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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)]] | [[Characters/SuperSmashBros460To63 60–63 (DLC Fighters)]]\
15''Ultimate:'' [[Characters/SuperSmashBrosUltimate64To69 64–69 (Initial Release)]] | [[Characters/SuperSmashBrosUltimateEchoFighters New Echo Fighters]] | '''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]]-]]]]]
20
21[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/capturejghj.jpg]]
22[[caption-width-right:350:Not pictured: Piranha Plant.]]
23This page lists the first six DownloadableContent fighters that were added to ''VideoGame/SuperSmashBrosUltimate'', which includes the five fighters in the first Fighters Pass. In this case, the DLC characters of the Fighters Pass were chosen by Nintendo themselves.
24----
25[[foldercontrol]]
26!Pre-Order Bonus
27[[folder:70 – Piranha Plant (Packun Flower)]]
28[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ssbu_piranha_plant.png]]
29[[caption-width-right:350:[[ManEatingPlant Bloom of Your Doom]]]]
30'''PIRANHA PLANT PIPES UP!'''
31->'''Home Series:''' ''Franchise/SuperMarioBros''
32%%TO PRESERVE FONT SIZE; DO NOT REMOVE
33-->'''Debut:''' ''VideoGame/SuperMarioBros1'' [[[Platform/NintendoEntertainmentSystem NES]]], 1985
34-->'''Creator:''' Nintendo
35-->'''Publisher:''' Nintendo
36
37->'''Playable in:''' ''Ultimate''\
38'''Specials:''' [[SpikeBallsOfDoom Ptooie]], [[PoisonousPerson Poison]] [[BreathWeapon Breath]], [[HeliCritter Piranhacopter]], [[RubberMan Long-Stem Strike]]\
39'''Final Smash:''' [[KingMook Petey Piranha]]
40
41Piranha Plants are (literal) garden-variety {{Mooks}} in the ''Super Mario Bros.'' series that come in several forms, most of which pop out of pipes and attempt to take a bite out of (or breathe fire at) Mario and his friends. Originally a stage hazard in the Mushroom Kingdom stage in ''[=SSB64=]'', this Piranha Plant was PromotedToPlayable in ''Ultimate'' as the game's first DLC fighter. Download codes for it were given to those who bought the game and registered it with their My Nintendo account before the end of January 2019, while Piranha Plant was made available for purchase on the first day of February.\
42\
43It brings moves from several different Piranha Plant species into the fray, making it a surprisingly versatile fighter in spite of being a common enemy. In terms of capabilities, it's on the heavier side of the cast, but its many attacks make it better than the average plant. It can spit spike balls onto enemies, breathe poison gas in front of itself, and hide in its own pot before lunging out for a quick, powerful bite. All of these and more manage to turn a stationary minion of Bowser's into a welcome addition to the roster of ''Super Smash Bros.''
44
45->See Characters/SuperMarioBrosTheKoopaKingdom for more information on the Piranha Plant in it origin series.
46->See Characters/SuperMarioBrosOtherHighRankingSubordinates for more information on Petey Piranha in his origin series.
47----
48* AbsurdlyIneffectiveBarricade: Defied. Piranha Plant gains super armor frames just for hiding in its flowerpot like when using Long-Stem Strike. How this keeps it from getting smashed/blown up/disintegrated by all the super-powerful attacks flying around is anyone's guess. ''[[RuleOfFunny It doesn't even fit all the way into the pot when it does this.]]''
49* AdaptationalBadass: Piranha Plants in their home series are, with some exceptions, stationary {{Mooks}} that are usually immune to Mario's jumps but otherwise easily defeated through fireballs or other means that don't require physical contact. This Piranha Plant is not only mobile, but able to beat the living daylights out of people like Bayonetta, Ryu, Snake, and, of course, Mario.
50* AmbiguousGender: Notably the only un-gendered fighter in the series to not be a Pokémon.
51* AntiAir:
52** Its up smash is the iconic "bite" move the species do in the home games. It is also its strongest move.
53** Ptooie allows Piranha Plant to blow a spiked ball directly above it.
54** Long-Stem Strike lets it stretch to chomp opponents at a distance, including up in the air.
55* AscendedExtra: It went from a stage hazard in ''Smash 64'' and a trophy in later games to a fighter.
56* BattleIntro: Slowly emerges from its pot/pipe while a Warp Pipe noise plays.
57* BigBallOfViolence: The effect of one can be invoked by using Poison Breath, then going inside the resulting smoke with the opponent.
58* BreakingOldTrends: In multiple ways:
59** It's the first fighter based on an unassuming {{mook}} rather than a major character (the closest before this were the Pokémon, who are similarly different species that are encountered to be fought rather than a singular character, and even then, the majority are based on individual members of their species from the anime).
60** [[{{Pun}} Garden-variety]] Piranha Plants normally live in Pipes and don't move away from them, but this one lives in a regular flowerpot (some of the palette swaps replace the pot with a Pipe, though), sticking its roots through the holes in the bottom to imitate feet.
61** Piranha Plant is also the first ''Super Mario''-originating newcomer that isn't available in the base game.
62* BreakoutMookCharacter: ''Ultimate'' not only marks the very first time a generic {{mook}} is playable in ''Smash'', but also the first time a regular Piranha Plant is playable in ''any'' game. Fellow mooks such as Koopas, Goombas, Wigglers, Boos, Shy Guys, Hammer Bros., Lakitus, Monty Moles, Spikes, Dry Bones, Magikoopas, Chain Chomps, and even Bloopers have been playable in spin-offs, including ''VideoGame/MarioSuperstarBaseball'', ''VideoGame/MarioParty'', ''VideoGame/MarioKart7'', and ''VideoGame/MarioTennis'', but this is the plant's first time in the player's hands. (With the potential exception of capturing Piranha Plants in ''VideoGame/SuperMarioOdyssey'' although there was little to be done with them, to the point of being an EasterEgg more than anything.)
63* BreathWeapon:
64** It can turn into a Putrid Piranha and spit poison at opponents when using Poison Breath.
65** Its Back Air has it spit out a short-range burst of flames.
66* ButtBiter: In one of its victory poses, Piranha Plant will actually bite Mario's rear after he tries to jump over it, even if Mario wasn't an opponent in the match. It's also a gameplay mechanic: if someone tries to footstool it when it's "crouching" (ducking into the pot, really), they get bitten and take damage instead of the expected GoombaSpringboard effect. It is, after all, one of the oldest stomping-proof enemies in the franchise.
67* CallBack: When Petey Piranha is summoned for the Final Smash, he wields two cages like he did as a boss in ''The Subspace Emissary''.
68* CompositeCharacter: Piranha Plant takes moves from several different subspecies of Piranha Plants. Its side smash makes it turn into a [[http://www.mariowiki.com/Prickly_Piranha_Plant Prickly Piranha Plant]], its back air has it shoot a burst of fire like a [[https://www.mariowiki.com/Fire_Piranha_Plant Fire Piranha Plant]], Ptooie has it blow a spiked ball like a... [[http://www.mariowiki.com/Ptooie Ptooie]], Poison Breath allows it to spit poison while turning yellow with red spots just like a [[http://www.mariowiki.com/Putrid_Piranha Putrid Piranha]], Piranhacopter lets it fly by spinning its leaves like a [[http://www.mariowiki.com/Jumping_Piranha_Plant Jumping Piranha Plant]], and Long-Stem Strike allows it to stretch its stem extremely far from its pot like an [[http://www.mariowiki.com/Elasto-Piranha Elasto-Piranha]]. Even its dash animation itself harkens back to the sprinting Piranha Plant from ''Piranha's Pursuit'' one of the mini-games from the very first ''VideoGame/MarioParty'', where that specific Piranha Plant has actual legs and chases after the characters, and fittingly the playable plant also has a pair of legs hidden in its pot.
69* ConfusionFu: Its Poison Breath obscures the screen, which means, while you risk succumbing to this as well, you can use it to make your next attack unpredictable as far as visual cues go.
70* ContinuityCavalcade: Its Palutena's Guidance is just Viridi making a LongList of [[https://www.youtube.com/watch?v=EflRFXdbyNQ all types of Piranha Plant species]], all of whom have previously appeared in games across the ''Mario'' series and its spinoffs, including their [[VideoGame/PaperMario Paper variations]] and referencing versions as obscure as the Megasmilax, a late-game boss in ''VideoGame/SuperMarioRPG''.
71* CounterAttack: Sort of. If the Piranha Plant gets grabbed or hit during its Ptooie attack while it's blowing the spiked ball upwards, the ball will fall and will crash on top of the opponent's head unless they space their attack or use the invincibility frames received from a throw.
72* CripplingOverspecialization: It can rack up damage like no one's business and has some fantastic zoning options, but its lack of safe, reliable, and non-situational kill moves means that it has a great deal of difficulty actually getting [=KOs=]. It's also awful against anything with a reflector, due to Ptooie and Poison Cloud being able to be turned against the plant.
73* DownloadableContent: Players who bought the game and registered it with their My Nintendo account before January 31st of 2019 received a download code for it. The next day, February 1st, Piranha Plant was made available for purchase to those who didn't buy the game early.
74* DubNameChange: It's known as a Packun Flower in Japan.
75* EasterEgg: If Piranha Plant is crouching, and an opponent tries to footstool it, Piranha Plant will ''immediately'' counter it.
76* EyelessFace: Like all Piranha Plants, it doesn't have any eyes. How it manages to battle without even seeing the opponent probably isn't going to be explained anytime soon. It can also be afflicted by vision-based attacks like Mewtwo's Disable despite this.
77* FeatherFingers: It uses its two large leaves as hands for grabs and holding items. Even the first two attacks for its standard neutral combo and down tilt involves striking with its leaf "hands".
78* FightingClown: The last character anyone would have expected to be playable, but it has a surprising amount of potential as a fighter.
79* FoulFlower: Instead of attracting insects to spread pollen, it uses its flower to chomp its foes. It can also breathe poison onto them to rack up damage.
80* FromNobodyToNightmare: A very minor character that, decades ago, started off as a nameless, obstacle flunky and has suddenly come out of the left-field as a fighter who can really kick grass and knock out the big names.
81* GameBreakingBug: Upon initial release, playing as the Piranha Plant in All-Star Smash had a high chance of causing errors ranging from increased loading times and texture errors to a complete loss of save data. It has been fixed since.
82* GrinOfAudacity: Sports one hell of a smug smile. Can be seen easily in its side taunt or one of its victory poses.
83* HeliCritter: Piranhacopter has it spin its leaves at high-speed to fly for a short time. [[HelicopterBlender You can also hit other players with the leaves.]]
84* HomeStage: ''Ultimate'': Mushroom Kingdom U in ''Ultimate'''s website.
85* IdleAnimation:
86** It quickly bites the air twice.
87** It briefly falls asleep, then wakes up while twirling its head.
88* InstantFlightJustAddSpinning: As stated above, its up special has the Piranha Plant spin its leaves to fly like a helicopter.
89* {{Irony}}: Before ''Ultimate'', Petey Piranha was the only Piranha Plant to be playable in any official video game. In this game, Petey Piranha only appears in the Final Smash.
90* {{Leitmotif}}:
91** Piranha Plant's reveal trailer uses the "underground theme and castle theme" portion of [[https://www.youtube.com/watch?v=Q3NFoPZmIpU Ground Theme / Underground Theme]] from ''[=3DS/Wii U=]''.
92** Its showcase trailer uses [[https://www.youtube.com/watch?v=q7rxryk1_ho Underground Theme]] from ''Brawl'' (used in the Mushroomy Kingdom stage's 1-2 variant). Their victory theme is the same metal remix of the level clear theme as Bowser and Bowser Jr.
93* LethalJokeCharacter: The last character to continue the tradition held by Jigglypuff in ''64'', and the last from the retro-fighter tradition held by Mr. Game & Watch in ''Melee'', R.O.B. in ''Brawl'' and Duck Hunt in ''3DS/Wii U''. It's one of the most basic (and oldest) {{Mooks}} from the ''Super Mario Bros.'' series, except [[ShownTheirWork it takes several aspects from its family]] and [[FromNobodyToNightmare packs them nicely in a single playable character]], who is [[TookALevelInBadass more than ready to kick everyone's butt]]! (Or rather [[ButtBiter take a bite out of their butt]].)
94* LimitBreak: Petey Piranha. The Piranha Plant summons its giant-sized brethren, who stomps around the battlefield to trap players in his cages. At the end of his rampage, Petey breathes fire on the cages before slamming them down, dealing massive damage to anyone he had caught.
95* ManBitesMan: A majority of its attacks tend to use that floral bear trap of a mouth to munch on its opponents. One victory screen animation involves the mischievous plant crunching into Mario's buttocks so hard, it sent the heroic plumber flying off-screen and manically grins afterwards.
96* ManEatingPlant: If the sharp teeth didn't tip you off.
97* ManiacTongue: A distinguishing trait about its dash animation is that its tongue is seen just flailing and flopping out of its mouth, almost as if the plant itself is behaving like its some kind of carnivorous beast that's hunting after its fleeing meal.
98* MechanicallyUnusualFighter: Downplayed, as most of its moveset is actually quite standard for a ''Smash'' character; however, it is the only character that, as noted, will automatically counterattack footstool jumps when it's crouching. No other character can guard against footstools, let alone automatically counter them.
99* MeteorMove: Pulls off one powerful downward mid-air pot attack for its down aerial.
100* MightyGlacier: Piranha Plant is a sluggish character overall, being below average in speed, but it's one of the heavier fighters in the game with plenty of strong attacks.
101* PaletteSwap: The plant's colors and pot change for each alternate costume, with references to various Piranha Plants over the years. Half of its costumes replace the pot with a miniature Warp Pipe.
102* PoisonousPerson: Poison Breath has it channel the Putrid Piranha species and spit poisonous gas which deals continuous damage to anyone staying inside the noxious fumes.
103* PowerCreepPowerSeep: Within its home series, it's just a standard {{Mook}} character that can be easily defeated by the Mario crew. In this game, however, it can win fights against extremely powerful individuals in this game that would have easily defeated it if this trope had not been used.
104* PromotedToPlayable: Piranha Plants have existed in ''Smash'' as stage hazards and Trophies, but this is the first time a member of the species has been playable. It's also the first time, in Mario ''or'' Smash, that a regular Piranha Plant is playable at all, as opposed to Petey Piranha.
105* PurpleIsPowerful: Its Poison Breath, where it sprays a gaseous purple cloud out of its maw can be downright lethal when it's fully charged. While it doesn't inflict any knockback per se, it's capable of racking up the damage meter up to '''50%'''. This attack is satisfying to do if the enemy is left vulnerable after a broken shield. The attack also functions like a projectile, and like all projectiles, it can be reflected against the plant itself.
106* ReflexiveResponse: According to one of the tips, the counterattack it uses against footstool jumps (as noted under ButtBiter above) is a reflex it learned from the games it starred in.
107* RubberMan: While not necessarily made of rubber, it can stretch its body (most preferably its elongated neck) in a similar fashion while performing Long-Stem Strike.
108%%* TheRuntAtTheEnd: Out of all of the characters revealed for the November 1, 2018, Direct, [[Franchise/StreetFighter Ken]] and [[Franchise/{{Pokemon}} Incineroar]] are both natural fighters who were expected to appear in some way, and are available in the base game. The Piranha Plant is a simple {{Mook}} with no limbs that usually never leaves its pipe who is the absolute ''last'' character you'd expect in a fighting game, and will be included as DLC.
109* {{Shapeshifting}}: It can shapeshift into various Piranha Plant subspecies when performing certain special moves and its forward smash.
110* SilentAntagonist: Never utters any kind of vocalizations and/or grunts for attacking, taunting, getting KO'ed, or any of its victory poses which can be jarring compared to Petey Piranha, who's capable of grunting and roaring.
111* SpikeBallsOfDoom:
112** Its neutral special, Ptooie (named after the Piranha Plant subspecies of the same name), has it spew out a spike ball upwards while blowing wind beneath it to balance. It can then be released as a bouncing projectile.
113** It also turns itself into a Prickly Piranha, whose head is covered in spikes, when using its side smash.
114* SpinAttack: Its neutral aerial has the potted plant rapidly spinning its extended leaves outward. The attack also looks strangely identical to Ivysaur's neutral air.
115* SummonBiggerFish: Piranha Plant's Final Smash has it call in Petey Piranha to attack from the background.
116* TwinkleSmile: Since Piranha Plant doesn't have eyes, the Vs. screen eye gleam most characters get is used to draw attention to its sharp pearly whites instead.
117* UnexpectedCharacter: Another InvokedTrope, much like with Wii Fit Trainer prior. Absolutely nobody predicted that a simple Piranha Plant would be made playable in any capacity, but here it is anyway. Masahiro Sakurai actually had to clarify that it was, indeed, real. It's so unexpected that it's the image for [[UnexpectedCharacter/SuperSmashBros the game's own page covering this trope]].
118* UnexplainedRecovery: It's never stated how it either survived Galeem's onslaught in ''World of Light'', or if it was another caught fighter rescued, as you can play as it after awaking 10 fighters in the mode without explanation of where it came from.
119* UseYourHead: Several of Piranha Plant's moves have it swinging its head around:
120** The third hit of its jab combo is a headbutt if the player elects to do it instead of the infinite bite combo.
121** Its side smash has it turn into a Prickly Piranha Plant and swing its head at enemies.
122** Its up tilt has it wiggle its head above it.
123** Piranha Plant has another headbutt as its up aerial.
124** Its forward throw is yet another headbutt.
125** Piranha Plant sweeps its head around itself for its "knocked down" attack when laying on its front or back.
126* VictoryPose:
127** Bites the air three times, then smiles.
128** Mario tries to jump over Piranha Plant's pot, only for it to jump out and bite him, sending him flying. Notably one of the few victory poses to feature another playable fighter.
129** Hangs from the top of the screen and poses.
130[[/folder]]
131!Fighters Pass 1
132[[folder:71 – Joker]]
133->See his page [[Characters/SuperSmashBrosJoker here]]
134[[/folder]]
135[[folder:72 – Hero]]
136[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ssbu_heroxi.png]]
137[[caption-width-right:350:[[TheChosenOne The Luminary]]]]
138[[caption-width-right:350:[[labelnote:Three]][softreturn]https://static.tvtropes.org/pmwiki/pub/images/ssbu_heroiii.png[softreturn][[FamedInStory The Legendary Hero]][[/labelnote]]]]
139[[caption-width-right:350:[[labelnote:Four]][softreturn]https://static.tvtropes.org/pmwiki/pub/images/ssbu_heroiv.png[softreturn][[HalfHumanHybrid The Zenithian Hero]][[/labelnote]]]]
140[[caption-width-right:350:[[labelnote:Eight]][softreturn]https://static.tvtropes.org/pmwiki/pub/images/ssbu_heroviii.png[softreturn][[DragonKnight The Dragovian Descendant]][[/labelnote]]]]
141!!!!!!'''Voiced by:''' Creator/MitsukiSaiga (Eleven), Creator/NobuyukiHiyama (Three), Creator/TakeshiKusao (Four), Creator/YuukiKaji (Eight)
142'''THE HERO DRAWS NEAR!'''
