Follow TV Tropes

Following

Characters / What If They Were In Smash? - 71 to 80

Go To


    open/close all folders 

     71 - Henry Stickmin 
Franchise: Henry Stickmin Series
Debut: Breaking the Bank [Newgrounds], 2008
Episode 71

The titular protagonist of the Henry Stickmin series and the first Flash game representative in this series. Henry is a common burglar that finds himself pulling all sorts of zany heists using many different pop culture references and can go down any number of paths depending on player choice. Despite his sticky body and numerous mistakes over the years, he's got considerable potential for a moveset in Smash.
  • An Ice Person: The Ice spell has him cast an ice attack in front of him if used as a neutral special, dealing alright damage and having a chance to freeze foes. If used as a side, up, or down special, Henry just freezes himself. If he's in the air, he immediately falls downward.
  • Attack Reflector: The Positron Reflector is one of the most useful tools at Henry's disposal, briefly reflecting any and all projectiles if used for the neutral, side, and up specials, and the down special has him hold the button to make it work like Fox's own Reflector. The Hammer also has this property.
  • Chainsaw Good: Has one for his down smash that references Edgar from Final Fantasy VI.
  • Cool Bike: His scooter, which can be used for just about most purposes. It can be ridden for a good distance as the side special, the up special has it use its space thrusters and go straight upward, and the neutral special has him throw the scooter for decent power. The down special has Henry do a trick, and though it probably looks cool, it leaves him susceptible to attacks.
  • Ditto Fighter: A lot of his options over the years have him use attacks from other video games, including Super Smash Bros. itself. As such, his standard moveset (and plenty of his specials) are described as being "everyone's Echo Fighter", having a lot of attacks that function similarly to, or are outright ripped from, other characters in the roster. Henry is especially fond of borrowing moves from Captain Falcon in particular.
  • Energy Weapon: The Laser is best used as a neutral special, moving fast and having a long range, but its hitbox is thin. Using it for the side and up specials just has Henry charge or jump without even using the laser, and the down special will just have Henry literally shoot himself in the foot.
  • Fighting Clown: It's Henry Stickmin, meaning he'd be one of these by default, but his specials take this up to eleven by utilizing any number of random items to his advantage (or disadvantage).
  • Gemstone Assault: The gems that he's obtained in Stealing the Diamond, Infiltrating the Airship, and Completing the Mission can also be used as a special, and they're extremely heavy. Using one for the neutral special has him throw it for short range, but a ton of damage. The side and up specials have him attempt to run or jump with the gem in tow, but either go nowhere or just fall straight down. As a down special, he just drops the gem on his foot, taking damage and leaving himself vulnerable.
  • Glass Cannon: Light and agile as a stick man would be, and has plenty of offensive options at his disposal.
  • Grappling-Hook Pistol: The Grapple Gun can be used as a tether recovery upwards or forwards, pulling Henry towards whatever it manages to hit. It's a weak thrown neutral special, and if used as a down special, Henry will, once again, shoot himself in the foot.
  • Gravity Screw: The G-Inverter has Henry affect gravity in different ways. When Henry uses this for his side and up specials, he'll use it to propel himself forward or upward respectively, but can't cancel the animation himself unless he collides with a player, an attack, or the stage itself. The down special just has him propel himself in any random direction. It does have a unique use as a neutral special, having weak power but knocking foes hit with the G-Inverter a fixed distance into a random direction.
  • Grenade Launcher: The Rocket Launcher shoots a rocket forwards that goes a long distance and does strong damage if it hits. Using it as a side special has Henry ride the rocket, which explodes with him on it unless it hits a foe, and using the up special has him use a Rocket Jump that goes higher if used on the ground. The down special just has Henry take a ton of damage and knockback.
  • Guest Fighter: The Henry Stickmin series was created by PuffballsUnited and was first hosted on Newgrounds.
  • Happy Dance: Two of his taunts have him dancing; one of them has him try and challenge his foes to a dance-off to no avail, and the other has him do the Distraction Dance. It doesn't actually distract anyone, though.
  • Heal Thyself: Food is one of the specials, with the examples used being a block of cheese or a cupcake. It heals Henry if left uninterrupted when used as the down special. If thrown, it has no power but turns into a food item that can be picked up to heal damage by any player. Using it during the side or up special has him eat it while performing the attack, leaving him sick because he ran/jumped and ate at the same time.
  • Human Cannonball:
    • One of the specials has Henry go inside of his cannon and fire himself forward or upward if used for the side or up specials. As a thrown neutral special, it has absolutely no distance, but deals massive damage if it manages to land a hit. As a down special, the cannon just blows up on Henry.
    • Henry has two of these, with the other one being Donkey Kong Country's Barrel Cannon. It can be thrown for a short distance, but it breaks on contact and only does decent damage. As a side or up special, he shoots himself out of the barrel in the given direction for above average power. And as a down special, Henry gets himself trapped inside the barrel, which he can break out of by mashing the buttons. Using the Barrel Cannon like this makes Henry fall if used in midair.
  • Invisibility with Drawbacks: The Invisibility Pill turns Henry invisible for 10 seconds as if the Cloaking Device had returned to Smash. As a side or up special, Henry turns invisible during the attack, but turns back to normal immediately afterward. And as a neutral special, it's weak and turns opponents invisible if it hits.
  • Jet Pack: This item acts as you would expect, flying straight up or straight forward if used as an up or side special and having an overall average throw game as a neutral special. As a down special, it just explodes.
  • Klatchian Coffee: Not necessarily coffee, but the NrG Drink gives this kind of effect. As a side or up special, Henry drinks a tiny amount of the drink and charges forward or upward, making the attacks much more powerful than usual. As a down special however, he downs the entire thing and makes all of his attacks four times stronger and faster for ten seconds. After the duration is done, Henry will die of heart failure and lose a stock, so it's definitely a textbook example of a Death or Glory Attack. And as a neutral special, it's just a weak projectile.
  • Limit Break: Like his specials, Henry's Final Smash has him pull out a menu that gives him a set of four specific options that the player can choose from. If the player fails to make a choice within three seconds, it will default to Perfect Plan.
    • Laser: fires a Wave-Motion Gun forward like Samus, Mii Gunner, etc, angling it up or down based on controller input. It's the safest option, but also likely to miss if you didn't aim right.
    • Tank: Summons the Newgrounds tank from above him, causing an explosion that traps foes in a cinematic Final Smash that sees them get run over, then shot by the tank. It deals tons of damage, but using it in the air causes it to drag Henry along with it, and since it only works right when it hits the ground, using it over the blast zone makes Henry immediately regret his life choices.
    • Nuclear Bomb: The Center for Chaos Containment (CCC) will send a nuke that hits the center of the stage, causing a massive explosion that no one can escape its reach. That includes Henry himself, so using it when Henry has a low percentage is the best idea.
