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This page lists the first six Downloadable Content fighters that were added to Super Smash Bros. Ultimate, 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.


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     70 – Piranha Plant (Packun Flower) 
https://static.tvtropes.org/pmwiki/pub/images/ssbu_piranha_plant.png
PIRANHA PLANT PIPES UP!
Home Series: Super Mario Bros.
Debut: Super Mario Bros [NES], 1985
Playable in: Ultimate
Specials: Ptooie, Poison Breath, Piranhacopter, Long-Stem Strike
Final Smash: Petey Piranha

Piranha Plants are (literal) garden-variety Mooks in the Super Mario Bros. series and 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 Promoted to Playable 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. It brings moves from several different Piranha Plant species into the fray.


  • Absurdly Ineffective Barricade: 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. It doesn't even fit all the way into the pot when it does this.
  • Adaptational Badass: 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.
  • Ambiguous Gender: Notably the only un-gendered fighter in the series to not be a Pokémon.
  • Anti-Air:
    • Its up smash is the iconic "bite" move the species do in the home games. It is also its strongest move.
    • Ptooie allows Piranha Plant to blow a spiked ball directly above it.
    • Long-Stem Strike lets it stretch to chomp opponents at a distance, including up in the air.
  • Ascended Extra: It went from a stage hazard in Smash 64 and a trophy in later games to a fighter.
  • Battle Intro: Slowly emerges from its pot/pipe while a Warp Pipe noise plays.
  • Big Ball of Violence: The effect of one can be invoked by using Poison Breath, then going inside the resulting smoke with the opponent.
  • Breath Weapon:
    • It can turn into a Putrid Piranha and spit poison at opponents when using Poison Breath.
    • Its Back Air has it spit out a short-range burst of flames.
  • Breaking Old Trends: In multiple ways:
    • 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).
    • Garden-variety Piranha Plants normally live in Pipes and don't move away from them, but this one lives in a regular flower pot (some of the palette swaps replace the pot with a Pipe, though), sticking its roots through the holes in the bottom to imitate feet.
    • Piranha Plant is also the first Super Mario-originating newcomer that isn't available in the base game.
  • Breakout Mook Character: 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 Mario Superstar Baseball, Mario Party, Mario Kart 7, and Mario Tennis, but this is the plant's first time in the player's hands.
  • Butt Biter: 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 Goomba Springboard effect. It is, after all, one of the oldest stomping-proof enemies in the franchise.
  • Call-Back: When Petey Piranha is summoned for the Final Smash, he wields two cages like he did as a boss in The Subspace Emissary.
  • Composite Character: Piranha Plant takes moves from several different subspecies of Piranha Plants. Its side smash makes it turn into a Prickly Piranha Plant, its back air has it shoot a burst of fire like a Fire Piranha Plant, Ptooie has it blow a spiked ball like a... Ptooie, Poison Breath allows it to spit poison while turning yellow with red spots just like a Putrid Piranha, Piranhacopter lets it fly by spinning its leaves like a Jumping Piranha Plant, and Long-Stem Strike allows it to stretch its stem extremely far from its pot like an Elasto-Piranha.
  • Confusion Fu: 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.
  • Continuity Cavalcade: Its Palutena's Guidance is just Viridi making a Long List of all types of Piranha Plant species, all of whom have previously appeared in games across the Mario series and its spinoffs, including their Paper variations and referencing versions as obscure as the Megasmilax, a late-game boss in Super Mario RPG.
  • Counter Attack: 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.
  • Crippling Overspecialization: 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 not only Ptooie but Poison Cloud being able to be turned against the plant.
  • Downloadable Content: 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.
  • Dub Name Change: It's known as a Packun Flower in Japan.
  • Easter Egg: If Piranha Plant is crouching, and an opponent tries to footstool it, Piranha Plant will immediately counter it.
  • Eyeless Face: 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.
  • Feather Fingers: It uses its two large leaves as hands for grabs and holding items.
  • Fighting Clown: The last character anyone would have expected to be playable, but it has a surprising amount of potential as a fighter.
  • Foul Flower: 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.
  • From Nobody to Nightmare: 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 with high-tier potential who can really kick grass and knock out the big names.
  • Game-Breaking Bug: 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.
  • Grin of Audacity: Sports one hell of a smug smile. Can be seen easily in its side taunt or one of its victory poses.
  • Heli-Critter: Piranhacopter has it spin its leaves at high-speed to fly for a short time. You can also hit other players with the leaves.
  • Instant Flight: Just Add Spinning!: As stated above, its up special has the Piranha Plant spin its leaves to fly like a helicopter.
  • 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.
  • Long-Range Fighter: It can stretch its stem out to bite at opponents to an extent rivaling Simon and Richter's Vampire Killer, and it also has several ranged attacks.
  • Leitmotif:
    • Piranha Plant's reveal trailer uses the "underground theme and castle theme" portion of Ground Theme / Underground Theme from 3DS/Wii U.
    • Its showcase trailer uses Underground Theme from Brawl (used in the Mushroomy Kingdom stage's 1-2 variant).
  • Lethal Joke Character: 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 it takes several aspects from its family and packs them nicely in a single playable character, who is more than ready to kick everyone's butt!
  • Limit Break: 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.
  • Man-Eating Plant: If the sharp teeth didn't tip you off.
  • Mechanically Unusual Fighter: 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.
  • Mighty Glacier: 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.
  • Palette Swap: 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.
  • Poisonous Person: Poison Breath has it channel the Putrid Piranha species and spit poisonous gas which deals continuous damage to anyone staying inside the noxious fumes.
  • Power Creep, Power Seep: 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.
  • Promoted to Playable: 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.
  • Reflexive Response: According to one of the tips, the counterattack it uses against footstool jumps (as noted under Butt Biter above) is a reflex it learned from the games it starred in.
  • Rubber Man: While not necessarily made of rubber, it can stretch its body in a similar fashion while performing Long-Stem Strike.
  • Shapeshifting: It can shapeshift into various Piranha Plant subspecies when performing certain special moves and its forward smash.
  • Spike Balls of Doom:
    • 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.
    • It also turns itself into a spike ball as a Prickly Piranha when using its side smash.
  • Summon Bigger Fish: Piranha Plant's Final Smash has it call in Petey Piranha to attack from the background.
  • Twinkle Smile: 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.
  • Unexpected Character: Another Invoked Trope, 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 the game's own page covering this trope.
  • Unexplained Recovery: 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.
  • Use Your Head: Several of Piranha Plant's moves have it swinging its head around:
    • The third hit of its jab combo is a headbutt if the player elects to do it instead of the infinite bite combo.
    • Its side smash has it turn into a Prickly Piranha Plant and swing its head at enemies.
    • Its up tilt has it wiggle its head above it.
    • Piranha Plant has another headbutt as its up aerial.
    • Its forward throw is yet another headbutt.
    • Piranha Plant sweeps its head around itself for its "knocked down" attack when laying on its front or back.

Fighters Pass

     71 – Joker 
https://static.tvtropes.org/pmwiki/pub/images/ssbu_joker.png
Shujin Academy Outfit 
Unmasked Joker with Arsene 
Voiced by: Jun Fukuyama (Japanese), Xander Mobus (English)
JOKER STEALS THE SHOW!
Debut: Persona 5 [PS3, PS4], 2016
Playable in: Ultimate
Specials: (normal) Gun, Eiha, Grappling Hook, Rebel's Guard; (with Arsene) Gun Special, Eigaon, Wings of Rebellion, Tetrakarn/Makarakarn
Final Smash: All-Out Attack

The protagonist and Player Character of Persona 5, the third playable character from Sega, and the first from its subsidiary Atlus. Joker was the first fighter revealed for the Fighters Pass, hacking into the December 2018 Game Awards to announce his presence mere hours before the release of Ultimate, later being brought fully on April 17, 2019 as part of the Version 3.0 update.

Joker is a rebellious Japanese high school sophomore whose strong sense of justice led him to protect a woman from a rich and powerful molester - earning an assault conviction in the process. After being sent to a new school in Tokyo to serve out his probation, he becomes the leader of the Phantom Thieves of Hearts: a group of seemingly-ordinary outcasts who have gained "Personas" - psychic manifestations of their inner demons - that allow them to access humanity's collective unconscious and reform corrupt adults by "stealing their hearts". Joker's trademark Persona is Arsene of the Fool Arcana, who attacks with powerful darkness-based spells.

His gameplay style revolves around fast attacks and movements fitting for a thief, utilizing his knife and gun alongside each other to blitz his opponents. Unique to him is his Rebellion Gauge, which, when filled, allows him to summon Arsene to assist in his attacks and Specials.


