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Not pictured: Piranha Plant.
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)
Home Series: Super Mario Bros.
Debut: Super Mario Bros. [NES], 1985
Creator: Nintendo
Publisher: Nintendo

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 that come in several forms, most of which pop out of pipes and attempt to take a bite out of (or breathe fire at) Mario and his friends. Originally a stage hazard in the Mushroom Kingdom stage in SSB64, this Piranha Plant was 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, making it a surprisingly versatile fighter in spite of being a common enemy. In terms of capabilities, it's on the heavier side of the cast, but its many attacks make it better than the average plant. It can spit spike balls onto enemies, breathe poison gas in front of itself, and hide in its own pot before lunging out for a quick, powerful bite. All of these and more manage to turn a stationary minion of Bowser's into a welcome addition to the roster of Super Smash Bros.

See Super Mario Bros.: The Koopa Kingdom for more information on the Piranha Plant in it origin series.
See Super Mario Bros.: Other High-Ranking Subordinates for more information on Petey Piranha in his origin series.

  • 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.
  • 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 flowerpot (some of the palette swaps replace the pot with a Pipe, though), sticking its roots through the holes in the bottom to imitate feet.
    • 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. (With the potential exception of capturing Piranha Plants in Super Mario Odyssey although there was little to be done with them, to the point of being an Easter Egg more than anything.)
  • 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.
  • 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 unless they space their attack or use the invincibility frames received from a throw.
  • 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 Ptooie and 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. It can also be afflicted by vision-based attacks like Mewtwo's Disable despite this.
  • 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 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.
  • Home Stage: Ultimate: Mushroom Kingdom U in Ultimate's website.
  • Idle Animation:
    • It quickly bites the air twice.
    • It briefly falls asleep, then wakes up while twirling its head.
  • 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.
  • 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). Their victory theme is the same metal remix of the level clear theme as Bowser and Bowser Jr.
  • 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! (Or rather take a bite out of their 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.
  • Purple Is Powerful: Its Poison Breath, where it sprays a gaseous purple cloud out of its maw can be downright lethal when it's fully charged. While it doesn't inflict any knockback per se, it's capable of racking up the damage meter up to 50%. This attack is satisfying to do if the enemy is left vulnerable after a broken shield.
  • 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 Prickly Piranha, whose head is covered in spikes, 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.
  • Victory Pose:
    • Bites the air three times, then smiles.
    • Mario tries to jump over Piranha Plant's pot, only for it to jump out and bite him, sending him flying. Notably one of the few victory poses to feature another playable fighter.
    • Hangs from the top of the screen and poses.

Fighters Pass 1

     71 – Joker 
See his page here
     72 – Hero 
See his page here

     73 – Banjo & Kazooie
Voiced by: Chris Sutherland
Home series: Banjo-Kazooie
Banjo's Debut: Diddy Kong Racing [N64], 1997
Kazooie's Debut and first paired appearance: Banjo-Kazooie [N64], 1998
Creator: Rare
Publisher: Nintendo (originally), Xbox Game Studios

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, respectively, a polite bear and a sarcastic bird, the latter of which residing in the former's backpack. The two of them live at the base of Spiral Mountain, an idyllic region near the Isle O'Hags overlooked by the lair of the ugly witch Gruntilda. Frustrated with her physical appearance, the witch kidnaps Banjo's younger sister Tooty in order to sap her beauty, forcing Banjo and Kazooie to embark on the first of many journeys to do battle with the wicked witch. With the help of moles that teach the duo new moves and shamans that can transform them into a number of different creatures and objects, the bear and bird duo have collected many Notes, Jiggies, and stood triumphant against Grunty quite a few times. And after having been physically absent from gaming for nearly a decade, the duo are back to duke it out with their old colleagues from Nintendo.

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. Their Wonderwing attack is their ace in the hole, granting them invincibility while plowing through their opponents. This particular attack, however, is limited to five uses per stock, so Banjo-Kazooie players must be mindful of when they use it.

See the Banjo-Kazooie character page for more information on the duo in their origin series.

