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4%%We are not meant to be the authority on the Smash Bros. metagame, so please do not add any references to the competitive scene, or write them in a more neutral manner.
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9[[center:[[WMG:''VideoGame/SuperSmashBros'' [[Characters/SuperSmashBros characters index]]\
10[-'''Playable characters:'''\
11''64:'' [[Characters/SuperSmashBros6401To04 01–04 (Starting Roster 1)]] | [[Characters/SuperSmashBros6405To08 05–08 (Starting Roster 2)]] | [[Characters/SuperSmashBros6409To12 09–12 (Unlockable Fighters)]]\
12''Melee:'' [[Characters/SuperSmashBrosMelee13To17 13–17 (Starting Newcomers)]] | [[Characters/SuperSmashBrosMelee18To22 18–22 (Unlockable Fighters 1)]] | [[Characters/SuperSmashBrosMelee23To26 23–26 (Unlockable Fighters 2)]]\
13''Brawl:'' [[Characters/SuperSmashBrosBrawl27To31 27–31 (E3 2006)]] | [[Characters/SuperSmashBrosBrawl32To39 32–39 (Smash Bros. DOJO!! 2007)]] | [[Characters/SuperSmashBrosBrawl40To44 40–44 (Smash Bros. DOJO!! 2008)]]\
14''For 3DS and Wii U:'' [[Characters/SuperSmashBros445To49 45–49 (Pre-Smash Direct)]] | [[Characters/SuperSmashBros450To55 50–55 (Smash Direct and E3 2014)]] | [[Characters/SuperSmashBros456To59 56–59 (Remaining Roster)]] | '''60–63 (DLC Fighters)'''\
15''Ultimate:'' [[Characters/SuperSmashBrosUltimate64To69 64–69 (Initial Release)]] | [[Characters/SuperSmashBrosUltimateEchoFighters New Echo Fighters]] | [[Characters/SuperSmashBrosUltimate70To75 70–75 (DLC Fighters 1)]] | [[Characters/SuperSmashBrosUltimate76To82 76–82 (DLC Fighters 2)]]\
16[[Characters/SuperSmashBrosMiiCostumes Mii Costumes]]\
17'''Individual Characters''': [[Characters/SuperSmashBrosJoker Joker]] | [[Characters/SuperSmashBrosSephiroth Sephiroth]]\
18'''Non-playable characters:'''\
19[[Characters/SuperSmashBrosPokeBallPokemon Poké Ball Pokémon]] | [[Characters/SuperSmashBrosAssistTrophies Assist Trophies]] | [[Characters/SuperSmashBrosEnemies Enemies]] | [[Characters/SuperSmashBrosBosses Bosses]] | [[Characters/SuperSmashBrosOthers Others]]-]]]]]
20This page lists the new DLC fighters from ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU''.
21----
22[[foldercontrol]]
23[[folder:60 – Ryu]]
24[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ryussbu.png]]
25[[caption-width-right:350:[[WalkingTheEarth Tireless / Eternal Wanderer]]]]
26[[caption-width-right:350:[[labelnote:[=3DS=]/Wii U]]https://static.tvtropes.org/pmwiki/pub/images/ryu_ssb4_0.png]][[/labelnote]]
27!!!!!!'''Voiced by:''' Creator/HirokiTakahashi (Japanese), Creator/KyleHebert (English)
28'''HERE COMES A NEW CHALLENGER! RYU!'''
29->'''Home Series:''' ''Franchise/StreetFighter''
30%%TO PRESERVE FONT SIZE; DO NOT REMOVE
31-->'''Debut:''' ''[[VideoGame/StreetFighterI Street Fighter]]'' [UsefulNotes/{{Arcade|Game}}], 1987
32--> '''Nintendo debut:''' ''VideoGame/StreetFighterII'' [Platform/{{SNES}}], 1992
33-->'''Creator:''' Creator/{{Capcom}}
34-->'''Publisher:''' Capcom
35
36->'''Playable in:''' ''3DS/Wii U'', ''Ultimate''\
37'''Specials:''' [[KiManipulation Hadouken]] / [[{{Fireballs}} Shakunetsu Hadouken]], [[HurricaneKick Tatsumaki Senpukyaku]], {{Shoryuken}}, [[ImmuneToFlinching Focus Attack]]\
38'''Final Smash:''' [[KamehameHadouken Shinku Hadouken]]/[[MegatonPunch Shin Shoryuken]]
39
40->''[[VictoryQuote "You must defeat my Shoryuken]] [[BadassBoast to stand a chance!"]]''
41
42Another one of Creator/{{Capcom}}'s heavy hitters and the ''[[TropeCodifier quintessential]]'' FightingGame character, Ryu is a warrior trained in the SupernaturalMartialArts of Ansatsuken, and the main protagonist of ''Franchise/StreetFighter''. Always in search for the next big challenge, he now sets his eyes at the unusual ''Smash'' battlefield and crew as a downloadable character. He was officially added to the game alongside returning characters Roy and Lucas on June 14, 2015, in the lead up to the 2015 UsefulNotes/ElectronicEntertainmentExpo.\
43\
44Ryu is a trained martial artist whose livelihood is fighting in tournaments, and has fought many opponents in his gaming career. Taught alongside Ken Masters by his old master Gouken, [[WalkingTheEarth Ryu travels the world to hone his skills]], fighting many strong opponents and being a recurring participant in the World Warrior Championship.\
45\
46Ryu is the very first character in ''Smash'' to actually come from a fighting game franchise[[note]]While previous ''Smash'' veterans like Link, Snake and Mega Man made fighting game appearances, Ryu was created for ''Street Fighter'' - in and of itself being the TropeCodifier for the genre as a whole[[/note]], and brings with him many unique system mechanics taken directly from ''Street Fighter'', like canceling normal moves into special attacks and using traditional fighting game motion inputs to enhance the effectiveness of his specials. This makes him a character that fighting game veterans are ''far'' more familiar with, and utilizing Ryu's many powerful techniques, such as the Hadoken, Shoryuken and Tatsumaki Senpukyaku to their fullest will let him show his competition just ''why'' he earned his iconic status.\
47\
48Notable as the first newcomer, first third-party character, and first fighter of a new universe to be DLC in ''Smash'', as well as the second "realistic" third-party character in the series after [[Characters/SuperSmashBrosBrawl27To31 Snake]]. His inclusion alongside Mega Man also marks the first time a third-party company (Capcom) would have multiple characters.
49----
50[[AC:Special Moves]]
51[[labelnote:Click to show]]\
52'''Neutral Special:''' [[KiAttack Hadouken]]
53->Ryu's most iconic move sends a ball of ki flying forward, dealing modest damage. Inputting its original command (quarter-circle forward - attack) will increase its damage, while using a different special input (half-circle forward - attack) will transform the move into the Shakunetsu Hadouken, adding a fiery punch that deals multiple hits.
54'''Side Special:''' [[HurricaneKick Tatsumaki Senpuukyaku]]
55->Ryu flies forward, spinning through the air with his leg outstretched to deal decent damage. This move is also effective as a recovery. Inputting its original command (quarter-circle backward- attack) increases its damage and range.
56'''Up Special:''' {{Shoryuken}}
57->The signature Dragon Punch! Ryu launches into the air with a mighty uppercut; useful for attacking enemies above, or as a finishing move. Inputting its original command (forward, down, then diagonally downward) increases its damage and knockback.
58'''Down Special:''' [[ImmuneToFlinching Focus Attack]]
59->Introduced in ''VideoGame/StreetFighterIV'', Ryu charges up power for a mighty punch that stuns his opponent on hit, leaving them wide open to additional damage. While charging the attack, Ryu is immune to flinching from one attack. He can dash-cancel or shield-cancel the move if need be.
60'''Final Smash:''' [[KamehameHadouken Shinkuu Hadouken]][=/=][[MegatonPunch Shin Shoryuken]]
61->Unique to Ryu is not one, but ''two'' Final Smashes! Which one he executes depends on whether his opponents are in striking distance or at range. At range, Ryu uses the Shinkuu Hadouken, a powerful projectile that can draw in multiple opponents and inflict respectable damage. Up close, Ryu uses the Shin Shoryuken, a super-powered variant of the Shoryuken that is almost guaranteed to KO a single opponent.
62----
63[[/labelnote]]
64->See Ryu's entry at the ''Characters/StreetFighterI'' page for more information on the character in his origin series.
65----
66* ArmorPiercingAttack: A fully charged Focus Attack will completely pierce through an active shield, leaving its victim even more vulnerable to punishment. In addition, his "strong" side tilt attack, Collarbone Breaker, is a two-hitting attack that does quite a number on shields; not quite enough to break a full one, but a slightly weakened one is another story.
67* BadassArmfold: His ''Ultimate'' character art has him adopting a really cool pose in this style.
68* BattleIntro: Walks onstage from some mist in the background, then adopts a battle-ready stance.
69* BigOlEyebrows: His eyebrows apparently go ''over his headband''.
70* BigWhat: He sometimes shouts ''"What!?"'' after being KO'd.
71* BloodKnight: A relatively benign example, WalkingTheEarth to find strong opponents.
72* BreakingOldTrends: Ryu's trailer tagline is in a different format compared all to the "Fighter's Name Verb (Optional Object)" structure the taglines used for the previous new fighters for the game up to this point.
73* ButtonMashing: It's how you use his light attacks. You do so by tapping the button REALLY fast (and his light up tilt and light down tilt can be comboed this way).
74* CallingYourAttacks: This is one of the guys that [[TropeCodifier codified]] the idea of calling out regular special moves, so it's only natural he'd do so in ''Smash'' too. He's also the first character to get multiple variations on his attack call outs instead of just a single one, in order to represent the different variations on his moves.
75-->''"Hadoken!"''\
76''"Shoryuken!"''\
77''"Tatsumaki Senpukyaku!"''
78* ChallengeSeeker: Ryu enters the scene looking for a challenge and a chance to take on different fighters than the ones he's previously faced.
79* ChargedAttack: His down special is the chargeable Focus Attack from ''VideoGame/StreetFighterIV''. As in that game, [[ImmuneToFlinching it can tank one hit]] while it's being charged, and when it connects on a grounded opponent, it either launches or slowly crumples them depending on how long it was charged, with a fully charged version having the longest crumple and also [[ArmorPiercingAttack shield-breaking properties]].
80* {{Combos}}: His moveset is built around this, strongly based on the gameplay style from the ''Street Fighter'' games. He's the first ''Smash'' character to have combos officially promoted as one of his key aspects.
81* CompositeCharacter: WordOfGod has stated that Ryu was designed with his ''VideoGame/StreetFighterII'' incarnation in mind, but several of his moves are taken from other ''Street Fighter'' games, and his appearance (particularly his facial features and hair style) most closely resembles his incarnation from ''VideoGame/StreetFighterIII''.
82* TheComicallySerious: More so than any other character in the game, Ryu is still TheStoic, just like in his home series, which means watching him use, say, the Superspicy Curry or the Warp Star, or even splatting against the screen in a KO is particularly funny because, well, it's Ryu doing it.
83* DamnYouMuscleMemory:
84** Averted and played straight for ''Street Fighter'' players. His specials can be done with the normal attack button if the original Street Fighter commands are inputted, just like in his home game. On the other hand, his Focus Attack takes some getting used to for ''VideoGame/StreetFighterIV'' veterans, where it was done by pressing both medium punch and medium kick, as in ''Smash'' it is ''not'' done by pressing both neutral and special attack inputs.
85** Unlike ''Street Fighter'', you're not forced to face your opponents and can turn in either direction as you please. Ryu players who rely on the command versions on his specials will need to keep track of which way he's facing, unless they want to lead themselves into scenarios where attempting to throw a Shakunetsu Hadoken in mid-air ends up with Tatsumaki-ing off the stage in the other direction. ''Ultimate'' lessens this; in one on one fights, Ryu will now automatically face in the direction of his opponent.
86* DifficultButAwesome: Ryu has one of the most technical movesets out of all the fighters, due to his many ''Street Fighter''-esque mechanics like optional motion inputs and attack strength being dependent on how long the attack button is pressed. While this makes him harder to use, it also gives him many more options than most other fighters, plus he has a very strong ability to pull off {{combos}} reliably due to many attacks dealing nonexistent knockback.
87* DownloadableContent: The first newcomer to make it to ''Smash'' via DLC, and also the first third-party character to do so. He even comes with his own stage, Suzaku Castle. He's also the first DLC character to bring a new franchise to the series.
88* GuestFighter: Hailing from the ''Street Fighter'' series, Ryu is the second Capcom character to join ''Smash'' after Mega Man, and the fifth third-party character to be introduced overall.
89* HeroicBuild: Dude's as ripped as he's always been.
90* HitboxDissonance: Many of Ryu's attacks have hitboxes that extend well past his limbs. Special mention goes to his up aerial, which has enough disjointed reach beyond his fist for Ryu to trade with downward hitting attacks known for massive disjointed hitboxes, like Cloud's down aerial, and win the trade without Ryu getting hit.
91* HomeStage:
92** ''3DS/Wii U'': Suzaku Castle in both versions. Based on Ryu's stage from ''Street Fighter II''.
93** ''Ultimate'': Suzaku Castle, returning from the fourth game.
94* {{Hunk}}: With his broad, firm muscles and stern, good looks.
95* HurricaneKick: ''"Tatsumaki Senpukyaku!"''. It may be a bit of a mouthful and look kind of silly, but that spinning kick doesn't hurt any less because of it, especially coming from one of its original users. By inputting its classic quarter-circle back command, it becomes stronger and travels farther.
96* IdleAnimation:
97** He adjusts his gloves, one after the other.
98** He stretches his fingers, then crosses his arms and pumps them.
99* ImmuneToFlinching: Focus Attack lets Ryu take one hit without flinching while it's being charged. In addition, doing a Shoryuken via its classic command makes Ryu invincible from frame 1 until the move's hitboxes are active.
100* {{Irony}}:
101** In the ''Street Fighter'' games, Ryu is the easiest character to use, with his special moves having simple inputs. In ''Smash'', he's one of the most execution-heavy and complicated characters. Also, while he's the most archetypal fighting game character ever, he's generally held as one of the most unique characters in the game that's not a FightingClown.
102** While one of his most common changes in the crazier crossover fighters he's been part of is changing his Shinku Hadoken to a full blown WaveMotionGun, here in ''Smash'', it remains the same old bigger than normal EnergyBall. However, this is also the first game where the attack gets a vacuum effect that draws opponents in, making ''Smash'' the first time the attack has lived up to its literal name: '''Vacuum''' Surge Fist.
103** His Shin Shoryuken is given a ''VideoGame/StreetFighterIV''-esque aesthetic, even though he cannot perform the move in said game.[[labelnote:*]]His second ultra in ''Street Fighter IV'' is the ''Metsu'' Shoryuken.[[/labelnote]]
104* KamehameHadoken: He brings his iconic Hadoken fireball with him. He has the basic one, a stronger one via the classic quarter-circle forward command, the fiery Shakunetsu Hadoken with a half-circle forward input, and the powerful Shinku Hadoken by activating his Final Smash from a distance.
105* KiManipulation: Ryu's Hadoken charges his ki into a sphere and launches it as a blue fireball.
106* LagCancel: Bread and butter in his home series, and pretty much every traditional fighting game, being able to cancel some of his moves into specials or dashes is an ability Ryu carries with him to ''Smash''. If they strike, he can cancel many of the weaker variations of his neutral and strong attacks into stronger ones, and he can then cancel those into special moves. As for his Focus Attack, he can cancel it into a dash by double tapping a direction either while charging or after striking.
107* {{Leitmotif}}: Brings along his theme from ''Street Fighter II'' into the fray, obviously. It has a [[https://www.youtube.com/watch?v=T_0QHtEnq04 new remix]], alongside the original and ''Super Turbo'' versions.
108* LimitBreak: The first character in the series to have two very different Final Smashes, depending on whether there's an opponent close when activating it. Shinku Hadoken is a powered-up Hadoken that Ryu fires when activating it from a distance, while Shin Shoryuken is a much stronger version of the Shoryuken done when triggered up-close.
109* MajorInjuryUnderreaction: One of his responses upon being KO'd is a FlatWhat, without even the slightest hint of pain.
110* MartialArtsHeadband: Ryu's rarely seen without his trademark headband he got from his friend Ken. He tightens it during one of his taunts.
111* MechanicallyUnusualFighter: A pretty {{iron|y}}ic example. He's the archetype of a basic traditional FightingGame character, and he brings a few of those games' mechanics with him. However, ''Smash'' is ''not'' a traditional fighting game, so it really makes Ryu stand out even compared to the game's other oddballs.
