Opossum's Moveset Compendium

Opossum

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This is a thread for me to compile the various movesets I've made, both for Super Smash Bros.

Jab: Frogger swings his briefcase back and forth for a two strike move.
Dash Attack: Frogger leaps forward in a charging tackle.

Forward Tilt - Frogger flicks his tongue forward, about the length and speed of Simon's forward tilt.
Up Tilt - Frogger hops upwards and spins.
Down Tilt - Frogger kicks one of his legs forward, similar to Greninja's down tilt.

Neutral Aerial - Frogger extends his limbs and spins, like Duck Hunt. Getting hit with the hand holding the briefcase causes much more damage.
Forward Aerial - Frogger slams his briefcase down from over head with both hands.
Back Aerial - A series of quick kicks, similar to Greninja's.
Up Aerial - A frog appears above Frogger and he sticks his tongue upward to catch it. The entire tongue acts as a hit box, but if the opponent overlaps the fly when they're hit, the move becomes much more powerful.
Down Aerial - Frogger clings to his suitcase as he and it plummet. A powerful attack that drags Frogger downward, suitcase first.

Forward Smash - Frogger swings his suitcase, dragging him forward a bit to where it would hit the opponent. Done similarly to Terry's forward smash.
Up Smash - Frogger charges up and launches his tongue at the ground, sending his body flying skyward into the foe.
Down Smash - Frogger charges up as swamp water appears around his feet. Upon release, pixelated turtles appear on both sides of him and splash the foes with water.

Pummel: Frogger grabs with his tongue, constricting the opponent with each pummel.
Forward Throw: Frogger uses his tongue to lob the foe forward.
Back Throw: Frogger dives backward into a pool of water that appears. He quickly emerges as the foe is sent flying.
Up Throw: Frogger tosses his head up, releasing the foe as he quickly jumps and headbutts them upward.
Down Throw: Frogger leaps up on the foe and stomps on them.

Neutral Special: Frog Dodge - The key to Frogger's playstyle. Normally, Frogger moves pretty slowly, with his hops being slightly faster than Ganondorf. However, when he presses B, Frogger leaps to the side, similar to a sidestep in functionality. If Frogger avoids an attack this way, he gains a speed and mobility boost. This stacks in three levels. At the third level, he moves at Fox's speed and has virtually no starting lag on his moves. However, should he whiff the Frog Dodge, he will be wide open for attack and lose any built up mobility bonuses.

Side Special: Tongue Whip - A command grab. Frogger latches his tongue onto an opponent. While held, the player can flick their stick in any direction to have Frogger toss foes that way. The flick speed and hold duration affect how far and how fast the opponent will be tossed.

Up Special: Alligator Snap - A hungry alligator appears beneath Frogger and opens its jaw, springing Frogger upward. It then slams its jaws shut, giving severe knockback to foes caught in its mouth.

Down Special: Serpent Summon - Frogger leaps back as a snake appears in front of him. If the opponent is right in front of the snake, the snake will latch onto them, holding them in place for a short while and allowing Frogger to strike. This move has a short range similar to Mewtwo's Disable.

Final Smash: Rush Hour - Frogger and the opponent(s) in range are brought to the infamous highway. While Frogger ducks into his riverbed home, the foes are repeatedly run over by traffic.
 
Concept: Takamaru's design centers around the idea of him using his far reaching and oppressive projectiles to pepper the opponent with damage, until he can then rush in and deliver a decisive blow with his katana to finish them off. He can keep the opponent guessing by changing the patterns of his projectiles, leaving them overwhelmed. He's fairly light, however, and can't take as many strong close range attacks, so strong Rushdown characters will punish him hard if they can wade through his wall of projectiles.

Jab: A very quick slash attack from Takamaru's katana. Visually, it's identical to his close range Assist Trophy attack. A move with very little start and end lag, it can combo into itself up to three times before the opponent is too far away to hit.
Dash Attack: Takamaru performs a slide kick while dashing. A slight water effect is also used, referencing Takamaru's ability to walk on water.

Forward Tilt: Takamaru quickly swipes his blade forward. Tapping forward tilt again will cause him to make a quick follow-up attack consisting of a quick swipe from the other direction.
Up Tilt: Takamaru draws his blade and makes a quick arc above his head.
Down Tilt: When crouched, Takamaru's blade is sheathed. For this attack, he quickly throws a small ember of a fire ball in front of him on the ground, acting similarly to Steve's Flint and Steel. This move can then lead into other attacks while the foe is in hit stun.

Forward Smash: Takamaru raises his katana above his head before bringing it down in a strong slash downward.
Up Smash: Takamaru spins a windmill sword above his head, its blades causing high damage and sending the foe skyward.
Down Smash: While Takamaru is crouched, his blade is sheathed. For this attack, he quickly draws his blade and slashes at the opponent's legs in an iaijutsu maneuver. This move is one of Takamaru's best kill moves, having high power and very low start up, but at the expense of fairly lengthy endlag by comparison, as Takamaru must sheathe his sword afterward.

Neutral Aerial: Takamaru summons a circle of fire balls around him, which quickly circle him before disappearing. These fire balls damage foes if they get in the way.
Forward Aerial: Takamaru performs a series of three strikes in the air, with the final being an overhead strike. Takamaru's fall is slowed during this move to allow for combo-ability.
Back Aerial: Takamaru swings around and delivers a powerful horizontal slash. This is a very powerful single-strike attack and a reliable kill move for Takamaru.
Up Aerial: A move that looks and acts very similarly to Cloud's up aerial. Takamaru lifts his katana aloft, blade side up, to strike the foe from above.
Down Aerial: Takamaru unsheathes his sword and quickly makes an arc beneath him. This move can act as a meteor smash.

Pummel: Takamaru grabs his opponent with one hand and knees for damage. During the grab and pummel, Takamaru's katana is sheathed.
Forward Throw: Takamaru tosses the foe in front of him before lunging forward with three iaijutsu slashes.
Back Throw: Takamaru tosses the foe behind him before, with eyes shut and without moving backwards, draws his blade and swings it behind him, launching the foe.
Up Throw: Takamaru tosses the foe up before crouching. He then disappears, reappears in the air, and rapidly slashes the foe upward.
Down Throw: Takamaru tosses the foe into the ground and disappears. He reappears above and descends on the foe with a strong slash of his blade.

Neutral Special: Shuriken Toss - This very quick projectile goes about the length of a mid-charge Water Shuriken from Greninja, but is significantly faster to compensate for somewhat lower power. Takamaru tosses a single shuriken in a straight line unless under the effects of a Shogi Piece.

Side Special: Windmill Sword Technique or Fire Ball Technique - This move changes depending on whether the special button is tapped or held. If the button is tapped, Takamaru uses the Windmill Sword Technique, launching a single windmill sword forward. This projectile travels further than the Shuriken Toss, but it is significantly weaker. However, it also carries the foe for the remainder of its range after they're hit. If the button is held, Takamaru uses the Fire Ball Technique. Takamaru shoots out a single large fire ball. The range is quite poor for a projectile, only traveling the length of about a Battlefield platform, but its power is much higher than Takamaru's other projectiles to compensate.

Up Special: Invisibility Scroll - Takamaru takes out an Invisibility Scroll and disappears in a puff of smoke. He then reappears in the chosen direction with a strong slash of his katana. This move is effectively a mixture of Sheik's Deku Nut and Greninja's Shadow Sneak.

Down Special: Shogi Shift - Pressing this button will allow Takamaru to shift between four modes, which affect his neutral and side specials.
-Takamaru starts out in the No Shogi phase, where he does not have a Shogi piece. In this mode, the neutral and side specials behave as described in their sections. Takamaru will also return to this mode if he stays in one of the other three modes for too long, and if so, the other mode goes through a recharge period before it can be used again, similar to Shulk's Monado Arts.
-Of the three other modes, the first is the Rook. The Rook koma appears above Takamaru briefly, and in this mode, Takamaru's projectiles will instead fly out in the four cardinal directions.
-The second of the three is the Bishop. The Bishop koma appears briefly above Takamaru, and his projectiles will now fly out in a fan pattern of three in front of him. Each is weaker than normal, but retains the strength if all three manage to hit close up, but also comes with the benefit of a larger general range due to the fan pattern.
-The third and final of these modes is the King, in which the King koma appears above Takamaru briefly. Instead of changing the attack's direction and pattern, the King koma instead shoots out not one, but three of the same projectile, multiplying the power of the move by three. To compensate for its power, however, the recharge period for this mode is longer than it is for the Rook or Bishop.