  • Adaptational Badass:
    • While no slouch in their home game, both Joker and Arsene take many levels in badassery in the transition to Smash. Joker is depicted with a more agile and hard-hitting fighting style without falling back on his Personas, and even being able to use Skills without a Persona, while Arsene is an absolute beast who can tear through enemies quick when active alongside his user. He can not only help Joker fly — something that was never depicted in their source game — but also has access to both of the -Karn skills that repel enemy attacks, despite not being able to learn them naturally outside of Fusion and Skill Cards in Persona 5. This is lampshaded in his gameplay trailer, where Ryuji wonders why he's using Arsene and not a more powerful Persona.
    • If Persona 4 The Animation and Persona 4 Arena are any indication, Personas can be damaged, and the damage affects the user (by the user feeling phantom pain, and losing their Persona temporarily, respectively). Here, Arsene is explicitly mentioned to be invincible when summoned (granted, this was obviously done for balancing so that Joker's powered up form wouldn't make him an easier target).
  • Anti-Air: Grappling Hook shoots at an upwards angle and has a very long reach, useful for shutting down foes approaching from the air.
  • Anti-Frustration Features:
    • Presumably because it would be too distracting otherwise, the Super Move Portrait Attack effect from summoning Arsene only appears if 1: Joker is not currently in the middle of another animation, and 2: if it's a 1v1 match, a CPU-only match, or a match with only one human player remaining.
    • The momentum-halting animations for summoning and expelling Arsene won't happen if Joker is in the middle of another animation, preventing it from interrupting attack strings or saving Joker himself from suffering knockback. Instead, Arsene will just appear right alongside Joker without the flourish.
    • Joker is completely invincible (and, if he was in midair, hovers unmoving) during the animations for summoning and calling off Arsene. Being as these can't be manually controlled and they're rather lengthy animations that would leave Joker helpless if he could be harmed during them, it's only fair.
  • Art Shift:
    • Joker's reveal trailer is animated in the same style as his home game. The first half is styled after the predominantly red and black opening cutscene, while the second half is styled after the normally colored other cutscenes of the game. This was actually invoked by Sakurai; as Joker himself wasn't in a presentable state at the time, the choice was made for an anime cutscene to announce his arrival. This gives him the distinction of being the only member of Ultimate's class of newcomers to utilize a different art style for his reveal instead of the standard CGI fare.
    • In a blink and you'll miss it moment, the start of an All Out Attack also has the same style as his home game.
  • Assist Character:
    • Arsene, his first Persona, appears to assist him once he maxes out his Rebellion Gauge. Arsene's presence boosts Joker's reach and attack power, and even changes his Special moves.
    • For his Final Smash, the other Phantom Thieves show up to help Joker lay a beatdown on his opponents. Only three of them appear at a time, but they randomly cycle between two sets for the animation; The first set has the founding members Morgana, Ryuji, and Ann, while the second set has later members Yusuke, Makoto, and Haru (poor Futaba gets the shaft).
  • Background Music Override: As with Cloud, Joker's victory theme — the exact same as Persona 5 — takes over the normal post-fight fanfare and endlessly loops. Joker also marks the first time a single character has more than one victory fanfare in the same game; the results themes from Persona 3 and Persona 4 play instead if he wins a match on Mementos while songs from either one of those games are playing.
  • Badass Baritone: Like in his original game, Joker has an impressively deep voice.
  • Badass Finger Snap: Eiha and Eigaon are cast via finger snap.
  • Badass in a Nice Suit: In addition to sporting a Badass Longcoat, Joker also wears a fancy suit with a button-down waistcoat, handkerchief, and red gloves in his Metaverse outfit. Like-wise, Arsene sports a white caveat, waistcoat, and top-hat.
  • Badass Longcoat: Sports a spiffy black longcoat that complements his thief aesthetic.
  • Battle Intro: Falls from the top of the screen, much like how the party begins most battles in Persona 5, then tightens his glove.
  • Big "WHAT?!": Yells out “WHAT?!” in one of his KO quotes.
  • Bishōnen: He's still just as pretty as he is in his home game.
  • Bond One-Liner: "THE SHOW'S OVER", displayed on the splash screen that appears at the end of his All-Out Attack.
  • Bottomless Magazines: He never runs out of ammo or even needs to reload, in sharp contrast to his own game, where gun ammo is the most difficult resource to replenish.
  • Bowdlerize:
    • Though not to the extent of Bayonetta, since his gun was totally untouched, some aspects of Joker's All-Out Attack were changed to be more family-friendly. The High-Pressure Blood that occurs when enemies are destroyed is replaced with star sparkles instead, and Morgana's "Time for some bloodshed!" line is changed to "Time for some brutality!".
    • The incident that got him sent to probation, namely trying to save a woman from a molester, is instead referred to by Tips as "a certain incident".
  • Breaking the Fourth Wall: True to form, Joker's reveal trailer featured him blacking out the lights and hijacking Geoff Keighley's presentation during the Game Awards 2018. The reveal echoed Persona 5's original reveal trailer during the 2015 Persona concert, where the lights also went out, with a voice-over from Joker. When the trailer was released online elsewhere, the static effect was kept, but his dialog was slightly altered:
    Joker, The Game Awards 2018 premiere: This is Joker. I've infiltrated the theater.
    Joker, normal trailer: This is Joker. The mission is go.
  • Button Mashing: Mashing the special button allows Joker to fire his gun significantly faster than simply holding it down.
  • Calling Card: The Phantom Thieves' signature "TAKE YOUR HEART" calling card logo signals Joker's arrival in his reveal trailer, and acts as the logo for the Persona series as a whole in Smash. Ironically, as pointed out by Morgana, Joker received a calling card of his own in the form of an envelope with a Smash Ball-shaped seal.
  • Calling Your Attacks: As with other Persona characters in their fighting game spin-offs, he calls out the names of skills Arsene can perform (Eiha, Eigaon, Makarakarn, Tetrakarn).
  • Canon Identifier: He just goes by his code name "Joker" in Smash without using his real namenote  (which, in the original Persona 5, isn't static). Funnily enough, this same treatment was applied to the Mii costumes of his predecessors, who are simply referred to as the "Persona 3/4 Protagonist".
  • Casting a Shadow: Arsene specializes in Curse magic, just as he did in Persona 5. Eiha and the counterattack of Rebel's Guard both have Joker strike the opponent with dark magic. While Arsene is active, Eiha is upgraded to Eigaon, and several of Joker's normal attacks gain darkness properties.
  • Classy Cravat: Arsene sports a white cravat as a part of his Badass in a Nice Suit design.
  • Color Motif: Like in his home game, Joker's attack swings, backgrounds, and general aesthetic heavily feature red and black, signifying both his heroism, his rebellious nature, and the exciting thrills that come from being a Phantom Thief.
  • Combat Stilettos: Arsene's shoes have bladed high heels on them, and he'll use them to kick foes into submission once he's summoned with various stomps and punts.
  • Combination Attack: The All-Out Attack is a coordinated Speed Blitz performed by Joker and his teammates. Notably, in his home game, All-Out Attacks require at least one other party member besides Joker himself to execute.
  • Continuing Is Painful: If Joker is K.O.'d, most of his Rebellion Gauge will empty. This discourages players from simply eating heavy damage to fill the gauge faster, as they will likely be K.O.'d before Arsene is summoned. That said, there is something of a built-in Comeback Mechanic to balance this out even further; the closer Joker is to defeat, the faster the Rebellion Gauge can fill up.note 
  • Damage Over Time: Eiha and its upgraded form Eigaon inflict a poison-like effect on foes that are hit, slowly dealing additional damage to them over time.
  • Dark Is Not Evil: Arsene uses darkness based attacks and has a straight up demonic face with horns, but Joker himself is a heroic figure.
  • Death of a Thousand Cuts: His kit is built around dealing multiple attacks on the opponent and then summoning his Persona, Arsene, to finish his opponent off when his attacks are significantly stronger. This is exemplified with his Side Special, Eiha, which is a Damage Over Time skill that is stronger when he awakens his Persona. Without the buffs from Arsene, Joker tends to have trouble getting KOs.
  • Defend Command: Rebel's Guard allows Joker to tank attacks with reduced damage while also filling his Rebellion Gauge. It changes to Tetrakarn and Makarakarn when Arsene is active.
  • Deliberate Injury Gambit: While his Rebellion Gauge will slowly rise while being damaged, you'll want to deliberately take hits while using Rebel's Guard, as it allows you to tank them at half the damage while filling the gauge much faster.
  • Difficult, but Awesome:
    • His neutral special requires a bit more finesse than your typical Special attack, having multiple variants depending on position and input. That said, it's one of the most versatile zoning-based neutral specials in the game when used properly, not to mention that it looks really cool.
    • His Rebellion Gauge requires time to charge up, can only be manually charged with a Down Special that's a command block, and lowers when he's K.O.'d. That said, when fully charged, he summons Arsene to act as a Super Mode, and becomes much more powerful.
  • Domino Mask: He wears a black and white mask which covers his eyes and a small part of his face. The mask is designed to resemble a bird, which he takes off with (literal) fiery flourish whenever he summons his Persona.
  • Downloadable Content: The first member of the Fighters Pass 1 quintet, released on April 17th of 2019. Buying him also nets you the Mementos stage, 11 songs from Persona 3, Persona 4, and Persona 5, and access to his unique DLC Spirit Board, where 11 Spirit Battles for Persona 5 characters await.
  • Dramatic Unmask: At the end of his reveal trailer, Joker takes off his mask to both reveal his true face and summon Arsene. This is even a gameplay mechanic; maxing out the Rebellion Gauge has Joker unmask to summon Arsene. If Joker is in his Shujin Academy outfit, The Glasses Come Off instead.
  • Early-Bird Cameo: Not Joker himself, but his Grappling Hook. In the original Persona 5, the grappling hook was only used during menu transitions, and never used once during gameplay. The fact that it's a part of his moveset was a preview for Persona 5: Royal, where Joker makes use of the Grappling Hook to get to places that weren't accessible in the original game.