143->'''Home series:''' ''Franchise/DragonQuest''
144%%TO PRESERVE FONT SIZE; DO NOT REMOVE
145-->'''Eleven's Debut:''' ''VideoGame/DragonQuestXI'' [Platform/PlayStation4[=/=][[Platform/Nintendo3DS 3DS]]], 2017\
146'''Three's Debut:''' ''VideoGame/DragonQuestIII'' [[[Platform/NintendoEntertainmentSystem NES]]], 1988\
147'''Four's Debut:''' ''VideoGame/DragonQuestIV'' [[[Platform/NintendoEntertainmentSystem NES]]], 1990\
148'''Eight's Debut:''' ''VideoGame/DragonQuestVIII'' [Platform/PlayStation2], 2004\
149'''Eight's Nintendo Debut:''' ''Dragon Quest VIII'' [Platform/Nintendo3DS], 2015
150-->'''Creator:''' [[Creator/SpikeChunsoft Chunsoft]] (Three and Four), Creator/Level5 (Eight), Creator/SquareEnix (Eleven)
151-->'''Publisher:''' Square Enix
152->'''Playable in:''' ''Ultimate''\
153'''[[StockRPGSpells Specials]]:''' [[PlayingWithFire Frizz]], [[ShockAndAwe Zap]], [[BlowYouAway Woosh]], [[RPGElements Command Selection]][[note]][[StatusBuff Oomph]], [[StatusBuff Psyche Up]], [[StatusEffects Snooze]], [[AttackReflector Bounce]], [[HealThyself Heal]], [[FlamingSword Flame Slash]], [[AnIcePerson Kacrackle Slash]], [[ExtraOreDinary Kaclang]], [[InASingleBound Zoom]], [[SuicideAttack Kamikazee]], [[SuperSpeed Acceleratle]], [[StuffBlowingUp Bang/Kaboom]], [[CriticalHit Hatchet Man]], [[OneHitKO Whack/Thwack]], [[PlayingWithFire Sizz/Sizzle]], [[AbsurdCuttingPower Metal Slash]], [[RandomEffectSpell Hocus Pocus]], [[SphereOfDestruction Magic Burst]][[/note]]\
154'''Final Smash:''' [[SwordBeam Gigaslash]]
155
156The main character(s) of the [[LongRunners long-running]], [[TropeCodifier quintessential]] EasternRPG franchise ''Dragon Quest'', originating from the Enix half of Creator/SquareEnix, and said company's collective second fighter. They were collectively revealed at Nintendo's [=E3=] 2019 Direct presentation as the second DLC Fighters Pass character for ''Ultimate''. One month and two weeks later, they were released on July 30, 2019, as part of the Version 4.0 update.\
157\
158The Hero's primary costume is based on the protagonist of ''VideoGame/DragonQuestXI: Echoes of an Elusive Age''. A young man from the humble village of Cobblestone, he is reincarnated from the Luminary, a legendary hero who saved his world from the forces of darkness many years ago, and has the BirthmarkOfDestiny to prove it. After participating in his village's coming of age ceremony, he is told of his destiny and is tasked to travel to the kingdom of Heliodor to speak with its king. However, when he does so, the hero is branded a villain by the king, who calls him the "Darkspawn" who will bring destruction upon the world with his mere presence. Locked away in a dungeon, the hero escapes with the help of Erik, a chivalrous rogue. So begins his quest to defeat the monsters in his world, travel to the WorldTree, and figure out just why he's being considered a bad guy.\
159\
160Other costume options based on three other ''Dragon Quest'' protagonists, specifically the main heroes from ''VideoGame/DragonQuestIII: The Seeds of Salvation'', ''VideoGame/DragonQuestIV: Chapters of the Chosen'', and ''VideoGame/DragonQuestVIII: Journey of the Cursed King'', are available as {{Palette Swap}}s.\
161\
162In battle, they carry a sword and a shield that they use for most attacks. However, they also have a large repertoire of [[StockRPGSpells magic spells]] to cast for Specials, which are powered by a limited [[ManaMeter MP meter]]. Most of these spells are accessed via the Command Selection, which gives them four spells out of many throughout their series to choose from. Because Command Selection spells tend to be more powerful, but are randomly listed and require them to stand still while choosing one, Hero players need to think fast, adapt quickly, and pay close attention to their opponents and their surroundings, lest they risk taking damage while in a compromising position. Used well, however, these spells can give the Hero the edge they need.\
163\
164Since ''Dragon Quest'' protagonists are [[HelloInsertNameHere rarely canonically named]], this page uses the common FanNickname convention where the individual Heroes are referred to by the number of the game they star in, much like Japan does.
165----
166[[AC:Special Moves]]
167[[labelnote:Click to show]]\
168'''Neutral Special''': [[PlayingWithFire Frizz/Frizzle/Kafrizz]] (MP cost: [=6/16/36=])
169->With one push of the special attack button, Hero starts gathering flames in his hand. This special has three levels of charge: Frizz is a quick but weak fireball, Frizzle fires two fireballs at high speed for more damage, and Kafrizz creates an explosion on impact that deals good damage and knockback. The charge can be shield-cancelled, and can be stored for later use.
170'''Side Special''': [[ShockAndAwe Zap/Zapple/Kazap]] (MP cost: [=8/18/42=])
171->Hero channels lightning into his sword for an electric attack. Like with the Frizz spells, this special can be charged, but charges cannot be stored. Zap sends out a short and quick burst of lightning, Zapple creates a short-ranged streak of electricity that deals more damage, and Kazap is an electrically-charged SpinAttack that can blow enemies away
172'''Up Special''': [[BlowYouAway Woosh/Swoosh/Kaswoosh]] (MP cost: [=5/9/18=])
173->Hero creates cyclones underfoot that propels him into the air. Like with Frizz and Zap, the spell can be charged; but like with Zap, charges cannot be stored. Woosh creates a tiny tornado that provides some vertical recovery, Swoosh creates a larger twister that hits harder and provides more aerial mobility, and Kaswoosh creates two large cyclones that send the Hero flying through the air while hitting enemies hard.
174'''Down Special''': [[RPGElements Command Selection]]
175->Hero assumes a thoughtful posture while a menu of spells appears over the player's damage counter. Four spells are listed at a time at random. The menu can be shield- or jump-cancelled. The selection of spells are as follows:
176* Bang (9 MP): Sends out a small spell bolt that, after some distance or on impact, creates a small explosion.
177* Kaboom (37 MP): An improved version of Bang that creates a larger and more powerful explosion. In the moment before detonation, the spell has a vacuum effect that can pull opponents into the blast range.
178* Sizz (8 MP): Fires a spell bolt that, on impact, explodes. Weak, but MP efficient.
179* Sizzle (20 MP): An improved version of Sizz that hits harder and creates a small field of flames that can damage other opponents.
180* Flame Slash (12 MP): Hero performs a sword strike as his blade is cloaked in flames. Deals the most damage along the blade, and has a wide striking range.
181* Kacrackle Slash (11 MP): The icy variant of Flame Slash. While it's not as powerful as Flame Slash, it can freeze enemies on impact.
182* Hatchet Man (15 MP): This sword attack has significant wind-up, during which attentive opponents can evade or interrupt it. If it hits, however, it's a guaranteed critical hit that deals incredible damage and knockback. It can also instantly break shields.
183* Snooze (16 MP): Hero sends forth a wide-ranged projectile that puts any opponents it touches to sleep. The duration of the sleep depends on a combination of the victim's damage level and how close they are to Hero when hit by it.
184* Whack (10 MP): Hero fires a small, slow, and erratic-moving dark bolt that deals very little damage and knockback, but has a chance to instantly KO an opponent. The chance of an instant KO increases with the victim's current damage.
185* Thwack (30 MP): A stronger version of Whack that lacks the original spell's range, but has a wider area of effect and a lower threshold for the chance of an instant KO.
186* Kaclang (6 MP): Hero transforms into a metallic statue. Similar to Kirby's Stone ability, using it in the air makes Hero drop to the ground, inflicting heavy damage to anyone in his path; but unlike Kirby's Stone ability, it cannot be manually cancelled. In this state, Hero is impervious to all forms of damage, save for one...
187* Metal Slash (6 MP): By itself, the attack deals negligible damage and knockback. If the opponent is in a metallic state from a Metal Box, however, being hit by this attack will result in an instant KO. It also works on opposing Heroes under the effects of Kaclang.
188* Kamikazee (1 MP): Hero self-destructs, creating a powerful explosion that deals immense damage and knockback while bypassing shields. When used, it deducts a stock from Hero. Be careful not to use this on your last stock, or you'll end up instantly defeating yourself!
189* Oomph (16 MP): Increases damage output for 12 seconds.
190* Psyche Up (14 MP): Increases damage and knockback of Hero's next attack. When used in conjunction with Oomph, it can instantly break shields.
191* Acceleratle (13 MP): Increases Hero's movement speed and jump height for 10 seconds.
192* Bounce (14 MP): Erects a barrier around Hero that reflects projectiles for 12 seconds.
193* Heal (7 MP): Recovers 11% damage. This spell can only be used twice per stock.
194* Magic Burst (All available MP): Hero creates a magical explosion with himself at the epicenter. The damage, knockback, and range of the explosion depend on how much MP Hero has when the spell is cast.
195* Zoom (8 MP): Hero flies offscreen, then reappears in the air over a random location of the arena. Take care not to cast this spell with a ceiling overhead, or you'll hit the ceiling, rendering the spell moot.
196* Hocus Pocus (4 MP): A random spell that executes the effects of one of Hero's other spells, while also having other potential effects, including: becoming large, shrinking, invincibility, full MP recovery, full MP depletion, inflicted with slowness, inflicted with a Lip's Stick flower, poisoning himself, going to sleep, and invisibility.
197'''Final Smash''': [[SpellBlade Gigaslash]]
198->Hero channels lightning into his blade and slashes forward, creating a large lash of magical energy. If it hits opponents, Hero will subsequently summon other Heroes from across the ''Dragon Quest'' series to channel more power into his sword, blowing away his opponents.
199[[/labelnote]]
200----
201
202->See the ''Characters/DragonQuestIII'' character page for more information on "Three" in his origin game.
203->See the ''Characters/DragonQuestIV'' character page for more information on "Four" in his origin game.
204->See the ''Characters/DragonQuestVIII'' character page for more information on "Eight" in his origin game.
205->See Characters/DragonQuestXITheParty for more information on "Eleven" in his origin game.
206----
207* AdaptationalBadass: Not that they weren't badass enough, but each Hero in their original game could only use about five to seven of the skills learned in ''Smash''. Here, they can use ''over twenty types of spells'', though the Command Selection only has four at a time that can be randomly swapped out on a whim. Plus, none of the four Heroes that are playable could use Kaswoosh[[note]]As least not natively, as Three and Eleven can use Kaswoosh by using the Sword of Kings as an item[[/note]], Oomph, Bounce, or Kacrackle Slash.
208* AllYourPowersCombined: Owing itself to his various unique traits, standard special moves, and the massive repertoire of special moves from his Command Selection, the Hero's abilities can be seen as a combination of many different fighters and items that are already in the game:
209** He has the same dash attack as Link and his shield is also able to block any projectile attack if it collides straight-on, something only the Links have been able to do prior to his inclusion.
210** He is able to boost his speed and jumping power, or his attack power for a short time through Acceleratle and Oomph. This is similar to Shulk's Monado Arts and has a similar color indicator for the effects.
211** He can greatly increase the knockback of his next attack through Psych Up, after which the effect fades. This is part of the boost (along with increased damage) that Incineroar acquires after successfully using Revenge.[[note]]Hero ''does'' boost his damage with Psych Up, but not as dramatically as Incineroar does with Revenge (or with the Hero's own Oomph).[[/note]]
212** He has chargeable elemental specials, including lightning attacks used with his sword, fiery projectiles, and a wind-based recovery, just like Robin. All of the Hero's special moves also drain a meter and cannot be used if it hits zero, again just like Robin (the difference being the Hero's moves all come from a single meter, whereas Robin's special and Smash attacks all drain separate meters).
213** Hatchet Man instantly destroys any shield it connects with, just like a fully-charged Shield Breaker from Marth or Lucina.
214** The final stage of his side special, Kazap, combines calling down a lightning bolt from the sky like Pikachu and Pichu's Thunder down special with the Spin Attack the Links use as their up special.
215** His Final Smash has him draw power from the all the other main heroes in his franchise to launch a devastating powered-up attack, just like Mega Man's.
216** Kaclang allows him to coat himself in full-body metal armor, similar to the Metal Box item. It has superior defense that renders him immune to all damage, but has reduced mobility as it leaves him unable to move.
217** His Magic Burst attack releases a massive spherical area-of-effect attack with him at the center, trapping foes and dealing damage before ending in an explosion, just like the Smart Bomb item. It is limited by how much MP Hero has prior to casting it, so it shorts out faster the lower Hero's MP is.
218** Bounce makes all projectile attacks bounce off of him for a period of time regardless of what moves he uses, just like the Franklin Badge.
219** Through the Hocus Pocus option from Command Selection, he can become giant, invisible, or invulnerable, just like the Super Mushroom, previously-included Cloaking Device, or Power Star items allow for.
220* AnimeHair: While Eleven and Eight have comparatively mundane hairstyles, Three has very spiky hair, while Four has long flowing green hair. Such hairstyles are a mainstay of ''DQ'' character designer Creator/AkiraToriyama.
221* ArmorPiercingAttack: One solid hit with Hatchet Man will break an enemy shield. Metal Slash also qualifies, OneHitKO-ing any enemy that has turned to metal.
222* AttackDeflector: Bounce, a spell that reflects projectiles.
223* AwesomeButImpractical: The Command Selection is a zig-zagged example. It gives the Heroes access to a wide plethora of different spells that can be used in a multitude of situations. However, you can only select from four at a time, and they're always random. Plus, you can't do anything except shield or jump when you're selecting the spell you want to use. Because of this, it's quite a gamble to actually get the proper spell for the proper situation, but it's certainly a lot of fun to use with some very potent spells to make it worth the trouble. However, there are some that are too useless or risky to be worth the trouble in most situations:
224** Kaclang turns Hero metal, renders them immune to all harm and knockback, and even allows him to block Final Smashes. It also renders them completely stationary and Hero cannot manually end the spell, forcing them to wait it out and allowing the opponent to simply bide their time and prepare an attack for the second Kaclang's effect ends. Even worse, if used against another Hero, they can simply use Metal Slash and kill them instantly.
225** Hocus Pocus is a wild card spell that has some very powerful and unique effects such as becoming giant, becoming invincible, or randomly casting different spells. However, it also has some very negative effects as well, such as slowing you down or even casting Kamikazee when you might not want to, meaning that it's best used as a last resort gamble when you have nothing left to lose.
226** Hatchet Man is a very powerful move that either does 45% damage and/or kill at very low percents or an instant shield break if it connects. The downside is that it's very slow and has a limited range when using Command Selection takes enough time as it is, so you will be very hard-pressed to actually land it in an actual match.
227* BadassCape: Three sports a long flowing mantle.
228* BattleIntro: Flies onto the stage using Zoom.
229* BigDamnHeroes: In his reveal trailer, Eleven rides in on a white stallion and saves Link just in the nick of time from Dharkon's evil minions. Then, when Eleven gets his butt kicked, the other ''Dragon Quest'' heroes swoop in to save him.
230* BirthmarkOfDestiny: Eleven has a special mark on his left hand, which signifies him as the {{Reincarnation}} of the legendary Luminary, and marks him as TheChosenOne that will save his world from the forces of evil. Like Lucina and Chrom's Brand of the Exalt, Eleven's mark can be seen in-game on his character model, though it is often obscured due to constantly carrying his shield.
231* BlowYouAway: The Woosh series spells, which feature as Hero's recovery. Woosh has low range but costs low MP, Swoosh has a better horizontal recovery, and Kaswoosh results in huge amounts of vertical recovery.
232* BoltOfDivineRetribution: How the Zap spells specifically work, as opposed to something such as Pikachu's Thunderbolt, which is [[ShownTheirWork why it always strikes as a bolt from the blue and not a direct projectile.]][[note]]Save for Kazap, which is essentially a lesser Gigaslash here.[[/note]]
233* BoringButPractical:
234** Bounce is a simple AttackReflector. That said, it's basically a competitively-legal Franklin Badge.
235** Hatchet Man is, essentially, a sword-based Haymaker (which is boring compared to a flaming slash, and a freezing one). It's also extremely powerful, and a Shield Breaker. It also comes out much faster (being only slightly slower than Ganondorf's Forward Smash) than other similar moves such as Volcano Kick, Falcon Punch, Warlock Punch, and Aymr.
236** Snooze is one of their least flashy projectiles. That said, as a ranged Sleep spell, it can leave the opponent open for an easy Smash Attack, a simple to land combo, or, if the opponent's in the air, an easy K.O.
237** Acceleratle is a simple stat change, and, unlike Oomph and Psyche Up, doesn't affect damage that much. That said, it's Shulk's Monado Speed and Monado Jump rolled into one skill, and has the massive ground speed, aerial mobility, and buff to recovery that comes with that distinction.
238* BreakingOldTrends: Not for ''Smash'', but for ''Dragon Quest''. The people in charge of the brand are so protective of the heroes' likenesses that they rarely ever show up in their own spin-offs, but not only are a whopping '''four''' heroes playable here, the rest show up for the Final Smash.
239* CallingYourAttacks: For their up, side, and neutral special spells, but only in the Japanese language voice track of ''Ultimate''. Other voice tracks have them all only grunting, presumably to avoid having them call attack names that don't match their localized versions.
240* TheCameo: Not to miss out on the action, the Heroes from all other mainline ''Dragon Quest'' titles that aren't playable through skins still join the fight to assist in the playable Heroes Final Smash.
241* CanonIdentifier: Three and Eleven are usually referred to by the titles they hold in their home games. Three earns the title of "Erdrick", while Eleven is "the Luminary".
242* CanonName: Most ''Dragon Quest'' Heroes don't actually have canon names, with a few exceptions:
243** The name "Solo" is used for Four if you choose not to name him. It's been used in various places including a PreviousPlayerCharacterCameo in the DS remake of ''VideoGame/DragonQuestVI''.