Final Smash: Inazuma Lightning - A tanooki appears next to Takamaru and cheers as Takamaru lifts his hand skyward. The sky then darkens as massive lightning strikes rapidly strike the stage, causing massive damage to any opponent that gets hit. If a foe who has over 100% damage is struck, they are instantly KO'd. After ten rapid lightning strikes, the storm clears and the Final Smash finishes.

Up Taunt: A tanuki appears and falls into Takamaru's arms, who looks at it in surprise, before it disappears again.
Side Taunt: Takamaru draws his blade outward as a shing sound effect is heard.
Down Taunt: Takamaru turns away from the camera and sheathes his sword.
Overview: Kyle Hyde is a character with a focus on close and midranged brawling, and a special mechanic where he can wear down the opponent through debuffs. He's also a very adaptable character in the right hands, and can alter his style of play depending on the foe's own style, such as by using his down special to steal and redirect enemy projectiles. An adaptable brawler who works to wear down his foes to secure his victory.


Jab - A simple three punch combo consisting of two hooks and an uppercut. As an ex-cop, Kyle knows his way around a fight.
Dash Attack - Kyle performs a charging tackle, ramming his shoulder into the foe.

Forward Tilt - Kyle kicks one leg outward in the fashion of a "Sparta kick." Similar to Ganondorf's forward tilt.
Up Tilt - Kyle spins a small metal wire above his head, motioning as if trying to pick a particularly stubborn lock. Similar to Villager's up tilt in execution.
Down Tilt - Kyle crouches down and kicks his leg outwards in a tripping motion. This has a chance of causing any foe hit by it to trip, should they connect with the tip of his foot.

Neutral Air - Kyle does a quick spin in mid air while holding onto his almost comically-worn suitcase, which smacks into foes who stray too close.
Forward Air - Kyle takes his crowbar and swings it upward in a scooping motion, doing high knockback if it hits.
Back Air - Kyle quickly rummages through his pocket and throws a handful of pencil graphite shavings behind him. The dust cloud effect acts as a hitbox...nobody likes getting graphite in their eyes.
Up Air - Kyle swings his crowbar overhead in an arc, smacking foes with it for high knockback.
Down Air - Kyle slams a sledgehammer downwards below him. This move acts much like Byleth's down air, where it has significant start-up but a strong meteor effect.

Forward Smash - Kyle pushes a hotel cleaning cart, letting it barrel forward. The longer the charge, the further the cart will travel. It can also roll off the edge and do damage while falling.
Up Smash - Kyle clasps both hands together and swings a sledgehammer in an upward swing. A strong finishing move showcasing his physical prowess.
Down Smash - Kyle leans down, takes a billiard cue, and lunges it forward. This only hits one side of him, but has a long range, with the tip of the cue doing much more damage, and also launching any object it hits as a projectile.

Pummel - Kyle performs a quick upward punch to the foe's stomach.
Forward Throw - Grabbing the foe by the arm, Kyle swings them forward in an overhead throw.
Back Throw - Kyle swings the foe behind him.
Up Throw - Kyle performs a simple upwards toss on the opponent.
Down Throw - Kyle lunges at the foe and performs a takedown, knocking them into the ground.

Neutral Special - Take Note - Kyle takes out a notebook and jots down a note. If he performs this move right before or while being struck by an attack, a sound effect will play, and a notebook icon will appear next to his HUD. The move that has been noted will have its damage and knockback be greatly reduced on subsequent uses. Up to three notes can be taken at once, and all notes are discarded when Kyle is KO'd. If a new note is taken while three are already held, the oldest note will be overwritten.

Side Special - Gutter Ball - Kyle rolls a bowling ball straight forward as a projectile that travels along the ground. If it falls off the edge, it becomes a heavy, falling projectile.

Up Special - Rope - Kyle takes hold of a bundled up rope he found and tosses a looped end of it upwards. It acts as a tether, so if it connects to the stage, he'll pull himself up. He can also drag airborn opponents down to him.

Down Special - Lost and Found - Kyle pulls out his suitcase. If this happens as Kyle is next to an item or about to be hit by a projectile, the item or attack will enter the case instead. If the button is held down, a pop up menu appears, much like Shulk's Monado Arts wheel. This shows Kyle's inventory, which has three slots, allowing you to pick an item to throw back. In this sense, it is an upgraded version of Villager and Isabelle's Pocket move. However, there is a catch. To make up for having two more slots to hold items or attacks, any non-physical projectile Kyle "finds" will not go as far when thrown back. He's a fairly grounded mortal man, after all. And fear not when facing a foe who has no projectile attacks: Kyle's inventory will always start with two items, a Pinkie Rabbit doll, and a bottle of Cool Pop. The small doll is a physical projectile that can be thrown in an arc, while the Cool Pop is a stationary item that can be placed on stage, and explodes in a flood of fizz after a short time (it can also be launched with Down Smash).

Final Smash - Take a Seat - Kyle Hyde throws a chair forward, and if it hits a foe, a cutscene plays. The chair and the foe crash through a door, dazed on impact and heavily damaged. Kyle, from the end of the hallway, takes the doorstop from the fire door, and the door shuts, locking the foe away forever and launching them.
 
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Jab: A two strike move, where Waluigi takes his tennis racket and does two quick strikes. One from the left, one from the right. Each swing is punctuated with a "Waa."
Dash Attack: Waluigi lunges forward and dives at the opponent with arms outstretched, grabbing for their ankles. This move may cause the foe to trip, as Waluigi takes them to the ground with him, but it relies on good spacing so that Waluigi's arms line up with the foe's legs. A risky move, as it has notable end lag, but it's offset if the foe trips, as they'd need to get up before striking back.

Side Tilt: Waluigi does a soccer-style kick upwards, and pressing side tilt again causes his foot to come back down in an axe kick motion. The first hit is punctuated with a Waa.
Up Tilt: Waluigi points skyward and swings his hip, performing the Disco Finger move. Hitting this move again will have Waluigi withdraw his finger, which has an additional hit box. Up tilts can be chained together for a combo move as Waluigi dances.
Down Tilt: Waluigi crouches down and crosses his arms in front of his chest, extends one of his legs outward and spins while sitting on his other foot. There's a name for this dance move but I don't know what it is, but you bet your bottom dollar Waluigi knows what it is.

Neutral Air: Waluigi performs a split in mid air, launching foes that hit his feet completely horizontally, not unlike Jigglypuff's down smash (though obviously far less powerful...Waluigi can only cheat so much).
Forward Air: Waluigi uses his tennis racket and spikes the foe, sending them downward. There's a bit of a startup here as Waluigi aligns his shot, but otherwise it's a fairly standard forward air dunk.
Back Air: Waluigi swings his body around in a three strike maneuver. First he hits with a backhanded racket swing, then his right leg, and finally his left leg.
Up Air: Waluigi performs an upwards, upside down scissor kick, pointing his feet upward and smacking his heels together, and foes caught in the sweet spot take much higher knockback.
Down Air: Cheating physics once again, Waluigi stays right where he is in the air and stomps the "ground" twice, Waa-ing angrily and somehow kicking up a dust cloud. Can be used to stall Waluigi's fall.

Side Smash: Waluigi takes a running start before smashing his racket into the foe, sending them flying. This is Waluigi's best kill move, showcasing his tennis prowess. The longer the move is charged, the further Waluigi runs before striking.
Up Smash: Waluigi pulls out what looks to be a baseball. He then tosses it skyward, not unlike Snake's up smash, where it's revealed the baseball is simply a crudely-painted bomb that Waluigi snuck into the battlefield. It explodes on impact. The charging animation involves Waluigi quietly laughing to himself as he tosses the ball lightly up in the air and catching it.
Down Smash: Waluigi pulls out a small yellow and black remote control with a big red button on it. Upon releasing the move, Waluigi pushes the button, causing the ground on either side of him to blow up. That's right, Waluigi is very thorough in his cheating. He planted remote bombs inside the stage just for this purpose. The charging animation features Waluigi taunting the foe, muttering "I'm gonna press it!" while hovering his finger over the button.