112** Ryu has "weak" and "strong" variations to many of his regular and special attacks that are pulled off depending on how long the attack button is pressed. In the case of neutral and tilt attacks, if they hit their mark, many of the weaker ones can be {{Lag Cancel}}led into stronger ones, and those into special moves.
113** The chargeable Focus Attack can be cancelled into a dash by double-tapping a direction, either while charging or after hitting. This makes him the only character capable of cancelling a non-storable chargeable attack, and without using his shield even.
114** Stronger versions of his special attacks can be done by doing their classic inputs from ''Street Fighter'' + Either attack button: ↓↘→ for Hadoken, ↓↙← for Tatsumaki, and →↓↘ for Shoryuken. In addition, the fiery, multi-hitting Shakunetsu Hadoken can be fired by inputting a ←↙↓↘→ command.
115** His JumpPhysics are basically ripped straight out ''Street Fighter''. His air movement is slow and stiff compared to those of other characters[[note]]Ryu's air speed is high, but his air acceleration is poor[[/note]], forcing the player to commit to the arcs of his individual jumps rather than changing direction in midair.
116** His Final Smash changes depending on whether or not there's an opponent directly in front of him, making him the only character to have two different Final Smashes (Shinku Hadoken at a distance, and Shin Shoryuken up close). His Echo Fighter, Ken, shares this trait as of ''Ultimate''.
117** To make it easier to perform his command specials, Ryu even has the "Negative Edge" mechanic with him, in which the player can hold down a button, do the directions for a special, then release. This works with both the A and B buttons for easier EX special execution.
118** In ''Ultimate'', Ryu will always face his opponent in a one-on-one match, even when going backwards, mimicking the behavior of a classical fighting game like ''Street Fighter''.
119* MeteorMove: His Down Air attack can potentially Meteor Smash foes.
120* MightyGlacier: Unlike in other games, where Ryu is the most famous example of a JackOfAllStats, Ryu in ''Smash'' plays like a Mighty Glacier. While his running speed is slightly above-average, matching Mario's, and he has one of the faster maximum air speeds, he has very limited mobility, due to two factors; he has the third-slowest walk in the game and has the worst aerial acceleration. The latter not only means it takes Ryu a long time to reach his maximum air speed, but more importantly, he can barely affect the direction of his midair drift, making his aerial movement extremely stiff and his jumps highly committal. He can use Focus cancels to abruptly change the direction he goes in the air, but it has quite a bit of startup to it. Ryu compensates, however, by being one of the most powerful characters in the game, having both highly damaging moves and many strong knockback moves throughout his moveset, with the best example being his invincible true Shoryuken that [=KOs=] between 70-90% from ground level ''before rage'', KO power that very few moves in the game can match/exceed without requiring charging, obscene startup lag, extreme precision, or some other miscellaneous factor that limits it. Never mind that no other character in the game has such a powerful ready-to-use KO move that they can combo into so easily. Speaking of rage, with being one of the harder characters to KO in the game with his pretty heavy weight and decent recovery, Ryu is one of the most feared rage abusers in the game, with True Shoryuken being capable of [=KOing=] ''below 50%'' when Ryu is at max rage. And while Ryu's mobility is limited, his moves have excellent frame data, with most of them being very fast in both startup and ending lag, while having surprisingly far reach. Overall, it's difficult for Ryu to get in, but when he does, he'll rack up damage at a ridiculous rate and can easily KO his foes in the blink of an eye.
121* MusclesAreMeaningful: Ryu is one of the most muscular characters in the game, and he has the damage output and KO power throughout his moveset to match his appearance despite fighting with his bare fists and feet. Conversely, Ryu's mobility is very limited compared to most of the cast.
122* MythologyGag:
123** The attack sound effects that are heard when Ryu hits an opponent are taken from ''Street Fighter II''. His parrying sound effect is taken from ''Street Fighter III: 3rd Strike''.
124** The two moves he can use while activating his Final Smash, Shinku Hadoken and Shin Shoryuken, are his classic Super Combos from throughout his home series. The way the function as well as the Final Smash's overall name, Ultra Combo Double, references the Ultra mechanic from ''VideoGame/StreetFighterIV''. The fact that they're two relatively weak {{Limit Break}}s is even a reference to the actual Ultra Combo Double mechanic from [[UpdatedRerelease ''Ultra Street Fighter IV'']] (gaining both Ultra Combos, but getting a big damage reduction for both to compensate for versatility).
125** If he [=KO=]s with the Shin Shoryuken, he gets the very orange and white "Ultra Combo Finish" animation in the background that players get if they win with an ultra, as it appears in ''VideoGame/StreetFighterIV''.
126** The lightning bolt briefly seen during his Shin Shoryuken references the super spark effect from ''VideoGame/StreetFighterIII Third Strike''.
127** Focus Attack can be {{Lag Cancel}}led into a dash, referencing an advanced technique from ''VideoGame/StreetFighterIV'' known as the Focus Attack Dash Cancel.
128** His perfect shield (or [[http://www.ssbwiki.com/Powershield powershield]]) animation and sound intentionally harken back to his version of the Parry mechanic from ''VideoGame/StreetFighterIII''.
129** Having to hold down the attack button for stronger attacks is taken from older versions of ''VideoGame/StreetFighterI'', where, depending on how hard you pushed down the attack button, you would gain different strengths of attacks. His down throw animation is also taken from [[https://youtu.be/181bEWh0KqI?t=378 the brick chopping bonus stage]] from the same game.
130** The tagline used in his introduction trailer lifts the "Here comes a new challenger!" message straight from the series. In its original context, its used when a second player joins an existing in-progress game.
131** His introduction trailer with him boasting ''"You must defeat my {{Shoryuken}} to stand a chance!"''. The line is a properly translated version of his victory quote from ''VideoGame/StreetFighterII'', which mistranslated "Shoryuken" as "Sheng Long".
132** His [[http://i1.kym-cdn.com/photos/images/original/000/978/125/84f.jpg character illustration]] is a reference to [[https://epicbuzz-cdn.storage.googleapis.com/uploads/image/image/258581/Street_Fighter_II_Art_01.jpg official art for ''Street Fighter II'']] (even being done by AKIMAN, the same artist), but with ''Smash'' characters replacing the ''Street Fighter'' cast. So you have Peach as Chun-Li, Pac-Man as Blanka... and Wii Fit Trainer as Zangief.
133** His [[https://www.youtube.com/watch?v=kG_gdJeJxng debut trailer]] starts with a recreation of the intro screen from ''[[UpdatedRerelease Super]] VideoGame/StreetFighterII'', even using the same intro theme.
134** The trailer also ends with Ryu facing a Mii Brawler dressed as [[VideoGame/{{Tekken}} Heihachi Mishima]] referencing ''VideoGame/StreetFighterXTekken''.
135** His outfit is lifted from ''VideoGame/StreetFighterV''.
136** All of his [[PaletteSwap alternate colors]] are from ''VideoGame/StreetFighterII'' including his Light Punch default color from ''Super Turbo''.
137** His Side Smash is his "Joudan Sokutogeri" special from ''VideoGame/StreetFighterIII''.
138** The shield-breaking properties of the Collarbone Breaker is a reference to it being an overhead attack in its source games and thus capable of hitting crouching opponents trying to block.
139** Two of his taunts - one where he tightens his headband and another where he offers to bump fists with the opponents - hail from ''Street Fighter IV'', with the quotes he says during the animation swapped between taunts funnily enough. The third one where he adopts a wider fighting stance similar to Akuma's originally debuted in the ''Alpha'' series, and a similar one was used for Ryu's Personal Action in ''Street Fighter III''.
140** He retains his trademark win pose of raising his fist in the air victoriously for one animation on the results screen. Another has him fake a punch similar to his win pose from ''Street Fighter IV'', with the animation and camera in the fourth game making resemble its source material the most. His final win pose has him pick up his training bag with his back turned against the camera, which is an inverse of one of his ''intro'' poses from ''III''.
141** Completing either Classic mode or All-Star mode with Ryu will show the "Congratulations!" text at the end of the credits using the same font as the [[https://www.youtube.com/watch?v=LcCtg1D_RIE#t=2m21s names on the character select screen]] in the CPS-1 versions of ''Street Fighter II''.
142** Completing Classic Mode in ''3DS'' nets you an exclusive ending picture with square portraits showing Ryu to the left and a very bruised Little Mac to the right, similar to the victory screens in ''Street Fighter II''.
143** Completing All-Star Mode in ''Wii U'' presents you with an image of a black Yoshi standing over a defeated Ryu in an identical pose to that of Akuma after performing his Raging Demon.
144** The stronger specials he can pull off with button commands reference the EX specials introduced in the console version of ''VideoGame/StreetFighterTheMovie'' and ''VideoGame/StreetFighterIII [=2nd=] Impact''.
145** He even has the "negative edge" system, which was featured as early as the original ''Street Fighter''.
146** His [[https://www.youtube.com/watch?v=jwv3sMqo1qU victory music]] is a remix of the [[https://www.youtube.com/watch?v=zc0P32C3wP0 ''Street Fighter II'' post-match music]].
147** A fully-charged Focus Attack is unblockable, just like in ''Street Fighter IV''.
148** Ryu was never able to run or sidestep in any of the normal ''Street Fighter'' games. Spin-offs like ''VideoGame/SNKVsCapcom'' allow him to, however.
149** The Palutena's Guidance for Ryu in ''Ultimate'' has Viridi casually mention Ryu's odd collection of opponents including "cyborgs, androids, mutants, giant monsters, super heroes, aliens and demons", referencing Ryu showing up in virtually every crossover possible.
150** In ''Ultimate'', his Boxing Ring nickname was changed to "Endless Wanderer", his official RedBaron from ''Street Fighter V''.
151* OddlyVisibleEyebrows: Ryu's eyebrows are layered overtop his headband. This is especially pronounced in ''Ultimate''.
152* PaletteSwap: Almost all of his alternate colors in ''Smash'' are taken from his own alternates in ''VideoGame/StreetFighterII''. Specifically, he has [[http://www.zytor.com/~johannax/jigsaw/sf/ryu.html all his palettes]] from ''Super Street Fighter II Turbo'' (including his alternates from ''Champion Edition'' and ''Hyper Fighting''), except for his Start and Hold colors, as well as his alternate "classic" palette. He also has a pink gi similar to the one wore by Dan. He loses his Dan palette in ''Ultimate'' in exchange for an all-purple gi from ''Street Fighter V''.
153* PlayingWithFire: The Shakunetsu Hadoken, fired by doing a half-circle forward motion, is a stronger and fiery Hadoken that also hits multiple times.
154* PrefersGoingBarefoot: Like in almost all of his appearances, he fights barefoot, as he believes it instills good values as a warrior (as well as for comfort). Unlike Wii Fit Trainer or Corrin, he's unable to equip shoes as custom equipment (he equips shin guards instead).
155* {{Retraux}}: A lot of his sound effects sound strangely arcade-y, being taken from the original SNES version of ''VideoGame/StreetFighterII''.
156* TheRival:
157** Being the only Nintendo character that uses a real world martial art, Little Mac is one to Ryu. They're seen giving each other a CrossCounter in Bayonetta's character art.
158** ''Ultimate'' adds Ken to the roster, his FriendlyRival from his home series. Through DLC, there's Terry, who both Ryu and Ken have faced off with more than [[VideoGame/SNKVsCapcom more than 2 decades ago.]]
159* SecretCharacter: '''For ''Ultimate''''': Have a Cumulative Wait Time of 2 hours, beat Classic Mode with Yoshi or anyone in his unlock tree three times, or find and defeat him in ''World of Light''.
160* SeenItAll: As the King of {{Crossover}}s, Ryu is no stranger to many types of weird beings. His reaction to entering the world of ''Smash'' is one of complete nonchalance:
161-->''So this is Smash...''
162* SignatureMove: He brings his Hadoken and Shoryuken, his two most famous moves, with him. Ryu is more strongly associated with the Shoryuken in ''Smash'' than in his home series (where Ken specializes in it better), to the point that his Final Smash trophy model only shows the Shin Shoryuken variant.
163* {{Shoryuken}}:
164** The original TropeNamer is here with him, making for a neat recovery move and a fast and powerful launching move in this battlefield. Inputting the classic ''Street Fighter'' command makes it stronger and gives it increased invulnerability frames. Additionally, his Final Smash when used up close is Shin Shoryuken, a much stronger version of the technique.
165** His Classic Mode ending picture in ''Wii U'' shows him performing a Shoryuken along with Mario, Mega Man, and other characters with Shoryuken-like moves.
166* {{Shotoclone}}: [[TropeCodifier The one and only original.]] His Hadoken, Shoryuken, and Hurricane Kick are all there in their raw pure form; no vague similarities like with the Mario Bros., fellow Capcom character Mega Man, or the many other characters with moves roughly similar to the ones Ryu codified.
167* SoreLoser: Done subtly: while Ryu will clap for the winner on the results screen, he refuses to look at the camera out of frustration - for comparison, Ken uses the exact same animation, with the main difference being that he ''does'' look at the camera. This is accurate to ''Street Fighter'' canon, where Ryu's unhealthy attitude towards losing is his primary character flaw.
168* SpiritedCompetitor: Ryu's drive is battle; he's constantly looking for the next challenge, facing off against new styles and opponents to improve himself.
169* TheStoic: Just like in his home series, Ryu behaves in a calm, calculating manner, to the point of being TheComicallySerious in some situations.
170* StoutStrength: In a way. Like most male ''Street Fighter'' characters, Ryu's muscles are exaggerated, giving him an extremely bulky build compared to the sleeker, slimmer and taller Captain Falcon and Ike, with a relatively smaller head and very thick legs. This essentially gives him a build more similar to Ganondorf, but smaller (although Ganondorf doesn't have the same exaggerated artstyle that Ryu has).
171* SupernaturalMartialArts: Punches and kicks complemented with fireballs, rising uppercuts, spinning kicks, and other superhuman feats. All in a day's work for an Ansatsuken warrior.
172* TokenMinority: The first character in the roster to be clearly defined as Asian.
173* UnexpectedGameplayChange: In his Classic Mode route in ''Ultimate'', all of the stages leading up to the FinalBoss are Stamina Battles, unlike other characters' routes which use the standard damage rules, and it's one of three routes to have this gimmick, the others being Hero and Terry's.
174* VideoGameDashing: His aerial Focus Attack can be used as an air dash.
175* VocalEvolution: Compared to the ''VideoGame/StreetFighterIV'' series, Ryu comes off as sounding a lot deeper and more aggressive here, despite being played by the [[Creator/KyleHebert same voice actor]] from there.
176* WarriorTherapist: His win quotes have him shout out advice to become a better fighter:
177-->''Give it your all!'' (English) / ''Gauge the timing of your sure-kill!'' (Japanese)\
178''Your range is one fist short.'' (English) / ''That range of yours doesn't reach half a fist!'' (Japanese)\
179''The journey... has just begun.''
180[[/folder]]
181[[folder:61 – Cloud]]
182[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cloudssbu.png]]
183[[caption-width-right:350:[[SuperSoldier SOLDIER 1st Class]]]]
184[[caption-width-right:350:[[labelnote:Advent Children]]https://static.tvtropes.org/pmwiki/pub/images/ac_cloudssbu.png]][[/labelnote]]
185[[caption-width-right:350:[[labelnote:[=3DS=]/Wii U]]https://static.tvtropes.org/pmwiki/pub/images/600px_cloud_ssb4.png]][[/labelnote]]
186!!!!!!'''Voiced by:''' Creator/TakahiroSakurai
187'''CLOUD [[{{Pun}} STORMS]] INTO BATTLE!'''