    • Perfect Plan: Summons Charles Calvin, who will crash his helicopter where Henry is no matter what, taking the most amount of damage out of the Final Smashes once it hits. If anyone's damage is above 100%, Henry's included, it's a One-Hit Kill. Since it homes in on Henry, he can use the explosion to damage other foes in a Taking You with Me kind of stunt, but that's about the only positive of this one (aside from Rule of Funny).
  • Make My Monster Grow: The Grow 'n Shrink has him enlarge himself as if he got a Super Mushroom, either reverting back to normal immediately afterward if used for the side or up specials or staying big for 8 seconds if used for the down special. Throwing it for the neutral special has anyone hit by it turn big themselves.
  • Mechanically Unusual Fighter: All of his special attacks have him pull out a small Hero-esque menu, listing five out of twenty-five special attacks for Henry to utilize, giving him a total of 100 different special attacks when multiplied. The neutral special always has him throw or shoot whatever special he selected, the side special has him charge forward with the item, the up special has him use the item to gain height, and the down special has him use whatever item he selected on himself for varying results. However, as seen under Not the Intended Use, many of these specials are either useless, detrimental, or outright suicidal (though sometimes, actually more useful) when used outside of their intended purpose, much like in his series of origin. As such, it's up to the player to decide which special is best suited for the current situation. Otherwise, Henry will just shoot himself in the foot. Very literally, in some cases.
  • Mobile Shrubbery: Another of Henry's taunts has him don a disguise to try and hide from foes, even taking Snake's example by donning a cardboard box.
  • Mythology Gag: Henry borrowing a lot of Captain Falcon's moves harkens back to how each game in his series since Stealing The Diamond features choices that have him mimic each of the bounty hunter's signature moves.
  • Megaton Punch: The Stickmin Punch serves as the side smash, and is easily Henry's strongest A attack. It's also a clear copy of the Falcon Punch.
  • Not the Intended Use: All over the place in regards to their gimmick. Each of Henry's specials have him either use/throw, charge with, leap with, and inflict himself with any of the twenty-five selectable options at his disposal. For certain items, they will be utilized properly with certain specials (the jetpack with the up special, the NrG drink with down special, etc.) while most others will just have Henry hold onto the item while jumping upwards or charging forwards, throwing the item forward, or harming himself with the item in question. Only a handful of items can be used the unintended way to get more results, such as the infamous Teleporter to potentially teleport the foe into the blast zone instead of the other way around.
  • Palette Swap: All of Henry's alts are costumes, dressing him in certain outfits or as other characters, such as his Toppat Clan outfit, his nanosuit, and also dressing him like Ellie Rose and Charles Calvin. So if Perfect Plan is used, Charles will be crashing into...Charles.
  • Playing with Fire: The Fire spell has a ton of versatility when used. As a neutral special, it's a quick fireball that goes a normal distance and does decent damage. The side special and down special have Henry set himself on fire, with the side special dealing above-average damage in exchange for recoil, and the down special increases his damage output somewhat, but steadily increases his own damage percentage for 7 seconds. As an up special, he just uses the Fox Fire, except it can't be angled.
  • Puny Parachute: One that's best used in the air, and especially best as an up special. Using it at any time on the ground results in nothing happening, and the down special has the Parachute cover Henry and leave him vulnerable.
  • Random Number God: All of Henry's specials are selected between 25 different options, of which 5 are chosen at random. It's up to the player to decide which option is the best to use.
  • Shmuck Bait: While plenty of his options are a bad idea in a certain context, the teleporter deserves special mention, considering how it never works out for him for the most part in his home series.
  • Shock and Awe: The Thunder spell has him fire an electric attack. As a neutral special, it goes about the same distance but has a lot more power than the other spell specials. As a side or up special, Henry electrocutes himself and goes forward or upward, going incredibly fast but taking damage in the process. As a down special, he just uses Pikachu's Thunder attack.
  • Shrink Ray: The Shrink 'n Grow is an inverted version of the Grow 'n Shrink that has Henry shrink himself for most of the specials, either ending when the side or neutral special ends or after 8 seconds if used as a down special, similarly to a Poison Mushroom. If used for the neutral special, it's weak but can shrink anyone hit by the item.
  • Stick Figure Animation: ...well, duh.
  • Swap Teleportation: The Swapper can be shot as a side or up special, having Henry swap places with whoever the attack hits and doing jack all if nothing happens. The down special variant makes him able to trade places with any random opponent without having to aim, but has a chance to fail and leave Henry vulnerable. As a neutral special, it's just a weak projectile.
  • Teleportation: The infamous teleporter. Using it can send Henry in the desired direction, but it will most likely teleport Henry into a random spot, whether that's close to or far away from where he needs to be and, more often than not, close to the blast zone. It can be weaponized if thrown with neutral special and it successfully hits a foe, but if it doesn't, then it just sends Henry to a random spot like normal. As a down special, it's the most useless of the bunch; Henry just teleports himself to the blast zone and loses a stock.
  • Throw Down the Bomblet: The Bomb generally works best as a neutral special, being thrown at a normal distance and giving a strong explosion at the end. Using it for the other specials will have it explode in his face and cause him to take damage after the attack animation is finished, with the down special in particular doing more damage than normal.
  • Too Dumb to Live: Generally speaking, Henry has a history with either boneheaded or short-sighted decisions, and Smash is no different. With that being said, this is probably the first time he intentionally shoots himself in the foot with a grappling hook.
  • Useless Useful Spell: A good number of the side and up specials have Henry hold whatever it is he selected, then perform a regular charge or jump without even using the item.
  • Violation of Common Sense: Many of his different special variations. For example: Using a cannon for the neutral special to throw it, not shooting a cannonball, just simply throwing the cannon. Granted, it is very powerful if it lands.
  • Weapons That Suck: The Vacuum works similarly to K. Rool's Blunderbuss in that it can suck foes in (minus the cannonball, obviously), but it only shoots forward. As a side special, Henry can ride the vacuum forward to suck up any opponents in its way. The up special when the vacuum is selected winds up failing because of the vacuum's weight, and the down special has the vacuum straight up not work, leaving Henry to look into it but end up getting his face stuck.
  • Wrestler in All of Us: Uses a suplex for his up throw that, like the chainsaw attack, comes from a character from Final Fantasy VI (in this case, Sabin)
  • Wolverine Publicity: A fairly simple series with simple yet entertaining gameplay that got a massive boost in popularity with the then-recent release of the Henry Stickmin Collection. Even lampshaded by BJ:
    BrawlFan1: Henry does seem like the kind of guy who would jump on bandwagons, much like a lot of the people who requested for him.