Grab and Pummel: A standard grab, with the pummel involving Waluigi bashing the foe overhead with his racket. Each pummel is punctuated with a Waa.
Forward Throw: Waluigi pulls a full sized cannon out of his pocket, stuffs the foe inside, and fires them away.
Back Throw: Waluigi twirls around and tosses the foe as one would a frisbee, waving at them as they go. "Bye bye, loser!"
Up Throw: Waluigi swims skyward, holding onto the foe, before lobbing them up.
Down Throw: Waluigi leaps onto the foe as both are covered in a cartoony fight cloud. Waluigi emerges victorious as the foe bounces off the ground.

Neutral Special: Rally/Zone Shot - If the button is pressed, Waluigi tosses a tennis ball up and whacks it with his racket, sending it hurdling forward. A rally then starts. The opponent is able to knock the ball back at Waluigi, but it returns to him slightly slower than how he launched it. Combined with his near lagless neutral special, Waluigi can send the ball back at blazing speed, and it gains a minor homing effect. This makes it easier for Waluigi to reflect it and harder for the foe to dodge it. Waluigi can hit the ball back at the foe twice (not including the initial serve), but on the third attempt, Waluigi's racket shatters as he stares at it in disbelief, leaving him susceptible for a counter as he pulls a new racket from hammerspace.

Side Special: Fake Item Box - Waluigi pulls out a fake item box from the Mario Kart series and lobs it overhead, letting it land on the stage. It stays there for about the length of one of Diddy Kong's banana peels before disappearing. If an opponent is hit by the box or runs into it while it's on the stage, they get stunned for a bit and take electrical damage, allowing Waluigi to come in for the kill. This move showcases Waluigi's trickery and deception.

Up Special: Air Swim - One of Waluigi's most iconic, and arguably strangest, abilities is his ability to cheat logic and physics themselves and swim through the air. It's an ability he's had since his debut in Mario Tennis, and it makes for the perfect recovery move in Smash. Waluigi propels himself in the direction the control stick is held, being able to perform upward to three strokes. In application, it's somewhat like Greninja's Hydro Pump or Pikachu's Quick Attack. It doesn't go as far, but it causes quite a bit of damage in comparison.

Down Special: Bomb Launcher - Waluigi pulls out a pitching machine and plants it on the stage, which he can then use as a turret of sorts. Pressing the button next to it has Waluigi yell "Fire!" and launch an explosive out of it. As well, while Waluigi is yelling "Fire!" the player can still control the bomb's trajectory mid-flight, referencing Waluigi's penchant for cheating, as well as things like the Liar Ball from the Mario Baseball series, where this sort of illusionist trickery isn't something Waluigi is above.

Final Smash: Whirluigi - Waluigi begins to dance as a spotlight shines on him. Eventually he begins to rapidly spin, putting him in the eye of a massive tornado. The player takes control of this tornado and can move it around the stage, picking up enemies, trapping them, and shooting them outward at the end of the move. Waluigi then stops spinning and strikes a pose.

Special Gimmick: Waluigi Time!
Waluigi's love of cheating is only beaten by Waluigi's love of himself. Boastful and quick to jeer his opponents, Waluigi is known for his flare for the dramatic. As such, Waluigi gets a small boost in power if he taunts after KO-ing an opponent, and a slightly larger boost if he does well enough to warrant a crowd cheer. A smaller gimmick that isn't as noticeable in the heat of battle, not unlike Bowser Jr.'s knockback resistance when hit from below, but it could help in a pinch and fits Waluigi's personality.


Side Taunt: Waluigi poses as he tosses a rose behind him. This actually does damage, as well, for every rose has its thorns.
Up Taunt: Waluigi tosses his head back and raises his arms as he laughs maniacally.
Down Taunt: Waluigi performs his infamous crotch chop.
Gholdengo joins Smash as a fighter with a Coin Meter. By continuing combo chains, Gholdengo gains more and more coins built up, which can either be used to power up its specials and smash attacks, or to seamlessly cancel moves into other attacks. The current coin count is kept upon KO.

Jab: Gholdengo does two headbutts, forward and back (much like Olimar's Brawl jab), before going into a flurry of punches. The headbutts give but a few coins, while a continuous stream of punches gets more.
Dash Attack: Gholdengo goes from its running animation (surfing on its surfboard) to turning sharply, doing a sort of surf board Akira slide as it crashes into foes. This is a multi hit attack that continuously hits the foe for coins until the move ends.

Up Tilt: Gholdengo leaps into the air, fists held high, striking foes above them. Combos into itself the first two times and gives a few coins.
Forward Tilt: Gholdengo turns around while carrying its surf board and smacks the foe with it. Has a tipper mechanic where the tip of the surf board gives extra coins.
Down Tilt: After crouching (taking Dedede's lounging position), Gholdengo kicks outward with a spin, adding to the coin total on hit.

Neutral Aerial: Gholdengo performs a 720° spin on its surfboard, with each rotation granting coins on hit.
Forward Aerial: Gholdengo leaps to the front of its surfboard and does a karate chop, spiking the opponent if sweet spotted and giving even more coins if successful.
Back Aerial: Gholdengo swings its surfboard around to the back and smacks the foe, getting coins in the process.
Up Aerial: Gholdengo flips 180° on its surfboard so that it's upside down, and then thrusts the board upward, hitting the foe with it for coins.
Down Aerial: Gholdengo holds onto its surfboard and instead does a corkscrewing drill kick below it. This multi hit move has a drag down effect and gains more coins the more hits connect with the foe.

Pummel: Gholdengo grabs the foe and bonks them over their head with its fist. While Gholdengo's throws have no effect on the coin meter, the pummel will gain you a small amount of coins per hit.
Forward Throw: Gholdengo performs a Tackle with outstretched arms, pushing the foe.
Back Throw: Gholdengo suplexes the foe, sending them back.
Up Throw: Gholdengo tosses the foe into the air with both hands, as if it's going to make-a da pizza.
Down Throw: Gholdengo grabs the foe and leaps up about a foot off the ground as they throw the foe down.

Forward Smash: Iron Head - Gholdengo rears its head back before slamming it headlong into the foe, spending a significant amount of coins to do so. This is a powerful kill move that does heavy shield damage as well.
Up Smash: Thunder Punch - Gholdengo electrifies its fist and performs a rising uppercut, doing significant upward knockback and costing a significant amount of coins on hit. A great anti-air kill move.
Down Smash: Heavy Slam - Gholdengo leaps up and slams its body into the ground, causing two pillars of gold coins to erupt on either side. This move has heavy knockback and spends a fairly significant amount of coins on hit.

Neutral Special: Make It Rain - Make It Rain is crucial to Gholdengo's moveset, tying its playstyle together. If the button is tapped, Gholdengo releases a small burst of coins in an area around it. If this move is activated while another attack is active, Gholdengo will instantly cancel the previous move and be able to instantly do a new attack. This is a Coin Cancel, and it can allow for powerful combos. However, it requires half of your maximum coin meter in order to use. If you hold the special button instead, and your coin meter is full, Gholdengo will instead unleash a torrential storm of coins. This variant requires a full coin meter to use, and fully depletes it, but it has the strength of a fully charged Wario Waft in return.

Side Special: Astonish/Metal Sound - If the special button is tapped, Gholdengo uses Astonish, where it makes a face, yells, and scares the opponent if they're directly in front of it and facing Gholdengo, similar in activation to Mewtwo's Disable. If successful, the foe is momentarily stunned, allowing for Gholdengo to start a combo. It has quite a bit of end lag of it misses, however. If the button is held, Gholdengo instead uses Metal Sound, which has a similar effect, but uses sound waves that spread forward as a projectile, giving it much more range. However, this variant uses up an incredibly large amount of coins.
Up Special: Shadow Ball - Gholdengo uses its spectral powers to rise high in the air, does a Spirit Bomb pose, and creates a Shadow Ball above its hands, before throwing it diagonally downward. By holding the special button, Gholdengo charges up a much larger Shadow Ball that has a homing effect, at the cost of a significant amount of coins being spent.

