Follow TV Tropes


Characters / What If They Were in Smash? - 101 to 110

Go To

    open/close all folders 
     101 - Conker 
Franchise: Conker's Bad Fur Day (initially developed as Twelve Tales: Conker 64)
Series Debut: Conker's Pocket Tales [GBC] (1999)
Episode 101

Hailing from the series of the same name, Conker started off as a family-friendly squirrel who raced alongside Diddy and then got an adventure in Conker's Pocket Tales, until he and his breakout game was retooled into a less-than-family-friendly IP, with Black Comedy and Vulgar Humor galore. He is still a resourceful guy, but Conker wants to do just what he wants and asks for money after he's finished. Wonder how much money he'd bargain for a brawl in the Smash-verse?
  • Brats with Slingshots: Conker uses one for his Standard Special Move, which has him fire a conker nut from his slingshot, which he had in every game he appeared in except Diddy Kong Racing.
  • Forced Sleep: Conker uses his pocket watch for his Down Special to force this on those who look in his direction.
  • Frying Pan of Doom: Conker uses one for his Jab.
  • Guest Fighter: Much like fellow Rare characters Banjo & Kazooie, Conker is owned by Xbox Game Studios.
  • Impaled with Extreme Prejudice: Conker uses Franky as a spear to ram foes for his Dash Attack. Franky has a sweet spot on his feet.
  • Objectshifting: Conker transforms into an anvil for his Down Aerial attack.
  • Palette Swap: Some of Conker's outfits are his costumes from Conker: Live & Reloaded.
  • Playing with Fire: Conker uses his blowtorch from the Barn Boys level for his Up Aerial attack.
  • Shotguns Are Just Better: Conker has one for his Forward Aerial attack, which has him fire his gun at a downwards angle. He originally had this in the Spooky level. BJ claims that his reasoning for this being the Forward Aerial is that Conker is sometimes seen jumping onto higher areas to get a bead on his opponent safely and some have even had him use the weapon in mid-air.
  • Stuff Blowing Up: Conker uses TNT for his Down Smash, which has him push down on a plunger. Charging Conker's Down Smash has the blasts come out much more powerful.
  • Time Stands Still: Conker pulls a No Fourth Wall time freeze courtesy of the game literally freezing up like at the tail end of his game for his Final Smash, which gives him an opportunity to attack his foes without any resistance. He consequently cannot hit anyone who was dodging when he does this; anyone who's invulnerable while time remains frozen will stay that way till the end. If Conker knocks an opponent above 100% before time returns to normal, it's an automatic stock loss for the targeted foe.

     102 - Skull Kid 
Skull Kid Debut: The Legend of Zelda: Ocarina of Time [N64] (1998)
Majora's Mask Debut: The Legend of Zelda: Majora's Mask [N64] (2000)
Episode 102

Skull Kids are the spirits of children who find themselves lost in the The Lost Woods. They are mischievous and troublemakers, but overall not dangerous. This Skull Kid however, is very different. After coming into contact with Majora's Mask, a dark artifact used for hexing rituals, he was corrupted by it and became an apocalyptic threat that threatened the land of Termina. Skull Kid has become one of the most popular Legend of Zelda characters, to the point that he got a Mii Costume and is an Assist Trophy in Smash. But now, he's broken out of his trophy prison and is ready to spread his mayhem across the Smash universe.
  • Blow Gun: An element taken from the Skull Kids from Ocarina of Time, used for his jab.
  • Colony Drop: Skull Kid summons Termina's Moon for his Final Smash and drops onto any unfortunate foes. BJ gives two different ideas on how this could work: it could function identically to how the Moon's Assist Trophy works, or it could be a cinematic, recreating Majora's Mask's Game Over screen.
  • Creepy Child: Oh, definitely.
  • Dance Battler: In a reference to the fight against Majora's Incarnation, Skull does That Russian Squat Dance for his down tilt.
  • Dub Name Change: Known as Stalkid in Japan. Majora is also spelled Mujura over there.
  • Evil Mask: Skull Kid himself is just a bratty kid. Majora's Mask is the reason he's so evil, using him to complete its goals.
  • Mask of Power: Obviously Majora's Mask itself is present, as it gives Skull Kid it's dark powers. In addition, Skull Kid uses the masks of the Four Masked Beasts for each of his specials.
    • For his neutral special, he uses the power of the Mask of Odolwa, spewing out moths that poison foes who touch them.
    • For his side special, he uses the Mask of Goht, charging forward and possibly freezing anyone in the way.
    • For his up special, he uses the Mask of Twinmold, causing him to wriggle forward in any chosen direction. Anyone hit by Skull Kid as he flies will be Cursed, causing their controls to be reversed.
    • For his down special, he uses the Mask of Gyorg, and creates a dark cloud full of monstrous fish. Foes trapped in the cloud take constant damage.
  • Promoted to Playable: The Skull Kid has been an Assist Trophy since 3DS and Wii U, as well as being a regular trophy in the same game, an enhanceable spirit and Mii Costume in Ultimate, two stickers in Brawl, and is briefly mentioned in Melee's trophy descriptions for the Four Giants and Majora's Mask.
  • Sweeping Laser Explosion: Skull Kid does this for his Side Smash.
  • Whip It Good: Skull Kid wields a couple of whips for his down smash, forward aerial, and grab, referencing how they were used in the fight against Majora's Wrath.
  • You Have Outlived Your Usefulness: His final victory animation has the Mask shake off the limb body of Skull Kid, showing that it no longer needs his puppet.

