holding his large sword in a manner similar to his ''Twilight Princess'' artwork. His running animation has him more hunched over and menacing.
*Ganondorf's idle pose and walking animation have him holding his large sword in a manner similar to his ''Twilight Princess'' artwork. His running animation has him more hunched over and menacing.
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|-
|-
! style="background:#ffdfbf" | Forward smash
! style="background:#ffdfbf" | Forward smash
| || Does a shadow-charged elbow strike, which can be optionally followed by a strong horizontal greatsword swipe. Can no longer be angled. || A variation of his current forward smash based on an attack he uses in ''Twilight Princess''.
| || Does a shadow-charged elbow strike, which can be optionally followed by a strong horizontal greatsword swipe. can no longer be angled. || A variation of his current forward smash based on an attack he uses in ''Twilight Princess''.
|-
|-
! style="background:#dfffbf" | Down smash
! style="background:#dfffbf" | Down smash
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| || Swings his small sword in an upward arc. || Functionally unchanged.
| || Swings his small sword in an upward arc. || Functionally unchanged.
|-
|-
! style="background:#dfffbf" | Down aerial
! Down aerial
| || Forcefully pokes downwards with his greatsword. Can meteor. || Functionally unchanged. Also very similar to Shulk's.
| || Forcefully pokes downwards with his greatsword. Can meteor. || Functionally unchanged. Also very similar to Shulk's.
|-
|-
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|-
|-
! style="background:#dfffbf" | Floor attack
! style="background:#dfffbf" | Floor attack
| || Swings his greatsword in a circle above his head while getting back up. || Functionally unchanged.
| || Swings his grwatsword in a circle above his head while getting back up. || Functionally unchanged.
|-
|-
! style="background:#dfffbf" | Edge attack
! style="background:#dfffbf" | Edge attack
| || Gets up, then swipes the ground with his greatsword. || Based on its current version, but with slighly increased range.
| || Gets up, then swipes the ground with his greatsword. || Based on its current version, but with slightly increased range.
|-
|-
! rowspan="3" | Neutral special
! rowspan="3" | Neutral special
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==Bandana Waddle Dee==
=={{iw|zeldawiki|Ganon}}==
<div style="float:right">[http://zeldawiki.org/File:BeastGanon.png http://zeldawiki.org/images/c/c9/BeastGanon.png]</div>
Not Ganondorf; rather, the original (not timeline-wise but game order-wise) version of Link's greates foe. A giant, boar-like monster with immense strength and powerful magical abilities.
 
===Potential reasons for inclusion/exclusion===
*[[Image:Buff.png|16px]] As Link's original foe, he is very important in his home series. The introduction of his Ganondorf persona has not diminished this importance: some version of boar Ganon has appeared in every game featuring Ganondorf bar ''Wind Waker'' (and ''Melee''), and boar Ganon has appeared on his own in several recent and semi-recent games like ''A Link Between Worlds''. Additionally, it seems Breath of the Wild will mark his return.
*[[Image:Buff.png|16px]] Having a different Ganon opens up the possibility of an entirely new moveset, which could please those who think Ganondorf is currently misrepresented.
*[[Image:Buff.png|16px]] As ''Smash'' already features two Links and Zeldas, a second Ganon would even up the Triforce's present.
*[[Image:Nerf.png|16px]] However, Ganondorf's presence would make Ganon redundant, especially if Beast Ganon is retained as his Final Smash.
 
===Attributes===
 
* Ganon is a large and slow character, with physics similar to Ganondorf and Bowser. His size and body type are especially similar to Bowser's.
* Ganon's uses a large trident as a weapon, complemented by several magical attacks.
* His dodges involve him teleporting while leaving afterimages, as a reference to his teleporting animation in ''A Link to the Past''.
 
===Moveset===
{| class="wikitable"
|-
!  !! Name !! Description !! Notes
|-
! Neutral attack
| || Does several relatively quick swings with his trident. || Based on Ganondorf's trident combo in ''Hyrule Warriors''.
|-
! Forward tilt
| || Swings his trident forwards in a horizontal arc. Can be angled. || Based on an attack used by Yuga Ganon in ''A Link between Words''.
|-
! Down tilt
| || While crouching, pokes his trident forwards along the ground. || Generic.
|-
! Up tilt
| || Twirls his trident above his head. || Ganon has a trident-twirling animation in several games, such as ''A Link to the Past''. Also very similar to Palutena's.
|-
! Dash attack
| || While dashing, raises his trident and slams it on the ground. || Original, similar to Marth's.
|-
! Forward smash
| || Dashed forwards while poking a shadow-charged trident. || Based on an attack used by Yuga Ganon.
|-
! Down smash
| || Forcefully punches the ground, creating a damaging shockwave which briefly paralyzed opponents. || Based on an attack from ''A Link to the Past'' and the ''Oracle'' games, also used by Ganondorf in ''Ocarina''.
|-
! Up smash
| || Points his trident upwards: its tip is then surrounded by lightning bolts which cover a relatively wide area and deal multiple hits. || Inspired by an attack in ''Four Swords Adventures''.
|-
! Neutral aerial
| || Twirls his trident around himself. || See up tilt, again also similar to Palutena's.
|-
! Forward aerial
| || Swings his trident in an up-to-down motion. || Based on Bowser's.
|-
! Back aerial
| || Pokes his trident backwards. || Generic.
|-
! Up aerial
| || Twirls his trident above his head. || See up tilt.
|-
! Down aerial
| || Dives diagonally downwards, trident-first, creating shockwaves upon landing. || Based on one of Ganondorf's trident attacks in ''Hywule Warriors''.
|-
! Grab
| || Grabs the foe with his hand. || Generic.
|-
! Pummel
| || Pokes the foe with his trident. || Generic.
|-
! Up throw
| || Simply throws the foe upwards. || Generic.
|-
! Forward throw
| || Sends the foe forwards with a swing of his trident. || Original.
|-
! Back throw
| || Sends the opponent backwards by poking them with his trident. || Generic.
|-
! Down throw
| || Places the opponent on the floor, the stabs them with his trident. || Original.
|-
! Floor attack
| || Twirls his trident above his head while getting back up. || See up tilt.
|-
! Edge attack
| || Gets up, then pokes his trident along the floor. || Generic.
|-
! Neutral special
| Dead Man's Volley || Shoots a chargeable electric projectile which travels horizontally and paralyzes opponents. Like Dedede's Gordos, the projectile can be reflected back even by normal attacks, provided their knockback is large enough. The projectile becomes faster and stronger (though not to the point of being able to KO at low percentages) at each reflection, up to the point where it cannot be reflected anymore. || A classic attack in the ''Zelda'' games, used in some fashion by several versions of Ganon and Ganondorf as well as other bosses.
|-
! Side special
| Trident Boomerang || Throws a spinning trident forwards, which, after traveling a set distance, comes back to Ganon in a boomerang-like fashion. Keeping the button pressed and releasing it at the peak of the attack makes Ganon teleport to the trident and do a spinning slash. Teleporting in the air makes Ganon helpless. || Inspired by attacks in ''A Link to the Past'' and ''Hyrule Warriors'', among others.
|-
! Up special
| Shadow Portal || Ganon disappears in a dark portal, then reappears in the selected direction. Causes helplessness. || Used by Beast Ganon in ''Twilight Princess'' and similar to many other teleportation-based moves.
|-
! Down special
| Fire Ring || Makes a ring of fireballs appear around himself. The fireballs circle around Ganon, weakly damaging enemies and blocking weak projectiles, and disappear on their own after a while. In this state, Ganon cannot use any special attack. If the special button is pressed while the flames are active, the flames turn into fiery bats and are shot out in a radial pattern. || Based on an attack from ''A Link to the Past''. Also inspired by Mega Man's Leaf Shield.
|-
! Final smash
| Demon Beast Ganon || Turns into a larger, more monstruous version of himself with permanent super armor. In this state, his only attacks are powered up versions of his neutral attack, up tilt, forward smash and down smash with matching directional inputs. || Inspired by Ganon in ''Hyrule Warriors'', as well as Giga Bowser.
|}
 
