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     61 - Violet (SPOILERS UNMARKED
Franchise: Persona
Debut: Persona 5 Royal [PlayStation 4], 2019
Episode 61

The first of a series of personal selections on BJ's part: Violet is the final official member of the Phantom Thieves of Hearts introduced in the Persona 5 Royal Updated Re-release. Born as Sumire Yoshizawa, she and her sister Kasumi trained to be world-class gymnasts until an unfortunate accident that caused the latter to die of an oncoming truck. Sumire then turned to the therapist Takuto Maruki, who made her believe that she was Kasumi to end her suffering. Shortly after, she befriended Joker of the Phantom Thieves and eventually managed to awaken to her Persona, Cendrillon, to deal with Maruki's plans of rewriting reality. Considering she's the face of this re-release, it's only natural that she'd be the first fellow Phantom Thief to want in Super Smash Bros.
  • Combat Parkour: Being a professional gymnast, it's only natural that she would be one of the most acrobatic characters in the roster, having plenty of strong aerial attacks.
  • Combination Attack: Violet's Final Smash has her use an All-Out Attack like Joker does, having her team up with her fellow Phantom Thieves and dishing out a group attack that instantly KOs anyone over 100%, and if the match is ended with this move, it stays on Violet during the victory screen. However, she has a variation when the attack hits one opponent: she would use the "Dances With Thieves" showtime, where she teams up with Joker and performs a few gunshots and rapier slashes. It's not that much different; the only difference is the cinematic.
  • Counter-Attack: Violet's version of the Rebel's Guard is more of a variation, having her tumble out of the way of a foe's attack. This fills up a quarter of the Rebellion Gauge.
  • Dainty Combat: Violet's Persona is Cendrillon, based on the story of Cinderella. As a result, she certainly counts as such. Many of the Persona's attacks utilize her long legs and glass slippers to aide Violet.
  • Fighting Spirit: Like Joker, Violet utilizes her Persona when the Rebellion Gauge becomes full. In Violet's case, she uses Cendrillon.
  • Fragile Speedster: Being one in her home game, this is how her moveset leaves her. She's an incredibly light character, relying on her speed and evasion.
  • Grappling-Hook Gun: Fitting for the game that introduced grappling hooks for the Phantom Thieves, Violet has one for her up special like Joker does, which she also uses to pull opponents closer to her. In her case, if it hits, there's a 10% chance that it can inflict a dizzy state, giving Violet ample room to follow up.
  • Guest Fighter: Violet, hailing from Persona 5's Updated Re-release, is a creation of Atlus, who are in turn owned by Sega.
  • Gun Kata: Also like her senpai, her neutral special has her pull out a model gun that enemies in the Metaverse think is real. In her case, she wields a Roosevelt. Unlike Joker however, she can do flips and somersalts before shooting based on controller input. If Cendrillon's out, the Roosevelt becomes the Sahasrara and fires faster with stronger shots.
  • Light 'em Up: Violet specializes in Bless skills, and as such, her side special is Kouha.note  This attack has her create a small ball of light and toss it forward, exploding if it hits a foe. Having Cendrillon out changes this to Kougaon, which is thrown at an upward angle that creates a powerful Pillar of Light in front of Violet.
  • Mana Meter: Similar to Joker, Violet has a Rebel's Gauge that fills up when she takes damage or successfully uses Rebel's Guard, filling up faster the closer she is to last place.
  • Palette Swap: Like Joker, she has her Shujin Academy uniform as an alt. Unlike Joker, she can also switch her hairstyle so she can switch from Kasumi's hairstyle to her own, complete with her glasses.
  • Royal Rapier: Her weapon of choice that she uses for a good number of her attacks.
  • Shipper on Deck: BJ is adamant about her being Joker's canon love interest, since she's the only one to confess to Joker first, having similarities in gameplay, and Cendrillon's final form Ella is even in wedding attire. Plus, the whole Cinderella inpiration by itself could be seen as a hint.
  • Spin Attack: If Cendrillon is out when Violet uses her up special, she uses an attack that BJ calls "Rebel's Ball". This move has them do a pirouette spin that drags opponents with her. There's also a chance to make foes dizzy, and in the air, this could lead them right into the blast zone.
  • Status Buff: When using the down special with Cendrillon out, Violet uses Brave Step to give her attacks a 20% chance of landing a critical hit. It is a double-edged sword, however; she no longer has Cendrillon assisting her for basic attacks, and Brave Step can't be turned off until Cendrillon returns to Violet's mask.
  • Walking Spoiler: Violet's very backstory is a spoiler in and of itself, and considering this version of the game was still fairly recent at the time the video was uploaded, a disclaimer was put up specifying this.