188->'''Home Series:''' ''Franchise/FinalFantasy''
189%%TO PRESERVE FONT SIZE; DO NOT REMOVE
190-->'''Debut:''' ''VideoGame/FinalFantasyVII'' [Platform/PlayStation], 1997
191-->'''Nintendo debut:''' ''VideoGame/KingdomHeartsChainOfMemories'' [Platform/{{GBA}}], 2004
192-->'''Creator:''' Squaresoft
193-->'''Publisher:''' Creator/SquareEnix
194
195->'''Playable in:''' ''3DS/Wii U'' ([[DownloadableContent DLC]]), ''Ultimate'' (Unlockable)\
196'''Specials:''' [[SwordBeam Blade Beam]], [[{{Combos}} Cross Slash]], [[DeathFromAbove Climhazzard]], [[ManaMeter Limit Charge]], [[FinishingMove Finishing Touch]] (only with a full Limit Break meter)\
197'''Final Smash:''' [[NoHoldsBarredBeatdown Omni]][[BladeSpam slash]] (''Wii U[=/=]3DS'' and ''Ultimate'' with original ''FFVII'' skins), [[BifurcatedWeapon Omnislash Ver. 5]] (''Ultimate'' with ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]'' skins)
198
199->''[[UnexpectedCharacter "Never thought I'd see the day..."]]'' (Translated from Japanese)
200
201Cloud Strife is the most recognizable character of Creator/{{Square Enix}}'s [[RunningGag endorphin-heighteningly popular]] ''Franchise/FinalFantasy'' franchise, and the morose protagonist of ''VideoGame/FinalFantasyVII''. An ex-SOLDIER operative working against the totalitarian Shinra Energy Company as a member of the eco-terrorist group AVALANCHE, Cloud is imbued with the powers and abilities of his deceased friend Zack Fair. With his comrades, he embarked on a journey to stop the madman Sephiroth from destroying the planet with the power of the Black Materia, and [[Anime/FinalFantasyVIIAdventChildren foiled his resurrection several years later]].\
202\
203Cloud finally makes it to ''Smash Bros.'' as a playable character, utilizing his Buster Sword and various Limit Breaks to take his foes down. An alternate costume based on ''Anime/FinalFantasyVIIAdventChildren'' is also available. He was officially announced at the end of the November 12th, 2015 WebVideo/NintendoDirect, and officially added to the game on December 15, 2015.\
204\
205Cloud is an overall balanced fighter who can hit hard, move quickly, and engage opponents up close or at range, although his strongest attacks are within swinging distance of his giant swords. Unique to him is a LimitBreak gauge that fills over time, but that he can also manually charge. Once completely filled, he gains buffs to his speed and strength for a limited window of time, and his specials become even deadlier (although using a special in his Limit Break state will end it immediately). Conversely, he has a harder time recovering when blown off stage, so Cloud is at his strongest when he can keep his feet planted on the ground long enough to overpower his rivals.
206----
207[[AC:Special Moves]]
208[[labelnote:Click to show]]\
209'''Neutral Special''': [[SwordBeam Blade Beam]]
210->Cloud creates a wave of energy that travels forward, hitting enemies for modest damage. Used on the ground, the wave can be used to hit opponents hanging on edges. The Limit Break version of the Blade Beam creates a small multihitting area-of-effect on impact and has more launching power.
211'''Side Special''': [[{{Combos}} Cross Slash]]
212->Cloud slashes forward, creating a light trail with his blade. On hit, additional button presses will follow into additional strikes, with the light trails ultimately forming the kanji character 凶 and the last hit dealing respectable knockback. The Limit Break version of the Cross Slash performs the full attack in quick succession and is even stronger.
213'''Up Special''': [[DeathFromAbove Climhazzard]]
214->Cloud performs a vertical leap into the air with the blade angled along his trajectory. An additional button press follows the attack into a downward diving slash. While the vertical range of this attack is decent, its horizontal range is more limited. The Limit Break version of Climhazzard has even greater vertical range and power.
215'''Down Special''':
216->[[ManaMeter Limit Charge]]: Cloud assumes a focusing stance and charges up his Limit meter. The Limit meter also fills when inflicting or receiving damage, but Limit Charge fills it more quickly. Upon being completely filled, Cloud enters his "Limit Break" state: he is enveloped in a blue aura that increases his speed and attack power, while also powering his specials up to Limit Break versions. This state ends after Cloud uses a special, as well as after enough time passes in ''Ultimate''.
217->[[FinishingMove Finishing Touch]]: This special attack can only be used when the Limit meter is full. Cloud performs a spinning attack with his sword that deals only 1% damage, but has very powerful knockback that can KO most opponents even at below 100% damage. If the attack whiffs, it still gives off wind that can push opponents back.
218'''Final Smash''': [[BladeSpam Omnislash]]
219->Upon activation, Cloud dashes forward. If he manages to land a strike on an opponent, he launches them into the air and follows into a sequence of powerful sword slashes that ends with a downward crash, creating an explosion that blows his victim away. In ''Ultimate'', as of Sephiroth's inclusion, playing as Cloud in his ''Advent Children'' costume changes the attack to "Omnislash Ver. 5", which pays homage to the climactic battle between Cloud and Sephiroth in the film. While the animation is unique from the original Omnislash, it is functionally identical.
220[[/labelnote]]
221
222->See Characters/FinalFantasyVIIPlayableCharacters for his original game and related media.
223->See Characters/KingdomHeartsSupportingSquareEnix for his Kingdom Hearts entry
224----
225* AdaptationalCurves: While Cloud has always been a very handsome {{Bishonen}} since his first properly rendered appearance, those appearances really took to the idea of "SuperStrength allows him to be [[MusclesAreMeaningless thin and slender]] enough to be a complete pretty boy while still making sense how he carries a {{BFS}} constantly". When brought to ''Smash'', he was given a decent boost to his musculature while keeping his {{Bishonen}} aesthetic intact, both to more accurately display how well-trained his body is even disregarding his SuperStrength, and so that Western audiences got some {{hunk}}y appeal while still keeping a pretty-boy feel for Eastern audiences.
226* AnimeHair: It wouldn't be Cloud without his trademark spiky hair. It's more subdued in his ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]'' costume. Lampshaded in his Palutena's Guidance talk in ''Ultimate'':
227-->'''Pit:''' And I thought ''my'' hair was spiky...\
228'''Viridi:''' Too bad you don't have any fire moves. He's like 50% hair spray.
229* ArchEnemy: To Sephiroth. Cloud takes it very personally when the villain from his game makes an appearance and the feeling is more than mutual.
230* BackgroundMusicOverride: Cloud's [[{{Fanfare}} victory fanfare]] will continue to play for as long as the results screen is up; this implementation is the first example of its kind, with only two other fighters in ''Ultimate'' (Joker and Sephiroth) being given the same treatment for their own fanfares.
231* BadassBoast: Translated from his third victory quote:
232-->'''Cloud:''' ''"I'm out of your league."'' / ''"You cannot defeat me."''
233* BadassLongcoat: His Cloudy Wolf alt sports a black one.
234* BattleAura: Becomes enveloped in one when his Limit Gauge is maxed. Curiously, it's blue, much like when Cloud performed Omnislash Version 5/6 in ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]''.
235* BattleIntro: Falls from the sky, then catches his Buster Sword/Fusion Sword.
236* {{BFS}}: He wields one of two huge swords depending on what outfit he's wearing. His classic ''Final Fantasy VII'' outfit has the Buster Sword, while the ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]'' outfit has the Fusion Swords. Both are nearly as long as he is tall.
237* BifurcatedWeapon: The Fusion Sword, wielded by Cloud in his Cloudy Wolf getup, is actually comprised of six swords locked together. Since both of his costumes are supposed to play identically, this never comes up in gameplay- or at least, it didn't until Sephiroth appeared in December 2020, with his inclusion also having Cloud's Final Smash changed to Omnislash Version 5 while wearing this outfit.
238* BilingualBonus: Unlike his appearances in the ''Franchise/KingdomHearts'' series, ''Compilation of Final Fantasy VII'', and ''Dissidia'', Cloud only speaks Japanese in ''Smash Bros.'' As of ''Ultimate'', this makes him something of an oddity within the roster; as Marth and Roy now have their English voice actors, this means that Cloud was the only fighter to speak Japanese in all regions of the game during launch, until Sephiroth and Kazuya followed soon after. There are reasons for this, as detailed in GrandfatherClause below.
239* TheBladeAlwaysLandsPointyEndIn: After using Omnislash Ver. 5, the individual blades that comprise the Fusion Sword all fall down in a circle around Cloud, pointy-end first, before reassembling themselves into the main sword.
240* BladeSpam: His Final Smash, Omnislash, is one of the most famous examples of the trope, hitting his victim a grand total of fifteen times in nary a few seconds. After Sephiroth's release, using it with his ''Advent Children'' costumes will change the animation to Omnislash Version 5 from said movie, which has him split his BifurcatedWeapon and rapidly switch between all the swords for each slash.
241* BlowYouAway: Finishing Touch, which generates a field of intense wind - which handily pushes people back if you whiff the move.
242* BreakingOldTrends: Debunks two in particular:
243** He's the first character that originated on the [[Platform/PlayStation Sony PlayStation]]. As of ''Ultimate'', the other fighters who have made their debuts on a [=PlayStation=] family console are Bayonetta[[note]][=PS3=], although her debut game was also available on the Xbox 360[[/note]], Joker[[note]]''Persona 5'' simultaneously released on both the [=PS3=] and [=PS4=][[/note]], the Hero of ''Dragon Quest VIII''[[note]][=PS2=][[/note]], Sephiroth[[note]][=PS1=], as he and Cloud debuted in the same game[[/note]] and Sora[[note]][=PS2=][[/note]].
244** He's also the first character that comes from Square Enix. ''Ultimate'' added in three more in Hero, Sephiroth and Sora.
245* BringIt: Utters this before taking on Samus, Kirby, and Charizard in his reveal.
246* CallingYourAttacks: While ''he'' doesn't call his own attacks, the activation of Omnislash is accompanied by a magenta-backed textbox at the top of the screen, just like Limit Breaks in ''Final Fantasy VII''.
247* TheComicallySerious: Since Cloud was purposefully designed to be TheStoic, seeing the character engage in humor outside of being a DeadpanSnarker, like getting dizzy after getting his shield broken or eating Superspicy Curry, is made all the more hilarious.
248* CoolSword: Wields the biggest ones in the series - both are big enough to make the Monado look like Toon Link's Master Sword in comparison.
249* ADayInTheLimelight: After being notably OutOfFocus in ''Ultimate'''s initial release, he finally shows up in as the hero in a animated trailer [[ArchEnemy once Sephiroth rears his head.]] He even got an updated Final Smash, Spirit art, and a whole Spirit Board dedicated to his game after seemingly being all alone.
250* DeathFromAbove: Climhazzard has an optional second slash that sends Cloud careening downward. Try not to use it while you're off the stage, [[InertiaIsACruelMistress lest you want to suffer a Self Destruct]].
251* DifficultButAwesome: Cloud's Limit Gauge only lasts for a single charge, and while his Limit Breaks are incredibly strong, his recovery without the charge is awful. His gameplay boils down to deciding when the best time is to use the Limit Break for a powerful attack or to save it for a powerful recovery, and until that time comes, you're essentially locked out of his specials when the gauge is filled. Done poorly, Cloud will end up falling off the stage much earlier than he should, but done well, he can rack up [=KOs=] something fierce.
252* DownloadableContent: Isn't part of the fourth game's initial roster, being added over a year after its initial release as an optional purchase.
253* FightWoosh: The one from ''Final Fantasy VII'' is used near the beginning of his trailer, evocative of a RandomEncounter.
254* FinishingMove: Finishing Touch, appropriately enough, which replaces the Limit Charge Down+B when the Limit Break meter is already filled. Its damage is a pathetic 1%, but its launching power is ''insane'', capable of sending even the heaviest characters off the top of the screen as early as 60%.[[note]]Its kill power is inversely proportional to fall speed; characters like Bowser die sooner to it due to falling slower than, say, Fox, who falls fast.[[/note]]
255* {{Foil}}: Cloud serves as a foil to the other Square-Enix fighter, Hero. Cloud's moveset focuses on a feature from his game that is unique from other members of the JRPG genre, and only focuses on one game in the series. Hero's moveset is based off of the most basic, yet important, JRPG staples and represents more of his series. Cloud's moveset is more forceful, while Hero's fighting style requires a lot of concentration and planning.
256* ForceAndFinesse: The Force to Sephiroth's Finesse. Cloud swings his buster sword rather wildly in comparison to Sephiroth's dance-like grace with his Masamune.
257* {{Foreshadowing}}: During the November 2015 Nintendo Direct, Reggie Fils-Aime teased one "final" update just before he was unveiled.
258* GrandfatherClause: The very reason why Cloud speaks Japanese in all regions can attest to this. Cloud's (then-current) English voice, Steve Burton, had a contract that states that only he can voice Cloud in all of his English-speaking appearances, and he needs to be credited in the role. The only problem? Burton's a union-based voice actor. The ''Super Smash Bros.'' series is non-union. Burton’s contract apparently [[DidntThinkThisThrough never carved out an exemption for a replacement actor to take the role just for non-union works]]. Since Nintendo (and possibly Burton, by extension) would inevitably be sued by the Screen Actors' Guild if Cloud was voiced by Burton or an English replacement actor in the series with his contract in mind, Nintendo opted to just use Takahiro Sakurai's audio in non-Japanese releases of the games Cloud's in (Burton himself mentioned that he wasn't even contacted to reprise his role by Nintendo). While Cloud did get a new English voice actor in the ''VideoGame/FinalFantasyVIIRemake'' (Cody Christian), due to the fact that he's only supposed to be Cloud in the Remake games, this is unlikely to change, so he still continues to speak Japanese.
259* GroundWave: His [[SwordBeam Neutral Special]] definitely bares more than a passing resemblance to a [[VideoGame/FatalFury Reppu]][[Franchise/TheKingOfFighters uken]] when fired [[CaptainObvious from the ground]]. Though, unlike most examples, it functions the same way in the air.
260* GuestFighter: Hailing from the seventh game in the [[RunningGag super smashingly popular]] ''Franchise/FinalFantasy'' series, Cloud is the first character owned by Creator/SquareEnix to join the fray. In the grander scale of things, he is the 6th third-party character in the ''Smash Bros.'' series. He used to be the only ''Smash'' character whose debut game has never appeared on a Nintendo console, until said debut game was ported to the Switch.
261* HereWeGoAgain: His reaction to Sephiroth making his appearance might be this following the initial OhCrap, especially since it can be inferred that at this point Cloud's defeated him at least [[VideoGame/FinalFantasyVII twice]] [[Anime/FinalFantasyVIIAdventChildren already]]. If we count [[VideoGame/{{Ehrgeiz}} the]] [[Franchise/KingdomHearts other]] [[VideoGame/DissidiaFinalFantasy times]] that he and Sephiroth have crossed swords, him having this reaction is understandable.
262* HeroesPreferSwords: Cloud is one of the poster boys of RPG heroes, and he packs an equally famous weapon in the form of the Buster Sword.
263* HeroicBuild: While it's not exactly to the extent of someone like Ike or especially Ryu, he's still pretty visibly toned and muscular.
264* HomeStage:
265** ''3DS/Wii U'': Midgar in both versions. Based on the starting city level of ''Final Fantasy VII'', this Battlefield-like stage allows players to use Summon Materia, which can call upon one of 5 Summons (Ifrit, Leviathan, Ramuh, Odin or Bahamut Zero) to attack their opponents via their respective stage hazards.
266** ''Ultimate'': Midgar.
267* {{Hunk}}: A staple of Cloud's design, largely due to being a hero in his twenties. He's among the most visibly toned and muscular of the {{Bishonen}} characters (mostly by virtue he shows the most skin), beating out Roy and Link.
268* IconicOutfit: Cloud has his SOLDIER First Class uniform from ''Final Fantasy VII'' as his default outfit, and also has his Cloudy Wolf outfit from ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]'' as an alternate look.
269* IcyBlueEyes: While he cares deeply for his friends, Cloud is aloof and morose at most times, as symbolized by his blue eyes — which are said to glow as a result of his Mako enhancement.
270* IdleAnimation:
271** He runs his finger across the edge of the Buster Sword.
272** He holds his sword in a more upright stance.
273* {{Irony}}:
274** Cloud, of all ''Franchise/FinalFantasy'' leads, being the one to be chosen. ''VideoGame/FinalFantasyVII'' was ''the'' game where Square left Nintendo for the competition, and it, as well as subsequent mainline entries, had never appeared on a Nintendo system since for a long while. Yet here he is, in a game dedicated to Nintendo history. While Cloud himself has been in games exclusive to Nintendo systems, it was never in any major capacity. He is, however, as iconic to the JRPG genre as Ryu is to the Fighting genre, so he still fits in that respect. And for an extra bit of irony, his home game ''was'' one of the ''Final Fantasy'' games that were eventually ported to the Switch. What makes his inclusion in Smash Bros. even more ironic is that, in spite of his history with the Playstation, Cloud is not playable in ''VideoGame/PlayStationAllStarsBattleRoyale''.
275** Cloud's Boxing Ring title calls him "SOLDIER 1st Class". Anyone who has played ''Final Fantasy VII'' would know that [[spoiler:that's false information; Cloud himself never made it into SOLDIER, let alone got into 1st Class.]]
276* LightningBruiser: Has some of the fastest movement specs contrary to what his rather heavy-looking sword may tell you, possesses a projectile that can travel half the length of Final Destination and attacks which are as fast as they are powerful. When maxing out his Limit Gauge, not only does he gain access to more powerful yet still fast versions of his special attacks, but his movement specs are all improved even further. Lastly, he's a middleweight who takes a decent amount of damage before he can be launched off-screen.