Down Special: Power Gem - Gholdengo stomps its foot on the ground as a sparkling gemstone rises out of the ground and float in the air beside it. It will stay in place as Gholdengo is allowed to move around, and if the button is pressed again, the gemstone will launch itself through the air in the direction of Gholdengo, allowing for combo extensions and unorthodox projectile play. If the button is held instead, Gholdengo will summon a much larger gemstone from the ground, which does rapid, dragging damage much like a Drill item, at the cost of a large amount of coins from the coin meter.

Final Smash: Terastalization/Tera Blast - Gholdengo becomes enveloped in a harsh light before emerging fully crystalized, with a giant axe on its head to show its Steel Tera Type. It then unleashes Tera Blast by launching a gigantic beam of steel-powered energy at whatever opponent gets caught in range. As the move ends, the crystals around Gholdengo disappear and it is no longer terastalized.
 
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Overview: The Impostor from Among Us joins the battle! Or, wait...it said Impostor on the character select screen, but in the battle itself, it says they're the Crewmate? What's going on? The Impostor begins the match disguised as a humble Crewmate, and all of their normal attacks are things a perfectly normal Crewmate would do, all based on the tasks they should be doing.

However, the same cannot be said for the special moves. These are the key to the Impostor's playstyle. If enough time passes, or if the Impostor does enough normal attacks, the Task Bar fills up. When it's full, you've completed your tasks and are no longer at risk of seeming Sus. As a result, your special moves now have much greater knockback (or distance in the case of up special), helping to ensure kills.

If you use your specials before your Tasks are complete, however, you run the risk of becoming Sus. This can be avoided by using your specials when not in the eyeline of your opponents, such as when their backs are turned! If you're spotted, though, you become Sus, and when you're Sus, the benefits of your boosted specials are locked until the next stock, at which point the meter resets. The meter does not reset, however, if you get KO'd before filling it without becoming Sus. If you KO an opponent with a completed task bar by using a special, however, the task bar resets.


Carefully rack up damage using your normals before going for a decisive kill with your specials! Avoid detection and stealthily take down your foes!

Jab: Card Swipe - The Impostor swipes his card in front of him up to three times, with the first two including the failed swipe sound effect.
Dash Attack: Viewing Deck Dash - The Impostor runs forward while holding up a tablet, searching desperately for a wifi signal.

Up Tilt: Align Telescope - The Impostor lifts a telescope upward in a scooping maneuver in order to point it skyward, hitting the foe.
Forward Tilt: Clean Toilet - The Impostor swings a plunger in front of them, striking the foe.
Down Tilt: Water Plants - The Impostor takes out a watering can and waters the ground in front of them. The water smacks into foes, causing light damage.

Up Smash: Fix Wiring - The Impostor holds a set of red, blue, yellow, and magenta wires in each hand, raising them skyward and shocking foes with a multihit electrical move.
Forward Smash: Pick Up Towels - The Impostor pulls out a towel and snaps it forward, whipping whatever foe got in the way.
Down Smash: Fuel Engines - The Impostor takes out a fuel canister and splashes its contents on both sides in a fluid motion. Not dissimilar to Isabelle's down smash.

Neutral Air: Lab Scan - The Impostor submits a scan of themselves as their body quickly flashes green for a brief period. Their body becomes an active hitbox during this, similar to moves like Mario's neutral air.
Forward Air: Fix Shower - The Impostor bashes the opponent with a mallet in a downward swing. This can spike.
Back Air: Upload Data - The Impostor swings a manila folder behind them to whack opponents.
Up Air: Develop Photos - The Impostor shakes a polaroid snapshot above them in order to dry and develop it, hitting the foe.
Down Air: Polish Ruby - The Impostor takes out a giant ruby to polish it, only to get weighed down by it and slam it downward beneath them.

Pummel: The Impostor smacks the opponent with a comically large hand.
Forward Throw: Make Burger - The Impostor throws together a burger before slamming it into the foe's face, launching them.
Back Throw: Clean O2 Filter - The Impostor tosses the foe behind them as they're hit by multiple razor sharp leaves.
Up Throw: Shoot Asteroids - The Impostor throws the foe upwards and shoots them with small green missiles three times, similar to Fox's up throw.
Down Throw: Empty Garbage - The Impostor pulls a lever, dropping a ton of trash onto the foe before they're launched away.

Neutral Special: Gun - For their neutral special, they use a gun. Pressing the special button has the Impostor cock the gun, and then fire it. If the button is held, they'll cock the gun, and then have the ability to aim the shot until the button is released. When the task bar is filled, this move gains shield breaking properties and greatly b knockback.

Side Special: Leaping Stab - The Impostor leaps forward with a knife in their hand, attempting to grab the foe. If they succeed, they rapidly stab them three times before launching them. When the task bar is filled, this move has the Impostor leap a far greater horizontal distance, in addition to increased knockback post-stabbing.

Up Special: Vent - The Impostor leaps into a vent that appears next to them. You can then point the controller in a direction to determine where the exit vent will appear, and the Impostor will pop out. If they overlap the foe upon exiting the vent, they'll do a quick slash with their knife, launching them. When the task bar is filled, the vent will have a much greater range and offer greater knockback on the knife swing. Similar in execution to Farore's Wind.

Down Special: Impale - The Impostor reveals its true mouth, and launches a horrific, horn-like tooth protrusion out of it. If it makes contact, it will impale the foe, and if the Impostor tilts the control stick in the direction away from where they're facing, they'll be launched in that direction with reckless abandon. If you're skilled, you can impale multiple foes at once! When the task bar is filled, this move gains the Crumple status effect and does much more damage, allowing f[or the Impostor to finish them off quickly with a follow-up attack.

Final Smash: Emergency Meeting - The Impostor presses a big red button and a cutscene plays if the foe is in range. The trapped foe and a selection of Crewmates appear alongside the Impostor around a table, and all but the foe vote to eject the foe. The Impostor stares out the window of the Skeld as the trapped foe flies out of the air lock into the cold, unfeeling depths of space before turning to the camera and making a "Shhh" motion with their hand. Foes above 100% are instantly KO'd.


The Impostor's stage is the Skeld, the iconic metallic space ship. Beware when the doors suddenly lock or the lights go out!
General Playstyle: As a secret agent, Otto needs to be fully in control of his surroundings. As such, he brings a mix of spy-styled close quarters combat and zoning-oriented stage control to the table.

Jab: A three hit combo where Otto punches forward, then follows up with an elbow strike, and finishes with an overhead chop.
Dash Attack: Otto rushes forward with a shoulder charge.

Forward Tilt: Otto performs a swift roundhouse kick forward, similar to Mario's forward tilt.
Up Tilt: Otto swings his grappling hook above him like a lasso.
Down Tilt: Otto leans down and swipes the ground with a dossier.

Forward Smash: A red door appears in front of Otto as he slams it into the foe in front of him.
Up Smash: Otto swings his grappling hook above him in a large arc, like Ike's up smash but with a range closer to Sephiroth's. The tip of the hook (the hook itself) is the sweetspot, which is much stronger.
Down Smash: Otto shoots three shots into the ground directly in front of him, similar to Lucas, Mewtwo, or Zero Suit Samus's down smashes.

Neutral Air: Otto twirls his grappling hook around him, functionally similar to Simon's neutral air.
Forward Air: Otto kicks his feet out in front of him mid-jump. Based on the jump animation from Elevator Action, which could kill enemies. A strong kill move.
Back Air: Otto spins around with a roundhouse kick.
Up Air: Otto swings a dossier above him in an arc.
Down Air: Otto pulls out an especially heavy dossier folder and slams it down below him, causing a meteor effect.

Pummel: Otto grabs the foe and hits them over the head with his pistol.
Forward Throw: Otto tackles the foe before throwing them forward.
Back Throw: Otto flips the foe over his shoulder and slams them on the floor, causing a ground bounce for potential follow-ups.
Up Throw: Otto tosses the foe up before shooting them. Similar to Fox's up throw.
Down Throw: Otto picks up the foe before throwing them at the ground.