     62 - Impmon / Beelzemon 
Franchise: Digimon
Impmon's Debut: Digimon Card Game, Booster 9, 2001
Impmon's Game Debut: Digimon Tamers: Pocket Culumon [PlayStation] 2001
Beelzemon's Debut: D-Ark Version 2.0, 2001

Episode 62

The second of BJ's personal picks: Impmon is a small devil Rookie level Digimon of the virus attribute whose main claim to fame was as an antagonist-turned-hero in Digimon Tamers. It enjoys playing pranks and causes electrical distortions when it appears. Though its Champion and Ultimate levels are decidedly inconsistentnote , its Mega level is far more iconic, becoming the Demon Lord of Gluttony himself, Beelzemon.

  • Absurdly Sharp Claws: Beelzemon has some really sharp cuticles, and knows how to put them to good use.
  • An Ice Person: Some of Impmon's attacks utilize ice, such as its Night of Blizzard/Bada Chill and Ice Punch.
  • Beelzebub: What Beelzemon is named after: Beelzebub is the lord of the flies and Patron Demon of Gluttony, hence the Digimon's status as a Demon Lord.
  • The Bully: Impmon's skillset is more based on its Tamers incarnation, with it mainly gaining power through picking on the weak but getting utterly curb-stomped by stronger opponents like Indramon.
  • Casting a Shadow: Impmon's Dark Song attack, which has him scream out and emit a dark cloud that makes foes dizzy if they get hit by it.
  • Composite Character: Beelzemon is mainly based around its normal state with elements coming from the winged Blast Mode.
  • Cool Bike: Beelzemon's side special calls upon the Behemoth, which acts similarly to Wario's bike.
  • Deflector Shields: Impmon has one that he uses for his up special. It protects him from all attacks, but can be broken by a large enough amount of power.
  • Dub Name Change: Beelzemon is called Beelzebumon in Japan, though it's a relatively small change compared to most examples.
  • Evolutionary Levels: Being a Digimon, it is capable of digivolution. Unlike Agumon however, only its Rookie and Mega forms are shown.
  • Fire/Ice Duo: More like a Fire/Ice Attack. The Summon move lets him combine Night of Fire and Night of Blizzard to make a Kamehame Hadouken that shoots across the screen.
  • Fragile Speedster: Impmon starts out as a very light and floaty character that relies on a lot of Hit-and-Run Tactics to rack up damage.
  • Good Wings, Evil Wings: Beelzemon Blast Mode has a couple of wings, though this moveset only really uses them for the up special and Final Smash.
  • Guest Fighter: Like Agumon before it, Impmon is owned by Bandai Namco. Impmon also deserves special mention as he first appeared in, and was primarily intended for, a season of the anime which also makes him a direct creation of Toei Animation.
  • Guns Akimbo: Beelzemon uses his twin guns, the Berenjena, which he uses for a few attacks including his signature Double Impact.
  • Hand Blast: Beelzemon's side smash is the Fist of the Beast King, the signature move of Leomon. Leomon is rather infamous for being a literal Sacrificial Lion, and Beelzemon in Tamers is also infamous for solidifying the tradition by absorbing its data. Him being able to use Leomon's attack is based on him doing just that against the D-Reaper after his Heel–Face Turn. Even though it's an anime thing, Beelzemon's Blast Mode can learn it in Digimon World Dawn/Dusk through Jogressing base Beelzemon with BanchoLeomon, so it's still something it can do in the games.
  • The Imp: What Impmon is named and based after. The imp in folklore is also known to be a little troublemaker.
  • Jack of All Stats: As Beelzemon, it loses the floatiness of Impmon's moveset but gains a lot more range and power, and also gains a considerable weight buff.
  • Life Drain: Beelzemon's down special is Physical Drain, which has it extend its claw and drain the life of any opponent caught in the attack and will make them dizzy if they're left in the attack for its full duration. It also fits with him being the Demon Lord of Gluttony.
  • Mechanically Unusual Fighter: Like Agumon before him, Impmon digivolves into Beelzemon through accumulating damage. Unlike Agumon, who had four other stages with two of them being Moveset Clones with slight alterations, Impmon just has the one other level through 80% damage, due to Impmon not having a definitive evolutionary line between it and Beelzemon. Impmon's Final Smash is, once again, Warp Digivolution.
  • Playing with Fire: Several of Impmon's attacks utilize fireballs and explosions, with special mention going to its signature Night of Fire/Bada Boom attack. It also homes in on opponents like it does in All-Star Rumble.
  • Practical Taunt: Impmon's down taunt has it inflate its body before blowing up, its taunt from Digimon Battle Spirit, which can actually hurt foes in said game and also does the same thing here.
  • Psychic Powers: Impmon has some minor psychokinetic abilities, and uses them for his grab and throws.
  • Virtual Pet: While far less pronounced than with Agumon's moveset, Impmon is still one of these due to being a Digimon.
  • Wave-Motion Gun: Beelzemon's Final Smash has it completely transform into its Blast Mode before firing off its signature attack, Corona Destroyer, which blasts any foes in its path.

