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This page lists all bosses, whether they be from single-player modes or unique to stages.


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Debuting in N64

    Giant Donkey Kong 
https://static.tvtropes.org/pmwiki/pub/images/01_giantdk.png

Home Series: Donkey Kong
Appears in: N64, Melee, Brawl

Giant Donkey Kong is, well, a giant Donkey Kong, and the first mini-boss of the original's one-player gauntlet. He's so big that when you face him in 1P Mode in the original, you get two CPU allies to help you. In Melee, he shows up as a boss in Adventure Mode, but you don't get any allies. However, in this game he is simply Donkey Kong under the effects of a Super Mushroom. He also appears in a few events in both Melee and Brawl, sometimes as the player character, sometimes as an enemy.


  • Artificial Stupidity: Fights with him in Jungle Japes tend to be hilariously short due to his tendency to fall through the platforms and self-destruct.
  • Demoted to Extra: Super Mushrooms in Melee made him obsolete; as such, in the new random Classic Mode you might fight any character giant-sized. However he still gets a stage all his own in Melee's Adventure mode, which has you fight specific set pieces in a specific order like 64's Classic Mode.
  • Giant Mook: Fortunately, you get to fight him 3 on 1.
  • Mighty Glacier: He's big and slow, but he can take tons of damage and hit people from all the way across the screen.
  • Mini-Boss: In the original's 1P Mode and Melee's Adventure Mode. Notably faced earlier than the other player character-based boss in both games.
  • Recurring Element: Giant Donkey Kong started the trend of SSB's equivalent of Arcade Mode from other fighters featuring a special battle against a giant version of a character, with up to two characters helping you out.

    Metal Mario (and Metal Luigi) 
https://static.tvtropes.org/pmwiki/pub/images/02_metalmario.png

Home Series: Super Mario Bros. (Debut: Super Mario 64 [N64], 1996)
Appears in: N64, Melee

Metal Mario is the second mini-boss of the original game's 1P Mode. He is very different from Mario, as he is much slower, but can take far more punishment. In Melee, he is once again a mini-boss, this time in Adventure Mode. If certain requirements are fulfilled and Luigi is unlocked, Metal Mario will be joined by Metal Luigi from that point onward. However, the introduction of the Metal Box, which could put any character in a similar state, lowered their importance, and they don't return as bosses in Brawl.


  • Achilles' Heel: All that heavy steel weighs him down, making it hard for him to stay airborne. Metal Mario will plummet to his doom if you can rack his damage up and launch him off the stage far enough.
  • Bash Brothers: In Melee, if you've managed to unlock Luigi, Metal Mario will then be joined by Metal Luigi from that point on.
  • Canon Immigrant: While not really "canon" (he started life simply as a power-up in Super Mario 64), he has appeared in some Mario spin-offs as a separate character from Mario. Mario Kart 7 gives him a distinct, cockier personality from Mario.
  • Chrome Champion: Basically Mario and clothing, all one color.
  • Damage-Sponge Boss: If you're unable to trick him into falling off the side, beating him by brute force will take a while. He doesn't start to be tossed around easily until you rack up the damage to around 200%.
  • Demoted to Extra: Metal Boxes in Melee made him obsolete; as such, the final fight in Classic Mode before Master Hand is against any random character metallized. In Brawl and beyond, Classic Mode will randomly set you up with a metal fight at any point in the game. However, he still gets a stage all his own in Melee's Adventure mode, which has you fight specific set pieces in a specific order like 64's Classic Mode. There he's again a boss, and the penultimate one at that.
  • Implacable Man: In 64, he is the series' greatest example of this. He just keeps coming for you no matter what you do, never trying to fake you out or bait you. It doesn't help that he basically doesn't flinch, and until you've racked his damage up beyond 200%, even Smash Attacks will only serve to knock him back maybe several feet.
  • Mini-Boss: Like Giant Donkey Kong, though Metal Mario is typically fought much later. In fact, his appearance in the original 1P mode marks the end of facing standard fighters and stages and in Melee's Adventure Mode he, and Metal Luigi once you've unlocked him, are the penultimate bosses of that mode.
  • Recurring Element: Metal Mario started the trend of SSB's equivalent of Arcade Mode from other fighters featuring a special battle against a metal version of a character in all subsequent games.
  • Stone Wall: The fastest he goes is a brisk walk (unless you are playing on Very Hard), but it takes a LOT of damage for him to even flinch compared to Mario himself.
  • Unskilled, but Strong: On the defensive side of things anyway; he can take a walloping before suffering knockback, but he rarely puts up his shield.

    Master Hand 
https://static.tvtropes.org/pmwiki/pub/images/03_masterhand.png

Home Series: Super Smash Bros. (Debut: Super Smash Bros. [N64], 1999)
Appears in: N64, Melee, Brawl, 3DS/Wii U
Voiced by: Jeff Manning (original), Dean Harrington (Melee), Pat Cashman (Brawl), Xander Mobus (3DS/Wii U, Ultimate)

The final boss of Classic Mode in all games, and the creator of the Smash Bros. setting and scenarios. A disembodied right hand wearing a glove.


  • Ambiguously Evil: The creepy laugh and Final Boss status aside, the only time he did anything really evil was when he was under the influence of a far less Ambiguously Evil entity. The "Master Orders" mode in Wii U, which has Master Hand giving you rewards for completing challenges (along with a big thumbs-up), only further adds to the confusion.
  • Art Evolution: In 64, you could see the brim of the glove, but in Melee, it just fades into nothingness.
  • Badass Finger Snap: His Sm4sh movepool now has this, which doubles as a call-back to the intro of the original. Damage-wise, it's a weak attack, but it can make your fighter dizzy long enough for Master Hand to get in another strike or two. More often than not, Master Hand will open with this.
  • Bait-and-Switch Boss: Played with in regards to Master Hand, and played straight for Crazy Hand. The usual Dual Boss fight against Master and Crazy Hand is this on Intensities above 5.0, where Master Hand transforms into the monstrous Master Core while Crazy Hand exits the stage once they've taken enough damage.
  • Bash Brothers: With his opposite number Crazy Hand. This is best emphasized in the fourth game, where their boss intro shows a brofist between the two. They also gain a lot more combined attacks than in the previous games.
  • The Berserker: With wide-sweeping, hard-hitting attacks, this is his only possible fighting style when playable via glitch in Melee, which, in a balanced match that avoids Game-Breaking Bugs, is guaranteed to be his downfall, what with his extreme attack lag, inability to move from one spot, and the fact that he's been beaten a million times by even the average player. This is a downgrade from when he's hacked to be playable in 64, where his attacks are quicker, he can move freely, and he's even capable of some short combos.
  • Big Bad: Of Classic Mode, and more or less the entire series.
  • Big Bad Duumvirate: With Crazy Hand starting from Melee.
  • Boss Remix: The fourth game gives Master Hand (and Crazy Hand) his own boss music. While rooted in the game's main theme much like the normal Final Destination music, this version goes for hard rock. Epic guitar riffs abound.
  • Canon Immigrant: Appeared in Kirby & the Amazing Mirror as a mini-boss and later as a Dual Boss with Crazy Hand in the ninth level, Candy Constellation. They both attacked like Master Hand rather than having the variation they show in Smash (with Crazy Hand appearing as a sprite-flipped Master Hand instead of having his usual finger spasms), though.
  • Combination Attack: Three, with Crazy Hand: clapping, the "fist in palm" gesture, and a fist bump. Sm4sh adds a couple more, the first of which involved smacking energy balls back and forth.
  • Counter Attack: Brawl gives him a dismissive finger flick.
  • Death Dealer: Starting in the fourth game, he will flick several cards down on the ground, which rise up a moment after. While they don't deal damage, they can carry a fighter all the way off the screen, automatically KOing them.
  • The Dog Bites Back: After Ganondorf ended up freeing Master Hand from its… puppeteer strings of Tabuu, Master Hand's immediate action upon being freed is attempting to punch out Tabuu.
  • Expy: Most of its and Crazy Hand's designs and movesets come from Wham Bam Rock, a boss from Kirby Super Star that's also a giant hand. Come Super Star Ultra, these traits would be used as the basis for Wham Bam Rock's One-Winged Angel, Wham Bam Jewel.
  • Evil Laugh: Gives out an impressive one when he appears to fight the player.
  • Family-Unfriendly Violence: In The Subspace Emissary, after it's revealed that Tabuu is controlling him, he breaks out of the puppet chains and attacks Tabuu, only to be knocked back. Afterwards, he bears scorch marks that are deliberately framed to look like blood stains on his fingers where the chains were attached. This isn't too surprising coming from the creator of the Kirby series, which has its own share of that.
  • Final Boss: He's the final opponent of 1P Mode in the original, and has reprised this role for Classic Mode from Melee and onward. Should you fulfill certain requirements, he becomes a Dual Boss with Crazy Hand, or transform further into the monstrous Master Core.
  • Finger Gun: One that actually shoots bullets — his signature attack. From Melee onward, they can also fire laser beams. The guns can also fire thrice when Master Hand is low on HP.
  • Finger Wag: In Master Orders for the Wii U version; should you fail a ticket, he does this as the prize chest vanishes.
  • Giant Hands of Doom: Giant glove of doom, in this case.
  • Giving Someone the Pointer Finger: His solo introduction in the 3DS installment.
  • Hammered into the Ground: Can do this from Melee onward.
  • Handshake Substitute: He gives a fist bump to Crazy Hand before both are fought in 3DS/Wii U.
  • Hit Points: The first character in the series to have these. Instead of building up his knockback percentage, you whittle down these points, and at zero, he will immediately fly off the stage with lots of explosions.
  • I Am Not Left-Handed: It's implied that he's holding back his true strength in Brawl. In the next installment, we get to see what happens when Master Hand decides to go all out.
  • Lightning Bruiser: In 64. You have to hack him playable to see it, though, as in normal play, he just moves in slow boss patterns.
  • Lowered Monster Difficulty: The introduction of the side dodge and air dodge make him much easier to deal with from Melee onward. To counter this, Master Hand can now team up with Crazy Hand.
  • The Man Behind the Man: When he's first seen in The Subspace Emissary, he seems to be Ganondorf's master. Later, we learn he's being involuntarily controlled by Tabuu.
  • One-Winged Angel: If defeated under certain conditions in 3DS/Wii U he transforms into the monstrous Master Core.
  • Original Generation: In the first game, he created the Super Smash Bros. setting by pulling toys out of a box, placing them on table tops then snapping his fingers, bringing the toys to life and changing the tables into video game representations.
  • Reality Warper: It's strongly implied (and outright shown in the first game) that he's responsible for animating the dolls/trophies to fight each other, and his home course is Final Destination, a battlefield that can travel between worlds, imaginary and otherwise.
  • This Is a Drill: His drill fingers attack.
  • This Banana is Armed: He can shoot bullets from his fingers.
  • Took a Level in Badass: The 3DS/U version retooled Master Hand, removing some of his former attacks, but making him faster and giving him new attacks, and altering some of his existing ones. He also got new combination attacks with Crazy Hand as well.
  • True Final Boss: If you clear enough tickets in the Crazy Orders mode before fighting Crazy Hand, Master Hand will be fought alongside Crazy Hand.
  • The Unfought: Though it appears in the storyline of The Subspace Emissary, the player does not fight him in that mode. He's just a puppet of the real final boss, Tabuu.
  • White Gloves: The trophy says that even though it is a cleanly kept glove, it fights dirty.
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Debuting in Melee