277* {{Leitmotif}}: Has the original versions of ''[[https://www.youtube.com/watch?v=qlH15l0m7eI Let The Battles Begin!]]'' (which he uses in his ''Ultimate'' trailer) and ''[[https://www.youtube.com/watch?v=GJZeucmtURQ Fight On!]]''. Both tracks got their modern hard-rock remixes from ''Advent Children'' included in ''Ultimate'' following Sephiroth's inclusion.
278* LimitBreak:
279** Several of Cloud's Limit Breaks from ''Final Fantasy VII'' show up as special attacks; namely Cross Slash, Blade Beam, Climhazzard, and Finishing Touch. Unique to him is a Limit Gauge à la his home series, which when full grants additional properties to his specials, bringing the mechanic proper to ''Smash''.
280** His final Limit Break, Omnislash, appears as his Final Smash. It even has the purple name box accompanying its activation. Following Sephiroth's arrival in ''Ultimate'', using Cloud's Advent Children costume instead changes his Final Smash to Omnislash Ver. 5, the variant used in the movie.
281* MechanicallyUnusualFighter: He wields the Limit Gauge from his home game. If it's maxed, he gains a BattleAura and a variety of boosts to the next Special he performs, such as extra vertical height on Climhazzard or faster Cross Slash execution, and gives him Finishing Touch, a Limit Break that deals only 1% damage, but has tremendous knockback.
282* MeteorMove: His Down Air and Front Air attacks will Meteor Smash opponents if they are hit by the attacks' sweetspots.
283* MultiMeleeMaster: His ''Advent Children'' skin replaces the Buster Sword with the Fusion Sword, which is actually six swords attached to one another in a configuration resembling a {{BFS}}. With the Sephiroth update in ''Ultimate'', his ''Advent Children'' skin uses them as part of the "Omnislash Ver. 5" Final Smash, with the swords separating and Cloud using them all to strike his opponent down.
284* MusclesAreMeaningless: Wields a sword that makes Ragnell and the Monado look like toothpicks, but has a pretty slender figure. Justified in that he's been infused with Mako and Jenova cells, and thus has physical capabilities beyond that of a normal human. Even then, he looks slightly more muscular in this game compared to his render and official artwork in ''Final Fantasy VII''.
285* MythologyGag:
286** His reveal trailer has several to his home game.
287*** The trailer opens with a shot of the starry sky, much like the opening cutscene of ''Final Fantasy VII''. It's even accompanied by the Bombing Mission opening theme.
288*** Charizard, Samus, and Kirby appear evocative of a RandomEncounter. Bonus points for the fact that ''Final Fantasy VII'' only had three-man parties. Also, Cloud is on the right side of the screen and the rest are on the left side, evocative of the normal battle positions in the 2D FF games.
289*** The use of the various stages in his trailer recall various locations from the game. The Boxing Ring can both allude to Bro's Gym in the Wall Market and the Battle Square in Gold Saucer. The Pyrosphere evokes typical Midgar interior imagery, such as the top of the Sector 7 Pillar. The Great Cave Offensive recalls the various Materia caves across the Planet. The section of Final Destination with the Earth and Sun about to collide reference Meteor.
290*** He steals Wario's motorcycle as a reference to him stealing a motorcycle from Shinra, as well as his own bike, the Fenrir.
291*** The scene at the Kalos Pokemon League with Zelda kneeling down and holding a Lip's Stick with some Pikmin while looking on a downed Cloud resembles the same scene where Cloud first met Aerith through falling into the church and its flowerbed.
292*** The shot of Cloud dizzy on the King of Red Lions is a reference to the Shinra Cargo Ship where a big part of Cloud's party got motion sickness. Him being on that specific ship could also be a reference to the lion-like [[TalkingAnimal Red XIII]].
293*** The Sablé Prince turning into a frog next to Cloud is a reference to the recurring Toad spell, which transforms its targets into harmless frogs.
294*** His duel against the Black Knight PaletteSwap of Ike is an explicit reference to his final fight against Sephiroth in his game, even using similar camera angles. It may also be intentional how his LimitBreak is functionally similar to Ike's Great Aether, or rather, how the Great Aether (and similar Final Smashes like Robin's Pair Up) were inspired by Omnislash.
295*** One of his idle animations has him adjust his stance to hold his sword at a steeper angle. Early builds/demos of ''Final Fantasy VII'' had him do this as his "regular attack selected pose"[[note]]like characters in the SNES ''Final Fantasy'' games would behave[[/note]]; the final release dropped said poses altogether.
296** In his Classic Mode victory movie in ''Wii U'':
297*** At one point, he's being tended by Dr. Mario and Jigglypuff wearing a nurse cap, which is a dark reference to [[spoiler:when he became a victim of Mako poisoning and was left in a comatose state]].
298*** The final shot is of him in his ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]'' costume with Bahamut ZERO in the background; this is a CallBack to AVALANCHE's battle with Bahamut SIN from the same movie.
299** His ''Wii U'' Classic Mode ending shot resembles the cover art for his native game, with him facing the Shinra building.
300** His ''Wii U'' All-Star Mode ending shot is of him standing in the middle of scorching flames, with Palutena walking away from it in the same way Sephiroth does during the Nibelheim Incident.
301** His ''3DS'' Classic Mode ending shot is of him attacking three Miis in black and white suits, a reference to the Turks and Rufus Shinra. Midgar being the setting of the picture could be a reference to AVALANCHE's storming of the Shinra Building.
302** His ''3DS'' All-Star Mode ending shot is of him on Wario's motorcycle being pursued by a Shy Guy on Rainbow Road, a reference to the much-beloved motorcycle minigame where Cloud escapes from the Shinra Building via bike and must defeat the troops chasing him.
303** Much like the legacy characters from previous games, his official ''3DS/Wii U'' render mimics that of his [[http://vignette1.wikia.nocookie.net/finalfantasy/images/1/1a/Cloud-FFVIIArt.png original art]], but in ''Smash Bros.'''s 3D art style. His Advent Children costume, however, has him strike a pose that's similar to his official artwork in ''Dissidia''.
304** When Cloud's Limit Gauge is full, he's surrounded by a blue BattleAura, which occurred in ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]'' before he used his Limit Breaks.
305** The sound effect that plays when the Limit Gauge is filled is the same as when a character's Turn is ready in ''Final Fantasy VII''. The sound effect that plays when Cloud uses Omnislash, however, is the same as when a character uses a LimitBreak in said game.
306** His Final Smash trophy has him targeting Shulk, which may be a reference to the fact that Cloud namedrops ''VideoGame/{{Xenogears}}'' while in a coma. Shulk's [[VideoGame/XenobladeChronicles1 home]] [[VideoGame/XenobladeChroniclesX ser]][[VideoGame/XenobladeChronicles2 ies]] is the [[invoked]]CreatorDrivenSuccessor to ''Xenogears'' and its dev team were ex-Squaresoft members, not to mention that ''Xenogears'' was initially pitched to be ''Final Fantasy VII''.
307** The finale attack of Omnislash appears aesthetically similar to Meteor as it appeared in ''VideoGame/FinalFantasyVII''. Furthermore, Omnislash, not counting the startup attack and the final explosion, does exactly 15 hits, which is the same number of hits it dealt in the original game.
308** Cloud's running and double jump animations, as well as his sword holding stance, are lifted from Square Enix's own ''Final Fantasy'' fighting game, ''VideoGame/DissidiaFinalFantasy''.[[note]]For his sword holding stance, it's right leg forward in the original ''[=FF7=]'', and left leg forward in ''Dissidia''. While his dashing animation could potentially be a reference to the limited animation dash he would do in battle in his home game, Smash Bros shows him leaning farther forward, closer to the Dissidia version.[[/note]]
309** Cloud's palette swaps of his SOLDIER uniform are based off of the uniforms that [=SOLDIERs=] of different classes wear. Blue is 3rd Class, red is 2nd Class, and purple is 1st class. His final color on the SOLDIER uniform is black, similar to Zack Fair's. Some of the ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]'' alternates remove the long sleeve on Cloud's left arm to reveal the ribbon all AVALANCHE members wear in memory of Aerith and exposes Cloud's Geostigma infection.
310** His victory theme (the VII rendition of the ''Final Fantasy'' victory fanfare) is unusual in that it is the first to ''completely'' overrides the post-fanfare music in the results screen, making it similar to the standard post-battle results screens in ''Final Fantasy''.
311** The "Congratulations!" message upon completing Classic or All-Star is in the serif font of the ''Final Fantasy'' logo.
312** Cloud's on-screen appearance involves him catching his sword while it falls through the air, similar to how he catches it after performing Omnislash Ver. 5/6 in ''Advent Children'' and ''Dissidia''.
313** One of his taunts has him perform his VictoryPose while exclaiming his de-facto CatchPhrase: "Not interested", which he'd often get a chance to say during dialogue trees in his home game. Most of the spoken dialogue here he has is taken from ''Dissidia'' as well.
314** The ''Smash Ultimate'' Blog entry for him is written in the same style of the original translation of ''Final Fantasy VII''.
315** Starting with the Sephiroth Update in ''Ultimate'', his Final Smash changes to Omnislash Ver. 5 while he's wearing his ''Advent Children'' costume, depicted very much like in the movie proper, with Cloud separating the Fusion Sword into its parts before cutting the target(s) apart with each individual blade.
316* {{Nerf}}: ''Ultimate'' cuts the speed at which his Limit Gauge can be manually charged in half, and the benefits of a fully charged Limit now wears off after about 18 seconds, hurting both his recovery and his overall gameplan.
317* OhCrap: Has this reaction upon seeing [[ArchEnemy Sephiroth]] in the latter's reveal trailer.
318* OneHandedZweihander: Cloud's swords are too big to keep them always held with one hand like Ike does with Ragnell, but that doesn't stop him from swinging it with only one hand in many of his attacks, and at faster speeds than usual.
319* PreAssKickingOneLiner: ''You're out of luck.'' (Translated from Japanese from his Final Smash activation quote.)
320* PowerAtAPrice: Under "Limit Break" status, Cloud's speed goes up very slightly, but so does his gravity. This can spell doom for a player who gets launched too far off the stage and can't move close enough to use a Climhazzard.
321* PowerGlows:
322** A number of his sword swings glow green, as if his Buster Sword is charged with Mako.
323** Cloud is covered in a blue BattleAura when his Limit Break meter is activated.
324* PurpleIsPowerful: His default outfit and one of his alternate skins dons him in the purple garb only 1st Class [=SOLDIERs=] get to wear, and he's strong enough to wield one of the biggest swords in gaming.
325* RealMenWearPink: In his last two variations of his ''[[Anime/FinalFantasyVIIAdventChildren Advent Children]]'' costume, his left sleeve is removed to reveal a red ribbon tied around his arm. It's not for fashion reasons, though; he's wearing it in honor of his late friend [[spoiler:Aerith.]]
326* TheRival: To Link, due to the fact that ''Ocarina of Time'' and ''Final Fantasy VII'' had an intense FandomRivalry during the 5th Console Generation. A FandomNod is given to this in the ''3DS/Wii U'' Final Video Presentation, and the centerpiece of Cloud's promotional character illustration created by Creator/TetsuyaNomura has him crossing swords with Link.
327* SecretCharacter: '''For ''Ultimate''''': Have a Cumulative Wait Time of 9 hours, beat Classic Mode with Samus or anyone in her unlock tree six times, or find and defeat him in ''World of Light''.
328* {{Shotoclone}}: [[DownplayedTrope Downplayed]], though if he was a straighter example, he'd be a rare sword-wielding example for the series. He has a [[GroundWave proje]][[SwordBeam ctile]], and the Limit-Break version of his Up Special is a straight up, bonafide {{Shoryuken}} in sword form. However, he doesn't exactly have any equivalent of a [[HurricaneKick Tatsumaki]]; his side special is multi-hitting, but has no horizontal movement. Not to mention that his up special's normal version works more like a more vertically-angled version of Terry's Power Dunk (hits once going up, hits again going down).
329* ShownTheirWork:
330** The sheer number of subtle and not-so-subtle MythologyGags from his reveal trailer. They've even lead to jokes that Nintendo understands ''VideoGame/FinalFantasyVII'' even better than Square does.
331** His Cloudy Wolf outfit from ''Anime/FinalFantasyVIIAdventChildren'' is more than a mere outfit change, it even changes his iconic spiky hair to the more toned-down design the film used and swaps the Buster Sword out for the combined Fusion Sword. The last two variations even remove the left sleeve to show the ribbon that Cloud wears in honor of Aerith. Following Sephiroth's inclusion in ''Ultimate'', wearing said outfit swaps Cloud's Final Smash out for Omnislash Ver. 5, done similarly to its appearance in the film.
332* SignatureSoundEffect: Cloud can perform his casting pose as a taunt, complete with the classic high-pitched whistle indicative of casting Magic in his home game. Also, like with Ryu, the sounds his attacks make when they hit the opponent are the same as they were in his home game.
333* SlideAttack: His crouching attack has him while sliding at ground-level while kicking forward, similar to Mega Man's.
334* SoreLoser: Similarly to Ryu, Cloud will begrudgingly face away from the camera while clapping the victor.
335* StatusBuff: He's given a very slight boost to speed while the Limit Gauge is full. Inversely, his jump height becomes shorter.
336* SticksToTheBack: His casting pose taunt still has him leaving his sword on his back. While it is justified with his SOLDIER outfit, which has a metal circle on his back that works as a magnetic harness device, his Cloudy Wolf outfit only has his harness for the disassembled Fusion Swords (which stays unused).
337* TheStoic: While most of the ''Smash Bros.'' cast is either [[{{Kiai}} shouting]] or [[HeroicMime completely silent]], Cloud's spoken lines and voice grunts are very subdued in comparison, only screaming when getting KO'd or performing Omnislash and Finishing Touch. This carries over from his aloof demeanor.
338* SuperMovePortraitAttack: Any successful strike with any of his close range Limit Breaks will quickly zoom-in on the action, driving home their power. In addition, if he catches everyone on the battlefield with Omnislash, the attack will take on a cinematic approach, showing dramatic camera angles as he beats down his opponents. In ''3DS/Wii U'', it was notably the only attack in the game depicted in such a manner - these angles were later implemented to some of the newer Final Smashes in ''Ultimate''.
339* SuperSpecialMove: Cloud's LimitBreak ability allows him to perform super-charged versions of his other special attacks.
340* SuperStrength: Being infused with Mako gives him enough physical strength to wield the Buster Sword as easily as a toothpick.
341* SwordAndFist: Or feet, rather. While most of his attacks use his sword, his neutral combo, crouching attack, and a number of throws have him using kicks as well.
342* SwordBeam: He can use his Blade Beam Limit Break to fire green energy waves from his sword, which turn blue when his LimitBreak meter is full.
343* SwordPlant: Will stick his sword into the ground as part of one of his taunts.
344* TakeUpMySword: His trademark Buster Sword was inherited from his deceased friend, Zack Fair.
345* TooManyBelts: The Cloudy Wolf, designed by none other than Tetsuya Nomura himself.
346* TheUnfought: Played with. Barring DLC fighters, Cloud is the only character in ''World of Light'' that isn't a vessel for any enemy spirits. That being said, you still have to battle him (which is a mandatory fight) when you recruit him [[spoiler:and he'll still be part of Dharkon's clone army regardless, most notably being one of the eight looping characters during Master Hand's playable stage.]] He also ''does'' show up as a vessel for [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Master Edges]] and [[VideoGame/XenobladeChronicles2 Zeke]] on the Spirit Board, with a later update also letting him puppeteer [[VideoGame/AstralChain Kyle]], and the Eighth Challenger Pack have him show up to assist during Aerith's Spirit battle, and the Ninth Challenger Pack featuring him in [[VideoGame/XenobladeChronicles2 Jin and Lora]]'s Spirit battles as the opponent and an assistant respectively. Albeit that still makes him the character with the least amount of Spirit fights in the base game.
347* UnskilledButStrong: Despite being strong enough to treat that giant sword like a toothpick, he still doesn't have much in the way of finesse.
348* VideoGameDashing: His dash animation is the air dash from ''VideoGame/DissidiaFinalFantasy''. It also resembles the dash he performs when performing a regular attack in ''Final Fantasy VII.''
349* WeaponAcrossTheShoulder: His artwork, which is based off of his concept artwork for ''Final Fantasy VII'', depicts him in this pose. On a sillier note, he also pulls off the pose when launched against the screen.