     63 - Venoct 
Franchise: Yo-Kai Watch
Debut: Yo-kai Watch [Nintendo 3DS], 2013
Episode 63

The third of BJ's personal picks: Venoct is an S-rank demon of the Slippery and Goriki Tribes, and one of the most powerful yokai in the series. Aloof and standoffish yet honorable and loyal to those he bonds with, this ninja assassin is a favorite among the playerbase, and a fitting choice for the third Yo-kai Watch representative.
  • Dub Name Change: From Orochi in Japan.
  • Flash Step: The up special is the Fallback Attack/Gale Step, which has Venoct step in the direction opposite the one he's facing for a quick getaway. In this instance, after tilting the control stick in any given direction, he'll quickly use his side tilt or one of his side aerials if in the air, then jump in the given direction.
  • Glass Cannon: Actively described as one. The Goriki Tribe introduced in Yo-kai Watch 4, of which Venoct is a member of, is known for its power with him absolutely being no exception. He was also a member of the Slippery Tribe, a tribe known for its high evasion, so he's also a Fragile Speedster. This translates into him having high speed and power and swift movements, but being easy to KO.
  • Guest Fighter: Like Jibanyan and the komainu brothers, Venoct is a creation of Level-5.
  • Me's a Crowd: Venoct's Final Smash has him create hundreds of Shadow Venocts, followed by using Octo Snake and the Shadow Venocts using Shadow Dragon to fill the screen with ember snake heads, before finishing with a powerful bite. BJ dubs this Final Smash "Savage Serpent".
  • Ninja: Known as the Ninja Assassin, and certainly lives up to his name.
  • Rapid-Fire Fisticuffs: More like Rapid-Fire Snake Scarf...icuffs. The Octo Snake neutral special has his scarf extend in front of him, having high range and dealing a ton of damage and knockback. The drawback is that the attack has a personal Soul Meter that slowly fills up over time, only able to be used when it's full. Venoct can hold down the special button to use Venocharge, which charges the Soul Meter faster when used.
  • Scarf of Asskicking: Has one made of wisps that forms into a couple of serpent heads. These heads are used for a lot of Venoct's attacks.
  • Shock and Awe: The side special has him use Voltage, which fires a plasma ball in front of himself. He can semi-spam this technique by mashing the button, causing one to be shot half a second.
  • Smoke Out: When dodging, Venoct uses the Vanishing Act ability to do so.
  • Snake People: He's from the Slippery Tribe for a reason. He's modeled after Yamata no Orochi, and is very clearly based on the disgraced snake ninja Orochimaru (not that one).
  • Status Buff: Venoct's down special is the Blessing Inspirit, which increases his speed but lowers his weight, turning him into an even greater Fragile Speedster. However, he can also use it on other players, including opponents. Some might benefit from the buff, but characters who are already incredibly fast or light could end up having a bad time.

     64 - Zidane 
Franchise: Final Fantasy
Debut: Final Fantasy IX [PlayStation], 2000
Episode 64

The fourth and last of BJ's personal picks (for now at least): Zidane Tribal is the protagonist of the tail-waggingly popular Final Fantasy series' ninth installment. This genome was intended to replace the population of Gaia with the souls of the dying Terrans, but was kidnapped by Kuja, his older brother that he was supposed to replace, and left in the care of the theatre troupe/thieve's guild Tantalus. Zidane grew up to be a laid-back and flirtatious, yet outgoing and selfless young man who'd go out of his way to save anyone in danger. And being a protagonist in this series, he's more than a perfect fit for Super Smash Bros. The girls in the roster might want to be cautious, though.
  • Awesome, but Impractical: Zidane's Trance down special has him use Solution 9, which creates a powerful explosion with high KO potential, but is the only special attack to revert him back to normal immediately after use.
  • Double Weapon: His main weapon of choice is a double-bladed sword, which he can split into two dual-wielded daggers similarly to Pit's bow. It's also Older Than They Thinkinvoked as one of the ways to get the swords in the first place was to fuse daggers together, meaning he actually did it before Pit, and it's how he uses his sword in Dissidia Final Fantasy.
  • Fragile Speedster: A quick, light character that relies on a lot of acrobatic attacks and Hit-and-Run Tactics.
  • Frickin' Laser Beams: The Trance version of Zidane's Final Smash has him use Grand Lethal, which has him unleash powerful energy beams that deal massive damage and knockback when they hit. Like Thievery below, it does more damage the more Zidane stole throughout the match.
  • Guest Fighter: The Final Fantasy series was created by the Square half of Square Enix.
  • Having a Blast: Zidane's Trance neutral special has him use the Dyne called Free Energy, which has him create an energy explosion in front of himself. They start directly in front of himself, but get further and further from himself the more he uses it.
  • Implausible Boarding Skills: The Trance side special has him use Shift Break, which has him ride his sword like a surfboard and dart forwards. The energy vortex around him carries foes with him, which is followed up by a powerful sword strike.
  • Inexplicable Treasure Chests: Invoked for Zidane's base Final Smash: Thievery has him summon a treasure chest that emits a powerful explosion with high launching potential and more damage, but gets stronger the more Zidane used his dash or pummel attacks over the course of the attack.
  • Limit Break: Much like Cloud's Limit Gauge, Zidane has a Trance Gauge that can be charged either through taking damage or landing his dash or pummel attacks. In his case, if the gauge is full, Zidane enters a Super Mode for 15 seconds where his speed is slightly improved, and his special attacks and Final Smash undergo a massive buff, going from Skills to Dynes.
  • Little Bit Beastly: Zidane has a tail on him, which indicates his nature as a Genome.
  • Lucky Seven: Zidane's down special is literally called this. It only works if Zidane has a 7 in his damage percents: the more 7's he has, the stronger and more likely to launch foes into the blast zone the attack becomes, and having zero 7's does jack all. One 7 does moderately low damage, and has decent knockback; two 7's are decently powerful, but don't do a whole lot of damage; three 7's are practically guaranteed to KO opponents with its massive damage output; and if Zidane is lucky enough to have 777.7 damage, it's a One-Hit Kill no matter what.
  • Palette Swap: Has one where he dons the Pluto Knight armor that he obtained at the beginning of his game. It's also a possible alt in Dissidia.
  • Tactical Withdrawal: Zidane's base neutral special has him use Flee, which has him sprint into a dash and briefly making him immune to all damage. This can be cancelled, but running into any player that isn't an ally leaves him briefly stunned.
  • Video Game Stealing: Zidane's dash attack is Steal, which fills up the Trance Gauge if it lands. His pummel also acts similarly, mainly acting more like Mug.
  • Wreathed in Flames: The up special is Tidal Flame, which has Zidane surround himself in fire and charge in any given direction similarly to the Fox Fire. This is also the only special attack that doesn't change when Zidane is in Trance mode, but it can now be angled a second time like Pikachu's Quick Attack.