    Crazy Hand 
https://static.tvtropes.org/pmwiki/pub/images/04_crazyhand.png

Home Series: Super Smash Bros. (Debut: Super Smash Bros. Melee [GCN], 2001)
Appears in: Melee, Brawl, 3DS/Wii U
Voiced by: Dean Harrington (Melee), Pat Cashman (Brawl), Xander Mobus (3DS/Wii U, Ultimate)

The True Final Boss of Classic Mode in Melee onward, and Master Hand's more impulsive and destructive counterpart. A disembodied left hand.


  • Ax-Crazy: If his legitimately insane laughter and rather jittery movements don't tip you off, his fighting style will, in that he's sporadic, reckless, and violent in his attacks in contrast to Master Hand.
  • Bait-and-Switch Boss: Played with in regards to Master Hand, and played straight for Crazy Hand. The usual Dual Boss fight against Master and Crazy Hand is this on Intensities above 5.0, where Master Hand transforms into the monstrous Master Core while Crazy Hand exits the stage once they've taken enough damage.
  • Bash Brothers: Often seen with Master Hand and does combination attacks with him.
  • Big Bad Duumvirate: With Master Hand in Classic Mode.
  • Bonus Boss: He can typically only be fought when certain criteria are fulfilled during singleplayer modes. In 3DS, he appears at the start with Master Hand if you pick the harder difficulty path, though it only appears on 3.0 and above, though he is also (initially) mandatory if the intensity is set to 8.0 or higher. Averted in the Wii U version; he's always met together with Master Hand if the difficulty is set to 3.0 or higher.
  • Bootstrapped Leitmotif: When faced in Brawl's Boss Battles mode, Crazy Hand receives Giga Bowser's theme from the previous game, mirroring the use of the Melee Final Destination music for the battle with Master Hand.
  • Bring It: He does a motion like this when you select the option to fight him in Crazy Orders.
  • Canon Immigrant: Appears in Kirby & the Amazing Mirror as a Dual Boss with Master Hand again. It would be more accurate to call them two Master Hands, though, as it lacks all of Crazy's unique moves and animations, as well as two of the double team maneuvers.
  • Casting a Shadow: Can invoke darkness with some of his attacks. His repertoire of darkness-based attacks have increased in the 3DS/Wii U version.
  • Combination Attack: Has three of them with Master Hand. See Master Hand's entry above.
  • Confusion Fu: Is very confusing compared to Master Hand due to his erratic animations, especially when using his own versions of Master Hand's moves.
  • Demoted to Extra: He loses his status as the True Final Boss to Master Core in the 3DS version, where Crazy Hand may only be fought in his entirety on intensities 3.0 to 5.0 on the optional path at the end of Classic mode. Any higher intensity on that route leads to Master Core hijacking the fight, while Crazy Hand abandons ship. It's the same deal with the Wii U version, but he gets compensation as the host and boss of his very own game mode, Crazy Orders.
  • Evil Laugh: And an erratic one at that, reflecting his more chaotic persona.
  • Evil Sounds Deep: In Melee, his laugh is identical to Master Hand's, albeit disorderly and irregular, but starting in Brawl, Crazy Hand receives a higher-pitched cackle to better suit his instability.
  • Final Boss: Of the Crazy Orders mode in the U version, which he hosts. To end it and get the loot you've earned from that mode, you must first fight and defeat Crazy Hand. He's also this on higher difficulties together with Master Hand if certain conditions are met, though the 3DS/Wii U versions simplify and/or do away with these requirements so long as you're playing on a high enough Intensity.
  • Fire/Ice/Lightning: His three poke attack, though the "fire" part is actually "darkness". No longer applies in the 3DS/Wii U version, as he lost the three poke attack.
  • Giant Hands of Doom: Master Hand's left.
  • Green Thumb: His grab move leaves behind a flower. His dimension tearing move will also leave behind a flower if you get caught in it.
  • Handshake Substitute: He gives a fist bump to Master Hand before both are fought.
  • Laughing Mad: His laughter is more deranged sounding in accordance with his name.
  • Original Generation: The destructive spirit to Master Hand's creative one.
  • Playing Tennis with the Boss: A new attack in the Wii U game. Although, he actually ends up playing with Master Hand, instead of the player.
  • Rolling Attack: He sometimes seems to have muscle spasms on the Final Destination, and you had best avoid him when he does.
  • Reality Warper: As Master Hand's opposite and equal, he's this. Shown most prominently in the 3DS/Wii U version where one of his new attacks is to tear open a rift to another dimension that sucks your fighter in, launching them out afterwards.
  • Screw This, I'm Outta Here!: In 3DS/Wii U, on the intensities where Master Core is fought, Crazy Hand simply leaves the fight while Master Hand unleashes the Swarm from his glove.
  • A Sinister Clue: Taken to its Logical Extreme, as he's literally a left hand.
  • Sword Plant: One of his new attacks in the 3DS/Wii U version is to plant lasers into the ground to severely limit horizontal mobility, and which explode a while later. He can (and most certainly will) combo this with Master Hand's rising cards, which further increases their deadliness.
  • This Is a Drill: His drill fingers attack.
  • Throw Down the Bomblet: In place of the bullets, he drops a bunch of explosives in a piano playing gesture.
  • Took a Level in Badass: He was retooled in 3DS/U, losing some of his earlier attacks, but was made faster and has many new attacks, while some of his existing attacks were altered, making him as threatening (or even more threatening) as he was in Melee.
  • True Final Boss:
    • In Melee, he appears on Normal difficulty or higher if you deplete Master Hand's health to half his HP within a certain amount of time.
    • In Brawl, he appears at the beginning with Master Hand on Hard difficulty or higher should one complete the other battles under a certain time.
  • White Gloves: Just like Master Hand, he is a white glove.

