Clone: Difference between revisions

4,627 bytes added ,  1 month ago
m
No edit summary
(42 intermediate revisions by 14 users not shown)
Line 1: Line 1:
{{ArticleIcons|series=y|unofficial=y|protected=highrisk}}
{{ArticleIcons|allgames=y|unofficial=y|featured=y|protected=highrisk}}
{{ImageCaption
{{ImageCaption
|image1  = File:MarioAerialAttacksSSBM.png
|image1  = File:MarioAerialAttacksSSBM.png
Line 9: Line 9:
}}
}}


A '''clone''' (officially '''Echo Fighter''' ({{ja|ダッシュファイター|Dasshu Faitā}} ''Dash Fighter'') for certain clones in ''[[Ultimate]]'') is a [[character]] whose moveset, animations, and general properties are mostly derived from another character, as opposed to being unique to them. All clones have some sort of gameplay difference from their parent character, ranging from different animations (such as with {{SSBU|Daisy}}) to fully unique moves (such as with {{SSBU|Chrom}}), but on the whole, they will generally be very similar to their parent, to the point where a casual player might play either in the same way, and even competitive players will often play both a clone and their parent character. However, this is not to say that playing a clone like their parent will be successful: {{SSBM|Roy}} may be a clone of {{SSBM|Marth}} in ''[[Melee]]'' due to sharing all his attacks and animations, but as his movements, [[frame]] data, and [[hitbox]]es are all altered, resulting in the usage of his moves and his optimal playstyle being significantly different.
A '''clone''' (officially '''Echo Fighter''' ({{ja|ダッシュファイター|Dasshu Faitā}}, ''Dash Fighter'') for certain clones in ''[[Super Smash Bros. Ultimate]]'') is a [[character]] whose moveset, animations, and general properties are mostly derived from another character, as opposed to being unique to them. All clones have some sort of gameplay difference from their parent character, ranging from different animations (such as with {{SSBU|Daisy}}) to fully unique moves (such as with {{SSBU|Chrom}}), but on the whole, they will generally be very similar to their parent, to the point where a casual player might play either in the same way, and even competitive players will often play both a clone and their parent character. However, this is not to say that playing a clone like their parent will be successful; {{SSBM|Falco}} may be a clone of {{SSBM|Fox}} in ''[[Super Smash Bros. Melee]]'' due to sharing all his attacks and animations, but as his movement attributes, [[hitbox]]es, [[frame]] data, and other move data are all altered, the usage of his moves and his optimal playstyle are significantly different.


Clones are a common inclusion in all types of fighting games, as it is significantly less expensive in time and resources to develop a character using another character as a base than it is to do everything from scratch, while still potentially forming a character with a distinct playstyle and fanbase. However, despite being much easier to create and thus resulting in a larger roster overall, fans that are ignorant of the development process are quick to show disdain for clones, perceiving them as stealing resources from potential unique characters.
Clones are a common inclusion in all types of fighting games, as it is significantly less expensive in time and resources to develop a character using another character as a base than it is to do everything from scratch, while still potentially forming a character with a distinct playstyle and fanbase. However, despite being much easier to create and thus resulting in a larger roster overall, fans that are ignorant of the development process are quick to show disdain for clones, perceiving them as stealing resources from potential unique characters.
Line 20: Line 20:
The term "clone" does not by itself sufficiently describe how similar two characters are. Perhaps two characters share all but one attack, while another pair has only half of their attacks in common while still clearly being a derivative overall. As a result, there is a spectrum of terms to describe how much of a clone a character might be.
The term "clone" does not by itself sufficiently describe how similar two characters are. Perhaps two characters share all but one attack, while another pair has only half of their attacks in common while still clearly being a derivative overall. As a result, there is a spectrum of terms to describe how much of a clone a character might be.


*A '''full clone''' (often shortened to just "clone") will have unique [[taunt]]s and [[victory pose]]s<ref>[https://sourcegaming.info/2018/08/22/more-information-about-the-smash-direct-sakurais-famitsu-column-vol-561/ "'More Information about the Smash Direct' Sakurai's Famitsu Column Vol. 561"]</ref>, may have unique attributes (such as being heavier or faster) or non-combat animations (such as running or jumping), and perhaps a unique attack or two. Otherwise, they share effectively all moves and animations with their parent. {{SSBM|Pichu}} in ''[[Melee]]'' and {{SSB4|Lucina}} in ''[[Smash 4]]'' are examples of full clones.