244** Sakurai acknowledged the Heroes' names in the release day presentation, confirming "Solo" for Four and supporting Eight and Eleven as the names for those heroes. He also rolled out the name "Arusu" for Three, which was previously only used in the Drama CD of ''Dragon Quest III'' released way back in 1993.
245* TheCavalry: Three leads Four and Eight in saving Eleven from an army of Puppet Fighters in their reveal trailer.
246* ChargedAttack: Frizz, Zap, and Woosh can be charged for greater power and/or recovery at the cost of MP.
247* CombinationAttack: All the other ''Dragon Quest'' protagonists come to charge up a SwordBeam during the Heroes' Final Smash, much like Mega Man's team attack.
248* TheComicallySerious: One of the Hero's taunts involves a [[MascotMook slime]] hopping around and startling them.
249* ConfusionFu: By far the greatest example in all of ''Smash''. Hero's down special, Command Selection, has ''twenty-one'' different spells that appear in a randomly selected list of four every time he uses the move, in addition to their up, side, and neutral specials each having three different levels of charge with varying properties, giving them the single largest movepool of any fighter in the series. [[note]]Kirby technically has more specials altogether given that he has a copy ability for every single fighter, but his choice of copy abilities is limited to whoever he's facing against in a given match.[[/note]] Going even further, one of his twenty-one possible down-specials is Hocus Pocus, which randomly casts one of ''eleven'' possible effects, including positive or negative status changes or even any of his other down-special spells, meaning he has another random special move ''within'' his random special move. To top it all off, his Smash attacks all have a small random chance to be much more powerful Critical Hits. The random factors throughout Hero's moveset are so extensive that the confusion can often go both ways, Hero players are constantly making gambles with every use of Command Selection or a Smash attack and both them and their allies/opponents have to play around whatever he happens to get on the fly.
250* CripplingOverspecialization: Metal Slash is a OneHitKO when used on metal opponents, but otherwise only does ScratchDamage, dealing a measly one percent with almost no knock-back. The only character that can naturally turn metal is Hero himself, so if the match has no Hero opponent and items are turned off, it's basically useless.
251* CriticalHitClass: Hero's Smash attacks have a 1/8 chance of doing a Critical Hit that does significantly more damage and knockback. With Hatchet Man, a Critical Hit can be pulled off on command.
252* DifficultButAwesome: Their down special lets them select from a list of spells to use, each with different effects, which can get pretty dicey since the opponent can take advantage of them staying in place while thinking of what to do. The spells are also randomly generated to boot, though this can be alleviated by canceling with shield and rerolling the list. Likewise, they have to worry about a ManaMeter used to power all their special moves. That said, keeping track of their skill list and making sure to be efficient with their mana lets players control an extremely versatile combatant that, like the rest of the swordfighters, also has the natural range that comes with wielding a weapon.
253* DownloadableContent: The second member of the Fighters Pass 1 quintet, released on July 31st of 2019. Along with the Heroes, you'll also get the Yggdrasil's Altar stage, which has eight songs (two each) from ''Dragon Quest III'', ''IV'', ''VIII'', and ''XI'', as well as their unique DLC Spirit Board, where seven extra Spirit Battles for ''Dragon Quest'' await.
254* DubNameChange:
255** Surprisingly enough, he is still called Hero in both English and Japanese regions of the game. Despite being written in kanji,[[note]]勇者, ''yuusha''[[/note]] the game still uses the translated name Hero in romanization.
256** However, the announcer still calls him Yuusha on the character select and victory screens.
257* ExactlyWhatItSaysOnTheTin:
258** Three's shield literally has "Roto" written right on it, which is the Japanese equivalent to "Erdrick" as his sacred title and sometime-alias. [[spoiler:So does Eleven's. [[StealthPrequel There's a reason for this.]]]]
259** When speaking of these characters and how they're referenced in Japan, you're going to almost-exclusively hear them referred to as Eleven, Eight, Four and Three respectively in English, for lack of a given name. It doesn't exactly work in reverse,[[note]]''Dragon Quest'' largely uses English words and names already, so subbing in English numbers works in that it's not literally just numbers of the native language, but trying to use ''juuichi'' or ''san'' (eleven or three) wouldn't match[[/note]] thus localization tends to rely pretty heavily on alternatives, such as the Luminary and Erdrick whereas domestically, this is almost never the case.
260* ExtraOreDinary: Kaclang lets them defend from attacks by turning metallic. However, [[HoistByHisOwnPetard this leaves him vulnerable to an enemy Hero's Metal Slash.]]
261* {{Foil}}:
262** Eleven both compliments and contrasts with previous character Joker. Both are silent protagonist teenagers living normal lives who go on journeys to save the world after being branded criminals by corrupt authority figures. Eleven is medieval and is an archetypical hero with a LightIsGood motif. Joker, on the other hand, is a more modern character, a dubious AntiHero, and has a DarkIsNotEvil theme. [[spoiler:Eleven is blessed by a [[GodIsGood genuinely good god]] to defeat satanic archetypes, while Joker's finale is summoning a SatanicArchetype to defeat [[DemiurgeArchetype an evil god]].]] In terms of fighting, Eleven holds nothing back and uses a wide variety of elements and spells from a down special, some of which are AwesomeButImpractical in the wrong hands, while Joker limits himself by only using Arsène and curse skills and a down special that is more BoringButPractical.
263** All the Heroes in general are foils to fellow Square-Enix fighter, Cloud. Hero's moveset is based off of the most basic, yet important, JRPG staples and represents more of his series. Cloud, meanwhile, focuses on a feature from his game that is unique from other members of the genre, and only focuses on one game in the series. Hero's fighting style requires a lot of concentration and planning, while Cloud is a moveset that is used more forcefully.
264* ForcedSleep: The aptly named "Snooze" spell does this to opponents, and unlike Sing, it works on airborne opponents by the virtue of Snooze being a projectile, making it a potent edge guarding tool.
265* GermansLoveDavidHasselhoff: [[InvokedTrope Invoked]] by Sakurai himself in regards to the reason why Eight was chosen as one of the four Heroes. He noted that ''VideoGame/DragonQuestVIII'' was particularly popular in the West compared to the rest of the series, so he wanted to choose the protagonist from that game since he would be more recognizable.
266* GuestFighter: The 12th guest character in the ''Smash Bros.'' series, hailing from the ''Dragon Quest'' franchise and the second Square Enix character to be included after [[VideoGame/FinalFantasyVII Cloud]].
267* HealThyself: Heal can lower the Hero's percentage by a small amount (11%). If you use it too many times, it'll stop showing up in the Command Selection until you score a KO or lose a stock.
268* HelloInsertNameHere: They're canonically all known as just "the Hero" in Japan, due to the fact that you name the characters yourself. As such, many have taken to naming them after their games of origin.
269* TheHero: Aside from the obvious fact that it's… their name in ''Smash Bros.'', the ''Dragon Quest'' Hero is ''the'' [[TropeMaker quintessential Eastern RPG archetype]] of the "hero", specifically a destined hero who will fight evil. Countless references in Eastern [=RPGs=] and manga to "The Hero" all stem from them.
270* HeroicRROD: All instances of his recovery special require his ManaMeter to use, and the regeneration is ''very'' slow without landing attacks on the opponent. If he's burned all his Mana on attacks and gets launched with none left (like after Magic Burst), then it's curtains.
271* HighlySpecificCounterplay: The Metal Slash command is a OneHitKill against a metal opponent, and a pathetic attack otherwise. In competitive play, the only way to even have a metal opponent is if another Hero uses Kaclang. In more casual matches, the metal effect is ''still'' not very common (only one item causes it, and Kalos Pokemon League's Ironworks Chamber has a pool with a similar effect). And in Spirit Battles, where Metal Slash would be useful against pre-determined metal opponents, it's programmed to appear very rarely.
272* HomeStage: ''Ultimate'': Yggdrasil's Altar, a traveling stage which moves around the overworld of ''Dragon Quest XI''.
273* AnIcePerson: Thanks to Kacrackle Slash, they can supercharge their sword with Crack magic, freezing anyone in its path.
274* IdleAnimation:
275** He places his sword in front of him.
276** He assumes an attack stance.
277* ImmuneToFlinching: Kazap, the final version of Hero's side special, has super armor once the lightning strikes his blade.
278* ImprobableUseOfAWeapon: Hatchet Man is a weapon skill learned only by axe users from Hero's home games, so the fact that they can pull it off with a sword amounts to this.
279* InASingleBound: Zoom, a warping spell that causes the Hero to fly high into the air. It allows Hero to recover from anywhere by having them fly to the center of the stage. However, if Zoom is used beneath a solid ceiling, they will hit their head on the ceiling and cause the move to fail, a reference to the RunningGag in the ''Dragon Quest'' games when using Zoom indoors.
280* JackOfAllStats: At his most basic, the Hero is a well-rounded fighter who's a bit on the MightyGlacier side, similar to Link. His normal moves are sorta slow, but pack quite a punch (especially his smash attacks, if they manage to land a critical hit).
281* KamehameHadoken: The animation for the Hero throwing a fully-charged Kafrizz looks similar to [[Franchise/DragonBall Goku throwing a Kamehameha]]. Considering both franchises are involved with Creator/AkiraToriyama, this was most likely a deliberate ShoutOut.
282* KatanasAreJustBetter: While the other Heroes are usually wielding straight and pointed swords, Eight's Dragovian Sword really stands out by being a red katana-shaped blade.
283* LateArrivalSpoiler: Eight is referred to as the Dragovian Descendant, [[spoiler:hinting at his HalfHumanHybrid nature, something which isn't revealed until the post-game of ''VideoGame/DragonQuestVIII'']]. Their trailer has another one, doing absolutely nothing to hide the existence of Dharkon, with him being the threat that Hero is dealing with in his trailer.
284* TheLeader: Three is implied to be the one calling the shots in their reveal trailer. Fitting, as his game is one of the most revered.
285* {{Leitmotif}}:
286** Eleven's trailer reveal cues the current orchestration of the main ''Dragon Quest'' theme "Overture", while everyone else joining the fray has the orchestrated version of "Adventure" from ''VideoGame/DragonQuestIII''. Each Hero also has their respective game's main battle and overworld themes as available tracks, though only Three and Eleven's overworld themes are the standard ones[[note]]Eight's overworld theme is a variation that plays while riding a great sabrecat, and Four's overworld theme plays when the party is fully formed[[/note]].
287** Their victory theme is a flourish from ''Dragon Quest''[='=]s overture theme, which is taken from ''Theatrhythm Dragon Quest.''
288* LightningBruiser: By combining both Acceleratle and Oomph, they can ''technically'' become this trope. Once these spells are in use, they're more than capable of taking out multiple opponents within seconds effortlessly (alongside the amount of other powerful spells in their disposal) and have a chance to keep up and potentially outrun [[SuperSpeed Sonic]] and possess an air speed that's even greater than Yoshi's, though only by temporary usage. However, the downside is that it's more of a GlassCannon variant of this aspect, since Acceleratle decreases their weight in a similar fashion to Palutena's Lightweight and what doesn't help is that they're at the risk of getting easily launched and KO'ed like any other light character.
289** But if the player chooses not to use their spells, they aren't complete pushovers by default. Their mobility as a whole isn't too shabby whilst having great attack power, range, and their infamously strong (but laggy) critical hit smash attacks alone are '''NO''' joke.
290* LuckilyMyShieldWillProtectMe: They carry a shield that can be used to block certain attacks. They're the first character to have this mechanic who is not a version of Link.
291* MagicKnight: Aside from having a sword and shield, the Hero uses a variety of classic ''Dragon Quest'' magic spells.
292* MagicMisfire: Besides any instance of the player using Command Selection and accidentally casting a spell they didn't want (like [[PressXToDie Kamikazee]]), Hocus Pocus' random effects sometimes spell bad news (and sometimes '''really''' bad news) for Hero and any teammate he may have. Negative effects include...
293** [[ManaBurn Completely depleting his supply of Magic Power.]]
294** [[StatusEffects Poisoning himself or putting himself to sleep]] at an inopportune moment.
295** Slowing down time only on himself, making him an easy target.
296** Shrinking himself, making his attacks weaker and himself easier to launch.
297** Sprouting an embarrassing flower on his head that causes DamageOverTime.
298** Accidentally casting [[SuicideAttack Kamikazee]].
299* ManaMeter: Their magic spells are pooled from an MP gauge, with stronger spells costing more MP. This MP gauge recovers slowly over time, though landing attacks will cause it to recover faster.
300* MechanicallyUnusualFighter:
301** Through Command Selection, they are able to select from a wide list of spells to use, up to four randomly selected ones at a time, each with different effects. Likewise, they have to worry about a ManaMeter used to power said spells, as well as the spells that make up their other three special attacks.
302** All of their Smash attacks have a 1 in 8 chance of being immensely more powerful critical hits. Random chance is an element very seldom seen in normal attacks, much less one with such potentially devastating effect.
303* MultiformBalance: Much like with Shulk, each of their StatusBuff spells reduces another stat in return. For example, Oomph raises attack but lowers defense.
304* MythologyGag:
305** In their reveal trailer, Eleven picks up a barrel to find a Franklin Badge. The ''Dragon Quest'' games have a tradition of RewardingVandalism, including picking up and destroying barrels. It's also a reference to the Mini Medals sidequest that has been a series mainstay since ''Dragon Quest III''.
306** Eleven being in the Realm of Shadows from World of Light for the trailer is a reference to the opening part of Act 2 of ''Dragon Quest XI'', in which the Heliodor region of Erdrea is stuck in [[TheNightThatNeverEnds an endless night]] as a result of the Lord of Shadows' influence. Similarly, sunlight breaks through the dark clouds when Eleven defeats the Puppet Fighters that were harassing Link, not unlike how daytime returns to the Heliodor region after Eleven defeats the Spectral Sentinel Tyriant in Heliodor Castle.
307** In one shot in their reveal trailer, Eleven is seen riding a Gogoat, a nod to ''Dragon Quest XI''[='=]s mounting mechanic, in which Eleven can defeat certain foes and hijack their mounts (like an Eggsoskeleton's mech) for his own use.
308** Another shot in their reveal trailer shows Eleven sitting with Zelda and Zero Suit Samus around a pillar of flame on Gaur Plains, referencing the campsites that the party in ''Dragon Quest XI'' can rest at. Additionally, Zelda and Samus form a reference to two of Eleven's party members, the SquishyWizard Veronica and the MagicallyIneptFighter Jade.
309** Their tagline, "The Hero Draws Near!", references the text that is displayed at the beginning of every single RandomEncounter in the series.
310** Each of the Heroes wields their ultimate weapons and shields from their respective games: the Supreme Sword of Light and Erdwin's Shield for Eleven, the Sword of Light and Shield of Heroes for Three, the Zenithian Sword and Shield for Four, and the Dragovian King Sword and Dragovian Shield for Eight.
311** Their palette swaps reference the other characters from the series. Three and Four have the colors of other Heroes (Five and One, respectively), while Eleven's alternate is of Angelo from ''DQ VIII'' and Eight's is of Terry from ''DQ VI''. Putting Eight and Terry together is only fitting since both can tame monsters in their games. Four and One also have a surprisingly well-researched connection, as both are chronologically the second heroes in the Zenithian and Erdrick trilogies respectively, despite both being the first games released of said trilogies with the third releasing of each being the first occurring.
312** The trailer has a shot of Three facing down Rathalos, a reference to the final battle against the Dragonlord's [[ScaledUp true form]] in ''DQ I''.
313** Command Selection hearkens to the RPG genre that ''Dragon Quest'' helped to make: battles in ''DQ'' games are turn-based and menu-driven.
314** One shot in the trailer shows Eight crossing a poison floor to obtain a Beam Sword. More often than not, in the original ''Dragon Quest'' games, the best items are hidden away in areas that require the player to cross hazardous terrain, including poisonous goop.
315** The fact that the Hero's moves have an element of randomness to them when most other fighters removed it altogether (critical hits, Command Selection) reference the series' love affair with gambling and random chance.
316** Just like in his home game, Eleven's BirthmarkOfDestiny is visible during gameplay on his left hand.
317* NighInvulnerability: The Kaclang spell does this, turning the Hero into a metal statue and becoming impervious to all attacks ''except'' Metal Slash, which will result in a OneHitKO instead.
318* NamesToRunAwayFromReallyFast: Whack and Thwack are aptly named "Kill" and "Superkill" in the French language setting.
319* NoNameGiven: They're simply referred to as "The Hero" under most circumstances. While Three and Eleven have {{Canon Identifier}}s and Four has a CanonName, most fans simply call them by the number of their respective games.
320* NonDubbedGrunts: All of them, despite the fact that Eleven has an English voice actor ([[HeroicMime who also doesn't do much besides grunting]]) in his own game.
321* OhCrap: Casting Kamikazee will invoke this on the faces of surrounding opponents, even if they're not in the immediate blast radius.
322* OneHitKO:
323** Whack and Thwack have a chance of instantly [=KOing=] an opponent. The higher the enemy's percent, the greater the chance that the move will deal an instant KO.
324** If Metal Slash hits a metallic opponent (either in a Spirit Fight, through the Metal Box, or [[HoistByHisOwnPetard the Hero's own Kaclang spell]]), it will instantly KO them. This is a reference to how Metal Slash is the go-to move for dealing with {{metal slime}}s and their kin.
325* PlayingWithFire: The Frizz series spells (Frizz, Frizzle, and Kafrizz), a fireball that can be charged for more damage and range.
326* PressXToDie: It's entirely possible to cast Kamikazee on your last stock. Bye-bye, Hero.
327** Anytime the Hero casts Kaclang off stage. Unless the opponent is right underneath you and at high percentages[[note]]Just like Kirby's Stone, getting hit by Hero's Kaclang sends you upwards[[/note]], Hero will die.
328* PurpleIsPowerful: The most powerful spell the heroes have, Magic Burst, which generates an enormous fuchsia-colored explosion that can almost take up an entire stage with an insanely high damage output... The price for the move? All of the MP in their ManaMeter.
329* RandomEffectSpell: Hocus Pocus, which will either cast any of Hero's other spells, inflict them with a random status effect like giant, poison, slow time, or invincibility, or either drain or fill up their MP completely.
330* RandomNumberGod: Most of Hero's moveset revolves around randomness: Specifically, the facts that his Smash attacks may randomly go [[CriticalHit critical]] and that his down special pulls up four random magic moves out of ''21'' options[[note]]Some command selections, however, are rigged to appear more often in certain situations: For example, Zoom is bumped to appear more than 50 percent of the time when close to the blast zone, and Metal Slash is four times more likely to come up when the opponent is Metal (this doesn't apply to Spirit Battles and the chances of getting it are actually ''lowered'' in them, so no cheesing the Dr. Wily Spirit Battle)[[/note]]. Some of these may also only work randomly, such as Thwack. And of course, there's the random outcomes of Hocus Pocus. If you manage to get the exact right move for the exact right situation, consider yourself very lucky.