    Giga Bowser 
https://static.tvtropes.org/pmwiki/pub/images/05_gigabowser.png

Home Series: Super Smash Bros. (Debut: Super Smash Bros. Melee [GCN], 2001)
Appears in: Melee, Brawl, 3DS/Wii U, Ultimate

Giga Bowser is a challenging opponent in Melee's Adventure Mode, only appearing on certain difficulties and if you beat it within a certain time. With Brawl onward, he becomes the Koopa King's Final Smash, giving Bowser added power and elemental effects for a brief period of time. In Ultimate, Giga Bowser grows to gargantuan size and appears in the background to punch any unlucky fighters into a Screen K.O.


  • Background Boss: Albeit as a playable fighter. In Ultimate he attacks from behind, like giant Baby Bowser in Yoshi's Island.
  • Boss Remix: Giga Bowser's theme in Melee is a distorted version of the regular Final Destination music.
  • Call-Back: Regular Bowser's stance and moveset got considerable overhauls in the jump from Brawl to 3DS/Wii U. Giga Bowser retains the more feral moveset and mannerisms from the previous games, however.
  • Camera Abuse: In Ultimate, Giga Bowser stands in the background, punching opponents into the screen.
  • Casting a Shadow: Some of his attacks use this element.
  • Demoted to Extra: In Ultimate, though it's Played With. Though he's still Bowser's Final Smash, he appears in the background instead of being fully playable.
  • Divergent Character Evolution: In the fourth game, Bowser has undergone an Anthropomorphic Shift, changing the animations and properties of his regular attacks. Meanwhile, Giga Bowser still uses the old bestial animations from Melee.
  • Fire/Ice/Lightning: His three smash attacks: forward smash, up smash, and down smash utilize Fire, Lightning, and Ice respectively. A couple of his other attacks utilize fire and lightning as well.
  • Foreshadowing: The part of his scene in Adventure Mode where the lightning bolt strikes down on Bowser's trophy was actually briefly seen in Melee's opening movie, showing Mario, Yoshi, and Peach witnessing the event.
  • Implacable Man: His Melee incarnation has an insane amount of durability, requiring almost 300% damage just for most attacks to make him flinch.
  • Limit Break: He appears as Bowser's Final Smash in Brawl and 3DS/Wii U.
  • Moveset Clone: In Melee, Giga Bowser appears as a separate character, but then becomes Bowser's Final Smash from Brawl on. In the fourth game, he still shares regular Bowser's specials, but not his regular attacks. In Ultimate, he's streamlined to no longer use Bowser's moveset at all.
  • One-Winged Angel: When you unlock the chance to fight him in Melee's Adventure Mode. Instead of ending with just Bowser's trophy falling off Final Destination, it levitates back onto the stage where a bolt of lightning strikes the trophy, after which the trophy slowly starts cracking pieces off like a shell until Giga Bowser's face is revealed.
  • Original Generation: Even though he's technically Bowser, it's still a version of him created specifically for the Smash Bros. series. His damage meter icon in Melee was even that of Smash Bros. instead of the mushroom icon for Mario characters.
  • Promoted to Playable: Sort of. While Giga-Bowser isn't a fully playable character like the other fighters, Bowser can briefly transform into him after breaking a Smash Ball from Brawl onwards.
  • True Final Boss: Of Melee's Adventure Mode if the player completes it on Normal or harder in under 18 minutes without continuing. When the player reaches Final Destination, the player will face a larger than normal Bowser with his black color scheme if the requirements are met.

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Debuting in Brawl

    Petey Piranha 
https://static.tvtropes.org/pmwiki/pub/images/06_peteypiranha.png

Home Series: Super Mario Bros. (Debut: Super Mario Sunshine [GCN], 2002)
Appears in: Brawl

A giant, mutated, Piranha Plant and one of Bowser's strongest and most prominent minions. In Subspace, Petey manages to capture Zelda and Peach in cages, forcing the player to save one of them. Fought with Kirby.


  • Chuck Cunningham Syndrome: He went to from being a boss in Brawl to being completely absent in the next installment. The only trace of him are unused animations, not even a model of him appeared in any form.
  • Death from Above: One of his attacks is to jump into the air and try to crush the player upon landing.
  • Dual Wielding: Sweeps around with two cages.
  • Eyeless Face: Yet it does not seem to hinder him at all.
  • Feather Fingers: Leaf fingers? He is able to grab and apparently close cages with those leaf edges.
  • Improbable Weapon User: Uses two cages for most of his attacks.
  • Monster Modesty: His Goofy Print Underwear.
  • Mutants: While its trophy makes no mention of it, several bios in its home series mention it's a mutated Pirahna Plant. In Super Mario Sunshine, Isle Delfino had some kind of pollution that had mutated version of Mario enemies coming out of it and Petey spit the stuff out.
  • Plant Person: It's a giant humanoid Piranha Plant from Super Mario Bros.
  • Roar Before Beating: To Kirby, who's the only remaining fighter in the stadium after he catches Peach and Zelda while the Halberd shoots off Mario.
  • Sadistic Choice: Petey forces Kirby through one when he captures Peach and Zelda. Whoever Kirby chooses to save, the one who doesn't get saved ends up captured and turned into a trophy by Wario.
  • Took a Level in Badass: In looks and voice, at least. Unlike the cartoonish voice he has in most Mario games, Petey has a pretty scary roar in Brawl.
  • Turns Red: When either of the cages goes down to half HP, Petey will glow red momentarily and speed up his attacks.
  • Warm-Up Boss: The first boss and the most simplistic boss of The Subspace Emissary.

    Rayquaza 
https://static.tvtropes.org/pmwiki/pub/images/06_rayquaza.png

Home Series: Pokémon (Debut: Pokémon Ruby and Sapphire [GBA], 2002)
Appears in: Brawl

The Sky High Pokémon and leader of the Weather Trio from Pokémon Ruby and Sapphire, living in the stratosphere and only coming down to quell the quarreling Groudon and Kyogre. It appears in The Subspace Emissary, where it attacks Fox and Diddy Kong because they got too close to the lake it was residing in. It reappears in Super Smash Bros. for Wii U as a stage hazard in the Kalos Pokémon League stage where it flies around, doing electrified corkscrews in the Dragonmark Chamber.


    Porky Minch 
https://static.tvtropes.org/pmwiki/pub/images/07_porky.png

Home Series: MOTHER (Debut: EarthBound [SNES], 1994note )
Appears in: Brawl

The mean next-door neighbor of Ness in EarthBound, who later becomes an ally to Giygas. He later serves as the main antagonist of MOTHER 3 (which this appearance is based on), becoming the founder and leader of the Pigmask Army and one of the generals of the Subspace Army. Despite his time-traveling shenanigans turning him into an immortal, Really 700 Years Old mastermind, he still acts like the same Spoiled Brat that lived in Onett. Fought with Ness and Lucas.


  • Advancing Wall of Doom: Before his fight, he stalks Lucas from within the Pig King statue.
  • Badass Moustache: It's somewhat hard to see without zooming in, but he does have it.
  • Blinding Bangs: To the point that he resembles an Eyeless Face.
  • Collision Damage: Has two attacks where he hurts the player just by walking into them; the one where he hops, and the one where he charges are extremely strong and dangerous.
  • Death from Above: Jumps up and tries to land on the player. If his health is depleted while he initiates this move, the sound of his machine breaking down will be heard, but he will then jump anyway, possibly damaging the player one last time before collapsing.
  • Demoted to Extra: Went from being a boss in Brawl to a mere item in 4's Smash Tour mode.
    • While the other bosses in Subspace were this to some extent compared to their home series, Porky in particular goes from being the main villain of Mother 3 to an early boss with only a couple minutes of screentime.
  • Egopolis: New Pork City is a stage in this game, though the only sight of Porky there is a statue of him.
  • Fat Bastard: There is a reason he is called Porky.
  • Flunky Boss: Creates a few Porky Bots that trip and explode after a couple seconds. Projectile attacks make them trip early.
  • Giant Space Flea from Nowhere: Shows up rather abruptly in one early level, is defeated quickly, and doesn't show up again.
  • It's All About Me: Says his Brawl trophy.
  • Kaizo Trap: When the final blow is struck, one of the legs on the spider bot will fall and can hit hard enough to knock a highly damaged character off the screen.
  • Late-Arrival Spoiler: You're fighting MOTHER 3's main villain. Brawl was not kind to that title's bigger surprises. His trophy also spoils the events of EarthBound.
    • Bizarrely, his trophy in 4 tries to provide as little information about his role in Mother 3 as possible, despite the fact that the trophy uses his appearance from that game and his mere presence is a spoiler.
  • Ontological Inertia: Just because you have beaten Porky does not mean that one of the Porky Bots will not blow up on you.
  • Really 700 Years Old: He looks pretty young for his vast age when seen from afar, but closer examination of his model shows his skin is purple and wrinkly, his hair is gray, and he has a moustache.
  • Shock and Awe: His hovering thunder attacks and sweeping electric thing.
  • Silent Antagonist: Like all the other bosses, he doesn't say anything, though unlike the others he did speak (at times rather extensively) in his home series.
  • Spam Attack: Can rapidly jab the player to rack up damage.
  • Spider Tank: Though not all of the limbs are used for walking.