350* WeaponTwirling: One of Cloud's taunts is his victory pose from ''Final Fantasy VII'', where he flourishes his sword over his head before sheathing it across his back. It also serves as the basis for two of his victory animations.
351[[/folder]]
352[[folder:62 – Corrin (Kamui)]]
353[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/corrinssbu.png]]
354[[caption-width-right:350:[[HalfHumanHybrid Blood of Dragons]]]]
355[[caption-width-right:350:[[labelnote:Female Corrin]]https://static.tvtropes.org/pmwiki/pub/images/femalecorrinssbu.png]][[/labelnote]]
356[[caption-width-right:350:[[labelnote:[=3DS=]/Wii U]]https://static.tvtropes.org/pmwiki/pub/images/600px_corrin_ssb4.png]][[/labelnote]]
357[[caption-width-right:350:[[labelnote:Female Corrin ([=3DS=]/Wii U)]]https://static.tvtropes.org/pmwiki/pub/images/tumblr_nzkk49jtez1ulhl1oo2_540.png]][[/labelnote]]
358!!!!!!'''Male Corrin voiced by:''' Creator/NobunagaShimazaki (Japanese), Creator/CamClarke (English)
359!!!!!!'''Female Corrin voiced by:''' Creator/SatomiSato (Japanese), Marcella Lentz-Pope (English)
360'''CORRIN CHOOSES TO SMASH!'''
361->'''Home Series:''' ''VideoGame/FireEmblem''
362%%TO PRESERVE FONT SIZE; DO NOT REMOVE
363-->'''Debut:''' ''VideoGame/FireEmblemFates'' [[[Platform/Nintendo3DS 3DS]]], 2015
364--> '''Creator:''' Creator/IntelligentSystems
365--> '''Publisher:''' Nintendo
366
367->'''Playable in:''' ''3DS/Wii U'' ([[DownloadableContent DLC]]), ''Ultimate'' (Unlockable)\
368'''Specials:''' [[MakingASplash Dragon Fang Shot]], [[ImpaledWithExtremePrejudice Dragon Lunge]], [[WingedHumanoid Draconic Ascent]], [[CounterAttack Counter Surge]]\
369'''Final Smash:''' [[BreathWeapon Torrential Roar]]
370
371->''"[[TakeAThirdOption I've decided... my path is to take on the legendary heroes of]] [[TitleDrop Smash]]!"''
372
373The [[PlayerCharacter Avatar]] of ''Fire Emblem Fates''. Corrin, known as "Kamui" in Japan, is a dragon-human hybrid born to the Hoshido royal family, but raised by the Nohr royal family, and is forced to choose a side when the two countries go to war. Here however, they choose instead to join the various fighters of ''Super Smash Bros.'', hilariously neglecting their original choice in the process.\
374\
375Corrin holds the honor of being the first DLC newcomer that's also first-party and uses abilities like no ''Fire Emblem'' character before, utilizing their draconic shape-shifting powers alongside their sword. Like Robin, Corrin uses the default male design, with the default female design as a PaletteSwap. They also used to be the youngest character in the roster in terms of debut until Incineroar was revealed. Corrin was revealed alongside Bayonetta on December 15th, 2015, and both were made available on February 3rd, 2016.\
376\
377As a fighter, Corrin utilizes the Omega Yato, a legendary katana with [[ChainsawGood chainsaw-esque rotating edges]], and fights somewhat more similarly to other characters in their home series than Robin does, even coming with their own Counter move. However, don't think that makes them yet another Marth clone; unlike the other sword wielders so far, their dragon powers give them an impressive mix of melee and ranged options, making them a ''lot'' more varied in terms of offense.
378
379-> See [[Characters/FireEmblemFatesCorrin Corrin's page]] for more information on the character in their origin series.
380----
381* ActionGirl: If you select female Corrin, obviously.
382* AdaptationalBadass:
383** Normally, dragons have a weakness to anti-dragon weaponry (such as Marth's Falchion). They have no such weakness here.
384** In their [[VideoGame/FireEmblemFates home game]], Corrin's dragon transformations were a minor element of their character and rarely used in combat (if you reclass them into anything other than their default class, [[GameplayAndStorySegregation they lose their ability to transform entirely]]). Here, it's used to it's fullest potential, allowing Corrin to transform more individual parts of their body and even briefly fly.
385* AdaptationalModesty: Female Corrin in ''Fates'' has her thighs and black panties exposed, but in ''Smash'' her legs are now covered.
386* AnimalEyes: Corrin's pupils are slightly slitted, hinting at their draconic heritage.
387* ArmCannon: Their neutral special attack, Dragon Fang Shot, morphs their arm into a fanged mouth that fires a water bullet, and can also be used to bite opponents. Both parts of the attack can be charged for extra damage.
388* AttackReflector: Like the rest of their fellow ''Fire Emblem'' fighters sans Robin, Corrin possesses a Counter move that nullifies an oncoming attack before retaliating with greater damage and knockback than the attack it just blocked. However, Corrin's had tremendous knockback, being able to [=OHKO=] many characters if used to stop a partially charged Smash Attack or a powerful Special Move like the Falcon Punch. It was subsequently toned down to more reasonable levels, but it is still quite powerful.
389* BadassCape: They come with a very nice one.
390* BattleIntro: Avoiding the trend of the other ''Fire Emblem'' characters, they fall from the sky in dragon form, then change to human form.
391* BladeBelowTheShoulder: The primary use of their Dragon Fang powers is transforming one arm — or even both legs — into lance-like appendages. Like Marth's sword, the tips have a sweet spot and deal more damage.
392* BladeBrake: When Corrin uses his side special in mid air, he can stab his arm-spike into the ground and hold himself up like this for a few seconds.
393* BlitheSpirit: In the trailer, male Corrin carries over his trait of shaking things up and subverting the status quo, choosing to just back out of the war all together to join Smash. His siblings are left appropriately flabbergasted.
394* BreathWeapon: Their Final Smash involves them transforming into their dragon form and blowing opponents away with a vortex of water. Their Dragon Fang Shot also involves transforming one of their arms into a fanged mouth and shooting water bullets.
395* CanonName: Like Robin, ''Smash Bros'' canonized Corrin's name and it's tough to think of them as any other name despite the ability to name them in ''Fates''.
396* ChainsawGood: Their sword is the seventh and strongest version of Yato in ''Fates'', Omega Yato, which has a chainsaw-like blade that's constantly in motion.
397* ChildOfTwoWorlds: They were born into Hoshido royalty, but were raised by the Nohrian royal family.
398* CipherScything: Like Robin, Corrin was an Avatar who could be customized in their home game. Here, the default male appearance and name are used as the default costume, with the default female appearance being a costume, also like Robin.
399* ColorMotif: Black and white are the colors of their default armor, representing the primary colors of Nohr and Hoshido. This is also emphasized in their trailer, as both their title splash and the ''Smash Bros'' logo at the end have a divide where one half is bright and the other dark.
400* TheComicallySerious: In the trailer, male Corrin's choice utterly baffles his siblings, but Corrin himself seems totally humorless at the prospect of ignoring his responsibilities despite giving very little justification for it.
401* ConfusionFu: Corrin's ability to manifest their Dragon Fang abilities at any given time makes for a very wild and unpredictable moveset, especially compared to the archetype of their fellow ''Fire Emblem'' characters. Many of their attacks are done by sprouting a dragon limb for an alarming boost in range, confounding anyone expecting a hitbox limited to their human form. Their special attacks also have unique gimmicks, like a grounded Dragon Lunge having a slide-kick follow up either forward or backward, or their Dragon Fang Shot suddenly chomping down after firing its projectile.
402* CoolBigBro: A lot of their trailer is narrated by Sakura and Elise as they gush about male Corrin. Elise also thinks that female Corrin is [[CoolBigSis even more awesome]].
403* CoolSword: The Omega Yato is a magical, divine sword that emits purple fire, has a spinning chainsaw blade, and holds the power to slay gods. It's also the titular Fire Emblem of ''Fates''.
404* CounterAttack: Their down special move, Counter Surge, briefly changes them into their dragon form and counters attacks on both sides with walls of water.
405* CreepyLongFingers: Closer examination of Corrin's lance attacks will reveal that they're actually their hands elongated, but wrapped by their shapeshifting armor into a long metal javelin. Some attacks turn their feet into lances as well, demonstrating creepy long ''toes''. Corrin's dragon form also displays this, as their front feet are still clearly their lengthened hands, making them essentially walking on their knuckles.
406* DanceBattler: Not to the same extent as someone like Bayonetta, but Corrin is still significantly more graceful and elegant than many of the other characters. Watching Corrin flow and combo through the air as they spin and flip around is quite a sight.
407* DownloadableContent: The third newcomer DLC character, and the first one to be from Nintendo as opposed to a third party.
408* DubNameChange: They're known as "Kamui" in Japan.
409* EarlyBirdCameo: In the West, their game would have not released yet by the time they are made playable in Smash. In the US at least, this is only a difference of roughly a week.
410* FlamingSword: The Omega Yato is constantly wreathed in ghostly purple flames, further emphasizing its immense power.
411* GenderFlip: Their families are quite confused when the male Corrin swaps out to female Corrin.
412-->'''Sakura:''' Big brother is now big ''sister?''
413-->'''Elise:''' ''Wow!'' [[ComicallyMissingThePoint Even better!]]
414* GenderBlenderName: Averted in the English version. Their Japanese name, Kamui, works for men or women, but Corrin is a strictly male name.
415* GenderedOutfit: [[DownplayedTrope Downplayed.]] Male Corrin is dressed in the Nohr Prince outfit and female Corrin in the Nohr Princess outfit, but there are less differences between the outfits in ''Smash'' than in ''Fates''.[[note]]In ''Fates'' the two were identical except for male Corrin wearing black pants and female Corrin leaving her thighs exposed and her leg armor having a lacy fringe, in addition to female Corrin having puffier shoulder sleeves. In ''Smash'', both male and female Corrin have their legs fully covered, but female Corrin's leg armor still has the lacy fringe and her arm armor still has the puffy shoulder sleeves.[[/note]]
416* GlacierWaif: Possesses average weight and slightly below average speed, but can hit really hard if they manage to land the sweetspots at the the tips of their Smash attacks and side special.
417* GrandfatherClause: Despite female Corrin gaining much more publicity than her male counterpart in other ''Fire Emblem'' material since their debut, male Corrin is the default in ''Ultimate'' to be consistent with ''3DS/Wii U''. It's interesting to note however that it's female Corrin that appears in the Classic Mode banner, while every other character, including Robin, Villager, and Wii Fit Trainer, is represented by their default gender.
418* HomeStage:
419** ''3DS/Wii U'': All stages from their series[[note]]Arena Ferox in ''3DS'', Coliseum and Castle Siege in ''Wii U''[[/note]].
420** ''Ultimate'': Arena Ferox in ''Ultimate'''s website, their fight in ''World of Light'' though takes place in Castle Siege, and their normal unlock battle takes place in Coliseum.
421* IdleAnimation:
422** They twirls the Omega Yato with a flourish.
423** They turns away, holding the Omega Yato behind themselves.
424* ImpaledWithExtremePrejudice: Their side special, if timed properly, will actually impale whomever it hits to the ground, allowing Corrin to follow up with a powerful kick.
425* JackOfAllStats: Corrin has an average weight (exactly the same as Mario's, no less), slightly below average movement speed, relatively strong attacks, and a half-decent recovery. Their key strengths are their versatile attacks and impressive range thanks to their Dragon Fang powers.
426* LadyOfWar: Female Corrin, who is a princess after all. She moves very fluidly and gracefully while wielding the Omega Yato.
427* {{Leitmotif}}: The main theme for ''VideoGame/FireEmblemFates'', [[https://www.youtube.com/watch?v=ENwFAmeWEYk "Lost in Thoughts All Alone"]], serves as this for Corrin. An instrumental remix of it prominently plays during their reveal trailer.
428* LongRangeFighter: Corrin's a rather odd example of this trope, being a ranged character that fights like a melee character. While they only have a single projectile attack, almost all of their melee attacks have impressive reach and disjointed hitboxes, and they do more damage and knockback at a distance. This is ''especially'' evident with their Side Smash, which has the fourth-longest range out of any Side Smash attack in the game, surpassed only by Simon's, Richter's and Min Min's. This makes Corrin more of a [[Franchise/StreetFighter Dhalsim]]-esque poking character compared to other Long Range Fighters in ''Smash'', who primarily rely on projectiles.
429* LovecraftianSuperpower: They can transform their limbs into fanged jaws and bladed spears.
430* MakingASplash: They possess water powers.
431* MechanicallyUnusualFighter: Some of Corrin's moves work in rather strange ways. Corrin's side special freezes the user and the target in place if it connects to a hard surface, allowing for one of three different follow ups. This can be used to combo opponents, and can even be used to climb up walls and aid in recovery. On the right stage, it can also be used to trap their opponent on a moving platform in order to forcibly drag them off stage before jumping off at the last second to avoid being KO'd as well. Their Back Air attack pushes them forwards with a flap of their wings, and thus can be used for recovering and general movement.
432* MoreTeethThanTheOsmondFamily: Corrin's rapid jab combo and Dragon Fang Shot attack has one of their hands turned into a mouth-like structure with very sharp fangs.
433* MorphicResonance: Their dragon form's body has similar design elements to their armor, most prominently its color. The color of said form even changes if Corrin is using a PaletteSwap.
434* MysticalWhiteHair: Corrin has white hair, and can turn into a dragon.
435* MythologyGag:
436** The beginning of their trailer is nearly identical to the "Branch of Fate" cutscene from ''VideoGame/FireEmblemFates'', where the player has to choose between Hoshido or Nohr [[TakeAThirdOption (or neither)]]. It even uses ''Fates''' art style and shows the menu that gives the three different choices.
437** Many of their animations are similar (or completely identical) to their Nohr Prince/Princess, Hoshido Noble, and Nohr Noble animations in ''VideoGame/FireEmblemFates''. For example, their Dash Attack is based on the animation used when they trigger certain offensive Skills like Luna and Lethality, while their up taunt uses the special animation that only plays when Dragon Fang triggers a CriticalHit.
438** All of their lines of dialogue in ''Smash'', including their victory quotes, are based on their voiced battle lines in ''Fates''. In Japan, these lines are exactly identical to the ones in ''Fates''.
439** Their [[http://www.ssbwiki.com/images/c/c1/SSB4-Wii_U_Congratulations_Classic_Corrin.png Classic Congratulations screen]] for ''Wii U'' is a reference to the [[http://www.goombastomp.com/wp-content/uploads/2016/01/Fire-Emblem-Fates.jpg promotional artwork]] for ''VideoGame/FireEmblemFates''. Standing in for Azura, Ryoma, Takumi, Xander, and Leo are Palutena, Bowser, Pit, Ganondorf, and the male Robin, respectively.
440** Their official renders in ''3DS/Wii U'' have both the female and male versions strike poses that are similar to their official ''Fates'' artwork.
441** Some of Corrin's {{Palette Swap}}s resemble certain characters from ''Fates'' (such as a pink color that matches Sakura's outfit and Effie's armor, and a blue and orange outfit that's similar to Oboro's Spear Fighter uniform), and female Corrin's black and gold costume in particular resembles the Nohr Noble class that they can promote to during the ''Conquest'' and ''Revelation'' paths.
442* NiceGuy: Compared to most of the other ''Fire Emblem'' fighters, who display callous arrogance in their taunts and victory poses. Corrin is just happy to win and never rubs it in, making them stand out. [[note]]Roy also stands out due to him actually being noble and protective like his canon self.[[/note]]
443* {{Nerf}}: Initially in ''3DS/Wii U'', Counter Surge multiplied the counter hit by 1.3 and easily killed due to its purely vertical knockback. In patch 1.1.5, the return damage multiplier was reduced to 1.2 and the move's timing was tightened up to make it harder to use. ''Ultimate'' reduces the move's knockback further.
444* OurDragonsAreDifferent: Corrin is a HalfHumanHybrid (functionally the same as a Manakete from ''Fire Emblem'' canon, but never called such), and can transform wholly or partially into a dragon at will. In particular their dragon form bears the body plan of a western dragon (Four legs, wings, long tail and neck) but the aesthetics of eastern dragons (deer antlers, lack of reptilian features). They also use water powers akin to Eastern Dragons instead of the typical fire of western ones.
445* PartialTransformation: Their Dragon Fang ability allows them to partially transform into their dragon form.
446* PinkGirlBlueBoy: The pink PaletteSwap is female while the blue one is male.
447* PinnedToTheWall: Their side special, Dragon Lunge, has them leap at an opponent and transform one arm into a spear. If the tip touches the ground, it will stick and even impale opponents, immobilizing them.