331* RememberTheNewGuy: In a first for a Newcomer trailer, the sequence that leads to the introduction of the Heroes seems to specifically occur during ''World of Light'', specifically after [[LateArrivalSpoiler Dharkon]] emerged and began tearing reality asunder, retroactively suggesting they were there all along (which could also apply to the other DLC characters, considering how they're handled in ''World of Light'').
332* RidiculouslyCuteCritter:
333** Eight comes with his faithful mouse companion Munchie hanging around in his pocket.
334** All four have a taunt where a [[MascotMook slime]] dances around their legs.
335* ShieldBash: They can hit anyone with their shields, following up with a sword slash with their forward tilt. It can also be another method of blocking projectiles while attacking at the same time.
336* ShockAndAwe: They can use Zap spells, which are charged and fired from their sword.
337* ShownTheirWork: There's a particular and consistent detail regarding the Zap series of spells. It's not the initial limited projectile that does the damage, rather it's a bolt of lightning that comes in from offscreen instantly after. This is because in Dragon Quest proper, the Zap spells are special: limited to the Hero vocation only in players' hands, they're not just regular electricity or a weather phenomena, they're ''specifically'' a [[BoltOfDivineRetribution divine smiting]].
338* SituationalDamageAttack: Metal Slash deals a pitiful amount of damage with only minor knockback under normal circumstances, but instantly kills metal opponents.
339* SpellMyNameWithAnS: When romanizing Three's Japanese title, is it Loto or Roto? Loto has been used in the games, but official merchandising has labeled him Roto a lot as well, as does his in-game shield.
340* StatusBuff: Oomph increases the Hero's attack power for a limited time (at the cost of lowering their defense). Psyche Up increases the attack power of their next move, not unlike Incineroar's Revenge.
341* StatusEffects: Among their wide range of magic spells is Snooze, which inflicts the Sleep status on anyone who's hit.
342* StuffBlowingUp: Bang and Kaboom, which cause a large explosion on contact, and Magic Burst, whose power and size is proportionate to how much MP the Hero has when they cast it, at the cost of all of his current MP.
343* SuicideAttack: The aptly-named Kamikazee spell obliterates the Hero on the spot to create a huge explosion, dealing ''enormous'' damage and knockback to all nearby enemies.
344* SuperSpeed: The Acceleratle spell grants a massive buff to Hero's movement speed, to the point where [[https://www.youtube.com/watch?v=cpMf5w0N91c he can keep up with Sonic]].
345* TakingYouWithMe: The Kamikazee spell, the only move in the entire game that both can KO opponents and inherently [=KOs=] the player using it.
346* ThinkerPose: He strikes one while deciding what spell to select from his Command Selection menu.
347* UnblockableAttack: There is no defense against Kamikazee once it starts save for full invulnerability or intangibility. Usually, your best bet is to simply get out the way before the Hero detonates.
348* UnexplainedRecovery: As with fellow DLC fighter Joker, the Hero had to be captured by Galeem to be present as a minion of the Cetacea spirit, with a puppet of Eleven under the spirit's control for said fight, and his trailer taking place during ''World of Light'' serves as further indication of his presence. However, being a DLC character means he has no legitimate role in ''World of Light'' and can be unlocked after freeing 10 fighters from Galeem's control, leaving his recovery unexplained.
349* UnskilledButStrong: Their animations, owing to Toriyama's less than subtle style, show them fighting with little in the way of finesse, and they have almost no control over their down special (relying severely on luck). That said, they can randomly crit their Smash Attacks for massive damage, they have tons of powerful moves, and one of their specials in particular, Magic Burst, can cover the entire length of an Omega Form stage.
350* VictoryPose:
351** Hero raises his sword, slashes twice, and strikes a pose.
352** Hero performs a Kazap.
353** Hero kneels down with three Slimes.
354* ViolationOfCommonSense: The act of using Hatchet Man is considered one of the ultimate forms of ConfusionFu for Hero. While it is powerful, dealing a guaranteed Critical Hit, it is so heavily telegraphed, slow, and short-ranged that realistically speaking, there is almost no reason to use it if it ever shows up on your menu. However, because of its improbable attack properties, many opponents are not used to dealing with it when it ''actually'' gets used, since it's used so infrequently. If you simply cast it in front of an opponent, chances are your opponent's first instinct will be to shield it like you would any other attack, only for them to realize too late that shielding is the worst possible option, as Hatchet Man smashes shields in a single blow.
355* WaxOnWaxOff: Since their playstyle requires the player to quickly read and differentiate their commands on-screen, [[SuperSpeedReading having a fast reading speed]] is actually a good skill to have when using them.
356* WolverinePublicity:
357** Eleven was seemingly chosen as the face of the slot due to the tie-in specifically being for ''Dragon Quest XI'', but as any ''Dragon Quest'' aficionado could have expected, as soon as Three appeared in the reveal trailer, it largely became his. He even got to cap it off by demonstrating the Final Smash!
358** Eleven himself still counts, since whenever [[VideoGame/DragonQuestXI his debut game]] is mentioned either in-game or in the release day presentation, it's always referred to as "''Dragon Quest XI S''", making it obvious that his inclusion was partially to promote the upcoming Switch release at the time.
359** Eight was specifically chosen because he was the most popular Dragon Quest hero in western territories.
360[[/folder]]
361
362[[folder:73 – Banjo & Kazooie]]
363[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ssbu_banjokazooie.png]]
364[[caption-width-right:350:[[BearyFriendly Laid-Back]] [[TheLadette Animals]]]]
365!!!!!!'''Voiced by:''' Chris Sutherland
366'''BANJO-KAZOOIE ARE [[Creator/{{Rare}} RARING]] TO GO!'''
367->'''Home series:''' ''VideoGame/BanjoKazooie''
368%%TO PRESERVE FONT SIZE; DO NOT REMOVE
369-->'''Banjo's Debut:''' ''VideoGame/DiddyKongRacing'' [[[Platform/Nintendo64 N64]]], 1997\
370'''Kazooie's Debut and first paired appearance:''' ''VideoGame/BanjoKazooie'' [[=N64=]], 1998
371-->'''Creator:''' Creator/{{Rare}}
372-->'''Publisher:''' Nintendo (originally), Creator/XboxGameStudios
373->'''Playable in:''' ''Ultimate''\
374'''Specials:''' [[{{Projeggtile}} Egg Firing/Breegull Blaster]], [[InvincibilityPowerUp Wonderwing]], [[SpringJump Shock Spring Pad]], [[StuffBlowingUp Rear Egg]]\
375'''Final Smash:''' [[SummonBiggerFish The Mighty Jinjonator]]
376
377->''[[SignatureLaugh "Gu-huh!"]]''
378
379The protagonist pair of the eponymous collect-a-thon game series that originated from Creator/{{Rare}} on the Platform/Nintendo64, collectively making them the fourth character from a non-Japanese developer, the first character to come from a purely non-Japanese IP, ''and'' the first to be owned by a direct competitor, in this case Creator/XboxGameStudios. The two of them were revealed at Nintendo's [=E3=] 2019 Direct presentation as the third DLC Fighters Pass character for ''Smash Bros. Ultimate'', and later released on September 4, 2019 with the 5.0 update.\
380\
381Banjo and Kazooie are the OddCouple of, respectively, a polite bear and a sarcastic bird, the latter of which residing in the former's backpack. The two of them live at the base of Spiral Mountain, an idyllic region near the Isle O'Hags overlooked by the lair of the ugly witch Gruntilda. Frustrated with her physical appearance, the witch kidnaps Banjo's younger sister Tooty in order to sap her beauty, forcing Banjo and Kazooie to embark on the first of many journeys to do battle with the wicked witch. With the help of moles that teach the duo new moves and shamans that can transform them into a number of different creatures and objects, the bear and bird duo have collected many Notes, Jiggies, and stood triumphant against Grunty quite a few times. And after having been physically absent from gaming for nearly a decade, the duo are back to duke it out with their old colleagues from Nintendo.\
382\
383The two of them together make an unstoppable team, and this is just as well-reflected in ''Smash Bros.'' as it is in their home series. Unlike other fighting duos such as the Ice Climbers and Rosalina, these two act as a single playable unit as opposed to two fighters at once. Banjo is the one doing most of the main work, walking, climbing and picking up items, while Kazooie is the one with most of the skills, being able to fire eggs, be used to stab or bludgeon opponents, and even shield Banjo from harm. Their Wonderwing attack is their ace in the hole, granting them invincibility while plowing through their opponents. This particular attack, however, is limited to five uses per stock, so Banjo-Kazooie players must be mindful of when they use it.
384
385->See the ''Characters/BanjoKazooie'' character page for more information on the duo in their origin series.
386----
387* AbnormalAmmo: The Blue Eggs are eggs that they use as bullets, and the Grenade Egg is [[ShapedLikeItself an egg-shaped hand grenade]].
388* AchillesHeel: Their side-special "Wonderwing" is this. While it's a very powerful move, it can only be used 5 times per stock, which won't be regenerated without getting KO'ed.[[note]]And this only applies to normal matches, as certain stamina matches and sudden deaths give you ''even less'' to work with.[[/note]] Unless you can afford to make a sacrifice, it's effectively dead weight upon depletion in most circumstances, especially on a final stock. Wonderwing can also be cancelled by grabs.
389* ActionGirl: Kazooie, of course. She's even the one with most of the skills in the duo's home series.
390* AdaptationalBadass:
391** Banjo was an absolute runt in his own games, being quite a bit smaller than most of the other characters in the game, [[AnimalsNotToScale despite being a bear]]. He didn't have much in the way of direct, hand-to-hand combat either, having only the very weak and hard-to-land Claw Swipe and Roll, and only in the first game, having to rely on Kazooie or his backpack for all his other moves. Here, Banjo is a heavyweight, larger than a good number of other fighters, and while he still relies on Kazooie for most of their arsenal, his Claw Swipe is back as a decent jab attack, and his forward aerial is a powerful overhand punch.
392** In the main games, Banjo hilariously fails at the Flap Flip when solo. Here, he's dexterous enough to do backflips by himself.
393* AdaptationalNiceGirl: Granted, it's mostly because they have no dialogue, but Kazooie's usual snark isn't shown here. Heck, during one of their idles, as opposed to Kazooie messing with Banjo, and Banjo being annoyed, like in the actual games, the same idle is portrayed as playful ribbing between besties.
394* AdaptedOut: They have no references to their ''[[VideoGame/BanjoKazooieNutsAndBolts Nuts & Bolts]]'' incarnation beyond a few visual elements.
395* ArtEvolution: The duo closely resemble how they looked in the [=N64=] games, but more rounded and with a few more details, such as Banjo having noticeable fur and Kazooie having eyelashes similar to the rendered promotional art of the first two games; much more subtle than ''Nuts & Bolts''.
396* AscendedMeme: In their reveal trailer, the Duck Hunt duo trolls DK and co. by impersonating them. There have been plenty of comments about how similar both teams are, consisting of a brown-furred carnivorous mammal and a bird that team up for attacks. Likewise, the first fight of their Classic Mode has them fighting the duo on Spiral Mountain, while the duo dons the color palette reminiscent of them.
397* AudienceParticipation: As revealed in Sakurai's final column, Banjo and Kazooie were the second most popular pick for the Smash Fighters Ballot behind Sora.
398* BackToBackBadasses: Literally by virtue of being Banjo and Kazooie. The breegull practically makes her home in Banjo's backpack, and the two of them work together to fight.
399* BadassAdorable: A cute bear and bird that are seasoned adventurers that have triumphed over evil multiple times over. And, their squeaky and cartoony voices only add more to their charm!
400* BarefootCartoonAnimal: Banjo is both this and HalfDressedCartoonAnimal. He gets around without the use of shoes in his own games and in Smash as well. Kazooie on the other hand, doesn't wear clothes to begin with, but she has worn shoes occasionally as a powerup; other than that, Kazooie is always barefoot.
401* BattleIntro: Banjo hops out of the silhouette of a Jiggy before taking a bow, mirroring the IdiosyncraticWipes used to transition between areas in the original ''Banjo-Kazooie''.
402* BeakAttack: Several of their moves involve Kazooie attacking with her beak:
403** When mashing the neutral attack button, Kazooie will perform a Rat-a-Tat Rap after Banjo performs Claw Swipes, followed by an upward shoulder bash.
404** Their forward tilt, Beak Bayonet, has Banjo taking Kazooie out of his pack and jabbing forward with her beak, which can be angled.
405** Their down tilt, Beak Barge, has Kazooie poke her head out and poke the opponent.
406** Their up smash, Bill Drill, is exactly what it sounds like, with Kazooie drilling with her beak facing upward.
407** Their back aerial is a triple peck.
408** Their down aerial, Beak Buster, has Kazooie dive downwards with her beak, which meteor smashes at the start of the move.
409** Kazooie pecks the opponent's head as their pummel.
410** Kazooie pecks the opponent upward for their up throw.
411* BearyFriendly: Banjo is a large bear who just so happens to be nice and heroic.
412* BearyFunny: Banjo is a polite and good-natured bear, and he and Kazooie make for a delightfully cartoonish duo.
413* BestFriend: Two friends so inseparable that one lives in the other's backpack. Their status as such is referenced by the title of their reveal trailer being "Best Friends" (though this also references how the trailer shows them interacting with their fellow Rare alumni from the ''VideoGame/DonkeyKongCountry'' series).
414* BigEater: TheStinger of his trailer shows him sneaking up on a sleeping Ivysaur and eating his pancakes before he wakes up and makes a run for it.
415* BottomlessMagazines: Breegull Blaster has no limit to the number of eggs that it can fire, and Kazooie never needs to replenish her supply.
416* {{Bowdlerize}}: Whenever Kazooie fired eggs backwards in her home series (i.e. by "pooping" them out), a farting noise would play. Here, a more generic popping sound plays instead when doing so with the Grenade Eggs. However, a very quiet fart can be heard if they try to fire a Grenade Egg with one already present or pocketed.
417* BreakingOldTrends:
418** They're the first third party character to be owned by one of Nintendo's direct console competitors, rather than owned by a third-party publisher or one of their subsidiaries (though the duo were originally a Nintendo 2nd Party IP before being traded to Rare the same time Microsoft bought Rare).
419** They're also the first characters and universe to come from a wholly non-Japanese created and owned franchise, being created by the British Creator/{{Rare}} and currently owned by the American Microsoft courtesy of their purchase of Rare in 2002.[[note]]While Diddy Kong, King K. Rool (both also created by Rare), and Dark Samus (created by Retro Studios) were all created by non-Japanese developers, they are all still part of series that are owned and were originally developed by a Japanese company, specifically Nintendo itself.[[/note]]
420* TheBusCameBack: They were originally part of the Nintendo set back in the [=N64=] days (due to Rare working under Nintendo) until Microsoft eventually brought out Rare. Banjo and Kazooie being in Smash marks their return to a Nintendo console since the 2005 GBA game ''Banjo Pilot'' (the last ''Banjo-Kazooie'' game on a Nintendo console) in fourteen years, and nine years since their appearance in a game at all following the Xbox 360 version of ''Sonic & Sega All Stars Racing''.
421* CallBack: Their reveal trailer starts off nearly identically to the one for K. Rool, the previous Rare-created character added to ''Smash''. Many of the later non-gameplay scenes from the trailer similarly parallel K. Rool's reveal, down to an attempted fake out by a ''Smash'' veteran: King Dedede for King K. Rool, and VideoGame/DuckHunt for Banjo-Kazooie.
422* TheDividual: Banjo and Kazooie are never seen without each other, and act as a pair in a single fighter slot. However, unlike the Ice Climbers, they'll never be separated and have a moveset that incorporates both acting together, instead of simply putting two characters together and having them have the same moves.
423* DownloadableContent: The third members of the Fighters Pass 1 quintet, released on September 4th of 2019. This duo comes with the Spiral Mountain stage, 10 songs (seven from ''Banjo-Kazooie'', three from ''Banjo-Tooie''), and their unique DLC Spirit Board, where seven new Spirit Battles for ''Banjo-Kazooie'' characters await.
424* DualBoss: Their Classic Mode route has them fighting other duos, right down to being one of the few fighters who must fight Master Hand and Crazy Hand regardless of intensity level.
425* EquippableAlly: Banjo might be as tough and hardy as you'd expect from a bear, but on his own, he lacks utility. Put Kazooie on his back, however, and he can use her for some ''real'' cool things. This isn't one-way, either: Kazooie has plenty of utility on her own, but she needs her bestie's bulk to really pack a punch.
426* EyePop: Banjo's eyeballs poke out of his sockets whenever he takes heavy knockback, which is extremely similar to his fellow Rare brethren Donkey Kong's attacked animation.
427* FacePlant: Happens if they try to use Wonderwing without Golden Feathers. If the move is used in the air too close to the ground, it puts Banjo in a downed state.
428* FightingClown: The duo incorporate some slapstick and comedy into their moveset, like their Forward Smash being the Breegull Bash, their Neutral and Down Specials having Kazooie fire eggs from her mouth and backside, and summoning the Mighty Jinjonator for their Final Smash. They contrast heavily with Joker and Hero, who come from more serious RPG titles, whereas Banjo and Kazooie hail from a much more comical and straightforward 3D platformer.
429* FoeTossingCharge: One of Wonderwing's main uses is to crash into fighters while invulnerable.
430* ForceAndFinesse: Banjo and Kazooie make for a powerful pair because of how their styles complement one another. Banjo is the Force, having a lot of strength and weight behind his attacks. Kazooie is the Finesse, being fast and skillful as well as providing most of the duo's movement abilities.
431* FourFingeredHands: Banjo has these, in contrast to most of the other humanoid mammalian characters in ''Smash'', who either have five or three fingers[[note]]or in Isabelle's cases, none[[/note]].
432* FreezeFrameBonus:
433** Kazooie has many blink-and-you'll-miss-it reactions to things Banjo does or has happen to him, such as putting one wing on her hip and another over her eyes to watch whatever Banjo hit with a Home Run Bat go flying, waving at the camera as Banjo hits someone with Dragoon, or fearfully looking in the direction they're going to be sent flying when Banjo is hit with a strong attack.
434** At the end of the Breegull Bash attack, there is one frame where Kazooie is [[TheComicallySerious comically expressionless]] after being slammed into the ground.
435* {{Gasshole}}: Attempting to use Rear Egg twice won't spawn another egg-shaped grenade, rather Kazooie herself will just let out a faint farting sound effect from her buttocks.