=={{iw|wikirby|Bandana Waddle Dee}}==
<div style="float:right">[http://wikirby.com/wiki/File:DeeRtDL.png http://wikirby.com/w/images/thumb/0/08/DeeRtDL.png/200px-DeeRtDL.png]</div>
<div style="float:right">[http://wikirby.com/wiki/File:DeeRtDL.png http://wikirby.com/w/images/thumb/0/08/DeeRtDL.png/200px-DeeRtDL.png]</div>
Not just a [[Waddle Dee]] with a bandana. Introduced in ''[[Kirby Super Star]]'' he acts as [[King Dedede]]'s sort-of advisor and is a regular supporting character. ''Kirby's Return to Dream Land'' made him a playable character, acting as a copy of Kirby with a permanent Spear ability.
Not just a [[Waddle Dee]] with a bandana. Introduced in ''[[Kirby Super Star]]'' he acts as [[King Dedede]]'s sort-of advisor and is a regular supporting character. ''Kirby's Return to Dream Land'' made him a playable character, acting as a copy of Kirby with a permanent Spear ability.
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! Final smash
! Final smash
| [[Waddle Dee Army]] || Summons a swarm of other Waddle Dees, some unarmed and some armed with spears or parasols, which rush through the whole stage. || A variation of King Dedede's Final Smash in ''Brawl'', inspired by Bandana Dee's advisor role in the ''Revenge of the King'' subgame in ''Kirby Super Star Ultra''.
| [[Waddle Dee Army]] || Summons a swarm of other Waddle Dees, some unarmed and some armed with spears or parasols, which rush through the whole stage. || A variation of King Dedede's Final Smash in ''Brawl'', inspired by Bandana Dee's advisor role in the ''Revenge of the King'' subgame in ''Kirby Super Star Ultra''.
|}
==[[:wikirby:Robobot Armor|Robobot]] Kirby==
<div style="float:right">[http://wikirby.com/wiki/File:Robobot.png http://wikirby.com/w/images/thumb/6/67/Robobot.png/250px-Robobot.png]</div>
Kirby piloting a Robobot Armor, a mass-produced robot created by the Haltmann Works Company for planetary invasion. When ridden by Kirby, the Amor takes on his appearance and his ability to gain foes' abilities by assuming specific Modes.
===Potential reasons for inclusion/exclusion===
*[[Image:Buff.png|16px]] It would be another vehicle-based fighter, an archetype currently represented only by Bowser Jr..
*[[Image:Nerf.png|16px]] Having Kirby as its pilot is necessary since the Armor's abilities depend on its pilot, so having it fight on its own or be piloted by another character wouldn't be true to its origin. This, however, creates the awkward situation of having two distinct Kirbies in the game (though the existence of Zero Suit Samus and Dr. Mario might mean this wouldn't be a real problem).
===Attributes===
*Robobot Kirby is a heavy and relatively slow character.
*The Armor's attacks are a combination of several moves used by its various Modes.
*The Armor possesses a single midair jump, for which it is propelled by its afterburners similar to Samus.
*In its shielding state, the armor retracts its limbs and remains stationary, mirroring its guarding stance from ''Planet Robobot''. As such, like Yoshi, its shield does not get smaller with time.
*Like Donkey Kong, the Armor is able to walk faster and even jump while carrying heavy items.
===Moveset===
{| class="wikitable"
|-
!  !! Name !! Description !! Notes
|-
! Neutral attack
| Robobot Punch / Robobot Slam || Punch > punch > overhead slam with both hands. || Based on the Armor's basic combo. The final hit is very similar to Falco's forward smash.
|-
! Forward tilt
| Power Beam Saber || Turns its hand into an energy blade and slashes forwards. Can be angled. || The Armor's basic attack in Sword Mode.
|-
! Down tilt
| || Punches the ground in a reversed uppercut motion. || A reversed version of its up tilt.
|-
! Up tilt
| || Does an uppercut. || Used in its Stone and Sword modes as part of its standard combo.
|-
! Dash attack
| Burn Rubber || Turns into Wheel Mode, then does a spinning tackle. || Based on various attacks when in Wheel Mode. Also similar to the spinning portion of Clown Kart Dash.
|-
! Forward smash
| Cannon Blast || Charges an electric sphere, then shoots its forwards. The sphere can be reflected and absorbed, and it paralyzes foes. At maximum charge, instead of a ball the Armor fires a large, continuous beam. || A combination of its attacks in Spark Mode.
|-
! Down smash
| Red Carped || Turns its hands into flamethrowers, then ignites the ground at its sides. || An atack used in Fire Mode. Also similar to Mega Man's.
|-
! Up smash
| Finale || Turns its hands into large speakers, then fires a large musical note upwards which covers a very short distance before exploding. || A simplified version of an attack in Mike Mode.
|-
! Neutral aerial
| || Turns his hands into energy blades, then quickly spins around horizontally. || The final attack of its standard combo in Sword Mode.
|-
! Forward aerial
| Robobot Punch || Punches forwards. || See neutral attack.
|-
! Back aerial
| || Punches backwards while spinning around. || A variation of Robobot Punch.
|-
! Up aerial
| Psithunder || Releases from its hands two electric spheres which travel upwards in an arc. || One of its attacks in ESP Mode.
|-
! Down aerial
| Twin Saber Dance || Turns its hands into energy blades, the plummets downwards in a drilling motion. || One of its attacks in Sword Mode.
|-
! Grab
| || Turns its arm into a wrench and grabs the opponent.
| rowspan="2" | Based on how the Armor interacts with screws.
|-
! Pummel
| || Squeezes the opponent with its wrench-hand.
|-
! Up throw
| || Simply throws the opponent upwards. || Generic.
|-
! Forward throw
| Robobot Punch || Punches the opponent forwards. || Yet another variation of Robobot Punch. Also inspired by one of Fighter Kirby's throws.
|-
! Back throw
| || Flings the opponent backwards with bth hands. || Original, vaguely inspired by Mario's.
|-
! Down throw
| || Places the opponent on the ground and punches them. || Original, a variation of its down tilt.
|-
! Floor attack
| || Slams down both fists on the ground. || Based on Donkey Kong's down smash.
|-
! Edge attack
| || Slams a fist on the ground while getting up. || Based on Donkey Kong's in SSB4.
|-
! Neutral special
| Scan Specs || A crosshair appears in front of the Armor. If it catches an opponent, the target is immobilized for a moment and takes some damage; then, the Armor gains the target's neutral special as its new neutral special. Unlike Kirby, the Armor does not gain new props such as swords or guns; its attacks are mostly executed with appropriate transformations mimicking actual Modes (for example, Sword Mode is used for all sword-based attacks, and Fire Mode for Bowser's Fire Breath). Most fast attacks are slower but more powerful than their original versions. The current copy ability can be discarded by taunting or by taking enough damage. || The Robobot Armor's version of Kirby's copy abilities.
|-
! Side special
| Cutting Shot || Holds a spinning buzzsaw, which can be angled diagonally up or down. In this state, the Armor can walk, but not turn around nor dash. Releasing the button shoots the saw in the selected direction. || An attack available in Cutter Mode.
|-
! Up special
| Parasault || The Armor sprouts propellers, and becomes able to fly around freely, albeit slowly, for a limited time. Does not cause helplessness. Contact with the propellers damages opponents, but the rest of the Armor is vulnerable. The move can be interrupted by any aerial attack, in which case it cannot be used again before landing. || An attack available in Parasol Mode.
|-
! Down special
| Boomstepper || Drops a walking bomb from its mouth. Holding the special button makes the Armor spit the bomb at a higher angle. The bomb is able to stick on walls, and explodes on contact with an opponent or item or on its own after a while. It cannot be picked up, but it can be reflected. Only one bomb can be out at a time. || Bomb Mode's only attack.
|-
! Final smash
| Giga Drill || The Armor turns its arm into a giant drill, then dashes in a straight line. Once it has caught an opponent, it starts drilling through them; the damage can be increased by spinning the control stick. The attack ends with an explosion which sends the target flying. || Based on its finishing attack against the final boss of ''Planet Robobot''.
|}
|}


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|-
|-
! Down smash
! Down smash
| || While lying on the ground, spins around several times, hitting with its tail and a jet of water fom its mouth. || A combination of Pikachu's and Squirtle's.
| || While lying on the ground, spins around several times, hitting with its tail and a jet of water from its mouth. || A combination of Pikachu's and Squirtle's.
|-
|-
! Up smash
! Up smash
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|-
|-
! Neutral aerial
! Neutral aerial
| || Spreads its arms and spins around quickly, as if dancing. || Similar to Peach's and Zelda's, but with a slighty different pose. Also similar to its forward weak and back strong attacks in ''Pokkén''.
| || Spreads its arms and spins around quickly, as if dancing. || Similar to Peach's and Zelda's, but with a slightly different pose. Also similar to its forward weak and back strong attacks in ''Pokkén''.
|-
|-
! Forward aerial
! Forward aerial
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*[[Image:Nerf.png|16px]] Nintendo Badge Arcade is not a very important game, and its celebratory nature would be redundant with Smash's.
*[[Image:Nerf.png|16px]] Nintendo Badge Arcade is not a very important game, and its celebratory nature would be redundant with Smash's.
*[[Image:Nerf.png|16px]] The Bunny's personality is also not universally liked, and the way his "love" for Nintendo games is implemented can result in him being interpreted as just a manipulative advertising agent.
*[[Image:Nerf.png|16px]] The Bunny's personality is also not universally liked, and the way his "love" for Nintendo games is implemented can result in him being interpreted as just a manipulative advertising agent.
*[[Image:Nerf.png|16px]] The Bunny's assistant role could make him nore suited as an Assist Trophy than a playable character.
*[[Image:Nerf.png|16px]] The Bunny's assistant role could make him more suited as an Assist Trophy than a playable character.