448* PointyEars: They're hard to notice, but serve to indicate that Corrin is no ordinary human.
449* ThePollyanna: Another trait carried over from ''Fates'' is Corrin's upbeat attitude — both have a perky variation of "That went well!" as a victory quote, and male Corrin has a happy "I win!" as another.
450* PurelyAestheticGender: Both the male and female versions of Corrin are selectable, in the same vein as Robin, Wii Fit Trainer, and the Villager.
451* RecurringElement: They are the second character, after Robin, that is a ''Fire Emblem'' Avatar with white hair, an alternate female costume, and unique game mechanics in addition to basic sword moves.
452* RefugeInAudacity: In their trailer, male Corrin's matter-of-fact dismissal of all his other options in favor of joining ''Smash'' simultaneously offends and impresses his extended family, likely due to the [[InsaneTrollLogic brazenness of his choice]] and how [[TheComicallySerious serious he is about it]]. It doesn't help that [[MakesJustAsMuchSenseInContext no specific reason is given for Corrin's choice]].
453* RoyalsWhoActuallyDoSomething: Regardless of the gender the player picks for Corrin, the player will get a character who's ferocity, power, and skill are not at all restrained by an easy royal upbringing.
454* SadisticChoice: In their intro trailer, male Corrin is forced to side with either his Nohrian and Hoshidan families in the middle of a war between the two. He opts to TakeAThirdOption, or rather, a ''fourth'' option, and join the cast of ''Smash''.
455* ScrewThisImOuttaHere: When faced with the SadisticChoice of choosing a family to side with in his intro trailer, male Corrin instead opts to just walk away from everything and fight in ''Smash'' instead.
456* SecretCharacter: '''For ''Ultimate''''': Have a Cumulative Wait Time of 6 hours and 40 minutes, beat Classic Mode with Kirby or anyone in his unlock tree six times, or find and defeat them in ''World of Light''.
457* ShapeshifterWeapon: Using their Dragon Fang powers, they can turn their limbs into spears or fanged mouths to attack opponents.
458* SheFu: Corrin's normal animations, regardless of which gender you pick, has them jumping, running, and wielding the Omega Yato with utmost grace. Their Dragon Fang related attack animations are much more animalistic and aggressive in comparison.
459* StatuesqueStunner: Both versions of Corrin are around the same height as the other male Fire Emblem characters, resulting in female Corrin being one of the taller female characters in the game. At the very least, she's noticeably taller than Lucina and both Robins.
460* SwordPlant: Corrin's downwards taunt has them twirling the Omega Yato before planting it in the ground.
461* TakeAThirdOption: Corrin's trailer begins with the male Corrin struggling over whether to side with Hoshido, Nohr, or neither one. A fourth option, joining ''Smash'', abruptly appears and he immediately picks it.
462* VideoGameDashing: Their Back Air attack can be used as an air dash.
463* VoluntaryShapeshifting: Their Dragon Fang power allows them to turn into a dragon, which they use for several attacks.
464* WhatTheHellHero: In their intro trailer, Ryoma and Xander are not pleased with male Corrin's decision to ditch both families to join ''Smash'' and call him out on it.
465-->'''Ryoma:''' What are you doing? Corrin!\
466'''Corrin:''' Sorry, big brother, but I've made my decision!\
467'''Xander:''' How ''could'' you? You're giving up on us ''and'' battling completely unknown opponents!
468* WingedHumanoid: For their Up-Special, Dragon Ascent, and some of their attacks, they sprout a pair of wings.
469[[/folder]]
470[[folder:63 – Bayonetta]]
471[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bayonettassbu.png]]
472[[caption-width-right:350: [[LadyOfBlackMagic Umbra Witch]]]]
473[[caption-width-right:350:[[labelnote:"A Witch With No Memories" outfit]] https://static.tvtropes.org/pmwiki/pub/images/bayonetta1ssbu.png]][[/labelnote]]
474[[caption-width-right:350:[[labelnote:[=3DS=]/Wii U]] https://static.tvtropes.org/pmwiki/pub/images/600px_bayonetta_ssb4.png]][[/labelnote]]
475!!!!!!'''Voiced by:''' Creator/AtsukoTanaka (Japanese), Hellena Taylor (English)
476
477'''BAYONETTA GETS WICKED!'''
478
479->'''Home Series:''' ''VideoGame/{{Bayonetta}}''
480%%TO PRESERVE FONT SIZE; DO NOT REMOVE
481-->'''Debut:''' ''VideoGame/{{Bayonetta}}'' [Platform/Xbox360[=/=]Platform/PlayStation3], 2009
482-->'''Nintendo debut:''' ''VideoGame/Bayonetta2'' [Platform/WiiU], 2014
483-->'''Creator:''' Creator/PlatinumGames
484-->'''Publisher:''' Creator/{{Sega}}, Nintendo (second game onwards)
485
486->'''Playable in:''' ''3DS/Wii U'' ([[DownloadableContent DLC]]), ''Ultimate'' (Unlockable)\
487'''Specials:''' [[GunKata Bullet Climax]], [[SlideAttack Heel Slide]][=/=][[DivingKick After Burner Kick]], [[{{Shoryuken}} Witch Twist]], [[CounterAttack Witch]] [[BulletTime Time]][=/=][[OneToMillionToOne Bat Within]]\
488'''Final Smash:''' [[SummonBiggerFish Infernal Climax]]
489
490->''"[[TheBaroness Oh! Another angel? Must've missed one.]] [[BringIt Let's dance, boys!]]"''
491
492The eponymous star of the Creator/{{Sega}}-owned, Creator/PlatinumGames-developed StylishAction BeatEmUp series. Bayonetta is an Umbra Witch who lost her memories after awaking from a 500-year slumber in a coffin at the bottom of a lake, fighting against hordes of angels in order to discover the truth about her past. Now, she brings her signature [[{{Combos}} combo]]-heavy fighting style to ''Smash Bros.'', showing Nintendo's greatest how a witch does things.\
493\
494Starting on April 1st, 2015, a ballot on the official ''Super Smash Bros.'' website allowed fans to vote for characters they wished to appear as DLC. After several months of taking votes, the ballot closed in October, and Bayonetta was announced on December 13, 2015 as the ballot winner. She was apparently the number one most requested character in Europe and within the top five in the United States — among "negotiable and realizable characters"[[note]]Presumably meaning characters that actually had a reasonable chance of being licensed for the game and characters that originate from a video game specifically; the true Smash Ballot winner was later revealed to be [[Franchise/KingdomHearts Sora]], who found his way into the [[VideoGame/SuperSmashBrosUltimate next game]].[[/note]], she averaged out to be the most requested worldwide. She was added to the game alongside Corrin on February 3rd, 2016.
495\
496\
497True to her origins, Bayonetta is a fighter who thrives on combos: her default combo string is the longest out of any other characters', and her moves are designed to easily flow one into another. As opposed to Ryu or Ken, whose combo game is strongest when their feet are planted on the ground, Bayonetta is at her most deadly when she can catch her opponents in midair and follow through with a relentless barrage of punches and kicks. One of her main weaknesses is the long wind-up and cool-down of her Smash attacks (also her best means of KO'ing her foes), but if she can catch an opponent in [[BulletTime Witch Time]], she can open them up to a finishing blow!
498\
499Her default outfit is from ''VideoGame/Bayonetta2'', though you can switch to outfits based on her first game.
500
501->See [[Characters/BayonettaTitularCharacter Bayonetta's page]] for more information on the character in her origin series.
502----
503* EleventhHourRanger: She's one of the last four characters to join you in ''World of Light'' in ''Ultimate'', being found in [[TheVeryDefinitelyFinalDungeon The Final Battle]] and requiring you to beat and unlock Roy in order to get to her.
504* ActionGirl: This is the same woman who quite literally tore apart Heaven and Hell, fighting against and killing powerful angels, demons, and even [[DidYouJustPunchOutCthulhu gods]].
505* AdaptationalModesty: Bayonetta's clothing in her own series tends to have holes in [[MaleGaze certain places]], but in ''Smash'', they're instead covered up with a diamond-like weave pattern different from the rest of the outfit. Her Wicked Weave attacks also show less skin: whereas in her series, she ends up almost entirely naked and relies on a SceneryCensor (usually from the outfit-hair spiraling off in just the right arc), in here, she only loses her sleeves and leggings.
506* {{Animorphism}}: In her home series, Bayonetta could acquire various skills that would allow her to transform into various animals. In ''Smash'', she specifically uses Bat Within.
507* ArmedLegs: Bayonetta wears a gun on each of her high heels, and she can make them shoot at will.
508* ArsonMurderAndJaywalking: Palutena describes Bayonetta as such in her guidance to Pit.
509--> '''Palutena''': Bayonetta. Nemesis of angels. Slaughterer of Centurions. Wearer of questionable outfits.
510* ArtificialStupidity: Her Level 9 [=AI=] in ''3DS/Wii U'' and ''Ultimate'' cannot use her recovery properly. She will fail to use her After Burner Kick after a Witch Twist leading her to self destruct when she could have come back.
511* AudienceParticipation: As noted above, she's the official winner of the Fighter Ballot.
512* {{Badbutt}}: {{Defied|trope}} by Bayonetta's depiction in the game. While a lot of pragmatic censorship was necessary to keep her family-friendly (i.e. removing her (infrequent) swearing and toning down her nudity), she is kept in-character as much as possible, retains ''some'' nudity, and has her semi-realistic firearms untouched, and her dialogue avoids GoshDangItToHeck euphemisms that are highly typical of Badbutt characters[[note]]the closest thing is her "Don't mess with a witch" line in her reveal trailer, which isn't as blatantly euphemistic as using "darn" or "heck"[[/note]]; her side taunt notably averts NeverSayDie, a trope stereotypical of Nintendo's early days. The ''Bayonetta''-related content in ''Smash'' pulls no punches in describing demons and Inferno as they appeared in the games.
513* BatOutOfHell: Her Bat Within move lets her transform into a swarm of bats. It's activated if Witch Time is used too late or if she dodges slightly late, and it reduces damage and negates any knockback she might have taken from an attack, in addition to letting her "warp" a short distance. If performed via Witch Time, her foe can potentially still be affected by Witch Time's slowdown effect, should they hit her when Bat Within and Witch Time's activation frames overlap.
514* BattleIntro: Comes out of her Bat Within form and produces a purple Umbra Magic symbol.
515* BeehiveHairdo: Her original ''Bayonetta'' outfit has her sporting one of these, in a style reminiscent of a classic witch's hat.
516* BilingualBonus:
517** In the Japanese version, if her original outfit is selected, Bayonetta will use her English voice instead of Japanese. This is in reference to the original game, which initially was released with only English in all regions, and did not receive a Japanese dub until the Wii U re-release.
518** Even in the English version, when using her forward throw she will sometimes say "Juu'nen hayain da yo!", a Japanese insult which basically translates to "[[YearsTooEarly You're ten years too early!]]" and a catchphrase of a certain Sega fighter (see ShoutOut below).
519* BlingBlingBang: Wears her signature guns on her hands and feet. They are quite the ornate pieces of hardware, with detailed designs and unique names for every single one of them in both sets of four.
520* BondOneLiner: Uniquely, she tends to drop a few of these when using her smashes, such as accompanying her up smash with a casual "Ta-ta!" or shouting "See you." or "Get out!" when using her forward smash and standard attack respectively. She also has a PreAsskickingOneLiner in "[[TitleDrop Smashing!]]" when activating her [[LimitBreak Final Smash]].
521* BoobsAndButtPose: Her artwork in ''Ultimate'' has this, but downplayed by the fact that her chest is obscured by her hair, placing the emphasis solely on her rear.
522* {{Bowdlerise}}: Her games of origin, ''VideoGame/{{Bayonetta}}'' and ''VideoGame/{{Bayonetta 2}}'', are rated M due to containing (among other things) swearing and barely-censored nudity when she uses certain techniques, like her Wicked Weaves, though [[PrecisionFStrike she doesn't swear much]]. In ''Smash'', she doesn't swear ''at all'', and using her Wicked Weaves and Infernal Climax only makes her about half-naked (partly because unlike her native games, ''Smash'' players can move the camera pretty much wherever they want). It had to happen, though, as she is an M rated character coming over to an E10+ rated game; as discussed by [[WordOfGod Sakurai himself]], Bayonetta had to be toned down to keep an all ages ("A") rating in Japan. Ironically, she gets off a bit more lightly than Snake did despite ''Brawl''[='s=] Teen rating, as her guns are untouched, and the ''Bayonetta''-related content still makes regular references to demons and Inferno (with Rodin's trophy outright mentioning the name of his bar, "Gates of Hell").
523* BottomlessMagazines: She fires those guns of hers with magic, so she never needs to reload.
524* BoyishShortHair: Her primary outfit, based on her redesign in ''Bayonetta 2'', features her with short, black hair.
525* BulletTime: She can activate "Witch Time" to slow down time against foes who try to attack her. Unlike her source game, she doesn't slow the entire battlefield down; just the attacker.
526* ChargedAttack: Her Bullet Climax can be charged up to give a little more punch to the bullets.
527* CombatStilettos: Bayonetta has guns attached to her high heels.
528* {{Combos}}: Keeping in line with the gameplay from her home series, Bayonetta is ''immensely'' combo-heavy. What differentiates her from Ryu is that while his moves are all single-hit and geared towards ground combat, Bayonetta's attacks are mostly multi-hit moves and are made to keep her and her target in the air.
529* CounterAttack: Witch Time, which serves as her down special, is activated like other counter attack Special Moves in the series.
530* CruelAndUnusualDeath: Unlike the other Final Smashes, if Bayonetta racks up enough damage to the opponent(s), rather than getting sent flying, they are destroyed on the spot.
531* CutsceneIncompetence: [[https://www.shacknews.com/article/108755/sakurai-explains-why-kirby-survived-the-super-smash-bros-ultimate-world-of-light-trailer Even Sakurai himself noted]] Bayonetta would have been able to avoid Galeem's attack at the beginning of World of Light by escaping in to Purgatorio. However, as she is a complex character to play, it was decided she would be made unlockable much later in to the campaign and therefore is vaporized along with the rest of the cast besides Kirby.
532** Having taken down two deities, she probably would have stood a better chance against Sephiroth than she was shown to in his reveal trailer, were it not for the purpose of the trailer to highlight Cloud and Sephiroth's rivalry.
533* DamnYouMuscleMemory:
534** The most efficient way to gain height with her is to use Witch Twist, her Up Special, first, and ''then'' follow with your second jump, which allows you to use Witch Twist a second time. Considering that almost every other character in ''Smash'' history loses their jump if they use their Up Special first, and Bayonetta's recovery is pitiful if you do it traditionally, you'll have to train yourself not to double-jump on instinct in order to make her recovery serviceable.
535** Her Bullet Climax standard special attack can be seen as very situational due to its upwards diagonal arc. One the one hand, against taller enemies such as Ganondorf and Donkey Kong, it can be a great zoning tool, and can even be useful at keeping medium-sized challengers like the ''Fire Emblem'' crew at bay. However, small characters like Pikachu and Kirby are nigh-impossible to hit with the attack on the ground, and if you attempt to use Bullet Climax on them they are perfectly capable of running all the way up to you, every shot going over their heads.
536** All of Bayonetta's Smash attacks have hitboxes that are only in front of her, with ''nothing'' behind her. This denies her the usual panic option of immediately Down-Smashing when someone ends up behind her, making her very susceptible to a BackStab until you drop the habit. Deciding what Smash Attack to use has less to do with where your opponent is and more about what direction you want to send them flying in.
537* DanceBattler: The way Bayonetta moves is incredibly graceful, whether she's performing something as simple as her standard attacks to more complex moves like her Final Smash.
538* DarkHorseVictory: Next to ''no one'' expected her to seemingly win the ballot. This even includes her fans who voted for her, while citing how great of a fit she would be in the game, relenting that since her game is M-Rated (for sexual themes and violence), she would likely not be added into a fighting game with an "Everyone 10 and Up" rating. However this was ultimately {{subverted}} when Sakurai revealed that [[Franchise/KingdomHearts Sora]], who would end up being the final DLC character of the next game, was the real winner of the ballot.
539* DarkIsNotEvil: Some of her actions can come off as a bit questionable, such as attacking Pit and Dark Pit in her reveal trailer, but she's ultimately a heroic figure (though an incredibly snarky one). In the case of her antagonism towards Pit and Dark Pit, she was simply mistaking them for the kind of angels that she fights in her home series.
540* DeadpanSnarker: She's this in her own series, so naturally, it carries over to ''Smash''. She's already spouting one-liners as soon as she meets Pit:
541-->''(In response to [[VideoGame/KidIcarus Palutena]] saying she thought witches were extinct)'' "Cheeky, especially coming from an ''endangered species''."