    Ridley/Meta Ridley 
https://static.tvtropes.org/pmwiki/pub/images/08_ridley.png
Ridley's clone in Wii U
Brawl 

Home Series: Metroid (Debut: normal Ridley: Metroid [NES], 1986; Meta Ridley: Metroid Prime [GCN], 2002)
Appears in: Brawl, Wii U

The undying alien dragon (literally and trope-wise) of the Metroid series, and the leader of the Space Pirates. After making cameos in 64 and Melee, Ridley is finally fought in the Subspace Emissary in Brawl. He is first battled with Samus and Pikachu. Later, he shows up again in his Meta Ridley form, and is fought by Samus, Pikachu, Donkey Kong, Diddy Kong, Captain Falcon, Olimar, and ROB.

In Super Smash Bros. for Wii U, his clone from Metroid: Other M appears as the boss character in Pyrosphere, where players can recruit him to fight as their ally, or KO him for a point in Time Matches. He can also transform into "Meta Ridley" after absorbing special energy.

Ridley was finally Promoted to Playable in Super Smash Bros. Ultimate; for tropes on that incarnation of the character, see here.


  • Adaptational Wimp: Ridley in SSB4 is considerably less badass than his appearances in the Metroid series and Brawl's Subspace Emissary. For instance, Ridley's apparent willingness to be beaten into submission by the other fighters is a far cry from his characterization as a vengeful being towards those who do him wrong, particularly when he went after Anthony Higgs when he attacked him in an attempt to save Samus, leaving Ridley with a huge scar on his chest. He also needs to drain power from the purple tubes attached to the Pyrosphere stage in order to transform into "Meta Ridley", an ability that he was already able to do on his own in the original boss fight.
  • Art Evolution: His appearance in Wii U is based on his Metroid: Other M incarnation, which is justified considering that that incarnation of Ridley is a clone of the original.
  • Ascended Extra: Went from a background cameo in the original game to a trophy and a cameo in Melee's intro, to two boss characters in Brawl, and a more elaborate stage boss doubling as an Assist Character in the Wii U version. This is only averted with the 3DS version, where he is oddly absent from the game. As mentioned in the description above, he became a fully-playable character in Ultimate.
  • Beware My Stinger Tail: Ridley's tail swipe covers the entire stage and can do around 70% damage on a 0% target.
  • Blow You Away: By flapping his wings. The very first flap can damage you, but avoid that and his wind is so weak that it basically counts as free hits for the player.
  • Boss Battle: In addition to his role as a boss in Subspace Emissary and appearing as a "boss hazard" on the Pyrosphere stage, Ridley will sometimes appear as a boss encounter during Smash Tour; here, the objective is to KO him (though being the last fighter standing will net the same result). Whoever scores the finishing blow gains a huge stat boost. During this event, he cannot be recruited onto your side. Also the case for one of the event matches where Samus must fight Dark Samus and Ridley. Even the Co-Op event match has Ridley being battled, but made harder due to having a Giant Yoshi and a Giant Charizard assisting Ridley.
  • The Cameo: Before finally being fought in Brawl, Ridley first appeared in the background of Planet Zebes in 64, and appeared in the introduction movie and as a trophy in Melee.
  • Composite Character: The Wii U incarnation of Ridley is mostly based on Other M. According to the 50 Fact Extravaganza, his unnamed powered-up form from that game (where his skin turns darker and he is surrounded with a purple aura) is named "Meta Ridley" after his incarnation from Metroid Prime Trilogy.
  • Defeat Equals Friendship: He will team up with the character that inflicts the right amount of damage to him. However, the character in question can still KO him for an extra point if they so choose.
  • Dinosaurs Are Dragons: The comparison is made in his Brawl trophy.
  • Enemy Mine: Attacking Ridley in the Wii U version of the fourth game will cause him to fight alongside you, not unlike touching the Flying Men in Magicant. This means you can have Ridley team up with his eternal nemesis Samus!
  • Fireballs: As Meta Ridley. He has a quick rapid shot version and a slow three shot version and a real big explosive version. In the Wii U version, "Meta Ridley" gains the ability to shoot his fireballs in a three-spread shot or a single large burst that creates a fiery shockwave upon impact.
  • Four-Fingered Hands: Regularly; Meta Ridley has three fingers.
  • Informed Ability: The Ridley trophy states it attacks with fire, and the Meta-Ridley trophy states it has a multimissile system and bomb launcher. This is all true for the regular Metroid games, but not for Brawl — Meta-Ridley uses the fireball breath, and regular Ridley has no projectiles whatsoever. The description for Ridley's trophy is finally played straight in Wii U since regular Ridley regains his ability to shoot fireballs.
  • In Name Only: "Meta Ridley" in the Wii U version, who is just Other M Ridley with a glowing aura, rather than the cyborg form he took in the Metroid Prime series.
  • Kill It with Ice: Meta Ridley's trophy information says that Ice attacks are particularly effective on him. Analysis of the game code confirms both forms of Ridley have a 150% damage vulnerability to ice.
  • Last Lousy Point: Trophy stands spawn a little bit more frequently with Meta Ridley than some other bosses. This is because they NEED to in order to spare your TV and controller from tantrums. Meta Ridley is one of the few bosses that positions himself to make their use more difficult as the fight goes on, and one does not have all day to use them. It doesn't help that he's at the end of a long and difficult stage, so if you KO him or miss the trophy (as by the time he's weak enough to become a trophy, he'll be hovering over a bottomless pit)... welp. Have fun spending several minutes just getting back to him in order to try again.
  • Lean and Mean: He is skinny, especially around the neck and wing joints. His Other M clone is slightly bulky but no less mean.
  • Leitmotif: Vs. Ridley, a metal remix of Ridley's leitmotif from his home series. This plays during both boss battles in The Subspace Emissary, and is the default most-played track of the Pyrosphere in Wii U.
  • Mythology Gag: One of his attacks is a diving, twirling swoop from background to foreground, performed in Super Metroid. This was also used by Dyna Blade in the Kirby series.
  • Ninja Pirate Zombie Robot: As Meta Ridley, a Cyborg Dragon Space Pirate.
  • Not as You Know Them: Sakurai has confirmed that this is the reason Ridley has never been made playable; he would need various adjustments made to make him a viable balanced character, but the end result wouldn't feel like Ridley at all.
  • Out-of-Character Moment: Despite Sakurai's expressed desire to stay faithful to Ridley's character, suddenly joining the side of whoever beats him up doesn't seem like something he would normally do. It's especially glaring if that person is (Zero Suit) Samus.
  • Purple Is Powerful: When Ridley Turns Red in Wii U, he is surrounded by a purple aura.
  • Razor Wings: Meta Ridley, which might catch some players off guard since the Metroid games purposefully avoided that kind of thing. Pretty telegraphed once one is used to it, however. Regular Ridley's wings can hurt, too, but he does not directly attack with them, so the player who gets hit has to be an overzealous one.
  • Sapient All Along: According to Ridley's Melee trophy, he comes off as a mindless beast but is truly quite intelligent. However, his appearances in Smash don't get to show his intelligent side all that much.
  • Time-Limit Boss: As Meta Ridley in the second Subspace Bomb Factory stage, due to said bombs being set to go off.
  • Turns Red: In Wii U, after Ridley takes a certain amount of damage, he will absorb energy from the stage, transform into "Meta Ridley", and become a more vicious fighter. This is based on one of his abilities from Other M, which he will start doing after taking enough damage.
  • Video Game Cruelty Potential: Even if he's on your side, you can still KO him for a point.
  • Weaksauce Weakness: Meta Ridley can be taken out very quickly if a character can maintain an Attack Reflector right in front of his mouth when he shoots small fireballs — he fires enough to deplete his entire health in one volley. The problem is that, barring a lucky item drop, nobody present for the fight outside of Boss Battles/stage replaying can actually do that.
  • You Cloned Hitler!: The Ridley in Wii U looks more like the Ridley clone (nicknamed Little Birdie) from Other M which, considering the stage he appears in is the Pyrosphere where he was fought, is more than likely the case.
  • Your Size May Vary: He was noticeably smaller in the introduction to Melee than how he appears in Brawl. In it, he was only slightly larger than Samus, but in Brawl he's more than twice her size. He is slightly smaller than his Brawl counterpart in the Wii U version.

    Galleom 
https://static.tvtropes.org/pmwiki/pub/images/09_galleom.png

Home Series: Super Smash Bros. (Debut: Super Smash Bros. Brawl [Wii], 2008)
Appears in: Brawl

A Humongous Mecha boss that's capable of transforming into a tank, fought twice in a row — once with Marth, Meta Knight, and Ike, then with Lucas and Pokémon Trainer.