===Attributes===
===Attributes===

Revision as of 06:36, September 30, 2016

Tabuu

TabuuFull.jpg

The leader of the Subspace Army and the primary antagonist of Brawl's Subspace Emissary mode.

Potential reasons for inclusion/exclusion

  • Buff.png Due to being an important series on its own, Smash could include a fighter who actually originates from it (unlike the Miis) and has distinctive characteristics (unlike the various enemy teams). Unlike other bosses like Master Hand he is also humanoid and relatively small. He could be considered more part of a "Subspace Emissary" universe than Smash itself, however.
  • Nerf.png He is overall not a popular character, and lacks a truly defined personality.
  • Nerf.png Like Ridley (but arguably to a lesser extent), turning him from a strong, menacing final boss to a playable character would alter his basic nature in a way which could be considered unacceptable.

Attributes

  • Most of Tabuu's moveset is adapted from his boss version, with almost all of his original moves included in some fashion. For clarity, in the following the unofficial names from his page here on SmashWiki will be used when describing the origin of moves.
  • Somewhat like Ganondorf he is rather slow and heavy, but also powerful. He also has relatively good aerial mobility and several long-range attacks.
  • He is almost always depicted as hovering, to an even greater extent than Mewtwo.
  • For his crouch he merely leans down without touching the ground. In this state he can slide on the ground; his "crawl" is therefore similar to Rosalina's.
  • All of his dodges involve him teleporting.

Moveset

Name Description Notes
Neutral attack Slashes in front of him with his hands several times. Slow but powerful for a jab. Based on his "Rapid Chop" attack.
Forward tilt Shoots a projection of himself forwards, which can be reflected. Based on his "Ghost Projection" attack.
Down tilt Gestures at the ground in front of himself generating a small explosion. Original, vaguely based on his several explosive attacks. Similar to Samus's down tilt and Mewtwo's down smash.
Up tilt Crouches and quickly juts out his wings. Inspired by Charizard's up tilt and Corrin's up smash.
Dash attack Turns himself in a giant blue blade and dashes forwards. Based on his "Shark Blade" attack.
Forward smash Turns his hand into a golden blade, then dashes forward with an uppercut. Stops at ledges. Based on his "Diving Slash" attack. Also similar to Wolf's forward smash, Rosalina's dash and Raptor Boost.
Down smash Summons under himself a black dragon head which shoots a large beam. The beam can go over ledges, and does not act as a projectile. A toned down version of his "Dragon Laser" attack.
Up smash Looks upwards in an arc, shooting beams from his eyes. Inspired by his "Eye Beams" attack. Similar to Samus's up smash and one of R.O.B.'s taunts.
Neutral aerial Gets surrounded by a swarm of electrical particles. Based on his "Electrical Shield" attack. Also similar to Mewtwo's neutral aerial.
Forward aerial Turns his hand into a golden blade and slashes forwards and downwards in an arc, advancing slightly. Another variation of Diving Slash, also inspired by Ganondorf's, Mewtwo's and Mario's forward aerials.
Back aerial Quickly juts out his wings from his back. Unlike Corrin's, he is not pushed forwards. Inspired by Corrin's, as well as Kefka's Havoc Wing in Dissidia Final Fantasy.
Up aerial Doing a somersault, points upwards generating explosions in an arc. Original, based on several of his explosive attacks.
Down aerial Sprays a stream of sparkles downwards and forwards. Weak, but can disrupt recoveries. Based on the first part of his "Bullet Rain" attack.
Grab Chain of Light Whips a golden chain in front of himself and uses it to hold the opponent. Can be used as a tether and grab aerial. Based on his "Chain of Light" attack and similar to Samus's.
Pummel Repeatedly chops the target with one hand. A variation of Rapid Chop.
Up throw Uppercuts the opponent with a golden blade. Inspired by Captain Falcon's.
Forward throw Trows the opponent up in front of him, then shoots a large explosive sphere at them. A combination of his "Bullet Rain" attack and Mewtwo's forward throw.
Back throw Swings the opponent backwards with his whip. Similar to Samus's.
Down throw Slams the opponent on the ground with his whip. Again, based on Chain of Light. Also similar to Samus's.
Floor attack Simply teleports to an upright position with a lightly damaging burst. Original.
Edge attack While climbing the ledge, slashes the ground with a golden blade. Yet another variation of Diving Slash.
Neutral special Subspacial Star Throws a large three-pronged shuriken, which can be aimed up, forward or down. The attack can be charged, becoming bigger and more powerful, by holding the special button. After reaching its maximum distance, the shuriken homes to Tabuu's current position. Based on his "Shuriken Boomerang" attack, with clues from Water Shuriken and Boomerang.
Side special Subspacial Trail Makes a gesture, making several sparkling spots appear in sequence in a line in front of him. By holding the special button it is possible to make the spots appear above or below the main line, as well as control how many spots appear (up to five). Once the button is released the points detonate in the order they appeared. Based on his "Pinpoint Explosion" attack. Also similar to Din's Fire.
Up special Subspacial Warp Teleports in the chosen direction, generating a damaging burst on reappearance. Covers a relatively short range, but can be used up to three times in a row before causing helplessness. Based on his "Explosive teleport" attack. Conceptually a mix of Quick Attack and Farore's Wind.
Down special Subspacial Shield Creates a large polygonal shield around himself, which reflects projectiles and damages opponents on startup. Based on the shield he uses to block Master Hand in a cutscene. Also very similar to Fox's Reflector.
Final smash Off Waves Teleports to the center of the stage, spreads his wings and releases three very powerful circular shock waves. A weakened version of the original Off Waves.

Ganondorf (sword-based)

Ganondorf SSBM.jpg

Some people resent Ganondorf being mostly a Captain Falcon clone with no swordplay, others are fond of his current version and wouldn't appreciate radical changes. I am personally fine with the current Ganondorf (in fact, he's among my overall favourite characters if not the absolute favourite), but I still wanted to try to come up with some possible changes.

Attributes

  • Ganondorf's moveset now integrates several sword-based moves; however in most cases they are directly derived from current moves and do not induce extreme functional changes: by now Ganondorf has a defined Smash identity, and I wouldn't want it to be completely removed.
  • Ganondorf uses two types of weapons: a greatsword (based on his SpaceWorld 2000 sword) for slow but heavy hits, and a smaller sai-like sword (based on his Ocarina and Wind Waker swords) for quicker hits (henceforth simply called "small sword"). Some of his attack use two swords at once, mimicking his Ocarina, Wind Waker and Hyrule Warriors versions. Ganondorf is able to make weapons appear and disappear when needed with a shadow effect, similar to the one used in Hyrule Warriors.
  • Some purely physical attacks are retained: they are part of Ganondorf's Smash identity, they fit his Power theme and he himself has used them in several occasions (his Twilight Princess final battle and some cutscenes in Wind Waker, for example).
  • Ganondorf's idle pose and walking animation have him holding his large sword in a manner similar to his Twilight Princess artwork. His running animation has him more hunched over and menacing.
  • Ganondorf's second jump no longer involves a backflip, but is higher, floatier and accompanied by a shadow effect, to represent the floating ability he demonstrates in some games.