     65 - Dimentio 
Franchise: Paper Mario
Debut: Super Paper Mario [Wii], 2007
Episode 65

A major antagonist from Super Paper Mario and one of the most fearsome villains in the franchise. Dimentio was a minion to the Tragic Villain Count Bleck, who wished to use the power of the Chaos Heart to destroy all worlds and, unbeknownst to most of his minions, leave them in ruin. Dimentio had other plans however, wanting to use the end to create new worlds in his image like he was promised and manipulating heroes and villains alike for his own gain. His origins are unknown, and what little there is to go off of is vague at best, but what we do know is that he's a jovial but deceptive jester with a love of similes and a wide range of magical prowess at his disposal. With such a colorful and memorable villain, it's certainly no wonder that people wish to see this master of dimensions and pleaser of crowds make a grand return on the Smash scene.
  • Breath Weapon: The side tilt has Dimentio breathe fire in front of himself like a regular jester.
  • Composite Character: Dimentio uses attacks that come from not just his boss fights, but also the final battle against Super Dimentio.
  • Doppelgänger Attack: The down smash has Dimentio summon an illusion behind himself that can hurt anyone behind him during the punch, but the illusion itself can't be hurt. He can also turn around mid-attack to trick opponents into hitting the illusion. The neutral aerial and back throw also use illusions.
  • Dub Name Change: Dimentio is called Dimen in Japan.
  • Early-Bird Cameo: His episode was teased at the end of Zidane's, as a once in a blue moon treat from BJ.
  • Energy Ball: More like a magic ball shaped like a shuriken, but it still counts as one. The neutral special has him conjure one of these and throw it in any direction. It goes slow, but goes a decent ways away and does a good amount of damage, and only three can be onscreen at a time.
  • Glass Cannon: Like Paper Mario before him, Dimentio is rather light due to his flat, papery nature, and he's also very floaty due to his natural ability to hover. However, he has a vast assortment of magic attacks that make underestimating him a very grave mistake.
  • Glassy Prison: The side special has Dimentio conjure a magic box that can trap anyone inside of it when it finishes forming. No one can pass through it, only break it if it accumulates enough damage. It can also be combined with his side smash (see Stuff Blowing Up below).
  • Hypno Trinket: The down special has Dimentio summon a Floro Sprout on any opponent caught in the attack. Unlike in Super Paper Mario, the Floro Sprout mainly does damage over time like the Lip's Stick, and reverses the foe's controls. However, it CAN temporarily brainwash Assist Trophies and Pokémon summons, turning them to Dimentio's side instead of whoever summoned them.
  • Juggling Dangerously: His up tilt has him juggle a few energy knives for an attack.
  • Knight of Cerebus: Easily one of the most sinister villains in Mario's rogues gallery, and many of his moves are ruthless enough to show just that.
  • Monster Clown: A lot of his moveset combines some of his attacks seen in his games with the various tricks that jesters commonly use.
  • Pocket Dimension: The Final Smash has Dimentio teleport anyone caught inside Dimension D, where several Dimentio Illusions fire magic shurikens at the caught foes before more of them form into Super Dimentio, who proceeds to smash the opponents with his giant fists.
  • Promoted to Playable: He's a spirit in Ultimate.
  • Stuff Blowing Up: Dimentio's side smash has him do a Badass Fingersnap and cause an explosion right in front of himself. It's powerful, but has a bit of a delay between the snap and the explosion. Using it on any boxes made through the side special also engulfs the entire box in flames, instantly breaking it but dealing massive damage to anyone caught in it.
  • Teleportation: The Dimensional Warp up special has him teleport himself like any other teleport up special. However, anyone close to Dimentio when he uses it will be teleported with him, dealing some slight damage.
  • Whip It Good: The down tilt, up aerial and forward throw have him conjure a whip that resembles Super Dimentio's limbs. Whips are a tool jesters typically use in their acts, as well as a weapon that the jester class is best known for utilizing.