Neutral Special: Triple Shot - Otto fires up to three consecutive shots from his gun. The blasts travel far, but move fairly slowly. You also can only have three shots on screen at once, so you must wait for one of the three to dissipate before shooting a fourth shot.

Side Special: Grappling Hook - With very little startup, Otto shoots out his grappling hook, and if he latches onto an opponent, he rockets toward them before delivering a spinning kick. However, if Otto presses the stick back toward him before the move connects to the foe, they instead come to Otto, who delivers a decisive elbow strike to the incoming foe. If timed properly, you can perform Triple Shot, use Grappling Hook, and then drag the opponent into all three shots on the rebound, due to the hook being significantly faster than the shots!

Up Special: Going Up - An elevator materializes around Otto, protecting him from damage, as it rises quickly. If the foe is in the way of the ascent, they'll also take damage. However, Otto can jump out of the elevator early, causing the elevator to fall downward, causing major damage to whoever is caught below it.

Down Special: Lights Out - Pressing the button causes a hanging light fixture to spawn diagonally upward in front of Otto. At any time after, if Otto uses this move again, he'll instead shoot a shot that aims directly at the light, and travels MUCH faster than the Triple Shot. Any foe caught in the way of the shot and the light will also be damaged. Once the shot hits the light, it falls to the ground. If it hits the ground, it shatters, as the glass creates an AoE attack that causes splash damage to foes. However, if a foe is directly under the light as it falls, all of the spread damage is concentrated on them, leading to massive damage.

Final Smash: Bottom Floor - Otto charged forward with a tackle, hitting an opponent that gets in his way. This foe is then transported to the building Otto is infiltrating, before they're pushed by Otto into the empty shaft. They land at the bottom, stunned by the fall, before Otto rides the elevator downward, crushing the opponent and instantly KOing them if they were over 100%.

Entrance: A grapple line grabs the stage as Otto shimmies down it and jumps onto the stage.

Up Taunt: Otto steps into a door that appears by him before exiting shortly afterwards.
Side Taunt: Otto looks at his watch and impatiently taps his foot, as if waiting for an elevator.
Down Taunt: Otto holsters his gun and says "Hmph."

Idle 1: Otto looks in front of him and behind him, making sure the coast is clear.
Idle 2: Otto adjusts his cuff links.

Victory 1: Otto hops in his getaway car and drives away.
Victory 2: Otto pulls a dossier out of his inner shirt pocket and reads through it.
Victory 3: Otto swings into view from his grappling hook before landing in the Superhero Landing Pose.
 
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Jab - A three part attack. Dual wielding a Joy-Con and a Smart Phone, Horace thrusts one arm forward, then the other, and finally finishes with a cross slash.
Dash Attack - Horace dashes forward holding a relay baton, his head flapping in the breeze as he goes.

Up Tilt - Horace pulls out a jump rope and begins jumping rope. Every upswing of the rope does damage if it hits the foe.
Forward Tilt - Horace pulls out his phone and flashes the camera forward, blinding the opponent to do damage.
Down Tilt - Horace begins to vigorously do squats, hurting the foe if they get in the way.

Neutral Aerial - Horace spins a jump rope around him in a circle.
Forward Aerial - Horace swipes an ice cream cone forward. This move has a tipper mechanic, as it is a triple scoop. If the middle scoop (vanilla) is the point of connection, it does normal damage and knockback. If the bottom scoop (chocolate) does, it does a lower amount of both. If the top scoop (mocha), does, it does a higher amount of both.
Back Aerial - Horace takes out an auction gavel and slams it down behind him in an arc.
Up Aerial - Horace takes out a covered skillet and uncovers it, scalding whoever's above him with white hot steam.
Down Aerial - Horace hides his JoyCon in a box and drops it below him, becoming a highly damaging fast falling projectile.

Pummel: Musical Chairs - Horace grabs the foe and sits them down in a chair.
Forward Throw - Horace takes out his katana and slashes the sitting foe.
Back Throw - Horace runs to the other side of the chair and hip checks it, sending it flying.
Up Throw - Horace attaches balloons to the chair before it flies up and explodes.
Down Throw - Horace stuffs the foe, chair and all, into a comically small box before it explodes into confetti.

Up Smash - Horace pumps up a massive balloon that explodes overhead, sending foes flying.
Forward Smash - Horace holds his ninjatō overhead before swinging it downward in a slicing motion.
Down Smash - Horace crouches down with his katana before doing a single, strong strike ahead of him.

Neutral Special: Quiz Show - Horace brings out a podium in a counter-styled attack. If it activates, a minigame begins. When the Go! symbol appears, both Horace and the foe must press either the A or B button. If the foe picks the opposite of what Horace pressed, they take the damage from their last move instead. If they pick the same as Horace, Horace takes the damage. This needlessly complicated and very unfun counter attack represents the confused and cumbersome design philosophy of Everybody 1-2 Switch.

Side Special: Hip Bump - Taking a page from Peach, Horace literally gets his rear in gear and flies forward ass first into the foe. This is Horace's strongest kill move.

Up Special: UFO - Horace gets abducted by a UFO and gets flown upwards before getting beamed back out of it. Was he abducted, or was it his all along?

Down Special: Statues - Horace summons The Kid from the Statues minigame, whose gaze forces all those who bear witness to it to stop dead in their tracks. If Horace uses this move while the foe is facing him, they'll be stunned due to making eye contact. It fails if they're not looking your way.

Final Smash: EVERYBODY - Horace whistles, and several UFOs appear which drop off 99 additional Horaces. His game supports 100 players, after all. They swarm the stage, heavily damaging the foe, until Horace Prime appears and has them abducted away with the foe, instantly KOing them.
Jab: A gust of wind comes from slightly in front of Merric, pushing foes toward him. Another gust pushes foes slightly away from Merric. These can be chained for a bit, until the knock back forces foes away. All the while Merric moves his hands in a back and forth twirling or stirring motion.
Dash Attack: Merric clutches Excalibur to his chest as he lunges forward with one hand outstretched, sending a blast of wind toward the ground in front of him. Visually and mechanically similar to Little Mac's dash attack.

Forward Tilt: Merric sweeps his arm out in front of him as a small slice of compressed wind shoots out in front of him. A multi hit move that travels about half the width of a Battlefield platform.
Up Tilt: Merric lifts his arm quickly in a scooping motion as a razor wind travels from in front of him, to above him, to slightly behind him. This move mimics Marth's Up Tilt almost exactly, due to fitting in with Merric's anti-air theme and referencing his and Marth's friendship.
Down Tilt: Taking out an Elfire tome, Merric crouches. He then snaps his finger and a small ember appears on the ground a small distance in front of him, burning whatever foe he hits.

Forward Smash: Merric creates a wall of razor wind in front of him. He then extends his arm and points, sending the wall of wind crashing into the foe. The wall travels the width of a Battlefield platform and drags the foe with it, not unlike Greninja's Water Shuriken with far less distance. However, there exists a momentary delay on the move before the wall begins to move. Walking into the unmoving wind wall causes no damage, so Merric must be careful of foes approaching quickly.
Up Smash: Merric summons a massive cyclone above him, which includes a suction effect. Foes are rapidly hit with multiple attacks from the cyclone before they are tossed from it. Foes are launched horizontally, similar to Jigglypuff's down smash.
Down Smash: Merric moves his hand in a small circle while holding an Elfire tome. The ground immediately around him flashes with red before erupting in two columns of fire.

Neutral Aerial: A gust of wind twirls around Merric's body as a multi-hit move, not dissimilar to Mewtwo's or Pikachu's neutral aerial.
Forward Aerial: Merric extends an arm, performing a motion similar to Robin's forward aerial, and launches a small blast of wind a small distance.
Back Aerial: Merric turns around and holds his Excalibur tome open with both hands as a green blast of wind erupts from it. Its range is short, but the move is very potent.
Up Aerial: Merric lifts his hand and launches two rising wind blasts which carry foes slightly upwards.
Down Aerial: Merric shoots a massive crescent of wind downward. If an opponent is hit by the center of the crescent, they are meteor smashed.