     103 - The Scout 
Franchise: Team Fortress
Debut: Team Fortress 2 [Windows / Xbox 360], 2007
Episode 103

The American braggart mercenary from the offensive class of Team Fortress 2. Growing up in the streets of Boston, Scout (Real name Jeremy) had to compete with his eight older siblings to get into fight, causing him to an incredibly fast runner. As a mercenary, he uses his running skills to run into battle, get intel (and some quick damage), and run out in seconds. Despite his narcissism and showboating, Scout certainly proved himself in the warzone of TF2, and now he'll prove himself in the world of Super Smash Bros. Just keep him away from the ladies.
  • Batter Up!: The Scout brings his signature aluminum bat into Smash, using it for a majority of his basic attacks.
  • Critical Hit: Just like the previously covered Heavy and Soldier, all of Scout's attacks have a 2% chance to deal double the damage if they hit.
  • Dance Battler: Does a spinning breakdance that hit on both sides of himself for his Down Smash.
  • Double Jump: In TF2, Scout was the only merc with a base double jump. Here, he is given three jumps, since everyone in Smash has a Double Jump as well.
  • Flexing Those Non-Biceps: Scout does this after his Up-Throw, which by the way, is his weakest throw.
  • Fragile Speedster: Reflecting how he plays in the game, Scout is a very frail character with impressive speed.
  • Guest Fighter: Once again, Team Fortress 2 is owned and developed by Valve.
  • Invincibility Power-Up: For the Scout's down special, he chugs down a can of the highly radioactive Bonk: Atomic Punch energy drink and becomes immune to damage for 8 seconds. While in this state, he can't use any of his specials or smash attacks, and is still effected by knockback. He is however immune to projectile knockback. After the effects wear off, he has to wait 25 seconds until he can drink another one.
  • Recoil Boost: His Up-Special has the Scout fire "The Force-A-Nature", pushing him back. The Scout will be pushed in the direction the stick is angled while firing in the direction opposite.

     104 - Cynthia (Spiritomb, Togekiss, and Garchomp) 
Franchise: Pokémon
Debut: Pokémon Diamond and Pearl [Nintendo DS], 2006/2007
Epospde 104

