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This page lists both AI-only fighters and bosses of CMC+; the former appearing randomly or pre-determinately selected for the AI fighters in several of the game-modes, and the latter being designated strictly for the Boss Fight challenges.

Note that certain tropes may apply to the AI-fighters in prior versions of CMC+ as a playable character. For fighters that are not strictly AI-Exclusive (Gallantmon, Unlimited Ragna, etc), see the associated pages above.


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AI-Only Fighters

    Akiha Vermillion 

Akiha Vermillion

https://static.tvtropes.org/pmwiki/pub/images/akihav.png
Home Series: Nasuverse

Akiha Tohno in her "close to being a Crimson Red Vermillion" form.


  • Character Select Forcing: Trying to unlock Hieda No Akyuu, who's locked behind a method involving deleting a note within the game files, results in Akiha being automatically chosen as the fighter for the following unlock battle, making her an AI-Exclusive that's legitimately playable in a limited form.
  • Charged Attack: Neutral special has Akiha cast multiple red Faux Flames rising out ahead of her, with that number being multiplied when the attack is charged via input.
  • Faux Flame: For her neutral and side special attacks, she casts red, ethereal wisps that acts as a fire elemental attack.
  • Goomba Springboard: Landing the sweet-spot of her neutral and down air, the latter of which naturally spikes, has Akiha propelled off of the foe slightly.
  • Trap Master: For down special, Akiha creates a faint red aura at the ground below her, acting as a manually activated, hit-stun inflicting trap.

    Aru 

Aru

https://static.tvtropes.org/pmwiki/pub/images/aru_0.png
Home Series: QP Shooting
Debut: Xmas Shooting


  • Double Jump: She naturally has extra jumps to compensate for a lack of recovery special. Unusually though, she has a total of ten jumps.
  • Assist Character: She also doubles as part of the assists roster, with her naturally spawning a random item upon being called.
  • Bag of Holding: She's carrying a large sack that carries a large and endless variety of items, implicitly using it for her Item-Drop Mechanic.
  • Hitbox Dissonance: Attempting to use any itemsnote  results in their hitbox being displaced behind and above Aru, completely disconnected from her sole attack animation.
  • Improbable Weapon User: Aru swings her santa bag as her sole normal attack.
  • Item-Drop Mechanic: Aru's sole special has her spawn a random item, from healing, to various weapons. She also does so in a larger cluster for the Final Smash.
  • Leitmotif: "Eve 2008"
  • Lethal Joke Character: At a glance, she's an incredibly limited fighter that is naturally lacking in a variety of options. But she can be a real nightmare, especially in teams. From spawning various items that she and her allies can use against you, to a ludicrously high recovery thanks to her many Double Jumps, as well as her sole attack that is not to be trifled with due to its sheer speed and spammability.
  • Limited Animation: Exaggerated. Aru has exactly five sprites, all of which is a single frame: a still of her walking that serves as her idle and all movement options, swinging her bag forward for the sole attack, posing with an outstretched hand for her special move and ledge grab, raising a fist high into the air for her taunt, flinching for getting hit, and getting stuffed into her own bag for the "laying on the ground" animation.

    Black Manta 

Black Manta

https://static.tvtropes.org/pmwiki/pub/images/manta.png
Home Series: DC Universe
Debut: Aquaman #35 (September 1967)


  • Artificial Stupidity: For Black Manta's AI, up special is their trouble move. At best, he'll be able to reach the stage away from the blast-zone no problem... but worse case scenario, he'll stay in the up special state until the fuel runs out.
  • Backpack Cannon: Fires a rocket launcher from his backside for the down special, with the rocket flying in an arc until it hits the ground or foe ahead of where Manta was when he used the move.
  • Eye Beams: With his augmented helmet, he fires lasers out of his helmet for the neutral special, with him using a souped up version for the Final Smash.
  • Grapple Move: His side special, where he jets forward with outstretched arms to grab any foe in his way. Anyone caught by Manta will then be dragged along until reaching the apex of the move's range, after-which he'll slam them into the ground behind them.
  • Grappling-Hook Pistol: The first half of his forward smash has him fire his harpoon gun, serving to pull the foe close to Black Manta so he can follow up his attack.
  • Jet Pack: Equipped with one that allows him to fly freely in his up special, only limited by a meter that constantly depletes.
  • Making a Splash: A geyser of water erupts below Manta as he uppercuts for the up smash.
  • You Will Not Evade Me: Forward smash has him fire his harpoon gun, which he uses to pull the foe close enough to automatically follow-up with a trident stab.