* A '''full clone''' (often shortened to just "clone") will have unique [[taunt]]s and [[victory pose]]s,<ref>[https://sourcegaming.info/2018/08/22/more-information-about-the-smash-direct-sakurais-famitsu-column-vol-561/ "'More Information about the Smash Direct' Sakurai's Famitsu Column Vol. 561"]</ref> may have unique attributes (such as being heavier or faster) or non-combat animations (such as running or jumping), may have some moves that function differently despite being conceptually the same as their parent character's, and maybe perhaps an entirely unique attack or two. Otherwise, they share nearly all moves and animations with their parent. {{SSBM|Pichu}} since ''Melee'' and {{SSB4|Lucina}} since ''[[Super Smash Bros. 4]]'' are examples of full clones.
* A '''semi-clone''' has several unique attacks and animations of their own while retaining a significant amount from their parent. {{SSBB|Falco}} in ''[[Brawl]]'' and {{SSB4|Roy}} in ''Smash 4'' are examples of semi-clones.
* A '''semi-clone''' has several unique attacks and animations of their own while retaining a significant amount from their parent, while often the cloned moves they retain have distinct functioning or altered animations. {{SSBB|Falco}} since ''[[Super Smash Bros. Brawl]]'' and {{SSB4|Roy}} since ''Smash 4'' are examples of semi-clones.
* A '''pseudo-clone''' is, for the most part, their own unique character, but with enough moves or animations copied from their parent that it would be inaccurate to say they are not cloned to some degree. {{SSBB|Wolf}} in ''Brawl'' and {{SSBU|Luigi}} in ''[[Ultimate]]'' are examples of pseudo-clones.
* A '''pseudo-clone''' is, for the most part, their own unique character, but with enough moves or animations still copied from their parent that it would be inaccurate to say they are not cloned to some degree. {{SSBB|Wolf}} since ''Brawl'' and {{SSBU|Luigi}} since ''Ultimate'' are examples of pseudo-clones.


It is not uncommon for a cloned character to receive further differentiating changes in later games, thus making them less of a clone. Some use the term '''Luigification''' for when a character is separated from their parent and forms their own identity, as [[Luigi]] has done in both his home series and the ''Smash Bros.'' series. However, it is debatable at what point a character who was once a clone is no longer a clone, or even which specific category some characters may fall into. For example, [[Luigi]]’s status as any type of clone post-''Brawl'' was a subject of heavy debate before the term “pseudo-clone” was accepted.
It is not uncommon for a cloned character to receive further differentiating changes in later games, thus making them less of a clone. Some use the term "Luigification" for when a character is separated from their parent and forms their own identity, as [[Luigi]] has done in both his home series and the ''Smash Bros.'' series. However, it is debatable at what point a character who was once a clone is no longer a clone, or even which specific category some characters may fall into. For example, Luigi's status as any type of clone post-''Brawl'' was a subject of heavy debate before the term "pseudo-clone" was accepted.


''Ultimate'' introduces the term "'''Echo Fighter'''" to refer to certain clones. The term is used to determine which characters are grouped together on the character selection screen when the corresponding menu option is enabled, and also forces such characters to share the same [[fighter number]]s with an appended epsilon (ε). The Japanese term is "Dash Fighter", and uses the prime symbol (') instead of an epsilon. In Japanese, the prime symbol is pronounced "dash", hence the term "Dash Fighter"; in mathematics, the {{iw|wikipedia|prime symbol}} is used to designate that something is derived from something else, such as <code>x′</code> being derived from <code>x</code>. Otherwise, it is simply a term used by the developers to denote a character as being low-budget; as a result, it only loosely fits into the spectrum of clone terms used by the community to discuss the degree of similarity in the final result. For example, {{SSBU|Dr. Mario}} is a full clone, while {{SSBU|Ken}} is a semi-clone, but Ken is labeled as an Echo Fighter while Dr. Mario is not. However, {{SSBU|Daisy}}, {{SSBU|Richter}}, and {{SSBU|Dark Samus}}, who have little gameplay-relevant differences from their parent character, are labeled as such. Notably, none of the clones who debuted prior to ''Smash 4'' are labeled as an Echo Fighter.