     66 - Springtrap 
Franchise: Five Nights at Freddy's
Debut: Five Nights at Freddy's 3 [Windows, Android and iOS], 2015note 
Episode 66

William Afton, the murderer responsible for the murders of multiple children around Fazbear's Pizzeria and the overaching Greater-Scope Villain of Five Nights at Freddy's. He found his end when the spirits of the murdered children cornered him as he hid in a spring-lock suit, a multi-purposed animatronic / suit with a faulty design choice that skewers anyone who wears it. While he faced a grizzly end, he would later be found by the new owners of Freddy Fazbear's Pizza and repurposed as a horror attraction, allowing him to reawaken and continue his hunt. And what better place to resume his evil deeds than in the family-friendly world of Smash?
  • Animal Motifs: Downplayed. Like Freddy before him, he has an animal theme based on his rabbit themed suit, but nowhere near as emphasized due to Springtrap being possessed by a Serial Killer in contrast to Freddy being possessed by a kid. In Springtrap's case, his actual themeing is fear through malfunction, with all of his attacks causing intentional malfunctions to himself and his foes to some degree.
  • Assist Character: Springtrap's down special has him summon a Phantom that flies a short distance ahead of him. If it hits anyone from the front while they're not shielding, the opponent will get a different curse depending on what Phantom was summoned, with each curse disabling one of your attacks for seven seconds and forcing them into a dizzy state if they try to use whatever attack was disabled. Phantom Freddy curses one of the grounded basic attacks, Phantom Chica curses an aerial attack, Phantom Foxy curses a throw, Phantom Balloon Boy curses one of the special attacks, and Phantom Marionette can curse any attack.
  • Body Horror: Putting aside the fact that the Spring-Bonnie suit has seen better days, the victim within had become a long decayed corpse after getting skewered and forcefully fused with the suit. As BJ notes, said design for Springtrap would likely not fly in Smash Bros, at least not without a redesign to keep the family-friendly rating.
  • Content Warnings: Like Freddy before him, Springtrap has one due to the dark nature of his game. Also because child murderer. Once again, no jumpscares.
  • Guest Fighter: As with Freddy, Springtrap was created by Scott Cawthon.
  • Jump Scare: Just like Freddy, Springtrap's Final Smash catches the opponent and sends them into his game's security room with all of the systems malfunctioning, before Springtrap goes in for the kill. Also like Freddy, if it goes over 100%, it's a One-Hit Kill.
  • Killer Bear Hug: The side special has Springtrap launch himself forwards in suit mode, and anyone caught when he's like this gets an extremely uncomfortable spring-unlocked hug. It can't KO anyone, but it does a massive amount of damage.
  • Knight of Cerebus: Freddy may have been one heck of a creepy customer, but Springtrap makes Freddy look like a giant teddy bear in comparison.
  • Man Bites Man: Springtrap's neutral special has him borrow from fellow spring-lock suit Fredbear and reenact the infamous head-chomping incident in Five Nights at Freddy's 4. note  Springtrap will enter a stance where he can be damaged but not launched, and after taking enough attacks through various uses in one stock, the bite launches opponents into the stratosphere.
  • Mighty Glacier: Similar to Freddy, Springtrap would have sluggish mobility and a lot of power behind his attacks. Unlike Freddy, he'd actually have some good jumping distance because his suit is rabbit-themed.
  • Number of the Beast: Not intended, but he's the 66th character to be given a moveset. Considering what an absolute monster Springtrap is, it's rather fitting.
  • Palette Swap: One of Springtrap's alts just has him on fire.
  • Teleportation: Just like Freddy, Springtrap has a teleport that mimics the player swapping security cameras.