The Blond-Haired Champion of the Sinnoh League. In addition to being a really nice person and a Book Smart archeologist, Cynthia is an incredibly strong Pokemon master, one of the most powerful in the world. There's a reason she's the champion. And now, she'll being showing the World of Super Smash Bros why that is, along with her three Pokemon, each reflecting a key part of herself, the kindhearted Jubilee Pokemon Togekiss, the scary-looking Forbidden Pokemon Spiritomb, and of course, her Signature Mon, the unstoppable Mach Pokemon, Garchomp.
  • Counter-Attack: Spiritomb's neutral special, Spite. When hit by an opponent in the counter state, Spiritomb takes half-damage and the opponent is left unable to use that move again for ten seconds.
  • The Dreaded: The reason why Spiritomb is one of Cynthia's selected Pokémon, aside from being one of her Signature Mon? Thematically, each of her Pokémon represent the different sides of her personality, with Spiritomb representing how terrifying she is; the video even showcasing the infamous Undella Town villa encounter in Black and White.
  • Dig Attack: Garchomp uses Dig for its Side Special, burying itself into the ground and digging forward. Its fin, which is poking out of the ground, drags foes along before Garchomp reaches the end of its dash and bursts out of the ground, launching any one who was dragged or was above it.
  • Dub Name Change: Cynthia is known as Shirona in Japan. As for her Pokémon, Spiritomb and Garchomp respectively are Mikaruge and Gaburias. Togekiss's name remains the same in both versions.
  • Fragile Flyer: Being a Flying type, Togekiss is the floatest and fastest out of three Pokemon, in addition to having 6 jumps instead of just 2. It's also the lightest and easiest to KO. Justified since Flying-type Pokémon are fast but lack in defense and health.
  • Jump Scare: Spiritomb does one for it's Side Smash, hiding in it's stone before popping out and scaring the pants out of anyone in front of them.
  • Lightning Bruiser: Garchomp.
  • Nice Girl: Cynthia's an incredibly kind person, willing to help anyone she can. The Fairy-type Togekiss being chosen as one of three Pokemon reflects this aspect of her personality.
  • Promoted to Playable: Out of everyone in this moveset, only Garchomp counts as such, being in the background of Kalos Pokémon League, a trophy in Wii U, and a spirit in Ultimate.
  • Stone Wall: Spiritomb, being the heaviest and the slowest, mostly focuses on racking up damage overtime with it's curses and status effects. Fitting, since it's literally attached to a stone.
  • Super Mode: For her Final Smash, Cynthia (if it wasn't already out) brings out Garchomp and Mega-Evolves it. The Pokemon charges forward, and if anyone is in the way, slashes at them with a flurry of powerful attacks.
  • Switch-Out Move: Just like the other Pokemon trainers, Cynthia can switch out her Pokemon using the down-special, going from Garchomp, Togekiss, to Spiritomb.
  • Teleportation: An innovative form of Payback used for Spiritomb's up-special. What makes this move different from other teleport moves is that when Spiritomb reappears, it attacks all around itself. The damage it deals scales on how much damage itself has taken. The damage resets every time Up Special is used, so if players wants to use this move to get in big damage, they'l need to avoid using this move for a while, which is difficult since Spiritomb's recovery is already sparce. But, if players can take 108 percent of damage without teleporting (the number of evil spirits contained inside Spiritomb), hitting with this move is an instant KO.
  • Throw the Dog a Bone: One of Togekiss's taunts invokes this, with the Pokémon reaching its wings out like it's giving a hug, which it actually does if another player is nearby. The stock character that is used throughout the series for visually describing throws and other attacks nearly breaks into tears as they have finally felt compassion.

     105 - Peashooter 
Franchise: Plants vs. Zombies
Debut: Plants vs. Zombies [Windows / OS-X], 2009
Episode 105

Being your first line of defense against the zombie invasion, Peashooter is a staple of the PvZ series, as well as it's Mascot. The Peashooter line also has a ton of different members, all with different changes and ability. And now, Peashooter will harness those abilities in the battleground of Smash Bros.
  • Ascended Extra: In-series, originally used for the Neutral Special of Crazy Dave's moveset, the Peashooter is now fleshed out into their own fighter.
  • Composite Character: This Peashooter takes elements and traits from all different variants of Peashooters. Once again, it's compared to Super-Skrull.
  • Elemental Powers: Using the down special, the Peashooter can switch between four different elements (including Normal), changing the properties and stats of their pea shot attacks, with the three other elements being ice (which causes the shots to slow down fighters and possibly freeze them), fire (which does fire damage), and stone (which has the shots have greater launching power).
  • Guest Fighter: As with all Plants vs. Zombies characters, the series is created by PopCap Games and owned by Electronic Arts.
  • Long-Range Fighter: A good portion of their normal moves use the standard pea shot attack, a projectile with lots of versatility via down special. On the plus side, it's not categorized as a projectile at close-range, making the Attack Reflector weakness of most projectile users downplayed for the Peashooter.