     72 - Crono 
Franchise: Chrono Trigger
Debut: Chrono Trigger [SNES], 1995
Episode 72

The main character of Chrono Trigger and the namesake of Good Morning, Crono himself. Crono is a boy from the kingdom of Guardia in 1,000 A.D. who attended the Millennial Fair and met the Rebellious Princess Nadia (who prefers to go by Marle) who, after an incident with a teleporter created by Crono's friend Lucca, wound up stuck in the Middle Ages with Crono giving chase. This led the three of them on an adventure throughout the ages, gathering a group of allies from different time periods in order to stop The End of the World as We Know It at the hands of the evil alien Lavos. Though Crono is only best known for his hit game on the SNES, he's definitely a popular enough character for fans to want him fighting alongside the likes of Cloud.
  • Combination Attack: The Final Smash has Crono use one of the Triple Techs depending on how many foes are pulled in: a lone enemy has Marle and Frog join Crono to help perform the Frost Arc tech, while more than one has Robo and Ayla join to pull off the Twister attack. Lucca sadly misses out on the fun, though the Gate Key that Crono uses to initiate the Final Smash is her invention, so she at least contributed in that regard. And as for Magus, he's left out due to him and Crono not having any techs together at all.
  • Guest Fighter: Chrono Trigger and Chrono Cross were both created by Square Enix. And like a certain other Square Enix protagonist, he was designed by Akira Toriyama.
  • Jack of All Stats: Has fairly average weight and movement, and a good amount of power at his disposal.
  • Kind Hearted Cat Lover: One of Crono's taunts has a cat come out from under him like the Slime does with the Hero. Crono can have a lot of cats.
  • Light 'em Up: Crono's default magic element, which serves as his neutral special. Tapping the button will have him use Lightning, which calls down a lightning bolt near Crono. Holding the button turns it into Lightning 2, which sends bolts of lightning that spin in multiple directions similar to the Dedenne Poké Ball summon. Lastly, holding the button for the full duration has Crono use Luminaire, which has a giant dome of light expand from Crono and release a powerful light burst, trapping foes and racking up their damage if they're caught in it. The stronger the attack, however, the longer the end lag lasts, and the easier it'll be for foes to hit Crono and interrupt him.
  • Magic Knight: Crono has a sword as his main weapon of choice, and has the latent ability to use magic like all organic matter past 12,000 B.C.
  • Mechanically Unusual Fighter: To reference Chrono Trigger's Dual Tech mechanic, the down special is an innovated Counter-Attack that BJ calls the "Magic Sword", which works like Incineroar's Revenge in terms of how it can be used. When an opponent hits Crono during the attack, not only does he take reduced damage, but his sword will be embued with one of five elements depending on who hits him during this state, with each character in the roster being assigned a specific element by default. Once the sword is embued, the next basic or special sword attack that successfully lands is given a significant buff before wearing off, though it can also wear off if a minute passes.
    • FireCharacters : Does twice the normal damage, 1.5x knockback, and causes an explosion that can also damage nearby opponents.
    • Water/IceCharacters : Does 1.5x the amount of damage and knockback, but also has a chance to freeze opponents.
    • LightCharacters : Has the same damage and knockback that Ice has, but can also paralyze opponents on contact.
    • DarkCharacters : Weakens Crono's next attack by half, but triples the launch power.
    • NeutralCharacters : Does triple the damage and twice the knockback.
  • Razor Wind: The side special has him use Wind Slash, which sends a wave of wind energy from his sword. If used on the ground, it'll travel until it reaches a ledge, while using it in the air makes it only travel a smaller distance. It's also unique in that it keeps going after hitting a foe, being capable of hitting several enemies at once like it does in his own game.
  • Really Fond of Sleeping: One of Crono's victory animations has him sleeping after a job well done.
  • Spin Attack: Crono's up special has him use the Cyclone, which works pretty much how Link's Spin Attack does. Using it in the air will make him gain vertical height, while using it on the ground, unlike the Links, allows him to move around while using the attack.

     73 - Alucard 
Franchise: Castlevania
Design: Castlevania: Symphony of the Night [PlayStation], 1997
Episode 73

A main character in the Castlevania series, as well as the protagonist of Symphony of the Night and one of the pioneers of the Metroidvania style of platformers. Adrian Farenheights Tepes is the son of Dracula and the human Lisa, the latter of whom was executed for alleged witchcraft. An enraged Dracula swore vengeance on humanity for their crimes, but Adrian took his mother's final words not to harm humans to heart, changing his name to be the reverse of his father's and standing against him whenever he may arise. Since then, he has assisted Trevor Belmont in his quest to defeat the vampire, and rescued Richter when he was possessed by the dark priest Shaft. Alucard is currently an Assist Trophy in Ultimate, as well as a guest appearance in Richter's Palutena's Guidance conversation.
  • Bloodsucking Bats: His side special has him transform into his Bat Form and use the Wing Smash attack, dealing moderate damage and having decent KO potential. It can also be used for horizontal recovery, but it will send Alucard into free-fall if it misses the stage.
  • Empathic Weapon: The neutral aerial has Alucard pull out the Sword Familiar, which circles around him a couple of times.
  • Fireball: The Hellfire spell serves as his neutral special, sending out three fireballs that fly forwards and spread apart like they do in Dracula's Curse. Holding the button down instead has him use the Dark Inferno, which summons two larger fireballs, dealing more damage and knockback than the normal Hellfire.
  • Flash Step: Sidestepping shows Alucard using the Back Dash.
  • Guest Fighter: The Castlevania series was created by Konami, making him the first representative from the company.
  • Holy Water: Like Simon and Richter before him, the down special is the Holy Water sub-weapon. It works pretty much the same way, being thrown into the ground and exploding into a small flame, except now the flame is green.
  • Iaijutsu Practitioner: Alucard's side smash has him pull out the Valmanway (commonly known as the Crissaegrim) and deal multiple times so quickly in front of himself that you don't even see the sword.
  • Lightning Bruiser: Alucard takes most of his cues from his Symphony of the Night appearance, being an above-average midweight with plenty of quick, hard-hitting attacks.
  • Luckily, My Shield Will Protect Me: Uses the Alucard Shield for his guard.
  • Magic Knight: The second one in a row, apparently. Alucard has plenty of vampire powers at his disposal, but he uses the Alucard Sword for a lot of his melee attacks.
  • Palette Swap: While not a different costume, his eighth alternate color has him in the colors of his original appearance in Dracula's Curse.
  • Promoted to Playable: Another Assist Trophy given a playable moveset.
  • Rapid-Fire Fisticuffs: His rapid-jab has him use the Fist of Tulkas, a one-armed variant.
  • Shoryuken: The up tilt has him use the Blue Knuckle, which also releases a fog wave above himself for extra coverage. As to be expected, the fog does less damage than the punch itself.
  • Soul Power: Summons Tetra Spirits for his down smash, having them spin around himself similarly to his playable appearance in Castlevania: Judgment. His up and down throws also have him use a Summon Spirit, with the down throw acting more like the spirit does in Symphony of the Night proper.
  • Super Smoke: The up special has Alucard use the Mist Form for three seconds, during which he can slowly float in any given direction while being immune to anything except for Final Smashes.
  • Your Soul Is Mine!: The Final Smash has Alucard use Soul Steal, where he drains 40-50% of all opponents' health. They can still move around during the attack, but if the foe's damage reaches 150%, it's an automatic stock loss.

     74 - The Soldier 
Franchise: Team Fortress
Debut: Team Fortress 2 [Windows / Xbox 360], 2007
Episode 74