  • 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:
    • Banjo was an absolute runt in his own games, being quite a bit smaller than most of the other characters in the game, despite being a bear. He didn't have much in the way of direct, hand-to-hand combat either, having only the very weak and hard-to-land Claw Swipe and Roll, and only in the first game, having to rely on Kazooie or his backpack for all his other moves. Here, Banjo is a heavyweight, larger than a good number of other fighters, and while he still relies on Kazooie for most of their arsenal, his Claw Swipe is back as a decent jab attack, and his forward aerial is a powerful overhand punch.
    • In the main games, Banjo hilariously fails at the Flap Flip when solo. Here, he's dexterous enough to do backflips by himself.
  • Adaptational Nice Girl: 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.
  • Adapted Out: They have no references to their Nuts & Bolts incarnation.
  • 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.
  • Audience Participation: As revealed in Sakurai's final column, Banjo and Kazooie were the second most popular pick for the Smash Fighters Ballot behind Sora.
  • 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!
  • Barefoot Cartoon Animal: Banjo is both this and Half-Dressed Cartoon Animal. He gets around without the use of shoes in his own games and in Smash as well. Kazooie on the other hand, doesn't wear clothes to begin with, but she has worn shoes occasionally as a powerup; other than that, Kazooie is always barefoot.
  • 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 2nd 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 fake out 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 on his back, however, and he can use her for some real cool things. This isn't one-way, either: Kazooie has plenty of utility on her own, but she needs her bestie's bulk to really pack a punch.
  • Eye Pop: Banjo's eyeballs poke out of his sockets whenever he takes heavy knockback, which is extremely similar to his fellow Rare brethren Donkey Kong's attacked animation.
  • 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:
    • Kazooie has many blink-and-you'll-miss-it reactions to things Banjo does or has happen to him, such as putting one wing on her hip and another over her eyes to watch whatever Banjo hit with a Home Run Bat go flying, waving at the camera as Banjo hits someone with Dragoon, or fearfully looking in the direction they're going to be sent flying when Banjo is hit with a strong attack.
    • At the end of the Breegull Bash attack, there is one frame where Kazooie is comically expressionless after being slammed into the ground.
  • Gasshole: Attempting to use Rear Egg twice won't spawn another egg-shaped grenade, rather Kazooie herself will just let out a faint farting sound effect from her buttocks.
  • 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.
  • Home Stage: Ultimate: Spiral Mountain, the starting level of Banjo-Kazooie. To highlight the series being influential to the 3D platforming genre, the stage's layout changes when the camera rotates to expose certain areas.
  • 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. Even their Smash Bros amiibo has them standing on top of a Jiggy.
  • Idle Animation:
    • Kazooie pops out of Banjo's backpack, looks around, then retreats back inside.
    • Kazooie playfully pecks Banjo on the head twice. Almost identical to an idle animation seen in Banjo-Kazooie and Banjo-Tooie.
  • 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. Their victory theme is a remix of the jingle that plays when they collect a Jiggy.
  • Made of Iron: Kazooie's spine must be made of titanium to be able to withstand being repeatedly used as a weapon for the duo's forward-smash.
  • 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 complementing 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.
  • Meteor Move: The Beak Buster possesses a meteor smash hitbox as soon as the attack starts however it's rather risky to use for edgeguarding purposes.
  • 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. One of their taunts is 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.
  • Palette Swap: Banjo & Kazooie's eighth alt recolors the duo to resemble Gruntilda; Banjo's fur becomes black like her clothes, his skin becomes green like her skin, and his shorts become purple with stripes like her scarf. Kazooie changes to purple feathers, resembling Grunty's scarf as well, and her beak turns green similarly to Grunty's skin. Notably, this is the only skin that changes the duo's eye color, with both Banjo and Kazooie's eyes becoming a yellow-green shade similar to Gruntilda's.
  • 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 dog and duck pretend to be them.
  • 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 "Gu-huh!" in his down taunt and one of their victory poses, where he does a "march in place and bow" animation based on when he opened a Note Door or got all the Jiggies in a world.
  • Spring Jump: 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.
  • Shoo Out the Clowns: The duo themselves are a pair of cartoonishly goofy funny animals and have a lot of comedic animations to emphasize their expressions. At the beginning of Sephiroth's trailer they've appeared alongside Sonic and the Inkling Girl looking injured and battered. After Sephiroth fully reveals himself they were left out for the remainder of the trailer.
  • 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, or when it's their only remaining recovery option after being launched off the stage, which could result in a player being KO'd before all of its uses are consumed. This is even more so during certain situations like (Super) Sudden Death, where they have only one Golden Feather per stock, and stamina battles, where the number of feathers is determined by the duo's starting HP.
  • Trap Master: Their basic playstyle is as a set-up focused Zoner, with their versatile Grenade Eggs being extremely useful as a way to trap their opponents.
  • 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 meat shield. Luckily, Banjo does his job as a meat shield pretty damn well, can hit pretty hard when needed, as shown in his forward air and back-throw, and can easily use Kazooie as a blunt weapon when all else fails.
  • Victory Pose:
    • Banjo throws a Jiggy in the air, catches it, and poses.
    • Banjo marches before bowing twice, a recreation of his animation after collecting all 10 Jiggies in a level or opening a Note Door in Banjo-Kazooie.
    • Banjo and Kazooie dance while playing their respective instruments and strike the same pose they made in their reveal trailer.
  • 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.
  • What Happened to the Mouse?: They are seen again in another cinematic trailer with the other fighters that are struggling against Galeem's might. After witnessing Galeem's sudden stop to attack as well as getting sliced in half by Sephiroth to bring Smash despair, the duo disappeared and weren't even shown again in the trailer thereafter.
  • 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.
     74 – Terry
Voiced by: Takashi Kondo
Nintendo debut: Fatal Fury: King of Fighters [SNES], 1992
Creator: SNK
Publisher: SNK