542* DealWithTheDevil: All Umbra Witches were required to sell their soul and make a contract with a demon from [[{{Hell}} Inferno]]. Bayonetta's contract is specifically with Madama Butterfly, who is summoned through Bayonetta's Wicked Weaves. In an odd addition to this trope, the two of them are on rather good terms with each other.
543* DeathOfAThousandCuts: Many of Bayonetta's moves are weak swipes that hit multiple times and have fixed knockback, meant to juggle enemies until they're in KO range - the attacks that ''don't'' can be counted on one hand. Compounding this are her Bullet Arts follow ups, which don't inflict any flinching or knockback but can be chained after ''any'' move. A well-adjusted Bayonetta player can rack up damage frighteningly fast.
544* DifficultButAwesome: She has some noticeable start lag on her moves and ending lag on her Smashes, the highest amount of start lag and end lag on her dodges among the entire roster, her attacks are generally on the weak side, her down special requires exact timing to get the most out of it, and her recovery is initially piss poor. That said, her down special slows down the opponent when used with exact timing, she's one of the few characters that can use her recovery moves multiple times (both for combos and recovering), her laggy dodges have a unique fail-safe mechanic on their startup in the form of Bat Within, and due to her game's StylishAction gameplay being translated to Smash, she's the most combo-centric character this side of Ryu.
545* DivingKick: Her After Burner Kick can be used like this if down is pressed before using it. It's harder to land, but is incredibly useful for starting or extending combos.
546* DoWellButNotPerfect: If the player's timing on the Witch Time counter or their dodge is slightly off, Bayonetta instead uses Bat Within; she still takes some damage, but negates the knockback and dodges in a direction of the player's choice, giving her some survivability so she has a chance to retaliate. And if she performed Witch Time, [[http://www.ssbwiki.com/images/e/e7/SSB4_-_Bat_%26_Time.gif it's still possible for her opponents to be slowed down]].
547* DownloadableContent: The final DLC character in ''3DS/Wii U''.
548* TheDragon: [[spoiler:She is found guarding the true Crazy Hand in The Final Battle, and both serve as co-dragons to Dharkon]].
549* TheDreaded: To at least two characters. Pit, in his Palutena's Guidance discussion, is openly terrified of Bayonetta (Palutena's BrutalHonesty about [[DraggedOffToHell the fate of angels Bayonetta defeats]] does not help). Also hinted at in the ''World of Light'' adventure mode, [[spoiler:where she's considered a champion of Darkness on par with Crazy Hand.]]
550* ExactWords: When she was added to the game, Sakurai specifically stated that of the entire Smash Ballot, she was the top pick who was most ''realizable''. The reason for this very specific choice in phrasing would only come to light [[VideoGame/SuperSmashBrosUltimate six years later]] -- the true winner of the Smash Ballot was '''[[Franchise/KingdomHearts Sora]]'''.
551* FamilyFriendlyFirearms: [[{{AvertedTrope}} Averted]]; unlike with Snake, Bayonetta's guns are left intact despite the family-friendly nature of ''Smash'', although they were fairly fantastical weapons to begin with.
552* FantasticRacism: She ''does not'' like the ''VideoGame/KidIcarus'' crew at all, considering them to be [[LightIsNotGood the same as the angels of her home series]].
553* {{Foil}}: To [[VideoGame/KidIcarus Palutena]]. Both are powerful female characters that use magic on their movesets one way or another and are on the heroic side, and were captured by Galeem and Dharkon to do their bidding, but they're still different like day and night. Bayonetta is a [[KillTheGod god-slayer]] and an [[AntiHero anti-heroine]], Palutena is a [[PhysicalGod goddess]] and a heroine. Bayonetta has [[DarkIsNotEvil a predominantly black, dark motif to her]], Palutena has [[LightIsGood a predominantly white, light motif to her]]. Bayonetta uses [[BadPowersGoodPeople Umbra (dark) Magic]] to conjure her moves, Palutena uses [[LightEmUp white magic]] to conjure hers. Bayonetta is a certified DeadpanSnarker and it can take a bit of time to actually see her true colors, Palutena is [[TheGadfly gadflyish]] and a NiceGirl who's benevolent to most people.
554* FragileSpeedster: Most of her attacks don't hit for much, she's rather lightweight, her tall frame makes her an easy target, and, unless you know how to use it, her recovery is about as good as Little Mac's (in other words, it's awful). That said, her combo game is on par with, if not better than, Ryu (who was outright dubbed ''Smash''[='=]s "King of Combos").
555* GameplayAndStorySegregation: Retroactively. ''VideoGame/Bayonetta3'' reveals that Gomorrah will only obey Bayonetta if she offers it angels to consume. But this wouldn't fly in Smash, where Pit and Dark Pit are the only angels to be found.
556* GiantFootOfStomping: Her Down-Smash summons Madama Butterfly's foot to crush her enemies. It's especially savage against opponents clinging to ledges, where they're instantly meteor smashed if hit with the move.
557* GodivaHair: That bodysuit of hers is actually made from her long, magically manipulated hair. Her original ''Bayonetta'' costume especially evokes this trope, since the hair on her head is directly connected to the rest of her outfit.
558* GoodWingsEvilWings: Her butterfly wings fall somewhere in the middle of the spectrum, especially compared to her rivals Pit and Dark Pit who both represent the extremes of this trope. In any case, it sure symbolizes her grace and deadliness.
559* GoshDangItToHeck: Subverted. Bayonetta's language had to be inevitably toned down given how much [[SirSwearsALot almost everyone swears in her home games]]. Case in point, during her reveal trailer, she ends with the line "Don't ''mess'' with a witch".[[note]]The line from the original game being, "Don't [[PrecisionFStrike FUCK]] with a witch."[[/note]] However, her dialogue doesn't include the awkward euphemisms typical of this trope such as "gosh", "darn", "heck", etc. as they would be [[{{Badbutt}} very jarring for her character]], and instead just avoids kid-friendly pseudo-swears (and real swears) entirely. [[{{Irony}} Ironically]], she already swore a lot less than her antagonists and supporting cast did, only having a few rare {{Precision F Strike}}s and the occasional, "To Hell with you!", battle quip, and even played this trope straighter than in ''Smash'' in one instance ("Flock off, feather-face!"). The one instance of language that Bayonetta brings to the game isn't spoken by the witch herself, but is rather found in a trophy description: Rodin's trophy explicitly mentions his bar, the "Gates of Hell".
560* GuestFighter: The second from ''Creator/{{Sega}}'' and the seventh in the series' history, originating from the ''Bayonetta'' series. She's also notable as being the first 3rd party character in the series to have debuted in the 21st century. It's also [[ZigZaggingTrope Zig-Zagged]], as the games from ''2'' onwards are funded, published, and owned by Nintendo.
561* GunFu: She gracefully jumps, spins, and dances around whenever she shoots and attacks with her guns.
562* GunKata: Her Bullet Climax technique, which serves as her neutral special, hasn't gotten any less sensual, ridiculous, or deadly.
563* TheGunslinger: Bayonetta wields ''four'' guns at the same time while shooting them with incredible grace and proficiency. She's also the first ''Smash'' character to use somewhat realistic guns in her moveset rather than FamilyFriendlyFirearms,[[note]]Not counting the Wild Gunmen in Duck Hunt's moveset[[/note]] something even [[VideoGame/MetalGearSolid Snake]] couldn't get away with when he was playable.
564* GunTwirling: She twirls the guns in her hands ''very'' frequently during her attack animations.
565* GunsAkimbo: She simultaneously wields four supernatural pistols forged by the fallen angel Rodin. In her costume from the original ''Bayonetta'', she wields the Scarborough Fair, while in her ''Bayonetta 2'' outfit, she wields the Love is Blue.
566* GunsAreWorthless: Zigzagged. While Bullet Climax has stopping power, respectable strength, and speed, all of her Bullet Arts do scratch damage at most and don't even make foes flinch.
567** Her ground Bullet Arts following her flurry of punches will push back an opponent a little, useful against someone who's protected by a shield and standing just a bit too close to the ledge.
568* HellBentForLeather: Her normal outfits have a dark, shiny, and form-fitting appearance, making it look like this trope.
569* HeroicComedicSociopath: She may be heroic, but she takes full delight in beating the ever-living tar out of her foes. Case in point, she's clearly enjoying herself when she's causing Pit [[OhCrap to panic]] in her reveal trailer.
570-->''I ''like'' it when you play hard to get...''
571* HighClassGloves: Wears gloves almost reaching her shoulders in her default costume, befitting of a proper lady.
572* HomeStage:
573** ''3DS/Wii U'': Umbra Clock Tower in both versions. Based on the introduction from the first ''Bayonetta'' where Bayonetta and Jeanne fight back against Angels. The stage may occasionally enter Purgatorio, where various enemy types such as the Affinity and Fortitudo make cameos that do not affect the match.
574** ''Ultimate'': Umbra Clock Tower.
575* HotWitch: Bayonetta wears a skintight outfit made of her own hair, dances sensually and is stripped naked (albeit less so in ''Smash'') when she summons her demons, and is in general TheTease.
576* IAmVeryBritish: Speaks with a Received Pronunciation accent, in contrast to Shulk's working-class British accent.
577* IdleAnimation:
578** She performs a beckoning gesture with her gun.
579** She Holds her left gun in front of her, and her right gun upwards beside her head. This idle pose only occurs once she ends any grounded attack, and she returns to her standard idle animation after a few seconds
580* InSeriesNickname: Her crowd chant has the audience refer to her as "Bayo" for short.
581* InstantRunes: Like her original series, some of her spells cause magic circles to appear, and they overall serve as a motif for her. Notably, one appears as she appears for the first time from Bat Within in her trailer, before we even see her and another behind her tagline in her splash art. The fact that her attacks have these was even pointed out by Sakurai during her play style explanation in the final Smash Direct for ''3DS/Wii U''.
582* {{Irony}}: Bayonetta was considered for ''[[VideoGame/SegaSuperstars Sonic & All-Stars Racing Transformed]]'', but the developers couldn't figure out how to keep her style and attitude intact without raising the rating of the whole game. In ''Smash'', however, she's has been toned down to more family-friendly levels while still maintaining much of her own characterization.
583* IShallTauntYou: Her famous dance is used as her down taunt, her up taunt is actually taken from her long taunt in ''Bayonetta 2''. All three of her taunts last quite a while, and like in her home games, they can be cancelled out at any time.
584* JustFrameBonus:
585** A likely unintentional one thanks to the unconventional nature of Bayonetta's recovery, but using Witch Twist on the frame after inputting a DoubleJump ''will give it back'', and has the potential to give her two extra uses of Witch Twist and two extra midair jumps.
586** Bat Within will activate on all of Bayonetta's defensive maneuvers, halving all incoming damage while negating knockback and giving her the quickest activation in the game. Since she still takes damage, her regular invincibility is usually better... but unlike her rolls and her sidestep, activating Bat Within from her air dodge will let her teleport in a direction of her choosing[[note]]unless teleporting upward, which can only be done with jump momentum[[/note]] and counterattack. Her back aerial attack, which has a sweetspot on her heel, is particularly good at this when teleporting through an opponent.
587* KickChick: Many of her attacks involve kicking her opponent. Notably, her Side Special while in the air is the After Burner Kick, which can be angled downwards by pressing down before using it.
588* KillSteal: Her guns can be used to shoot an opponent launched by another, and ''she'' can take credit for the KO.
589* KillTheGod: She's killed no less than two different {{Physical God}}s in her home games. She references this feat in her reveal trailer when she mocks Palutena by calling her "an endangered species".
590* LadyOfBlackMagic: Bayonetta's a sensual and feminine Umbra Witch who can summon Infernal Demons to land damage on her opponents.
591* LadyOfWar: She [[DanceBattler moves very gracefully]] in her attacks, has a play style based on {{combos}} that gives her less of a brute-force approach, and is a cool-headed and classy lady.
592* LastOfHerKind: Referenced by Palutena in Bayonetta's trailer, thinking that Umbra Witches were extinct. She's partially correct: Bayonetta and her friend, Jeanne, are the only Umbra Witches that survived [[FinalSolution the Witch Hunts]]. Bayonetta responds by calling Palutena an endangered species.
593* {{Leitmotif}}: Her reveal trailer prominently plays ''[[https://www.youtube.com/watch?v=AovGVFQyZVA Let's Hit The Climax!]]'' from ''Bayonetta 1'', which she reuses in ''Ultimate'' for her character trailer. In addition, her personal battle themes from her home games, ''Mysterious Destiny'' and ''Tomorrow Is Mine'', receive instrumental remixes for her appearance in ''Smash''.
594* LimitBreak: Her Infernal Climax. Unlike other Final Smashes, it must charge after being started by attacking opponents, but as a trade off, anyone who contributed to the charge (by being hit) cannot avoid the attack that follows. If a fighter is caught after receiving 100% damage, they are instantly [=KOed=] similar to a Danger Zone.
595* LogoJoke: The sparkle that appears on her glasses in her trailer is shaped like the Platinum Games logo.
596* MageMarksman: She's both a magic user and a gunslinger. Umbra Witches in general fight with a combination of guns and black magic, using said magic for augmenting their attacks or summoning demons to fight on their behalf.
597* MagicHair: Of a sort. Bayonetta's hair makes up the costume she wears, and it's used as a conduit to summon demons, such as through her Wicked Weaves. However, the hair itself isn't magical; she uses her magic to manipulate the hair.
598* MaleGaze: Her trailer has some quick close-ups to her figure. No surprise there; [[MsFanservice this is Bayonetta who we're talking about here]] after all.
599* MechanicallyUnusualFighter: In a similar vein to Ryu, Bayonetta's controls and moves work rather differently compared to other fighters, making her really stand out even in comparison to the rest of the game's oddballs.
600** Bayonetta is a heavily combo-oriented fighter similar to Ryu, though she has the flashy multi-hitting style of her home series as opposed to Ryu's traditional fighting game style.
601** Also similar to Ryu, Bayonetta's aerial side special has an alternate input that changes it's mechanics. When used normally it is an upwards-diagonal rising kick, but if down is entered before using it (most effective using a quarter-circle input similar to Ryu's alternate Hadoken command) it will be a downwards DivingKick instead. The command can be tricky to use, though, and if entered too quickly can lead to an accidental use of Witch Time.
602** Bayonetta's Front Air and Strong Side attacks both consist of three consecutive attacks, each attack happening on input (in other words, whoever is playing as her needs to press the attack button three times in a row) as opposed to being automatic.
603** While using almost all of her attacks, you can hold down the attack button you're pressing to make Bayonetta use her Bullet Arts and shoot with her guns to rack up more damage, even from afar, just like in her home series. The shots won't cause flinching or knockback, however. If she uses her Bullet Arts with her Up Air and Neutral Air attacks, said attacks will be extended as [[SpectacularSpinning she spins around]].
604** Her default special attack is her Bullet Climax, which unlike most ranged attacks always fires a slightly upwards diagonal angle, meaning it's difficult to hit smaller foes from a distance and near impossible to hit crawling enemies. The tradeoff being that the shots come out shockingly quick (think Fox's blaster) but cause hit-stun (think Falco's blaster). In addition, Bullet Climax can be [[ChargedAttack charged]] for even stronger attacks (think Wolf's blaster from ''Brawl'').
605** Her Final Smash runs on an entirely different set of rules compared to others. It has to be charged up by hitting opponents, and an enemy has to be mid-knockback at the end of it otherwise it whiffs. Also, during Gomorrah's chewing, you can [[ButtonMashing Button Mash]] for extra damage (just like in Bayo's own games) and it can deliver an ''instant [=KO=]'' if an opponent's damage reaches 100% or more.
606** To get the most out of her up special, recovery-wise, you need to use her up special, double jump, and ''then'' use her up special again. This takes some getting used to because, for everyone else, you need to save your Up Special for last when recovering (since using it even once puts you into a helpless state). Unless you get used to it, her recovery is about as good as Little Mac's.
607** Her down special is a counter, but unlike every other counter special in the game which is a CounterAttack, Bayonetta instead activates [[TimeMaster Witch Time]], which puts her enemy into [[BulletTime slow-motion]] for a period of time based on several factors (frequency of move used, enemy's current damage percentage, strength of the attack she is countering, etc.) and allows her to attack as desired. No other attack in the game has a similar effect (the only thing that comes close is the Timer item).
608** Bayonetta's dodges are the overall laggiest among the entire cast, but this flaw is somewhat mitigated by her unique special ability called Bat Within, which triggers when she's hit during the start lag of her dodges or the start or end lag of her Witch Time counter. The effect causes Bayonetta to transform into a flock of bats and teleport a short distance in any direction the player chooses, as well as reduce damage and remove any knockback. However, activating it on purpose can be difficult, meaning is can be just as confusing for her opponent as it can be for the player using her.