    Blade 

Blade

https://static.tvtropes.org/pmwiki/pub/images/bladeedit.png
Debut: Super Smash Flash
Character Creator: McLeodGaming

    CJ 

Carl Johnson

https://static.tvtropes.org/pmwiki/pub/images/cjbyhelguari.png


  • Batter Up!: Swings a metallic bat for his forward smash.
  • Battle Intro: Upon entering the battlefield, he gives his famous quote: "Ah shit, here we go again."invoked
  • Chainsaw Good: Rushes the foe with a bloody chainsaw for the Dash Attack, with it inflicting enough hit-stun to force the foe to the ground.
  • Hammered into the Ground: The stomp from his down smash can inflict bury on foes hit.
  • Jet Pack: Their up special, equipping a jet pack vehicle from his home game to freely fly around within a certain amount of time.
  • Weaponized Camera: Takes a quick snap of a camera for the down special, with the flash inflicting no knockback, but forces the foe to the ground.

    Cucco 

Cucco

https://static.tvtropes.org/pmwiki/pub/images/cucco_4.png

A chicken-like species in the Zelda universe. Typically in Zelda, you want to avoid poking a Cucco with a sword, unless you want to deal with the "Cucco Revenge Squad" as punishment. But here, it's just the one Cucco, so surely nothing bad will happen fighting it right? ...Right?


  • Energy Weapons: Spawns photo-realistic (and bit-crushed) chicken heads that fire lasers, dealing multiple hits of damage for as long as they overlap; essentially reskinned Gaster Blasters that don't do as much damage.
  • Equippable Ally: For a given value of "ally"; they throw sprites of Zelda as projectile items, which can deal unexpectedly high damage and knockback on hit.
  • Hoist by His Own Petard: The Zelda's they throw are dangerous projectiles, but they can be picked up by the opposing players to throw back at the Cucco to be just as effective against them.
  • Lethal Joke Character: At first glance, the AI-exclusive Cucco doesn't have much in the way of attacks, aside from their basic peck being an annoyance to players. But then it spawns Wave Motion Guns that rack up small but plentiful damage, and throw Zelda "items" that do ridiculous damage and launch power when they land.
  • Multi-Mook Melee: The aptly titled Challenge "Cucco Hell" features a groups of four Cucco's, each having twenty-five stocks, one hundred in total, to deplete in the time limit of sixty-nine minutes.

    Daiyousei 

Daiyousei

https://static.tvtropes.org/pmwiki/pub/images/daiyousei_9.png

  • Double Jump: Jumps five times in total. Good thing too, as Daiyousei's Teleportation up special is only good for teleporting her onto her foes rather than as a recovery.
  • Every Proper Lady Should Curtsy: Her taunt, grabbing the sides of her skirt to slightly lift up while leaning forward.
  • Hand Blast: Fires a short-ranged burst of energy from her palms.
  • Limit Break: For her Final Smash, after performing a brief pirouette, spawns a bow to fire a fast energy bolt forward, dealing 65% damage in one hit.
  • Spontaneous Weapon Creation: Conjures the bow in her Final Smash out of thin air.
  • Weaponized Teleportation: Their Teleportation up special has them teleport on top of a nearby foe to deal damage. Consequently for Daiyousei, if there's nobody in range of the special, she doesn't teleport at all, putting her into freefall automatically.

    Deoxys 

Deoxys

https://static.tvtropes.org/pmwiki/pub/images/deoxys_7.png


    J'Alter 

Jeanne Alter

https://static.tvtropes.org/pmwiki/pub/images/jalter.png
Home Series: Fate Series
Crusade Mod Creator: Sk00ps
Sprite Creator: XElectromanX10


  • Casting a Shadow: Being the Evil Knockoff of the actual Jeanne, she conjures arrows made of darkness for multiple attacks, including for the throws, neutral and side special.
  • Having a Blast: Two of Alter's smash attacks has her create fiery bursts from a wave of her lance/hand.
  • Meteor Move: Swinging her lance below for the down air has the ability to spike, sending foes to the ground/blast-zone. The shadow arrows spawned from down smash also have a spike effect on any foe it lands.
  • One-Hit Kill: The Final Smash, if it successfully lands, results in the opposing stock being lost without a Ring Out.
  • Status Buff: Down special, buffing damage for a limited amount of time, at the cost of gaining 10% of damage.
  • Weapon Specialization: Due to her sprite being based on her Ruler Alter appearance rather than as the retooled Avenger class, she primarily fights with her large lance, rather than use her sword La Pucelle.

    Jonathan Joestar 

Jonathan Joestar

https://static.tvtropes.org/pmwiki/pub/images/jonathan_0.png


    King 

King

https://static.tvtropes.org/pmwiki/pub/images/kingagent5.png
Home Series: One-Punch Man
Debut: chapter 32 (webcomic)

Number seven of the S-Class Heroes, King is the World's Strongest Man who participates in CMC+ with a unique non-offensive play-style. While he may choose to do nothing, Saitama will not show any mercy once King calls him for the Final Smash.