  • Fantasy Gun Control: Is the second fighter on the roster next to Bayonetta to use an actual gun. Granted, it's actually a model gun; the cognitive powers of the Metaverse cause it to function exactly like a normal one, making it by far the closest Smash has to a real gun.
  • Fighting Spirit: His Persona, Arsene. Compared to how Personas are depicted in other games (such as Joker's own game and the Persona 4: Arena fighting games), Arsene is shown here as much more physically offensive, closely mirroring Joker's own moves and directly aiding him in attacks rather than acting as an independent, Mon-esque ally.
  • Finishing Move: All-Out Attack will instantly KO victims with at least 100% damage. If that decides the match, the screen stays on the attack splash as the results appear, just like in Persona 5.
  • Firing One-Handed: Since his other hand is always occupied by his knife.
  • Freeze-Frame Bonus: For a very brief moment when Joker's All-Out Attack begins, his companions are shown to be using their ultimate weapons (contrast with Joker using his Starter Equipment in Smash), which disappear when they jump up.
  • Gangsta Style: Several of his gun firing animations.
  • Gathering Steam: While Joker has combo potential without Arsene, most of his attacks lack knockback, so he struggles to actually KO his opponents. But with Arsene on the field, Joker gains incredible combo potential, great range, and high knockout ability.
  • Gentleman Thief: Exudes confidence and finesse as he goes on missions with or without his troupe of Phantom Thieves. The saturated red in his reveal trailer emphasizes this trait as a callback to his game of origin. However, he is still technically a thief; true to form, Morgana implies that Joker went to the Game Awards to steal an invitation to Smash, meaning that he's the only newcomer to the series who deliberately manipulated events to enter the game rather than being invited.
  • The Glasses Come Off: In his Shujin Academy skin, Joker opts to pull off his glasses when summoning Arsene instead of his mask.
  • Good Wings, Evil Wings: Befitting of Joker's Anti-Hero personality, Arsene sports black angel wings.
  • Grapple Move: Grappling Hook shoots at an upwards angle, and if it hits an enemy while Joker is on the ground, he'll yank them in and toss them away. It can even be used to snatch items from afar.
  • Guardian Entity: Joker's Persona, Arsene, is a materialized facet of Joker's psyche that represents his desire to rebel against authority, and can attack his opponents with various supernatural abilities.
    Arsene: I am thou, thou art I. Show the strength of thy will, and rage against all challengers!
  • Guest Fighter: The 11th in Smash Bros. series history, the first from Atlus, and by extension of Atlus being their subsidiary, the third to hail from SEGA.
  • Guns Are Worthless: It's a fighting game, so natch. Gun's normal attacks only do a few percents worth of damage at absolute best, and it's not as easily spammable as comparable moves like Fox's Blaster. Its real strength stems from its utility, giving Joker agile dodge options, a unique approach tool, and, especially with its souped-up hitstun capability while Arsene is active, very powerful anti-recovery moves.
  • Gun Fu: His gunshots can be mixed with short dodges and evasive jumps. While in the air, he can perform acrobatic attacks wherein he aims downwards while falling, or spin his body in a wheel motion to pepper foes all around him.
  • Hitscan: Much like Bayonetta's Bullet Arts, the shots from Joker's Gun don't actually count as projectiles, and work in-engine as invisible melee hitboxes with a long range. This also means that they can't be reflected or absorbed by Specials like PSI Magnet, the Star Fox cast's reflectors, or Kirby and Dedede's Inhale.
  • Hour of Power: His playstyle revolves around this. Arsene appears when the Rebellion Gauge is filled, and while he is out, all of Joker's attacks become stronger and some of them take on different properties until the gauge is depleted. The intended gimmick is for Joker to rack up damage with speed and tricky tactics until the gauge fills, then use Arsene to finish the enemies off.
  • Immune to Flinching: His Rebel's Guard gives him armor while he uses it, and can allow him to tank jab combos while active. Unlike other counters/command blocks, Rebel's Guard can be held down longer to absorb more attacks, in theory allowing Joker to build up Arsene in one single go, but it suffers from a massive ending lag if held without anyone hitting him.
  • Instant-Win Condition: If Joker hits all of his opponents with his Final Smash when they have at least 100% in damage and are on their last stock, the game instantly transfers to a victory screen.
  • Jack-of-All-Stats: Decent projectiles, very good recoveries, agile aerial options, fairly short melee range, above-average speed, and slightly below-average weight. Similar to Sheik, most of his attacks lack killing power if Arsene isn't active.
  • Kid Hero: He leads a team of righteous thieves while being a 16-year-old high school student.
  • Knife Nut: Just as always, Joker prefers using knives as weapons — a first among fighters in Smash, as all current characters who primarily use bladed weapons rely on a sword instead. In Smash, he specifically uses the Silver Dagger, one of the first knives he can obtain in his home game as well as the one he is depicted with in official Persona 5 artwork (seen in-game in his Fighter Spirit).
  • Leitmotif: The first half of his trailer is accompanied by the instrumental version of "Life Will Change". The second half instead plays "The Spirit". In his home game, the former song plays whenever the Phantom Thieves sent a calling card before raiding a Palace of its Treasure, while the latter plays whenever Joker's Confidants either unlock or level up. In his gameplay trailer, "Last Surprise" (the standard battle theme) and a new remix of "Beneath the Mask" (the nighttime and rainy day theme) play too.
  • Lightning Bruiser: When Arsene is active, almost all of his attacks are greatly buffed and some even have high killing power, with no drawback to his already-great agility and speed.
  • Limit Break: All-Out Attack, a Speed Blitz that Joker performs alongside his fellow Phantom Thieves.
    Joker: Ravage them!
  • Mana Meter: The Rebellion Gauge. It fills up slowly over time, but fills itself more when Joker is damaged or when he blocks an attack with Rebel's Guard. Once it maxes out, Joker can temporarily summon Arsene in order to power up his attacks and change his Specials.
  • Mechanically Unusual Fighter: Joker is a more explicit Magikarp Power fighter than Lucario due to his Rebellion Gauge mechanic, as his playstyle revolves around blocking enough attacks and lasting for a while in his weaker normal form, then laying on damage once his meter fills up and he can summon Arsene to improve his attack damage and change his Specials into stronger variants.
  • Meteor Move: When he's active, Arsene adds a meteor-smashing foot stomp to Joker's down aerial.
  • More Dakka: While his normal gun attacks can only fire in three-round bursts at max, his special aerial gun attacks have him rapid-fire a stream of bullets that only end when either the input is canceled or he finally lands on the ground.
  • Mythology Gag: To a hilariously dedicated extent, especially knowing that Sakurai personally loved Persona 5 and has some personal fondness for the series since Revelations Persona. The number of references to the Persona series as a whole proves it:
    • His reveal trailer's premiere at the Game Awards 2018 features the Phantom Thieves literally stealing the show, hijacking the theatre's presentation screen, just like with Persona 5's initial reveal at the 2015 Persona concert. This is also similar to how the Thieves sent Shido their Calling Card in their home game via hacking into Tokyo's air waves.
    • In his reveal trailer, the other Smash fighters are depicted similarly to the Shadows from Mementos, revealing their true forms after initially appearing as black, blob-like monsters with white masks. This continued into his gameplay reveal, where most of his victory screens show him winning against other dark-themed characters (Dark Link, Dark Samus, Dark Pit, Ganondorf).
    • During Joker's reveal trailer, he's shown doing a mission alone while the other Phantom Thieves commentate over his actions, not unlike during Persona 5's Action Prologue.
    • At the end of his reveal trailer, Joker summons Arsene, who says the Persona series' famous Arc Words, "I am thou, thou art I.", just like when Arsene was initially awakened in Persona 5.
    • A shot in his gameplay trailer has him perform a spinning jump in front of a full moon, similar to the end of the Action Prologue of Persona 5 where he busts through the casino's stained glass window with a similar jump.
    • The gameplay trailer sees him in his Shujin uniform sitting in the "Humble/Shack" room of the Tomodachi Life stage, not unlike the ramshod café attic he spends Persona 5's story living out of. Piranha Plant is there with him, alluding to the potted plant the player has the option of caring for.
    • The gameplay trailer's Stinger has him make off with King K. Rool's crown. A crown is the form initially taken by the first Treasure the Phantom Thieves steal in their game. The same stinger ends with him also stealing Wario's bike. In Persona 5, Makoto's initial Persona, Johanna, is a bike, while a model bike can be purchased as a gift.
    • The Rebellion Gauge is styled after the SP Meter from the original Persona 5, and works in a similar manner, being the fuel for Arsene's attacks. In his home game, there are skills and accessories that regenerate SP each turn, similar to how the Rebellion Gauge fills up.
    • While Arsene is active, he appears semi-transparent as he follows behind Joker, and turns solid when performing an attack. This is identical to how Personas appear in P5 — semi-transparent when selecting an attack for them, and turning solid as they perform the attack.
    • Joker's up special when Arsene is active is called Wings of Rebellion, which are Arc Words used whenever a Confidant is unlocked in Persona 5.
    • Morgana appears during all of Joker's taunts.note  During one, he wears Wingding Eyes, just as he did a handful of times in P5, such as when he freaks out over finding Kamoshida's Treasure, while another has him say his ever famous, "Looking cool, Joker!".
    • The Grappling Hook Joker uses to recover without a full Rebellion Gauge is based on the one he used to swing throughout the menus in the original P5, and even made minor appearances in some of the Palace cutscenes, though it was never used in gameplay. In fact, gameplay-wise, it wouldn't have any importance in Joker's home series at all until Royal.
    • His All-Out Attack is almost exactly as it was in Persona 5, complete with Futaba or Morgana announcing the attack. Ending a match with it directly transitions the final shot into the victory screen, exactly like Persona 5.
