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     81 - Master Chief 
Franchise: Halo
Debut: Halo: Combat Evolved [Xbox], 2001
Episode 81

The most popular FPS hero of all time, as well as the posterboy of the Xbox. John-117, better known as Master Chief, is a man born with an incredible set of skills that was kidnapped by the UNSC Special Forces, who quickly adapted and underwent rigorous training as a SPARTAN-II soldier. He's since proven his training by taking on hostile alien threats such as the Covenant Empire, the Flood, and the Ur-Didact, saving humanity from those who dare to threaten its safety. With such an iconic hero in the galaxy, it's only fitting that he would be given a Smash moveset and fight against the greats of gaming.
  • And Now for Someone Completely Different: For the first time since Amaterasu, someone other than BJ is giving a swing at this. In this case, it's Ryan a.k.a. supersonic407.
  • Beehive Barrier: The Z-4190 Temporal Protective Stationary Shield, or Bubble Shield as it's commonly known, is Chief's neutral special. He lays it down in front of himself and can reflect projectiles from the outside. However, it only repels projectiles; it doesn't repel opponents who try to enter the shield and get up close and personal. It lasts for 5 seconds as opposed for 20 for balancing.
  • Benevolent A.I.: One of Chief's taunts has him pull out Cortana for a bit.
  • Grappling-Hook Pistol: Chief's grab is the grappling hook that he'll be using in Halo Infinite, which is of course a tether grab.
  • Grenade Launcher: The Rocket Launcher is used for the down smash, and it's easily the most powerful. He uses it on both sides of himself to cause explosions next to him, since most Halo players aim at the ground next to where they're standing for splash damage. This can be used up to 10 times. The M319 is also one of these.
  • Ground Pound: Chief's melee down air has him charge downward with the aid of his jet boosters with a mighty punch. This is unique from the other melee moves in that Chief will only perform this move if his currently equipped gun is out of ammo, meaning he'll resort to shooting downward for the most part.
  • Guest Fighter: The Halo franchise was initially developed by Bungie and is the flagship series of Xbox Game Studios.
  • Gun Fu: Master Chief has five guns that he can swap out with the down special, similarly to Shulk's Monado Arts. The gun he switches to is used for his tilts and aerials, and each one has different strengths and weaknesses. Swapping does not refill ammo, since the gimmick is that only losing a stock can give that benefit. The guns are:
    • Assault Rifle: The default weapon; has an ammo count of 300 and a constant rate of fire, giving off ten rounds per second for a total of 30 seconds when the attack is held. It's the weakest weapon of the bunch, but it still does flinching damage, more when Chief is closer to an opponent.
    • M45 Tactical Shotgun: Has an ammo count of 30 shells and fires one shot per 1.3 seconds for a total of 24 seconds. It's slow to fire with the worst range, but it does the most damage out of all of these weapons and deals more damage up close.
    • Sniper Rifle: Has an ammo count of 22 rounds and fires one shot per 1.8 seconds for a total of 40 seconds. It has the slowest rate of fire and requires a lot of aiming, but it has the best range and a great amount of power.
    • Service/Battle Rifle: Has an ammo count of 144 rounds and fires 4 rounds per quick burst with a 0.6 second cooldown, for a total of 30 seconds. It's in between the Assault and Sniper Rifles, with more damage per shot than the Assault Rifle, has medium range, and is quicker to fire than the Sniper Rifle.
    • M319 Individual Grenade Launcher: Has an ammo count of 15 shots and fires one grenade for every 2.4 seconds for a total of 36 seconds. It's slow to fire, but its range makes up for it in spades. The grenades are affected by gravity, and explode after either enough time passes or they hit an opponent. However, the explosions can also hurt Chief.
  • Handguns: The ranged jab has Master Chief fire his Automatic Pistol up to three times before it has to be reloaded. It's also one of the only weapons that doesn't share the limited ammunition gimmick.
  • Hyperspace Arsenal: Unlike his various games where he can only use two weapons at a time, he has access to his pistol, a Gravity Hammer, an Energy Sword, and a rocket launcher in his kit. Zigzagged in regards to his standard two-handed gun he uses for most of his ranged tilts and aerials. While he does effectively have a variety of two-handed weapons at his disposal, he only holds onto one at a time, disposing of the old gun in place of the new one. This is just visual flair, as he still has access to the gun he threw aside.
  • Jack of All Stats: The SPARTAN armor was designed to increase its wearer's attributes, so not only is he a Mighty Glacier with amazing weight and power, but also a considerable amount of speed to boot.
  • Jet Pack: The armor has jet boosters built in that he uses for the dash attack and melee down aerial. He also has an actual Jet Pack that behaves similar to R.O.B's Robo Burner, which lasts for 4 seconds until Chief goes into freefall.
  • Laser Blade: The up smash has him use the Energy Sword, swinging it from low to high. It's fast and powerful, and it only loses battery cells if it hits a foe. It can land up to 10 times before it's rendered unusable.
  • Mechanically Unusual Fighter: Like the Doom Slayer's video before him, Master Chief has two sets of A attacks. Though unlike the former, his attacks are largely proximity-based, just like his home series approach to melee combat. Getting close to an opponent has him use a melee attack, while being farther away from them has him use one of his guns. In addition, Master Chief has Resources Management Gameplay on full display; if a weapon attack runs out, he defaults to the melee attacks.
  • Ray Gun: The side special has Chief pull out the M6 Grindell, better known as the Spartan Laser. It fires a massive, powerful laser across the stage, but only if the button is held down for five seconds. Thankfully, Chief can move around and jump while charging, but he can't turn around.
  • Recoil Boost: Using his ranged back air has him shoot his gun behind himself, which can propel himself in the opposite direction.
  • Resources Management Gameplay: All of his weapons, sans the pistol, each have a limited number of uses until the weapon in question is rendered unusable; at that point, Chief either uses the melee attack by default or, in the case of the smash attacks, the move will be nerfed. The only way to recover ammo/energy is by losing a stock, since Chief doesn't have the benefit of being able to replenish ammo by himself like the Doom Slayer does.
  • Unlucky Extra: The Final Smash has Master Chief summon a Warthog that rams into opponents; anyone who gets hit is sent into a battle between the UNSC soldiers and the Covenant, getting hit in the crossfire by both sides before a Scorpion fires at the opponent, launching them in the opposite direction that Chief is facing.