  • Assist Character: Saitama is called upon after King's timer reaches four minutes or when King uses his Final Smash, dishing out several One-Hit Kill shockwaves in an alternating manner.
  • Cower Power: His crouch has him cower with hands over his head, as a showcase of how terrified he actually is.
  • Hold the Line: The purpose of the timer above his percentage: upon reaching four minutes, Saitama is automatically called to help King fend off the attackers in the same manner as if King got his Final Smash.
  • Limit Break: For the Final Smash, King calls upon Saitama's assistance, the latter delivering punches on alternating sides that create powerful shockwaves dealing 999% of damage to any foe on the receiving end, which is essentially a One-Hit Kill. The same thing happens automatically if King happens to Hold the Line for four minutes.
  • Mechanically Unusual Fighter: In contrast to most AI preferring to attack as much as possible, King marks a unique portrayal of an AI that plays keep-away, generally running away from the foe as much as their movement options allow for. Of course, he completely lacks anything in his moveset — no attacks, specials, grabs, or any standard defensive measures in dodges, shield or air-dashes — due to being an ordinary human being with no amount of heroic skills or special abilities. The only superhuman ability he retains as a "fighter" is a Double Jump.
  • One-Hit Kill: Saitama's shockwave punches will put any fighter at the damage cap of 999%, which'll more often than not send them into the blast zone.
  • Walking Spoiler: His general play-style give away the fact that he's not a fighter, or a superhuman for that matter, but a regular human civilian who is plopped into an action-oriented setting, like how he's set as an S-Class Hero by the Hero Association despite his feats being nothing more than him just being in the right place at the right time, much to his displeasure.

    Marina Liteyears 

Marina Liteyears

https://static.tvtropes.org/pmwiki/pub/images/marina_6.png
Home Series: Mischief Makers
Debut: Mischief Makers

Ultra-InterGalactic-Cybot G Marina Liteyears, robotic servant of her scientist creator.


  • Counter-Attack: Prepares to take a hit for the down special. Marina getting hit in this brief state results in her grappling the foe; carrying them around until they're forcibly tossed or break free.
  • Grapple Move: Neutral special; grabbing a foe shaking them like in her home game.
  • Hammered into the Ground: Marina landing her Meteor Move forward air on a foe that's grounded results in the latter getting buried.
  • Mighty Glacier: Overall slow in movement speed, whether on the ground or in the air, with only side and up special giving her bursts of speed. In terms of her attacks, she's got many that hit hard but suffer from severe start-up or end-lag; side tilt is effectively a forward smash with it's wind-up animation.

    Mecha Sonic 

Mecha Sonic

https://static.tvtropes.org/pmwiki/pub/images/mchsnc.png
Home Series: Sonic the Hedgehog
Debut: Sonic 3 & Knuckles note 

Sonic the Hedgehog's Robot Me that isn't Metal Sonic. This incarnation being based on the one from the Original Continuity of Super Mario Bros. Z.


  • Arm Cannon: Their neutral special, firing missiles from a launcher formed from their arm.
  • Grapple Move: One of his specials has them grab their foe before throwing them at a downward angle.
  • Rolling Attack: Being a knockoff of Sonic, he's got his own version of the Spin Dash, one that's moreso a spiked wheel than a ball.
  • Stock Audio Clip: He's got the Dragon Ball Instant Transmition sound effect for certain moves, due to being based on his portrayal in Super Mario Bros. Z.

    Metal Man 

Metal Man

https://static.tvtropes.org/pmwiki/pub/images/metalman.png
Home Series: Mega Man
Debut: Mega Man 2


  • Adaptational Badass: While getting hit by his own saw blades is ill-advised, he is at least not as vulnerable to them unlike in 2, where it can kill him in one or two hits.
  • Crippling Overspecialization: While his circular saws is all purpose for him combat-wise, anything non-combat related leaves him ill prepared, as he lacks both a recovery move and a grab. To say nothing in regard to opposing Attack Reflectors, which'll leave him with no way to properly attack them.
  • Deadly Disc: His main attack, throwing circular saws towards the opponent(s).
  • Limit Break: His Final Smash has him summon a larger version of himself that he sends forward as a strong, 50% damage attack.
  • Nerf: From their prior status as a playable character from the April Fools build, their inclusion as an AI-Exclusive fighter resulted in their special attack getting altered; from being an incrediblly spammable projectile that combo's into itself with enough Button Mashing, to having a delay on the attack with auto-aiming as the trade-off.
  • When All You Have Is a Hammer…: Metal Man's only move is to use his signature ability: throwing metal blades. It's decently powerful, automatically aimed at the nearest fighter, and spammable, making it enough to make him a tough fight.
  • Zero-Effort Boss: Bringing a fighter with a consistently active Attack Reflector to Metal Man's Boss Fight in the "Factory Invasion" Challenge turns him into a joke, due to his Crippling Overspecialization effectively killing himself.