    • His unique win poses are taken wholesale from how they appear in Persona 5 when finishing a battle. One of his win poses has him board the Morgana van just like when finishing a battle in Mementos, and the background of the victory screen gains Mementos' creepy blood-roots when that happens. Unlike the other two win poses with Morgana, he can be seen scratching the back of his head sheepishly, a nod to the win pose he has if winning a battle by himself. Normally, his victory music is the one from Persona 5, but if he wins a battle on Mementos while a song from 3 or 4 was playing, the background of the victory screen changes to blue or yellow, respectively, and it plays the victory themes from those games instead, similar to how those themes play when Joker when wins a battle in Persona 5 while wearing DLC costumes based on the corresponding games. Like Cloud, the song also loops continually on the victory screen. In addition, the announcer doesn't announce "Joker wins!" at the end if he does; just like P5, the Phantom Thieves will throw in praise for Joker's win at the victory screen, followed by one last comment from the man himself when the results are brought up. One such comment ("Begone.") is the exact same Pre-Mortem One-Liner he gives to Yaldabaoth before finishing him off at P5's end. In the Japanese version, one of his victory lines is an affirmative "Yosh" — something he frequently said in the Japanese version of P5 whenever something good happened.
    • His white costume for his Joker outfit is based on the colors of Goro Akechi, aka Crow of the Phantom Thieves, who is the only one of the group not to appear in Joker's Final Smash or Mementos.
    • Joker's other colors in his Phantom Thief garb besides his normal outfit and the Akechi palette represent the primary colors of the previous Persona games: purple for Revelations, red to represent the 2 duology and 5, blue for 3, and yellow for 4. Alternatively, the blue color palette could represent Jun Kurosu (the original Joker), who wears a blue school uniform and has dark hair as well.
    • Joker takes off his glasses in his school uniform when Arsene is active, bringing to mind his predecessor Yu Narukami from Persona 4.
    • Eiha and Eigaon are both attacks that Arsene has canonically used: Eiha is one of his initial skills, while Eigaon is part of his massively buffed appearance in the Action Prologue. The latter even creates the same vortex-like pillar.
    • Eiha and Eigaon's Damage Over Time properties are presumably a reference to Persona 1, wherein Eiha and its ilk dealt continual damage to the target over the course of several turns.
    • If Arsene is summoned during a one on one match, a match with only one human player, or a CPU only match, a special portrait cut-in will appear. This is the very same one that appears in Persona 5 whenever Joker lands a Critical Hit.
    • Successfully attacking Joker while Arsene is present causes the Rebellion Gauge to deplete faster, effectively reducing his active time on the field. This mechanic is a close stand-in to the Persona Break mechanic from Persona 4: Arena, where attacking a Persona enough times would cause them to temporarily disappear and lock their user out of moves that need them present. The Rebellion Gauge's Comeback Mechanic properties serves as a stand-in to another Arena mechanic: Awakening, which triggers a powered-up state when a character is closer to defeat.
    • If Joker taunts while Arsene is active, Arsene makes a pose identical to the one in his promotional artwork for Persona 5.
    • Several of his animations closely resemble his motions from Persona 5. His double jump resembles his dramatic Super Window Jump from the prologue of P5. He snaps his fingers when using Eiha, just like when using an item in his own game. His downward tilt has him perform a baseball slide, similarly to how he can slide under security lasers in P5. Some of his movements for Gun closely resemble his acrobatic Leap and Fire techniques from his Down Shot ability in P5. His backwards dodge is a showy backflip, just like he does in 5 when dodging dungeon hazards, while his sidestep looks identical to his in-battle dodge animation. His trip and sleeping animations are nearly identical to his animation when knocked down after suffering a strong attack in P5 encounters. Rebel's Guard has him assume the same stance used when selecting a Persona attack, complete with flaming mask and aura around his feet, albeit slightly modified to show him guarding with his forearm similar to his normal guard animation.
    • He keeps his Character Tic of habitually tightening his gloves, seen in his on-screen appearance, his up taunt (where he imitates his "The show's over" All-Out Attack splash screen), and his team battle win pose when he's not in front.
    • His gun appears to be his default firearm from Persona 5 — a Norinco Type 54, identified in Persona 5 as a "Tkachev". He also wields the Silver Dagger found in the first Palace. In contrast, his fellow Phantom Thieves use their ultimate weapons in his All-Out Attack.
    • Many of both his and his teammates' lines are modified or taken wholesale from Persona 5, with the voice clips rerecorded by their original voice actors.
    • In addition to borrowing his mask and hair, Kirby gains red eyes when he copies Joker, referencing Joker's alternate eye color in Persona 5's opening and All-Out Attack splash screen.
    • In Persona 5, gun skills needed to be repelled with Tetrakarn with Makarakarn despite being ranged attacks. This is reflected through Joker's Gun attacks here being classified as physical attacks, meaning that they not only ignore reflectors, but they trigger a Tetrakarn (as well as Palutena and K. Rool's default counters) in a Mirror Match.
    • His Classic Mode route is themed after the Shadows that he regularly fights. After each battle, an enemy from the previous one acts as his CPU ally for the next one, alluding to how Joker can recruit the Shadows as his Personas through Hold Up negotiations. His second-to-last fight has him battle a giant Incineroar while "Rivers in the Desert" plays, a nod to the boss fight against the grotesquely-muscular Samael in P5. The final battle against Master Hand and Crazy Hand takes place on Omega form Mementos with "Our Beginning" playing, referencing how the bottom depths of Mementos serves as The Very Definitely Final Dungeon of Persona 5, and the music is taken from the last phase of the game's Final Boss fight.
  • Nice Hat: Arsene has a large top hat as a part of his design. The Persona series' emblem is one, modeled after the Phantom Thieves' logo.
  • Offscreen Moment of Awesome: It's stated that he got his invitation by swiping it from an unknown recipient.
  • Only Known by Their Nickname: His civilian name has been given as both Akira Kurusu and Ren Amamiya in official material (the former through the manga, the latter starting from the anime), with Ren Amamiya seemingly preferred by Atlus. In this game, Joker is solely referred to by his thief codename with no mention of his civilian name.
  • Phantom Thief: Joker is the leader of the Phantom Thieves of Hearts, who perform Heel–Face Brainwashing on their enemies by stealing their twisted and evil hearts in the Mental World of the Metaverse. His Persona, Arsene, is also based on the Trope Codifier Arsène Lupin.
  • Player Character: Much like Robin, Corrin, the Hero and previous Persona protagonists such as Yu Narukami, Joker is the avatar the player uses to interact with everyone in his game of origin.
  • Power Gives You Wings: Arsene acts as a Super Mode for him, and Arsene himself serves as the wings.
  • Production Foreshadowing: Joker's normal recovery move, Grappling Hook, references the then-unreleased Persona 5: Royal, an Updated Re-release of Persona 5, where grappling hooks are used to traverse Palaces.
  • Public Domain Character: Arsene is based off the titular character from Maurice Leblanc's Arsène Lupin novels, making him one of a few entities in Smash to not technically originate from a video game.
  • Red and Black and Evil All Over: Downplayed. Joker and Arsene have a black and red color motif, emphasizing his identity as a rebellious Anti-Hero thief rather than The Cape.
  • Red Is Heroic: He's strongly associated with the color red. His gloves are bright red, and many of his backgrounds, attacks, and aesthetics are red-tinted.
  • Reverse Grip: Unlike in Persona 5, Joker wields his knife in a reverse style here, complete with Weapon Twirling when idle for long enough.
  • Rule of Cool: Out of all of Joker's Personas, unless you've heavily min-maxed him with certain Fusion methods, Arsene is one of his weakest. Why does he opt for him rather than a stronger one? Ann asks who cares about that and thinks Arsene is awesome. Plus traditionally, the anime adaptations of P3, P4, and P5, as well as spin-offs like Persona Q and Persona 4: Arena, have elevated the protagonists' starter Personas to similar heights in various manners.
  • School Uniforms Are the New Black: His Shujin Academy uniform is one of his alternate colors, coming in form of its canon design and a white variant. Joker's mask is replaced with his glasses, which he takes off when Arsene is active.
  • Shock and Awe: While Arsene is active, Joker's up-tilt (and, strangely, only his up-tilt) gains electric damage.
  • Slide Attack: His down tilt is one, based on how he slides under security lasers in his home game.
  • Speed Blitz: During the All-Out Attack, Joker and his comrades move and attack so fast that they appear as black blurs.
  • Super Mode: Filling up the Rebellion Gauge causes Joker to summon Arsene. While active, Arsene buffs almost all of his attacks, his dodge rolls become marginally better, Rebel's Guard is replaced with the powerful counter attacks Tetrakarn and Makarakarn, and Joker exchanges the Grappling Hook recovery for hitching a ride on Arsene's wings.
  • Super Move Portrait Attack: Similar to the original Persona 5, a special cut-in portrait will appear when Arsene is summoned, and the All-Out Attack features portraits for both Joker and his partners-in-crime.
  • Sword and Fist: Mixes up his knife strikes with various acrobatic kicks, including a football kick/side kick combo for his dash attack and a corkscrewing drill kick for his up aerial.
  • Sword and Gun: Along with his knife, his other primary weapon is his pistol, which he uses with athletics and grace rivaling Bayonetta's.
  • Trash Talk: One of the chattier fighters in the game, he punctuates many of his attacks with insults, such as "You're mine!" when snatching a foe with Grappling Hook and a smug "Not enough" when countering with Tetrakarn. The rest of the Phantom Thieves join in on it during All-Out Attack and his victory screen.
    Ryuji: Ha! Losers!
  • Unexplained Recovery: Unlike his fellow DLC fighter Piranha Plant, Joker had to be captured by Galeem for him to be present in the Phantom Thieves of Hearts collective spirit and to possess a puppet of himself for said fight. However, just like Piranha Plant, him being a DLC character means he has no legitimate role in World of Light and is automatically unlocked after freeing 10 fighters, leaving his recovery unexplained.
  • Wall Jump: Fitting for a speedy thief, Joker's capable of wall-jumping.
  • Wolverine Claws: Once summoned, Arsene will compliment Joker's knife swings by swiping with his clawed hands.
  • Wreathed in Flames: Arsene is constantly surrounded by blue ethereal flames.