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)

The Legendary Hungry Wolf of the Fatal Fury series, as well as a long-time veteran of The King of Fighters series. Terry Bogard is the first fighter in the series to hail from 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.

See Terry's page for more information on the character in his origin series.

  • 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, and how his stage is a King of Fighters ring, with plenty of music and cameos from that series. Even his Arcade Mode is structured after the team battles of King of Fighters (being called "King of Smash"). There is some 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. Both serve as characters from Fatal Fury who have been transplanted into a Bandai Namco-developed fighting game while still retaining most of their original system mechanics; it's worth noting that while both characters are composited to include generalized elements from multiple games, Terry mainly pulls from his original appearances in the 90's whereas Geese uses more modern gameplay based on KOF XIV.
  • 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 flat-out 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 Wolves, such as "Rock you!" when performing Power Wave, or "Kickback!" with Crack Shoot.
  • Charge-Input Special: He brings his Rising Tackle with him as his up-special move. While the move can be performed with a single directional input, Terry can utilize the same charge input as the original to grant added damage and invincibility.
  • 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. The King of Fighters stadium is inspired directly by many of the arena stages from its namesake franchise, complete with cameos from it and its older bretheren like Art of Fighting and Fatal Fury itself. The music list takes it even further with representation from games like Metal Slug and Samurai Shodown.
  • 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.note 
  • Expy Coexistence: Appears alongside his Alternate Company Equivalent, 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.
  • 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 Super Special Move, Buster Wolf. 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, the poster child of this trope. Just like in his home games, Ultimate has him calling out in broken English:
    Hey, come on, come on!
    Stand up!
    Rock you!
    Go burn!
    Beat up!
    Here's a big one!
    Are you okay?
  • 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 Super Special Move, Power Geyser. 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: He's a very handsome young man with 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.
  • Home Stage: Ultimate: King of Fighters Stadium, based on multiple stadium stages seen from its namesake series. It pays homage to Terry's 2D fighting game roots by being a flat stage where players are tasked with launching opponents through the invisible barriers on either side.
  • Hunk: Has some shades of Bishōnen (as it can be seen in his long hair and eyes), but he's very clearly a handsome man with a strong jawline and very well-toned and masculine physique.
  • Idle Animation:
    • He adjusts his cap before quickly pumping his fists.
    • He hops on his feet.
  • 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 Manipulation: His training from Tung Fu Rue allows him to channel "earth energy" with the Hakkyokuseiken fighting style and mix it up with his own brand of street fighting. They usually erupt from the ground like Power Wave or manifest on his fists like Burning Knuckle.
  • 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 in KOF) from Fatal Fury 2. Makes an appearance in three forms: a remix exclusive to Ultimate, the original version, and the "Kuri Kinton Flavor" rearrangement from The King of Fighters XIV. Other themes he's had included here are:
    • "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.
  • Lightning Bruiser: Compared to Ryu's slower and more methodical playstyle, Terry's specials and burst mobility give him a lot of options for closing gaps. Burn Knuckle and Crack Shoot are both good horizontal options, and then you have Power Dunk which can vault over projectiles and grounded attacks. All of this is coupled with an immense amount of power and durability from his attack numbers and weight class respectively.
  • 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 that 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 lot more rugged than most examples that fit this trope, but he's got the "long-haired" part down, sporting a waist-length ponytail that puts even Zero Suit Samus to shame.
  • 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.
    • Surprisingly enough, he doesn't have the "momentum lock" jumpExplanation  Ryu and Ken have despite Fatal Fury having that feature as it is a fighting 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, standing at the edge of the Real Bout Fatal Fury-era Geese Tower. He jumps to catch it, only for him to fall to his death in a scene that is a near-exact recreation of the ending of the original Fatal Fury, with the only difference being that his classic gi and hakama pants being changed for his red and yellow hakama pants from the third game onwards.
      • 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, notably while still being voiced by Kunihiko Yasui, instead of Takanori Hoshino, who replaced him by XIV.
      • 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: Mark of the Wolves, 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 characters (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 and a common enough technique in many major fighting games.
    • 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.
      • In some Fatal Fury games and early King of Fighters (and using Extra Mode in King of Fighters '98), you can only perform Desperation Moves if the super meter is filled. However, when the fighter's health is low enough, it will flash red (or in Real Bout: Fatal Fury series a GO! icon appears) and allows the fighter to perform Desperation Moves freely. Additionally, these are the "weaker" versions of the Desperation Moves as opposed to performing a Desperation Move at critical health with a full meter. These attributes can be seen in Terry as he can perform Power Geyser and Buster Wolf indefinitely upon being in danger, yet they aren't the strongest versions as he doesn't have a "full meter" so to say (a good indicator is Power Geyser being just a single explosion rather than three).
    • 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. In addition, his line before performing MAX Buster Wolf in his Final Smash ("Here's a big one!") is used in the exact same context as said game.
    • 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 while in the middle of a regular super has been a trend in recent main KOF titles (Dream Cancels in XI, Neo MAX Cancels in XIII and Advanced/Climax Cancels in XIV and XV).
    • His perfect shield pose is lifted directly from Garou: Mark of the Wolves which introduced a "Just Defend" mechanic very similar to Parrying from Street Fighter III.note 
  • 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 like in a traditional fighting game, which can be done on the ground or in the air. The charged version also provides Terry with invincibility upon start-up, similar to most moves representing this archetype.
  • 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.
  • SNK Boss: Inverted; Terry's arcade route turns Terry himself into one, having certain buffs put on him when fighting the three-person teams that serve as opponents.
  • 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.
  • The Unfought: Terry is not used for any spirit battle, even as a minion, so he is not an opponent in Spirit mode at all.
  • 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.
  • Victory Pose:
    • Dramatically throws his hat to the side with his back turned to the camera shouting "Okay!"
    • Same as the first pose, except from the front.
    • Brushes his hat against his leg before putting it back on.
  • 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)