     106 - Chell 
Franchise: Portal
Debut: Portal [Windows], 2007
Episode 106

The silent yet stubbornly determined lab rat from the Portal series. Not much is known about Chell's backstory, except that she is possibly the daughter of a scientist who worked at Aperture Science, brought to the facility for "Bring Your Daughter to Work" day. When the facility was flooded with neurotoxin by the company mad AI GLaDOS, Chell was one of the few survivors, and was then captured and forced to become a test subject for the AI. While she was initially rejected, some behind-the-scenes rigging caused her to come face-to-face to GLaDOS, making her GLaDOS's biggest threat. Now, armed with her signature Portal Gun and Long-Fall boots, Chell is put to the test once again, with the experiment now being set within the world of Super Smash Bros.
  • Assist Character: Chell's side special summons a Sentry Turret which fires on anyone (including Chell herself) in their line of sight. Her side smash attack has a Rocket Turret appear and fire a rocket forwards.
  • Companion Cube: The Trope Namer itself has a chance to appear when the down-special is pressed, instead of the regular Weighted Cube. BJ makes a note that when it appears, to "PROTECT IT WITH YOUR LIFE!"
  • Gameplay and Story Segregation: In the games, the Portal Gun could only create one portal link at a time, and these portals can only be placed on surfaces made of moon rock. In this moveset, Chell can create multiple Portals links at the same time using different moves, as well as being able to be placed on any surface or even in the air. Additionally, the Portals can be closed at will. BJ acknowledges this changes and justifies this saying that GLaDOS might have made a new and more powerful Portal Gun just for this occasion.
  • Guest Fighter: The Portal franchise is owned by Valve.
  • Kick Chick: A lot of her basic attacks are kicks, with her Long-Fall Boots giving them great launch power.
  • Limit Break: For her Final Smash, Chell fires her Portal Gun and creates a huge Portal on the stage. Any player pulled in will be warped into GLaDOS's chamber, where the AI will flood the room with neurotoxin and bombard the players with bombs, before chucking them into a incinerator.
  • Mechanically Unusual Fighter: Her neutral special allows Chell to create two portals that she, other players, projectiles, and items can travel through and warp across the stage with. Holding the button down has aim where she places it.
  • Palette Swap: Chell alternates between two different costumes: her Portal 2 design and her Portal 1 design. Her last two alts reference her cut design for Portal 2 and the cut player-2 character Mel for the Co-Op mode of the same game.
  • Thinking Up Portals: Chell wields her iconic Portal Gun, using it to create portals and/or summon different objects from her series for her Smash attacks and Specials, as well as her throws.

     107 - Ninten (Echo: Ana) 
Franchise: Mother
Debut: EarthBound Beginnings [NES], 1989
Episode 107

A 12-year old boy who loves baseball, is a popular kid in school, and has incredible Psychic Powers. These abilities, called PSI, were somehow the product of an alien known as Giygas, who Ninten's own grandparents raised as a baby. When that same alien came back to Earth to claim this knowledge back, Ninten set out on his own to hone his abilities and stop Giygas. And what better way to get stronger than participating in Super Smash Bros?