436* GoombaStomp: Their reveal trailer has them jump onto Duck Hunt's back ''Franchise/SuperMarioBros'' style.
437* GrievousHarmWithABody: Banjo's forward-smash is ''Tooie''[='=]s Breegull Bash attack, which has him pull Kazooie from his backpack and [[MetronomicManMashing slam her head-first into the ground by her feet like a blunt weapon]]. She seems fine afterward if a little alarmed.
438* GuestFighter: The 13th in the history of the series.
439** Banjo & Kazooie have the honor of being the first fighters from a completely foreign company, the British-based Creator/{{Rare}} Ltd., formerly Rareware, and their American parent company Microsoft, as well as the first third-party fighters of the same prestige. While Diddy Kong and King K. Rool were also created by Rare, and Dark Samus by Retro Studios, an American company, they originate from Nintendo-created series and ultimately belong to Nintendo.
440** They are also the only fighters from a franchise owned by one of Nintendo's current console rivals, namely Microsoft's Creator/XboxGameStudios. Not only that, they are also the first fighter to be previously owned by Nintendo and then a rival company, and then make their return on a Nintendo console.
441* HalfDressedCartoonAnimal: Only the second fighter after Diddy Kong to be this trope. All Banjo really wears in terms of clothing are his yellow shorts and necklace.
442* HammeredIntoTheGround: Their down throw involves Banjo piledriving and burying their opponent, similar to R.O.B.'s and K. Rool's down throws.
443* {{Hammerspace}}: Banjo's backpack is much smaller than Kazooie, but she is able to stuff herself in there anyway.
444* HeroicBuild: Banjo is looking ''particularly'' beefy now compared to the olden days of ''Kazooie'' and ''Tooie''. Seems that Banjo's kept himself plenty well in shape here, especially compared to the skip between ''Tooie'' and ''Nuts & Bolts''.
445* HeroicMime: [[ZigzaggedTrope Zigzagged.]] They "[[VoiceGrunting talked]]" (with accompanying subtitles) in their home games, but outside of that, they only used generic grunts and vocalizations. In Smash, they stick to the latter, including Banjo's SignatureLaugh.
446* HomeStage: ''Ultimate'': Spiral Mountain, the starting level of ''Banjo-Kazooie''. To highlight the series being influential to the 3D platforming genre, the stage's layout changes when the camera rotates to expose certain areas.
447* IconicItem: During their reveal trailer, they (or rather, Duck Hunt) throw a Jiggy through Donkey Kong's window. This, to many, was the big tip-off that confirmed their inclusion. The Jiggy also acts as the logo for their series, and one of the duo's victory poses have them claim one, along with the classic fanfare. Even their ''Smash Bros'' amiibo has them standing on top of a Jiggy.
448* IdleAnimation:
449** Kazooie pops out of Banjo's backpack, looks around, then retreats back inside.
450** Kazooie playfully pecks Banjo on the head twice. Almost identical to an idle animation seen in ''Banjo-Kazooie'' and ''Banjo-Tooie''.
451* InterspeciesFriendship: A bear and a bird who are the closest of friends and who synergize their differing physiques and abilities.
452* InvincibilityPowerUp: Their Wonderwing attack uses Golden Feathers to make an (almost) invincible charge at opponents.
453* ItemGet: One of their victory poses is a variant of their animations for collecting a Jiggy back in the first ''Banjo-Kazooie''. The "Jiggy Get" fanfare is also their victory theme.
454* JackOfAllStats: The duo have a mix of fast attacks, strong kill moves, mobility, decent recovery and a set of special moves that provide great utility, but their combo game and damage output off of individual moves leave something to be desired and their recovery becomes really linear (and thus, predictable) when Wonderwing is out of uses. And compared to Joker and Hero, who are DifficultButAwesome, the bird and bear are a much more straightforward fighter that can be much easier to pick up and play, with only their Wonderwing being slightly complex with its limited uses.
455* KinderAndCleaner: Downplayed. While none of their attacks are inherently in need of censoring or too violent beyond cartoony slapstick, the farting noise that would play when Kazooie fires an egg from behind is far more muted, meaning it can be easily missed during a hectic match. The lack of dialogue from them also means they're portrayed as a duo that get along much better, compared to the original which has them as a StraightManAndWiseGuy pair.
456* LateArrivalSpoiler: In the original game, the Mighty Jinjonator doesn't appear or even get mentioned until the final battle. In this game, he is their [[LimitBreak Final Smash]].
457* {{Leitmotif}}: The trailer is backed by a [[https://www.youtube.com/watch?v=yyew_dY8Jek brand new arrangement]] of the Spiral Mountain theme, arranged by none other than Grant Kirkhope himself. Their victory theme is a remix of the jingle that plays when they collect a Jiggy.
458* MadeOfIron: Kazooie's spine must be made of titanium to be able to withstand being repeatedly used [[GrievousHarmWithABody as a weapon]] for the duo's forward-smash.
459* MaleMightFemaleFinesse: Banjo, the male of the duo, is an UnskilledButStrong bear that puts all his weight into all of his strikes. The explicitly-female Kazooie, however, is a finesse fighter who utilizes quick strikes with her beak (as well as long-ranged egg shots). Their styles complementing each other is key to their success as adventurers.
460* MechanicallyUnusualFighter: The Wonderwing uses a Golden Feather each use, and they only have a limited stock of them which only refills when they lose a stock. Likewise, while it's not unique to them, seemingly being able to act out of a Recovery Move is rather ''[[{{Pun}} rare]]'' among ''Smash'' characters.
461* MeteorMove: The Beak Buster possesses a meteor smash hitbox as soon as the attack starts however it's rather risky to use for edgeguarding purposes.
462* MickeyMousing: One of their victory animations has them enthusiastically playing the instruments they're named after to the same rhythm as their victory theme.
463* MusclesAreMeaningful: Banjo's the Force to Kazooie's Finesse, and he has more muscles here than ever before.
464* MythologyGag:
465** Their trailer alone has quite a few. To wit:
466*** The duo make their DynamicEntry with Banjo holding a banjo and Kazooie blowing a kazoo/horn — the same instruments they play in their first game's intro cutscene.
467*** Donkey, Diddy and K. Rool cheer them on, highlighting the ties between their series, sharing the same developer, Creator/{{Rare}}.
468*** The gameplay footage features Banjo teaming up with Diddy Kong against a [[PaletteSwap recolored]] Donkey Kong, alluding to Banjo's EarlyBirdCameo as a playable character in ''VideoGame/DiddyKongRacing''. It further refers to the battle against Conga, an early mission in ''Banjo-Kazooie''; DK takes his place tossing oranges, while Diddy stands in for Chimpy.
469*** Banjo's taunt at the end of the above scene has him bow twice, just as he did when achieving a major task in the original ''Banjo-Kazooie'' (such as opening a Note Door).
470*** At one point, Banjo carries a Beehive while running from bees — honeycombs are the units of health for the bear and bird, and some of the beehives that provide health late in ''Banjo-Kazooie'' were guarded by angry bees who would attack Banjo if he didn't grab the health and leave fast enough.
471*** Their Final Smash is The Mighty Jinjonator from the final boss battle in the first game. King K. Rool also has the same fate as Gruntilda from that battle, leaving a [[ImpactSilhouette villain-shaped hole in the ground]] and getting crushed by a giant boulder. Unlike Grunty, however, we can assume that K. Rool doesn't come back as a ghost or a skeleton.
472*** Banjo tiptoeing by a giant sleeping Ivysaur in TheStinger is how he needed to get a Jiggy from Ssslumber in ''Banjo-Tooie''.
473*** The Talon Trot is one of the iconic examples of BoringButPractical in the series, being a passive speed boost over Banjo's running speed that can scale steep cliffs. Appropriately, it's their Dash.
474*** A subtle example, but Banjo struggling to stay on a ledge with one arm is probably a nod to the fact that Banjo couldn't hang on ledges in the first ''Banjo-Kazooie''. It took till ''Tooie'' for him to learn how to grab a ledge and pull himself up.
475*** The ending shot of the trailer includes Banjo making a "victory sign", similar to [[http://mundorare.com//imgs/content/games/banjo-tooie-xbla/artwork//art-banjo-tooie-003-banjo-victory.jpg a promotional render of him]] for ''Banjo-Tooie''.
476** The Wonderwing being their side special makes a lot of sense in hindsight. In the original games, it's usually used when you need its invincibility to bum-rush a deadly area with reckless abandon. That said, charging their foes with reckless abandon is exactly how it's used here... and much like back in their previous games, the rare Golden Feathers powering the Wonderwing are a precious resource that aren't easy to replace, hence the low amount of charges.
477** When they pull off a parry, Banjo flexes his arms, much like the [[OneUp extra life statue]] from the first game. Appropriate for a NoSell that can determine the outcome of a fight.
478** The [[https://www.ssbwiki.com/images/thumb/f/f4/SSBUNintendoWebsiteBanjo%26Kazooie2.jpg/800px-SSBUNintendoWebsiteBanjo%26Kazooie2.jpg screenshot from the official site]] of the duo jumping next to a Launch Star on Summit is reminiscent of the Freezeezy Peak mission where they must fly through the Christmas tree's star.
479** Their stock icon appears to be based on their pose on the cover of ''Nuts & Bolts''. One of their taunts is Banjo stretching in a similar manner to how he does when idle in that game as well.
480** Banjo's backpack now has a flap that opens at the bottom, as seen when using Talon Trot and Grenade Egg. This was something their designer Steve Mayles had [[https://twitter.com/WinkySteve/status/1139188570571399168 wanted to include since their original game]].
481** Their palette swaps reference other characters in the series -- pink references Mumbo Jumbo, black is Bottles' color, Tooty matches the yellow backpack and blue shorts, Boggy is the white polar bear, and the green outfit is Gruntilda. The others reference the different colors the duo could have in ''Tooie'''s multiplayer mode Squawkmatch, or match the Split Up pad colors in that game.
482** Their battle entrance consisting of them jumping out of a black Jiggy silhouette which irises out is a near-inverse of the area transition screens, which is an irising-out Jiggy cutout.
483* NighInvulnerability: With Wonderwing, Banjo and Kazooie are invincible against nearly everything, including [[https://www.youtube.com/watch?v=_o-Q4e8T1Gw a lot of Final Smashes]]. The only attacks that can bypass Wonderwing are grab moves, although Wonderwing's speed and power means only ranged grabs and grab-based Final Smashes are practical against it.
484* OffLikeAShot: Wonderwing demonstrates the classic example, including the "turn away, arms up, one leg out" pose before instantly accelerating.
485* PaletteSwap: Banjo & Kazooie's eighth alt recolors the duo to resemble Gruntilda; Banjo's fur becomes black like her clothes, his skin becomes green like her skin, and his shorts become purple with stripes like her scarf. Kazooie changes to purple feathers, resembling Grunty's scarf as well, and her beak turns green similarly to Grunty's skin. Notably, this is the only skin that changes the duo's eye color, with both Banjo and Kazooie's eyes becoming a yellow-green shade similar to Gruntilda's.
486* PaperFanOfDoom: Banjo's side smash attack, Breegull Bash, is called ''Harisen'' Kazooie in Japan.[[note]]Japanese for "Paper Fan Kazooie".[[/note]] Banjo smashes Kazooie down on his opponents with an overhead swing like a paper fan.
487* PerpetualMolt: Nearly every time Kazooie flaps her wings when doing moves or even just taunts, feathers are shown swirling about.
488* PretenderDiss: Like with King K. Rool to King Dedede before, Banjo and Kazooie shove Duck Hunt aside after the dog and duck pretend to be them.
489* {{Projeggtile}}: Kazooie's eggs, which she can fire either by laying them from her rear or barfing them out of her mouth.
490* RocketJump: Like other characters with explosives within their specials, [[https://twitter.com/HeeewwWin/status/1169442695007363072 they can damage themselves to increase their recovery]].
491* SimpleYetAwesome: Compared to the preceding DLC characters Joker and Hero, Banjo & Kazooie have a pretty straightforward moveset and don't have any [[MechanicallyUnusualFighter elaborate gimmicks]]. The only thing that works differently from the norm is the Wonderwing, but that's it.
492* SignatureLaugh: Banjo brings his iconic "Gu-huh!" in his down taunt and one of their victory poses, where he does a "march in place and bow" animation based on when he opened a Note Door or got all the Jiggies in a world.
493* SpringJump: The duo's up special, Shock Spring Jump, has Kazooie jump off of a Shock Spring Pad with Banjo on her back, even in the air.
494* ShooOutTheClowns: The duo themselves are a pair of cartoonishly goofy [[FunnyAnimal funny animals]] and have a lot of comedic animations to emphasize their expressions. At the beginning of Sephiroth's trailer they've appeared alongside Sonic and the Inkling Girl looking injured and battered. After Sephiroth fully reveals himself they were left out for the remainder of the trailer.
495* StanceSystem: When they swap over to the Breegull Blaster, they can move, jump, and the A button fires their eggs. To switch back to normal, they need to cancel it with a shield, a crouch, or another special.
496* StoutStrength: Banjo is short and stocky but can really pack a punch.
497* StuffBlowingUp: Kazooie can lay Grenade Eggs on her opponents.
498* SummonBiggerFish: Their Final Smash has them summon the Mighty Jinjonator to utterly pulverize any unlucky saps caught in the startup animation.
499* TooAwesomeToUse: The Wonderwing can veer into this territory since it can only be replenished when Banjo and Kazooie are KO'd. Thanks to its power and the NighInvulnerability it grants, players will naturally only want to use it when they're absolutely certain it will hit the opponent, or when it's their only remaining recovery option after being launched off the stage, which could result in a player being KO'd before all of its uses are consumed. This is even more so during certain situations like (Super) Sudden Death, where they have only one Golden Feather per stock, and stamina battles, where the number of feathers is determined by the duo's starting HP.
500* TrapMaster: Their basic playstyle is as a set-up focused Zoner, with their versatile Grenade Eggs being extremely useful as a way to trap their opponents.
501* TrueCompanions: If Banjo's not sleeping, his backpack is on his back, and if Kazooie has anything to say about it, she's in that backpack. Be it glacier, volcano, desert, or witch's lair, splitting is not a considered option. They've separated in necessity from time to time to divide and conquer with their own unique skillsets, but neither one is typically happy about it, and both will outright refuse to leave the other behind.
502* UnexplainedRecovery: As with Joker and Hero, Banjo & Kazooie had to be captured by Galeem to be present as a minion of the Tooty spirit, with a puppet of them under the spirit's control for said fight. However, their status as DLC means they have no legitimate role in ''World of Light'' and can be unlocked after freeing 10 fighters, leaving their recovery unexplained.
503* UnskilledButStrong: Banjo, being a big bear and all. Just like in his home games, Kazooie is the one who provides a lot of the duo's skills, with Banjo mainly just being the meat shield. Luckily, Banjo does his job as a meat shield pretty damn well, can hit pretty hard when needed, as shown in his forward air and back-throw, [[GrievousHarmWithABody and can easily use Kazooie as a blunt weapon when all else fails]].
504* VictoryPose:
505** Banjo throws a Jiggy in the air, catches it, and poses.
506** Banjo marches before bowing twice, a recreation of his animation after collecting all 10 Jiggies in a level or opening a Note Door in ''Banjo-Kazooie''.
507** Banjo and Kazooie dance while playing their respective instruments and strike the same pose they made in their reveal trailer.
508* VitriolicBestBuds: Zigzagged. There's not a hint of animosity between them, but Banjo and Kazooie are no stranger to using each other in slapstick shenanigans, as the forward smash Breegull Bash perfectly demonstrates. Kazooie is also not shy about teasing Banjo, as like in their home games, she'll give Banjo a few pecks on the back of the head and giggle while he scratches it as one of their idle animations.
509* WhatHappenedToTheMouse: They are seen again in another cinematic trailer with the other fighters that are struggling against Galeem's might. After witnessing Galeem's sudden stop to attack as well as getting sliced in half by Sephiroth to bring Smash despair, the duo disappeared and weren't even shown again in the trailer thereafter.
510* WeakButSkilled: Kazooie, in contrast to Banjo. While she doesn't pack as much of a punch as Banjo on her own, she is the provider of all of the pair's special moves, just like in the original games.
511* WingShield: Kazooie covers Banjo's front with her wings while he charges as part of her Wonderwing ability.
512[[/folder]]
513[[folder:74 – Terry]]
514[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/terry_ssbu.png]]
515[[caption-width-right:350:[[RedBaron The Legendary Wolf]]]]
516!!!!!!'''Voiced by:''' Creator/TakashiKondo
517'''TERRY FACES THE FURY!'''
518->'''Home series:''' ''VideoGame/FatalFury''/''Franchise/TheKingOfFighters''
519%%%%TO PRESERVE FONT SIZE; DO NOT REMOVE
520-->'''Debut:''' ''VideoGame/FatalFuryKingOfFighters'' [UsefulNotes/{{Arcade|Game}}], 1991
521-->'''Nintendo debut:''' ''VideoGame/FatalFuryKingOfFighters'' [Platform/{{SNES}}], 1992
522-->'''Creator:''' Creator/{{SNK}}
523-->'''Publisher:''' SNK
524
525->'''Playable in:''' ''Ultimate''\
526'''Specials:''' [[GroundWave Power Wave / Power Geyser]] (Super Special), [[FoeTossingCharge Burning Knuckle]] / [[BlownAcrossTheRoom Buster Wolf]] (Super Special), [[HurricaneKick Crack Shoot]], [[{{Shoryuken}} Rising Tackle]], [[MeteorMove Power Dunk]]\
527'''Final Smash:''' [[NoHoldsBarredBeatdown Triple Wolf]] (Triple Geyser / Power Dunk / Buster Wolf)
528
529->''[[BringIt "Hey, come on!"]]''
530
531The Legendary Hungry Wolf of the ''VideoGame/FatalFury'' series, as well as a long-time veteran of ''Franchise/TheKingOfFighters'' series. Terry Bogard is the first fighter in the series to hail from Creator/{{SNK}}, the developers of the Platform/NeoGeo, and was announced as the fourth character in the Fighters Pass on September 4, 2019. He was officially released on November 6, 2019, as part of the Version 6.0 update.\
532\
533As a young orphan growing up in the mean streets of Southtown, Terry and his younger brother Andy were adopted by the kindly Jeff Bogard. Life was good for the Bogard family, until the fateful day when the crime lord Geese Howard murdered Jeff in cold blood. Motivated by vengeance, the brothers Bogard would travel the world and train in the martial arts, with Terry training under his father's master Tung Fu Rue. Combining the art of Hakkyokuseiken with a unique street brawling style, Terry would enter the King of Fighters tournament to confront Geese and avenge his father's death, in so doing becoming tied to the strange and often world-shaking events surrounding the tournaments.\
534\
535Similar to fellow fighting game characters Ryu and Ken, Terry's fighting style borrows several elements from the games he hails from, including command inputs for three of his specials that increase their striking power, as well as the ability to cancel his normal attacks into his specials. Unique to him are two "Super Special" attacks, the Power Geyser and Buster Wolf: they can only be used when his damage exceeds 100% (or when he is at less than a third of his HP in stamina matches) and require complex command inputs to execute, but when used well, they can turn the tide of the fight into Terry's favor.\
536\
537It's worth mentioning that SNK's games that Terry hails from [[WhereItAllBegan inspired Sakurai to create the first Smash game and influenced some of the mechanics]] (dodging and rolling in fighting games originated from SNK, among other things), making his [[BookEnds inclusion bring the Smash Bros. series full circle to its origins with this character holding a special place in Sakurai's heart]]. More on that story can be found on the trivia page.