Moveset

Moves are color-coded depending on their relationship with their current versions:

  • unmarked moves are (mostly) unchanged
  • moves in green have an altered animation, but similar overall behavior
  • moves in yellow retain their overall animation, but have some relevant differences in properties
  • moves in orange are partly based on current moves, but have several important differences, and/or they have been moved around
  • moves in red are completely new
Name Description Notes
Neutral attack Does a backhanded slap, which acts as a reflector. Slightly shorter range than his current jab. Mainly based on one of his reflecting animations in Ocarina; a cutscene in Wind Waker also includes a similar slap. Works as a generically rude and brutal move.
Forward tilt Kicks forwards with a semi-spike effect. Unchanged, as a similar attack is actually used by Ganondorf in his Twilight Princess battle and in the SpaceWorld 2000 demo video.
Down tilt Juts out his greatsword near the ground, sending the opponent upwards. Functionally unchanged.
Up tilt Raises his greatsword with one hand, creates an orb of darkness with a strong pull effect with the other, then slams down his greatsword creating an explosion. The descending sword also has damaging hitboxes. A variation of his current up tilt.
Dash attack Does a shoulder tackle. Unchanged; a generic brutal attack.
Forward smash Does a shadow-charged elbow strike, which can be optionally followed by a strong horizontal greatsword swipe. can no longer be angled. A variation of his current forward smash based on an attack he uses in Twilight Princess.
Down smash Swipes his small sword back-to-forwards, then his greatsword forward-to-backwards. The two hits link into each other. Functionally unchanged.
Up smash Powerfully swings his greatsword upwards. Functionally unchanged. Also very similar to Cloud's.
Neutral aerial Swings forwards his small sword, then his greatsword. The hits link into each other. Functionally unchanged.
Forward aerial Powerfully swings his greatsword in a forward-to-down arc. Stronger near Ganondorf's hand. A sword-based version of his current Skull Crusher, keeping the exact same motion but giving it more range.
Back aerial Quickly hits behind himself with his elbow. Functionally mostly unchanged, meant to represent one of his attacks in Twilight Princess (which is however a forward elbow strike).
Up aerial Swings his small sword in an upward arc. Functionally unchanged.
Down aerial Forcefully pokes downwards with his greatsword. Can meteor. Functionally unchanged. Also very similar to Shulk's.
Grab Grabs the opponent with his hand. Unchanged.
Pummel Knees the opponent. Unchanged.
Up throw Uppercuts the opponent. Unchanged.
Forward throw Punches the opponent forwards. Unchanged.
Back throw Kicks the opponent backwards. Unchanged.
Down throw Slams the opponent on the ground. Unchanged.
Floor attack Swings his grwatsword in a circle above his head while getting back up. Functionally unchanged.
Edge attack Gets up, then swipes the ground with his greatsword. Based on its current version, but with slightly increased range.
Neutral special Warlock Punch Does a strong, reversible backhanded punch releasing a shadowy aura which acts as a sourspot. Unchanged except for giving the aura a hitbox. While the other customs are closer to Ganondorf's original portrayals, I feel Warlock Punch by now is an integral part of his Smash identity.
Warlock Blade The same, but holding his small sword and no extra hitboxes. Unchanged, also similar to an attack in Twilight Princess.
Warlock Blast Ganondorf executes the same motion but faster, then instead of punching he opens his hand (which has a much weaker hitbox) and shoots a large Hadoken-like ball of electricity, which paralyzes opponents but can be reflected. This attack's ending lag is low enough to allow Ganondorf to use a (reflecting) neutral attack immediately afterwards. Inspired by his traditional Dead Man's Volley. Also similar to Corrin's.
Side special Flame Choke Dashes forwards, grabs the opponent and slams them on the ground. Has some added armor and can negate weak projectiles. All variations of this move no longer make Ganondorf helpless when used on the ground and passing a ledge. Mostly unchanged, but with some added properties from a grounded Wizard's Foot.
Gerudo Dragon Dashes forwards, grabs the opponent and uppercuts them, ignoring their shield and launching them diagonally upwards. If aerial, punches the opponent down with a meteor effect. A combination of Gerudo Dragon and the similar Flame Wave, while retaining Raptor Boost's meteor property as a parallel to Flame Choke.
Shadow Dash Dashes forwards holding his small sword out, dealing multiple hits. A combination of Flame Chain and a grounded Wizard's Foot.
Up special Dark Dive Jumps upwards, grabbing the opponent. At the top of the jump, slashes with his small sword. Functionally unchanged.
Dark Blades While rising, slashes the opponent with his small sword at the beginning of the jump and his greatsword at the end. A sword-based variation of Dark Fists.
Dark Flight Has no extra hitboxes and the grab is weaker, but covers a much greater distance. Follows a trend of similar customs, replacing the current third one.
Down special Wizard's Quake On the ground, forcefully punches the ground with a shadow-charged fist, creating damaging shockwaves. In the air, before punching Ganondorf dashes straight downwards or diagonally downwards depending on how the move is angled: hitting an opponent directly with the fist meteor smashes them and makes Ganondorf stop. Based on one of his attacks in Ocarina. The aerial version is mostly a variation of an aerial Wizard's Foot.
Wizard's Glide On the ground, jumps and crashes diagonally down while punching the ground. In the air, covers a considerable horizontal distance. Cannot meteor, and the shockwaves upon landing are much weaker. Its trajectory can be slightly controlled by tilting the control pad. A punch-based adaptation of Wizard's Dropkick, with Bouncing Fish's controllability added.
Wizard's Shock Flings on the ground a ball of electricity, which then splits in two bursts which travel along the ground for a short while, being less damaging but covering more range. In the air, shoots a long-range electric projectile straight downwards or diagonally downwards. Cannot meteor. Original, a combination of several of his attacks from Ocarina.
Final smash Beast Ganon Turns into Beast Ganon and dashes forwards. Unchanged.

Ganon

BeastGanon.png

Not Ganondorf; rather, the original (not timeline-wise but game order-wise) version of Link's greates foe. A giant, boar-like monster with immense strength and powerful magical abilities.

Potential reasons for inclusion/exclusion

  • Buff.png As Link's original foe, he is very important in his home series. The introduction of his Ganondorf persona has not diminished this importance: some version of boar Ganon has appeared in every game featuring Ganondorf bar Wind Waker (and Melee), and boar Ganon has appeared on his own in several recent and semi-recent games like A Link Between Worlds. Additionally, it seems Breath of the Wild will mark his return.
  • Buff.png Having a different Ganon opens up the possibility of an entirely new moveset, which could please those who think Ganondorf is currently misrepresented.
  • Buff.png As Smash already features two Links and Zeldas, a second Ganon would even up the Triforce's present.
  • Nerf.png However, Ganondorf's presence would make Ganon redundant, especially if Beast Ganon is retained as his Final Smash.

Attributes

  • Ganon is a large and slow character, with physics similar to Ganondorf and Bowser. His size and body type are especially similar to Bowser's.
  • Ganon's uses a large trident as a weapon, complemented by several magical attacks.
  • His dodges involve him teleporting while leaving afterimages, as a reference to his teleporting animation in A Link to the Past.

Moveset

Name Description Notes
Neutral attack Does several relatively quick swings with his trident. Based on Ganondorf's trident combo in Hyrule Warriors.
Forward tilt Swings his trident forwards in a horizontal arc. Can be angled. Based on an attack used by Yuga Ganon in A Link between Words.
Down tilt While crouching, pokes his trident forwards along the ground. Generic.
Up tilt Twirls his trident above his head. Ganon has a trident-twirling animation in several games, such as A Link to the Past. Also very similar to Palutena's.
Dash attack While dashing, raises his trident and slams it on the ground. Original, similar to Marth's.
Forward smash Dashed forwards while poking a shadow-charged trident. Based on an attack used by Yuga Ganon.
Down smash Forcefully punches the ground, creating a damaging shockwave which briefly paralyzed opponents. Based on an attack from A Link to the Past and the Oracle games, also used by Ganondorf in Ocarina.
Up smash Points his trident upwards: its tip is then surrounded by lightning bolts which cover a relatively wide area and deal multiple hits. Inspired by an attack in Four Swords Adventures.
Neutral aerial Twirls his trident around himself. See up tilt, again also similar to Palutena's.
Forward aerial Swings his trident in an up-to-down motion. Based on Bowser's.
Back aerial Pokes his trident backwards. Generic.
Up aerial Twirls his trident above his head. See up tilt.
Down aerial Dives diagonally downwards, trident-first, creating shockwaves upon landing. Based on one of Ganondorf's trident attacks in Hywule Warriors.
Grab Grabs the foe with his hand. Generic.
Pummel Pokes the foe with his trident. Generic.
Up throw Simply throws the foe upwards. Generic.
Forward throw Sends the foe forwards with a swing of his trident. Original.
Back throw Sends the opponent backwards by poking them with his trident. Generic.
Down throw Places the opponent on the floor, the stabs them with his trident. Original.
Floor attack Twirls his trident above his head while getting back up. See up tilt.
Edge attack Gets up, then pokes his trident along the floor. Generic.
Neutral special Dead Man's Volley Shoots a chargeable electric projectile which travels horizontally and paralyzes opponents. Like Dedede's Gordos, the projectile can be reflected back even by normal attacks, provided their knockback is large enough. The projectile becomes faster and stronger (though not to the point of being able to KO at low percentages) at each reflection, up to the point where it cannot be reflected anymore. A classic attack in the Zelda games, used in some fashion by several versions of Ganon and Ganondorf as well as other bosses.
Side special Trident Boomerang Throws a spinning trident forwards, which, after traveling a set distance, comes back to Ganon in a boomerang-like fashion. Keeping the button pressed and releasing it at the peak of the attack makes Ganon teleport to the trident and do a spinning slash. Teleporting in the air makes Ganon helpless. Inspired by attacks in A Link to the Past and Hyrule Warriors, among others.
Up special Shadow Portal Ganon disappears in a dark portal, then reappears in the selected direction. Causes helplessness. Used by Beast Ganon in Twilight Princess and similar to many other teleportation-based moves.
Down special Fire Ring Makes a ring of fireballs appear around himself. The fireballs circle around Ganon, weakly damaging enemies and blocking weak projectiles, and disappear on their own after a while. In this state, Ganon cannot use any special attack. If the special button is pressed while the flames are active, the flames turn into fiery bats and are shot out in a radial pattern. Based on an attack from A Link to the Past. Also inspired by Mega Man's Leaf Shield.
Final smash Demon Beast Ganon Turns into a larger, more monstruous version of himself with permanent super armor. In this state, his only attacks are powered up versions of his neutral attack, up tilt, forward smash and down smash with matching directional inputs. Inspired by Ganon in Hyrule Warriors, as well as Giga Bowser.