One of the nine classes in Team Fortress 2, the Soldier (real name: unknown, though he prefers to go by Jane Doe; BJ claims that he wouldn't be too surprised if the Soldier forgot his real name.) is an American patriot through and through, even after every branch of the military rejected him for being a lunatic, and managed to teach himself how to use military weapons so he could go on a Nazi killing spree. He soon found himself fighting in the RED/BLU feud, and has never looked back since.
  • Action Bomb: The Soldier uses the Kamikaze taunt for his up throw, equipping himself with two active grenades before giving the foe a bear hug and blowing up himself and the opponent. It damages the Soldier, but doesn't KO him.
  • Blow That Horn: The Buff Banner is used for his down special, but it can't be used right away. The Soldier has a Rage Meter that fills up the more damage he does, and when the meter is full, the Buff Banner can finally be used, giving the Soldier's attacks a mini-crit buff for 10 seconds. Mini-crits only deal 1.5x damage as opposed to twice as much. Allies in Team Battles also gain this buff.
  • Combat Pragmatist: Unlike the Heavy, who was likely formally trained, the Soldier taught himself how to fight through any means necessary. And that's what he's doing in this moveset.
  • Critical Hit: As is to be expected with a TF2 character, his attacks have a 2% chance to crit for double damage.
  • Grappling-Hook Pistol: The up special while in the air has him use one of these as a tether recovery. It could have been the Heavy's as well, and still could; BJ just didn't know about it at the time.
  • Grave Humor: One of the Soldier's victory animations has him pull out a tombstone that says "Here lies maggot, I win, the end" in celebration.
  • Grenade Launcher: The Soldier pulls out his Rocket Launcher for the neutral special, firing a rocket straight forwards. It flies far and causes an explosion when it reaches its peak or hits an opponent or obstacle. If the button is held down, he can aim the Rocket Launcher in any direction and move while doing so, making him a lot more versatile with this option.
  • Guest Fighter: Like the Heavy, the Soldier is a creation of Valve Corporation.
  • In Memoriam: The video and its requests were dedicated to the late Rick May, the Soldier's voice actor who was an unfortunate victim of the COVID-19 Pandemic.
  • Mighty Glacier: Not on the same level as the Heavy, but he's still pretty heavy. He's definitely more on the "mighty" side due to being a Walking Armory.
  • Palette Swap: The Soldier can have alternate hats simply by clicking his head.
  • Powerful Pick: Uses the Escape Plan for his side and up smashes, as well as his forward aerial. It comes out quick, but leaves the Soldier with a ton of end lag afterward.
  • Puny Parachute: Unlike the Heavy, whose parachute entrance was retconned, the Soldier still has his for his stage entrance due to being the posterboy of Eagleland.
  • Rocket Jump: Uses this as his up special while on the ground. It sends him really high up for evasion tactics, but also damages him slightly.
  • Shotguns Are Just Better: The side special has him pull out the Shotgun like the Heavy's does. It fires a small blast that's stronger up close, but spreads out and weakens as it goes further. The barrel of the Shotgun has a higher chance to crit than normal.
  • Shovel Strike: The Soldier's default weapon, which he uses for his jab, up tilt, down smash, and back aerial. The up tilt and down smash both have him dig up dirt to fling above or behind him.
  • Unnecessary Combat Roll: He'll attempt to do this for his dash, but comically falls on his front instead.
  • Use Your Head: A few of his attacks have him headbutting the foe. Good thing he's wearing a helmet.
  • Walking Armory: The Soldier has a ton of melee weapons at his disposal, unlike the Heavy who mainly fought with his fists.
  • Zerg Rush: The Soldier's Final Smash has him send any foes caught in the attack into a battlefield where a bunch of Soldiers (with different hats, of course) charge at them, launching rockets before stampeding straight into them.

     75 - Goomba 
Franchise: Super Mario Bros.
Debut: Super Mario Bros. [NES], 1985
Episode 75

The most well-known enemy in the Mario franchise next to possibly the Koopas, Goombas were once a part of the Mushroom Kingdom's citizenry before turning to Bowser's army once he started his initial takeover. Though there have been plenty of capable Goombas, such as Captain Goomba on Bowser's side and Goombario and Goombella on Mario's, the Goombas by themselves are absolutely pathetic, even being described as "the underlings of underlings" in official bestiaries. But if a Piranha Plant can get into Super Smash Bros despite its lack of legs, then the Goomba can get in despite its lack of arms. Goombas are no stranger to Smash Bros, appearing in Melee and Brawl's Adventure Mode and 3DS's Smash Run as enemies and being trophies and spirits in every game since Melee.
  • Composite Character: Like the Piranha Plant, and the Slime's moveset prior, the Goomba takes a lot of cues from different Goomba variations for his moveset. Just like back then, it's compared to Super-Skrull.
  • Dash Attack: Has the same one it uses in the 3D Mario games, as well as its attack as an enemy in Subspace Emissary.
  • Dub Name Change: Goombas are called Kuribos in Japan.
  • Epic Fail: The side smash has the Goomba attempt to do a powerful charge, but trip forwards before it has a chance. If used near a ledge, it will result in the Goomba falling off the ledge to its doom.
  • The Goomba: The Trope Namer.
  • Goomba Stomp:
    • This Goomba, true to being famous for getting stomped on, has a passive ability that makes them extremely vulnerable to footstools, leaving them stunned in place. Though, as revenge for all the years being stepped on, their down throw has the Goomba perform this move on their opponent.
    • The side special also has them be able to do this by summoning the Goomba Shoe, entering a slightly altered moveset that mimics Mario's movement when wearing the shoe. Its speed is between the Goomba's walk and run and it has a single jump, and any damage from below is negated. The Goomba can stay in the shoe as long as he wants, limiting his options but dealing massive damage to anyone it steps on, and can meteor spike opponents when the Goomba is falling down. However, getting hit from any other angle causes it to lose the shoe, though it can exit on its own by pressing any of the special buttons.
  • Growing Wings: Its up special has it become a Paragoomba and fly around for a little bit, tapping the button to make it gain some height. It can also drop Mini-Goombas by simply pressing the attack button during the special.
  • Man Bites Man: The Goomba's basic attack in Super Mario RPG, which it uses for its side tilt. This attack is also referenced with the forward throw.
  • Me's a Crowd: The neutral special has it use its spores to make a Mini Goomba that charges forward to attack. When they hit an enemy, they latch onto them like Pikmin and rack up damage while also weighing opponents down like they do in Super Mario Bros. 3. Three of these can be allowed to exist onscreen at a time. Mini Goombas can also be summoned while flying as a Para-Goomba, another nod to Super Mario Bros 3.
  • Mushroom Man: A more literal version than the Toads, being walking mushrooms and all.
  • Palette Swap: Aside from most of their alts being based off the different variations, the final is an alternate costume of Goombette, complete with Na hat.
  • Promoted to Playable: Has been an enemy since Melee.
  • The Spiny: Equips a spiny helmet a la Paper Mario's Spiky Goomba for their up smash. Anyone attacking from above during this attack will end up taking damage.
  • Summon Bigger Fish: The Final Smash has the Goomba summon Goomboss, who summons two Goomba Towers on his sides and spawns even more Goombas between them, with every Goomba dealing damage. Goomboss himself does more damage, and finishes the attack by exploding.
  • Tail Slap: Grows a Tanooki tail for the down smash that references the Tanoomba and the Tail Goomba, then spins it around for attacks. The tail does still count as a part of the Goomba's hitbox when it's used, however.
  • Unnecessary Combat Roll: Does one for the down tilt. This is one of its attacks in Mario & Luigi: Superstar Saga.
  • Use Your Head: Attacks with their head for their up tilt and Head-bonk down special. The down special in particular allows for the Goomba to do the Multibonk, which allows for up to ten consecutive hits with proper timing of the button press.
  • Weak, but Skilled: Goomba lacks range on a lot of their attacks, having the worst jumps, and their gimmick is more of a detriment than anything. On the plus side, their various abilities offer plenty of utility to potentially overcome their weakness.