     72 – Hero 
https://static.tvtropes.org/pmwiki/pub/images/ssbu_heroxi.png

Voiced by: Mitsuki Saiga (Eleven), Nobuyuki Hiyama (Three), Takeshi Kusao (Four), Yuuki Kaji (Eight)
THE HERO DRAWS NEAR!
Home series: Dragon Quest
Eleven's Debut: Dragon Quest XI [PS4, 3DS], 2017
Three's Debut: Dragon Quest III [NES], 1988
Four's Debut: Dragon Quest IV [NES], 1990
Eight's Debut: Dragon Quest VIII [PS2], 2004

The main character(s) of the long running, quintessential Eastern RPG franchise Dragon Quest, originating from the Enix half of Square Enix, and said company's collective second representative.

The Hero's primary costume is based on the protagonist of Dragon Quest XI: 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 Birthmark of Destiny 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 a chivalrous rouge. So begins his quest to defeat the monsters in his world, travel to the World Tree, and figure out just why he's being considered a bad guy.
Other costume options based on three different Dragon Quest protagonists note  are available through Palette Swaps.
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.

In battle, they carry a sword and a shield that they use for most attacks. However, they also have a large repertoire of magic spells to cast for Specials, which are powered by a limited 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.

Since Dragon Quest protagonists are rarely canonically named, this page uses the common Fan Nickname convention where the individual Heroes are referred to by the number of the game they star in, much like Japan does.


  • Adaptational Badass: 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, Oomph, Bounce, or Kacrackle Slash.
  • All Your Powers Combined: 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:
    • 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 prior to his inclusion.
    • 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.
    • 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.
    • 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, where as Robin's special and smash attacks all drain separate meters).
    • Hatchet Man instantly destroys any shield it connects with, just like a fully-charged Shield Breaker from Marth or Lucina.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
  • Anime Hair: 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 Akira Toriyama.
  • Armor-Piercing Attack: One solid hit with Hatchet Man will break an enemy shield. Metal Slash also qualifies, One-Hit KO-ing any enemy that has turned to metal.
  • Attack Deflector: Bounce, a spell that reflects projectiles.
  • Awesome, but Impractical: 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:
    • 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.
    • 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.
    • 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.
  • Badass Cape: Three sports a long flowing mantle.
  • Battle Intro: Flies onto the stage using Zoom.
  • Big Damn Heroes: 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.
  • Birthmark of Destiny: Eleven has a special mark on his left hand, which signifies him as the Reincarnation of the legendary Luminary, and marks him as The Chosen One 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.
  • Bishōnen: The other heroes have the classic rowdy Toriyama look to them, but Eleven is quite handsome in a delicate sort of way. He's even been complimented on his appearance back in his original game.
  • Blow You Away: 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.
  • Boring, but Practical:
    • Bounce is a simple Attack Reflector. That said, it's basically a competitively-legal Franklin Badge.
    • 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.
    • 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.
    • 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.
  • Breaking Old Trends: 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.
  • Calling Your Attacks: 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.
  • The Cameo: 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.
  • Canon Identifier: 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".
  • Canon Name: Most Dragon Quest Heroes don't actually have canon names, with a few exceptions:
    • The name "Solo" is used for Four if you choose not to name him. It's been used in various places including a Previous Player-Character Cameo in the DS remake of Dragon Quest VI.
    • 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.
  • The Cavalry: Three leads Four and Eight in saving Eleven from an army of Puppet Fighters in their reveal trailer.
  • Charged Attack: Frizz, Zap, and Woosh can be charged for greater power and/or recovery at the cost of MP.
  • Combination Attack: All the other Dragon Quest protagonists come to charge up a Sword Beam during the Heroes' Final Smash, much like Mega Man's team attack.
  • The Comically Serious: One of the Hero's taunts involves a Slime hopping around and startling them.
  • Confusion Fu: 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  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.
  • Crippling Overspecialization: Metal Slash is a One-Hit KO when used on metal opponents, but otherwise only does Scratch Damage, 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.
  • Critical Hit: 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.
  • Difficult, but Awesome: 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 Mana Meter 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.
  • Downloadable Content: 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.
  • Dub Name Change:
    • Surprisingly enough, he is still called Hero in both English and Japanese regions of the game. Despite being written in kanji,note  the game still uses the translated name Hero in romanization.
    • However, the announcer still calls him Yuusha on the character select and victory screens.
  • Exactly What It Says on the Tin:
    • Three's shield literally has "Roto" written right on it, which is the Japanese equivalent to "Erdrick" as his sacred title and sometime-alias. So does Eleven's. There's a reason for this.
    • 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  thus localization tends to rely pretty heavily on alternatives, such as the Luminary and Erdrick whereas domestically, this is almost never the case.
  • Extra-ore-dinary: Kaclang lets them defend from attacks by turning metallic. However, this leaves him vulnerable to an enemy Hero's Metal Slash.
  • Forced Sleep: The aptly named "Snooze" spell does this to opponents, and unlike Sing, it works on airborne opponents, making it a potent edge guarding tool.
  • Guest Fighter: 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 Cloud.
  • Heal Thyself: 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.
  • Hello, [Insert Name Here]: 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.
  • The Hero: Aside from the obvious fact that it's...their name in Smash Bros., the Dragon Quest Hero is the 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.
  • Heroic RRoD: All instances of his recovery special require his Mana Meter 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, then it's curtains.
  • An Ice Person: They can supercharge their sword with Crack magic.
  • Immune to Flinching: Kazap, the final version of Hero's side special, has super armor once the lightning strikes his blade.
  • In a Single Bound: 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, there's a chance that they will hit their head on the ceiling and cause the move to fail, a reference to the Running Gag in the Dragon Quest games when using Zoom in-doors
  • Kamehame Hadoken: The animation for the Hero throwing a fully-charged Kafrizz looks similar to Goku throwing a Kamehameha. Considering both franchises are involved with Akira Toriyama, this was most likely a deliberate Shout-Out.
  • Late-Arrival Spoiler: Eight is referred to as the Dragovian Descendant, hinting at his Half-Human Hybrid nature, something which isn't revealed until the post-game of Dragon Quest VIII.
  • The Leader: Three is implied to be the one calling the shots in their reveal trailer. Fitting, as his game is one of the most revered.
  • Leitmotif: Eleven's trailer reveal cues the current orchestration of the main Dragon Quest theme, while everyone else joining the fray has the orchestrated version of "Adventure" from Dragon Quest III. Each Hero also has their respective game's main battle and overworld themes as available tracks.
  • Luckily, My Shield Will Protect Me: 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.
  • Magic Knight: Aside from having a sword and shield, the Hero uses a variety of classic Dragon Quest magic spells.
  • Magic Misfire: Besides any instance of the player using Command Selection and accidentally casting a spell they didn't want (like 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...
  • Mana Meter: 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.
  • Mechanically Unusual Fighter:
    • 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 Mana Meter used to power said spells, as well as the spells that make up their other three special attacks.
    • 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.
  • Multiform Balance: Much like with Shulk, each of their Status Buff spells reduces another stat in return. For example, Oomph raises attack but lowers defense.
  • Mythology Gag:
    • In their reveal trailer, Eleven picks up a barrel to find a Franklin Badge. The Dragon Quest games have a tradition of Rewarding Vandalism, 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.
    • 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.
    • 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.
    • Their tagline, "The Hero Draws Near!", references the text that is displayed at the beginning of every single Random Encounter in the series.
    • 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.
    • 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.
    • The trailer has a shot of Three facing down Rathalos, a reference to the final battle against the Dragonlord's true form in DQ I.
    • Command Selection hearkens to the RPG genre that Dragon Quest helped to make: battles in DQ games are turn-based and menu-driven.
    • 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.
    • 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.
    • Just like in his home game, Eleven's Birthmark of Destiny is visible during gameplay on his left hand.
  • Nigh-Invulnerability: 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 One-Hit KO instead.
  • No Name Given: They're simply referred to as "The Hero" under most circumstances. While Three and Eleven have Canon Identifiers and Four has a Canon Name, most fans simply call them by the number of their respective games.
  • Non-Dubbed Grunts: All of them, despite the fact that Eleven has an English voice actor (who also doesn't do much besides grunting) in his own game.
  • Oh, Crap!: Casting Kamikazee will invoke this on the faces of surrounding opponents, even if they're not in the immediate blast radius.
  • One-Hit KO:
    • 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.
    • If Metal Slash hits a metallic opponent (either in a Spirit Fight, through the Metal Box, or 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 Slimes and their kin.
  • Playing with Fire: The Frizz series spells (Frizz, Frizzle, and Kafrizz), a fireball that can be charged for more damage and range.
  • Press X to Die: It's entirely possible to cast Kamikazee on your last stock. Bye-bye, Hero.
  • Random Effect Spell: 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.
  • Random Number God: Most of Hero's moveset revolves around randomness: Specifically, the facts that his Smash attacks may randomly go critical and that his down special pulls up four random magic moves out of 21 optionsnote . 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.
  • Rated M for Manly: It comes with the territory of being designed by the man behind Dragon Ball. Each Hero is a legendary warrior wielding a sword and shield, with dynamic animations and more angular facial expressions, that also happen to wield a wide variety of spells that add to their already impressive battle qualities.
  • Remember the New Guy?: 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 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).
  • Ridiculously Cute Critter:
    • Eight comes with his faithful mouse companion Munchie hanging around in his pocket.
    • All four have a taunt where a Slime dances around their legs.
  • Shock and Awe: They can use Zap spells, which are charged and fired from their sword.
  • Situational Damage Attack: Metal Slash deals a pitiful amount of damage with only minor knockback under normal circumstances, but instantly kills metal opponents.
  • Spell My Name with an "S": 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.
  • Standard Status Effects: Among their wide range of magic spells is Snooze, which inflicts the Sleep status on anyone who's hit.
  • Status Buff: 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.
  • Stuff Blowing Up: 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.
  • Suicide Attack: 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.
  • Taking You with Me: The Kamikazee spell, the only move in the entire game that both can KO opponents and inherently KOs the player using it.
  • Unblockable Attack: 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.
  • Unexplained Recovery: 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.
  • Unskilled, but Strong: 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.
  • Wolverine Publicity:
    • 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!
    • Eleven himself still counts, since whenever 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.
  • You Gotta Have Blue Hair: Four has teal hair, in contrast to the more realistic shades of the other three. It's a reflection of him being half-Zenithian.