    Duon 
https://static.tvtropes.org/pmwiki/pub/images/10_duon.png
Home Series: Super Smash Bros. (Debut: Super Smash Bros. Brawl [Wii], 2008)
Appears in: Brawl

A two-sided robot fought on the Halberd, formed from the Shadow Game & Watches. Duon's two sides have different specialties - the pink side mainly using ranged laser attacks and the blue side using melee blade attacks. Fought by Snake, Lucario, Fox, Falco, Peach, and Zelda/Sheik.


    Tabuu 
https://static.tvtropes.org/pmwiki/pub/images/11_tabuu.png

Home Series: Super Smash Bros. (Debut: Super Smash Bros. Brawl [Wii], 2008)
Appears in: Brawl

The main villain of The Subspace Emissary, who attempts to drag the entire Smash world into his own world, Subspace.


  • Achilles' Heel: The first time he appears, the Smashers can't even touch him and he wipes them all out in one move. Later, when he tries it again, Sonic ambushes him and shatters his wings, and this weakens him enough for the Smashers to defeat him.
  • Badass Armfold: His default pose.
  • Bald of Evil: Though he has so few features, his lack of hair does not stand out too much.
  • Barrier Warrior: In the cutscene with Ganondorf, he creates a black barrier around himself to deflect Ganondorf's attack. He then uses a barrier that resembles Fox's Reflector to defend against an enraged Master Hand.
  • Battle Boomerang: He can throw giant shurikens which can fly across the screen before returning to him.
  • BFG: He can create one that resembles the Dark Cannons that Bowser, Ganondorf, and Wario use. This one fires a beam that travels across the stage.
  • Big Bad: Of The Subspace Emissary.
  • Blade Below the Shoulder: He can transform his arm into an Energy Blade for one of his attacks.
  • Bullet Seed: His Bullet Rain attack, which is followed by an Energy Ball.
  • Call-Back: Via his leitmotif, the baseline is taken straight from the baseline of the Wire Frames' theme in Melee. This and his appearance make him something of a King Mook to the mysterious fighting teams/small fry corps.
  • Chuck Cunningham Syndrome: The Wii U and 3DS games make almost no mention of Tabuu whatsoever. The most he gets is the return of his boss battle music as a selectable track for Final Destination, and even that doesn't reference him by name.
  • Curb-Stomp Battle: Humiliates Ganondorf and Master Hand all without even moving his arms or moving from his spot. Later does the same to the entire cast with his Off Waves.
  • Cutscene Power to the Max: The shield-based attacks he uses to defeat Master Hand and Ganondorf are not used during the actual boss fight. (Then again, maybe Sonic disabled them.)
  • Deflector Shields: One not seen in gameplay, but his electrical attack still kind of acts like one.
  • Dimension Lord: Of Subspace.
  • Doppelgänger Attack: He shoots out a bunch of copies of himself in random directions.
  • Energy Ball: He launches one to follow up on his Bullet Rain attack, mostly to further punish players caught in the rain. It travels fast, explodes, and hurts.
  • Eye Beams: In giant mode.
  • Final-Exam Boss: The player absolutely must know how to dodge and roll properly to avoid the Off Waves. There are a couple ways around it, but if the player hasn't mastered these two skills they will get hit.
  • Generic Doomsday Villain: Subverted. Supplementary material provided by both the trophies and the Dojo elaborate on his character, explicitly stating him as being unable to ever leave Subspace. When all you can do is stare at a world full of life and be forever unable to live there yourself, you may get a bit… desperate.
  • Glass Cannon: Tabuu possesses powers worthy of the most terrible and mighty cosmic horror. Yet, he is none too good at taking a punch. Even his most powerful asset, the Off Waves, were undone by a single Spin Dash to the wings.
  • God of Evil: He's the living embodiment of Subspace and more powerful than Master Hand, who more or less created the Smash Bros. universe out of dolls/trophies and tables.
  • Hero Killer: As soon as Mario and company finally find him, he wastes absolutely no time in one-shotting the entire lot of them. That's right, nearly thirty fighters of superhuman prowess, all offed in the blink of an eye. Thankfully, Death Is Cheap in the World of Trophies, and Dedede's one clever fellow.
  • Humanoid Abomination: His trophy says he is a being born in a vastly foreign realm whom is unable to exit Subspace. External sources say he is the embodiment of subspace, but that's all we got on exactly what he is.
  • Keystone Army: The Subspace invasion ceases the moment he's destroyed. Justified, as he is Subspace.
  • Laser Blade: He turns his arm into one then dives against the stage with it.
  • Light Is Not Good: He is bright blue, has rainbow-colored wings, and has a few light-based attacks. Doesn't stop him from being the epicenter of everything bad that happens in the Subspace Emissary plot.
  • The Man Behind the Man: To Master Hand, until Ganondorf frees him. Given that Master Hand was the man behind Ganondorf, and Ganondorf was this to Bowser, he pulls this off fourfold.
  • Manipulative Bastard: Manipulating Ganondorf, Bowser, and the Ancient Minister by controlling Master Hand.
  • Near-Villain Victory: Had it not been for Dedede's backup plan, he would have easily carried out his planned scenario in The Subspace Emissary without a hitch.
  • No-Nonsense Nemesis: Tabuu does not screw around. The moment the Smashers catch up to him, he immediately one-shots them with his Off Waves.
  • Nothing Is Scarier: While no one really speaks in The Subspace Emissary, Tabuu makes absolutely no sound aside from the sound effects of his attacks; no dialogue, no Evil Laugh, no Roar Before Beating
  • One-Hit Kill: His Off Waves attack on Normal+ deals enough knockback to instantly KO any fighter hit from 0%, while his golden chains and golden bracket attack are instant kills only on Intense. He wiped out nearly the entire roster when they found him using his Off Waves.
  • Orbiting Particle Shield: He has a particular attack where he separates his core into numerous shards and electrifies them, before having them orbit him rapidly for a couple of seconds.
  • Original Generation: He counts as one, and is also behind the creation of all the Subspace Army soldiers.
  • Power of the Void: His Subspace Bombs are an artificial version of this trope and an integral part of his plan. With them, he can draw any part of the World of Trophies into Subspace. note  Later, it's revealed that he has created a Subspace Gunship that basically replicates the same function as the Bombs.
  • Precision-Guided Boomerang: It has blades on it.
  • Rapid-Fire Fisticuffs: More like hand slashes.
  • Reality Warper: In purest form. There is no limit ever shown to his powers, and supplementary material via trophies and Dojo info suggest he has none, period. Honestly, if it weren't for the fact he had a physical body to beat on… However, his reality altering powers is only limited to his own small dimension, which is why he pulls spheres of land from the World of Trophies into his own.
  • Shock and Awe: Can have sparks of electricity orbit around him.
  • Signature Move: His Off Waves.
  • Sizeshifter: He can turn into a giant when he uses his Eye Beams.
  • Stuff Blowing Up: Without the stuff part, Tabuu can cause explosions just by pointing at an area. Always five in a row and telegraphed by glowing sparks, for the player's benefit.
  • Tele-Frag: Sometimes, his teleports leave behind damaging red explosions, discouraging players from trying to chase him around too recklessly.
  • Teleport Spam: He tends to do it during his boss battle.
  • Tron Lines: Which make him look like the character in question.
  • Unskilled, but Strong: Almost all of Tabuu's attacks are ridiculously powerful and are difficult to recover from due to the huge amounts of damage and knockback they cause. However, said attacks tend to also be heavily patterned and extremely predictable, so savvy players who know his attack patterns can handily avoid pretty much anything he throws at them. The main exception to this are his Off Waves, which require pinpoint timing to dodge and are a One-Hit Kill.
  • Variable-Length Chain: He can fire one for his attacks, which grabs players struck and slams them into the ground (or, if there are 2 players, each other) for a lot of damage and knockback. Can knock lighter characters off the stage with it on one successful hit and knock fighters into each other for a two for one. Ganondorf bumping into one instantly turns him into a trophy, but this frees Master Hand, who had several of Tabuu's chains buried under his skin to make him into a puppet.
  • Voluntary Shapeshifting: One move has him turn into a sharp object with a face on it, and his grab move involves him turning into a golden bracket that crashes into the stage and explodes.
  • Walking Spoiler: He only shows up in the very last portion of the game. Beforehand, the audience is led to believe that Master Hand is the Big Bad.
  • Weapon of Choice: His Chain of Light.