538----
539[[AC:Special Moves]]
540[[labelnote:Click to show]]\
541'''Neutral Special''': [[GroundWave Power Wave/Ground Wave]]
542->Terry thrusts his fist into the ground, creating a wave of energy that travels along the ground. When used in the air, Terry creates a short-wave energy blast directly in front of him.
543'''Forward Side Special''': [[FoeTossingCharge Burning Knuckle]]
544->Terry charges forward with a powerful punch that knocks away opponents in his path. Holding the attack button increases its range, while using its command input (quarter-circle forward + attack) increases its range further and amplifies its attack power. Also useful as a horizontal recovery move/
545'''Back Side Special''': [[HurricaneKick Crack Shoot]]
546->Terry leaps forward and performs a front-flip kick. Using its command input (quarter-circle back + attack) increases its attack power and gives defensive properties to its second hit.
547'''Up Special''': [[{{Shoryuken}} Rising Tackle]]
548->Terry performs a rising attack, ascending with feet in the air while spinning, hitting multiple times. Using its command input (hold down -> up + attack) increases its attack power while rendering Terry invulnerable at startup.
549'''Down Special''': [[MeteorMove Power Dunk]]
550->Borrowing from [[IKnowMaddenKombat his love of basketball]], Terry performs a diving punch as if he's performing a slam dunk. Using its command input (forward -> down -> forward[=/=]down + attack) increases its attack power and gives the move Meteor Smash properties.
551'''Super Special 1''': [[GroundWave Power Geyser]]
552->Once Terry's damage exceeds 100%, he can perform the Power Geyser with its command input (quarter-circle back -> half-circle forward + attack). When used, Terry pounds his fist into the ground and unleashes a massive geyser of energy that throws any enemies caught by it high into the air.
553'''Super Special 2''': [[BlownAcrossTheRoom Buster Wolf]]
554->Once Terry's damage exceeds 100%, he can perform the Buster Wolf with its command input (quarter-circle forward twice + attack). When used, Terry charges forward and, if he successfully hits an opponent, blasts them with a point-blank shot of energy that blows his enemies away.
555'''Final Smash''': [[NoHoldsBarredBeatdown Triple Wolf]]
556->Terry performs the Triple Geyser, a super attack that creates a succession of three Power Geysers. If any of the Power Geysers successfully hit an opponent, Terry will follow up with a Power Dunk leading into an even stronger Buster Wolf that blows his opponent away. While the Triple Geyser can hit multiple opponents, Terry will only use the enhanced Buster Wolf on the first opponent they hit.
557[[/labelnote]]
558-> See Characters/FatalFuryKingOfFighters for more information on the character in his origin series.
559----
560* AdaptationAmalgamation: While he represents his home series ''Fatal Fury'', he also shows off ''The King of Fighters'' (the much bigger franchise and SNK's flagship). This can be found in his trailer where various arcade openings from both franchises (and ''VideoGame/SamuraiShodown'') were shown, and how his stage is a ''King of Fighters'' ring, with plenty of music and cameos from that series. Even his Arcade Mode is structured after the team battles of King of Fighters (being called "King of Smash"). There is some [[JustifiedTrope justification]] as ''King of Fighters'' spun off from ''Fatal Fury''. Note the subtitle of the first game of the series - ''Fatal Fury: The King of Fighters''.
561* AllAmericanFace: Like Ken before him (except for the eyes, Ken's are brown), Terry's a blonde-haired, blue-eyed, American hero. Even moreso in Terry's case, since his design was deliberately meant to harken towards the American flag, to the point of having a star on his back.
562* AlternateCompanyEquivalent: To Geese Howard in ''VideoGame/Tekken7'', [[ArchEnemy ironically]]. Both serve as characters from ''Fatal Fury'' who have been transplanted into a Bandai Namco-developed fighting game while still retaining most of their original system mechanics; it's worth noting that while both characters are composited to include generalized elements from multiple games, Terry mainly pulls from his original appearances in the 90's whereas Geese uses more modern gameplay based on ''KOF XIV''.
563* AnimalMotifs: The wolf. His noted RedBaron within SNK canon is "The Legendary Hungry Wolf", and the Japanese title of the ''Fatal Fury'' series - ''Garou Densetsu'' - translates to "Legend of the Hungry Wolf".
564* ArmorPiercingAttack: While Buster Wolf is still counterable with Joker's Tetrakarn, it flat-out ignores his Rebel's Guard. As it counts as a grab move, it can also cancel out Banjo's Wonderwing.
565* BadassBack: He has his classic victory animation where he turns his back to the camera before throwing his cap.
566* BattleIntro: Leaps in from the background, similarly to the tag-in and lane-switch mechanics from his home game, then adjusts his cap.
567* BoringButPractical: While the rest of the SNK cast tried to catch the invitation to ''Smash'' in very dramatic fashions such as leaping towards it (which also led to Geese Howard's death yet again), Terry managed to claim the invitation easily by simply waiting for it to stop floating, before picking it up off the ground.
568* CallingYourAttacks: It just wouldn't be Terry without it, although he also has his alternate, shortened battle cries from ''VideoGame/GarouMarkOfTheWolves'', such as "Rock you!" when performing Power Wave, or "Kickback!" with Crack Shoot.
569* ChargeInputSpecial: He brings his Rising Tackle with him as his up-special move. While the move can be performed with a single directional input, Terry can utilize the same charge input as the original to grant added damage and invincibility.
570* CloseRangeCombatant: Much like in his home series, Terry is more like a brawler, relying on applying pressure and combo to deal damage. All of his special moves barring Power Wave give him momentum to close the gap towards his foes.
571* CombatParkour: Terry's usual method of fighting, combining it with the skills he learned from his mentor Tung Fu Rue and the skills he learned on the streets. With moves like Crack Shoot, Rising Tackle, Power Dunk and a variety of somersaulting moves. His mastery of acrobatics is best exemplified by his back special, Crack Shoot, his iconic somersaulting axe kick from his origin game. Holding down the button gives the move extra damage. Inputting the command for the move gives it extra power as well.
572* {{Combos}}: Similar to Ryu, Ken, and Bayonetta, Terry's fighting style favors combos. Also like Ryu and Ken, he is capable of cancelling some of his attacks into his specials.
573* ComebackMechanic: When he's at 100% or over, he gains access to his Super Special Moves, Power Geyser and Buster Wolf, outside his Final Smash. That said, since [[DifficultButAwesome they leave you wide open if you whiff them, and they require you to be at kill percent]], you have to earn the right to their devastating power.
574* CompositeCharacter: Try composite ''franchise'' when it comes to his stage. The King of Fighters stadium is inspired directly by many of the arena stages from its namesake franchise, complete with cameos from it and its older bretheren like ''Art of Fighting'' and ''Fatal Fury'' itself. The music list takes it even further with representation from games like ''Metal Slug'' and ''Samurai Shodown''.
575* DamnYouMuscleMemory: In order to accommodate the input specials, Burning Knuckle was changed from quarter-circle-back to quarter-circle-forward[[note]]Since the Crack Shoot is ''also'' a quarter-circle-back input, but with Kicks instead of Punches - a distinction that ''Smash'' does not make[[/note]]. This also means that Power Wave is not accessible as an input special.
576* DeathOrGloryAttack: Terry's Super Special moves are strong and capable of massive damage to an opponent. They can also be used continuously as long as he has 100% damage or below 1/3 his HP in Stamina. The drawback is that they are capable of being shielded/dodged and it leaves him wide open to a counterattack, which, in his already weakened state, may end up KO'ing him.
577* DesperationAttack: His Super Special Moves, Power Geyser and Buster Wolf, function this way. While the moves are much stronger and have a much bigger range, they can only be used if Terry has over 100% damage, or if he's below one-third of his starting HP in a stamina battle.
578* DifficultButAwesome: Like Ryu and Ken, Terry has a high learning curve thanks to combining traditional fighting game mechanics with the ''Smash'' engine and complex commands for his Special Moves. His Super Special Moves are the most difficult Special Moves to execute in the game and misusing them often lead to losing. His recovery is also not the best and it's too easy to Crack Shoot yourself to your doom. Once you master him, though, you are rewarded with an incredibly aggressive fighter who can unleash powerful and flashy combos.
579* DownloadableContent: The fourth member of the Fighters Pass 1 quintet, released on November 6th of 2019. Buying Terry also gives you the King of Fighters Stadium, Terry's home stage which itself comes with a '''fifty-song''' playlist featuring music from across SNK's extended library such as ''Fatal Fury'', ''The King of Fighters'', ''Samurai Shodown'' and ''VideoGame/MetalSlug''. Terry's DLC pack also includes his unique DLC Spirit Board where 11 Spirit Battles for various SNK characters await.
580* {{Eagleland}}: Just like in his home games, Terry embodies a mix of both the Type A and Type B versions of this trope, being a boisterous and proud person who wears stereotypical American clothing, but is also a self-sufficient NiceGuy. He's also the fourth certified American-born fighter in ''Smash'', following Snake, Little Mac and Ken.[[note]]Of note, he's the only one explicitly stated to hail from a fictional city (Snake, Mac and Ken are all stated/implied to be residents of Alaska, New York and San Francisco respectively), although South Town itself is located in Florida and is inspired by (if not a straight-up equivalent to) Miami.[[/note]]
581* ExpyCoexistence: Appears alongside his AlternateCompanyEquivalent, Ken.
582* EyeObscuringHat: Terry's cap has an unusually low brim that obscures his eyes when viewed from most angles, emulating the effect from his home series.
583* FalseReassurance: If you hear him saying "Are you okay?", you better pray you have your shield up because otherwise [[BlownAcrossTheRoom you will]] ''[[BlownAcrossTheRoom not]]'' [[BlownAcrossTheRoom be okay afterwards]].
584* FoeTossingCharge:
585** His side special, the good ol' Burning Knuckle. Terry charges forward fist first, striking any opponent in his way. The late hit still hits hard, so if the opponent is at the end of the move, they will still be sent flying. Holding down the button gives the move extra range. Inputting the command for the move gives it extra power and more range as well.
586** His iconic Super Special Move, Buster Wolf. As soon as he slides forward and hits the opponent, he ends it with [[BlownAcrossTheRoom a massive explosion from his fist]], which has even more power and huge range.
587* GoodOldFisticuffs: He combined his martial arts training with some old fashioned street brawling.
588* GratuitousEnglish: As always for Terry, ''the'' poster child of this trope. Just like in his home games, ''Ultimate'' has him calling out in broken English:
589-->''Hey, come on, come on!''
590-->''Stand up!''
591-->''Rock you!''
592-->''Kickback!''
593-->''Bingo!''
594-->''Burning!''
595-->''Goodbye!''
596-->''Overheat!''
597-->''Go burn!''
598-->''Beat up!''
599-->''Here's a big one!''
600-->''Are you okay?''
601* GroundPunch: Power Wave has him punch the ground to create [[GroundWave a shockwave which travels across the ground]]. His Power Geyser creates a much larger, ''much'' more powerful shockwave which doesn't move from the point of impact, and his Final Smash sees him use the "Overheat" Triple Geyser version that sends out three of them in sequence.
602* GroundWave:
603** His neutral special, the iconic Power Wave. By [[GroundPunch punching the ground]], Terry creates a fiery wave of energy that travels the ground. Holding the button makes it go faster. If used near an edge or in the air, it becomes his Round Wave instead.
604** His iconic Super Special Move, Power Geyser. The wave won't travel the ground, but it is ''massive'' on top of having ''terrifying'' power.
605** He opens his [[LimitBreak Final Smash]] with Triple Geyser (the Overheat variant), which is, [[ExactlyWhatItSaysOnTheTin as the name implies]], ''[[RuleOfThree three]]'' Power Geysers.
606* GuestFighter: The fourteenth third-party character in ''Smash'' and the first from Creator/{{SNK}}, representing both his home series ''Fatal Fury'' and SNK's own MassiveMultiplayerCrossover ''The King of Fighters''.
607* HairOfGoldHeartOfGold: He's a very handsome young man with long blonde hair, and is an overall friendly guy.
608* HellBentForLeather: One of Terry's alternate costumes turns his vest into a leather vest and swaps out his jeans for black leather pants.
609* HeroicBuild: The ripped protagonist of ''Fatal Fury''.
610* HomeStage: ''Ultimate'': King of Fighters Stadium, based on multiple stadium stages seen from its namesake series. It pays homage to Terry's 2D fighting game roots by being a flat stage where players are tasked with launching opponents through the invisible barriers on either side.
611* {{Hunk}}: Has some shades of {{Bishonen}} (as it can be seen in his long hair and eyes), but he's very clearly a handsome man with a strong jawline and very well-toned and masculine physique.
612* IdleAnimation:
613** He adjusts his cap before quickly pumping his fists.
614** He hops on his feet.
615* IKnowMaddenKombat: Terry takes some inspiration from sports for his fighting style. One of his signature attacks, Power Dunk, was inspired by his experience playing street basketball.
616* KiManipulation: His training from Tung Fu Rue allows him to channel "earth energy" with the Hakkyokuseiken fighting style and mix it up with his own brand of street fighting. They usually erupt from the ground like Power Wave or manifest on his fists like Burning Knuckle.
617* LargeHam: It just wouldn't be Terry without his trademark bombast, and almost all of his lines feature his signature energy and [[GratuitousEnglish bootleg-English]].
618* {{Leitmotif}}: [[https://www.youtube.com/watch?v=LLtZq_i9tPs "Kurikinton"]] is his recurring theme (and the theme generally used for the Fatal Fury team in ''KOF'') from ''Fatal Fury 2''. Makes an appearance in three forms: a remix exclusive to ''Ultimate'', the original version, and the "Kuri Kinton Flavor" rearrangement from ''The King of Fighters XIV''. Other themes he's had included here are:
619** "Big Shot!", from ''Fatal Fury 3'' and ''Real Bout Fatal Fury''.
620** "11th Street" from ''Fatal Fury: Wild Ambition'' (which was then subsequently remixed into "176th Street" from ''KOF '99'' and "[=Terry115=]" from ''KOF 2000'' - both which are also present).
621** "Street Dancer" from ''KOF XI''.
622** "Wild Street" from ''KOF XIII''.
623** "Departure from South Town" from ''KOF XIV''.
624** While not specifically one for him, the ''KOF XIV'' remix of "Soy Sauce for Geese" - normally the main theme for his rival but modified there to play specifically for Terry vs. Geese matches - is also present.
625* LightningBruiser: Compared to Ryu's [[MightyGlacier slower and more methodical playstyle]], Terry's specials and burst mobility give him a lot of options for closing gaps. Burn Knuckle and Crack Shoot are both good horizontal options, and then you have Power Dunk which can vault over projectiles and grounded attacks. All of this is coupled with an immense amount of power and durability from his attack numbers and weight class respectively.
626* LimitBreak:
627** His Final Smash, Triple Wolf. He strings together a Triple Geyser, a Power Dunk and a MAX Buster Wolf for his Final Smash. The move can only trap one opponent, but it deals a lot of damage. Opponents not trapped by the move but still hit by the geysers will be sent flying separately.
628** Particularly, Buster Wolf, along with Power Geyser, appear as Super Special moves that need their actual command inputs to perform when Terry is either at 100% damage or 1/3 of health in a Stamina match.
629* LongHairedPrettyBoy: A lot more rugged than most examples that fit this trope, but he's got the "long-haired" part down, sporting a waist-length ponytail that puts even Zero Suit Samus to shame.
630* {{Mascot}}: Of not only ''Fatal Fury'', but also SNK as a whole. This is shown in his trailer, where he receives the ''Smash'' invitation over other SNK characters. To further make the point, his universe is one of the few that is not constrained to his home series, incorporating Spirits and music from ''Art of Fighting'', ''KOF'', ''Samurai Shodown'' and other SNK games in a similar vein to Pac-Man with other Namco universes.
631* MechanicallyUnusualFighter: As with Ryu and Ken, traditional FightingGame special move inputs are in use. Power Wave has two different levels depending on how long the button is pressed, while Burn Knuckle, Crack Shoot, Rising Tackle, and Power Dunk have ''four'' due to being affected by motions and timing. He is the only character with a special spotdodge cancel attack that gives him upper body invincibility. Also he's the only character with ''two'' side specials and he gets access to his Super Special Moves when his status is critical. He also has a mechanic where he can attack right after dodging. All in all, Terry is one of the most complicated fighters in the game.
632** Surprisingly enough, he ''doesn't have'' the "momentum lock" jump[[labelnote:Explanation]]When Ryu and Ken jump, their momentum is locked and they cannot be moved towards another direction unless they jump again, much like how characters jump in ''Street Fighter II''.[[/labelnote]] Ryu and Ken have despite ''Fatal Fury'' having that feature as it is a fighting game.
633* MightyGlacier: His movement speed is slower than average and his recovery is rather mediocre, but he is one of the heavier characters. His attacks also hit like a truck and he has a wide variety of offensive options to put pressure on his opponents.
634* MeteorMove: His down special, Power Dunk. Originating in ''Fatal Fury 3'', it consists of a flying knee kick that transitions into a punch with his fist enveloped in fire. Holding down the button gives it more power. Inputting the command for the move gives it extra power and actually gives it the prowess to meteor smash an opponent, provided they are not hit by the initial part of the third hit.
635* MythologyGag:
636** His trailer starts with a mish-mash of segments in openings and cutscenes from various Neo-Geo arcade games before the usual gag-filled gameplay scenes.
637*** In the beginning of the original trailer, a timeline is shown of Nintendo's consoles and portables, going up to the Game & Watch series before going back to 1991 and the Super Nintendo, panning sideways to reveal the Neo Geo AES console. A distinct click noise gets played as if the titular console turned on, before the famous [[https://www.youtube.com/watch?v=KBGHHMfk9Ew boot-up sequence]] is played.