Joining Ninten as his Echo Fighter is Ana, Ninten's travel companion and girlfriend.
  • Attack Reflector: Just like Ness and Lucas, Ninten's Side Smash reflects projectiles using Hank's Bat. Ana however, does not have this effect for her Side Smash.
  • Badass Adorable: Both kids are really cute, especially evident when they dance together in their victory animations. It would be a mistake to underestimate them however.
  • Batter Up!: Like Ness and Lucas, Ninten uses his toy bat to fight. Unlike them, he uses it for a majority of his basic attacks, not just his Side Smash. BJ notes that Ninten would always be holding his bat so players can differentiate from Ness.
  • Battle Boomerang: Uses one for the neutral aerial.
  • Brats with Slingshots: Ninten pulls out a toy slingshot and flings a rock high into the air for his Up Smash.
  • Composite Character: Ninten uses PSI moves that originally belonged to his companions, just like how Ness and Lucas were designed. Justifed since all three of the boy filled the role of healer and didn't have many offensive options in the games.
  • Escape Battle Technique: For his Up Special, Ninten uses an innovated version of 4th-D Slip, a move used to escape battles in the original game. Upon use, Ninten slips into another dimension and becomes completely intangible. He pops back into the regular dimension after a few seconds.
  • Frying Pan of Doom: Ana uses one, replacing Ninten's bat, giving her attacks a wider hitbox.
  • Humongous Mecha: Ninten's Final Smash has him summon EVE, the giant robot build by his grandfather. EVE walks forward while swinging it's arms around, before it self-destructs, causing a massive explosion.
  • An Ice Person: Similar to Lucas, Ninten uses PK Freeze for his neutral special. Unlike Lucas's use of the move, Ninten attacks directly in front of himself, and can charge it by holding down the button.
  • Immune to Flinching: Ninten summons the PSI shield onto himself, which last for about seven second. While the shield is up, all damage Ninten takes is halved, and he is given super armor. Projectiles can be reflected back at twice the power while it's up, but this drops the shield sooner.
  • Mind Rape: Ana does a more mundane version of this for her Final Smash, Brain Cyclone. She releases a huge radius of psychic energy around her, causing anyone within it to be dizzy, leaving them open for attack.
  • Moveset Clone: Averted for Ninten. Despite sharing an incredibly similar appearance and power set to Ness, Ninten is not an Echo for him, with a largely original moveset. Ana plays this straight, being an Echo Fighter for Ninten.
  • Promoted to Playable: Ninten and Ana are both stickers in Brawl, as well as spirits in Ultimate.
  • Psychic Children: Just like Ness and Lucas, both Ninten and Ana have PSI abilities, which they use a lot in this moveset.
  • Slide Attack: Does a baseball slide for his dash attack.

     108 - Ratchet & Clank (Echo: Rivet & Kit) 
Franchise: Ratchet & Clank
Ratchet & Clank's Debut: Ratchet & Clank (2002) [PlayStation 2], 2002
Rivet & Kit's Debut: Ratchet & Clank: Rift Apart [PlayStation 5], 2021
Episode 108

The last Lombax of his universe and the malfunctional warbot with a heart of gold. When Ratchet was a mechanic working on the planet Veldin, a robot designated as XJ-0461 (who Ratchet dubbed Clank), crash-landed near his workshop. Ratchet then joined Clank to help save the galaxy from a great threat, and they found themselves to be fairly good at it. Soon enough, their heroics made the two into intergalactic celebrities known across the universe and beyond. But it begs the question, what would happen if Ratchet and Clank were able to warp in the universe of Super Smash Bros.?