Debuting in Nintendo 3DS and Wii U

    Yellow Devil 
https://static.tvtropes.org/pmwiki/pub/images/12_yellowdevil.png

Home Series: Mega Man Classic Series (Debut: Mega Man [NES], 1987)
Appears in: 3DS/Wii U, Ultimate

The first combat robot created by Dr. Wily and an infamous boss character from the original Mega Man makes an appearance as a stage hazard in Dr. Wily's Castle. He appears at some point in the stage and if he is defeated, he will explode and damage every player but the one who landed the final blow, for whom the explosion will count as an attack.


  • Attack Its Weak Point: It can only be damaged by hitting its eye.
  • Blob Monster: He attacks in the exact same manner he did in the original game: by separating himself into blobs and reassembling himself on the other side of the arena.
  • Boss Battle: In addition to appearing as a "boss hazard" on the Wily Castle stage, the Yellow Devil will sometimes appear as a boss encounter during Smash Tour; here, the objective is to KO it (though being the last fighter standing will net the same result). Whoever scores the finishing blow gains a huge stat boost. Also the case for one of the event matches, where defeating the Yellow Devil is required. Some players would expect the event match to end after defeating the Giant Pikachu and Giant Pac-Man, only to discover that they must defeat the Yellow Devil as well.
  • Defeat Equals Explosion: When he's beaten, he causes a huge explosion that counts as an attack for the player that landed the final hit.
  • Detachment Combat: See Blob Monster.
  • Eye Beams: Fires one to three energy balls from its eye when stationary, which hit pretty hard and are difficult to dodge.
  • Go for the Eye: The Yellow Devil can only be damaged by attacking its eye.

    Dark Emperor 
https://static.tvtropes.org/pmwiki/pub/images/13_darkemperor.png

Home Series: Find Mii / StreetPass Quest (Debut: Find Mii II / StreetPass Quest II)
Appears in: 3DS

The True Final Boss of Find Mii II, or StreetPass Quest II in Europe. He appears as the "stage boss" of the Find Mii / StreetPass Quest stage, being able to power or depower fighters and directly attack them.


  • Collision Damage: Touching the Dark Emperor when he's in the foreground will damage you.
  • Dub Name Change: Interestingly averted; despite being known as "Dark Lord" in the European version of StreetPass Quest II, Super Smash Bros. for Nintendo 3DS calls him "Dark Emperor" even in the European version. Oddly enough, his theme music is titled "Dark Lord" in both the US and European versions.
  • Screw This, I'm Outta Here!: If a player sends the imprisoned Mii's cage flying away on the stage, he shortly leaves for a short while.
  • Standard Status Effect: He inflicts buffs or debuffs on fighters at random. If he is "defeated" by a fighter when he's on the foreground, he gives a buff to that fighter before going back into the background.

    Metal Face 
https://static.tvtropes.org/pmwiki/pub/images/14_metalface.png
"Fancy meeting you here, Monado Boy!"

Home Series: Xenoblade(Debut: Xenoblade [Wii], 2010)
Appears in: Wii U
Voiced by: Norio Wakamoto (Japanese), Tim Watson (English)

The first main antagonist of Xenoblade; showing up during the assault on Colony 9, Metal Face is the first Face Mechon encountered by Shulk and company. He's a sadistic and smug brute that appears during the night in the Wii U version of Gaur Plains, assaulting the fight with his gigantic presence.


  • Adaptational Wimp: In Xenoblade, Mechon can only truly be hurt by the Monado. And thanks to Face Mechon being piloted by captured Homs, it took an upgrade from Zanza for the Monado to seriously hurt Metal Face in particular, among other Mechon. Here, anyone can send him falling into the abyss.
  • Backpack Cannon: Has a large cannon on his back that he uses to fire a giant laser.
  • Boss Banter: He's the only boss in the series so far to have full voice acting, and boy does he have a lot to say. In fact, ignoring characters with hidden dialogue like Snake and Pit, he's the most talkative character in the whole series.
    "I think I've got the best seat in the house!"
    "Hey, hey, time to DIE!"
    "Whatever you're doing, it looks smashing! Ha ha ha ha ha!"
    "If there's one thing I like to see, it's carnage!"
  • Boss Battle: In addition to appearing as a "boss hazard" on the Gaur Plains stage, Metal Face will sometimes appear as a boss encounter during Smash Tour; here, the objective is to KO him rather than KO your rivals. Whoever scores the finishing blow gains a huge stat boost. Also the case in the event match where he must be defeated after he shows up. Oh, and this is a Timed Mission as well for the event match.
  • Defeat Equals Explosion: Once defeated, he's covered in several explosions before falling, hurting anyone around him in favor of the player that dealt the final blow.
  • Evil Laugh: Part of several of his lines.
  • Incoming Ham: As if a giant robot flying his way into the fight wasn't enough, he also has an assortment of hammy lines he shouts when making his entrace.
    "I hope I'm not interrupting!"
    "Oi, make way! Come on!"
  • Large Ham: If somehow you fail to notice the giant Mechon heading straight for the stage, his ham-tastic lines will certainly make sure of it.
  • Late-Arrival Spoiler:
    • A very minor one, all things considered, but one nonetheless. His appearance here reveals the fact that Face units are capable of speech. In Xenoblade, it takes the second encounter with a Face Mechon for this to be revealed.
    • Zigzagged in regards to Metal Face's true identity. While some of the Xenoblade trophies spoil the revelation that Face Mechon are actually Mini-Mecha piloted by captured cyborg Homs, Metal Face's trophy only describes him as a stage boss on Gaur Plain without bringing up his story relevance. However, if Shulk is present on Gaur Plain when he shows up, one of his unique lines makes mention of "Dunban [not being] far behind", the only hint in this game to his identity as Mumkhar and thus knowing Dunban personally.
  • Mechanical Lifeforms: Comes with being a Mechon, the race born of the Mechonis. In reality, as a Face Mechon, he's actually a cyborg piloting a Mini-Mecha.
  • Power Creep, Power Seep: In Xenoblade, not even the Mechon-killing Monado is able to leave more than a scratch on him initially. Here, anyone can defeat him.
  • Savage Setpiece: Interestingly, Metal Face will actually ignore the fighters once he lands on the stage and is content to just commentate, but will gladly join if fighters get too close.
  • So Long, Suckers!: If he's not K.O'd quickly enough, he simply takes off and leaves the arena, sometimes making his way out by flying through the stage, sending anyone in his way flying.
    "Oh, just look at the time. See ya, kiddies!
  • Transforming Mecha: As all Face units, he can transform into a flying mode that he uses to enter and exit the stage.
  • Tron Lines: He has red glowing lines in his mechanical body. According to his home game, they're actually artificial arteries for pumping the pilot's blood through the mech.
  • Vocal Evolution: His English voice is somewhat less raspy than it was in his home game.
  • Wave Motion Gun: He can fire a gigantic blue laser on the fighters that can destroy entire platforms on the stage.
  • Wolverine Claws: His main weapons are the gigantic claws he has for hands.

    Master Core 
https://static.tvtropes.org/pmwiki/pub/images/15_mastercore.png

Home Series: Super Smash Bros. (Debut: Super Smash Bros. for Nintendo 3DS [3DS], 2014)
Appears in: 3DS/Wii U

An alternate form of Master Hand that appears when Master Hand takes enough damage at high intensities in 4's Classic Mode, cutting short the Hands fight. It is a massive collection of dark energy called "the swarm" that can take one of several forms, and is perhaps even more powerful than the Hands are. Its forms are a giant humanoid similar to Tabuu from Brawl called "Master Giant", a scorpion-like creature with spikes and a stinger tail called "Master Beast", a set of gigantic floating swords called "Master Edges" (or "Master Sabres" in Europe), a shadowy version of your character called "Master Shadow", a giant landmass called "Master Fortress" exclusive to the Wii U version, and finally, Master Core itself, a gigantic Smash Ball that cannot fight backunless you take too long to KO it.