     76 - Eevee 
Franchise: Pokémon
Eevee, Vaporeon, Jolteon and Flareon's Debut: Pokémon Red and Blue [Game Boy], 1996
Espeon and Umbreon's Debut: Pokémon Gold and Silver [GBC], 1999
Leafeon and Glaceon's Debut: Pokémon Diamond and Pearl [DS], 2006
Sylveon's Debut: Pokémon X and Y [3DS], 2013
Episode 76

The Evolution Pokémon and one of the most popular of the first generation next to Pikachu and the starters. Eevee is a normal-type Pokémon with an irregular genetic code that allows it to evolve into (so far) eight different Pokémon based on certain conditions: Vaporeon, Jolteon and Flareon from Kanto, Espeon and Umbreon from Johto, Leafeon and Glaceon from Sinnoh, and Sylveon from Kalos. And this time around, Eevee is fighting on its own to show what it's capable of. Has been a Poké Ball summon since 3DS/Wii U.
  • A Handful for an Eye: Its down tilt has it use Sand Attack, though more offensively than it's used in the games.
  • All Your Powers Combined: The Z-move Extreme Evoboost, upon maxing out their grid meter.
  • An Ice Person: As Glaceon, it has higher frame data than most of the other Eeveelutions and is hard to KO, but has slower movement speed and weaker damage outputs. Its special attacks are all Ice-type:
    • The neutral special is Ice Shard, which is a simple projectile that does slightly more damage than Flareon's Ember.
    • The side special is Freezy Frost.
    • The up special becomes Icy Wind, which is a faster, weaker version of Sparkly Swirl that has a chance to freeze opponents.
    • The down special becomes Freeze-Dry, which has Glaceon summon a small area of effect attack like Baddy Bad, but works closer to a weaker, faster version of Flareon's Overheat.
  • Cartoon Creature: The Eevee line is foxlike, but contains elements of cats and rabbits, with Vaporeon also having fish features. It's deliberate, as its designer, Motofumi Fujiwara, based Eevee on an unidentified creature he met in the forest as a child.
  • Casting a Shadow: As Umbreon, it becomes a massive Stone Wall that relies on being a Combat Pragmatist to be used effectively. It has a psychic grab like Espeon, but doesn't launch foes nearly as far. All of its special attacks are Dark-type:
    • The neutral special becomes Dark Pulse, firing a large beam of dark energy forward that has a good amount of power, but less range than Espeon's Psybeam.
    • The side special becomes Snarl, which hits in front and stuns any foes that are hit by it before being launched.
    • The up special is Foul Play, which surrounds Umbreon in an evil energy and has it leap in any chosen direction. Anyone who attacks Umbreon during the attack will take the same amount of damage Umbreon would have, but projectiles can still cancel the attack.
    • The down special is still Baddy Bad.
  • Dub Name Change: While Eevee's name remains the same as it was in Japan (albeit spelled differently), each of the Eeveelutions have different names in Japanese than they have in English. Respectively, Vaporeon, Jolteon, Flareon, Espeon, Umbreon, Leafeon, Glaceon, and Sylveon are called Showers, Thunders, Booster, Eifie, Blacky, Leafia, Glacia (no relation), and Nymphia.
  • Foe-Tossing Charge: The side smash has Eevee use Veevee Volley, where it surrounds itself with energy and charges forward.
  • Green Thumb: As Leafeon, it's got above-average stats in plenty of areas, with its biggest weakness being its frame data. All of its special attacks are Grass-type:
    • Its neutral special is Razor Leaf, which has it summon a cluster of leaves forward for multihitting damage.
    • The side special is Giga Drain, which works similar to Bouncy Bubble.
    • The up special defaults to Sappy Seed.
    • The down special is Synthesis, which works like Grotle's Synthesis during the Sinnoh Trainer video, healing damage over time while Leafeon is unable to move.
  • Jack of All Stats: Once Evoboosted, Eevee generally gains better stats that don't excel past the stats of its other forms, but keeps all of its varied specials. As a trade-off, Eevee can no longer evolve.
  • Limit Break: For Eevee, it Gigantamaxes and unleashes G-Max Cuddle, which causes a giant energy beam from the bottom blast zone to the top blast zone and launches foes upwards once the attack concludes. The Eeveelutions use Last Resort, which has them envelop themselves in stars and charge forwards and dealing massive damage, while also going pretty far. Think Marth or Lucina's Critical Hit, except there's no chance of the Eeveelution losing a stock by accident (it resets back to its initial position after the attack concludes).
  • Magikarp Power: Eevee at the start of the match starts off particularly lacking in terms of attack power, weight, speed, and frame data. Filling a meter on the Specials grid causes them to evolve into a specific evolution while gaining better stats tied to their playstyle. Filling all of the meters at once with a simple charge input grants the same base form with the same specials and tail, but with better stats.
  • Making a Splash: When Eevee evolves into Vaporeon, it becomes a Stone Wall that's hard to KO and has much longer tail range, and all of its special attacks become Water-type:
    • The neutral special has it use Water Gun, which works pretty much how Squirtle's does, except it can't be charged.
    • The side special defaults to Bouncy Bubble.
    • The up special becomes Whirlpool, which shoots Vaporeon upwards like Sparkly Swirl, but does no damage in exchange for a further launch.
    • The down special has it use Acid Armor, which has Vaporeon melt into water and halve damage from all attacks, as opposed to Baddy Bad and Glitzy Glow, which just halve physical and projectile attacks, respectively. It also lets Vaporeon armor through all attacks that hit it.
  • Master of None: Stat-wise, Eevee on their own don't particularly excel anywhere unless they either evolve or activate Extreme Evoboost.
  • Mechanically Unusual Fighter:
    • Eevee has effectively eight Specials that correspond to a specific Type and can be inputted via holding the special button and releasing it after holding a specific direction on the control stick, indicated by a grid showcasing the various types. This includes:
      • Straight forward is the Fire-Type Sizzly Slide, in which Eevee charges straight forward while engulfed in fire.
      • Diagonally forward-down is the Water-Type Bouncy Bubble, which creates a bubbling puddle that'll hurt foes while healing Eevee for half of the damage delivered.
      • Diagonally forward-up is the Electric-Type Buzzy Buzz, an electric orb projectile that briefly stuns opponents hit by it before they get launched.
      • Straight downward is the Dark-Type Baddy Bad, an explosion of darkness that surrounds Eevee while they gain super-armor and reduce oncoming non-projectile damage by half.
      • Diagonally backward-down is the Psychic-Type Glitzy Glow, an explosion of psychic energy surrounding Eevee, similar to Baddy Bad, except it only armors and reduces damage through projectile attacks.
      • Straight backward is the Ice-Type Freezy Frost, a large icicle that's slower than the other attacks, but can launch foes upward with the chance to freeze opponents at a higher damage percentage, also capable of heavy shield damage.
      • Diagonally backward-up is the Grass-Type Sappy Seed, a stalk that grows below Eevee (even in the air, but only once for the duration of Eevee's air time) that raises them into the air as a makeshift platform, while also dropping large seeds that can harm foes.
      • Straight upward is the Fairy-Type Sparkly Swirl, a fairy wind tornado that propels Eevee upwards and drags foes along to deal damage before launching them.
    • Each of the Types on the above mentioned grid has a meter that fills up whenever a certain move is used or, alternatively, slowly charged up by holding the special and a specific direction without activating the move. Filling up one will allow Eevee to evolve into a corresponding Type. Said evolutions keep Eevee's basic attacks, but have different stats and special moves tied to their playstyles. Alternatively, filling up all of the grid by charging without a directional input can allow them to avoid evolving into a new form and retain all eight of their special attacks with a more balanced spread of stats.
  • Our Fairies Are Different: Sylveon is slow with not a lot of range, but is hard to KO and floaty due to being a fairy. It also uses its ribbons as a tether grab. Sylveon's special attacks are all Fairy-type:
    • The neutral special becomes Moonblast, which shoots a powerful Energy Ball forward that's slower but stronger than Buzzy Buzz.
    • The side special becomes Draining Kiss, which works like Bouncy Bubble except Sylveon has to grab the foes first.
    • The up special is Sparkly Swirl.
    • The down special becomes Charm, which has Sylveon lower the damage output of any foes caught in the move's duration.
  • Playing with Fire: As Flareon, it becomes more of a Glass Cannon with mostly average stats, but a MASSIVE boost in power and the best tail range out of the bunch. Its special attacks are all Fire-type:
    • The neutral special becomes Ember, which is a smaller, weaker Buzzy Buzz.
    • The side special remains as Sizzly Slide.
    • The up special becomes Fire Spin, which propels Flareon upward like Sparkly Swirl, but trades launching power for damage output.
    • The down special becomes Overheat, having more power than Baddy Bad and Glitzy Glow, but having no armor and considerably more end lag.
  • Promoted to Playable: Eevee has been a Poké Ball summon since Smash 4.
  • Psychic Powers: Espeon is a Squishy Wizard that's reasonably fast and has high frame data, but is easy to take out. Its grab also goes from biting to using its psychic powers for a disjointed grab, and it has the strongest throws out of the bunch. All of its special attacks are Psychic-type:
    • The neutral special is Psybeam, which fires a simple energy beam forward that's weaker than Umbreon's Dark Pulse, but has more range.
    • The side special is Zen Headbutt, dealing less damage than Sizzly Slide but having higher range.
    • The up special is Ally Switch, which teleports Espeon and sends the first person caught in the energy burst emitted as it reappears to wherever Espeon teleported from.
    • The down special is Glitzy Glow.
  • Shock and Awe: As Jolteon, it's a Fragile Speedster with lightning-fast speed and agility but lacking in the weight department. All of its special attacks are Electric-type:
    • The neutral special is Buzzy Buzz.
    • The side special becomes Wild Charge, which is a faster, stronger Sizzly Slide that does recoil damage.
    • The up special is Rising Voltage, which propels Jolteon into the air with a swift bolt upward.
    • The down special has it use Pin Missilenote , which has Jolteon fire its staticy spines at foes for small flinching damage.
  • Star Power: The up and down smashes have it use Swift which, while not an Always Accurate Attack like in the actual Pokémon games, summons a bunch of stars around Eevee for damage.
  • Tail Slap: Weaponizes their tail with their up tilt, forward air, up air, and down air. Said tail attacks have different range dependent on the Eeveelution in question. Examples being Vaporeon and Flareon, who have longer tails, thus they have more range, while Jolteon has little to no tail and thus next to no range.