Female Byleth 
Voiced by: Yuusuke Kobayashi (Japanese, Male), Shizuka Itō (Japanese, Female), Zach Aguilar (English, Male), Jeannie Tirado (English, Female)
Home series: Fire Emblem
Publisher: Nintendo

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 and they continue to work for the Church of Seiros that created the academy, they repeatedly come into contact with a mysterious entity known as Sothis, and acquire the Sword of the Creator, a legendary weapon said to have been wielded by a hero of ancient times. Other such strange happenings begin to pile up, from the appearance of a bloodthirsty knight who styles himself after the Grim Reaper, to threats from a terrorist leader known only as the Flame Emperor. As these mysteries unravel and the unsteady peace between the three major nations begins to crack, Byleth's decisions become pivotal to not only the students that they teach, but to the entire continent of Fódlan...

While they use the Sword of the Creator as their primary weapon, don't think that they're just another sword fighter! The proven professor additionally wields three other Heroes' Relics that originally belonged to the three house leaders; the 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. This means that Byleth has each of the primary weapons commonly associated with Fire Emblem units, making Byleth a more complete representation of the series. While carrying so many heavy weapons prevents Byleth from moving very fast, said weapons' sheer size and power makes them great for teaching foes painful lessons by keeping them at range and brutally punishing their mistakes.

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.
Special MovesClick to show 
See Byleth's page for more information on the character in their origin series.