''Ultimate'' introduces the term "'''Echo Fighter'''" to refer to certain clones. The term is used to determine which characters are grouped together on the character selection screen when the corresponding menu option is enabled, and also forces such characters to share the same [[fighter number]]s with an appended epsilon (ε). The Japanese term is "Dash Fighter", and uses the prime symbol (') instead of an epsilon. In Japanese, the prime symbol is pronounced "dash", hence the term "Dash Fighter"; in mathematics, the {{iw|wikipedia|prime symbol}} is used to designate that something is derived from something else, such as <code>x′</code> being derived from <code>x</code>. Otherwise, it is simply a term used by the developers to denote a character as being low-budget; as a result, it only loosely fits into the spectrum of clone terms used by the community to discuss the degree of similarity in the final result. For example, {{SSBU|Dr. Mario}} is a full clone, while {{SSBU|Ken}} is a semi-clone, but Ken is labeled as an Echo Fighter while Dr. Mario is not. However, {{SSBU|Daisy}}, {{SSBU|Richter}}, and {{SSBU|Dark Samus}}, who have little gameplay-relevant differences from their parent character, are labeled as such. Notably, none of the clones who debuted prior to ''Smash 4'' are labeled as an Echo Fighter.


==Clones in ''[[Super Smash Bros.]]''==
==Clones in ''[[Super Smash Bros.]]''==
While all four of the unlockable characters were created with the premise of reusing some of the pre-existing characters' movements and models<ref>http://www.sourcegaming.info/2015/12/13/sakurai-fe25/</ref>, two of them ({{SSB|Captain Falcon}} and {{SSB|Ness}}) are unique enough that they are not clones of their parents ({{SSB|Samus}} and {{SSB|Mario}} respectively), and mainly only copy from their skeletons rather than their movesets.
While all four of the unlockable characters were created with the premise of reusing some of the pre-existing characters' movements and models,<ref>http://www.sourcegaming.info/2015/12/13/sakurai-fe25/</ref> two of them ({{SSB|Captain Falcon}} and {{SSB|Ness}}) are unique enough that they are not considered clones of their parents ({{SSB|Samus}} and {{SSB|Mario}} respectively), and mainly only copy from their skeletons rather than their movesets.


{|class="wikitable sortable"
{|class="wikitable sortable"
Line 36: Line 36:
|{{CharHead|Luigi|SSB|hsize=20px}}||{{CharHead|Mario|SSB|hsize=20px}}||Full clone
|{{CharHead|Luigi|SSB|hsize=20px}}||{{CharHead|Mario|SSB|hsize=20px}}||Full clone
|Luigi's only unique attacks are his {{mvsub|Luigi|SSB|dash attack}} and {{mvsub|Luigi|SSB|down tilt}}, though his [[taunt]] is unique among the cast in that it has a [[hitbox]].
|Luigi's only unique attacks are his {{mvsub|Luigi|SSB|dash attack}} and {{mvsub|Luigi|SSB|down tilt}}, though his [[taunt]] is unique among the cast in that it has a [[hitbox]].
|Luigi's [[special move]]s all have different purposes: his [[Luigi (SSB)/Neutral special|Fireball]]'s lack of gravity alters where it controls space, while his [[Luigi (SSB)/Up special|Super Jump Punch]] and [[Luigi (SSB)/Down special|Luigi Cyclone]] are both one-hit power moves rather than trapping combo moves. In general, Luigi is slower than Mario with fewer [[combo]]s and an inferior ability to [[approach]], but has a better [[recovery]] and more [[KO]] moves.
|Luigi's [[special move]]s all have different purposes: his [[Luigi (SSB)/Neutral special|Fireball]]'s lack of gravity alters where it controls space and they are colored green, while his [[Luigi (SSB)/Up special|Super Jump Punch]] and [[Luigi (SSB)/Down special|Luigi Cyclone]] are both one-hit power moves rather than trapping combo moves. In general, Luigi is slower than Mario with fewer [[combo]]s and an inferior ability to [[approach]], but has a better [[recovery]] and more [[KO]] moves.
|-
|-
|{{CharHead|Jigglypuff|SSB|hsize=20px}}||{{CharHead|Kirby|SSB|hsize=20px}}||Semi-clone
|{{CharHead|Jigglypuff|SSB|hsize=20px}}||{{CharHead|Kirby|SSB|hsize=20px}}||Semi-clone
Line 45: Line 45:
===Notes===
===Notes===
*The [[Fighting Polygon Team]] is composed of identical clones of all 12 playable characters, though they cannot use special moves.