    Miguel Rios 

Miguel Rios

https://static.tvtropes.org/pmwiki/pub/images/sato_miguelrios.png


  • Charged Attack: Like Link's own equivalent bow neutral special, Miguel's Energy Bow is affected by holding the button down before releasing. Uncharged, it's a Painfully Slow Projectile that does minimal damage, while charging it drastically increases its speed and power.
  • Energy Ball: Manipulates one as a non-standard melee attack for most of his moveset.
  • Energy Bow: Neutral special is a bow that fires Energy Balls of the slow and fast type depending on the charge
  • Flaming Hair: Protruding from his head are blue flames that appear to resemble a mohawk.
  • Physical God: His sticker description describes him thusly, which may be taken with a grain of salt given the nature of the description.
    "Miguel Rios
    is a god
    this is very interesting to talk about
    atumalaca adima tiktak tiki tiki tiki ta, atumalacaaa....."
  • Power Fist: Equips a gauntlet thrice the size of his hand in his down special to swing a powerful punch, one that acts as a Meteor Move.

    Misaki 

Shokuhou Misaki

https://static.tvtropes.org/pmwiki/pub/images/misaki_8.png


  • Crippling Overspecialization:
    • Misaki's sole attack is good at damage and forcing foes off of her, but as the attack severely lacks in knockback scaling, it isn't a proper kill move. Her methods of KO-ing foes either requires relying on her allies, gimping the player with the attack offstage, or using her sole special Mental Out.
    • She has five jumps in total to cover for a lack of a proper recovery special... but because of that, it's possible to exploit her recovery by forcing her off the stage and repeatedly gimp her to make her waste her jumps, typically by outranging her with a projectile to get around her otherwise oppressive psychic blast.
  • Double Jump: To compensate for having no recovery move, just her Mind Control special, she can jump up to four times in the air; five in total.
  • Mind Control: Her sole special move: Mental Out. With it, Misaki can potentially manipulate her foes to attack other enemies, force them to Ring Out, or just taunt for the heck of it. In the hands of the AI though, it's fairly limited in what Misaki does with this power; mostly by making her foes move into the blastzone at a walking pace.
  • Psychic Powers: There's Misaki's Mental Out ability for one, but her sole attack is a psychic blast that covers all around her.
  • When All You Have Is a Hammer…: She only has one form of offense in the form of a psychic blast. Said attack is a fast and powerful wide hitbox that covers all around her, serving as an effective damage dealing, get-off-me move. And if all else fails, use Mental Out to forcibly escort the foe into the blast zone.

    Mr. Satan 

Mr. Satan

https://static.tvtropes.org/pmwiki/pub/images/sato_mrsatan.png
Home Series: Dragon Ball


  • Console Cameo: Tosses a Game Boy Advance as an explosive projectile for the neutral special.
  • Improbable Weapon User: A Game Boy Advance of all things gets tossed as a neutral special projectile that explodes on contact.
  • Jet Pack: Equips this for his up special, sending him a piddly distance upward.
  • Joke Character: He's effectively the equivalent of Dan Hibiki in the Dragon Ball universe, particularly with his playable gameplay appearances, which is the same here. He's got low damage output outside his Megaton Punch down special, his movement speed is lacking, and his Jet Pack covers little distance before putting him into freefall. It's also downplayed, as despite some crippling downsides, he's got some strengths in his horizontal recovery thanks to side and down special, and his neutral special can inflict some hitstun despite its lacking trajectory.

    Perana Plent 

Perana Plent

https://static.tvtropes.org/pmwiki/pub/images/plent.png

A Stylistic Suck version of a Piranha Plant.


  • Breath Weapon: Spits out a large and powerful fireball for their neutral special.
  • Double Jump: Capable of jumping three times in the air, totalling four jumps off the ground, due to lacking a proper recovery special.
  • Improbable Weapon User: Dropping an empty plant pot shouldn't be that effective as a form of offense, yet this "Plent" proves us wrong.
  • Intangibility: Whenever they "crouch", their hurtbox vanishes completely, preventing any attacks and projectiles from hitting them.
  • Limit Break: For the Final Smash, Perana Plent intexplicably changes into a miniature Mach Rider that shoots large fireballs while charging forward.
  • Man-Eating Plant: Being a Piranha Plant (kinda), they're naturally a semi-sentient plant with a mouth made for biting, with them doing so for their up inputs.
  • Stylistic Suck: If the name alone didn't clue you in, this fighter is depicted in a crudely drawn manner, with the moveset being appropriately unfinished in certain areas.
  • Use Your Head: Swings their bulb head downward for the respective aerial as a strong Meteor Move.