     82 - Bomberman 
Franchise: Bomberman
Debut: Bomberman [PC88], 1983
Episode 82

The iconic bombing robot with an inconsistent-as-hell backstory; sometimes he's a bomb-manufacturer who escapes his creators, sometimes he's a peace-keeping galactic officer, sometimes he's the head of a household, sometimes he works alone, and sometimes he's fighting in a robot death match. Regardless of the backstory (except for the death match one), Bomberman is a hero through and through, and is dedicated to saving the world even if he ends up blowing it up a little. He'd be a perfect fit for Smash, especially since he's duked it out with Snake and Simon before (as well as Optimus Prime and Megatron, believe it or not). Currently an Assist Trophy and downloadable Mii Costume in Ultimate.
  • An Ice Person: His side special is the Ice Bomb. Only one can be up at a time, and they explode after three seconds. Getting hit by fire will cause the Ice Bomb to just be destroyed with no explosion. When it explodes, it explodes into icicles that linger before shattering, freezing foes in its radius and launching them away. The spikes only deal damage with hitstun, and the shatter launches the opponents away. In addition, it can also create a temporary ice platform if used on a body of water.
  • Big, Bulky Bomb: If you mash the special button while carrying a bomb, Bomberman will use Bomb Pumping to increase the bomb's size, damage, and range, and a fully-pumped bomb can make foes dizzy if they're hit with it.
  • Blow You Away: Bomberman's up special is the Wind Bomb, which automatically explodes after 3 seconds but can also be remotely detonated by pressing up special again. It's the only bomb that does no damage, emitting gusts of wind that push foes away and deflect projectiles, and is also used to send Bomberman straight upward if used immediately afterward. He will not go into freefall after using this. Only one Wind Bomb can be used at a time.
  • Boring, but Practical: Bomberman's attacks look generic at first, but the game will act as if he has the Boxing Glove, Bomb Kick, and Power Glove items at his disposal. With these items, Bomberman can move and launch the bombs with his own attacks, and pick them up with his grab (enemy Bombermen can interact with each other's bombs, but enemies that aren't Bomberman cannot). Picking up a bomb delays the explosion, while throwing it turns the counter into an extra two seconds, but it will blow up in Bomberman's face after ten seconds of holding it.
  • Fantastic Nuke: The Final Smash is the Power Bomb, which requires the player to mash the special button until it reaches its max size, after which it causes an explosion whose size depends on how much the button was mashed; a fully-charged Power Bomb can cover the length of most stages with little issue.
  • Grenade Spam: Using the side smash on a bomb makes Bomberman create a Bomb Line if no other bombs are laid out, making a total of two extra bombs in its wake. This is also the only way to make multiples of the Ice, Wind, and Thunder Bombs, and using it on a Remote Bomb just makes regular Fire Bombs.
  • Guest Fighter: Bomberman's series was developed by Hudson Soft, which was bought out by Konami.
  • Playing with Fire: His neutral special is the Fire Bomb. It explodes into a plus-shaped burst of fire after three seconds. They explode sooner if hit with a fire attack. He can have three on screen at a time. Holding the button down instead of just tapping it has him set a Remote Bomb that detonates whenever he presses the special button again afterward.
  • Promoted to Playable: Bomberman is an Assist Trophy and downloadable Mii Costume in Ultimate.
  • Shock and Awe: The down special is the Thunder Bomb, which can only be set one at a time and will be detonated early if hit by fire. They send a small burst of lighting that does multihitting damage, almost as if being hit by Pikachu's Thunder. It can also potentially break shields if the opponent isn't careful.
  • Throw Down the Bomblet: It is Bomberman, after all. All of his specials have him place a bomb down, each with different utility, along with Bomberman's ability to move said bombs with his attacks. However, they can also hurt Bomberman.
  • Trap Master: An above-average midweight who uses his bombs to deal damage, and has the utility to place them in strategic fashions.

     83 - Cream & Cheese 
Franchise: Sonic the Hedgehog
Debut: Sonic Advance 2 [Game Boy Advance], 2002
Episode 83

Two more characters from Sonic's universe; Cream is a cheery and polite rabbit that lives with her pet Chao Cheese and her mother Vanilla. They were initially first met when they were rescued by Sonic in Leaf Forest Zone, and tagged along with Sonic to find their missing mom. Since then, they've become proud members of Team Rose, as well as one of the deceptively strongest duos out of Sonic's extended cast.
  • Attack Animal: Cheese is Cream's loyal pet Chao, and all too willing to fight for his dear friend. The neutral special has Cream call Cheese to attack via the Chao Cannon, having Cheese charge at opponents (no homing properties, thank Gaiainvoked). For more info on what Cheese does after, see Puppet Fighter below.
  • Badass Adorable: A polite and helpful six-year-old rabbit girl and her pet Chao, which are already Ridiculously Cute Critters by themselves. Do not underestimate them.
  • Combat Medic: Cream's down special is called Chao Support, which has Cream enter a prayer; if it's kept up for 3 seconds, depending on Cheese's damage, it'll either heal Cheese to full health, decrease the damage from the next attack Cheese takes and increase his own attack power by 1.5x with Tough if he's at full health, or revives Cheese with half of his max health if he's knocked out.
  • Composite Character: Cheese has elements of other Chao mixed in with his moveset, including borrowing their moves and having to be kept happy and alive in order to keep fighting.
  • Ear Wings: Cream's defining features, which allow her to fly similarly to Tails but for a shorter timenote . In Smash, they would give her three incredibly high jumps, as well as be used for her up special (also like Tails). Mashing the button has her flap her ears for more height, and she tuckers out after ten flaps or five seconds. If she's alone, she'll go into freefall; if Cheese is with her, he'll attempt to pick her up, which keeps Cream in the hovering state until she lands.
  • Fragile Speedster: Like most of the Sonic cast so far, Cream is speedy with three powerful jumps, but is extremely light; lighter than the other Sonic movesets by far, and considerably weak damage-wise. Considering the adorable little monster that accompanies her, however, this isn't much to worry about unless Cheese is too far away.
  • Guest Fighter: Yet more Sonic characters, and therefore owned by Sega and Sonic Team.
  • Memetic Badassinvoked: Referenced in their pre-debut title card as "This Powerful Entity", as a nod to their Game-Breakerinvoked status in the few Sonic games she's a part of.
  • Palette Swap: One of their colors has Cream wear Vanilla's colors while Cheese takes on the look of his companion Chocola. This also serves as a nod to the IDW comics where Chocola is seen with Vanilla.
  • Promoted to Playable: Cream and Cheese have been a trophy/spirit since Brawl.
  • Puppet Fighter: Borrows the gimmick originating from Rosalina, with Cream and Cheese attacking in the same fashion. Unlike with Rosalina, however, Cheese is slightly hardier than the Lumas and won't just simply fall into the blast zone below, choosing to hover in place for the most part. Cheese also has to be either healed by Cream after sustaining damage or revived manually after getting KO'ed.
  • Tornado Move: Their side special is the Chao Rush, which has Cheese spin around and create a small twister around himself that launches foes on contact. When they're together, Cream joins him for the attack, increasing its range and dealing multihitting damage as well as letting it be used horizontally for possible recovery.
  • True Companions: The main reason why Cheese doesn't revive by himself; while Rosalina has several Lumas that could assist her once the previous one is defeated, and though there are other Chao out there, there is only one individual Cheese. Cream will not use another Chao in his place, which also factors into how Chao are raised; keep Cheese alive and healthy, and he'll unleash Hell for you.
  • Zerg Rush: The Final Smash has several Omochao fly forward, sending foes into a Chao Race where Cheese and the other Chao tackle the opponents. Cheese even gets a cute little first place medal afterward.