     67 - Reimu 
Episode 67

The Shrine Maiden of Paradise herself from the iconic Bullet Hell series, Touhou Project. Reimu Hakurei is tasked with guarding her family's shrine and destroying evil youkai wherever they may lurk. Reimu is laid-back, somewhat ditzy and really prone to complaining about getting dragged into situations, but she's determined enough to see everything through to the end and has the capabilities to do so. As the face of an entire subgenre, she's practically a shoe-in to duke it out with the best.
  • Barrier Maiden: Has a few of these types of attacks, namely in her front and up throws and especially her Danmaku Rush up special. The latter has her charge in whatever direction she's directed in, and can be directed again afterward. The barrier starts out weak, but gets stronger if a projectile hits it.
  • Fragile Speedster: Reimu is light and floaty character that's easy to take out, but good luck getting past a spam-happy player.
  • Guest Fighter: Touhou Project is the creation of one-man developer Team Shanghai Alice, with several fan projects that made their way into the official canon.
  • Instant Runes: Her down smash has her use the Evil-Sealing Circle to create a burst of power that causes immense knockback.
  • Light 'em Up: Reimu's Final Smash has her bring out the Fantasy Seal, sending out several rainbow orbs around her that home in on every opponent, dealing immense damage and knockback when they hit. It's possible to avoid the attack, but really difficult to do.
  • Paper Talisman: The Youkai Buster side special has Reimu throw a few of these that spread out the further they fly. Focusing the attack has her fire four of them in a straight line instead of three spreading out, but also deals more damage.
  • Projectile Spell: Reimu's neutral special has her use the Hakurei Amulet to send a giant magic projectile in front of her that does multihitting damage and has minor homing properties. The focused version used by holding the button is stronger and flies farther, but has worse homing abilities and leaves her vulnerable if it misses.
  • Supernatural Martial Arts: She's pretty proficient in martial arts, and with her occupation as a shrine maiden, she adds a lot of powerful light magic to her moves.
  • Yin-Yang Bomb: The down special is the Yin-Yang Orb, which bounces around for a bit before exploding in a burst of spiritual energy. When focused, Reimu holds the orb in place as a makeshift Sentry Gun that fires a damaging shot every second. Attacking it will make it explode. Regardless of whether it's focused or not, only one of these can be on the stage at a time.
  • Zigzag Paper Tassel: Reimu's go-to weapon of choice is a gohei that she uses to smack demons with.

     68 - Monokuma (SPOILERS UNMARKED
Franchise: Danganronpa
Episode 68

The false headmaster of Hopes Peak Academy and Mascot Villain of the Danganronpa series of Visual Novels. Envisioned by Junko Enoshima and created by Monaca Towa, Monokuma was mass-produced to bring the ultimate despair to everyone in the world, causing war and strife even long after Junko's death. And what better place to bring further despair than in Super Smash Bros?
  • Anti-Frustration Features: Monokuma's body will remain where he exploded, only counting as a stock loss after said body falls apart shortly afterward. This is for the potential last minute/stock of the match, deciding the game.
  • Assist Character: The Monokubs appear for Monokuma's smash attacks, with Monokuma doing all kinds of fatherly activities with them... before making them explode.
  • Bears Are Bad News: A teddy bear-like robot with a series-wide mean streak.
  • Content Warnings: Danganronpa is, to put it lightly, pretty graphic. As such, one is put in place as usual. In addition, considering this is a series where twists and turns are plentiful, a spoiler warning was also put up.
  • Dash Attack: The side special always has Monokuma run straight ahead of himself:
    • The Cage of Death: rides a motorcycle that deals electric flinching damage that drags foes along with him; Monokuma then jumps off and lets the motorcycle explode with the foe on it.
    • Gundham Tanaka Stampede!: rides a mechanical buffalo that charges a fixed distance, but deals heavy damage and knockback if it hits.
    • Guard Monokuma: summons a riot shield in front of himself; it's the weakest of these attacks, but makes him invulnerable from the front.
    • Beast Monokuma: the most dangerous of the charge attacks, being faster and stronger than the others; the downside is that getting hit during the attack cancels it and makes him take a ton of recoil damage.
  • Guest Fighter: Danganronpa was created by Spike Chunsoft and is published by Nippon Ichi.
  • Hope Crusher: Monokuma's entire theme is bringing despair, and his moveset is built to crush the hopes of not just his opponents, but also the player as well. If one wants to use Monokuma, they'd better be ready to feel despair themselves. Even BJ opens up the video in despair at all the memorable characters he got attached to that end up dying in-game, so it's already in effect.
  • Knight of Cerebus: Monokuma establishes himself as a sadistic and monstrous being made to perpetuate the tragedy in his home series, and in Smash is one of the most vile villains to be included.
  • Lightning Bruiser: Monokuma is a fairly light character with plenty of movement speed, and also comes with a great deal of deceptively powerful attacks.
  • Long-Range Fighter: His neutral special has him use a random projectile from his Arm Cannon. As for what he can throw:
    • The 1,000 Blows: shoots three baseballs in rapid succession, firing more if the button is held down and only stopping once it's let go or he fires 1,000 baseballs.
    • Deep Fried Teruteru: shoots a missile that flies straight and explodes when it hits its peak or a solid object; if a foe gets hit, they don't take a lot of damage, but are covered in cooking ingredients and slowed down as a result.
    • Bomber Monokuma: throws a grenade that acts pretty much like Snake's, exploding after a bit but being able to be picked up.
    • Garbage: does the least damage of the bunch, but inflicts foes with poison damage.
    • Wild West Insecticide: fires robotic wasps in rapid succession similarly to the baseballs, but only 500 can be fired before Monokuma automatically stops. They only do damage, but it racks up rather quickly.
  • Public Execution: Monokuma's Final Smash is his trademark Punishment Time, which subjects the opponent to an execution in true Danganronpa fashion. There's also some Developer's Foresight in here: every character has a Punishment Time unique to themselves, such as Bowser being dropped into lava, Young Link getting crushed by the Moon from Majora's Mask, Cloud getting impaled Aerith-style, Yoshi being subjected to the "Fuck You Yoshi" jump and Olimar having his rocket stepped on just as he's about to take off. The execution deals a ton of damage, and if a foe's damage goes over 100%, it's a One-Hit Kill.
  • Random Number God: All of his specials have a set of different moves that are used at complete random with no indication of what it'll be until used, and that's not getting into Monokuma suddenly exploding by either the same specials or by getting hit. Why all the randomness?
    BrawlFan1: Well, I can't think of anything else that causes more despair in Smash than randomnessinvoked, am I right?!
  • Rapid-Fire Fisticuffs: Mainly a one-handed one for his standard neutral attack. He even says "ORA ORA ORA" when he uses it in his home game.
  • Recovery Attack: The up special, as you'd expect, always has Monokuma use a move that assists with vertical recovery:
    • Blast Off!: turns into a rocket and shoots straight upwards, knocking enemies out of the way in its wake; the rocket then crash-lands and Monokuma takes some damage, but the falling rocket can spike foes.
    • Destroyer Monokuma: dons a Jet Pack and flies straight up and goes into free-fall afterward, dealing damage to anyone hit by the attack.
    • Monokuma Wings: has the best recovery, but isn't an attack by any means.
    • Strand of Agony: pulls out a thorn whip that acts like a tether recovery, and anyone who touches the whip takes small flinching damage.
  • Suicide Attack: Whenever Monokuma uses a special or takes damage, there's a very small chance that he'll explode in this fashion. This will count as Monokuma being KO'd (after a delay period of a few seconds), and while the explosion is a very powerful attack, he has no control over if or when it happens.
  • Supernormal Bindings: Monokuma uses a chain with a shackle for a tether recovery. This is generally his favorite method of sending culprits to their executions.
  • Trap Master: The down special always sets his punishment button down for anyone to step on to spring a trap, including Monokuma himself:
    • Spears of Gungnir: causes several spears to shoot out of the ground and deal a ton of damage with no knockback, but keeping them stuck until they retract.
    • The Burning of the Versailles Witch: sends a pillar of fire that shoots foes upwards.
    • After School Lesson: causes a giant crusher to smash the player that activated it, dealing decent damage and burying foes.
    • Landmine: a simple landmine that does a good amount of damage and has the best knockback out of the trap specials.
  • Walking Spoiler: He's the main antagonist of Danganronpa; it practically comes with the territory. One could argue that spoiling Danganronpa is its own form of despair...
  • Wrestler in All of Us: Monokuma's back throw has him perform a full nelson on the foe followed up with with a jumping suplex.