    Pig God 

Pig God

https://static.tvtropes.org/pmwiki/pub/images/piggodagent5.png
Home Series: One-Punch Man
Debut: One Punch Man - chapter 32 (webcomic)

  • Acrofatic: Downplayed. While he's noted in canon to move around quickly despite his weight, it's because of said weight that he's a slow fighter with limited aerial mobility.
  • Battle Intro: Sitting down swallowing a venemous lizard whole before getting up for the fight.
  • Crippling Overspecialization: His limited playstyle includes a quick two-handed grab for the sole special move, a longer ranged one-handed normal grab, one grounded Dash Attack, and two down aerials. While he's generally capable of taking stocks without problem, his air game is generally lack, with zero recovery move making him susceptible to gimping off-stage ...once he's forced off that is.
  • Curb-Stomp Battle: It's for this reason you don't want to directly engage in hand-to-hand combat with him.
  • Dash Attack: The only other form of offense he has aside from an aerial or two, charging forward arms crossed to rush any foe out of his grab range.
  • Eating the Enemy: His main method of fighting any of his foes, aside from his Dash Attack and an aerial or two.
  • Extreme Omnivore: He doesn't discriminate over what fighter he'll swallow whole, as Pig God can eat and digest whatever they're made of. And considering the whole roster, that includes humans, superpowered beings, robots, Mons, Physical Gods, and even tanks.
  • Grapple Move: His two options for either an Instant-Win Condition in V7 or a One-Hit Kill in V8: his special attack and his normal grab, the former being a quicker, two-handed grab, and the latter a slower, longer ranged one-handed grab.
  • Immune to Flinching: He can casually take hits below a certain damage percent, while his Dash Attack cannot be interupted with any attack once it starts.
  • Mighty Glacier: Slow in overall movement, with his few attacks being easily telegraphed. Regardless, underestimating just one of his attacks spells doom for the player, in addition to his heavy weight and super armor preventing him being easy to KO.
  • One-Hit Kill: Exaggerated in V7. In the context of Smash, an insta-kill is just losing a single stock, whether percentage-based removal without Ring Out or particularly strong knockback and damage into the blastzone. But Pig God? He doesn't just settle for one fighter stock upon Eating the Enemy, he'll end the game right there and then. V8 nerfed this so he settles on the opponent simply losing one stock.
  • Screen Shake: Every step he makes in his Dash Attack causes the screen to shake from his immense weight.

    Reisen (V7) 

Reisen Udongein Inaba

https://static.tvtropes.org/pmwiki/pub/images/reisen_0.png


  • Charged Attack: Both her neutral and side special are of the "hold-to-charge" type of moves. The former being a Finger Gun that fires a shot slightly stronger than the normal Scratch Damage, while the latter is a shout attack that can inflicts stun.
  • Double Jump: Twice in the air for a total of three jumps, in addition to her up special being effectively this midair. What else do you expect from a Moon Rabbit?
  • Finger Gun: Fires bullets in this manner for the neutral special, with it being Scratch Damage by default that can be spammed, and can be charged to fire slightly stronger energy shots.
  • Furry Reminder: One quirk of the AI results in them constantly jumping to move around, in addition to said jumps being rather high. What other fitting quirk is there for a Moon Rabbit?
  • Heal Thyself: Her down special. Reisen takes out a soda can to shake it until the next input, upon which she'll down the drink to gradually recover her percentage.
  • Make Me Wanna Shout: Unleashes offensive sound-wave attacks from her shouts.

    Shrek 

Shrek

https://static.tvtropes.org/pmwiki/pub/images/shrek_4.png
"What are you doing in my swamp?!"
Home Series: Shrek
Debut: Shrek

  • Fartillery: Shrek lets out a green fart cloud that propels him upward, similar to Wario's Waft, aside from the lack of charge-up overtime.
  • Improbable Weapon User: Slams a toilet down for the forward smash.
  • Intangibility: For some explicable reason when crouching, his hurtbox vanishes completely, allowing him for any attacks and projectiles to phase through him without issue.
  • Leitmotif: Smash Mouth's "All Star."
  • Super-Deformed: Shrek is depicted with his sprite from the Gameboy Advance game Shrek: Reekin' Havoc, resulting in him appearing short and deformed despite normally being The Big Guy.
  • Throw a Barrel at It: Throws barrels that fly straight ahead for the neutral special.