Pummel: Merric grabs the foe as wind magic pulses into them with each pummel.
Forward Throw: Merric hurls a chilling wind using his Blizzard tome, launching foes forward.
Back Throw: Merric tosses the foe back and blasts them with his Shaver tome.
Up Throw: Merric tosses the foe up and bombards them with three razor wind blasts from Excalibur.
Down Throw: Merric launches a fireball at the grounded opponent, causing a ground bounce.

Neutral Special: Excalibur - Merric holds his palm face down over the cover of his tome as it pulses with a green glow. After releasing the button, Merric launches a speedy and aimable razor wind blast. Like Pit's neutral special, this move can have its course adjusted as it flies. This move doesn't do a whole lot of damage or knockback, even when fully charged...against grounded opponents. If the opponent is in the air, however, the damage output gets increased significantly and the knockback is greatly expanded, making this a terrifically versatile anti-air projectile.

Side Special: Swarm - Merric takes out a siege tome, Swarm. When the button is held, a small dark energy orb appears about one Battlefield platform's distance away from Merric. By holding down the button and moving the stick, similar to Greninja's Shadow Sneak, you can move the orb further outward, upward to 80% of the length of Final Destination. However, you may not move it closer to Merric than its starting position and Merric cannot move while preparing this attack. When the move is released, a swarm of dark energy bombards any foe trapped in the blast radius in a high-damage, multi-hit move that does more damage the further away the foe is. Because the move isn't restricted to the stage itself, you can also hit foes off stage, so long as they are directly in Merric's line of sight, in an attempt to ruin their recovery. This move shouldn't be used in Free For Alls, however, as Merric is a sitting duck while using it.

Up Special: Cutting Gale - Merric uses a Cutting Gale tome to launch himself upward. This move doesn't cause any damage, but covers a great deal of vertical distance, compensating for Merric's low jumps. As well, as Merric ascends, he gets a wind box around him, pushing away foes that stray too close.

Down Special: Blizzard - Merric stands in place and takes out a Blizzard tome, pointing his hand diagonally downward toward the ground. While holding the move, he can move the control stick both in front of and behind himself, shooting an icy wind blast toward the ground and freezing it. Merric can only have a total amount of ground equivalent to one Battlefield platform frozen at a time. The frozen ground becomes slippery, making foes that step on it likely to trip, allowing for Merric to either counterattack or escape, or forcing them to make an aerial approach. The ground will thaw after a period of time, however. In the air, this move just acts as a chilling wind attack that's launched diagonally downward and doesn't cover a very large distance.

Final Smash: Starlight - In a cinematic Final Smash, Merric traps all foes in range in a magical bind. The background turns into a star-filled void as Merric unleashes a celestial explosion from the Starlight tome, yelling "Divine Starlight, lend me your aid!" and causing massive damage and knockback.

Up Taunt: Merric raises his hand, palm upward, as a small ball of wind forms in his hand.
Side Taunt: Merric begins reading through his tome, lightly chuckling to himself.
Down Taunt: Wind billows around Merric as Excalibur's pages turn and his hood rises up, while saying "Winds, heed me!"

Victory 1: Merric tucks Excalibur away into his robe and takes a bow.
Victory 2: Merric descends to the ground, surrounded by powerful gusts of wind and says, "It's been a pleasure."
Victory 3: Merric, with Excalibur drawn and open, says "The magic I've learned must protect everyone."

Victory vs Marth: Victory 3, except the voice line changes to "Don't worry, Marth. I'm sure Elice will be able to patch you up."

Kirby Hat: Kirby gets Merric's hair, hood, and Excalibur tome.

Alternate Costume: His white bishop robes from Mystery of the Emblem.
 
Jab: Caeda strikes twice with her spear and then twirls it.
Dash Attack: Caeda performs an aerial corkscrew into the opponent.

Side Tilt: Caeda swings the Wing Spear downward from overhead.
Up Tilt: Caeda's pegasus bumps her upward off its back while she holds her spear skyward.
Down Tilt: Caeda's pegasus flaps its wings downward, with each up and down movement causing minor damage.

Side Smash: Caeda's pegasus charges forward with Caeda's Wing Spear held outward.
Up Smash: Caeda's pegasus faces toward the screen and bucks its back legs upward.
Down Smash: Caeda's pegasus rears up and stomps its hooves, bringing down its wings for a two-part smash attack.

Neutral Aerial: Caeda's pegasus does a quick midair somersault, doing minor damage.
Forward Aerial: Caeda lunges forward with her Wing Spear, doing heavy damage.
Back Aerial: Caeda turns her pegasus around to strike the opponent with a backhanded spear attack.
Up Aerial: Caeda raises her lance and twirls it in a helicopter spin. A multihit move.
Down Aerial: Caeda's pegasus kicks its hooves downwards, potentially causing a meteor effect.

Grab and Pummel: Caeda's pegasus bites onto the opponent while Caeda strikes them with her Wing Spear for a pummel.
Forward Throw: Caeda's pegasus charges into them, sending them flying.
Back Throw: Caeda whistles, making her pegasus swing its head, tossing the foe backward before bucking them with its back hooves.
Up Throw: Caeda scoops the foe up with her Wing Spear and stabs them as they're sent skyward.
Down Throw: Caeda's pegasus "counts" on the foe several times before stomping on them.

Neutral Special: Armorcrusher - In Fire Emblem: Shadow Dragon and Fire Emblem: New Mystery of the Emblem, Caeda was given a signature weapon, the Wing Spear. Like the rapier, this was effective against heavily armored units and units on horseback. In Smash, this translates to her Neutral Special. In this chargeable attack, Caeda's pegasus flies backwards into the air, preparing to charge, before rushing forward and downward with Caeda's Wing Spear extended. This not only does heavy shield damage, but it also breaks through any enemy super armor when fully charged. However, the charging animation leaves Caeda vulnerable to attack. This move is named after a lance skill from Shadows of Valentia.

Side Special: Tempest Lance - Based on a skill for the Steel Lance from Shadows of Valentia, this attack involves Caeda drawing her lance and holding it outward. From its tip shoot a gust of razor wind similar to Mega Man's Air Shooter. A multihit projectile that travels horizontally with a maximum range of roughly the length of half of Final Destination. Like Greninja's Water Shuriken, it carries the opponent within it until it reaches its maximum range.

Up Special: Wings of Talys - This move has Caeda's pegasus perform a rising corkscrew attack before then gliding diagonally downward in the direction Caeda is facing. A simple recovery that can also be used as an attack.

Down Special: Hit and Run - Once again, this is named after a lance skill found in a Shadows of Valentia, though it is also a very common skill for flying units in Fire Emblem Heroes. In this attack, Caeda does a quick burst maneuver in which her pegasus flies at the opponent before making an immediate u-turn. This makes it an effective get-off-me tool on land. In the air, however, this attack gains a minor homing effect and can double as an offensive horizontal recovery. She will strike the foe before rushing back in the direction she came from, making this quite a potent edge guarding tool, further establishing Caeda's aerial dominance.

Final Smash: Queen of the Skies - Caeda breaks open the Smash Ball and is then capable of free, uninterrupted flight. She can charge into her foes for damage, similar to Super Sonic, but she can also toss spears toward the ground beneath her with the the attack button. Caeda also is much more durable while this move is being performed. After a set amount of time, the move ends.

Entrance Animation: Caeda flies in on her pegasus as it rears up and whinnies.

Up Taunt: Caeda raises her lance and says "Throw down your weapon!"
Side Taunt: Caeda pets the head of her pegasus as it whinnies.
Down Taunt: Caeda tosses her hair back and says "What a shame."

Victory 1: Caeda flies in on her pegasus and says "A lovely battle."
Victory 2: Caeda brushes her pegasus as a small bird lands on her finger.
Victory 3: Caeda leaps from her pegasus and twirls her Wing Spear, saying "Don't underestimate me!"