Bandana Waddle Dee

200px-DeeRtDL.png

Not just a Waddle Dee with a bandana. Introduced in Kirby Super Star he acts as King Dedede's sort-of advisor and is a regular supporting character. Kirby's Return to Dream Land made him a playable character, acting as a copy of Kirby with a permanent Spear ability.

Potential reasons for inclusion/exclusion

  • Buff.png He's the closest thing to a fourth main character the Kirby series has, and has appeared in more games than any other character but the main three.
  • Buff.png Generic Waddle Dees have been in the series since the very beginning, have covered a large variety of roles, and are overall as iconic Kirby as Goombas are to Mario.
  • Buff.png He would be the first Smash character to use an actual spear.
  • Nerf.png So far he appeared mostly in supporting roles, and even his playable appearances subordinate him to Kirby.
  • Nerf.png As a member of a generic enemy kind, he'd run the risk of being perceived not as a true character but as "just a Goomba with a hat".
  • Nerf.png Technically several of Corrin's attacks are already spear-based.
  • Nerf.png Sakurai bias.

Attributes

  • Bandana Waddle Dee's weapon is a spear with a tipper mechanic. This spear is also mixed with a Parasol, to represent the abilities of other Waddle Dees and to give his moves more variety (note that in Kirby: Planet Robobot the generic Waddle Dee amiibo gives Kirby a special Parasol costume featuring a blue bandana). He thus plays as a combination of Spear and Parasol Kirby with some original moves.
  • His attributes are mostly similar to Kirby's, sharing a similar size, similar physics and a running animation. He possesses only one midair jump (playable Waddle Dees in the Kirby games have infinite jumps, but I feel this is mostly to not make their mobility completely inferior to Kirby's), but his jumps are higher.
  • Holding the jump button makes him open his parasol, making him gently float down like a regular Parasol Waddle Dee. Like Peach's parasol it slightly damages enemies (but can never KO) and can be interrupted by fast falling, but does not cause helplessness. He swings around much more than Peach, but while in this stance he can still use any attack, closing the parasol and being unable to reopen it until he lands.
  • He also uses his Parasol as a shield, like Parasol Kirby. Like Yoshi, its size does not decrease with time.

Moveset

Name Description Notes
Neutral attack Multispear Attack Jabs forwards with his spear, enters a loop of quick spear jabs and ends with a short dash. Based on Spear Kirby's move.
Forward tilt Parasol Swing Flaps his parasol in front of him, spraying the opponent with water. Based on the final part of Parasol Kirby's move.
Down tilt Crouches and pokes with his spear, can trip opponents. Original. Inspired by Marth's down tilt.
Up tilt Spear Copter Quickly spins his spear above his head, dealing multiple hits. A grounded variant of Spear Kirby's Spear Copter. Similar to Palutena's up tilt.
Dash attack Parasol Drill Opens his parasol and dashes forwards while using it as a drill. Based on Parasol Kirby's move.
Forward smash Spear Thrust Jabs forwards with his spear. Has longer range and is much stronger than his neutral. Based on Spear Kirby's move.
Down smash Spear Thrust / Back Thrust Jabs forwards, then backwards. Has a shorter range than his forward smash, and the two hits do not combo into each other. Based on Spear Kirby's move.
Up smash Skyward Thrust Jabs upwards. Based on Spear Kirby's move.
Neutral aerial Spreads his arms and legs and body slams the foe. Inspired by regular Waddle Dees' only attack, a short hop, as well as King Dedede's neutral aerial.
Forward aerial Quickly pokes forwards three times with his spear. A variation of Spear Thrust / Multispear Attack. Also inspired by Mii Swordfighter's forward aerial.
Back aerial Quickly kicks behind himself with both feet. Direct clone of Kirby's back aerial.
Up aerial Holding his spear by the end, quickly pokes upwards three times. A variation of Skyward Thrust; Spear Kirby's version does not differ when used in the air. Also similar to Duck Hunt's up aerial.
Down aerial Moon Drop Holds his spear downwards and dives down in a corkscrew motion. Based on Spear Kirby's move. Also similar to Corrin's down aerial.
Grab Grabs the foe with one hand. Similar to Kirby's.
Pummel Slaps the foe with the blade of his spear. Similar to Kirby's.
Up throw Circus Throw Juggles the foe on his parasol, then shoots them upwards. Based on Parasol Kirby's move.
Forward throw Using his parasol like a golf club, hits the foe like they were a ball. Inspired by Parasol Kirby's attack when paired with Pitch in Kirby's Dream Land 3, as well as King Dedede's forward throw.
Back throw Similar to forward throw, but executed backwards. Same as forward throw.
Down throw Parasol Twirl Slams the opponent on the ground, then drills into them with his parasol. Based on Parasol Kirby's move. Also similar to Bowser Jr.'s down throw.
Floor attack Hits forwards, then backwards with his spear while getting up. Inspired by Marth's and similar attacks.
Edge attack Pokes forwards with his spear while climbing the ledge. Inspired by Marth's and similar attacks.
Neutral special Spear Throw / Spear Barrage Throws a spear in an arc. Can be used repeatedly, but each spear covers less and less distance. Based on Spear Kirby's moves.
Side special Parasol Shield Spins his open parasol in front of himself, slightly damaging enemies and reflecting projectiles, as long as the special button is held. Once the parasol is out it can be moved on either side. Based on Parasol Kirby's Parasol Swing, which has this effect when held. Also inspired by Pit's Angel Ring.
Up special Spear Copter Charges, then makes his spear quickly rotate propelling himself upward. He then gently floats down, and can interrupt the fall with any other attack. Based on Spear Kirby's move.
Down special Megaton Punch Raises his fist, then forcefully punches the ground creating damaging shockwaves. Can be charged by holding the special button. The aerial version does not create a shockwave but meteor smashes opponents if charged enough. Based on the minigame from Kirby Super Star, Bandana Dee's first appearance.
Final smash Waddle Dee Army Summons a swarm of other Waddle Dees, some unarmed and some armed with spears or parasols, which rush through the whole stage. A variation of King Dedede's Final Smash in Brawl, inspired by Bandana Dee's advisor role in the Revenge of the King subgame in Kirby Super Star Ultra.

Robobot Kirby

250px-Robobot.png

Kirby piloting a Robobot Armor, a mass-produced robot created by the Haltmann Works Company for planetary invasion. When ridden by Kirby, the Amor takes on his appearance and his ability to gain foes' abilities by assuming specific Modes.

Potential reasons for inclusion/exclusion

  • Buff.png It would be another vehicle-based fighter, an archetype currently represented only by Bowser Jr..
  • Nerf.png Having Kirby as its pilot is necessary since the Armor's abilities depend on its pilot, so having it fight on its own or be piloted by another character wouldn't be true to its origin. This, however, creates the awkward situation of having two distinct Kirbies in the game (though the existence of Zero Suit Samus and Dr. Mario might mean this wouldn't be a real problem).

Attributes

  • Robobot Kirby is a heavy and relatively slow character.
  • The Armor's attacks are a combination of several moves used by its various Modes.
  • The Armor possesses a single midair jump, for which it is propelled by its afterburners similar to Samus.
  • In its shielding state, the armor retracts its limbs and remains stationary, mirroring its guarding stance from Planet Robobot. As such, like Yoshi, its shield does not get smaller with time.
  • Like Donkey Kong, the Armor is able to walk faster and even jump while carrying heavy items.