     73 – Banjo & Kazooie 
https://static.tvtropes.org/pmwiki/pub/images/ssbu_banjokazooie.png
Voiced by: Chris Sutherland
BANJO-KAZOOIE ARE RARING TO GO!
Home series: Banjo-Kazooie
Banjo's Debut: Diddy Kong Racing [N64], 1997
Kazooie's Debut: Banjo-Kazooie [N64], 1998

The protagonist pair of the eponymous collect-a-thon game series that originated from Rare on the Nintendo 64, 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 Xbox Game Studios. 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.

Banjo and Kazooie are the Odd Couple of a polite bear and a sarcastic bird that resides in Banjo'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.

The 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.


  • Abnormal Ammo: The Blue Eggs are eggs that they use as bullets, and the Grenade Egg is an egg-shaped hand grenade.
  • Achilles' Heel: 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  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.
  • Action Girl: Kazooie, of course. She's even the one with most of the skills in the duo's home series.
  • Adaptational Badass: In the main games, Banjo hilariously fails at the Flap Flip when solo. Here, he's dextrous enough to do backflips by himself.
  • Adaptational Nice Guy: 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.
  • Art Evolution: 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.
  • Ascended Meme: 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.
  • Back-to-Back Badasses: 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.
  • Badass Adorable: 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!
  • Battle Intro: Banjo hops out of the silhouette of a Jiggy before taking a bow, mirroring the Idiosyncratic Wipes used to transition between areas in the original Banjo-Kazooie.
  • Beak Attack: Several of their moves involve Kazooie attacking with her beak:
    • 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.
    • Their forward tilt, Beak Bayonet, has Banjo taking Kazooie out of his pack and jabbing forward with her beak, which can be angled.
    • Their down tilt, Beak Barge, has Kazooie poke her head out and poke the opponent.
    • Their up smash, Bill Drill, is exactly what it sounds like, with Kazooie drilling with her beak facing upward.
    • Their back aerial is a triple peck.
    • Their down aerial, Beak Buster, has Kazooie dive downwards with her beak, which meteor smashes at the start of the move.
    • Kazooie pecks the opponent's head as their pummel.
    • Kazooie pecks the opponent upward for their up throw.
  • Beary Friendly: Banjo is a large bear who just so happens to be nice and heroic.
  • Beary Funny: Banjo is a polite and good-natured bear, and he and Kazooie make for a delightfully cartoonish duo.
  • Best Friend: 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 Donkey Kong Country series).
  • Big Eater: The Stinger 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.
  • Bottomless Magazines: Breegull Blaster has no limit to the number of eggs that it can fire, and Kazooie never needs to replenish her supply.
  • 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.
  • Breaking Old Trends:
    • 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 1st Party IP before being traded to Rare the same time Microsoft bought Rare).
    • They're also the first characters and universe to come from a wholly non-Japanese created and owned franchise, being created by the British Rare and currently owned by the American Microsoft courtesy of their purchase of Rare in 2002.note 
  • The Bus Came Back: 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.
  • Call-Back: 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 fakeout by a Smash veteran: King Dedede for King K. Rool, and Duck Hunt for Banjo-Kazooie.
  • The Dividual: Banjo and Kazooie are never seen without each other, and act as a pair in a single fighter slot.
  • Does Not Like Shoes: Kazooie has worn shoes as power-ups on occasion, but by default does not wear any. Likewise, Banjo runs everywhere on his bare — or bear — feet.
  • Downloadable Content: 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.
  • Dual Boss: 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.
  • Equippable Ally: Banjo might be as tough and hardy as you'd expect from a bear, but on his own, he lacks utility. Put Kazooie at 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.
  • Face Plant: 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.
  • Force and Finesse: 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.
  • Four-Fingered Hands: Banjo has these, in contrast to most of the other humanoid mammalian characters in Smash, who either have five or three fingersnote .
  • Freeze-Frame Bonus:
    • If Banjo is launched off the stage, Kazooie looks to the crash-point in fear.
    • At the end of the Breegull Bash attack, there is one frame where Kazooie is comically expressionless after being slammed into the ground.
  • Goomba Stomp: Their reveal trailer has them jump onto Duck Hunt's back Super Mario Bros. style.
  • Grievous Harm with a Body: Banjo's forward-smash is Tooie's Breegull Bash attack, which has him pull Kazooie from his backpack and slam her head-first into the ground by her feet like a blunt weapon. She seems fine afterward if a little alarmed.
  • Guest Fighter: The 13th in the history of the series.
    • Banjo & Kazooie have the honor of being the first fighters from a completely foreign company, the British-based 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.
    • They are also the only fighters from a franchise owned by one of Nintendo's current console rivals, namely Microsoft's Xbox Game Studios. 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.
  • Half-Dressed Cartoon Animal: 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.
  • Hammered into the Ground: Their down throw involves Banjo piledriving and burying their opponent, similar to R.O.B.'s and K. Rool's down throws.
  • Hammerspace: Banjo's backpack is much smaller than Kazooie, but she is able to stuff herself in there anyway.
  • Heroic Build: 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.
  • Heroic Mime: Zigzagged. They "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 Signature Laugh.
  • Iconic Item: 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.
  • In a Single Bound: 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.
  • Interspecies Friendship: A bear and a bird who are the closest of friends and who synergize their differing physiques and abilities.
  • Invincibility Power-Up: Their Wonderwing attack uses Golden Feathers to make an (almost) invincible charge at opponents.
  • Item Get!: 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.
  • Jack-of-All-Stats: 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.
  • Late-Arrival Spoiler: In the original game, the Mighty Jinjonator doesn't appear or even get mentioned until the final battle. In this game, he is their Final Smash.
  • Leitmotif: The trailer is backed by a brand new arrangement of the Spiral Mountain theme, arranged by none other than Grant Kirkhope himself.
  • Made of Iron: Kazooie's spine must be made of titanium to be able to withstand being used as a weapon in the duo's forward-smash repeatedly.
  • Male Might, Female Finesse: Banjo, the male of the duo, is an Unskilled, but Strong 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 complimenting each other is key to their success as adventurers.
  • Mechanically Unusual Fighter: 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 rare among Smash characters.
  • Mickey Mousing: One of their victory animations has them enthusiastically playing the instruments they're named after to the same rhythm as their victory theme.
  • Muscles Are Meaningful: Banjo's the Force to Kazooie's Finesse, and he has more muscles here than ever before.
  • Mythology Gag:
    • Their trailer alone has quite a few. To wit:
      • The duo make their Dynamic Entry with Banjo holding a banjo and Kazooie blowing a kazoo/horn — the same instruments they play in their first game's intro cutscene.
      • Donkey, Diddy and K. Rool cheer them on, highlighting the ties between their series, sharing the same developer, Rare.
      • The gameplay footage features Banjo teaming up with Diddy Kong against a recolored Donkey Kong, alluding to Banjo's Early-Bird Cameo as a playable character in Diddy Kong Racing. 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.
      • 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).
      • 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.
      • 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 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.
      • Banjo tiptoeing by a giant sleeping Ivysaur in The Stinger is how he needed to get a Jiggy from Ssslumber in Banjo-Tooie.
      • The Talon Trot is one of the iconic examples of Boring, but Practical in the series, being a passive speed boost over Banjo's running speed that can scale steep cliffs. Appropriately, it's their Dash.
      • 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.
      • The ending shot of the trailer includes Banjo making a "victory sign", similar to a promotional render of him for Banjo-Tooie.
    • 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.
    • When they pull off a parry, Banjo flexes his arms, much like the extra life statue from the first game. Appropriate for a No-Sell that can determine the outcome of a fight.
    • The 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.
    • Their stock icon appears to be based on their pose on the cover of Nuts & Bolts. An idle animation briefly shown is of Banjo stretching in a similar manner to how he does when idle in that game as well.
    • 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 wanted to include since their original game.
    • 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.
    • 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.
  • Nigh-Invulnerability: With Wonderwing, Banjo and Kazooie are invincible against nearly everything, including 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.
  • Off Like a Shot: Wonderwing demonstrates the classic example, including the "turn away, arms up, one leg out" pose before instantly accelerating.
  • Paper Fan of Doom: Banjo's side smash attack, Breegull Bash, is called Harisen Kazooie in Japan.note  Banjo smashes Kazooie down on his opponents with an overhead swing like a paper fan.
  • Perpetual Molt: Nearly every time Kazooie flaps her wings when doing moves or even just taunts, feathers are shown swirling about.
  • Pretender Diss: Like with King K. Rool to King Dedede before, Banjo and Kazooie shove Duck Hunt aside after the latter pretended to be the former.
  • Proj-egg-tile: Kazooie's eggs, which she can fire either by laying them from her rear or barfing them out of her mouth.
  • Rated M for Manly: Banjo of all people gets a beefiness and manliness upgrade where his Smash incarnation is more robust, confident, and charismatic than his usual clumsy and lanky self.
  • Rocket Jump: Like other characters with explosives within their specials, they can damage themselves to increase their recovery.
  • Simple, yet Awesome: Compared to the preceding DLC characters Joker and Hero, Banjo & Kazooie have a pretty straightforward moveset and don't have any elaborate gimmicks. The only thing that works differently from the norm is the Wonderwing, but that's it.
  • Signature Laugh: Banjo brings his iconic "Guh-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.
  • Stance System: 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.
  • Stout Strength: Banjo is short and stocky but can really pack a punch.
  • Stuff Blowing Up: Kazooie can lay Grenade Eggs on her opponents.
  • Too Awesome to Use: 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 Nigh-Invulnerability it grants, players will naturally only want to use it when they're absolutely certain it will hit the opponent, 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.
  • True Companions: 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.
  • Unexplained Recovery: 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.
  • Unskilled, but Strong: 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 meatshield. Luckily, Banjo does his job as a meatshield pretty damn well, can hit pretty hard when needed, as shown in his forward air and back-throw, and can easily use Kazooie as a blunt weapon when all else fails.
  • Vitriolic Best Buds: 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.
  • Weak, but Skilled: 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.
  • Wing Shield: Kazooie covers Banjo's front with her wings while he charges as part of her Wonderwing ability.
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     74 – Terry 
https://static.tvtropes.org/pmwiki/pub/images/terry_ssbu.png
Voiced by: Takashi Kondo
TERRY FACES THE FURY!
Home series: Fatal Fury
Debut: Fatal Fury: King of Fighters [Arcade], 1991
Playable in: Ultimate
Specials: Power Wave / Power Geyser (Super Special), Burning Knuckle / Buster Wolf (Super Special), Crack Shoot, Rising Tackle, Power Dunk
Final Smash: Triple Wolf (Triple Geyser / Power Dunk / Buster Wolf)

"Hey, come on!"