     69 - Magolor 
Franchise: Kirby
Debut: Kirby's Return to Dream Land [Wii], 2011
Episode 69

The tiny, dimension-travelling blue wizard from Halcandra that enlisted the help of Kirby and friends to repair the Lor Starcutter. Magolor's true goal was to obtain the Master Crown worn by the dragon(s) Landia so he could obtain immense power, but became corrupted through the crown's influence. After his defeat, he's since undergone a supposed Heel–Face Turn and will occasionally show up to help Kirby, though it's unknown if Magolor's redemption is genuine. Has been a trophy in Smash for Wii U, and is currently a spirit in Ultimate.
  • BFS: Uses the Ultra Sword for his side smash, similar to how he uses it in Kirby Star Allies, though smaller than it is in that game. He also uses one of these for his back aerial.
  • Blow You Away: The forward aerial has him spin his hands to generate a slight wind, an attack that his EX fight uses.
  • Casting a Shadow: Magolor's moveset involves a lot of darkness-based attacks, such as Dark Matter needles and Magic Spheres. The latter in particular serve as his neutral special, being shot as a simple projectile if simply pressed, mashing the button causing him to rapid-fire the orbs in different directions, and charging causing it to upgrade into the Revolution Orbs and Revolution Flame for greater power and range.
  • Cool Starship: His Final Smash has him conjure a smaller version of the Lor Starcutter that catches up to two foes, subjecting them to tons of space debris before Magolor Soul appears to blast caught foes into the center of the stage. The laser can KO automatically if anyone reaches over 100% during the attack.
  • Drop the Hammer: The down smash has him use the Grand Hammer, smashing the ground in front of him and causing shockwaves to conjure. It also slightly grows in size the longer it's charged, much like how it works in Return to Dream Land, and the shockwaves it emits will also be larger and spread out more. The shockwaves are counted as projectiles, so they can be reflected or pocketed.
    • As a lighter variant, his down throw summons a Super Bonkers that buries foes with its hammer.
  • Dub Name Change: From Mahoroa in Japan.
  • Geometric Magic: Can create magic circles for a lot of his attacks.
  • Palette Swap: Some of his colors have him in the patterns seen on his Team Kirby Clash Deluxe costume, making for a slight version of this. His last two costumes are more proper swaps, with Magolor appearing in his Master Crown form and the one alternate color for this alt having him as Magolor EX.
  • Playing with Fire: The up smash has him conjure a darkened Monster Flame above himself that does a lot of disjointed multihitting damage. He can also summon a Super Hothead with his forward throw.
  • Promoted to Playable: Was a trophy in Wii U and is a spirit in Ultimate.
  • Thinking Up Portals: Uses these for his throws, which involve him summoning super variants of enemies and Sphere Doomers to deal damage. The up special also has him conjure portals in different locations, which can be used for recovery but, more often than not, can be used to warp foes away or towards Magolor's location. It's also capable of warping projectiles.
  • Shock and Awe: Magolor turns himself into a Flare Beam for his neutral aerial, dealing decent multihitting damage but having poor range.
  • Squishy Wizard: Magolor would be a light and slightly floaty fighter with a ton of magic prowess, and would have six jumps like Kirby and Meta Knight.
  • Throw Down the Bomblet: His down special has him throw a Gem Apple, which explodes once the button is pressed again or after 30 seconds, and can be picked up before Magolor has a chance to detonate it. They grow bigger the longer they're out, and the larger the apple, the stronger it is. It's lessened to one apple at a time instead of three like it is in Star Allies, though the single apple variant ended up being used in Kirby Fighters 2, a day after BJ had finished making the video.
  • Wave-Motion Gun: The side special has him use the Magolor Beam, which gets stronger and goes further the longer the button is held down.