Moveset

Name Description Notes
Neutral attack Robobot Punch / Robobot Slam Punch > punch > overhead slam with both hands. Based on the Armor's basic combo. The final hit is very similar to Falco's forward smash.
Forward tilt Power Beam Saber Turns its hand into an energy blade and slashes forwards. Can be angled. The Armor's basic attack in Sword Mode.
Down tilt Punches the ground in a reversed uppercut motion. A reversed version of its up tilt.
Up tilt Does an uppercut. Used in its Stone and Sword modes as part of its standard combo.
Dash attack Burn Rubber Turns into Wheel Mode, then does a spinning tackle. Based on various attacks when in Wheel Mode. Also similar to the spinning portion of Clown Kart Dash.
Forward smash Cannon Blast Charges an electric sphere, then shoots its forwards. The sphere can be reflected and absorbed, and it paralyzes foes. At maximum charge, instead of a ball the Armor fires a large, continuous beam. A combination of its attacks in Spark Mode.
Down smash Red Carped Turns its hands into flamethrowers, then ignites the ground at its sides. An atack used in Fire Mode. Also similar to Mega Man's.
Up smash Finale Turns its hands into large speakers, then fires a large musical note upwards which covers a very short distance before exploding. A simplified version of an attack in Mike Mode.
Neutral aerial Turns his hands into energy blades, then quickly spins around horizontally. The final attack of its standard combo in Sword Mode.
Forward aerial Robobot Punch Punches forwards. See neutral attack.
Back aerial Punches backwards while spinning around. A variation of Robobot Punch.
Up aerial Psithunder Releases from its hands two electric spheres which travel upwards in an arc. One of its attacks in ESP Mode.
Down aerial Twin Saber Dance Turns its hands into energy blades, the plummets downwards in a drilling motion. One of its attacks in Sword Mode.
Grab Turns its arm into a wrench and grabs the opponent. Based on how the Armor interacts with screws.
Pummel Squeezes the opponent with its wrench-hand.
Up throw Simply throws the opponent upwards. Generic.
Forward throw Robobot Punch Punches the opponent forwards. Yet another variation of Robobot Punch. Also inspired by one of Fighter Kirby's throws.
Back throw Flings the opponent backwards with bth hands. Original, vaguely inspired by Mario's.
Down throw Places the opponent on the ground and punches them. Original, a variation of its down tilt.
Floor attack Slams down both fists on the ground. Based on Donkey Kong's down smash.
Edge attack Slams a fist on the ground while getting up. Based on Donkey Kong's in SSB4.
Neutral special Scan Specs A crosshair appears in front of the Armor. If it catches an opponent, the target is immobilized for a moment and takes some damage; then, the Armor gains the target's neutral special as its new neutral special. Unlike Kirby, the Armor does not gain new props such as swords or guns; its attacks are mostly executed with appropriate transformations mimicking actual Modes (for example, Sword Mode is used for all sword-based attacks, and Fire Mode for Bowser's Fire Breath). Most fast attacks are slower but more powerful than their original versions. The current copy ability can be discarded by taunting or by taking enough damage. The Robobot Armor's version of Kirby's copy abilities.
Side special Cutting Shot Holds a spinning buzzsaw, which can be angled diagonally up or down. In this state, the Armor can walk, but not turn around nor dash. Releasing the button shoots the saw in the selected direction. An attack available in Cutter Mode.
Up special Parasault The Armor sprouts propellers, and becomes able to fly around freely, albeit slowly, for a limited time. Does not cause helplessness. Contact with the propellers damages opponents, but the rest of the Armor is vulnerable. The move can be interrupted by any aerial attack, in which case it cannot be used again before landing. An attack available in Parasol Mode.
Down special Boomstepper Drops a walking bomb from its mouth. Holding the special button makes the Armor spit the bomb at a higher angle. The bomb is able to stick on walls, and explodes on contact with an opponent or item or on its own after a while. It cannot be picked up, but it can be reflected. Only one bomb can be out at a time. Bomb Mode's only attack.
Final smash Giga Drill The Armor turns its arm into a giant drill, then dashes in a straight line. Once it has caught an opponent, it starts drilling through them; the damage can be increased by spinning the control stick. The attack ends with an explosion which sends the target flying. Based on its finishing attack against the final boss of Planet Robobot.

Marill

Marill-Origin.png

A Water-type Pokémon which debuted in the short Pikachu's Vacation before being formally introduced in the Generation II games. It set the trend of having a cute Pikachu-like Pokémon in every generation, and before its official reveal it was even nicknamed "Pikablu". While very rare in its original Generation II, Generation III made it way more widespread. It gained a Fairy typing in Generation VI.

Potential reasons for inclusion/exclusion

  • Buff.png It is among the most recognizable Pokémon of its generation, being revealed way before it; as such it could work as a viable representative for a popular generation with no current playable representative (unless you all desperately want Pichu back, I guess).
  • Buff.png Its new Fairy typing gave its evolutionary family exposure in recent times.
  • Nerf.png Generation II as a whole is currently not in the spotlight.
  • Nerf.png Being once notable doesn't make it necessarily popular. Plus, as a cutesy Pikachu lookalike, it could be perceived as stealing a slot from "cooler" Pokémon, even considering just Generation II.

Attributes

  • Marill is designed as a Pikachu semi-clone (thanks to Source Gaming for the inspiration), with some moves inspired by Jigglypuff (another Fairy-type Pokémon with a similar body shape) and Squirtle (another Water-type Pokémon).
  • Marill is slower but more powerful than Pikachu, reflecting their statistics in the Pokémon games (assuming Huge Power and no Light Ball).
  • Marill also cannot wall jump nor crawl.

Moveset

Name Description Notes
Neutral attack Slaps the opponent several times. Cloned from Jigglypuff's.
Forward tilt Spins around, smacking the opponent with its tail. Can be angled. Vaguely inspired by Jigglypuff's and Pikachu's.
Down tilt Does a crouching headbutt, propelling him a bit forwards. Similar to Pac-Man's.
Up tilt Swipes his tail upwards back-to-front. Cloned from Pikachu's.
Dash attack Rolls a short distance forwards. Inspired by Pikachu's and Jigglypuff's.
Forward smash Bubble Releases a burst of bubbles in front of himself. Can be angled. Based on Pikachu's.
Down smash While lying on the ground, spins around several times, hitting with its tail and a jet of water from its mouth. A combination of Pikachu's and Squirtle's.
Up smash Compresses its springy tail, then headbutts upwards. Original.
Neutral aerial A quick and multiple clockwise somersault. Cloned from Pikachu's.
Forward aerial Bubblebeam Releases a large burst of bubbles which also propels itself backwards. Based on Vaporeon's forward aerial attack in Super Smash Land.
Back aerial Spins around, whacking the opponent once with its tail. Based on Pikachu's, but much shorter.
Up aerial Does a backwards somersault, swinging its tail upwards. Based on Pikachu's, but slower.
Down aerial Slams downwards tail-first. Can meteor smash. If Marill hits anything it slightly bounces upwards. Original, inspired by Wario's in Project M.
Grab Grabs the opponent with both hands. Generic.
Pummel Headbutts the opponent. Based on Jigglypuff's in Melee and Brawl.
Up throw Compressing its springy tail, headbutts the opponent upwards. Same as its up smash.
Forward throw Leans back and kicks the opponent forwards. Vaguely inspired by Squirtle's.
Back throw Does a vertical suplex, throwing the opponent backwards. Based on Jigglypuff's, also a simpler version of Pikachu's.
Down throw Places the opponent on the ground, then jumps on them. Based on Pikachu's.
Floor attack Hits backwards, then forwards with its tail. Generic.
Edge attack Climbs the ledge and swipes with its tail Cloned from Pikachu's.
Neutral special Water Gun Charges a jet of water, then spits it out. Does not harm opponents but pushes them back. Cloned from Squirtle's.
Side special Bounce Charges its springy tail as long as the button is held, then quickly bounces forwards. Bounces upon hitting an opponent or a wall. A move which involves jumping into the air and crashing on the opponent. A variation of Skull Bash, partly inspired by Bouncing Fish.
Up special Waterfall Rides a waterfall diagonally upwards, becoming helpless after the attack's end. Can be angled. If used on the ground and angled directly forwards, Marill rides a wave on the ground: this version can make fall off ledges, but does not cause helplessness. A combination of Squirtle's Waterfall, Draconic Ascent and Piplup's and Oshawott's Surf.
Down special Rollout Charges a spin as long as the button is held, then quickly rolls forwards. Marill can change direction while rolling on the ground, but not in the air. Hitting an airborne opponent Makes Marill regain control. Cloned from Jigglypuff's, slower but more powerful. (Credits to Source Gaming for the idea.)
Final smash Hydro Pump Shoots a large jet of water surrounded by swirling bubbles. A combination of Squirtle's role in Triple Finish and Mario Finale.