     77 - Madeline 
Franchise: Celeste
Debut: Celeste [several platforms], 2018
Episode 77

The main character of Celeste, an ordinary girl with mental issues who climbs the enchanted Mount Celeste to prove that she's able to do anything she sets her mind to. To climb the mountain, she had to deal with her own insecurities taken form as Badeline, before embracing her and using their combined abilities to finally reach the summit. Now that she's climbed a mountain, it's time to see how well she, as well as Badeline, would fare in Smash.
  • Assist Character: Madeline would call upon Badeline as a Fighting Spirit for a good number of her attacks. However, any attacks that use her will also briefly extend Madeline's hurtbox, so hitting Badeline also hurts Madeline.
  • Badass Normal: An ordinary girl who gains some impressive abilities while climbing up Mount Celeste. This also wouldn't be her first fighting game, as she's also a playable character in fellow Platform Fighter TowerFall.
  • Bubble Gun: Her down special has a literal one in the form of the Blue Bubble, which shoots her as a Human Cannonball in any given direction. It also serves as a Deflector Shield.
  • Combination Attack: The Final Smash has Madeline and Badeline attack the foe together, sending them higher and higher into the air, briefly resting on Mount Celeste to watch their foe fly off into the distance.
  • Dash Attack: The Dash move, of course. She improvises it for an attack by doing a quick lunging kick. In addition, her aerials, with the exception of her neutral aerial, are all variations of the Air Dash; in addition to the cardinal directions, she can also move diagonally and use the Air Dash for recovery, but it can only be used up to two times in the air and then can't be used until Madeline touches the ground.
  • Energy Ball: Her neutral special has Badeline fire a small energy shot in any direction, moving slowly and lasting pretty long, and only five shots can be fired on screen at once.
  • Fastball Special: The up special has Badeline throw her into the air, which doesn't put her into free-fall.
  • Fragile Speedster: She's pretty light, but an absolute master of mobility, especially in the air. With the options she has to move around and keep from falling off, a direct knockout isn't just a suggestion for fighting her, but an outright necessity.
  • Guest Fighter: Celeste was created by Matt Makes Games Inc. (which currently goes by Extremely OK Games).
  • Handbag of Hurt: Some of her attacks have her swing her backpack around. These include the end of her jab and her down tilt.
  • Light 'em Up: The Side Special has her use the Golden Feather to charge forward as a ball of light. She can be angled in any directions for two seconds, and doesn't make Madeline go into free-fall, though it can't be used in the air again until she lands.
  • Me's a Crowd: For the down smash, Badeline makes a copy of herself and circles around Madeline.
  • Prehensile Hair: Badeline appears to have control over her hair, and uses it for a very pointy up smash.
  • Walking Spoiler: The fact that Badeline is a part of Madeline's moveset is something that's not revealed until a good way into the game.
  • Wave-Motion Gun: Badeline uses one for the side smash, firing it at a downward angle in front of her and Madeline.

     78 - Quote (Echo: Curly Brace) 
Franchise: Cave Story
Debut: Cave Story [multiple platforms], 2004
Episode 78

The Player Character from arguably the most important indie game of all, Cave Story. Quote is a recon robot that was sent to a floating island inhabited by rabbit people called Mimiga to destroy the Demon Crown, having taken out its previous wearer but becoming badly damaged in the process. Ten years later, he came back online with no memory of who he was, and saved the island from the Demon Crown's latest owner, the Doctor. It's certainly no wonder that this robot is constantly wanted for a chance to fight against the playable roster of Smash Bros, especially since this isn't his first crossover.