The protagonist of SNK's Fatal Fury series, as well as a long-time regular of The King of Fighters series. Terry Bogard is the first fighter in the series to represent SNK, the developers of the Neo Geo, 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.

As 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.

Similar 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.

It's worth mentioning that SNK's games that Terry hails from 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 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.


  • Adaptation Amalgamation: 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 Samurai Shodown) were shown. Even the stage is a King of Fighters ring. There is some 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.
  • All-American Face: 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.
  • Alternate Company Equivalent: To Geese Howard in Tekken 7, ironically. However, they were both developed by Bandai Namco Entertainment.
  • Animal Motifs: The wolf. His noted Red Baron 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".
  • Armor-Piercing Attack: While Buster Wolf is still counterable with Joker's Tetrakarn, it flatout ignores his Rebel's Guard. As it counts as a grab move, it can also cancel out Banjo's Wonderwing.
  • Badass Back: He has his classic victory animation where he turns his back to the camera before throwing his cap.
  • Battle Intro: Leaps in from the background, similarly to the tag-in and lane-switch mechanics from his home game, then adjusts his cap.
  • Boring, but Practical: 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.
  • Calling Your Attacks: It just wouldn't be Terry without it, although he also has his alternate, shortened battle cries from Garou: Mark of the Wolf, such as "Rock you!" when performing Power Wave, or "Kickback!" with Crack Shoot.
  • Close-Range Combatant: 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.
  • Combat Parkour: 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.
  • 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.
  • Comeback Mechanic: 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 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.
  • Composite Character: Try composite franchise when it comes to his stage. While the stage itself represents "King of Fighters" as from Fatal Fury, many characters from SNK make cameos on the stage. And his music selection, consisting of a whopping fifty tracks, is taken from all over SNK's properties.
  • Damn You, Muscle Memory!: In order to accommodate the input specials, Burning Knuckle was changed from quarter-circle-back to quarter-circle-forwardnote . This also means that Power Wave is not accessible as an input special.
  • Death-or-Glory Attack: 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.
  • Desperation Attack: 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.
  • Difficult, but Awesome: 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.
  • Downloadable Content: 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 Metal Slug. Terry's DLC pack also includes his unique DLC Spirit Board where 11 Spirit Battles for various SNK characters await.
  • 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 Nice Guy. He's also the fourth certified American-born fighter in Smash, following Snake, Little Mac and Ken.
  • Eye-Obscuring Hat: Terry's cap has an unusually low brim that obscures his eyes when viewed from most angles, emulating the effect from his home series.
  • False Reassurance: If you hear him saying "Are you okay?", you better pray you have your shield up because otherwise you will not be okay afterwards.
  • Fingerless Gloves: He wears a pair to emphasize that he's always ready to join a street brawl. Even Kirby gets them when copying him!
  • Foe-Tossing Charge:
    • 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.
    • His iconic Buster Wolf, one of his Super Special Moves is also this Up to Eleven. As soon as he slides forward and hits the opponent, he ends it with a massive explosion from his fist, which has even more power and huge range.
  • Good Old Fisticuffs: He combined his martial arts training with some old fashioned street brawling.
  • Gratuitous English: As always for Terry. Just like in his home games, Ultimate has him calling out in broken English and essentially speaking the same "language" as Captain Falcon.
    Hey, come on, come on!
    Stand up!
    Rock you!
    Kickback!
    Bingo!
    Burning!
    Goodbye!
    Overheat!
    Beat up!
    Here's the big one!
  • Ground Punch: Power Wave has him punch the ground to create 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.
  • Ground Wave:
    • His neutral special, the iconic Power Wave. By 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.
    • His iconic Power Geyser, one of his Super Special Moves is also this Up to Eleven. The wave won't travel the ground, but it is massive on top of having terrifying power.
    • He opens his Final Smash with Triple Geyser (the Overheat variant), which is, as the name implies, three Power Geysers.
  • Guest Fighter: The fourteenth third-party character in Smash and the first from SNK, representing both his home series Fatal Fury and SNK's own Massive Multiplayer Crossover The King of Fighters.
  • Hair of Gold, Heart of Gold: Has long blonde hair and is an overall friendly guy.
  • Hell-Bent for Leather: One of Terry's alternate costumes turns his vest into a leather vest and swaps out his jeans for black leather pants.
  • Heroic Build: The ripped protagonist of Fatal Fury.
  • Hunk: Has some shades of Bishōnen (as it can be seen in his long hair and eyes), but he's still pretty much a handsome man with a well-toned physique.
  • I Know Madden Kombat: 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.
  • Ki Attacks: His training from Tung Fu Rue allows him to channel "earth energy" 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.
  • Large Ham: It just wouldn't be Terry without his trademark bombast, and almost all of his lines feature his signature energy and bootleg-English.
  • Leitmotif: "Kurikinton" is his recurring theme (and the theme generally used for the Fatal Fury team) 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:
    • "Big Shot!", from Fatal Fury 3 and Real Bout Fatal Fury.
    • "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).
    • "Street Dancer" from KOF XI.
    • "Wild Street" from KOF XIII.
    • "Departure from South Town" from KOF XIV.
    • 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.
  • Limit Break:
    • 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.
    • Particularly, Buster Wolf, along with Power Geyser, appear as Super Special moves which need their actual command inputs to perform when Terry is either at 100% damage or 1/3 of health in a Stamina match.
  • Long-Haired Pretty Boy: A little more rugged, but he's got the "long-haired" part down, sporting a waist-length ponytail that puts even Zero Suit Samus to shame.
  • 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.
  • Mechanically Unusual Fighter: As with Ryu and Ken, traditional Fighting Game 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.
  • Mighty Glacier: 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.
  • Meteor Move: 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.
  • Mythology Gag:
    • 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.
      • 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 boot-up sequence is played.
      • 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  Kyo attempts to grasp the envelope as he did in the original but misses it.
      • Then 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.
      • Cut to Andy Bogard and Joe Higashi with the opening of Fatal Fury Special, them jumping towards the letter only to miss as well.
      • The scene is followed with the iconic moment from the boss fight in Fatal Fury, where the invitation floats up in front of Geese. He jumps to catch it, only for him to fall in a scene mirroring his defeat.
      • The letter then travels to feudal Japan to meet Nakoruru featuring her versus cut-in in Samurai Shodown II. She commands Mamahaha to fetch the letter, only to miss.
      • 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.
      • The letter lands, showing a familiar silhouette - Terry's - from Real Bout: Fatal Fury.
      • There's a scene where he does his "Stand up!" taunt from Garou, 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.
      • He gives a taunt to Ryu, Ken, and Guile, referencing the SNK vs. Capcom 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 representatives (along with another Terry) serve as his final set of opponents.
    • Much like Ryu and Ken, the hit effects are taken from his home games.
    • He is a character who can perform special-cancelling (canceling a normal into a special move), a staple technique from Fatal Fury Special onwards.
    • 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 Trope Codifier.
    • 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.
    • The camera angling behind him during the Power Dunk portion of his Final Smash brings to mind his Climax Super, Star Dunk Volcano, from KOF XIV.
    • 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.
    • Another of his color palettes is a direct reference 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.
    • His battle entrance has him jump from the background onto the battlefield, similar to how he transitions between planes in his home series.
    • If he's defeated in a Stamina match, his hat falls off like in the original Fatal Fury games.
    • 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 SNK Boss with Terry himself being said boss!
    • 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 attack 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).
  • Nice Hat: His trademark trucker hat inherited from his father. The Fatal Fury logo is emblazoned on the front (much like how it is in King of Fighters artwork) for a bit of Recursive Canon. The logo on the hat also changes depending on which alternate color is worn.
  • Pragmatic Adaptation: 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.
  • Rated M for Manly: Not a surprise, given that he is a hunkish Long-Haired Pretty Boy. He is up there with the likes of Ryu and Ken.
  • 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, 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, the charge can be partitioned a-la "traditional fighting game", which can be done on the ground or in the air.
  • Shown Their Work: On top of the usually-excellent research the Smash devs make in creating a character, Sakurai-san, himself, gives a short SNK history lesson during Terry's demonstration video.
  • Spell My Name with a "The": 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 the game series.
  • Unskilled, but Strong: As opposed to his Street Fighter contemporaries, he primarily focuses on the Supernatural aspect of his Supernatural Martial Arts 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.
  • Visual Pun: In his completed trailer, he performs Buster Wolf on... Wolf.
  • Wearing a Flag on Your Head: 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.
  • Wrestler in All of Us: His down throw, Neck Breaker Drop from Fatal Fury: Wild Ambition, is a jumping inverted neckbreaker.