Warping in with the duo is their alternate-universe counterparts, Rivet and Kit.
  • Alternate Self: Rivet and Kit are the gender swaped versions of Ratchet and Clank, being from a universe where they never met and evil always wins.
  • Assist Character: For their down special, the loud-mouth Mr. Zurkon is summoned. Mr. Zurkon flies next to Ratchet and fires at any one who gets two close. Mr. Zurkon stays with Ratchet until he fires 20 shots. Ratchet players will only be able to summon Mr. Zurkon up to four times per stock. BJ also says that Zurkon would say all kinds of sadistic comments while he's out, either about the other fighters or Ratchet and Clank themselves.
    • Since Zurkon is a peace-loving robot in their universe, Rivet and Kit's down special summons Mr. Fungi, who does the same thing as Zurkon.
  • BFG: What else would their Final Smash be but the R.Y.N.O. (Rip You a New One), the most powerful (and illegal) weapon in the universe? For Ratchet and Clank's version of the Final Smash, the RYNO fires hundreds of beam shots forwards and deadly rockets that hone-in on players. Rivet and Kit's Final Smash uses the RYNO VII iteration, which creates a rift above the stage, summoning an random object that crashes into the stage, causing a huge explosion. BJ notes that the random object could be things from the various franchises already in Smash.
  • Eye Beams: For their back air, one of the few moves where Clank helps fight, Clank uses the upgrade Clank Zapper, having him fire lasers from his eyes behind Ratchet.
  • Foreshadowing: Sly Cooper appears briefly before BJ says "Sorry, some other time." Guess who's the topic of the very next video?
  • Gameplay and Story Segregation: BJ notes that Kit has not gotten the same upgrades that Clank has received over the years, namely the Jetpack or the Helicopter function. Despite this, BJ states it's still fine for them to use those same upgrades for their respective moves considering they're alternate versions of each other.
  • Guest Fighter: The Ratchet and Clank series is developed by Insomniac Games, who are owned by Sony Interactive Entertainment as of 2019. This technically makes them the first actual Sony characters to be given a moveset, as fellow PlayStation characters Crash Bandicoot and Spyro the Dragon are owned by Activision Blizzard.
  • Gun Fu: For a two of their Smash Attacks and two of their Specials, Ratchet makes use of the various Ray Guns and other ranged weapons found in across their games.
    • Side Smash: Ratchet fires the Enforcer, which works like a shotgun, firing a powerful blast of shots that spreads out the further it flies.
    • Up Smash: Ratchet pulls out the Warmonger, a Rocket Launcher, and fires a rocket into the air at an forward angle. The rocket explodes when it reaches it's furthest distance or it hits something or a very unlucky someone.
    • Neutral Special: Ratchet fires the Burst Pistol. Tapping the button has Ratchet fires small shots, but holding it down has him rapid fire the shots, at the cost of the shots being slightly weaker. While holding it, Ratchet can move around and even jump while firing.
    • Side Special: Ratchet busts out the Headhunter, a type of Sniper Rifle, which fires a thin beam that flies far and hits hard. In order to aim a bit better, holding the button down will not fire the Headhunter and allow the player to aim it up or down, with a red laser helping show the direction it's aimed at. If a player touches the laser, a red circle will appear on their body, and if the Ratchet player hits the circle, it does way more damage.
  • Jet Pack: Clank uses his Jetpack function for their Up Special. Using on the ground sends Ratchet forward, ending with very little end-lag. If you use it in the air, it sends Ratchet straight up, and you can hold the button down to have the two slowly hover downwards.
  • Knows the Ropes: Uses the Swing Shot for their grab, which can also be used for a tether recovery.
  • Throw Down the Bomblet: For their Down Smash, Ratchet uses the glove known as the Fusion-Grenade. He jumps and throws a bomb underneath himself, causing a huge explosion which creates two more bombs that explode on both sides of him.

     109 - Sly Cooper 
Franchise: Sly Cooper
Sly's Debut: Sly Cooper and the Thievius Raccoonus [PlayStation 2], 2002
Episode 109

The latest and greatest thief in a long line of master raccoon thieves who steal from other criminals called the Cooper Clan. As a child, Sly was supposed to inherit the Thievius Racconus, a book that held all of the skills and secrets of past generations of the Cooper line. Sadly, his family was attacked by a group of rival thieves, who killed his parents and stole the book, leaving Sly an orphan. He would later meet the brainy Bentley and the brawny Murry at the orphanage, and the three grew up together and bacome the greatest thieves of their time, and later defeat the rival thieves who attacks Sly's parents and take back the Thievius Raccoonus. Sly has stolen a lot of different artifacts and treasures in his time, but now, he'll be stealing something very priceless: a victory over his fellow fighters in Super Smash Bros.
  • And Now for Someone Completely Different: Ryan, a.k.a. supersonic407 returns to cover Sly.
  • Cane Fu: Sly wields his iconic hooked cane and uses it in battle.
  • Combination Attack: For Sly's final smash, Bentley and Murray, (with the various spirits of his ancestors backing them up) will join him by his side and they'll attack the foe together, causing a ton of onomonopia to pop up on screen, with the foes taking a ton of damage before they're launched away.
  • Guest Fighter: Sly is the second character to originate from a Sony Interactive Entertainment franchise, the first being Ratchet and Clank. In this case, his franchise was developed by Sucker Punch (Sanzaru Games for the fourth installment).
  • Palette Swap: For his last two alts, Sly has two alternate costumes: his pirate disguise from Sly 3, and the Jailbird outfit.
  • Smoke Out: Sly uses a smoke bomb for his down special. Upon use, it works like the Smoke Bomb item, blocking anything behind it from view. Additionally, upon activation, Sly uses his Shadow Power technique and turns himself invisible for a few seconds.
  • Video Game Stealing: Being a master thief, this had to be referenced somewhere.
    • For his side special, if he sides past a foe with a item, he'll steal that item and take it for himself.
    • For one of his taunts, Sly thrust his cane forwards, and if he touches a player with it from behind, Sly will pickpocket them, showing gold coins flying out of them and into Sly's pockets. This is only an visual detail. Just don't think about how it works with characters with no pockets.