Curly Brace, Quote's partner and fellow recon robot, joins him as an Echo Fighter.
  • Assist Character: The up and down smashes have King, the late leader of the Mimiga, assist Quote with his attacks.
  • Bubble Gun: The Bubbline has three levels that can be used, though unlike the Fireball and Missile Launcher below, it isn't charged. Tapping the button has him fire a small bubble with average range that deals no damage, but it can push foes away similar to F.L.U.D.D. Mashing the button sends a stream of bubbles forward, which also does no damage and pushes foes away, but its range is nerfed so it's less than the level 1 gun. The level 3 gun has Quote shoot several bubbles that float around him, still doing the same as they did before, but now they fire small projectiles in any given direction when they pop. It can keep being held down, but once the max amount of bubbles is reached, the move ends by itself and all the bubbles pop.
  • Charged Attack: The side smash has Quote charge up the Spur, which fires different shots depending on how long it's charged. It shoots out the level 1 shot with no charge, the level 2 beam with half the charge, and the level 3 laser beam with a full charge. The Fireball and Missile Launcher also act as these.
  • Christmas Episode: The video was uploaded directly on December 25, 2020, so it counts despite not being a Christmas-themed game. It does have a Mimiga named Santa, however.
  • Fireball: The neutral special is the Fireball gun, which can be charged for better results. The level 1 fireball attack is similar to Mario's, the level 2 fireball is similar but goes farther and does more damage, and the level 3 fireball shoots a blue attack that does more damage, goes even farther, and doesn't disappear if it hits an enemy.
  • Gatling Good: For Curly Brace's gun attacks, instead of Quote's Polar Star, she uses the Machine Gun which fires faster, but does less damage. She can also use it to slow her descent with the down aerial.
  • Grenade Launcher: It doesn't shoot grenades, but it does shoot missiles. It can be charged to level 1, 2 and 3 shots, with the level 1 missile being the weakest and not flying very far, the level 2 missile lasts longer and can cause knockback, and the level 3 missile fires three missiles which make the attack harder to avoid.
  • Guest Fighter: Cave Story was created by Studio Pixel.
  • Heroes Prefer Swords: A good number of his attacks have him use the Blade given to him by the deceased King. These include his down tilt, the up smash where he throws it up, the down smash, the forward and back aerials, and the up and down throws.
  • Jet Pack: The Booster 2.0 is used for the up special, which works pretty much like R.O.B's Robo Burner in that it can be used any time in the air, but it has a finite fuel amount.
  • Long-Range Fighter: Similar to fellow robot Mega Man, Quote has a good amount of long-ranged options at his disposal. So much so that, also like Mega Man, his jab is an energy shot (the Polar Star in his case). He also uses it for his side and up tilts, as well as his neutral, up and down aerials. It fits into how he plays in Cave Story; he was built to examine the foe from a distance, then strike once he's found a pattern.
  • Visual Pun: Curly Brace is revealed after BJ notices a literal curly brace instead of a quotation mark while quoting John Quincy Adams.
  • Wave-Motion Gun: Both of their Final Smashes use the Nemesis, which acts like just about any other beam special, except that it can also be turned around at the start, and even be fired vertically.

     79 - Maxwell 
Franchise: Scribblenauts
Debut: Scribblenauts [Nintendo DS], 2009
Episode 79

A young boy from the Scribblenauts games, who's one of 42 kids born to two intrepid explorers who give the treasures they collect to their children. The one Maxwell got was a magic notebook that allows him to create, breathe life into, or take life away from anything that he writes in it, with the limitations being profanity filters, copyright, and his own imagination. It's a really good thing Maxwell's a good kid; otherwise, this thing could have ended up becoming the next Death Note. With such an immense amount of abilities, Maxwell is practically a shoe-in for the Smash roster.
  • Anti-Frustration Features: Maxwell will always have a default Scribble Shot side special and Scribble Safety up special in the form of the slingshot and wings respectively in the event they don't select any of the multiple options they have tied to that particular special or if the other options get used up. Furthermore, they don't suffer from being able to break unlike the other specials.
  • Art Initiates Life: Maxwell's notebook allows him to create whatever he desires, and it's the main weapon he brings into the fray.
  • Blow You Away: The forward throw has Maxwell summon a fan to blow the opponent away.
  • Breakable Weapons: The weaponry/utilities offered by the various specials can break and be rendered unusable for a moment unless it's swapped for a different one.
  • Guest Fighter: Scribblenauts was developed by 5th Cell Interactive and published by Warner Bros. Interactive Entertainment. In Japan, the games are published by Konami.
  • Human Cannonball: Not himself, but the back throw has Maxwell turn the opponent into one of these.
  • Limit Break:
    • Like the specials, Maxwell has a selection of Final Smashes that he can choose from. He'll immobilize all the players on the field, then pick from an Adjective page followed by a subject page, with the subject being what's doing the attacking and the adjective determining its attributes like normal. Depending on the choices you make, the situation can become even more deadly for Maxwell's opponents. The adjectives are:
      • Supersonic: increases the subject's speed.
      • Colossal: doubles the subject's size.
      • Fire-breathing: makes the subject spit fire.
      • Ridable: has Maxwell ride the subject, letting him steer it.
      • Ballistic: behaves like normal, but explodes at the end.
    • The subjects are:
      • Assault Vehicle: drives left and right while firing homing missiles.
      • Bomber: a helicopter that flies around and drops dive-bombs for explosion attacks.
      • Shoggoth: slowly crawls around and does massive damage to anyone hit by it.
      • Cthulhu: flies around and deals similar amounts of damage.
      • Thunderstorm: pours heavy rains that slows opponents down while lightning strikes all across the stage for major damage.
  • Magma Man: The down smash has Maxwell conjure two lava geysers next to him, which are strongest when the lava's just coming out. It can also launch foes straight upward.
  • Man-Eating Plant: Summons for the up smash.
  • Mechanically Unusual Fighter: Maxwell has a mini-menu similar to the Hero's for his specials. Unlike Hero's however, there are only five specials for each of the respective menus, meaning that no RNG is involved. Because of this, Maxwell can use all of his specials without having to worry about being at the mercy of the Random Number God. However, the specials are also Breakable Weapons, and if they break or he switches the weapon, they become unusable for 30 seconds (with the exception of the Slingshot and the Wings, which don't break and can be used as much as Maxwell wants), so swapping them out at a moment's notice is something to keep in mind.