  • Adaptational Modesty: Of a sort. Female Byleth's boobs are noticeably much smaller than in her home game, made more apparent by Pyra and Mythra's chests still remaining almost as large as their game of origin.
  • Ancestral Weapon: While many of the legendary weapons that the Fire Emblem fighters wield have been passed down their families (such as the Falchion for Marth and his descendants Chrom and Lucina), this is Averted in the case of Byleth's Heroes' Relics. Aymr, Areadbhar, and Failnaught originally belonged to Edelgard, Dimitri, and Claude respectively, and while the Sword of the Creator originally belonged to King Nemesis, Byleth isn't actually descended from him, despite sharing his Crest of Flames.
  • Annoying Arrows: Failnaught is an aversion. Most other bows in the game have low damage per hit but fast drawing times, making them useful for zoning opponents and slowly racking up their damage percentages. Byleth can't hold the charge or easily cancel out of it after the initial stages, leaving them wide open if they miss. In exchange, Failnaught boasts much higher damage and launching power, and a fully charged Failnaught can deal a whopping 29% damage, comparable to a Falcon Punch. It can also instantly pop shields and has knockback comparable to many Smash Attacks on top of blinding speed.
  • 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. It also makes trying to spike Byleth dangerous, as they can easily turn the tables on their opponent by using them as a stepping stone while sending them flying downward.
  • Armor-Piercing Attack: Aymr when used as the Down Special will instantly break even a full shield while a fully charged Failnaught can shatter a slightly weaker one.
  • 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.
"Let the lesson begin!"
  • Bad with the Bone: As pointed out by Sakurai in their breakdown video, the Heroes’ Relics that Byleth wields all have bone-like appearances, with the Sword of the Creator's blade in particular looking much like a spine. This is for good reason; they literally are bones, specifically bones from slaughtered dragon children that were forged into weapons.
  • Bare Your Midriff: Female Byleth has her navel exposed.
  • Battle Intro: Warps in using warp magic, poses with a teacher's pointer, then 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.
  • 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.
  • Combat Stilettos: Female Byleth wears high-heeled knee-high boots. They stay knee-high even when using her red alternate despite Edelgard, who said alt is based on, sporting ankle boots that also meet this trope. She even keeps the heeled boots in her Sothis alt when Sothis doesn't even wear shoes in general.
  • 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 outside of punishes and reads.
  • 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.
  • Dark Is Not Evil: Byleth is infamously known within the mercenary community as the "Ashen Demon" due to their ruthlessness and stoicism in battle, and they wear predominantly black clothing and armor. However, Byleth is still a heroic individual who cares deeply for their students and strives towards doing what they believe is the right thing.
  • 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.
  • Everyone Calls Them Barkeep: Byleth gets nicknamed "Professor", "Teacher", or "Teach" (the latter of which the crowd cheers out when Byleth is the crowd favorite) due to having a similar issue Joker has.
  • Fashionable Asymmetry: Has a knee pad on their left leg only.
  • Flaming Sword: The orange aura that emanates from the Sword of the Creator when Byleth holds it has a flame-like appearance, and their official renders in particular makes the aura look more like actual fire.
  • Foil: To Joker, who started the same Fighters Pass Byleth ended. Both are silent protagonists of RPGs which blend traditional RPG gameplay elements with life simulation mechanics, and grow to become the leaders of their respective Ragtag Band of Misfits. Whereas Byleth is a teacher who hails from a fictional medieval universe inspired by European folklore, Joker is a student who hails from real-world Japan. Byleth's entire arsenal in Smash is comprised of the various legendary weapons from the endgames of Three Houses, while Joker's kit (and even his choice of Persona) is taken primarily from the beginning of Persona 5.
  • Gender Bender: Rather amusingly, in their reveal trailer. Byleth, starting out in their male version, gets his assed kicked early. Sothis frustratingly asks how he can face other Swordfighters when he is one himself. The solution? Byleth decides to swap out for the female version. Sothis is amused at this plan and aids Byleth with three additional weapons to make her a Multi-Melee Master.
  • 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 you need to touch the ground.
  • Heroic Lineage: In the world of Three Houses, many noble families have descended from heroes of ancient times, and have Crests, goddess-given superpowers within their blood, to prove it. While Byleth was not born of nobility, they discover that they have the Crest of Flames (aka the Fire Emblem), a long-lost Crest that was said to have been given to the leader of the aforementioned heroes, the Liberation King Nemesis. This Crest allows Byleth to wield the Sword of the Creator without it becoming dead weight, and additionally lets them use other Heroes' Relics (including the ones they have in Smash) without risk of injury.