609* MeteorMove: Her Down-Smash is a giant hitbox of pure spiking that will Meteor Smash anyone that doesn't have their feet on the ground. Her Down Air attack, based on her basic falling Kick move in ''Bayonetta 2'', can also Meteor Smash opponents if it's sweetspotted on her heel, but unfortunately [[InertiaIsACruelMistress can't be halted if you miss]].
610* MsFanservice: It's toned down from her origin games, but that's not saying much. She's still strutting and dancing around in a skintight bodysuit, firing off sassy and flirtatious comments at every excuse, and showing off some skin using her Wicked Weaves.
611* MusicalThemeNaming: Bayonetta's two sets of guns have music-based names. Scarborough Fair is named after the traditional ballad of the same name, and the individual guns' names (Sage, Parsley, Rosemary and Thyme) are based on some of the lyrics of said song. Love is Blue is named after the song of the same name by André Popp and Pierre Cour, and the individual gun's names (Prelude, Minuet, Toccata and Nocturne) are based on types of musical compositions.
612* MythologyGag:
613** One of her outfits is taken from her appearance in the original ''Bayonetta'' and has her wielding the Scarborough Fair. Her primary outfit is taken from her appearance in ''Bayonetta 2'' and has her wield the Love is Blue.
614** Her Bullet Arts follow-ups, which can be used by holding an attack button, are based on how her Charge Modifiers work in the original ''Bayonetta'' games.
615** Bayonetta attacking Pit in her introduction trailer is in reference to her fighting angels in her own game. Likewise, Pit is shown fighting Samus and Bowser at the beginning of the trailer, the former of whom provided a wearable costume while the latter's limbs could be used as Wicked Weaves while wearing the Peach and Daisy outfits.
616** She calls Palutena, a goddess of light, an "endangered species" -- referring to her killing Jubileus, who was also a goddess of light [[GodIsEvil (albeit a very antagonistic one)]].
617** Her appearance in front of the moon reflects the designs of the cover artwork for her games of origin.
618** Bayonetta uses a Chain Chomp to attack Lucas in the trailer. She also happened to have a Chain Chomp as a weapon in ''Bayonetta 2''.
619** She can execute one of her famous dance moves that she used against the Joy angel as her down taunt. In addition, all of her taunts, like the taunts in her home series, it can be canceled out at any time.
620** Many visual effects from her home series have been implemented into her appearance in ''Smash''. For example, rose petals fall whenever she takes damage, butterflies appear when she steps on the ground, and her shadow has the shape of Madama Butterfly.
621** The alternate colors for her ''Bayonetta 1'' outfit (red, blue, and green) are taken straight from her previous GuestFighter appearance in ''VideoGame/AnarchyReigns''. In addition to this, the [[http://www.ssbwiki.com/images/7/74/Bayonetta_SSB4_Bayo1.png official render]] (as well as the trophy) of her original costume features her striking a pose that looks incredibly similar to her [[http://vignette3.wikia.nocookie.net/bayonetta/images/a/a3/Bayonettaanarchyreigns.png/revision/latest?cb=20150527232322 official artwork]] from ''Anarchy Reigns'', though with a much less suggestive look on her face.
622** A special PaletteSwap of her ''Bayonetta 2'' costume is based off of [[MirrorBoss Jeanne]], and even includes MysticalWhiteHair that is used for her Wicked Weaves and Infernal Climax. The other two colors for said costume, silver and gold, reference her [[PrettyInMink "Sunday best" dress]] and [[MouthyKid Loki]] respectively.
623** Many of her battle cries, such as "Fire!" and "Bingo!", are the same as in her home games, albeit with rerecorded voice clips.
624** Her [[YourMom "Ask your mum"]] line in her reveal trailer - featured as one of her taunts - is the same as when she performs an extended taunt in ''Bayonetta 2''. The line itself is a reference to the creator of the ''Bayonetta'' games, Creator/HidekiKamiya.
625** Another taunt has her say "New 'do, dead you" which comes from her taunt in ''Bayonetta 2'' when using the [[ChainsawGood Salamandra]].
626** At the end of her reveal trailer, she states, "Don't mess with a witch." This is a [[{{Bowdlerize}} euphemized]] version of a memorable line she says in the original ''Bayonetta'', specifically before she kills Father Balder.
627** The transition to the ''Smash Bros.'' logo at the end of her trailer is made with flying rose petals, in a similar fashion to the GameOver screens in her home games. The musical sting during said transition (which also serves as her victory theme) is the same as the one made when a Verse is completed in her home games.
628** Nearly all of her attacks and animations are identical to the ones from her home games, and several of them even function similarly. It's entirely possible to recreate different combos from ''Bayonetta 2'', such as her Punch-Punch-Kick-Punch combo (the first two hits of her Standard Attack, her Strong Down Attack, then her Up Smash), which is demonstrated against Ike in her reveal trailer.
629** One of her victory animations comes from her pose at the end of her Break Dance move, which is also the inspiration for her crouch. The kick of her Break Dance attack is also used for her floor attack.
630** Another one of her victory animations has her dancing before posing with her SexyBacklessOutfit facing the player, reminiscent of the pose she took for the Wii U release cover art for her first game.
631** Her last victory animation has her perform an epic pirouette, a reference to the Odette ice skates weapon from her first game, as well as the move used in the Prologue chapter of ''Bayonetta 2'' during her first encounter with the angels.
632** All of her quotes during her victory animations also come from her various taunts from ''Bayonetta 2'':
633*** "That all you've got?" comes from her taunt using the [[SnakeWhip Alruna]].
634*** "You're making it easy" comes from taunting with the [[CoolSword Rakshasa]]
635*** "Dreadful" is the taunt used with any sort of [[GunsAkimbo firearms]] or the [[MorphWeapon Rodin]].
636*** "Don't make me beg" is heard when taunting using the Takemikazuchi.
637*** "Miss me, baby?" is from the taunt wielding the [[SinisterScythe Chernobog]].
638** A screenshot on the official site shows Mario and Luigi carrying presents behind Bayonetta, referencing the opening of ''Bayonetta 2'', where she had Enzo carry all of her Christmas shopping items.
639** Her SarcasticClapping if she loses a match looks near-identical to when she clapped for Loki when they first met each other in ''Bayonetta 2''.
640** A very minor detail, but when she uses the [[VideoGame/SuperMarioBros2 Grass item]], instead of plucking the root out of the ground, she will kick it into her grasp. This is the same way Bayo picks up [[ExclusiveEnemyEquipment enemy weapons]] in her games.
641** She can WallJump, just like she can in her games.
642** Her entrance animation has her emerging from her Bat Within form with an Umbra Witch rune forming behind her, a nod to how she can move from the human realm to Purgatorio by forming magic circles. The way that she takes out her guns at the end of the animation is also similar to when she takes them out during the Applaud angel's first appearance in the original ''Bayonetta''.
643** She has the ability to cling to walls, standing against the surface with a [[InstantRunes magical rune]] at her feet. This is similar to how she is able to use the Witch Walk technique to run on walls under the influence of the [[{{Lunacy}} full moon]] in her home series.
644** The pummel attack of her grab is a slap based on her Slap Punishment Attack, her forward throw is based on her Tetsuzankou technique, and her down throw is based on her Stomp Punishment Attack.
645** Sometimes when performing a forward throw, she will say ''"Jū nen haiyan dayo!"'', which is Japanese for "[[YearsTooEarly You're ten years too early!]]" This is based on a very rarely seen ShoutOut in the ''Bayonetta'' games to the ''VideoGame/VirtuaFighter'' series, it occurs if Bayonetta uses a Tetsuzankou, a move similar to a shoulder check Akira Yuki uses (which is where the quote comes from), at the end of a Verse if she's also achieved a [[RankInflation Pure Platinum Rank]].
646** The TakeThatKiss that she blows after using a Special Flag is identical to her animation when she completes a Verse and locks onto an enemy in her home games.
647** Her spot-dodge animation has her perform her standard short taunt from ''Bayonetta 2''. She'll even say "Dreadful!" every once in a while when she does so, making it identical to when she performs it in said game.
648** Her Final Smash is one big reference to how she finishes off most bosses in her home games: Summoning an Infernal Demon to kill it. The charging up portion, where you have to damage opponents while Witch Time is in effect, is similar to how the bosses had to have their health depleted in the original games before she can use a Climax finisher. The final part of the attack, summoning Gomorrah, even has a [[PressXToNotDie Quick Time Event]] where you can do some ButtonMashing and increase the attack's damage, again, similar to the original ''Bayonetta'' games.
649* NamedWeapons: The two sets of guns that Bayonetta can wield have unique names. The guns from the original ''Bayonetta'' are named Sage, Parsley, Rosemary, and Thyme, and are collectively called Scarborough Fair. The guns from ''Bayonetta 2'' are named Prelude, Minuet, Toccata and Nocturne, and are collectively called Love Is Blue. Their names are engraved on the guns themselves, but you'd have to zoom in on Bayonetta while under the effect of a Super Mushroom to see them clearly.
650* NecessaryDrawback: Her Witch Time and affinity for combos had to be slightly toned down to work in ''Smash''. In the former's case, Witch Time only slows down whoever gets hit by her CounterAttack and gets progressively weaker if used in succession. Witch Time also stales even if it is spammed but isn't activated, to the point where when it is eventually triggered it will barely have any effect. In the case of her combos, the more moves she chains into an aerial combo, the longer her lag time is when she lands, and certain moves can't be chained more than once or twice because of their knockback direction.
651* {{Nerf}}:
652** The 1.1.6 update applied a heavy amount of nerfs to Bayonetta, and ''only'' her. Some of the biggest nerfs were directed towards her [[DivingKick Downward Afterburner Kick]], changing the knockback angle and hitbox size to make it significantly less useful for starting combos.
653** While she gained a few buffs in ''Ultimate'' to fit the game's engine better, a lot of her kill moves have either been weakened or have more lag, her Heel Slide can be easily punished if her opponent just shields it, and Witch Time's effectiveness is now tied to the power of the move that hits her. She's also one of the few characters from ''For 3DS/Wii U'' to have increased lagging lag on her aerials. Lastly, she can no longer pull off ladder [=KOs=] unless they are started almost right at the blast line, making one of her original biggest weaknesses (general lack of KO ability, especially at higher percentages) far more apparent.
654* NeverSayDie: Notably averted with her side taunt (quoted above), despite the bowdlerization to her character and the whole "characters don't actually kill each other" vibe of the ''Smash'' series.
655* NoodlePeople: Just like in her original game, she's remarkably tall, slender, and long-limbed. Contrast most of the cast, who have either cartoonish proportions or a HeroicBuild.
656* OurWitchesAreDifferent: Bayonetta is one of the two remaining Umbra witches, a clan of angel-hunting sorceresses who derive their power from the Infernal demons. One of her palette swaps is based on the other surviving Umbra witch, Jeanne.
657* PaletteSwap: Her original outfit from the first ''Bayonetta'' game is selectable through these. In addition, one of Bayonetta's alternate colors makes her resemble Jeanne, complete with white hair that is used for her Wicked Weaves. If you want to go further into Platinum's history, it could also count as a ShoutOut to her spiritual predecessor, ''[[VideoGame/DevilMayCry Dante]]''. Her three alternate colors for her original outfit are themselves borrowed from those she could wear in ''VideoGame/AnarchyReigns''.
658* PistolWhipping: Her melee attacks that aren't [[KickChick kicks]] are punches and smacks using her guns, she can even fire some shots into her enemies after smacking them around by the player holding down the attack button.
659* PurpleIsPowerful: Many of her magic attacks have a purple color to them, and she's quite the capable fighter.
660* RapidFireFisticuffs: Her Jab combo, based on her standard punching combo from ''Bayonetta 2'', ends with her rapidly punching her opponent before sending them flying.
661* ReallySevenHundredYearsOld: Despite looking like she is in her twenties, Bayonetta is over 600 years old.
662* TheRival: Her introduction trailer plays her up as this to the ''Kid Icarus'' characters. Killing gods and especially angels is her thing, after all.
663* SarcasticClapping: Her losing animation has her doing this.
664* SecretCharacter: '''For ''Ultimate''''': Have a Cumulative Wait Time of 7 hours, beat Classic Mode with Mario or anyone in his unlock tree two times, or find and defeat her in ''World of Light''.
665* SexyBacklessOutfit: But of course! Both her ''Bayonetta 1'' and ''Bayonetta 2'' outfits leave her back bare, adding to her alluring appearance. Some of her taunts, as well as one of her Victory animations, have her posing with her back towards the player, placing emphasis on this.
666* TheShadowKnows: In ''Wii U'' and ''Ultimate'', Bayonetta's shadow is actually that of Madama Butterfly, the Infernal Demon from whom she derives her basic powers.
667* SheFu: Her attack animations emphasize grace and flashiness, with frequent spinning and flipping throughout.
668* ShoppingMontage: One of her official screenshots has her recreate her Christmas shopping spree from ''Bayonetta 2'', with Mario and Luigi as the beleaguered guys following her around and carrying her gift boxes.
669* ShoutOut:
670** Bayonetta's After Burner Kick is a reference to ''VideoGame/AfterBurner'', as is the song of the same name from her stage.
671** Her forward throw is her Tetsuzankou technique, a shoulder check that is the SignatureMove of Akira Yuki from ''VideoGame/VirtuaFighter''. Rarely, she'll even say "[[YearsTooEarly Juu'nen hayain da yo!]]", Akira's CatchPhrase.
672* ShownTheirWork: As stated by [[WordOfGod Sakurai himself]], the development team made sure to make her control as similarly to the original ''Bayonetta'' games as possible. On top of this, almost every one of her attacks and animations are taken straight from the combos and techniques she could perform in her games of origin.
673* SlideAttack: Her Heel Slide attack acts as her Side Special when she's on the ground. You can hold down the Special Attack button while using it to launch an opponent in the air and potentially start a combo.
674* TheSmurfettePrinciple: Bayonetta is the only female third party character in ''3DS/Wii U'', and if you don't count Corrin (who [[PurelyAestheticGender can be either gender]]), the only female DLC character in that game as well. Even with ''Ultimate's'' considerable expansion of third-party representation, she's still the only exclusively female character from outside of Nintendo. (Although Banjo & Kazooie are a male-female tag-team, and Steve has his DistaffCounterpart Alex as palette swaps.)
675* StatuesqueStunner: She's not been given official measurements, but proportionately, she's about ''twelve heads tall'' going by her official artwork.
676* SummonBiggerFish: Bayonetta's Final Smash summons Gomorrah, who will happily devour any opponent whose damage is at 100% or more.
677* SummonMagic: Her Wicked Weaves allow her to summon the fists and feet of Madama Butterfly. Her Final Smash summons the draconic demon Gomorrah to devour her opponents.
678* SupermodelStrut: True to form, her walking animation is a confident and exaggerated sashay, complete with a hand poised on her waist.
679* TakeThatKiss: After she uses a Special Flag item successfully, she will blow a kiss just to rub it in.
680* ThereIsNoKillLikeOverkill: Her Final Smash, unlike all others, does not KO by launching them off the stage. It just straight up ''eats them, wiping them off the map'' (assuming they are at 100% or above when it hits, in any other case the attack's main purpose is to add damage). Effectively, it functions like a Danger Zone.
681* VisualPun: In her announcement trailer, Bayonetta calls out, [[PreAsskickingOneLiner "Smashing!"]], much like she did in her original games... only, this time, she's breaking a Smash Ball while doing so.
682* TheWorfEffect: [[spoiler: She's one of the only three characters, (aside from Greninja and Cloud), to directly attack Sephiroth, with the swordsman pulling an OffhandedBackhand, taking her out with a single strike.]]
683* YearsTooEarly: She will sometimes quote [[VideoGame/VirtuaFighter Akira Yuki]]'s "Juu'nen hayain da yo" when doing her forward throw.
684* YourMom: She has the "[[Creator/HidekiKamiya ask your mom]]" taunt from the [[VideoGame/{{Bayonetta2}} second game]] for her up taunt. Notably though, it's a SubvertedTrope; she's not insulting her foe's mother, she's telling them to ask their mothers for help if they can't handle talking to a classy lady like Bayonetta.
685-->''"If you need to learn how to talk to a lady, ask your mum."''
686* YourSizeMayVary: She's estimated to be about 12 heads tall in her own game. Somewhat subverted in that it's probably mostly the art style (and, if she were a real person, she'd probably be somewhere around 5'10").
687[[/folder]]

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