    Shy Guy 

Shy Guy

https://static.tvtropes.org/pmwiki/pub/images/shy_8.png


  • Assist Character: A Piranha Plant (specifically from the first game) spawns ahead of Shy Guy for the down tilt to bite any foe from below.
  • Balloonacy: Spawns three balloons, each of the primary colors, above them for the up air, doubling both as an attack and as a Not Quite Flight ability that last as long as the input is held.
  • Composite Character: Shy Guy's moveset is built off a variety of Shy Guy variants in the series, mostly from Paper Mario 64. These include the Shy Stack, Stilt Guys, Fly Guys, Sky Guys, Propeller Guys, Spear Guys, Pyro Guys, even General Guy for the Final Smash.
  • Ground Pound:
    • Turns into a larger Shy Guy for the down smash to slam the ground below, dealing massive damage and burying any foe underneath into the ground.
    • Inexplicably turns fat like Gourmet Guy for the down air, immediately falling to slam the ground (and unfortunate foes) beneath their weight.
  • Helicopter Blender: Their back air is the propeller back from Propeller Shy Guy, which doubles as both an attack and a method of sending Shy Guy forwards.
  • Leaning Tower of Mooks: Downplayed with neutral special, where another sole Shy Guy appears to boost up the fighter for them to fire their slingshot.
  • Wreathed in Flames: Becomes a Pyro Guy to cause a blaze around him in his up smash.

    Taiga 

Taiga Asaka

https://static.tvtropes.org/pmwiki/pub/images/taigabysato.png
Home Series: Toradora!

  • Adaptational Badass: Taiga is skilled with her wooden katana, but that aspect often isn't focused on, due to the genre of her home series. Here, she's capable of showing off her talent in a more action-oriented setting and compete against various characters who are stronger and more diverse in their abilities.
  • Blade Spam: Her Neutral Special, rapidly slashing her katana for as long as the special is spammed.
  • Kick Chick: If she isn't using her wood katana or her very gaze, she's resorting to kicks for her attacks.
  • The Paralyzer: Her stare Down Special, with her eyes giving off a flash. Anyone in the way will take large amounts of hitstun.
  • Tsundere: The classic Harsh type Trope Codifier, being the type of girl who hides her insecurities behind a violent front. The "Dengeki Heroines" Challenge even features her alongside two others of her archetype to complete the theme.
  • Wooden Katanas Are Even Better: Her choice of weaponry for the moveset. While she's sometimes seen with the weapon in her home series, she never actually uses it for combat, which is different here.

    Thanos 

Thanos

Home Series: Marvel Universe
Debut: The Invincible Iron Man #55
https://static.tvtropes.org/pmwiki/pub/images/thanos_4.png

  • Battle Boomerang: His side special is a double-sided blade that's thrown like a boomerang
  • Dishing Out Dirt: Pulls out rocks from the ground to attack for the down smash and down special, telekinetically compressing the rock into one solid projectile for the the latter move.
  • Kamehame Hadoken: Two of his attacks, a short-ranged attack for the forward air, and a single-handed burst of energy for his forward smash.
  • Teleportation: Thano's up special, phasing out of existence to appear elsewhere in a mostly standard teleportation move.

    Train 

Train Heartnet

https://static.tvtropes.org/pmwiki/pub/images/train_9.png
Home Series: Black Cat


  • Assist Character:
    • Sven Vollfied fires a Briefcase Blaster at the foe for the down throw.
    • Eve assists Train for the forward and back throws; rushing into the opponent to slash at them, and grabbing the caught foe via Prehensile Hair to toss them behind Train.
    • Saya Minatsuki appears for Train's Final Smash to assist in the Wave-Motion Gun.
  • Diving Kick: Propels himself at a downward angle kicking feet first. Unusually, its his forward air.
  • Gun Fu: He's not just firing his gun, he's also putting his acrobatic moves to the test.
  • The Gunslinger: The professional gunman in his home series, with him naturally using his gun prominently in his moveset.
  • Pinball Projectile: For the side special, Train fires a bullet that pierces through foes and ricochets off of surfaces and the edges of the screen.
  • Pistol-Whipping: Swings his gun forward for the down smash, with the attack launching foes behind him.
  • Spin Attack: Rapidly ascends in a corkscrew motion for the up special.
  • Throw Down the Bomblet: Train tosses a bomb marked with the Sweeper insignia as an explodes-on-contact projectile for the down special.

    Waitress 

Waitress

https://static.tvtropes.org/pmwiki/pub/images/ptbravo_waitress.png
Home Series: Kunio-kun

  • Adaptational Badass: Her appearance in her home game strictly consisted of offering food to the Player Character as a service, not being involved in any of the street fighting shenanigans. But with her transplanted into a Platform Fighter, she gets a fair bit more involved in the brawl than normal, becoming a Ninja Maid.
  • Heal Thyself: Pulls out a burger for the neutral special to chow down and heal 1%.
  • Knows the Ropes: Skips on a jump rope for the down smash.
  • Improbable Weapon User: Her arsenal includes a bat, plates, jump rope, trash cans... at least one of those is thematically fitting.
  • Ninja Maid: Due to her Adaptational Badass, she's capable of putting up a fight against a variety of characters with her slaps, kicks, and other weaponry she has on hand.
  • Limit Break: For the Waitress' Final Smash, she pulls out a burger to offer to any hungry customer... getting her wish as she soon after gets ambushed by a crowd of hungry people that rush past her with the burger, leaving her dazed for a bit. Any unlucky bystander in the way of the busy crowd gets trampled and launched away as a result.
  • Use Your Head: Headbuts straight down for the respective aerial, causing a spike.