*The [[Fighting Polygon Team]] is composed of identical clones of all 12 playable characters, though they cannot use special moves.
*The [[1P Mode]] minibosses {{SSB|Giant Donkey Kong}} and {{SSB|Metal Mario}} are full clones of Donkey Kong and Mario respectively. Unlike in future games, where they are simply the base character with a [[Super Mushroom]] or [[Metal Box]] permanently active, these minibosses are coded to be separate characters.
*As mentioned above, Ness and Captain Falcon reuse some of Mario's and Samus's movements, respectively. For Ness, his only similarities to Mario are his [[floor attack]]s (additionally, their Polygons are almost identical). For Captain Falcon, he shares his {{mvsub|Captain Falcon|SSB|dash attack}}, {{mvsub|Captain Falcon|SSB|up tilt}}, {{mvsub|Captain Falcon|SSB|down smash}}, and floor attacks with Samus, but is vastly different otherwise.
*As mentioned above, Ness and Captain Falcon reuse some of Mario's and Samus's movements, respectively. For Ness, his only similarities to Mario are his [[floor attack]]s (additionally, their Polygons are almost identical). For Captain Falcon, he shares his {{mvsub|Captain Falcon|SSB|dash attack}}, {{mvsub|Captain Falcon|SSB|up tilt}}, {{mvsub|Captain Falcon|SSB|down smash}}, and floor attacks with Samus, but is vastly different otherwise.


==Clones in ''[[Super Smash Bros. Melee]]''==
==Clones in ''[[Super Smash Bros. Melee]]''==
Originally, [[Masahiro Sakurai]] was going to include significantly fewer playable characters in ''Melee''. However, with him knowing fans would want more characters while time was constrictive, Sakurai decided to add the six clones later in development to pad out the roster, as these characters would take a lot less time to develop than unique characters (with Sakurai stating that adding the six clones to ''Melee'' took less development time than adding a single unique newcomer would have). According to the Japanese website, clones were known as '''model swap characters''' ({{ja|モデル替えキャラ|Moderu kae kyara}}).<ref>http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html</ref> Clones are marked on the character selection screen as recessed icons next to the fighters they are based on.
Originally, [[Masahiro Sakurai]] was going to include significantly fewer playable characters in ''Melee'', with the planned roster being what it ended up minus the six clone newcomers ([[Dr. Mario]], [[Pichu]], [[Falco]], [[Young Link]], [[Ganondorf]] and [[Roy]]). However, with him knowing fans were expecting more characters while time was too constrictive to add any more, Sakurai decided to add the clones later in development to pad out the roster, as these characters would take a lot less time to develop than unique characters would (according to Sakurai, adding the six clones to ''Melee'' took less development time than adding a single unique newcomer would have). On the Japanese website, clones were referred to as '''model swap characters''' ({{ja|モデル替えキャラ|Moderu kae kyara}}).<ref>http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html</ref> Clones are marked on the character selection screen as recessed icons next to the fighters they are based on.


Luigi received many changes that distanced him from Mario considerably, changing him from a full clone into a semi-clone. On the other hand, Jigglypuff and Kirby both received changes significant enough that Jigglypuff is no longer considered even a pseudo-clone.
Luigi received many changes that distanced him from Mario considerably, changing him from a full clone into a semi-clone. On the other hand, Jigglypuff and Kirby both received changes significant enough that Jigglypuff is no longer considered even a pseudo-clone.