     110 - Sackboy 
Franchise: LittleBigPlanet
Debut: LittleBigPlanet [PlayStation 3], 2008
Episode 110

The fabric hero of Craftworld, one of the many worlds of imagination in LittleBigPlant. Sackboy may look simple, but don't underestimate him. Using the power of imagination, he's saved Craftworld and worlds beyond from great and powerful threats. One only needs to imagine how he would fit into the imagination-filled world of Super Smash Bros.
  • Bait-and-Switch: The previous video referenced Jak and Daxter, possibly hinting that they'll be the subject of this video, consider the video before foreshadowed that one. This video opens on a blank stage... and out walks Sackboy wearing a Jax costume.
    BJ: You guys were expecting someone else, weren't you?
  • Bitch Slap: A lot of Sackboy's basic attacks are slaps, reflecting how he played in Sackboy: A Big Adventure and in multiplayer lobbies in the base games.
  • Grappling-Hook Pistol: Uses one for his side special. Sackboy can use this to bring foes closer to him, recover to a ledge if in the air, and pick up/throw back items and projectiles.
  • Guest Fighter: The third character in a row owned by Sony Interactive Entertainment, after Ratchet and Clank and Sly Cooper. This series is developed by Media Molecule.
  • Jet Pack: Uses one for his Up-Special. Upon activation, Sackboy equips the jetpack and remains floating where he activated it. Tapping the control stick in a direction will have him fly. in that direction. Sackboy has a limited distance at which he can go from as he is chained to the spot he activated the special. That being said, the distance is fairly generous. Additionally, pressing the special button while flying will have Sackboy drop a bomb under himself. He can even pick up other fighters (both foes and teammates) and carry them around in the air for a short bit by pressing the shield button next to them.
  • Mechanically Unusual Fighter: Sackboy's neutral special has him use the Creatinator, a helmet that allows him to create anything in existance. For this moveset, Sackboy can use it to create four different projectiles depending on what option it's on, which can be change by holding down the special button.
    • First option is the Cakeinator, which fires large cakes. They don't go very far and they don't do a lot of damage, but foes hit by them will have their movement become sluggish. The cakes also stick to the side of walls, so they can be used as a platform.
    • The Second option is the Bombinator, which fires heavy damaging bombs a short distance. These bombs can hurt Sackboy as well, so don't fire them point blank.
    • The third option turns it into a Splash Cannon which fires globs of water, which deal no damage but do push foes away, making it easy to annoy freefallers. This is also the only projectile you can spam, making a constant stream of water globs, before stopping for a bit to recharge.
    • The fourth and final option has the Creatinator fire a random object from the LittleBigPlanet games. These objects vary in shape and size, but they can all be used as solid platforms that can be pushed around. There
  • Not-Actually-Cosmetic Award: The stickers, usually used for cosmetics in the main games, are summoned as a part of Sackboy's attacks in his moveset, being used for all three Smash attacks, his down-throw, and even for his Final Smash.
  • Palette Swap: For the first time in the series, this is intentionally averted. BJ doesn't give examples for any alternate colors or costumes, though this is justified since the games have way too many options for him to choose just eight. You're only able to have three of any object on-screen at a time.
    BJ: Just use your own imagination, please?
  • Save Scumming: For the down special, Sackboy uses his pop-it menu to place a wooden door behind himself. The door stays there for ten seconds before disapearing. Using down special again while the door is out will have Sackboy self-destruct and then exit the door, causing it to disappear, turing it into a teleport move. Additionally, the door remembers what damage Sackboy had when he placed it, so it could potentially heal any damage he took since then (or redo any damage if Sackboy healed using an item). You can only use the reset door five times per stock before it becomes unusable.