Blaziken

BlazikenTrophyWiiU.png

A Fire/Fighting-type Pokémon, the final form of Torchic and one of the starter Pokémon of Generation III. It was among the very first Pokémon used to demonstrate Mega Evolution (sooner than the other Hoenn starters) and was later made a playable character in Pokkén Tournament.

Potential reasons for inclusion/exclusion

  • Buff.png As a starter Pokémon it already has increased visibility when compared to most Pokémon.
  • Buff.png Its state as one of the very first known Pokémon with a Mega Evolution and as a playable character in Pokkén shows it is already perceived as popular.
  • Nerf.png With Omega Ruby/Alpha Sapphire soon to be superseded by Sun and Moon, Generation III is yet again out of the spotlight.
  • Nerf.png It'd be yet another fire-based character, and its fighting style is already conceptually very similar to Captain Falcon's who already has a semi-clone in Ganondorf.

Attributes

  • As Blaziken is already conceptually similar to Captain Falcon, it is designed as a semi-clone of him, slower but more powerful to reflect its stats in the Pokémon series (high attack and special attack, but average speed). Its jumps are also higher, but it cannot wall jump.
  • Several moves are however different from Falcon's, making Blaziken closer to Lucas and Luigi than Ganondorf or Falco: some are inspired by other characters' (mainly Fox), some by its Pokkén playable version and some are mostly original. In general, it tends to be more kick-based than punch-based.

Moveset

Name Description Notes
Neutral attack A slash > knee smash > multiple kicks > single strong kick combo. Inspired by Captain Falcon's and Fox's neutral attacks, with some influence from Pokkén.
Forward tilt Kicks forwards. Can be angled. Same as Captain Falcon's; also similar to some of its attacks in Pokkén.
Down tilt Low Sweep A quick leg swipe. Can trip. A Fighting-type move which reduces the target's speed. Same as Captain Falcon's.
Up tilt Slash Slashes upwards with its claws. A common Normal-type move which involves slashing the opponent. Same as Bowser's.
Dash attack A flying kick with its leg outstretched. Same as Fox's and Falco's.
Forward smash A knee smash followed by a cross-slash with both arms. Inspired by Snake's forward tilt.
Down smash Double Kick Kicks forwards, then backwards. The two hits link together. In the Pokémon games, a Fighting-type move which hits twice. Same as Captain Falcon's, but with Ganondorf's linking property.
Up smash A double kick upwards. Same as Captain Falcon's.
Neutral aerial A flurry of quick kicks. Based on its weak aerial attack in Pokkén Tournament. Also similar to Fox's forward aerial and Captain Falcon's neutral aerial.
Forward aerial A knee smash, with a fiery effect on its sweetspot. Same as Captain Falcon's. Used by Blaziken in its official artwork and in Pokkén, though without a fire effect.
Back aerial Kicks backwards with its leg outstretched. Similar to Donkey Kong's.
Up aerial A flip kick, noticeably slower but more powerful than Falcon's. Same as Captain Falcon's. Also inspired by some of its moves in Pokkén.
Down aerial Kicks downwards in an arc. Can meteor smash. Similar to Palutena's.
Grab Grabs the opponent with both claws. Generic.
Pummel Hits the opponent with its knee. Same as Captain Falcon's.
Up throw Punches the opponent upwards with a fiery hand, Shoryuken-style. Similar to Captain Falcon's.
Forward throw Kicks the opponent forwards. A variation of Captain Falcon's; inspired by its grab in Pokkén.
Back throw Kicks the opponent backwards. Same as Captain Falcon's.
Down throw Slams the opponent into the ground. Same as Captain Falcon's.
Floor attack Does a spinning kick while getting up. Same as Captain Falcon's.
Edge attack Climbs the ledge and swipes with its leg. Same as Captain Falcon's.
Neutral special Blaze Kick Kicks forwards with a fiery leg. Can be reversed. Blaziken's signature attack in the Pokémon series. Same as Exploding Side Kick, which itself is a variation of the Falcon Punch.
Side special High Jump Kick On the ground, quickly dashes forwards with its leg outstretched. In the air, the move can be angled 45° upwards, horizontally, 45° downwards and fully downwards. If angled fully downwards it can meteor smash. If Blaziken hits a wall or the floor instead of an enemy, it suffers some recoil damage. A Fighting-type move which, while very powerful, severely damages its user if it misses. Mechanically a combination of Falcon Kick and After Burner Kick.
Up special Sky Uppercut A fiery uppercut which covers a long distance. Unlike Falcon Dive, it does not grab the opponent. A Fighting-type move (with no fire effect) which can hit flying opponents. Essentially a Shoryuken.
Down special Focus Energy Increases the knockback of all moves for a short while. After the effect runs out, the move cannot be used for a while. A move which increases the probability of dealing a critical hit. Conceptually similar to Deep Breathing.
Final smash Mega Evolution (Mega Blaziken) Blaziken mega evolves into Mega Blaziken. Any nearby opponents are trapped, attacked with multiple quick kicks and finally sent flying with a powerful fiery uppercut. Same as other Pokémon with Mega Evolutions. Mechanically inspired by Triforce Slash and Shin Shoryuken.

Gardevoir

Gardevoir-Origin.png

A Psychic-type Pokémon introduced in Generation III, it gained a Fairy type and a Mega Evolution in Generation VI. It is notably used by Wally in the original Generation III games and by the Champion Diantha in Pokémon X and Y. It is also playable in Pokkén Tournament.

Potential reasons for inclusion/exclusion

  • Buff.png It is definitely a popular Pokémon, even currently, as shown by it gaining a Mega Evolution, being a Champion's main Pokémon three generations after its introduction, having a roster slot in Pokkén and a prominent role in the 19th movie and its associated TCG expansion.
  • Nerf.png The "dainty damsel" concept is already represented in Smash by several characters.
  • Nerf.png With Pokémon Sun and Moon coming in November, the Hoenn games fom which Gardevoir originates are soon to not be in the spotlight anymore.

Attributes

  • Gardevoir is designed as yet another elegant lady; some moves are thus inspired by similar characters like Peach, Zelda and Rosalina.
  • As another Psychic-type Pokémon, Mewtwo also works as a partial inspiration.
  • Other moves are adapted from its Pokkén version, or its depiction in the Pokémon games.
  • All of its dodges involve it teleporting.