    But all that's not getting into his down special, Scribble Adjective, which is a whole other beast of a gimmick. Maxwell adds an adjective to either one of their specials or all players present, which alters different attributes and stats of those affected. Once used, an Adjective is unusable for 45 econds as opposed to 30.
  • Palette Swap: One of Maxwell's alts is his sister Lily. Even though the notebook is bound to Max, his brothers and sister are all playable in the games.
  • Pit Trap: The down throw has Maxwell create a hole to bury opponents with.
  • Pragmatic Adaptation: Inevitable, considering the point of the main game is the ability to create anything with a magical notebook, this moveset tones it down to only include otherwise static summons for the normal attack that don't involve flailing their arms, and a limited number of equippable items/objects for the neutral/side/up special and the ability to add adjectives via down special to players/equips, all options totaling to five per special.
  • Projectile Spell: The side special is Scribble Shot, which gives Maxwell a ranged weapon that can be used by simply tapping the special button; holding the special button lets him swap the specials out. As for the specials:
    • Slingshot: The default weapon that he starts with; it's the weakest of the shots, and disappears after a set distance.
    • Crossbow: Similar in power to the slingshot, but has more range and is affected by gravity. Breaks after 15 shots.
    • Gyrojet: Fires small rockets that go as far as the slingshot, but deal far more damage and knockback. Breaks after 8 shots.
    • Tranquilizer Gun: Fires darts that don't do damage, but can put foes to sleep with aerial opponents being forced into freefall. The darts are slow, and only 2 darts can be fired before breaking.
    • Death Ray: The strongest gun of the bunch, firing a quick laser that deals immense damage and knockback, but it doesn't do very much shield damage and breaks after a single use.
  • Recovery Attack: The up special is Scribble Safety, which allows Maxwell to fly in any direction. Like Scribble Shot, tapping the button uses the move while holding it switches it out. The specials are:
    • Wings: The default option, having the farthest distance but not doing any damage, and Maxwell goes into freefall after using it.
    • Backpack Helicopter: Can do damage with the propellers on top similar to King K. Rool's. It breaks after 5 uses, and also sends Max into freefall.
    • Jet Pack: The fastest of these options, and it has the best launch power out of the bunch. It also breaks after 5 uses, and still puts him into freefall.
    • Witch's Broom: Has the second-best recovery, but is the slowest of the lot. However, Maxwell is also immune to projectiles during the attack. It also breaks after 5 uses and puts Max into freefall.
    • Flying Animal: Summons a random animal that gives Max a lift, dealing the most damage and having good launch power, but the animal itself doesn't go very far and launches Maxwell in the given direction. It doesn't put him into freefall, and the animal in general has 3 uses before being rendered unusable.
  • Rod And Reel Repurposed: Uses a fishing rod for his grab.
  • Scary Scorpions: The down tilt has Maxwell summon one to sting the opponent. It's weak, but the hit-stun from the attack is great.
  • Seesaw Catapult: The up throw has him summon a seesaw to launch the opponent straight up.
  • Spike Balls of Doom: The down aerial has Maxwell summon one in front of him, which drops downward until it disappears or hits something or an unlucky someone. It can also be used to spike opponents.
  • Spontaneous Weapon Creation: The neutral special is Scribble Weapon, which allows Maxwell to conjure a weapon of his choice, which he also uses to replace the attacks that have him swing his arms around. The specific weapons he can use are:
    • Fly Swatter: The weakest of the weapons, but it can be spammed like the Fan item. Breaks after 50 hits.
    • Frying Pan: Has the shortest range with average power and speed, but has the highest launch potential. Breaks after 30 hits.
    • Sword: The average option, having good range, power and launch potential. Also breaks after 30 hits.
    • Spear: Has the longest range, but has below-average power and is slow to use. However, it has a sweet spot at the tip. Breaks after 25 hits.
    • Club: The strongest of the weapons, with decent launch power and the ability to land meteor spikes. It's also the slowest of the weapons, and it breaks after only 20 hits.
  • Squishy Wizard: While not necessarily a wizard, the magic notebook does have magical properties, and he's fairly light.
  • Status Buff: The down special is Scribble Adjective, which changes the attribute of one of Maxwell's special attacks, and can also be attributed to the other players on the stage. When given to Max's tools, the attributes they gain are permanent until either a new adjective is applied, or when the tool is switched or broken. When applied to players, Maxwell keeps the buffs for 15 seconds while everyone else only gets 10 seconds. As for the specials:
    • Big: Makes the tool in question larger. Using it on a weapon or shot special increases its power and range, but lessens its speed/rate of fire. Using it on a safety special increases the distance of it, but makes it move slower. And of course, using it on a player makes them more of a Stone Wall.
    • Small: Makes the tools smaller, obviously. Smaller tools are weaker and have less range, but increase in speed/fire rate. The safety tools also don't fly as far, but are much faster. When used on a player, they become more of a Fragile Speedster.
    • Hot: Gives the tools a fire attribute, slightly increasing their power but halving their durability. Safety tools become faster with better vertical range, but worse horizontal range and can do damage to Maxwell when used. Using it on a player makes them stronger and faster, but taking small damage for how long the adjective is used.
    • Cold: Turns the tools icy, giving them less power but increasing their durability. Shot tools have a chance at freezing foes, safety tools move slower with worse vertical range but better horizontal range, and cold players become more of a Mighty Glacier with slippery movement.
    • Nasty: Tools with this adjective have a chance to break at any time, but they have a chance to poison foes that they hit. Safety tools leave stink clouds that rack up damage to those that stand inside them, and players with the adjective become smelly with an automatic poison effect, but the stink clouds around them deal passive damage to opponents that are too close.
  • Wimp Fight: A good number of his attacks have him weakly flail his arms in a given direction. Scribble Weapon circumvents this issue by replacing these attacks with the appropriate weapon.

     80 - Ori (SPOILERS UNMARKED
Franchise: Ori
Debut: Ori and the Blind Forest [several platforms], 2015
Episode 80

The young Spirit Guardian from the forest of Nibel, who was tasked by the Spirit Tree to restore the life of the forest and stop the grieving owl Kuro. He would later go on to save the forest of Niwen from a similar fate, which provided him with the moves that he'll be using in this moveset. This would also not be his first time in a fighting game.
  • Blow You Away: The side tilt has Ori use the Feather of Kuro to use the Flap skill, which creates a large gust of wind that deals no damage, but can blow opponents away. The feather itself does a small amount of damage.
  • Dash Attack: Uses his trademark dash for one. A caption mentions that the Charge Dash from Blind Forest came to mind after recording the audio, so that's what's actually being used. It can also be used as a forward aerial, which can lead straight into a wall cling.
  • Fragile Speedster: Ori is quick on his feet and in the air, and has a ton of movement options at his disposal. Ori needs to take advantage of these options to always keep on the move, similar to his overall platforming style.
  • Fuuma Shuriken: The Spirit Star is used for the down tilt and up aerial, spinning in front of/above Ori until the attack concludes. However, it lingers for a bit after Ori uses it, allowing Ori to move around after using it, allowing for a good number of deadly combos.
  • Ground Pound: Ori's down special is the Stomp skill, which has him charge straight down while curled up. Hitting the ground creates a Shockwave Stomp, and it can be stopped after a fixed distance or held until he hits the ground or blast zone.
  • Guest Fighter: Ori's games were created by Moon Studios GmbH and published by Xbox Game Studios.
  • Holy Hand Grenade: The side special is the Light Burst, which has Ori throw a light orb that explodes after four seconds. Holding the button has Ori aim the orb in any chosen direction. Only one Light Burst can be onscreen at a time, and the side special can be cancelled by shielding.
  • In a Single Bound: The Launch skill serves as his up special, propelling himself in any chosen direction. However, if it's used next to an enemy, item, or projectile, it becomes the Bash skill and propels them in the opposite direction. When used like this, it goes a bit farther and can automatically throw items, and it doesn't put Ori into freefall; he can even use it again unless he specifically uses Launch instead of Bash.
  • Knows the Ropes: The Grapple skill is used for Ori's tether grab.
  • Laser Blade: A light blade, but the Spirit Edge counts as such. It's used for his jab combo, up tilt, and down aerial.
  • Nature Spirit: Ori is the last Guardian Spirit, a child of the Spirit Tree that can absorb the light of their fallen for new abilities.
  • Pragmatic Adaptation: Due to Sein, Ori's ally and primary source of offense in Blind Forest residing in the Spirit Tree and remaining there for Will of the Wisps, Ori mainly pulls from the latter game for his moveset.
  • Recoil Boost: A physical variation in the form of Ori's throws, which all have him use the Bash skill. Using any of this throws will propel him in the opposite direction of wherever he throws his opponent. This function is also used for the up special when it's used near an opponent or item.
  • Walking Spoiler: A fairly recent game series that has to be experienced firsthand. A spoiler warning is put in full effect. For good reason, too; most of Ori's moves come from Will of the Wisps, with virtually none of his Blind Forest-exclusive moveset anywhere in sight.
  • White Magic: The Final Smash has Ori call upon the power of the Spirit Tree, which passively heals Ori and all teammates by 50% damage and all opponents take 60%. If their damage percentage goes over 100%, it's an instant K.O.
  • Wreathed in Flames: The Blaze neutral aerial has Ori unleash a decently-sized explosion of flame around himself.

Alternative Title(s): What If X Was In Smash 71 To 80

Top