     84 - Ashley 
Franchise: WarioWare
Debut: WarioWare: Touched! [Nintendo DS], 2004
Episode 84

One of the mainstays of the WarioWare as well as a fan favorite. Ashley is a Cute Witch from Diamond City who lives in a haunted mansion with her familiar Red, always practicing the darkest spells and brewing the meanest potions, though they often fail due to inexperience. Regardless, she's always trying her hardest to become the best witch possible. If she can get out of Assist Trophy status, she'd be more than willing to test her skills in Smash Bros.
  • Abnormal Ammo: The side special is dubbed "Potion Ingredients", and has Ashley pull out one of six ingredients with different effects depending on what's thrown:
    • Eye of Newt: Casts a hex on whoever's hit, which has the potential to break shields. It can also ignore counters and reflects.
    • Grandma's Wig: This will make the opponent big, which is the only one that can actively help the opponent. It lasts for eight seconds before the player reverts back to normal.
    • Kitten Spit: Soon, their pants won't fit; it increases the opponent's weight and fall speed for fifteen seconds.
    • Dried Lizard: Freezes foes if it hits, but can be shielded and knocked back at Ashley.
    • Rotten Apple: Buries foes on the ground, and spikes them if they're hit in the air. However, if the apple is hit, it can also be knocked straight back to Ashley, and every hit makes it fly faster.
    • Mandrake: Emits a ear-piercing scream that makes foes around it dizzy, and automatically knocks out opponents that are over 100% damage.
  • Assist Character: Red assists Ashley for a lot of her moveset. He can transform into all sorts of things that Ashley can use in battle, notably being her staff by default.
  • Carry a Big Stick: Her back aerial has her turn Red into a meat skewer with a sweet spot at the tip. It deals a lot of damage by itself, let alone the sweet spot.
  • Casting a Shadow: Her down special has her use the Zone of Darkness, her function as an Assist Trophy. Holding the button down has her create a decently-large cloud of darkness that causes a good number of negative status effects such as slow movement, damage over time, taking damage from healing, tripping, and on rare occurrences, making attacks not work or forcing the opponent into freefall in the air.
  • Edible Ammunition: The forward aerial has her conjure two slices of bread to make a Dagwood Sandwich out of her opponent. If it hits right at the center of the attack, it deals more damage and launches at a straight horizontal angle. She can also conjure fruit for her down aerial, which falls straight down onto opponents from above.
  • Flying Broomstick: The up special has Red turn into a broom that Ashley uses to float in any given direction with the control stick. Her speed can also be altered by how the stick is pressed, with light presses making her move slower and smashing the control stick making her move faster.
  • Human Cannonball: The forward throw has Ashley turn the opponent into a cannon, then fire them away from her.
  • Magic Cauldron: Uses one for her Final Smash that can only catch one enemy, turning said enemy into a burst of magic that hits other opponents. Afterwards, they turn into a giant, monstrous plant that eats anyone caught in the attack, then spitting them high up into the air. The initial player caught in the attack will be automatically K.O'd if their damage percentage goes over 100%.
  • Parasol of Pain: The up aerial has Red turn into an umbrella to hurt foes above Ashley, and can be used to float down similar to Peach's parasol.
  • Playing with Fire: The up and down tilts tilts have Ashley conjure a flame from Red's staff form in the same way one would light a match.
  • Katanas Are Just Better: Red can turn into a katana for the side tilt.
  • Mystical White Hair: For plenty of her attacks, Ashley's hair will turn white with anger and unleashing her full power on an opponent. These include her side and down smashes.
  • Mythology Gag: Ashley's moveset has her reference the various microgames from her series. In her case, it's specifically the ones normally exclusive to her.
  • Palette Swap: One of her alts has her in a full witch costume.
  • Promoted to Playable: Has been an Assist Trophy and Mii Costume since Smash 4.
  • Rings of Death: Ashley uses a simple hula hoop for her neutral aerial, referencing the Wiggle Room microgame. Yes, the witch uses a hula hoop.
  • Running Gag: BJ spends much of the episode, either directly or loosely, quoting Ashley's theme tune.
  • Seesaw Catapult: Uses one of these for the up throw.
  • Shock and Awe: Her jab has her conjure lightning from her hand like she does in her Game and Wario minigame. She also uses much stronger variants with her side and down smash.
  • Soda Can Shakeup: Does this with a labratory flask for her up smash. The longer it's charged, the higher the resulting geyser will shoot up.
  • Squishy Wizard: A light chararacter with plenty of magic tricks up her sleeves.
  • Star Power: Her neutral special has her use the Pumpkin Beam, which will normally just go a set distance and linger for a bit, dealing damage as it flies and slightly more when it's stationary. However, true to its name, it can turn items, most projectiles, and weakened Assist Trophies into pumpkins that can be launched like a weaker soccer ball item.
  • Taken for Granite: The down throw has her turn the foe into a stone block that she and Red proceed to chisel out of said block.
  • Voodoo Doll: Uses one for the pummel.
  • Wipe the Floor with You: As a nod to her debut game, her back throw has her drag her opponent across the floor like a stylus.

     85 - Koopa Troopa (Echo: Dry Bones) 
Franchise: Super Mario Bros.
Debut: Super Mario Bros. [NES], 1985
Dry Bones' Debut: Super Mario Bros. 3 [NES], 1988
Episode 85

The basic foot soldiers of Bowser's army and a mainstay of the Mario franchise. Koopa Troopas are timid turtle-like enemies that prefer to hide in their shells for defense, and are often kicked around for their troubles by Mario and friends. There are several far more docile Koopas outside of the Koopa Troop, such as Kooper, Parakarry, and Koops who have actively helped Mario on his journeys, and Kylie Koopa who's appeared in a good number of the Mario Bros' adventures. This time, however, much like the Piranha Plant, as well as the Slime and Goomba movesets, the basic Koopa gets a chance to shine against the rest of the cast. Like the Goomba, Koopas are no stranger to appearing in Smash, being enemies as far back as Melee.