     75 – Byleth (Bereto / Beresu) 
https://static.tvtropes.org/pmwiki/pub/images/bylethssbu.png

Female Byleth 
Voiced by: Yuusuke Kobayashi (Japanese, Male), Shizuka Ito (Japanese, Female), Zach Aguilar (English, Male), Jeannie Tirado (English, Female)
BYLETH JOINS SMASH HOUSE! / BYLETH RECRUITS... BYLETH!
Home series: Fire Emblem
Debut: Fire Emblem: Three Houses [Switch], 2019
Playable in: Ultimate
Specials: Failnaught, Areadbhar, Sword of the Creator, Aymr
Final Smash: Progenitor God Ruptured Heaven
"Each battle, a chance to grow."
The protagonist of Fire Emblem: Three Houses, 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.

Born 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 titular three houses. As the school year progresses, they continuously 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. But who is Sothis, what exactly is the nature of the Sword, and what other mysteries does the monastery hold?

While they use the Sword of the Creator as their primary weapon, don't think that they're just another sword fighter! They additionally wield three other Heroes' Relics that originally belonged to the three house leaders; the lance Areadbhar from Dimitri of the Blue Lions, the axe Aymr from Edelgard of the Black Eagles, and the bow Failnaught from Claude of the Golden Deer. Each weapon, including the Sword of the Creator, is associated with a different input direction. Coincidentally, this means that Byleth has each of the primary weapons associated with Fire Emblem units, making Byleth a more complete representation of the series. Like in their home game, and similar to other Fire Emblem Avatar characters in Smash, Byleth comes in both male and female forms for costumes.
  • An Axe to Grind: For their appearance in Smash, they borrow Edelgard's trademark axe Aymr for their down attacks and specials. Attacks involving it tend to be very slow, but very powerful.
  • Ancestral Weapon: Averted, as Aymr, Areadbhar, and Failnaught belong to Edelgard, Dimitri, and Claude respectively, and not Byleth. Even the Sword of the Creator was only given to them by Archbishop Rhea and not from a family legacy (unless one counts their mother being Rhea's homunculus).
  • Anti-Air: 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.
  • Armor-Piercing Attack: Aymr will instantly break even a full shield while a fully charged Failnaught can shatter a slightly weaker one.
  • Art Shift: 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.
  • Assist Character: Sothis, Byleth's Spirit Advisor and the progenitor goddess of Fódlan appears in their Final Smash to lend them her full power.
  • Authority Equals Asskicking: A renowned professor who can also dish out some colossal damage in the name of their students.
  • Badass Teacher: 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.
  • Bad with the Bone: As pointed out by Sakurai in their breakdown video, the Heroes’ Relics that Byleth wields all have bone-like appearances. This is for good reason; they literally are bones, specifically bones from dragons that were forged into weapons.
  • Bare Your Midriff: Female Byleth has her navel exposed.
  • Battle Intro: Warps in using warp magic, poses, and pulls out the Sword of the Creator.
  • BFS: The Sword of the Creator is quite a bit larger than the average sword, and the other Heroes' Relics are equally as large.
  • Blade on a Stick: 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.
  • Boobs of Steel: Female Byleth has one of the most physically-oriented movesets of all female fighters in the game (and is in fact the most aggressive among the female weapon users), using many heavy blows and wild swings that deal massive damage with a variety of extremely large and heavy weapons. Her chest is accordingly very large, though not quite to the extent it was in the original game.
  • Bow and Sword, in Accord: 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.
  • Breaking Old Trends:
    • 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 
    • They are the only character in the first Fighters Pass who is not from a third-party franchise new to the Smash universe.
    • They are the only Fire Emblem non-magic user who does not have a counter attack.
  • Calling Your Attacks: Excluding the Sword of the Creator, Byleth shouts out the names of the Heroes' Relics as they use them.
  • Charged Attack: 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.
  • Color Motifs: 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).
  • Cool Sword: 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 a whip.
  • Crippling Overspecialization: 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.
  • Curtains Match the Window: Their green eyes are the same coloration as their hair color for their Sothis Palette Swap.
  • Cutscene Power to the Max: 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.
  • Difficult, but Awesome: Landing hits with their laggy attacks can be rather tricky, and each of the three extra Relics have their own flaws: Areadbhar is poor in close quarters, Aymr is incredibly slow, and 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 Shield breaking abilities, and Failnaught can snipe and KO foes from practically any horizontal distance.
  • Discard and Draw: Byleth's Up Special is interesting in that it has two types of launch angles depending on the target's damage. Below 50%, the Goomba Springboard 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 Meteor Move, letting Byleth hop up to safety while dunking foes into the abyss.
  • Downloadable Content: 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.
  • Dub Name Change: 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.
  • Fashionable Asymmetry: Has a knee pad on their left leg only.
  • Gender Bender: Rather amusingly, in their reveal trailer, Byleth, starting out in their male version, decides to swap out for the female costume when he gets his ass kicked by basically every other sword-wielding hero in the roster. Sothis is exasperated at how this is Byleth's apparent solution to winning the day.
  • Goomba Springboard: 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 meteor effect if the target is at 50% damage or higher.
  • Grappling-Hook Pistol: 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 Wall Jump, though it only works three times before it stops working.
  • Immune to Flinching: While their down-special is charging, Byleth is largely immune to flinching to the extent that they can tank a Falcon Punch without moving. A grab, however, is exactly as effective as usual.
  • Legendary Weapon: Byleth wields a set of ancient weapons called Heroes' Relics: the Sword of the Creator, Areadbhar, Aymr, and 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.
  • 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.
  • Meteor Move: 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 Goomba Springboard jump.
  • Mighty Glacier: 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 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 Counter Attack Special moves.
  • Muscles Are Meaningless: Has no difficulty using something such as a powerful axe and bow that are freakishly massive, especially since they're forged from dragon bones. Female Byleth stands out in particular, given her rather slim physique.
  • Multi-Melee Master: 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 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.
  • Mythology Gag:
    • 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.
    • Aside from the default male and female colors, four of their Palette Swaps 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 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.
    • 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.
    • In their trailer, they are at one point seen fishing with Isabelle, an activity that could be done in the monastery.
    • They are then shown unleashing a hoard of tiny Ice Climbers, referencing the Battalions that could be used.
    • The trailer's stinger shows Byleth pondering 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).
    • Byleth’s attacks with their Heroes’ Relics make the same red and black lightning crackle effects that they make in their home game.
    • 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.
    • Byleth's reveal trailer's official name, as well as their Boxing Ring title, is "Ashen Demon". In Three Houses, this Red Baron title was given to Byleth back in their days as a mercenary, as revealed and discussed in their Support conversations with Professor Hanneman.
    • 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 Defeat Means Friendship.
    • 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.
    • One of their victory poses shows their four weapons stuck into the ground, similar to the Game Over screen in Three Houses.
  • Navel Window: Female Byleth's outfit shows her bellybutton.
  • No Man of Woman Born: Byleth's "solution" to the "too many swordsmen" in Smash? Become a swordswoman.
  • Out-of-Character Moment: Female Byleth's joyous smile as she flies off to participate in Smash is a stark contrast to both genders' usual stoicism.
  • Palette Swap: Along with their default and fused with Sothis forms, the other four palettes are based on Dimitri, Claude, Edelgard, and Sothis.
  • Pintsized Powerhouse: Downplayed for Male Byleth, who is canonically 5'9", making him of above-average height. Regardless, they can still swing a huge axe around with relative ease. Especially so for Female Byleth, who is canonically 5'4".
  • Power Dyes Your Hair: Their hair, along with their eyes, turn pale green when using their Final Smash. Their seventh and eighth palettes are based on their form after they merge with Sothis, which causes this in Three Houses.
  • Purely Aesthetic Gender: In Three Houses, Byleth's gender determines what skills they can learn, what their romance options are, and what Prestige Classes they can change into. 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.
  • Sharing a Body: Byleth is host to Sothis, a Time Master and a goddess said to have created the continent of Fódlan.
  • Shockwave Stomp: 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.
  • The Smurfette Principle: 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.
  • The Stoic: 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 The Silent Bob. Downplayed for Female Byleth, whose facial expressions are more distinct.
  • 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, 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.
  • Sword and Fist: Byleth implements hand-to-hand combat in addition to sword strikes in their jabs. Unlike previous Sword and Fist 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.
  • Super Mode: For their Final Smash, Byleth temporarily transforms into their Enlightened One form, which also serves as their seventh and eighth palette swap.
  • Tights Under Shorts:
    • Female Byleth's 2nd and 8th palettes wear floral-patterned leggings under a pair of black short shorts.
    • Female Byleth's 4th palette, the red variant (Edelgard style), wears solid red leggings.
  • Unskilled, but Strong: Byleth doesn't specialize in one weapon, is a Mighty Glacier, 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.
  • Variable-Length Chain: Byleth's Sword of the Creator's chain whip form varies in length between certain attacks, with their Final Smash standing out the most.
  • Walking Armory: 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.
  • Weapon Across the Shoulder: They typically carry the Sword of the Creator in this fashion.
  • Weapon Twirling: Weaponizes it, spinning Failnaught around as their neutral-air attack, much like how Claude twirled arrows around during battles in Three Houses.
  • Whip It Good: Uses a sword that can also turn into a whip-like weapon.
  • Whip Sword: 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.
  • Who Wears Short Shorts?: Female Byleth wears them. Her 6th palette, the green variant (Sothis style), is the only one without leggings, making the shorts stand out more.
  • You Gotta Have Blue Hair: As tradition for the Fire Emblem characters, although Byleth has teal colored hair instead of blue. Their Sothis palette swap as well as their seventh and eighth palette swaps have pale green hair instead due to being their Enlightened One form, which they transform into in their Final Smash.

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