  • Acid Pool: These show up as hazards in Master Fortress. They count as Danger Zones, so touching them at 100% or higher counts as a K.O.
  • Amazing Technicolor Battlefield: The normal Final Destination background gets replaced by a swirling vortex of colors when it shows up.
  • Ambiguously Evil: As with Master Hand, it serves as an obstacle for the player to overcome, but its intentions aren't explored beyond that, though its grotesque, malleable appearance and vicious attacks give off an evil vibe even more so than the laughing giant hands before it.
  • Animalistic Abomination: Master Beast takes the shape of a disfigured monstrosity with parts of its body only vaguely resembling those of real animals. It seems to have the head of a crocodile, the tail of a scorpion, and the body of a dog.
  • Attack Its Weak Point: Master Giant can only be damaged by attacks to the head.
  • Attack of the 50-Foot Whatever: Master Giant. There's also Master Fortress, who's the size of Palutena's Temple.
  • Background Boss: Master Giant.
  • Bishonen Line: Possibly, if it takes the form of a humanoid character when it becomes Master Shadow.
  • Beware My Stinger Tail: Master Beast has a scorpion-like tail.
  • Body Horror: Master Giant and Master Beast are rather messy. Master Giant has a left arm that has two elbows, two extra arms bursting from its torso, a tumor-like growth sprouting on its head that it bursts into mines by headbutting the stage, and rips its own face open to create a black hole. Master Beast sprouts sharp and stabbing… everything. The list goes on. And then there's Master Fortress, where players have to go inside the guts of an Eldritch Abomination while fighting shadow clones of enemies and avoiding lava-like stomach acid, all to destroy the fleshy, pulsating hearts within.
  • Bonus Boss: In the 3DS version only, Master Core is optional between Intensities 5.1 and 7.0 by way of being able to choose between Master/Crazy Hand and Master Hand alone; it will not appear in the solo Master Hand fight.
  • Boss Arena Recovery: The developers were merciful enough to give you a Heart Container once Master Fortress shows up. You don't have to use it right away, either; if you happen to have a low damage percentage, you can just leave it there and and come back for it later.
  • Boss Remix: Its theme is a creepy, off-kilter remastering of the Final Destination theme, already one of several arrangements of the fourth game's main theme. At one point, the music grinds to a near-inaudible halt as Morse code spells out its name.
  • Clipped-Wing Angel: Considering that its final form is a Smash Ball which cannot fight back, and the timer and music stop, this trope is invoked. And then it's promptly subverted if you sit around instead of KO'ing it, and it starts to fire One-Hit KO moves similar to Tabuu's Off Waves. However, by surviving the onslaught, Master Core eventually self-destructs.
  • Colossus Climb: In the Wii U version, he has an additional form called Master Fortress that is so huge it's actually a dungeon you travel through to destroy four heart-like structures.
  • Creator Thumbprint: Its forms mechanic, with all of them only showing up at 7.5 or higher Intensity (8.0 in Wii U, thanks to the additional Master Fortress form), exactly mirrors that of the Thanatos boss battle from Kid Icarus: Uprising.
  • Dark Is Evil: Surely that incomprehensible and shadowy being wouldn't hurt a fly?
  • Developers' Foresight: The Master Shadow has the same custom special moves as the player.
  • Didn't Need Those Anyway!: Some Swarm breaks off at certain health intervals. Breaking the third core of Master Fortress will tear off a huge chunk of the fortress.
  • Dub Name Change: The name of its swords form differs between the PAL and NTSC versions. The PAL version of the game refers to it as "Master Sabres", while the NTSC versions calls it "Master Edges".
  • Easter Egg: Look closely at Master Core's final form. Master Hand's silhouette is visible within it.
  • Early-Bird Cameo: The transformation sequence can be seen in the E3 2014 trailer, at the time dismissed as Master Hand's defeat animation.
  • Eldritch Abomination: An incomprehensible mess of dark matter that takes on many wildly different and unpredictable forms. Almost all of those forms can be easily considered abominations on their own, with no shortage of elements like Body Horror and the like. In Wii U, it can even turn into a gigantic fortress that the player has to clear out, in an odd take on Womb Level.
  • Eldritch Location: Bar none the most accurate description for Master Fortress.
  • Evil Is Visceral: The first two rooms of Master Fortress are modeled after a human(oid) mouth, sinuses, esophagus, and stomach. The weak points are covered in red pulsing arteries, and a heartbeat can be heard when standing next to them. After that, the rooms get… even weirder.
  • Frickin' Laser Beams: Master Fortress contains enemies that attempt to hit the player with laser beams.
  • Genius Loci: Beating the Master Core at 8.0 intensity or higher in the Wii U version turns it into a full-fledged level, Master Fortress, which the player will need to traverse in order to finish off the boss for good.
  • Hard Mode Perks: Master Core only appears starting from intensity 5.1, and gains more forms as the intensity increases; Master Beast appears in 6.0 and up, Master Giant in 7.0(Wii U)/7.5(3DS) and up, and Master Fortress in 8.0 and up on the Wii U version only.
  • High-Pressure Blood: When its current form takes enough damage, some of its dark energy that makes up its body gushes out in this fashion.
  • Humanoid Abomination: Master Giant is humanoid-shaped with some warped proportions.
  • Interface Screw: In the 3DS version, its HP display is obscured by dark energy until its final form is revealednote  (in the Wii U version, there is no HP display at all). It's also the second boss in the series to be able to do various attacks by moving the stage itself.
  • Jagged Mouth: Master Beast has crocodilian jaws lined with jagged black teeth.
  • Know When to Fold 'Em: If the player survives the final form's one hit K.O.s, the Master Core simply just gives up and explodes.
  • Make Me Wanna Shout: One of Master Giant's attacks has it attempting to blow the player off the stage by screaming.
  • Marathon Boss: With several forms, each with its own significant amount of health, strong attacks that force more flight than fight, and a quick bout with Master Hand and Crazy Hand before the actual fight starts, the battle against Master Core can take several minutes to complete, whereas previous bosses (even Tabuu and Giga Bowser) were lucky to last for two. Exactly how long depends on the intensity level, as certain forms only appear on higher intensities.
  • Mirror Boss: Master Shadow is a larger, pitch-black clone of the first (if you're playing Co-Op on the Wii U version) player character, and the fight with it functions like a regular versus match. It can be defeated either by ring-out, like a normal fight, or by whittling down its HP until it can't shrink anymore and explodes.
  • Mix-and-Match Critters: Master Beast is some bizarre fusion between a dog and a scorpion. Giant-sized, of course.
  • Not-So-Harmless Villain: The final form is a joke, right? Well, not if you take your sweet time in knocking it off the stage — it will start firing up attacks that can cause an instant KO if you take too long.
  • Nothing Is Scarier: The final form turns off the timer and the music.
  • Oh, Crap!: When you're on the home stretch in destroying Master Fortress, the hearts begin to beat faster and faster, as though Master Core is in a panic.
  • One-Hit KO: If you take too long to deal with its final form, it will fire an expanding wave that covers the screen and instantly KOs the player(s).
  • One-Winged Angel: Master Hand's. In fact, it can have up to four of these (five on Wii U), depending on the intensity level.
  • Power of the Void: Master Giant can rip its face open to create a vortex to suck in the player and then deal out a load of damage.
  • Reality Warper: See that black, writhing mass? It's called "the swarm", and it was inside Master Hand. Remember all the things they can do; ripping open black holes, generating matter, so on and so forth? Well, Master Core exploits the seeming removal of prior limitations to combine this with You Cannot Grasp the True Form and Body Horror.
  • Recurring Element: The Swarm that composes Master Core's forms is this to the Shadow Bugs used in Subspace Emissary. A black mass of tiny objects that forms multiple different bosses and shadow forms of the player characters.
  • Sealed Evil in a Can: This… thing was inside Master Hand. Taken even further once its true form is revealed.
  • Sequential Boss: Has two to five different forms (not counting the Clipped-Wing Angel) depending on the intensity level and what version you are playing. And that's on top of the fact that you have to fight Master Hand and Crazy Hand for a short while before it appears to begin with.
  • Shock and Awe: Master Beast has an attack that is nearly identical to Pikachu's Thunder.
  • Shows Damage: It's a little hard to tell, but when more damage is done to The Swarm around Master Core, it actually disperses more and more. Seeing how "solid" it looks is a good way to bypass the fact that it hides its life bar, with the "innards" being more visible when the given form is nearly finished. The Mirror Boss is a little more obvious, as it gets smaller and smaller as it gets closer to dying.
  • SNK Boss: Much more so than Giga Bowser; although he was a very difficult boss, his faulty AI could be exploited to defeat him much more easily. Master Core has no such weakness, and the battle against it having access to all its forms is as hard as it is long.
  • Storm of Blades: Master Edges is one, being formed by several swords that float together and attack in tandem.
  • Surprise Creepy: While creepy Eldritch Abominations that come out of nowhere are not a stretch for something out of a game from Masahiro Sakurai, one of this scale is a first for Smash.
  • The Fourth Wall Will Not Protect You: A mild variation: Master Core's most basic flexing of its powers is to conceal its life bar on the 3DS' bottom screen under its writhing black mass. The life bar does not show up in the Wii U version.
  • Theme Naming: All of its forms have "Master" in their name.
  • This Was His True Form: This is the force that animates the Hands. It turns out, somewhat fittingly, to be a Smash Ball.
  • True Final Boss: Of Classic Mode.
    • 3DS: You must take the Master Hand/Crazy Hand route at Intensity 5.1 or higher, with 6.1 and 7.1 each adding more forms for you to fight. The fight becomes mandatory at 7.1 and above.
    • Wii U: Simply reach the final stage at Intensity 5.0 or higher. 6.0 and 7.0 once again add new forms, but there is an extra form at 8.0 and up provided you aren't playing co-op.
  • Turns Red: Its apparently-harmless Smash Ball form turns gradually more red the longer it survives. If it goes completely blood red, it will start retaliating.
  • Underground Monkey: The enemies in Master Fortress are pre-existing enemies from Smash Run, only made out of Master Core Swarm.
  • The Very Definitely Final Dungeon: Manages to be this itself when it transforms into Master Fortress.
  • Vile Villain, Saccharine Show: Sure, Smash has characters that cover a wide spectrum of cheery to gritty, but the overall tone of the series is a fun time for all… And then there's this.
  • Villainous Breakdown: As the fight with Master Fortress draws on, a player can notice the hearts beat faster as the fight progresses, as if Master Core is slowly realizing how absolutely screwed it is.
  • Womb Level: Master Fortress, exclusive to the Wii U version. Master Core morphs into an ENTIRE adventure level where the player has to seek out and destroy four heart-like structures.
  • You Cannot Grasp the True Form: Master Core is a nightmarish shapeshifting abomination to the point where even its various forms can only be vaguely likened to a creature or element; and none of its forms have any similarity or connection other than that they're made of pure darkness. In Smash 3DS, it even obscures its own life bar until it gets defeated, and in Smash U, you get no life bar at all. It's eventually subverted, however: by breaking through the black mass, its true form can be revealed.