Line 56: Line 57:
|-
|-
|{{CharHead|Dr. Mario|SSBM|hsize=20px}}||{{CharHead|Mario|SSBM|hsize=20px}}||Full clone
|{{CharHead|Dr. Mario|SSBM|hsize=20px}}||{{CharHead|Mario|SSBM|hsize=20px}}||Full clone
|Dr. Mario's moves are all nearly identical in animation to Mario's and most function identically, though his moves have altered frame data, he throws [[Megavitamins]] for his {{mvsub|Dr. Mario|SSBM|neutral special}} that act differently to Mario’s [[Mario (SSBM)/Neutral special|Fireball]]s, as well as has a few more unique properties.
|Dr. Mario's moves are all nearly identical in animation to Mario's and most function similarly, though his moves have altered frame data, he throws [[Megavitamins]] for his {{mvsub|Dr. Mario|SSBM|neutral special}} that act differently to Mario's [[Mario (SSBM)/Neutral special|Fireball]]s, as well as has a few more unique properties.
|Dr. Mario has stronger attacks in general, with some of them having unique properties: his {{mvsub|Dr. Mario|SSBM|forward smash}} is an [[electric]]al attack without a sourspot but has less [[reach]], his {{mvsub|Dr. Mario|SSBM|forward aerial}} is a powerful [[angle|vertical]]-launching finisher that cannot [[meteor smash]], and his {{mvsub|Dr. Mario|SSBM|neutral aerial}} is a [[sex kick]] with its later [[hitbox]]es being stronger than its initial hitboxes (in addition to having a slightly different animation). Dr. Mario also cannot [[wall jump]] and has a worse recovery, due to [[Dr. Mario (SSBM)/Side special|Super Sheet]] stalling Dr. Mario in the air for a much shorter duration, Dr. Mario's [[Dr. Mario (SSBM)/Up special|Super Jump Punch]] having a single frame of [[intangibility]] instead of four frames, and [[Dr. Mario (SSBM)/Down special|Dr. Tornado]]'s hitboxes having less reach and duration. Despite Dr. Mario's trophy describing him as "a tad slower" than Mario, the two have identical speed stats, with the exception of Dr. Mario actually having slightly faster [[air speed]], though all of Dr. Mario's aerials have higher [[landing lag]].
|Dr. Mario has stronger attacks in general, with some of them having unique properties: his {{mvsub|Dr. Mario|SSBM|forward smash}} is an [[electric]]al attack without a sourspot but has less [[reach]] (on account of it lacking the explosion that Mario shoots for his), his {{mvsub|Dr. Mario|SSBM|forward aerial}} is a powerful [[angle|vertical]]-launching finisher that cannot [[meteor smash]], and his {{mvsub|Dr. Mario|SSBM|neutral aerial}} is a [[sex kick]] with its later [[hitbox]]es being stronger than its initial hitboxes (in addition to having a slightly different animation). Dr. Mario also cannot [[wall jump]] and has a worse recovery, due to [[Dr. Mario (SSBM)/Side special|Super Sheet]] stalling Dr. Mario in the air for a much shorter duration, Dr. Mario's [[Dr. Mario (SSBM)/Up special|Super Jump Punch]] having a single frame of [[intangibility]] instead of four frames, and [[Dr. Mario (SSBM)/Down special|Dr. Tornado]]'s hitboxes having less reach and duration. Despite Dr. Mario's trophy describing him as "a tad slower" than Mario, the two have identical mobility stats, with the exception of Dr. Mario actually having slightly faster [[air speed]], though all of Dr. Mario's aerials have higher [[landing lag]].
|-
|-
|{{CharHead|Falco|SSBM|hsize=20px}}||{{CharHead|Fox|SSBM|hsize=20px}}||Full clone
|{{CharHead|Falco|SSBM|hsize=20px}}||{{CharHead|Fox|SSBM|hsize=20px}}||Full clone
|While nearly Falco's entire moveset has different functioning from Fox's due to different knockback or properties, all of his moves are completely identical in concept and animation.
|While most of Falco's entire moveset has different functioning from Fox's due to different knockback or properties, all of his moves are completely identical in concept and animation.