    Wriggle 

Wriggle Nightbug

https://static.tvtropes.org/pmwiki/pub/images/wriggle_2.png

  • Double Jump: Can jump fives times in the air; totaling to six. Likely to compensate for her up special being risky to use off-stage.
  • Big Creepy-Crawlies: Half of the bugs she can summon are a fair bit larger than they normally are, the centipede from her up smash in particular being twice the size of Wriggle.
  • Homing Projectile: The bees summoned via neutral special function like this, slowly flying after the foe until they hit them to each deal Scratch Damage.
  • Improbable Weapon User: Wriggle doesn't merely summon her insects to fight for her, she also utilize them like weapons — Shield Bashing with a ladybug and using a rhino beetle as a bludgeon and jousting lance.
  • In a Single Bound: Up special sends Wriggle flying up into the air to the top blast-zone incredibly fast, with her returning downwards just as quickly to, at best, land on solid ground.
  • Leitmotif: "Wild Puppet Battle" from Gensou Ningyou Enbu, a remix of her theme "Stirring an Autumn Moon ~ Mooned Insect."
  • Orbiting Particle Shield: Spawns several horned beetles for the down special that orbit around Wriggle, damaging the foe on contact.
  • Pest Controller: She's a firefly youkai with the ability to control insects, which includes bees, ladybugs, mosquitoes, beetles, and centipedes, all of a generally larger size.

Bosses

    Apocalypse 

Apocalypse

https://static.tvtropes.org/pmwiki/pub/images/boss_apocalypse.png
Home Series: Marvel Universe
Debut: X-Factor #5

Fought in the Challenge "Apocalypse Now!".


    Dracula 

Dracula

https://static.tvtropes.org/pmwiki/pub/images/boss_mash_dracula.png
Home Series: Castlevania

Fought in the Challenge "The Dark Lord Rises."


    Goliath Doll 

Goliath Doll

https://static.tvtropes.org/pmwiki/pub/images/boss_sato_goliathdoll.png

An Alice doll enlarged via magic spell. Fought in the Challenge "The Goliath Doll."


  • Decomposite Character: Goliath Doll was featured as part of Alice Margatroid's boss fight against Cirno in its debut game, serving as her Last Word. Here, its been made its own separate boss fight.
  • Dual Wielding: A lance in each hand, which it uses to slash at the player in a cross formation.
  • Giant Mook: It's pretty much a dozen times bigger than the average doll Alice uses, being almost twice the size of most the roster. Then it gets bigger... and bigger... and bigger...
  • Increasingly Lethal Enemy: The further and further the battle against them continues, the larger it'll grow, with its attack power and hitboxes becoming more oppressive.

    Hime 

Hime

https://static.tvtropes.org/pmwiki/pub/images/boss_sato_hime.png
Home Series: SUGURI

Fought in the Challenge "Sealed Guardian."


  • Chain Pain: One of Hime's attacks, firing a chain that stays on the field for a period of time and damages you if you touch it.
  • Glitch Entity: She's designated a "boss" fighter, but she's also meant to double as an AI-exclusive fighter like the above. But either due to some lack of programming or an oversight, said fighter doesn't have the battle sprites or programming to function normally, resulting in her fighter sprite defaulting to Mach Rider.
  • Battle Theme Music: For their boss fight, DEKU Rendevous plays.
  • More Dakka: As she's effectively a Bullet Hell transplanted into Smash, the player character is given little to no breathing room when it comes to dealing with her energy projectiles.
  • Spread Shot: Exaggerated with one projectile formation, shooting energy bullets all around below her while she remains high above the stage, with the projectiles only stopping just at the ledge.

    Marietta 

Marietta

https://static.tvtropes.org/pmwiki/pub/images/boss_marietta.png
Home Series: Dept. Heaven

The Guardian of the Heaven's Gate. Fought in the Challenges "Heaven's Gate" and "Heaven's Gate DX."