Debuting in Ultimate

    Dracula's Castle Bosses 
https://static.tvtropes.org/pmwiki/pub/images/medusamummycreaturewerewolfcarmilladeath.jpg
Clockwise from upper left: Medusa, Mummy, Werewolf, Death, Carmilla, The Creature & Flea Man

Home Series: Castlevania
Debut:
Medusa, Mummy, The Creature & Flea Man, Death debut in: Castlevania [Famicom] (1986)
Carmilla, Werewolf debut in: Castlevania II: Simon's Quest [Famicom] (1987)
Appears in: Ultimate

A variety of Gothic Horror monsters from the Castlevania series that appear from time to time in Dracula's Castle.

  1. Medusa: A hideous snake-haired woman (not to be confused with the Medusa from Kid Icarus).
  2. Mummy: A pair of Egyptian mummies.
  3. The Creature & Flea Man: A Frankenstein's Monster and an Igor-like man on the former's shoulder.
  4. Werewolf: A muscular wolf-man.
  5. Carmilla: A floating mask crying Tears of Blood (specifically purple Alien Blood).
  6. Death: Dracula's Dragon in the form of The Grim Reaper. His scythe is also a usable item.
  7. ??????: A currently unknown boss. Only their silhouette was shown (though some eagle eyed fans have noticed that said silhouette matches up perfectly with Kid Dracula's official art).

  • Anthropomorphic Shift: Inverted with Carmilla. She was introduced as a crying mask in Simon's Quest and became a bleeding skull in Rondo of Blood before becoming a beautiful vampire woman in subsequent Castlevania appearances. Ultimate goes back to her crying mask look.
  • Dark Is Evil: Their color palettes predominantly consist of dark grays, blues, and purples, further emphasizing their gloomy and sinister designs.
  • Dual Boss: Much like in the very first Castlevania, the mummies appear as a duo.
  • Dynamic Entry: Several of them enter the stage by crashing through the central window.
  • Half the Man He Used to Be: It's not clear if Death was ever a fully intact "man" as we understand it, but either way his skeleton is missing everything from the waist down.
  • Hero Killer: Subverted; Death is introduced ripping Luigi's soul from his body, but Nintendo UK's Twitter account confirmed Luigi turned out OK; and indeed, at the end of the trailer, his soul was just about to reenter his body before being spooked one last time.
  • Mistaken for Granite: Much like in her debut game, Medusa starts off looking like a regular stone bust of a woman before coming to life and attacking.
  • No-Sell: Luigi tries to use his flashlight from Luigi's Mansion: Dark Moon and plunger from Luigi's Mansion 3 on the Mummies to no avail.
  • Retraux: These characters have all undergone constant Art Evolution across the Castlevania games, but Ultimate gives them the designs they had for their NES debuts (except for Werewolf and Death, who instead have their looks from Rondo of Blood and Symphony of the Night).
  • Slasher Smile: Flea Man and Carmilla sport one.

    Dracula 
https://static.tvtropes.org/pmwiki/pub/images/draculatorso.png
Click here to see Dracula's second form. 

Home Series: Castlevania (Debut: Castlevania [Famicom], 1986)
Appears in: Ultimate

The main villain of the Castlevania series. Originally born as Mathias Cronqvist, Dracula was driven mad by his first wife's passing and became an immortal vampire thanks to the Crimson Stone, then went on a Roaring Rampage of Revenge against the people of Wallachia centuries later after his second wife was burned at the stake for alleged witchcraft. Reborn every 100 years (or sooner if his worshipers do the necessary rituals), he arises with his army of monsters and the titular fortress Castlevania, frequently being thwarted by the Belmont Clan and their allies (including his own son Alucard) whenever he does. He appears as one of the bosses in Ultimate's Dracula's Castle stage, but exactly when he shows up is currently unknown.


  • Achilles' Heel: As with his previous appearances, it seems like the only way to reliably damage him is to target his head.
  • Bat Out of Hell: Drac can transform into a swarm of bats to cross the stage, damaging fighters caught in the middle. His second form also resembles a giant, demonic bat.
  • Classical Movie Vampire: Zigzagged. His dark clothes with the long cape and raised, pointy collar, along with his bat transformation powers, owe quite a bit to Bela Lugosi's portrayal of Dracula. His long white hair and beard, in contrast, owe more to Bram Stoker's description of him in the novel, while his predominantly fire-based magic attacks and One-Winged Angel form are original to Castlevania.
  • Evil Is Bigger: As a throwback to his retro appearances, Dracula towers over Simon and every other character.
  • Evil Is Burning Hot: Contrary to what the uninitiated would expect from a vampire, he mainly uses fire to attack.
  • Foil: To Ganondorf. Both are Sorcerous Overlords who are revived every century or so, are brought down by lines of heroes wielding holy weapons, have One-Winged Angel forms resembling animals (a boar for Ganondorf, a bat for Dracula), and are often characterized as living embodiments of evil. The difference is that while Ganondorf is a playable fighter who had to be somewhat scaled down for that to work, Dracula is a non-playable boss who got scaled up a bit to contrast with the player characters. Also, while Ganondorf is a Dark-Skinned Redhead from a culture made up for fiction but vaguely resembling a Middle Eastern culture, Dracula is a white-haired Caucasian from real-life Romania.
  • Leitmotif: The August 8th, 2018 Nintendo Direct plays "Nothing to Lose", the music for the first half of his boss fight from the first Castlevania game, whenever showing him. "Black Night", the theme for the second half of the aforementioned boss fight, and "Dance of Illusions", his most commonly used boss theme introduced in Rondo of Blood, are also in the Ultimate soundtrack.
  • One-Winged Angel: He can change into his monster form which debuted in Castlevania: Rondo of Blood.note 
  • Our Vampires Are Different: He's more of a Satanic Archetype than a vampiric one, and it shows.
  • Playing with Fire: His signature fire attacks are intact.
  • Red and Black and Evil All Over: He wears black clothes with predominantly red trimmings.
  • White Hair, Black Heart: He has the long white hair and beard that he sports in most Castlevania games from Symphony of the Night onward.
  • Wicked Cultured: Dracula is an aristocratic figure, and when he appears is sitting on his throne sipping a wine glass of blood — a reference to his "What is a man?" quote.

    Rathalos 
https://static.tvtropes.org/pmwiki/pub/images/rathalos_assist_trophy_ssbu.png

Home Series: Monster Hunter (Debut: Monster Hunter, 2004)
Appears in: Ultimate

The King of the Skies, hailing from the Monster Hunter series. Rathalos are territorial male wyverns who utilize their poisonous claws, fiery breath, and sheer size to take down prey and would be challengers to their crown alike. One appears as a boss in Ultimate under presently unknown conditions. There's a chance one will emerge from an Assist Trophy as well.


  • Assist Character: Presently the only character in the series who can appear as both a boss and as an ally from an Assist Trophy.
  • Make Me Wanna Shout: One of its Assist Trophy attacks is a loud roar that damages and stuns characters momentarily in a radius around its head.
  • Our Dragons Are Different: Rathalos is a large Flying Wyvern that specializes in Fire-type attacks. In Ultimate it pelts the stage with exploding fireballs.
  • Playing with Fire: It has two fireball attacks, one from behind the action that hits the ground and causes large lingering explosions, and one from the action plane that is targeted at characters and explode on impact.
  • Poisonous Dragon: His claws apply a poisonous effect if they connect.

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