     70 - Amy 
Franchise: Sonic the Hedgehog
Debut (Canon Immigrant): Sonic the Hedgehog [Shogakukan]
Game Debut: Sonic the Hedgehog CD [Sega CD], 1993
Episode 70

Sonic's Stalker with a Crush and self-proclaimed girlfriend, Amy Rose was first encountered on Little Planet where she was captured by Dr. Eggman and Metal Sonic, forcing the hedgehog to save her. Since then, Amy's been following Sonic wherever he may go and always tagging along on his adventures. Despite her obsession with the Blue Blur and Hair-Trigger Temper, Amy is a reliable friend and took to forming her own group, Team Rose, which she's more than capable of leading. And all that time chasing Sonic has made her take considerable levels in badass, enough to be considered for a Smash Bros. moveset. Has been a trophy since Brawl, and became a spirit in Ultimate.
  • Ass Kicks You: Has one of these for her back aerial that she used in both Sonic the Fighters and Sonic Battle.
  • Balloonacy: The up special has Amy bring out a goal balloon from Sonic Adventure that goes up for a few seconds before popping, and Amy is able to pop it sooner than the usual 4 seconds by just pressing the special button. The pop can also slightly damage foes. It can also bounce foes that get too close, but foes can still attack Amy herself to make her let go of the balloon. It won't send her into freefall whatsoever, however.
  • Blow You Away: Her neutral special has her use the Pink Typhoon from Sonic Battle and Sonic Heroes, which has her conjure a pink twister that moves quick and pops foes into the air.
  • Catharsis Factor: Invoked. She's described as a "venting character" at the end of the video, with her quick and powerful moveset making for some satisfying rushdown attacks.
  • Drop the Hammer: Amy uses her trademark Piko Piko Hammer for a good number of her attacks, and her side smash has her instead use the Long Hammer upgrade (specifically the one seen in Sonic Advance 3 with Knuckles as a partner).
  • Fragile Speedster: Though not near as fast as Sonic, she'd be pretty quick on her feet with plenty of acrobatic capabilities.
  • Guest Fighter: As another Sonic character, she's owned by Sega and Sonic Team.
  • Heart Beat-Down: Her Final Smash has her use an innovated version of the Storming Hearts attack from Sonic Adventure 2's multiplayer, spinning around and creating a tornado of hearts around herself to deal damage above or below her, dealing massive damage as they fly through the twister.
  • In a Single Bound: Her dash attack has her use the Hammer Vault from Sonic Adventure, which propels her upward and allowing her to perform all kinds of aerial followups, but the jump can be interrupted if the attack is guarded against.
  • Promoted to Playable: Has been a trophy/spirit since Sonic's Brawl days.
  • Red Boxing Gloves: Uses these for her standard neutral, officially named the Girl Jab.
  • Slide Attack: Has one that she used in Sonic the Fighters and the Sonic Advance Trilogy, where she slides forwards headfirst.
  • Spin Attack: The side special has her use the Spinning Hammer Attack, which has her propel herself forward and dragging along any opponents in the way. Her distance can also be altered during this, and it can also be used for horizontal recovery.
  • There Was a Door: Amy shows up by breaking down a wall while BJ is playing Super Mario Sunshine.
  • Unstoppable Rage: The down special has her use the Magic Hammer, where she unleashes all of her anger into a powerful hammer swing with high KO potential. It can be turned around and gives Amy super armor, but leaves Amy incredibly vulnerable if it misses. It also shrinks opponents hit by the attack, and combined with the attack itself, opponents are nearly guaranteed to get KO'd.

Alternative Title(s): What If X Was In Smash 61 To 70