|Falco is slightly bigger than Fox, and most of his moves have slightly larger range as a result (with the notable exception of his {{mvsub|Falco|SSBM|down tilt}} due to Falco's much shorter tail, and [[Reflector]], which has a smaller hitbox). Falco has a slower [[walk]]ing speed, [[dash]]ing speed, and [[jump squat]], and a shorter dashdance, but a higher vertical [[jump]] height, as well as slightly heavier [[weight]] and faster [[falling speed]]. While Falco's moves all look the same as Fox's, many have different properties and therefore applications. For example, Fox uses his {{mvsub|Fox|SSBM|up smash}} and {{mvsub|Fox|SSBM|up aerial}} as his primary high-power KO moves, while Falco instead relies on his {{mvsub|Falco|SSBM|forward smash}} and down tilt. Fox's {{mvsub|Fox|SSBM|down aerial}} is a multi-hitting drill with weak knockback that deals more damage if all hits connect, and can combo at any percent, but can be escaped using [[SDI]], whereas Falco's {{mvsub|Falco|SSBM|down aerial}} is a powerful single-hit [[spike]] that cannot be SDI'ed out of. As such, Fox's down aerial is more difficult to punish [[out of shield]] as a neutral opener, but is less reliable as a combo starter, while Falco's down aerial is a much more reliable combo starter and [[edgeguard]]ing tool. Fox's [[Fox (SSBM)/Neutral special|Blaster]] shoots faster and does not cause [[flinch]]ing, and is more suited for tacking on damage for free and [[camping|forcing approaches]], while [[Falco (SSBM)/Neutral special|Falco]]'s (which he additionally fires with a different animation) shoots slower and causes [[flinch]]ing, and so is more suited for facilitating and interrupting [[approach]]es. Falco's side special, [[Falco (SSBM)/Side special|Falco Phantasm]], travels a shorter distance than [[Fox (SSBM)/Side special|Fox]]'s, but has faster startup and meteor smashes the opponent when it hits. Falco's up special, [[Falco (SSBM)/Up special|Fire Bird]], charges faster and hits much harder, but covers significantly less distance than Fox's and has no hitbox while charging. Fox's [[Fox (SSBM)/Down special|Shine]] delivers set [[semi-spike]] knockback that facilitates [[waveshine]] combos on characters with a weight of 86 or higher, and makes a very potent edgeguarding tool, as well as being able to waveshine heavier characters across the stage; Falco's [[Falco (SSBM)/Down special|Shine]] deals more damage, delivers scaling vertical knockback, and is used for extremely potent vertical combos, especially on fastfallers, but loses its combo ability at higher percents, particularly vs. floatier characters. The lasers shot by Falco's {{mvsub|Falco|SSBM|back throw}} and {{mvsub|Falco|SSBM|up throw}} also produce knockback unlike Fox's; this causes opponents to launch in unpredictable directions, making them unreliable as combo starters, and Falco cannot [[chain grab]] or [[kill confirm]] with his up throw like Fox can.
|Falco is slightly bigger than Fox, making most of his moves have slightly larger range as a result (with the notable exception of his {{mvsub|Falco|SSBM|down tilt}} due to Falco's much shorter tail, and [[Reflector]], which has a smaller hitbox). Falco has a slower [[walk]]ing speed, [[dash]]ing speed, and [[jump squat]], and a shorter dashdance, but a higher vertical [[jump]] height, as well as slightly heavier [[weight]] and faster [[falling speed]]. While Falco's moves all look the same as Fox's, many have different properties and therefore applications. For example, Fox uses his {{mvsub|Fox|SSBM|up smash}} and {{mvsub|Fox|SSBM|up aerial}} as his primary high-power KO moves, while Falco instead relies on his {{mvsub|Falco|SSBM|forward smash}} and down tilt. Fox's {{mvsub|Fox|SSBM|down aerial}} is a multi-hitting drill with weak knockback that deals more damage if all hits connect, and can combo at any percent, but can be escaped using [[SDI]], whereas Falco's {{mvsub|Falco|SSBM|down aerial}} is a powerful single-hit [[spike]] that cannot be SDI'ed out of. As such, Fox's down aerial is more difficult to punish [[out of shield]] as a neutral opener, but is less reliable as a combo starter, while Falco's down aerial is a much more reliable combo starter and deadly [[edgeguard]]ing tool. Fox's [[Fox (SSBM)/Neutral special|Blaster]] shoots faster and does not cause [[flinch]]ing, and is more suited for tacking on damage for free and [[camping|forcing approaches]], while [[Falco (SSBM)/Neutral special|Falco]]'s (which he additionally fires with a different animation) shoots slower and causes [[flinch]]ing, and so is more suited for facilitating and interrupting [[approach]]es. Falco's side special, [[Falco (SSBM)/Side special|Falco Phantasm]], travels a shorter distance than [[Fox (SSBM)/Side special|Fox]]'s, but has faster startup and meteor smashes the opponent when it hits. Falco's up special, [[Falco (SSBM)/Up special|Fire Bird]], charges faster and hits much harder, but covers significantly less distance than Fox's and has no hitbox while charging. Fox's [[Fox (SSBM)/Down special|Shine]] delivers set [[semi-spike]] knockback that facilitates [[waveshine]] combos at any percent on characters with a weight of 86 or higher, and makes a very potent edgeguarding tool; Falco's [[Falco (SSBM)/Down special|Shine]] deals more damage, delivers scaling vertical knockback, and is used for extremely potent vertical combos, especially on fastfallers, but loses its combo ability at higher percents, particularly vs. floatier characters. The lasers shot by Falco's {{mvsub|Falco|SSBM|back throw}} and {{mvsub|Falco|SSBM|up throw}} also produce knockback unlike Fox's; this causes opponents to launch in unpredictable directions, making them unreliable as combo starters, and Falco cannot [[chain grab]] or [[kill confirm]] with his up throw like Fox can.