Victory VS Marth: Victory Pose 3, except she says "I hope I didn't hurt you too badly" before smiling.
Overview: Edelgard is a super heavyweight fighter who comes armed with a massive axe, Aymr, alongside heavy plated armor and a massive shield. She is as slow as she is durable. That is to say, very. However, she also has fairly high jump height for someone of her weight class, as well as a rekka system that allows her to link hits together once she does get in. While standing still on the ground, Edelgard can also block projectiles with her shield, much like Hero and the Links. In the air and in certain other animations, her shield is held on her back.

Jab: A three strike move where Edelgard swings Aymr forward from one side, then another strike from the other side, and finishes the assault with a shield bash, all while advancing forward.
Dash Attack: Edelgard performs an armored charge with her shield extended, trampling any foe who gets in her way. During this advance, she gets even more armor and can pass through some projectiles.

Forward Tilt: Edelgard performs a downward chop with Aymr ahead of her.
Up Tilt: Edelgard twirls Aymr above her head in a strong multihit move with a slight vacuum effect.
Down Tilt: Edelgard quickly swings Aymr along the ground in front of her, popping the foe into the air.

Neutral Aerial: Edelgard swings Aymr around her in a wide sweep, similar in execution to Ike's neutral aerial.
Forward Aerial: In a dual handed stance, Edelgard swings Aymr from overhead and slams it down in front of her. Because of this move's arc, it hits above her as well as behind her. This move also spikes.
Back Aerial: Edelgard does a quick double handed swing behind her, doing massive damage if the move connects.
Up Aerial: Edelgard swings Aymr in an arc above her head. An extremely powerful up air, but a bit slow.
Down Aerial: Edelgard slams Aymr downwards beneath her. This is the same as Byleth's down aerial.

Forward Smash: Edelgard rears her axe back before swinging it forward in a massive strike. Not only does the back swing also do damage, but this move is Edelgard's strongest smash attack, and a reliable KO tool.
Up Smash: At two strike smash attack. Edelgard charges an attack before swinging Aymr upward from the ground. This does significant damage, but once Aymr reaches its peak, the crest stone on it glows in a scarlet burst as an explosion of flames briefly engulf the axe head, with the explosion doing heavy knockback.
Down Smash: Edelgard swings Aymr across the ground in a full circle sweep at her feet, hitting on both sides. This is the same as Byleth's down smash.

Pummel: With her shield at her back, Edelgard grabs the foe and knees them in the chest.
Forward Throw: Edelgard performs a shield bash to send the foe flying forward.
Back Throw: Edelgard grabs the foe with one hand and throws them behind her with heavy force.
Up Throw: Edelgard swings Aymr upward, launching the foe.
Down Throw: Edelgard tosses the foe toward the ground, where the bounce upward after impact, allowing for a follow-up.

Neutral Special: Raging Storm - This is an advancing Rekka styled move. Edelgard begins this attack with a quick upward slash of Aymr from below. This move comes out fast, but has a bit of endlag if it fails to connect. If it's successful, she can press special again to perform a second strike, advancing forward again with another upward slash from the other direction. A third strike can be performed, but differs depending on the input.

- If the special button is pressed with no other input, she performs Smash. This is the basic finisher to Raging Storm in which Edelgard slams her axe downward from overhead onto the foe.
- If the special button is pressed and the forward direction is held, she performs Raging Tempest. Here, she advances while spinning with her axe, rapidly hitting the foe. A multihit combo attack with high damage output if all hits connect that also gives her the most forward momentum, but lower knockback than her other finishers.
- If the special button is pressed and the upward direction is held, she performs Lightning Axe. She takes a big step forward while swinging Aymr in a scooping motion. If the opponent is caught, they are rapidly shocked by multihit lightning jolts from the axe before exploding upward.
- If the special button is pressed and the downward direction is held, she performs Helm Splitter. Similar to Smash, she performs an overhead axe swing downward, but with far more force, hitting twice. However, foes at lower percentages will rarely get hit by both strikes due to the knockback. If the foe has a higher percentage, they'll take much more hitstun from the first swing, making it easier for the second to connect. The second swing buries foes it connects with, allowing for a follow-up.
- If the special button is pressed and the back direction is held, she performs Smite. This is actually a command grab, where she swings Aymr in a way that hooks the same between its teeth, before she swings them around and throws them behind her.

Side Special: Hand Axe - Edelgard takes out a small throwing axe and lobs it forward. This move does heavy shield damage if, during its arc, the axe head connects with the foe's shield.

Up Special: New Dawn - Edelgard leaps upward into the air with Aymr held high before crashing down with it. If this move has her land on the ground, the earth around her will quake, damaging foes in a small area of effect. If a foe is directly hit while on the ground, they take extreme damage. If the foe is hit in the air during the descent, they will be spiked, and Edelgard will bounce off of them, upwards, a bit, much like Simon's down aerial, instead of being put into a helpless state. This move is based on the final cutscene of the Crimson Flower route.

Down Special: Flickering Flower - Edelgard charges up Aymr before slamming it into the ground ahead of her in an explosive attack. This is the same as Byleth's Aymr down special.

Final Smash: Gambit of Raging Flames - Edelgard charges forward with her shield ahead of her. If she hits a foe, a cutscene plays. She calls for Hubert, who teleports onto the scene alongside a cart full of explosives. Edelgard rams the cart with her shield, sending it flying toward whatever foes were caught in the cutscene. As they get rammed by it, Hubert launches explosive dark magic toward the cart, igniting it and causing a massive explosion, automatically KOing the foe if they had over 100% damage.

Up Taunt: Edelgard swings Aymr, holding her arm out as her cape billows, and says "For the empire..."
Side Taunt: Edelgard lifts Aymr, pointing it toward the foe, and says "You'd do well to surrender..."
Down Taunt: Edelgard shakes her head, saying "How disappointing..."
Overview: Ashley Robins is a lightweight character who doesn't have the strongest moves. She's fairly fit, and as such she has pretty good mobility, but lacks raw power, as one might expect from a non-combatant. However, what she does have is a vast array of traps and stage control options with her down and side specials, a versatile recovery, and a neutral special that can force the foe to approach in certain ways, lest they be stunned. As a trap-based character, one must commit her setups and tricks to memory in order to get the most out of her.

Jab: A three hit combo wherein Ashley holds the DAS outward and moves it to the left, and then the right, mimicking gyro aim on the Switch. On the optional third hit, she advances forward a short bit while looking at the DAS with a small active multihit hitbox, similar to Phoenix Wright's Press the Witness move in UMvC3.
Dash Attack: Ashley performs a running shove in front of her.

Forward Tilt: Ashley tosses her demo CD forward like a frisbee. It has relatively short range for a projectile, but also rebounds off of vertical surfaces like walls or shields on impact, doing more damage on a rebound.
Up Tilt: Ashley holds an old piece of paper above her head toward the light, trying to read the invisible ink. Lifting the paper skyward strikes the foe.
Down Tilt: Ashley, while bending down, pulls out a lighter and lights the ground in front of her, hitting the foe with a small spark of flame. If used next to an Origami Crane, it ignites the crane and causes a small explosion. If a crane that has been scanned by the DAS is ignited, all cranes on the stage will explode.

Neutral Aerial: Ashley swings her bag around herself, striking foes in the process.
Forward Aerial: Ashley pushes the DAS outward with both arms outstretched, forcefully knocking foes away.
Back Aerial: Ashley performs a backhanded strike with her right hand, with the RAS activating, lighting up, and knocking foes back.
Up Aerial: Ashley reaches above her head and swipes her electronic gate card above her in an arc.
Down Aerial: Ashley pulls out a flashlight and swings it straight down below her before then lighting it. A two hit attack where the flashlight turning on does the knockback.

Forward Smash: A large bookcase appears in front of Ashley, who pushes it over as a falling projectile that does heavy damage and knockback at the cost of significant start up.
Up Smash: Ashley thrusts her right hand skyward, doing little damage, and then her RAS erupts in a burst of hardlight code, doing much more damage and knockback.
Down Smash: Ashley turns a spigot on the ground as she charges the move. On release, two jets of water spring up from the ground on either side of her, doing damage.