  • Contractual Boss Immunity: Averted. All the other bosses cannot be defeated by Ring Out, due to being Immune to Flinching, and while Marietta shares the same attribute, her Spam Attack can result in her charging after the player when they're near/ko-ed by the blast-zone, meaning she can lose the battle via Ring Out.
  • Damage Over Time: Her shield slowly depletes by 1% per second. It's a moot point anyway, due to her damage output making relying on this trait unadvised.
  • Hit Points: Uniquely, their health is represented by a "shield percentage", which depletes passively over time or (most often) by taking hits from the player, technically recovering her normal damage percent. If her shield gets depleted entirely, you win.
  • Non-Standard Game Over: Inverted. She's normally defeated by depleting their shield, but its possible for her rapid-attack to lead her chasing the player into the blast-zone.
  • Shock and Awe: Her special attack involves calling down bolts of lightning from clouds, whether directly above the foe or spread across the stage.
  • Spam Attack: Her melee attacks can become this once she reaches a certain damage threshold, especially in the DX Challenge.
  • Turns Red: The more her shield gets reduced, the more aggressive she gets with her melee attack, to the point of spamming it nonstop.

    Marx 

Marx

https://static.tvtropes.org/pmwiki/pub/images/boss_marx.png
Not pictured: The form he faces the player in.
Home Series: Kirby

The manipulative jester who wished for power over Planet Popstar from the wish-granting comet Nova. Fought in the Challenge "Milky Way Wishes."


  • Astral Finale: Like where his boss battle originally takes place, he's fought on a starry battlefield.
  • Breath Weapon: Fires a large beam from his mouth, with it catching the player to send them offscreen to fall from above. Interestingly, it's not the beam itself that does the most damage, it's getting slammed into the ground after it ends.
  • Flechette Storm: Fires a storm of arrows across the ground for one attack.
  • Legacy Boss Battle: His boss fight is effectively the same one transplanted from Super Star, complete with the cutscene of Marx crashing into Nova and blowing up upon victory.

    Thwomp 

Thwomp

https://static.tvtropes.org/pmwiki/pub/images/boss_thwomp.png
Sprite Origin: Super Mario World

A giant, living rock sculpture that lives to crush anything beneath them. Fought in the Challenge "THWOMP!".


  • Adaptational Wimp: Thwomps in canon are Invincible Minor Minions that can't be damaged or defeated outside of a Super Star, but this Thwomp is vulnerable to attacks. It's still a challenge beat them, due to being a more active threat as a boss.
  • Death from Above: Their main method of attack is dropping from on high to crush anything beneath them.
  • Giant Mook: This boss variation is twice the size of the average Thwomp (at least, in contrast to the origin of the sprite).
  • Spin Attack: Attempting to hang around the Thwomp results in it rapidly rotating to knock the player away.
  • Tactical Suicide Boss: Downplayed. Their ability to slam into the ground can be exploited by having them drop into the lava pit in the middle of the Bowser's Castle stage note , resulting in them taking extra damage as it stays there. Their sticker description even advises trying out this strategy against them.
  • Turns Red: As their health depletes past a certain point, Thwomp gets more aggressive in its attempts to crush the player, in addition to charging at the player sideways immediately after hitting the ground.

    "Toehoe" 

Toehoe

https://static.tvtropes.org/pmwiki/pub/images/toehoe.png
Home Series: Touhou Project
Sprite Origin: Touhou Ningyougeki

A living fumo plush with the power of Bullet Hell, flanked by other plushes from Touhou... and Hecate. Fought in the Challenge "Fumo Madness."


  • Assist Character: Periodically, it'll summon another Touhou fumo/chibi to also attack the player periodically.
    • Marisa: Casts a miniature Master Spark.
    • Sakuya: Throws several of her daggers which bounce off the sides of the screen.
    • Mokou: Nothing... likely a glitch.
    • Aya: Flies up to the player to flash her camera, stunning them.
    • Suika: Grows large (and multiplies) to launch players in the area she spawns in.
    • Iku: Causes lightning to strike the vertical plane she's in.
    • Hecate: Flies across the screen to regularly fire small energy balls downward.
  • Attack Reflector: On occasions, one of the projectiles it's capable of spawning are slow-moving barriers that reflect projectiles, including their own.
  • Defeat Equals Explosion: Depleting its stamina health results in it combusting into a fiery blast.
  • Living Toys: They're a sentient fumo plush, one that, according to their sticker description, was created by the Kappa as an attempt to impress their peers. The same can possibly apply to most of the other listed assist characters.
  • Multi-Directional Barrage: One of its common methods of attacking, befitting a Touhou Bullet Hell, is firing multiple ofudas all around themselves.
  • Stylistic Suck: "Toehoe", unlike most of the other bosses, is a static sprite ripped from a Pokémon ROM hack that doesn't quite represent what it's suppose to be, with it having no animation for its many attacks.
  • You Don't Look Like You: "Toehoe" is meant to represent a Reimu fumo, yet the sprite chosen to represent the plush is a token effort depiction at best, at most being a Reimu who's Super-Deformed in one sense (simply being Fun Sized rather than chibi). The description of the challenge even lampshades this by noting how it doesn't really look like a fumo.

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