The Dry Bones, a reanimated Koopa Troopa skeleton more commonly seen in Bowser's fortresses and castles, appears alongside the Koopa as an Echo Fighter.
  • Bad with the Bone: The Dry Bones will throw bones for its neutral special instead of hammers, with a longer vertical range but a shorter horizontal range.
  • Composite Character: Like the Slime and Goomba, the Koopa yet again borrows elements from its fellow Koopa species. And yes, it is once again compared to Super-Skrull.
  • Dem Bones: Dry Bones are skeletal Koopas.
  • Dub Name Change: Koopa Troopas are called Nokonokos in Japan, while Dry Bones are Karons.
  • Fragile Speedster: It's got some pretty quick movement, but it's also light and easy to knock out.
  • Furry Reminder: Several of Koopa's head-related attacks have him extend his neck like how turtles stretch their own neck. Its down tilt even has it attempt to bite its opponent like a snapping turtle.
  • Goomba Stomp:
    • Like the Trope Namer, the Koopa would have a gimmick where stomping on it has it retreat into its shell and flip it on its back. Kicking the Koopa while it's down has the Koopa be shot forwards, which can hurt foes and bounce off of walls like normal, and it can also be shot off the stage, though it's easier to recover from this state in the air. The Koopa can also be grabbed in this state, acting more like a typical Koopa Shell in the process, but it can escape in this state. On the upside, the Koopa is immune to all damage in this state, and the Dizzy Shell is much more powerful.
    • If the Dry Bones is stomped on however, it just falls apart for a few seconds. In this state, it can be hurt but never launched, the inverse of the Koopa's stomped state.
  • I Know Madden Kombat: The forward throw has the Koopa kick his opponent like he was a soccer ball, generally referencing the Koopa Striker enemy.
  • In-Universe Catharsis: Its down aerial is a stomp attack, having it get revenge for all the times that Koopas have been stomped on. One of its victory animations also has it step on a Koopa Shell with Mario in it, reversing the usual role.
  • No-Sell: Any attacks where it retracts into its shell have it become immune to all attacks during the frames where it's retracted. This also applies for when the Koopa is forced to retreat into its shell. During those attacks, however, it can still be launched like a normal Koopa Shell.
  • Palette Swap: The Koopa's alts include a Dark Koopa color complete with Cool Shades, and it also has the armor belonging to the elite Koopatrol enemy. In the Dry Bones' case, the only alt with any major changes is the Mario Super Sluggers Dark Bones alt, with spikes on its shell and a small rhinoceros-like horn on its nose.
  • Power Gives You Wings: The up special has it turn into a Paratroopa for a few seconds. It bounces like a green Paratroopa while on the ground, while acting more like a red Paratroopa in the air. Pressing the button again has it flap its wings for height, and they automatically disappear after 6 flaps or 4 seconds. In this state, pressing the attack button lets it use the Shell Shot to propel itself forward for decent damage, which can be angled in any given direction. It doesn't go into freefall after it wears off, but if it's footstooled during the move, then it will enter freefall. Using Shell Shot also forces the Koopa into freefall, and it can also ricochet off of walls, making it a bit risky for recovery.
  • Promoted to Playable: Koopas have been enemies and trophies/spirits since Melee. The Dry Bones has been a trophy/spirit in Brawl, though it was at one point planned to appear as an enemy in Subspace Emissary.
  • Removable Shell: While not in gameplay, one of the Koopa's taunts throw its shell off to stretch, referencing how its shell can be removed in Super Mario World.
  • Rolling Attack: True to the Koopa's nature, it retracts into its shell and spins around for a good number of its attacks. Notably, it uses the Shell Toss for its side special, where it curls up and fires itself forward; it can be charged up for greater distance, and a fully-charged Shell Toss is instead turned into the Power Shell, which keeps going at its maximum distance even if it hits a foe. And true to how Koopa Shells normally work, hitting a wall makes it bounce right off of it.
  • The Spiny: The up smash has him grow spikes on his shell to reference this trope's namesake, and hop up in a similar fashion to Bowser. Just like when the Goomba uses the Spiky Goomba helmet, anyone who touches the shell when it's like this takes damage.
  • Status Effects: The down special has it use the Dizzy Shell, an attack used by both Kooper and Dark Koopas that's also referenced in Mario Power Tennis as the Paratroopa's Power Shot. It spins in place, creating a small twister around itself that makes opponents' controls reversed for a couple of seconds. It's pitiful in terms of damage, but if used while flipped, it uses the variant that the Shady Koopa uses while it's flipped, which makes opponents dizzy instead. However, this version can only be used once while flipped, and missing makes it take longer to get out of its retracted state.
  • Stone Wall: Koopa's various attacks that revolve around hiding in his shell makes him completely invulnerable to all damage, even when he retracts into his shell via footstool. The cost is being vulnerable to getting knocked around.
  • Use Your Head: Its dash attack has it charge headfirst into an opponent like the Koopatrols normally would.
  • Voluntary Shapeshifting: As a nod to Super Mario Bros, its Final Smash transforms it into a fake Bowser that shoots a barrage of fireballs in front of itself, following up with a stream of fire that can be angled in any direction. In the Dry Bones' case, it instead transforms into a fake Dry Bowser that shoots slower blue flames instead of the faster red ones.

     86 - PKMN Trainer Unova (Snivy, Dewott, and Emboar) 
Franchise: Pokémon
Hilbert, Hilda and the Pokémon Debut: Pokémon Black and White [Nintendo DS], 2010
Nate and Rosa Debut: Pokémon Black 2 and White 2 [Nintendo DS], 2012
Episode 86