638*** The iconic opening from ''The King of Fighters '94'' is shown, which like ''Ultimate'' prominently featured a white envelope with an invitation. Instead of it being signed "R" for Rugal, it has a "S" for ''Smash''.[[note]]Sakurai himself said that it wasn't supposed to stand for his own name, and that he didn't even include it when scripting the sequence, but the other ''Smash'' staff slipped it in as an inside joke.[[/note]] Kyo attempts to grasp the envelope as he did in the original [[BaitAndSwitch but misses it]].
639*** Then [[VideoGame/ArtOfFighting Ryo Sakazaki]], in his segment of ''King of Fighters '96'' opening, performs the start up dash of his Ryuko Ranbu move to strike the letter, only for it to miss.
640*** Cut to [[VideoGame/FatalFury Andy Bogard and Joe Higashi]] with the opening of ''Fatal Fury Special'', them jumping towards the letter only to miss as well.
641*** The scene is followed with the iconic moment from the boss fight in ''Fatal Fury'', where the invitation floats up in front of Geese, standing at the edge of the ''Real Bout Fatal Fury''-era Geese Tower. He jumps to catch it, only for him to fall to his death in a scene that is a near-exact recreation of the ending of the original ''Fatal Fury'', with the only difference being that his classic gi and hakama pants being changed for his red and yellow hakama pants from the third game onwards.
642*** The letter then travels to feudal Japan to meet [[VideoGame/SamuraiShodown Nakoruru]] featuring her versus cut-in in ''Samurai Shodown II''. She commands Mamahaha to fetch the letter, only to miss.
643*** Cut to ''King of Fighters '95'', featuring Iori in the intro. He tries to grab the letter and misses, but this time, he does his infamous laughter, notably while ''still'' being voiced by Creator/KunihikoYasui, instead of Creator/TakanoriHoshino, who replaced him by ''XIV''.
644*** The letter lands, showing a familiar silhouette - Terry's - from ''Real Bout: Fatal Fury''.
645*** There's a scene where he does his "Stand up!" taunt from ''VideoGame/GarouMarkOfTheWolves'', followed by a pan to show Lucas behind him also taunting. This references how one of Terry's win poses in ''KOF 2001'' used this same pose with a pre-teen Rock Howard running in to imitate him.
646*** He gives a taunt to Ryu, Ken, and Guile, referencing the ''VideoGame/SNKVsCapcom'' games as well as the three-fighter team format of ''The King of Fighters''. This is modified in the Mii Fighter trailer after him, where he, Ryu and Ken face off against Mii Fighters representing Nakoruru, Ryo and Iori. Further references to their past crossover can be seen in Sakurai's presentation, where Ryu is chosen to be Terry's training opponent to establish the differences in how they play, and in Terry's Classic route, where the ''Street Fighter'' characters (along with another Terry) serve as his final set of opponents.
647** Much like Ryu and Ken, the hit effects are taken from his home games.
648** He is a character who can perform special-cancelling (canceling a normal into a special move), a staple technique from ''Fatal Fury Special'' onwards and a common enough technique in many major fighting games.
649** He gets access to Power Geyser and Buster Wolf when he reaches 100%, similar to how characters in ''Fatal Fury Special'' use Desperation Moves. Fittingly, their inclusion might be a nod to SNK being the TropeCodifier.
650*** In some ''Fatal Fury'' games and early ''King of Fighters'' (and using Extra Mode in ''King of Fighters '98''), you can only perform Desperation Moves if the super meter is filled. However, when the fighter's health is low enough, it will flash red (or in ''Real Bout: Fatal Fury'' series a GO! icon appears) and allows the fighter to perform Desperation Moves freely. Additionally, these are the "weaker" versions of the Desperation Moves as opposed to performing a Desperation Move at critical health ''with'' a full meter. These attributes can be seen in Terry as he can perform Power Geyser and Buster Wolf indefinitely upon being in danger, yet they aren't the strongest versions as he doesn't have a "full meter" so to say (a good indicator is Power Geyser being just a single explosion rather than three).
651** The various logos on his hat in his alternate palettes are the ones he's had over the years, including the metal buckle from the anime specials.
652** The camera angling behind him during the Power Dunk portion of his Final Smash brings to mind his Climax Super, [[https://youtu.be/WgQPnJXaM6M Star Dunk Volcano]], from ''KOF XIV''. In addition, his line before performing MAX Buster Wolf in his Final Smash ("Here's a big one!") is used in the exact same context as said game.
653** One of his color palettes (specifically, the one with the NEO GEO hat) mimics the extremely bright pastel colors used by the original ''Fatal Fury'' games rather than the more subdued colors of his default outfit from the later ''KOF'' games.
654** Another of his color palettes is a direct reference [[https://www.youtube.com/watch?v=RYzEuwBjq0s to the three Fatal Fury anime movies]], with somewhat washed-out colors and a metal strip in place of the white strip on his hat.
655** His battle entrance has him jump from the background onto the battlefield, similar to how he transitions between planes in his home series.
656** If he's defeated in a Stamina match, his hat falls off like in the original ''Fatal Fury'' games.
657** In his Classic Mode, he takes on three-fighter teams like in ''The King of Fighters''. In addition, Terry has boosted stamina to compensate, essentially making his Classic Mode a reverse of the SNKBoss with Terry himself being said boss!
658** Terry is able to combo directly into his Final Smash while in the middle of hitting an enemy with a Super Special Move. Being able to cancel directly into a more powerful super while in the middle of a regular super has been a trend in recent main ''KOF'' titles (Dream Cancels in ''XI'', Neo MAX Cancels in ''XIII'' and Advanced/Climax Cancels in ''XIV'' and ''XV'').
659** His perfect shield pose is lifted directly from ''VideoGame/GarouMarkOfTheWolves'' which introduced a "Just Defend" mechanic very similar to Parrying from ''VideoGame/StreetFighterIII''.[[note]]''Street Fighter''-style parrying was a mechanic that Terry could access from P-Groove in ''Capcom vs. SNK 2.''[[/note]]
660* PragmaticAdaptation: The Somersault Kick, his up air, is not from any game in his home series, and was created for ''Super Smash Bros. Ultimate'' (though looks very similar to Kim Kaphwan's Hienzan) to properly round out his moveset.
661* {{Shoryuken}}: His up special, Rising Tackle, is this... sort of. One of his anti-airs in his origin title, Terry jumps into the air with an upwards spin, ''[[SubvertedTrope kicking]]'' above him. Holding down the button gives the move extra distance and slightly more damage. Inputting the command for the move (which makes Terry crouch on the ground) gives it extra power, damage and more distance as well; notably, [[DifficultButAwesome the charge can be partitioned like in a traditional fighting game]], which can be done on the ground or in the air. The charged version also provides Terry with invincibility upon start-up, similar to most moves representing this archetype.
662* ShownTheirWork: On top of the usually-excellent research the ''Smash'' devs make in creating a character, Sakurai-san himself, gives a short Creator/{{SNK}} history lesson during Terry's demonstration video.
663* SignatureHeadgear: As this version of Terry goes with his classic look over his ''[[VideoGame/GarouMarkOfTheWolves Garou]]'' design, his trucker cap is accounted for. Therefore it plays into a lot of his animations, such as his taunts, victory poses, being twisted backwards during Power Dunk, and even falling off of him when he's knocked out in a Stamina match.
664* SNKBoss: Inverted; Terry's arcade route turns ''[[ATasteOfPower Terry himself]]'' into one, having certain buffs put on him when fighting the three-person teams that serve as opponents.
665* SpellMyNameWithAThe: The logo in Terry's stage reads "King of Fighters" rather than "''The'' King of Fighters". Sakurai explained in the Direct that this is because the former refers to the tournament itself, while the latter specifically refers to [[Franchise/TheKingOfFighters the game series]].
666* TheUnfought: Terry is not used for any spirit battle, even as a minion, so he is not an opponent in Spirit mode at all.
667* UnskilledButStrong: As opposed to his ''Street Fighter'' contemporaries, he primarily focuses on the Supernatural aspect of his SupernaturalMartialArts training, using it as a supplement for standard street brawling. It doesn't make the Hungry Wolf of South Town any less effective a fighter.
668* VictoryPose:
669** Dramatically throws his hat to the side with his back turned to the camera shouting "Okay!"
670** Same as the first pose, except from the front.
671** Brushes his hat against his leg before putting it back on.
672* WearingAFlagOnYourHead: His entire default getup is meant to represent the American flag, with combinations of red, white, and blue, and even having a star on his back.
673* WrestlerInAllOfUs: His down throw, Neck Breaker Drop from ''Fatal Fury: Wild Ambition'', is a jumping inverted [[ExactlyWhatItSaysOnTheTin neckbreaker]].
674[[/folder]]
675[[folder:75 – Byleth (Bereto / Beresu)]]
676[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bylethssbu.png]]
677[[caption-width-right:350:[[DarkIsNotEvil Ashen Demon]]]]
678
679[[caption-width-right:350:[[labelnote:Female Byleth]][softreturn]https://static.tvtropes.org/pmwiki/pub/images/femalebylethssbu.png]][[/labelnote]]
680!!!!!!'''Voiced by:''' Creator/YuusukeKobayashi (Japanese, Male), Creator/ShizukaIto (Japanese, Female), Creator/ZachAguilar (English, Male), Creator/JeannieTirado (English, Female)
681'''BYLETH JOINS SMASH HOUSE! / BYLETH RECRUITS... BYLETH!'''
682->'''Home series:''' ''Franchise/FireEmblem''
683%%%%TO PRESERVE FONT SIZE; DO NOT REMOVE
684-->'''Debut:''' ''VideoGame/FireEmblemThreeHouses'' [Platform/NintendoSwitch], 2019[[note]]A few days prior to the release of said game, both versions of Byleth were added as an EarlyBirdCameo to ''VideoGame/FireEmblemHeroes''. Female Byleth was summonable alongside the three house leaders, though Male Byleth would require a linked My Nintendo account to have data for the console game, thus making him inaccessible until launch day.[[/note]]
685-->'''Creator:''' Creator/IntelligentSystems, Creator/KoeiTecmo
686-->'''Publisher:''' Nintendo
687
688->'''Playable in:''' ''Ultimate''\
689'''Specials:''' [[SacredBowAndArrows Failnaught]], [[JoustingLance Areadbhar]], [[YouWillNotEvadeMe Sword of the Creator]], Aymr\
690'''Final Smash:''' [[BladeSpam Progenitor God Ruptured Heaven]]\
691%%
692->''"Each battle, a chance to grow."''
693%%
694The protagonist of ''VideoGame/FireEmblemThreeHouses'', Byleth Eisner is a renowned teacher of the Officer's Academy that is located within Garreg Mach Monastery on the continent of Fódlan. They were revealed in a video livestream by Masahiro Sakurai on January 16th, 2020 as the fifth and final character of the first Fighters Pass. They are also the most recently-made characters so far in terms of official debut, being the only fighters whose game of origin came out in 2019. Byleth released later in the month on the 28th, as part of the Version 7.0 update.\
695\
696Born the child of Jeralt Eisner, the Blade Breaker, they mostly lived their life on the move as a mercenary within their father's mercenary gang. However, a chance encounter with students from the Officer's Academy gets them roped into serving the academy as a new teacher for one of the [[TitleDrop titular]] three houses. As the school year progresses and they continue to work for the Church of Seiros that created the academy, they repeatedly come into contact with a mysterious entity known as Sothis, and acquire the Sword of the Creator, a legendary weapon said to have been wielded by a hero of ancient times. Other such strange happenings begin to pile up, from the appearance of a bloodthirsty knight who styles himself after the GrimReaper, to threats from a terrorist leader known only as the Flame Emperor. As these mysteries unravel and the unsteady peace between the three major nations begins to crack, Byleth's decisions become pivotal to not only the students that they teach, but to the entire continent of Fódlan...\
697\
698While they use [[WhipSword the Sword of the Creator]] as their primary weapon, don't think that they're just another sword fighter! The proven professor additionally wields three other Heroes' Relics that originally belonged to the three house leaders; the [[JoustingLance lance]] Areadbhar from Dimitri of the Blue Lions, the axe Aymr from Edelgard of the Black Eagles, and the [[BowAndSwordInAccord bow]] Failnaught from Claude of the Golden Deer. Each weapon, including the Sword of the Creator, is associated with a different input direction. This means that Byleth has each of the primary weapons commonly associated with ''Fire Emblem'' units, making Byleth a more complete representation of the series. While carrying so many heavy weapons prevents Byleth from moving very fast, said weapons' sheer size and power makes them great for teaching foes painful lessons by keeping them at range and brutally punishing their mistakes.\
699\
700Like in their home game, and similar to other ''Fire Emblem'' Avatar characters in ''Smash'', Byleth comes in both male and female forms for costumes.
701----
702[[AC:Special Moves]]
703[[labelnote:Click to show]]\
704'''Neutral Special:''' [[SacredBowAndArrows Failnaught]]
705->The Heroes' Relic belonging to Claude von Riegan of the Golden Deer house from the Leicester Alliance. After a brief charge-up, Byleth fires an arrow with strong damage and knockback. Holding the special attack button starts a longer charge-up that turns the arrow into a thin beam with stronger damage and knockback. The charge-up can be shield-cancelled for a normal shot, but not for an overcharged shot.
706'''Side Special:''' [[JoustingLance Areadbhar]]
707->The Heroes' Relic belonging to Dimitri Alexandre Blaiddyd of the Blue Lions house from the Kingdom of Faerghus. Byleth swings the spear in a wide arc that deals the most damage and knockback along the blade as opposed to the shaft. Using a Smash input increases the range along which Byleth moves during the attack.
708'''Up Special:''' [[WhipSword Sword of the Creator]]
709->A Heroes' Relic said to be passed down from the Goddess Sothis, herself! While it doesn't provide Byleth with any upward mobility, it is an extremely useful tether recovery with respectable range, and using it doesn't preclude Byleth from using other attacks should it miss. Used on an opponent, it [[YouWillNotEvadeMe pulls Byleth towards them for a follow-up attack]] that can spike opponents above a certain damage threshold.
710'''Down Special''': Amyr
711->The Heroes' Relic belonging to Edelgard von Hresvelg of the Black Eagles house from the Adrestrian Empire. After a considerable charge-up during which they are vulnerable, Byleth brings this battleaxe down, inflicting serious damage and knockback upon impact, as well as instantly breaking shields. Byleth can shield-cancel this move during charge-up, as well as turn around and strike in the opposite direction as necessity demands.
712'''Final Smash''': [[BladeSpam Progenitor God Ruptured Heaven]]
713->Byleth unleashes an attack with the Sword of the Creator with long horizontal range. Upon impact, Byleth draws on the power of Sothis, the Progenitor God, to rend their opponents and send them flying. This attack can land on up to three opponents at a time.
714----
715[[/labelnote]]
716->See [[Characters/FireEmblemThreeHousesByleth Byleth's page]] for more information on the character in their origin series.
717----
718* AdaptationalModesty: Of a sort. Female Byleth's boobs are noticeably much smaller than in her home game, made more apparent by Pyra and Mythra's chests still remaining almost as large as their game of origin.
719* AncestralWeapon: While many of the legendary weapons that the ''Fire Emblem'' fighters wield have been passed down their families (such as the Falchion for Marth and his descendants Chrom and Lucina), this is Averted in the case of Byleth's Heroes' Relics. Aymr, Areadbhar, and Failnaught originally belonged to Edelgard, Dimitri, and Claude respectively, and while the Sword of the Creator originally belonged to King Nemesis, Byleth isn't actually descended from him, despite sharing his Crest of Flames.
720* AnnoyingArrows: Failnaught is an aversion. Most other bows in the game have low damage per hit but fast drawing times, making them useful for zoning opponents and slowly racking up their damage percentages. Byleth can't hold the charge or easily cancel out of it after the initial stages, leaving them wide open if they miss. In exchange, Failnaught boasts much higher damage and launching power, and a fully charged Failnaught can deal a whopping 29% damage, comparable to a Falcon Punch. It can also instantly pop shields and has knockback comparable to many Smash Attacks on top of blinding speed.
721* AntiAir: Their Up Special, using the Sword of the Creator, extends the blade into its chain whip form and is fired at a diagonal upward angle, making it perfect for catching foes who are trying to approach from the air. It also makes trying to spike Byleth dangerous, as they can easily turn the tables on their opponent by using them as a stepping stone while sending them flying downward.
722* ArmorPiercingAttack: Aymr when used as the Down Special will instantly break even a full shield while a fully charged Failnaught can shatter a slightly weaker one.
723* ArtShift: Their reveal trailer shows them in animated cutscenes similar to the ones of ''Three Houses'', while also adding in-game character models in their conversations with Sothis.
724* AssistCharacter: Sothis, Byleth's SpiritAdvisor [[spoiler:and the [[PhysicalGod progenitor goddess]] of Fódlan]] appears in their Final Smash to lend them her full power.
725* AuthorityEqualsAsskicking: A renowned professor who can also dish out some colossal damage in the name of their students.
726* BadassTeacher: They're a professor at the Officer's Academy, hired for their reputation as a skilled mercenary feared as the "Ashen Demon", and they ''will'' step onto the battlefield to help out their students and kick ass.
727->''"Let the lesson begin!"''
728* BadWithTheBone: As pointed out by Sakurai in their breakdown video, the Heroes’ Relics that Byleth wields all have bone-like appearances, with the Sword of the Creator's blade in particular looking much like a spine. This is for good reason; [[spoiler:[[ShapedLikeItself they literally are bones]], specifically bones from slaughtered dragon children that were forged into weapons]].
729* BattleIntro: Warps in using warp magic, poses with a teacher's pointer, then pulls out the Sword of the Creator.
730* {{BFS}}: The Sword of the Creator is quite a bit larger than the average sword, and the other Heroes' Relics are equally as large.
731* BowAndSwordInAccord: For their appearance in ''Smash'', they borrow Claude's trademark bow Failnaught for their neutral attacks and specials to use in conjunction with their own Sword of the Creator.
732* BreakingOldTrends:
733** They are the first DLC fighter and one of the few fighters who actually have different animations between gender/palette swaps and alternate skins where they have different idle animations and taunts.[[note]]This is likely because unlike other ''Fire Emblem'' avatars, these two are actually different characters that have different attributes instead of being carbon copies like the others, and they even have different names in Japan instead of sharing the same one.[[/note]]
734** They are the only character in the first Fighters Pass who is not from a third-party franchise new to the ''Smash'' universe.
735** They are the only ''Fire Emblem'' non-magic user who does not have a counter attack.
736* CallingYourAttacks: Excluding the Sword of the Creator, Byleth shouts out the names of the Heroes' Relics as they use them.