Moveset

Name Description Notes
Neutral attack A quick slap > slap > burst combo. Inspired by its weak combo in Pokkén; also similar to Peach's.
Forward tilt Swipes its arm forwards releasing a burst of energy. A combination of one of its attacking animations in the Generation VI games and the start of its weak combo in Pokkén; also similar to Zelda's but without leaning forwards.
Down tilt Crouches and swipes its arm slightly above the ground. Based on its down strong attack in Pokkén; also similar to Peach's.
Up tilt Raises its arms, releasing a wide burst of sparkles. A combination of one of Mega Gardevoir's attacking animations in Generation VI and Mega Gardevoir's victory pose in Pokkén; also somewhat similar to Peach's.
Dash attack Attacks with a psychically charged uppercut. Used in some of its strong moves in Pokkén; also similar to Rosalina's.
Forward smash Stored Power Makes a series of bursts erupt from the ground in front of it; charging the attack makes more bursts appear (up to 3), covering more distance. A Psychic-type move which becomes more powerful the more stat boosts the user has. Its behavior here is based on its Pokkén version.
Down smash Dazzling Gleam Crosses its arms, then spreads them getting surrounded by a damaging light dome which deals multiple hits. A Fairy-type move which hits all adjacent opponents. Its behavior here is based on its Pokkén version.
Up smash Quickly spins while surrounded by a ribbon, dealing multiple hits. Based on its counterattack in Pokkén; also very similar to Peach's.
Neutral aerial Spreads its arms and spins around quickly, as if dancing. Similar to Peach's and Zelda's, but with a slightly different pose. Also similar to its forward weak and back strong attacks in Pokkén.
Forward aerial Swipes its arm up to down, shooting three arrow-like light reflectable projectiles. Based on several of its weak attacks in Pokkén.
Back aerial Turns around, lets out a quick energy burst and returns to its original position. Original.
Up aerial Swings its arm upwards in an arc, creating sparkles. Inspired by Peach's up aerial in SSB4, Zelda's up tilt and one of its victory animations in Pokkén.
Down aerial Quickly dives diagonally downwards while surrounded by a ribbon. Based on its aerial counterattack in Pokkén.
Grab Grabs the foe with both hands. Generic.
Pummel Shocks the opponent with sparkles. Based on Zelda's and Mewtwo's.
Up throw Fairy Wind Flings the foe upwards, then follows them in a spinning tornado. The basic Fairy-type attack (which Gardevoir cannot learn but was shown using in prerelease material for X and Y). Based on its duel phase throw in Pokkén.
Forward throw Holds the for in front of it, then slashes them with a cross of psychic energy flinging them directly forwards. Based on its field phase throw in Pokkén.
Back throw Telekinetically holding the foe, turns around and flings them backwards. Similar to Mario's.
Down throw Telekinetically lifts the foe, then slams them on the ground. Similar to Palutena's and R.O.B.'s.
Floor attack Hits with a quick burst on both sides at the same time. Similar to Lucario's down smash.
Edge attack Climbs up, then swipes its arm forwards. Generic.
Neutral special Magical Leaf Gets surrounded by a cloud of leaves which can block weak projectiles. If the special button is held, the leaves are then shot outwards: if there are opponents nearby they home on them, otherwise they get shot in the 8 (5 on the ground) cardinal and intercardinal directions. A Grass-type attack, learned by Gardevoir, which has the rare property of never missing in normal conditions. Its behavior here is partly inspired by its Pokkén version.
Side special Moonblast Charges an arrow-like energy ball, then releases it. Can be aimed up or down. A powerful Fairy-type attack. Inspired by several of Gardevoir's projectile attacks in Pokkén.
Up special Teleport Simply warps in the specified direction. Direct clone of Mewtwo's; also part of Gardevoir's starting moveset in the Pokémon games.
Down special Light Screen Creates a large bubble-like reflector around itself with a strong push effect on startup. Does not protect against direct attacks. The bubble can be held, but depletes over time like a shield: if it breaks, Gardevoir is stunned for a short while (comparable to a low-damage Disable). Based on Poké Ball Gardevoir's Reflect. In the Pokémon games, Light Screen decreases the damage from special attacks; its behavior here is also inspired by Protect, which negates all damage but is likely to fail on consecutive uses.
Final smash Mega Evolution (Mega Gardevoir) The screen gets dark, and the moon appears. Gardevoir Mega Evolves into Mega Gardevoir, floats in the upper part of the screen and lets out a large beam of light, which can be quickly directioned. Essentially a quicker Aura Storm; also influenced by Fairy Tempest, Gardevoir's Burst Attack in Pokkén.

Arcade Bunny

250px-Char-sales-bunny-badges.png

The shop assistant of the Nintendo Badge Arcade, an arcade where players can use various types of claw cranes to catch badges used to decorate the 3DS's home menu. Friendly and enthusiastic, he just loves Nintendo games.

Potential reasons for inclusion/exclusion

  • Buff.png Like it or not, free-to-play (or, as Iwata preferred to call them, free-to-start) games are now a prominent reality, with more Nintendo mobile games coming. The Bunny, already the most entertaining part of his source game, could serve as their representative.
  • Buff.png Did I mention he's the most entertaining part of his source game? To cement his popularity, he already stars as a costume in Super Mario Maker and has several dedicated badges in Nintendo Badge Arcade itself.
  • Nerf.png The fact that free-to-start games are common doesn't mean they are accepted by everyone: paying homage to them could prove controversial.
  • Nerf.png Nintendo Badge Arcade is not a very important game, and its celebratory nature would be redundant with Smash's.
  • Nerf.png The Bunny's personality is also not universally liked, and the way his "love" for Nintendo games is implemented can result in him being interpreted as just a manipulative advertising agent.
  • Nerf.png The Bunny's assistant role could make him more suited as an Assist Trophy than a playable character.

Attributes

  • The Arcade Bunny has an overall goofy demeanor, similar to Villager and Mr. Game & Watch.
  • Several of his moves integrate the badges after which the Arcade is named, as well as all the different types of arms available in the actual machines.
  • Other moves, owing to his fanboyish personality, are directly inspired by existing Smash characters.
  • Damage and knockback of his badge-based attacks vary slightly depending on the badge itself, but not by much.
  • His size and physics are similar to Mario's, though he's overall more sluggish.
  • His walking animation is directly taken from the icon which appears in Nintendo Badge Arcade's loading screens.

Moveset

Name Description Notes
Neutral attack A punch > punch > kick combo. Directly cloned from Mario's, albeit slower.
Forward tilt Stick Arm Pokes forwards which a Stick Arm. Can be angled. See down aerial.
Down tilt Swipes his leg in front of himself. Can trip. Similar to several characters' like Ness and Zelda.
Up tilt Uppercuts upwards. Directly cloned from Mario's, as well as inspired by several other uppercuts used by other characters.
Dash attack Attempts a shoulder tackle, but trips and rolls forwards, ending up back in his feet. A comical variation of Captain Falcon's.
Forward smash Hammer Arm Raises a mallet with both hands, then slams it on the ground in front of himself, jumping slightly. See forward aerial. Also similar to King Dedede's.
Down smash Bomb Arm Places two bombs at his sides, which then explode. See side special. Similar to Mega Man's, as well as Bomberman's in Super Smash Flash 2.
Up smash Raises upwards a random badge depicting an item (Super Mushroom, Triforce...), then holds it above his head. Similar to Pac-Man's, also inspired by Link's item-holding pose in his source games.
Neutral aerial Strikes a pose with his leg outstretched. The classic Smash neutral aerial used by Mario, Link, Fox and several other characters.
Forward aerial Hammer Arm Swipes a mallet in front of himself in a downward arc. Can meteor. One of the available arm types, a hammer which slams badges sideways. Also inspired by Kirby's aerial Hammer in Melee.
Back aerial Claw Arm Pinches behind himself with a Claw Arm. Deals multiple hits and decent damage, but has low knockback. See grab. Similar to Mr. Game & Watch's.
Up aerial Headbutts upwards. Inspired by Ness's.
Down aerial Stick Arm Pokes downwards with the Stick Arm. Its tip can meteor. One of the available arm types, a stick which pokes downwards.
Grab Ultra Claw Stretches a Claw Arm forwards. Has long range, and can act as a grab aerial and tether. It can also grab items. The basic Arm type, used to grab badges like in actual claw machines. Also inspired by the Ultra Hand.
Pummel Headbutts the opponent. Generic, similar to Mario's.
Up throw Swipes the Claw Arm upwards, releasing the opponent. Generic, similar to Jigglypuff's.
Forward throw Swipes the Claw Arm forwards, releasing the opponent. Generic.
Back throw Spins around several times, then releases the opponent behind himself. Based on Mario's.
Down throw Swipes the Claw Arm downwards, slamming the opponent on the ground. Generic, vaguely inspired by Samus's.
Floor attack Hammer Arm Spins a mallet around himself while getting up. See forward aerial. Similar to King Dedede's and Mr. Game & Watch's.
Edge attack Climbs the ledge, headbutting forwards. Generic.
Neutral special Badge Toss Throws forwards a random badge depicting a common enemy (Goomba, Waddle Dee, Octorok...). The badge is affected by gravity, so it moves in an arc. It disappears on contact with anything, but can be air grabbed and rethrown; this does not limit the Arcade Bunny's ability to use the move. It can also be reflected. The Arcade's namesake, badges depict elements (characters, enemies, objects...) from several games. They can be obtained from claw machines, and are affected by gravity and interact with each other.
Side special Bomb Holds a bomb in his hand, being able to aim it upwards or downwards, then throws it. The bomb explodes on contact with anything and generates a push effect outside its damaging area. If not thrown in time the bomb explodes, damaging the Bunny but dealing no knockback. One of the available arm types, a bomb whose explosion pushes badges. Also inspired by Kirby's Bomb copy ability.
Up special Claw Arm A Claw Arm quickly descends from the top of the current viewport, catching the Arcade Bunny and lifting him upwards. The arm can be fully controlled, but drops the Bunny on its own after a while, leaving him helpless. The descending arm deals minor damage to opponents. Based on how the actual Claw Arm works.
Down special Badge Shield Pulls out a large badge depicting a shield or shield-like object (Hylian Shield, Mirror Shield, Brick block...), which acts as a reflector and protects the Bunny from direct attacks. However, if damaged enough it breaks, dealing minor knockback to the Bunny. Based on Mirror Shield, also similar to Guardian Orbitars.
Final smash Badge Arcade The Arcade Bunny exits the stage end jumps in the foreground, behind a glass pane. The stage then acts as a claw machine: the Bunny has three attempts to move a Claw Arm to catch enemies and drag them offstage. The attack passes through soft platforms and acts as a grab. Based on the actual Arcade's main mode, whose goal is catching as many badges as possible. Also conceptually similar to Snake's and Zero Suit Samus's.