A young trainer hailing from the Unova region. This trainer starts their journey in Nuvema Town (or Aspertia City) and is given their Pokémon when they officially come of age, and set off to take on the Pokémon League and become the legendary hero of Truth/Ideals. For this moveset, they bring with them the Grass Snake Pokémon Snivy, the Discipline Pokémon Dewott, and the Mega Fire Pig Pokémon Emboar.
  • Badass Adorable: Rosa in particular is very much adorable. Dewott as well, due to being an otter.
  • Bare-Fisted Monk: Emboar is part Fighting in addition to being the Fire starter. This is because, much like with Infernape, it's based on a character from Journey to the West; in this case, it's based on Zhu Bajie. Because of this, it uses the Wild Boar style of kung fu, which focuses on a more aggressive style of offense.
  • Blow You Away: Snivy's up special is its Signature Move, Leaf Tornado, which can be used for vertical recovery, but it specializes a lot more in horizontal recovery. If used on the ground, Snivy won't ascend, but it keeps the horizontal control.
  • Breaking Old Trends: The first base Pokémon Trainer moveset where the grass starter is the basic evolution instead of the mid-evolution, and the water starter is vice versa. The fire starter is still in its final stage, however.
  • Combination Attack: Unique to these starter mons are the "Pledge" moves of their respective type. While decent enough on their own, they can be used one after the other for more drastic effects on the battlefield. After using a Pledge move, residue from said move will be left behind, which can then be interacted with another Pledge move of a specific type. The Switch-Out Move is even ordered differently than usual (Emboar to Dewott to Snivy and back) for the sake of streamlining the Pledge move process.
    • Fire Pledge after Grass Pledge creates a lingering field of fire to constantly deal damage to foes standing in it.
    • Grass Pledge after Water Pledge creates a swamp, which reduces jumps and movement speed for foes in the area in addition to slowly inflicting damage.
    • Water Pledge after Fire Pledge creates a large rainbow which, unlike the other effects, launches foes immediately to deal minimal damage but high knockback.
  • Cool Sword: Dewott has two Scalchops that it uses as samurai blades, which it seems to also use like Combat Hand Fans.
  • Dance Party Ending: The victory animation where the trainer interacts with their Pokémon has them dance together as if participating in a Pokémon Musical.
  • Dub Name Change: Snivy, Dewott, and Emboar were changed from the Japanese Tsutarja, Futachimaru, and Enbuoh. Hilbert, Hilda, Nate, and Rosa are respectively changed from Touya, Touko, Kyohei, and Mei.
  • Everything's Better with Samurai: Dewott is a Rōnin otter, complete with twin shells that it uses as tessenjutsu fans.
  • Fragile Speedster: Snivy is light and weak, but its speed and agility more than make up for it.
  • Full-Boar Action: Emboar is a large, flaming pig with a powerful fighting style.
  • Furry Reminder: One of Emboar's taunts has it scrape its foot on the ground while snorting, much like most boars in media.
  • Ground Pound: Emboar's up special is Heat Crash, which has it leap into the air and hit the ground with its THICC. When it lands, it deals massive damage and knockback, and can spike opponents in the air. Much like similar moves like King Dedede's, it doesn't stop if it misses the ledge.
  • Jack of All Stats: Dewott is the in-between of the three, having the perfect balance between speed and raw power.
  • Mighty Glacier: Emboar is absolutely sluggish in terms of movement and attack speed, but packs a major punch and is an incredibly heavy fighter.
  • Palette Swap: The default outfit is Hilbert, with alts based on Hilda, Nate, and Rosa, with a single alt each. Nate can wear the Riolu Boy outfit seen in Pokéstar Studios, while Rosa can wear the Space Captain uniform. In addition, the Final Smash is dependent on which alt is currently out; Hilbert and Hilda get one dragon, the one that N didn't have, while Nate and Rosa get that specific dragon since N entrusts it to them in their game. Whichever one they use is left up to a final choice, since Pokémon Generations gives N Reshiram, while Pokémon Masters gives him Zekrom.
  • Planimal: Snivy is a literal vine snake with skink-like arms.
  • Playful Otter: While Dewott isn't as playful or upbeat as its pre-evolution Oshawott, it's still pretty adorable.
  • Promoted to Playable: Snivy is a Poké Ball summon in Smash 4 and Ultimate.
  • Resurrection Revenge: Kind of. If Emboar is K.O'd and Dewott comes out after, its Retaliate side special does triple damage if used right afterward. The attack can also be used for horizontal recovery.
  • Running Gag: Emboar's immense THICCNESS is continually referred to.
  • Speed Blitz: Dewott's up special is Aqua Jet, which has it surround itself in water and charge in any given direction at an alarmingly fast pace. It doesn't do a lot of damage, but has virtually no start and end lag on the ground. This can let it be used as a feinting option for getting some good follow-ups in.
  • Summon Bigger Fish: Like the Hoenn and Sinnoh trainers before them, the Unova trainers call upon either Reshiram or Zekrom depending on their costume. The dragon called will then emit a Mighty Roar that stuns everyone nearby, before using either Fusion Flare or Fusion Bolt to respectively blast or charge into the direction the player was facing when it was used.
  • Switch-Out Move: Like the others before, the down special has the trainer switch out their Pokémon. This time, it goes from Dewott to Snivy to Emboar to help streamline the Pledge attacks.
  • Tentacle Rope: More like a vine rope; the side special has Snivy use Wring Out, which has Snivy constrict the opponent, which does more damage to opponents with little to no damage.
  • Use Your Head: While a lot of Emboar's attacks use its head, its side special has it use Head Smash for a powerful strike with horizontal recovery options, as well as some super armor. However, it also does recoil damage to Emboar itself, even more if it connects.
  • Vine Tentacles: A few of Snivy's attacks have it use Vine Whip.

     87 - Viridi 
Franchise: Kid Icarus
Debut: Kid Icarus: Uprising [Nintendo 3DS], 2012
Episode 87