737* ChargedAttack: Failnaught's arrows can be charged up for higher speed, range, and damage, though the charge can’t be stored. Unlike other bows in the game, Failnaught ''must'' be charged up a little before it can be fired, and has two “phases” of charging levels, separated by either tapping the Special button or holding it for longer. In addition, while the charging can be shield-canceled during the first phase, the second phase forces Byleth to keep charging until it is at its maximum level, making it highly committal and potentially risky, in exchange for its sheer power once it’s actually fired.
738* ColorMotifs: In Byleth’s reveal trailer, the three Heroes’ Relics that belong to the house leaders glow with their house’s respective motif color: red for Aymr (Black Eagles), blue for Areadbhar (Blue Lions), and yellow for Failnaught (Golden Deer).
739* CoolSword: The Sword of the Creator is a legendary Heroes’ Relic that was forged from dragon bone, containing the power of a goddess while also doubling as [[WhipSword a whip]].
740* CombatStilettos: Female Byleth wears high-heeled knee-high boots. They stay knee-high even when using her red alternate despite Edelgard, who said alt is based on, sporting ankle boots that also meet this trope. She even keeps the heeled boots in her Sothis alt when Sothis doesn't even wear shoes in general.
741* CripplingOverspecialization: Is dubbed by Sakurai as a "distance demon", where they truly shine in ranged attacks. However, they generally don't do very well in close quarters outside of punishes and reads.
742* CurtainsMatchTheWindow: Their green eyes are the same coloration as their hair color for their Sothis PaletteSwap.
743* CutscenePowerToTheMax: In their reveal trailer, Female Byleth flies through the air with the greatest of ease, but in-game, their jumping ability is actually rather poor.
744* DarkIsNotEvil: Byleth is infamously known within the mercenary community as the "Ashen Demon" due to their ruthlessness and stoicism in battle, and they wear predominantly black clothing and armor. However, Byleth is still a heroic individual who cares deeply for their students and strives towards doing what they believe is the right thing.
745* DifficultButAwesome: Landing hits with their laggy attacks can be rather tricky, and each of the three extra Relics have their own flaws: [[JoustingLance Areadbhar]] is poor in close quarters, Aymr is incredibly slow, and [[SacredBowAndArrows Failnaught]] requires hefty amounts of charge time before it can fire its arrows. However, overcoming these flaws rewards you with immense attack power and equally incredible strengths: Areadbhar has some of the greatest reach out of any non-projectile weapon in the game, Aymr has ridiculous launch power and [[ArmorPiercingAttack Shield breaking]] abilities, and Failnaught can snipe and KO foes from practically ''any'' horizontal distance.
746* DiscardAndDraw: Byleth's Up Special is interesting in that it has two types of launch angles depending on the target's damage. Below 50%, the GoombaSpringboard jump launches them very slightly upward, directly next to Byleth, making it excellent for follow up attacks such as with the Side Special. Once 50% or higher is reached, however, the combo potential is traded for offstage power, as the jump becomes a MeteorMove, letting Byleth hop up to safety while dunking foes into the abyss.
747* DownloadableContent: The fifth member of the Fighters Pass quintet, released on January 28th of 2020. Buying this fighter also comes with the Garreg Mach Monastery stage, 11 songs from ''Fire Emblem: Three Houses'' (which can also be played on other ''Fire Emblem'' stages), and a unique DLC Spirit Board, where nine new Spirit Battles for ''Fire Emblem: Three Houses'' characters await.
748* DubNameChange: In Japan, their default name is pronounced and spelled slightly differently depending on their gender - Bereto for male version, Beresu for female. Outside Japan, both genders share the name Byleth.
749* EveryoneCallsThemBarkeep: Byleth gets nicknamed "Professor", "Teacher", or "Teach" (the latter of which the crowd cheers out when Byleth is the crowd favorite) due to having [[HelloInsertNameHere a similar issue Joker has]].
750* FashionableAsymmetry: Has a knee pad on their left leg only.
751* FlamingSword: The orange aura that emanates from the Sword of the Creator when Byleth holds it has a flame-like appearance, and their official renders in particular makes the aura look more like actual fire.
752* {{Foil}}: To Joker, who started the same Fighters Pass Byleth ended. Both are silent protagonists of [=RPGs=] which blend traditional RPG gameplay elements with life simulation mechanics, and grow to become the leaders of their respective RagtagBandOfMisfits. Whereas Byleth is a teacher who hails from a fictional medieval universe inspired by European folklore, Joker is a student who hails from real-world Japan. Byleth's entire arsenal in ''Smash'' is comprised of the various legendary weapons from the endgames of ''Three Houses'', while Joker's kit (and even his choice of Persona) is taken primarily from the beginning of ''Persona 5''.
753* GenderBender: Rather amusingly, in their reveal trailer. Byleth, starting out in their male version, gets his assed kicked early. Sothis frustratingly asks how he can face other Swordfighters when he is one himself. The solution? Byleth decides to swap out for the female version. Sothis is amused at this plan and aids Byleth with three additional weapons to make ''her'' a MultiMeleeMaster.
754* GoombaSpringboard: Byleth's Up Special allows them to latch onto a foe, but unlike Joker's Grappling Hook, it brings Byleth upwards towards their target and results in Byleth hopping off of the opponent's head once they're in reach, even if Byleth is in midair. The jump itself will cause a [[MeteorMove meteor effect]] if the target is at 50% damage or higher.
755* GrapplingHookPistol: An improvised example. The chain whip form of the Sword of the Creator is used for Byleth's Up Special. Like Joker's own proper Grappling Hook, it can latch onto foes, and can be additionally used as a tether recovery. It can also grapple onto walls to give Byleth a WallJump, though it only works three times before you need to touch the ground.
756* HeroicLineage: In the world of ''Three Houses'', many noble families have descended from heroes of ancient times, and have Crests, goddess-given superpowers within their blood, to prove it. While Byleth was not born of nobility, they discover that they have the Crest of Flames (aka [[TitleDrop the Fire Emblem]]), a long-lost Crest that was said to have been given to the leader of the aforementioned heroes, the Liberation King Nemesis. This Crest allows Byleth to wield the Sword of the Creator [[OnlyTheChosenMayWield without it becoming dead weight]], and additionally lets them use other Heroes' Relics (including the ones they have in ''Smash'') without risk of injury.
757* HomeStage: ''Ultimate'': Garreg Mach Monastery, the location of the officers' academy where Byleth serves as a professor. As the hub of ''Three Houses'' it travels between the academy's main gate, mess hall, bridge and church, with representatives of all 4 major factions (The Blue Lions, Black Eagles, Golden Deer and Church of Seiros) in the background.
758* IdleAnimation: The animation depends on Byleth's gender:
759** Male Byleth twirls the Sword of the Creator into a backhanded grip while striking a pose.
760** Female Byleth holds the Sword of the Creator in a standard grip with a more energetic pose than male Byleth.
761* ImmuneToFlinching: While their down-special is charging, Byleth is largely immune to flinching to the extent that they can tank a [[EnhancedPunch Falcon Punch]] without moving. A grab, however, is exactly as effective as usual.
762* JoustingLance: For their appearance in ''Smash'', they borrow Dimitri's trademark lance Areadbhar for their side attacks and specials. The blade and tip of the lance are stronger than the pole, so players should keep their distance from foes while using attacks involving it.
763* LegendaryWeapon: Byleth wields a set of ancient weapons called Heroes' Relics: the [[WhipSword Sword of the Creator]], [[JoustingLance Areadbhar]], Aymr, and [[BowAndSwordInAccord Failnaught]]. Each weapon is said to have been created by the goddess of Fódlan and wielded by members of a group of heroes known as the Ten Elites, with the Sword of the Creator belonging to their leader, the Liberation King Nemesis. [[spoiler:[[PoweredByAForsakenChild The truth is far darker.]]]]
764* {{Leitmotif}}: During their trailer, they are accompanied by a remix of the main theme of ''Three Houses''. Their showcase also uses "Fodlan Winds", their game's normal battle theme, when showing their moveset. Their victory theme is taken from ''Three Houses''' main theme in the same vein as Corrin and the ''Awakening'' fighters' themes. Byleth is also the only ''Fire Emblem'' fighter to have never had the standard victory theme.
765* MeaningfulName: Their Ashen Demon title is more apt due to the fact Byleth is named after an [[SpellMyNameWithAnS alternative way of spelling]] Beleth, a demon of the Literature/ArsGoetia.
766* MeteorMove: Their down air, utilizing Aymr, can meteor smash foes that it hits. Their Up Special also has a meteor effect when the target is at 50% damage or higher, caused by a GoombaSpringboard jump.
767* MightyGlacier: Byleth's attacks are very powerful, especially their smash attacks and down special, which deal devastating damage and knockback and are capable of breaking shields with ease. In addition, their most powerful move has [[ImmuneToFlinching super armor]], and their recovery move launches Byleth up while launching the opponent down at high percentages, making it a great offstage move. However, Byleth's movement speed is rather low, their jumping ability isn't that great (especially compared to other ''Fire Emblem'' characters), and their most powerful attacks take a while to charge up, so they're easily telegraphed and countered by CounterAttack Special moves. Many of their attacks also have a good deal of ending lag, punishing Byleth players who swing carelessly and leave themselves open to retaliation.
768* MultiMeleeMaster: While they fight mostly with their sword, they also wield an axe and a lance, covering the classic ''Fire Emblem'' weapon triangle (and a bow as a bonus). This is true to ''Three Houses'' mechanics, where most available weapons are no longer tied to the unit's class, allowing everyone to use almost any weapon at any time so long as their Weapon Rank is high enough. It should also be noted that Heroes' Relics are Rank E weapons, so Byleth can use them without having to be specifically trained to be able to use them.
769* MusclesAreMeaningless: Has no difficulty using something such as a powerful axe and bow that are freakishly massive, especially since they're forged from [[spoiler:dragon bones]]. Female Byleth stands out in particular, given her rather slim physique.
770* MythologyGag:
771** Their reveal trailer starts with the scene during Chapter 10 of ''Three Houses'' where Solon imprisons them in a dark void, playing out much the same until Sothis suddenly tells Byleth to join ''Smash Bros.'' and reveals their invitation letter.
772** Aside from the default male and female colors, four of their PaletteSwaps are based on the three house leaders (Dimitri, Edelgard, and Claude) and Sothis, while the last two give them the same green-haired appearance they gained after [[spoiler:[[FusionDance fusing]] with Sothis]] during Chapter 10 of ''Three Houses''. Of particular note is that the Dimitri color changes the color of Byleth's dagger to match the dagger that Dimitri gave to Edelgard when they were kids, when no other palette swaps change the dagger's color, and the Edelgard color swaps Byleth's normal leggings (which the Sothis color removes entirely) for Edelgard's solid-red ones (though both the Edelgard and Sothis alts keep Female Byleth's normal knee-high stiletto boots despite only Edelgard wearing heeled ankle boots).
773** Their Final Smash bases itself off of the intro cutscene where Nemesis uses the Sword of the Creator against Saint Seiros, complete with a whirlwind-like effect.
774** In their trailer, they are at one point seen fishing with Isabelle, an activity that could be done in the monastery.
775** They are then shown unleashing a hoard of tiny Ice Climbers, referencing the Battalions that could be used.
776** The trailer's stinger shows Byleth pondering over a red, blue, and yellow Pikmin; this likely references either the gardening mechanic from ''Three Houses'' or the three lords who share those color motifs (Edelgard, Dimitri, and Claude respectively). The three Pikmin all blossom too, a reference to the [[spoiler:TimeSkip that occurs halfway through the game and all three lords "blossom" into adults.]]
777** Byleth's attacks with their Heroes' Relics make the same red and black lightning crackle effects that they make in their home game.
778** A detail is that, out of Byleth's four weapons, only the Sword of the Creator glows with an orange aura. This is because, in ''Three Houses'', Heroes’ Relics only glow and grant their true power to people who have its corresponding Crest, while only giving part of their power to people who have a Crest in general, and outright harming the user if they have no Crest at all. By default, Byleth's only Crest is the Crest of Flames, which only corresponds with the Sword of the Creator, but still lets them partially use other Relics without getting injured.
779** Byleth's reveal trailer's official name, as well as their Boxing Ring title, is "Ashen Demon". In ''Three Houses'', this RedBaron title was given to Byleth back in their days as a mercenary due to them [[TheStoic being unable to emote]], as revealed and discussed in their Support conversations with Professor Hanneman.
780** Their Classic Mode route consists of defeating every other ''Fire Emblem'' character in the roster, with the final battle being against both Master Hand and Crazy Hand...but this time, most of Byleth's former opponents team up with them to dogpile on the Hands. In many ''Fire Emblem'' games, certain members of enemy factions can be recruited into the player's army, though usually through getting the right person to talk to them rather than through DefeatMeansFriendship.
781** Their Classic Mode Congratulations screen calls back to the tea parties that they could host in ''Three Houses'', with Female Byleth in her Edelgard costume as the "guest". Using the Edelgard alt specifically is a reference to her being featured as an example guest for the tea party feature's tutorial and loading screen blurbs.
782** One of their victory poses shows their four weapons stuck into the ground, similar to [[https://www.youtube.com/watch?v=W31ICpJt6MI the Game Over screen]] in ''Three Houses''.
783* NavelWindow: Female Byleth's outfit shows her bellybutton.
784* OutOfCharacterMoment: Female Byleth's joyous smile as she flies off to participate in ''Smash'' is a stark contrast to both genders' usual stoicism, though it's been noted that Female Byleth is a bit more expressive back in ''Three Houses''.
785* PaletteSwap: Along with their default and [[spoiler:fused with Sothis]] forms, the other four palettes are based on Dimitri, Claude, Edelgard, and Sothis. Both of the female alts notably keep the default's high-heeled knee-high boots over Edelgard's heeled ankle boots and Sothis' lack of shoes entirely.
786* PerkyGoth: Female Byleth, more so being more expressive and quirky than male Byleth. She has dark tinted hair with pale skin, wears dark and black clothing all over, and she gives out a huge smile in her reveal trailer while sporting a more subdued smile as she runs around the battlefield.
787* PintsizedPowerhouse: Female Byleth, who is canonically 5'4" (and how much of it comes from her high-heeled boots is unknown), can wield Aymr, an axe that rivals her body length, with relative ease. Edelgard, another high-heeled fighter, is even shorter canonically (at 5'2").
788* PowerDyesYourHair: Their hair, along with their eyes, turn pale green when using their Final Smash. [[spoiler:Their seventh and eighth palettes are based on their form after they merge with Sothis, which causes this in ''Three Houses''.]]
789* PurelyAestheticGender: In ''Three Houses'', Byleth's gender determines what skills they can learn, what their romance options are, and what {{Prestige Class}}es they can change into. Here in ''Smash'', it's purely for looks and doesn't affect gameplay. This also means that both versions of Byleth have the same height in ''Smash'', despite Male Byleth originally being several inches taller than his female counterpart (by how much exactly is unknown because of Female Byleth's high-heeled boots).
790* SharingABody: Byleth is host to Sothis, a TimeMaster [[spoiler:and a goddess said to have created the continent of Fódlan]].
791* ShockwaveStomp: By using Aymr as their down special, slamming it onto the ground will launch any nearby enemies upwards, even if they're out of range of the axe itself.
792* TheSmurfettePrinciple: Downplayed since you can choose to play as either gender (and the female Kazooie teams up with Banjo as a single character), but female Byleth is the only female character on the Fighters Pass.
793* TheStoic: Byleth is an outwardly emotionless person -- where their moniker of "The Ashen Demon" came from -- and Male Byleth's silent reactions to Sothis berating him in their trailer verges on TheSilentBob. Downplayed for Female Byleth, whose facial expressions are more distinct.
794* {{Stripperiffic}}: A downplayed but still notable example with Female Byleth, where she definitely has the most revealing outfit in the entire ''Fire Emblem'' cast. With translucent patterned leggings, short shorts, high-heeled boots, and an exposed midriff, her clothes and armor seem to favor flashiness over effectiveness. The exposure only gets dialed up even further with Female Byleth's Sothis costume, which strips her of her leggings and leaves her legs bare.
795* SwordAndFist: Byleth implements hand-to-hand combat in addition to sword strikes in their jabs. Unlike previous SwordAndFist users like Ike, Shulk, and Cloud, their first, second, and third neutral combos are all punches and kicks, with the Sword of the Creator only kicking in for their infinite.
796* SuperMode: For their Final Smash, Byleth temporarily transforms into [[spoiler:their Enlightened One form, which also serves as their seventh and eighth palette swap]].
797* UnskilledButStrong: Byleth doesn't specialize in one weapon, is a MightyGlacier, and a lot of Byleth's moves have end lag or charge up. In particular, the bow has only two charge up states, and both of them involve it only charging to maximum (as opposed to the Links being able to quick fire their bows). That said, Byleth is still a powerful fighter, has a number of powerful attacks that bring the pain when they land, and the fully charged bow can be a great edge-guarding tool that can double as a final blow to an offstage opponent. Appropriate, since that's how Byleth was, mechanically, in ''Three Houses'', not being able to raise their Weapon Ranks as often as their students can, but having ludicrously high stats across the board in exchange.
798* VariableLengthChain: Byleth's Sword of the Creator's chain whip form varies in length between certain attacks, with their Final Smash standing out the most.
799* VictoryPose: Uniquely, two of the victory poses change slightly with Byleth's gender.
800** Plants the Sword of the Creator into the ground with the rest of the Hero Relics and poses while saying "Each battle, a chance to grow."
801** Swings the Sword of the Creator while proclaiming "Allow me to demonstrate!"
802** Swings the Sword of the Creator like a whip while proclaiming "No hesitation!"
803* WalkingArmory: Including the Sword of the Creator that they always carry, they also have the Heroes’ Relics of each of the house leaders on their person. Each Relic is nearly as tall as Byleth is.
804* WeaponAcrossTheShoulder: They typically carry the Sword of the Creator in this fashion.
805* WeaponTwirling: ''Weaponizes'' it, spinning Failnaught around as their neutral-air attack, much like how Claude twirled arrows around during battles in ''Three Houses''.
806* WhenHeSmiles: Male Byleth is much more stoic than female Byleth, due to her smiling more in some animations. However, should male Byleth lose a match, he can be seen visibly smiling, while [[GracefulLoser clapping politely for the victor]].
807* WhipSword: The Sword of the Creator, a legendary weapon that only Byleth can use properly, can unfurl into a chain whip for long range attacks and use as a tether recovery.
808* YouWillNotEvadeMe: Byleth's up special extends the Sword of the Creator at an upward angle, which allows them to latch onto and pull themselves towards their opponent. If the target's damage exceeds 50%, the move also functions as a meteor move.
809[[/folder]]

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