Pummel: Ashley grabs the foe and repeatedly takes pictures of them with the DAS, doing damage with the camera flash.
Forward Throw: Princess runs onto the stage and tackles the foe, while Ashley looks on, surprised.
Back Throw: D appears and scares the foe, causing them to fall backwards in a ground bounce.
Up Throw: The RAS lights up and Ashley tosses the foe upward, presumably with the help of the RAS.
Down Throw: The RAS lights up and allows Ashley to shove the foe downward, launching them in the process.

Neutral Special: DAS Flash - Ashley pulls out the DAS and uses the camera function to stun the foe. The move can be charged, but not held, to produce up to three flashes. The flashes do damage, but only do knockback if the opponent is in the air or facing away from the flash. If they're facing the flash on the ground, they become stunned, like with Mewtwo's Disable. The longer the charge, the longer the stun. Ashley can also use this move to scan an Origami Crane if she's next to one.

Side Special: RC Boat - Ashley sends out a small RC boat that moves around on a tiny wake. Much like Snake's Nikita, Ashley stays in place as she gains control of the little boat. Shielding or jumping will have Ashley cancel the move and regain her movement, while the boat will just charge forward and crash into whatever obstacle it hits. If the special button is held while controlling the boat, and is pressed right before the boat would hit a foe, the foe will get grabbed by the boat's anchor and be towed by it, acting as a long ranged command grab. After a short period of attachment, the boat will release the foe, throwing them.

Up Special: D Assist Special - D appears and carries Ashley upward in a spectral spiral. Because D is a ghost, Ashley is completely invincible during this move, and while it does no damage, D's initial appearance causes knockback due to unintentionally jumpscaring nearby foes. This move can be aimed in any direction.

Down Special: Origami Crane - Ashley places a folded origami crane on the stage below her. If used in the air, the crane falls downward, hitting anyone below her with the power of paper cuts. The same happens if a foe overlaps her if she uses it on the ground. Up to three origami cranes may be placed on the stage at one time. They cannot be picked up, however, as they are sharp. Instead, they act as obstacles for the foe, where they will cause damage if a foe touches them, as well as causing the foe to ground bounce with a spike effect on impact. After they get hit, they go away. If Ashley attempts to put a fourth crane on the stage, the first crane placed will disappear. If a crane is hit by DAS Flash, it will be scanned. If Ashley uses her down tilt on a scanned crane, it and all other scanned cranes will explode in a little ball of fire. If the foe hits a scanned crane and there's at least one other scanned crane on the stage, the knockback will send them toward the next-in-order scanned crane instead of toward the ground. Foes can be dragged into cranes using the RC Boat as well. If Ashley presses forward while using down special, she'll throw the crane in an underhanded toss, having it land a little bit in front of her. Both the flying crane and the swing of her arm are hitboxes.

Final Smash: Watch Your Step - D appears in front of Ashley and flies toward the foe, playing a cutscene. The foe is launched to the Edward Mansion library. The room is pitch black, and D appears and scares the foe, sending them falling into a hole in the floor, doing major damage as Ashley and D look at each other and grimace at what happened, as the move ends.

Up Taunt: Ashley pulls out her guitar and plays it.
Side Taunt: Ashley takes out a piece of candy and tosses it up before eating it. This move does 1% damage if the candy hits a foe as she tosses it up in the air.
Down Taunt: Ashley picks up an empty soda can from the ground and says, "Better take out the trash."
 
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Overview: Armarouge is a mid speed, mid height, and mid weight fighter who excels at fighting at long range, making it a potent zoner character. Armarouge's specials also tend to focus on chargeable attacks.

Jab: Armarouge performs a three strike maneuver wherein it punches, then kicks, and finally brings its hands together to launch a short ranged blast at the foe. This final attack can also be angled downward to hit foes trying to recover at the ledge.
Dash Attack: While running, Armarouge holds its arms behind it and releases a blast of fire. This launches Armarouge forward while performing a flying kick. Both the kick and the blast of fire have their own hitboxes.

Forward Tilt: Armarouge does a forward kick. The tip of its foot is blazed in fire and does more damage.
Up Tilt: Armarouge uses Fire Spin, cloaking itself in a tempest of flames as it does an uppercut into the foe, doing rapid damage.
Down Tilt: Armarouge performs a sweeping kick. The tip of the foot does extra damage and has an added burn effect.

Neutral Aerial: Armarouge strikes a power-up pose as its body burns with a blazing fire. This is a multihit attack covering Armarouge's body, similar to Mewtwo's neutral air.
Forward Aerial: Armarouge takes a shooting stance and blasts a shot forward. A very strong kill move, this move is also unique in that it can be charged despite being an aerial. It can also be slightly aimed while charging.
Back Aerial: Armarouge performs a roundhouse kick to the back of itself.
Up Aerial: Armarouge performs a flip kick with a fire effect at the tip of its foot. A good aerial combo tool similar to Mario's up air.
Down Aerial: Armarouge slams its arm cannon downward. If it hits an opponent, it activates a second hit where it shoots fire, burning the foe for a second hit that spikes.

Forward Smash: Armarouge uses Lava Plume, placing one hand on the ground ahead of it and causing a geyser of lava to erupt in front of it, launching the foe. The longer the charge goes on for, the further the plume erupts, with a much greater damage increase.
Up Smash: Armarouge strikes a power-up pose as the flames on its helmet ignite into a raging inferno, doing strong damage and knockback.
Down Smash: Armarouge leaps up into the air and blasts a fireball at the ground, which launches foes and leaves smoldering embers on the site of impact, which do damage over time for a short while.

Pummel: Armarouge holds the foe in place with its psychic abilities and repeatedly shoots little blasts of fire at them for a pummel.
Forward Throw: Armarouge thrusts its palms outward and psychically launches the foe forward.
Back Throw: Armarouge psychically holds the foe in place before delivering a leaping kick toward them, sending them back.
Up Throw: Armarouge performs a leaping fire-imbued uppercut to knock the foe skyward.
Down Throw: Armarouge throws the foe onto the ground and blasts a series of Energy Ball attacks at them, exploding on impact.

Neutral Special: Armor Cannon – Armarouge enters its cannon stance and charges up a massive fire ball. The move can be charged, but not held. While charging, it can also be aimed. At full charge, it also gains a very minor homing effect, as well as creating a small rapidly-hitting smoldering effect if it hits a grounded foe. A devastatingly powerful move at full charge, but one that leaves Armarouge vulnerable for a bit while charging. Shielding can cancel the move.

Side Special: Expanding Force – Armarouge charges as it harnesses its psychic powers, causing a pinkish-purple reticle to move along the ground evenly to both sides of it (leaving Armarouge in the center of the circle). On release, the psychic circle bursts on whoever it is cast under in a massive beam of psychic light, doing more damage the further away the target is from Armarouge. Similar to a double sided non-moving Shadow Sneak in execution.

Up Special: Meteor Beam – Armarouge is bathed in a cosmic glow as it rockets into the sky with a leap. If the move is tapped, it ends here. If it's held, Armarouge releases a massive beam at a downward diagonal angle that does very heavy shield damage, while also kicking up rock based shrapnel on impact, much like the proximity damage from Charizard's old Rock Smash. Armarouge is vulnerable in the air during this, however.

Down Special: Stored Power – Armarouge sits down and maintains a meditative pose. Much like Joker's Rebel's Guard, while the button is held, Armarouge is immune to all but the strongest knockback, but not damage. When Armarouge absorbs enough damage with this, Armarouge will receive a stat boost to its damage output and movement speed. The down special itself is now replaced with a one-use projectile. It moves very quickly and has a very long maximum travel range. On impact, a series of psychic explosions engulf the foe before launching them. At this stage, it's an incredibly strong kill move, though Armarouge must take considerable damage to attain this move. It's essentially a mix of Rebel's Guard and Oil Panic, combined with a strong, fast, but small projectile.

Final Smash: Terastalized Heat Wave – Armarouge terastalizes, a crown of candles adorning its helmet. It then unleashes a massive Heat Wave attack. Much like End of Day, the Heat Wave causes all foes on the stage to take massive, rapid damage. Armarouge then fires a massive Armor Cannon attack as a finisher, ending the Final Smash as the terastal crown disappears.
 

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