The Goddess of Nature from Kid Icarus: Uprising and someone who is certainly not to be trifled with. Viridi protects the beauty of Mother Nature through any means necessary, and despises anything unnatural. She despises humanity for their greed and overconsumption of the planet, and aims to Kill All Humans with her Forces of Nature army for their sins against the balance of nature. She was initially an enemy of Palutena's army due to this, but when the situation grew more dire, she actively helped her and Pit take down the Aurum, the Chaos Kin, and the Underworld Army itself. Even though she still wants to exterminate humanity, she's amicable with Pit and Palutena nowadays and might even be a bit of a tsundere towards Pit. She's also got Dark Pit working under her as of Smash 4, as their interests just so happened to coincide. If Viridi can get out of Mii Costume status, she can follow up on her boast that anything Palutena can do, she can do better.
  • Action Bomb: Her side special has her summon a Bumpety Bomb that rolls forward and explodes after a set period of time, turning around at ledges. It can disappear if 20% of damage is dealt to it, and takes halved damage from the front but double damage from the back.
  • Badass Adorable: The leader of an entire army, and the goddess of everything nature-related, and she just so happens to look and act like an 8-year-old girl. This is mainly the form she presents herself as, since the true form of a god/goddess is something that mere mortals cannot comprehend.
  • Beehive Barrier: When she shields, she uses a water barrier used by the Mahva enemy.
  • Carry a Big Stick: Her staff looks more like a battering weapon than an actual staff. No wonder Viridi's outfit is used for the Mii Swordfighter.
  • Composite Character: Since Viridi is The Unfought in her debut game, she instead uses attacks that come from her soldiers and officers in the Forces of Nature. After all, because Viridi created them with their specific abilities, there's no reason why she can't use those abilities herself.
  • Creepily Long Arms: Viridi's grab has her summon a pair of Urgle arms from behind her to hold the opponent in place and throw them. From the grabbing position, they can also turn into Clobbler arms with the forward throw
  • Dishing Out Dirt: Her dash attack, side tilt, down tilt, and down aerial all borrow from Cragalanche, respectively propelling herself forwards while spinning, turning her staff into one of his arms, creating a small purple Sword Beam by stabbing the ground, and riding a large boulder downwards for a Ground Pound, which she can jump off of by pressing the attack button again. The boulder in particular can spike if Viridi's on top of it, and it can be broken, but only by a really powerful attack.
  • Dub Name Change: Viridi was called Nachure, Monarch of Nature in Japan.
  • Edible Ammunition: Her neutral special has her fire a nut in any given direction, much like the Nutski foot soldiers of her forces. Sadly, the "edible" part is subverted.
  • Enemy Summoner: A few of Viridi's attacks have her summon her Forces of Nature for attacks instead of just using their abilities like normal.
  • Fantastic Nuke: It wouldn't be Viridi without her Reset Bomb, which is what she uses for the Final Smash. It works similarly to the Moon Assist Trophy, except its trajectory can be controlled via reticle. It does a ton of damage to all foes within range, and it has a massive range at that. As for its function of resetting the landscape to its natural state, it obviously won't do that to the stage itself, but BJ proposes the idea of just the background changing to the Reset Bomb Forest for the remainder of the fight.
  • Fluffy the Terrible: Not Viridi herself, but a lot of her Forces of Nature have incredibly cutesy names, courtesy of the goddess herself.
  • Foil: To Palutena. While Palutena's moveset is more defensive to emphasize her protective nature, Viridi's is more offensive to prioritize her more assertive personality.
  • Gaia's Vengeance: The Goddess of Nature, and all too ready to Reset Bomb humanity at a moment's notice.
  • Laser Blade: Her forward and up aerials pull from the Blader and Parashooter, swinging her staff while it emits a slash of green energy.
  • Make Me Wanna Shout: Her down special has her emit a Cacaw's scream, which stuns and launches opponents that are too close to her.
  • Making a Splash: Her up smash has her use the water geyser attack that the Dibble Dop enemy uses.
  • Muck Monster: Her down smash has her summon a Mudrone that fires lasers from the crystals on both sides of itself. Viridi sits on top of the Mudrone during the attack, and the move has end lag because Viridi wants to praise it for being a good boy. Attacking Viridi during the move has the Mudrone get distracted, while attacking the Mudrone makes Viridi angry that you dared to attack her children.
  • Poisonous Person: The up aerial has her turn the tip of her staff into a Toxiecap and fire a pellet upward that explodes into a poisonous cloud that does exactly what you'd expect a poisonous attack to do.
  • Promoted to Playable: Viridi has been a Mii Costume and trophy/spirit since Smash 4, as well as a frequent part of the Palutena's Guidance conversations. She also appears in the background of Reset Bomb Forest to summon the Reset Bomb and change the stage's layout.
  • Sand Worm: The down throw has Viridi summon a Hugworm that constricts the opponent. Viridi then promptly congratulates it for a job well done.
  • Shock and Awe: Her up tilt and neutral aerial have her use electric attacks. While these can be seen as references to Phosphora, they more directly reference the Badoot and Zert enemies.
  • Stuff Blowing Up: The side smash has her summon a Pew Pew that fires a gravity-affected cannonball forward, which proceeds to explode upon hitting anything. Like the Mudrone, Viridi sits on top of the Pew Pew during the attack and congratulates it, causing end lag; hitting her causes the Pew Pew to be distracted, while attacking the Pew Pew will just make Viridi upset.
  • Teleportation: The up special has Viridi use the Flage's camouflage ability to teleport in any given direction. After she reappears, she'll do a powerful slash attack, also in any given direction, making her much more aggressive with her teleportation than most. On the flipside, since she's not actually teleporting, she's much slower and can be attacked out of the camouflage before she can spawn.

     88 - Muffet 
Franchise: Undertale
Debut: Undertale [Windows], 2015
Episode 88

A spider girl with a penchant for bakeries, tea parties and forcing people to pay with their wallet or their life. While her intentions are noble, raising money for her spider-kind kin trapped in the ruins, she's anything but towards those who she deems "stingy", as well as those who needlessly torture spiders. If you're nice to spiders, however, she'll at least ease off. But in Smash Bros., she's obviously not going to be playing favorites.
  • All Webbed Up: Muffet's grab involves her spinning the foe in her thread. The up special can also trap foes like this.
  • Animal Motif: Spiders, obviously.
  • Attack Animal: Her side and up smash have her call on her pet to attack foes. Much like with Viridi's moveset, she pets it before it leaves the field. It also appears for the up throw.
  • Cobweb Trampoline: The up special has her conjure a web for her to bounce up on. The Muffet that summoned it can jump off of it again, while anyone else just gets trapped.
  • Combat Sadomasochist: Her up tilt has her smash her teacups on her head before bringing out two new ones.
  • Cruel and Unusual Death: Subjects the foe to being baked in their cinematic Final Smash once their damage percent reaches their limit. Cupcakes, anyone?
  • Cute and Psycho: A cute spider girl that also happens to have no qualms about siccing her spiders on someone she doesn't like. Many of her attacks have her doing something cutesy, but they come across as unsettling and oppressive, just like her boss fight.
  • Edible Ammunition: The side special has her throw pastries at the opponent. Simply pressing the button has her throw a donut that bounces until it hits an opponent, while holding the button has her throw a croissant that turns around and goes in the opposite direction.
  • Flunky Boss: Plenty of her attacks have her utilize her spiders to attack foes. The neutral special has her send a spider projectile forward that crawls on the ground. The projectile can also climb up walls and ceilings, and will crawl under the stage like a Hothead if it reaches a ledge.
  • Fragile Speedster: Due to being a literal spider, she'd be quick and agile but easy to launch.
  • Guest Fighter: Another Undertale rep, meaning she's owned by Toby Fox.
  • Multi-Armed and Dangerous: Muffet has six arms that she uses to attack.
  • Odd Friendship: BJ jokes that, due to Diddy Kong being friends with Squitter, a fellow spider, Muffet wouldn't be as hostile to him as she would the other fighters.
  • Technicolor Toxin: The down special, dubbed "Purple Webs", has her pour a purple liquid in front of her, creating a web that lasts for 10 seconds and causes anyone who walks into it to become sluggish. It can also be poured directly onto an opponent.
  • Troll: Her introduction has her mention previous movesets like Waluigi, Monster Hunter, and Crash, as well as a moveset for a Deltarune character, before revealing herself as the fighter.