  • Home Stage: Ultimate: Garreg Mach Monastery, the location of the officers' academy where Byleth serves as a professor. As the hub of Three Houses it travels between the academy's main gate, mess hall, bridge and church, with representatives of all 4 major factions (The Blue Lions, Black Eagles, Golden Deer and Church of Seiros) in the background.
  • Idle Animation: The animation depends on Byleth's gender:
    • Male Byleth twirls the Sword of the Creator into a backhanded grip while striking a pose.
    • Female Byleth holds the Sword of the Creator in a standard grip with a more energetic pose than male Byleth.
  • 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. The truth is far darker.
  • Leitmotif: During their trailer, they are accompanied by a remix of the main theme of Three Houses. Their showcase also uses "Fodlan Winds", their game's normal battle theme, when showing their moveset. Their victory theme is taken from Three Houses' main theme in the same vein as Corrin and the Awakening fighters' themes. Byleth is also the only Fire Emblem fighter to have never had the standard victory theme.
  • Meaningful Name: Their Ashen Demon title is more apt due to the fact Byleth is named after an alternative way of spelling Beleth, a demon of the Ars Goetia.
  • 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. Many of their attacks also have a good deal of ending lag, punishing Byleth players who swing carelessly and leave themselves open to retaliation.
  • 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 most available weapons are no longer tied to the unit's class, allowing everyone to use almost any weapon at any time so long as their Weapon Rank is high enough. It should also be noted that Heroes' Relics are Rank E weapons, so Byleth can use them without having to be specifically trained to be able to use them.
  • 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.
  • 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, and the Edelgard color swaps Byleth's normal leggings (which the Sothis color removes entirely) for Edelgard's solid-red ones (though both the Edelgard and Sothis alts keep Female Byleth's normal knee-high stiletto boots despite only Edelgard wearing heeled ankle boots).
    • 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 over a red, blue, and yellow Pikmin; this likely references either the gardening mechanic from Three Houses or the three lords who share those color motifs (Edelgard, Dimitri, and Claude respectively).
    • 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 due to them being unable to emote, 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.
  • 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, though it's been noted that Female Byleth is a bit more expressive back in Three Houses.
  • Palette Swap: Along with their default and fused with Sothis forms, the other four palettes are based on Dimitri, Claude, Edelgard, and Sothis. Both of the female alts notably keep the default's high-heeled knee-high boots over Edelgard's heeled ankle boots and Sothis' lack of shoes entirely.
  • Perky Goth: Female Byleth, more so being more expressive and quirky than male Byleth. She has dark tinted hair with pale skin, wears dark and black clothing all over, and she gives out a huge smile in her reveal trailer while sporting a more subdued smile as she runs around the battlefield.
  • Pintsized Powerhouse: Female Byleth, who is canonically 5'4" (and how much of it comes from her high-heeled boots is unknown), can wield Aymr, an axe that rivals her body length, with relative ease. Edelgard, another high-heeled fighter, is even shorter canonically (at 5'2").
  • 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. Here in Smash, it's purely for looks and doesn't affect gameplay. This also means that both versions of Byleth have the same height in Smash, despite Male Byleth originally being several inches taller than his female counterpart (by how much exactly is unknown because of Female Byleth's high-heeled boots).
  • 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, high-heeled boots, and an exposed midriff, her clothes and armor seem to favor flashiness over effectiveness. The exposure only gets dialed up even further with Female Byleth's Sothis costume, which strips her of her leggings and leaves her legs bare.
  • 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.
  • 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.
  • Victory Pose: Uniquely, two of the victory poses change slightly with Byleth's gender.
    • Plants the Sword of the Creator into the ground with the rest of the Hero Relics and poses while saying "Each battle, a chance to grow."
    • Swings the Sword of the Creator while proclaiming "Allow me to demonstrate!"
    • Swings the Sword of the Creator like a whip while proclaiming "No hesitation!"
  • 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.
  • When He Smiles: Male Byleth is much more stoic than female Byleth, due to her smiling more in some animations. However, should male Byleth lose a match, he can be seen visibly smiling, while clapping politely for the victor.
  • 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.
  • You Will Not Evade Me: Byleth's up special extends the Sword of the Creator at an upward angle, which allows them to latch onto and pull themselves towards their opponent. If the target's damage exceeds 50%, the move also functions as a meteor move.