     89 - Dante 
Franchise: Devil May Cry
Episode 89

The stylish, laidback, and quippy demon hunter from the Devil May Cry series. Dante is the half-demon son of the human Eva and the powerful demon Sparda. Sometime after the latter's death, Eva was killed by the Prince of Darkness Mundus as revenge for Sparda's actions, and his twin brother Vergil went missing. Years later, Dante would open up the demon-killing business Devil May Cry, embracing both sides of his heritage and specializing in killing demons for the right price. Chaotic and near-apocalyptic situations are just another day at work for this guy, and fighting in the realm of Smash Bros. would absolutely be no different.
  • Blade Spam: In the Swordmaster style, Dante's jab, dash attack, and side tilt can lead into Million Stab, thrusting Rebellion several times before finishing with a powerful forward thrust.
  • BFS: For Dante's melee attacks, he uses quite a lot of these. His main one is Rebellion, the blade passed down to him from Sparda himself. His older costume instead uses the Devil Sword Dante.
  • Charged Attack:
    • The side smash for the Gunslinger stance is the Charge Shot, firing a shot from Coyote-A with demon energy. The longer it's charged, the farther it's shot.
    • The side special when in Gunslinger is also the Charge Shot. Holding down the button stores more demonic energy, with a full charge allowing the next gun attack (except Artemis) being beefed up considerably, including the previous Charge Shot mentioned. It can also be charged while using any of Dante's non-special attacks, making it a lot more versatile, and if Dante changes styles with a full charge, the charge is kept in reserve until Gunslinger is used again.
  • Content Warnings: Yet again with a character from a Bloodier and Gorier series than is typically seen in Smash, one is put in place.
  • Counter-Attack: His down special in Royal Guard is Release, a quick punch that gets stronger, flies farther, and has less end lag the higher the Rage meter is. Using the move uses up all of the Rage accumulated, even if it misses.
  • Damn You, Muscle Memory!: As each special changes the stance he's in, with the more standard specials only being used when he's in the respective stance, it's required to input the command twice if another stance is in effect.
  • Dash Attack: Notable in that it uses Stinger, one of Dante's most utilized attacks. He thrusts Rebellion forward for a quick attack. Mashing it in the Swordmaster Style turns it into Million Stab like his rapid jab, and using it in Gunslinger Style turns it into Gun Stinger, where he instead uses the Coyote-A Shotgun to drag opponents until they're launched at the end.
  • Endearingly Dorky: As Dante establishes himself in his games, he's definitely such. His pre-debut title card even labeled him as "This DORK", all caps included.
  • Dance Battler: Dante's down smash has him use Break Spiral, a breakdancing attack consisting of several flaming kicks. In the Swordmaster style, mashing the button causes him to keep breakdancing, and holding left or right causes him to move in those directions mid-attack.
  • Demon Slaying: He started his own business dedicated to this.
  • Guest Fighter: The Devil May Cry series is owned by Capcom.
  • Guns Akimbo: Dante's favorite guns to use are Ebony and Ivory, and they're used plenty in Gunslinger Style. Shots fired from these guns do not count as projectiles, and he can keep firing forwards while walking as if firing one of the projectile items.
  • Gun Twirling: The Gunslinger down smash is Fireworks, which has Dante twirl the Coyote-A around himself and hit all around the demon slayer.
  • Half-Human Hybrid: Dante was born from a human woman and a powerful demon.
  • Hurricane Kick: The neutral aerial has Dante perform the Tornado attack, which hits multiple times on both sides.
  • Impaled with Extreme Prejudice: The forward throw has Dante use Sword Pierce to impale his opponent, then use Thrust Kick to send them forward.
  • Master of All: Aside from his recovery being a tad exploitable, Dante, with his various styles and moves at his disposal, excels in every aspect: offense, defense, close-range, long-range, mix-ups, pressure, and especially combos.
  • Mechanically Unusual Fighter: Utilizing the same ability introduced in Devil May Cry 3: Dante's Awakening, Dante can change his style to alter his attributes and playstyle, which can be changed at any point — whether after attacks, mix-ups or getting launched — by inputting the respective specials, with the more standard specials only being used when in a respective style. The following styles include:
    • Swordmaster: Mapped to Neutral Special. The go-to style most would gravitate toward, offering more melee options the other styles otherwise lack, such as the rapid jab Million Stab.
    • Gunslinger: Mapped to Side Special. Replaces most of his melee attacks with long-ranged gun attacks.
    • Trickster: Mapped to Up Special. Reduces Dante's weight, becoming easier to KO but with faster movement speed and less end-lag for his attacks.
    • Royal Guard: Mapped to Down Special. Slows Dante down, but becomes heavier with more shield durability. Tied to this style is the Rage meter, which increases the power of Dante's down special Release. Rage is built up for as long as Dante shields — or even parries if skilled enough — enemy attacks while in this style.
  • Mighty Glacier: Dante is fairly heavy by default. Fitting, as he's constantly knocked around by much more powerful foes without taking so much as a scratch.
  • Palette Swap: Half of his costumes have him in his appearance from Devil May Cry 3: Dante's Awakening, while the other half uses his much older look from Devil May Cry 5. In addition, the DMC3 look has an alt that has him shirtless while the DMC5 look has the Dark Knight costume based on Sparda's human form.
  • Pistol-Whipping: Dante's pummel has him do this.
  • Power Fist: His smash attacks use the gauntlet Devil Arm that he's often seen using; specifically, he utilizes the fiery Ifrit gauntlets from the first Devil May Cry. He also has some on his feet. In his DMC5 outfits, he instead uses the Balrog gauntlets.
  • Practical Taunt: Unique to Dante is the ability to taunt in midair, said taunt being a rose toss at a downward angle which deals a weak 0.1% flinching damage that could potentially gimp foes.
  • Promoted to Playable: Counts as of the Kazuya presentation, where he was made into a Mii Costume.
  • Rain of Arrows: Or Rain of Lasers, in this case. Dante's Gunslinger up smash is Acid Rain, which has him pull out the Artemis Devil Arm and fire several demon energy shots into the air and fall around him. The firing shot launches foes while the rain knocks surrounding opponents away. Unlike most shots, the raining energy can actually be deflected.
  • Running Gag: Throughout the video, BJ doesn't acknowledge Devil May Cry 2 and is bemused when someone on the phone brings it up.
  • Shoryuken:
    • Uses a variation of this with his normal up tilt, the High Tide. It normally just launches opponents up with a low-to-high slash, but holding the button makes him use the rising version to get in aerial follow-ups. It's like this in every stance except Gunslinger, where he instead pulls out his guns and shoots at the opponent.
    • His up smash is a flaming version in the form of the Beast Uppercut/Minimum Dragon, punching his foes with a fiery uppercut that does more damage to an opponent right in front of Dante. In Swordmaster mode, it can be charged midway to become the Rising Dragon, which is stronger and has a higher vertical reach, and fully charged for the Divine Dragon, which is much stronger, has a larger reach, and hits multiple times. While each one is stronger than the last, it also causes more end lag if pulled off.
    • The up throw is Real Impact, which is a powerful KO move that causes an explosion, and is the only throw affected by styles. In Swordmaster, the explosion is a bit bigger and can hit surrounding opponents.
  • Shotguns Are Just Better: While he utilizes Ebony and Ivory quite often, he also comes packing the Coyote-A Shotgun which he uses for Gunslinger's dash attack, side smash, and down smash.
  • Stylish Action: Dante's franchise is considered one of the posterboys of this sub-genre, with stylish attacks being handsomely rewarded. His playstyle in Smash would retain that, as stylish combos are what let Dante shine while spamming attacks gets him nowhere (guns in the game BJ's never heard of notwithstanding).
  • Super Mode: Dante's Final Smash, dubbed "Devil Dance Macabre", has him go into Devil Trigger mode and charge forward with a Vortex attack. Any foes caught within are subjected to Dance Macabre, a series of slashes and stabs followed up with a charged-up swing that sends the opponents flying. Jackpot!
  • Sword and Gun: Dante uses both types of weapons constantly in his games, and can switch between them depending on his Style.
  • Teleportation: His up special in Trickster is Air Trick, which teleports Dante in any given direction, doesn't put Dante into freefall, and can be used in the middle of combos. The downside is that he can only use it once in the air, even if he's hit, meaning his recovery is his weakest aspect.
  • Three-Strike Combo: His regular jab is Rebellion Combo 1, a simple three-slash attack that remains the same in the Gunslinger style. In Swordmaster, it's the same, but can turn into the Million Stab attack if the button is mashed.
  • Wall Jump: Dante is able to do this like he can in his own games.
  • Weapon Twirling: The neutral special in Swordmaster mode becomes Prop Shredder, where Dante twirls Rebellion in front of himself in a given direction depending on what direction is pressed. Pressing the button the first time uses the upwards-flinging Prop, while pressing again uses the forward-launching Shredder. Each spin deals multihitting damage before launching them when it finishes, and it can be continually held to rack up more damage. Spamming the move is a bad idea, since the timing for keeping the move going is tight due to the slight cooldown, and continuing to use it pushes foes forward, which allows them to DI out of the move.

     90 - Zero 
Franchise: Mega Man (Mega Man X specifically)
Debut: Mega Man X [Super Nintendo], 1993
Episode 90

A Maverick Hunter from the year 21XX, and the best friend and ally of the reploid X. Zero was the last and greatest creation of Dr. Albert Wily, intended to destroy Mega Man. However, he went out of control and was sealed away for a hundred years. Upon waking up, he went on a rampage until he was stopped by the now-former commander Sigma. With no memories of his past, and despite occasionally being destroyed, Zero continues to be a formidable hero to humans and reploids alike. If Zero ever gets out of Assist Trophy status, he can show exactly why he's among the Maverick Hunters' aces.
  • Anti Anti Christ: Zero was created by Dr. Wily to finish off Mega Man, but ended up becoming a shining beacon for humanity.
  • Arm Cannon: A few of Zero's moves make use of the Zero Buster, similar to the Mega Buster and the X-Buster. Most notably, his neutral special has him use it like Mega Man and X do, and like he does in his playable debut, Mega Man X3. He can charge the attack and move around while doing so, allowing him to use his other attacks. The buster has four levels of shots: small yellow shots, a larger blue shot, a blue shot and a smaller green shot, and two blue shots followed by a Z-Saber swing that deals immense shield damage.
  • An Ice Person: His down aerial is Hyouretsuzan from Frost Walrus, which has Zero encases his Z-Saber in ice and stabs the ground with it. It can spike opponents at the start, and ends if the attack takes too long to reach the ground.
  • Ascended Meme: The infamous quote "What am I fighting for?!" is included in Zero's Star KO scream.
  • "Back to Camera" Pose: Zero has quite a few of these for his victory poses and one of his taunts.
  • Breakout Character: Zero is a very popular character, enough to get a subseries of his own. This is relevant as Zero got a moveset video before X, the protagonist whom this series is named after; even in Ultimate proper, he was made an Assist Trophy over X, who was still relegated to Mega Man's Final Smash.
  • Commonality Connection: Zero shares quite a few similarities with Dante from the last video, such as being red-colored heroes with a sword and a gun(s), are owned by Capcom, and have invokednarmy Skyward Screams after losing (or supposedly losing) a female love interest. Upon realizing this, BJ has a Heroic BSoD until he's reminded that he's making a moveset.
  • Dash Attack: Zero's is Shippuuga from Slash Beast, a twirling slash attack that can hit multiple times despite being a single slash.
  • Deflector Shield: His down special has Zero use the Guard Shell from Shield Sheldon, which spawns an energy shield in front of Zero perpetually until it runs out of power. It'll nullify all projectiles that hit it and fire back if hit with an energy-based projectile. However, it can only be used for a total of twenty seconds per stock.
  • Guest Fighter: The entire Mega Man franchise is owned by Capcom, making Zero the second character from the company in a row.
  • Laser Blade: Zero comes equipped with his iconic Z-Saber, which he utilizes for a solid chunk of his moveset.
  • Light 'em Up: Zero's Final Smash is Rekkoha, learned from defeating Infinity Mijinion. He punches the ground with the Zero Buster, causing beams of light to rain down onto the stage. It can be dodged with good timing, but the size and speed of the beams make it incredibly difficult to do so.
  • Playing with Fire: Several of his moves utilize fire.
    • The up smash is Shoenzon from Blaze Heatnix, creating a large wall of fire in front of himself with his sword. The wall is larger than the Z-Saber and has its own hitbox, and foes that get hit by both receive damage from the saber and the fire.
    • The down smash is Bakuin Jin from Flame Hyenard. Zero punches the ground with his Buster, emitting a wall of fire around himself.
    • The up special is Ryuenjin from Magma Dragoon, an upward swing covered in fire that drags opponents along before launching them (basically, it's the same up special that Roy has). It's a particularly important move for Zero to have, considering his role in X4.
  • Power Copying: Much like Mega Man, as well as X, Zero has several moves that he picked up from defeating various Mavericks across the series.
  • Promoted to Playable: Zero is an Assist Trophy and enhancheable spirit in Ultimate, and had a trophy back in for Wii U.
  • Shock and Awe: Has a couple of them.
    • His side tilt is Raijingeki from Web Spider, a forward stab covered in electricity. It can be cancelled with Zero's jab.
    • The side special is Raikousen from Gigabolt Man-O-War, where Zero dashes quickly enough to briefly turn invisible and leaves a multihitting trail of electricity when he reappears. It can be used for horizontal recovery, but puts Zero into freefall.
  • Skyward Scream: Zero's infamous invokedNarmy scream is referenced several times in the move-set video. Particularly after referencing Iris and Magma Dragoon, in the Star KO scream, and when comparing Zero to Dante.
  • Spectacular Spinning: The neutral aerial uses Kuuenzan, an overhead spin first learned from beating Split Mushroom.
  • The Stoic: After the events of X4, Zero became more focused and serious than he was before. This is reflected in his taunts and victory animations.
  • Superior Successor: Dr. Wily based him off of his first creation, Proto Man, evident by his red armor and his Guard Shell resembling Proto's shield. Aside from his massive glitch-out, Zero is much more capable than his predecessor in every other way.
  • Sword Beam: The side smash is Hadangeki from Vanishing Gungaroo, firing a large sword beam that travels farther the longer it's charged. It could also draw inspiration from his regular sword beams that he has a tendency to use.
  • Wall Jump: Zero, hailing from the subseries that introduced wall-jumping, would be able to make use of it. Of course, it wouldn't be as spammable as it is in canon.

Alternative Title(s): What If X Was In Smash 81 To 90

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