|-
|-
|{{CharHead|Ganondorf|SSBM|hsize=20px}}||{{CharHead|Captain Falcon|SSBM|hsize=20px}}||Full clone
|{{CharHead|Ganondorf|SSBM|hsize=20px}}||{{CharHead|Captain Falcon|SSBM|hsize=20px}}||Full clone
|Ganondorf has a single-hit {{mvsub|Ganondorf|SSBM|neutral attack}} and a unique {{mvsub|Ganondorf|SSBM|forward aerial}}, that is an arching overhand punch instead of a [[Knee smash]]. The rest of Ganondorf's moveset is cloned, though he is consistently much slower but stronger than Captain Falcon, most notably in his {{mvsub|Ganondorf|SSBM|up tilt}}. Ganondorf is additionally bigger than Falcon, giving his moves more reach in general, though some of his moves also have larger hitboxes.
|Ganondorf has a single-hit {{mvsub|Ganondorf|SSBM|neutral attack}} and a unique {{mvsub|Ganondorf|SSBM|forward aerial}}, that is an arching overhand punch instead of a [[Knee smash]]. The rest of Ganondorf's moveset is cloned, though he is consistently much slower but stronger than Captain Falcon, most notably in his {{mvsub|Ganondorf|SSBM|up tilt}}.
|Ganondorf is significantly heavier and much more powerful than Captain Falcon, and all of his movement specs are much slower, in particular his dashing speed, though most of his attacks do not lose too much speed. Functional differences in his moveset include his up tilt being a hail mary move that is one of the strongest moves in the game, in exchange for an absurd 81 frames of startup that also makes it the slowest move in the game, whereas Falcon's {{mvsub|Captain Falcon|SSBM|up tilt}} is a standard anti-air move with above-average horizontal knockback. Each of the two hits in Ganondorf's {{mvsub|Ganondorf|SSBM|up smash}} are individually very powerful whereas the first hit of [[Captain Falcon (SSBM)/Up smash|Falcon]]'s is meant to link into the second stronger hit, a functioning difference that applies to their {{mvsub|Ganondorf|SSBM|neutral aerial}} as well, though this functioning is reversed for their {{mvsub|Ganondorf|SSBM|down smash}}; the hitboxes of Ganondorf's neutral aerial are active for much smaller windows than Falcon's, making Ganondorf's neutral aerial less effective as an opener in neutral. Ganondorf's {{mvsub|Ganondorf|SSBM|forward smash}} launches vertically while [[Captain Falcon (SSBM)/Forward smash|Falcon's]] launches horizontally, while this launch angle difference is reversed for their down smash. Ganondorf's {{mvsub|Ganondorf|SSBM|up aerial}} has a late hitbox that semi-spikes opponents, which can be used as a deadly edgeguarding tool, while Falcon's {{mvsub|Captain Falcon|SSBM|up aerial}} lacks a late hitbox altogether. Aerial [[Ganondorf (SSBM)/Side special|Gerudo Dragon]] does not meteor smash whereas aerial [[Captain Falcon (SSBM)/Side special|Raptor Boost]] does; conversely, aerial [[Ganondorf (SSBM)/Down special|Wizard's Foot]] is a powerful spike while aerial [[Captain Falcon (SSBM)/Down special|Falcon Kick]] launches horizontally. Finally, many of Ganondorf's moves have different [[effect]]s; his forward smash, [[Ganondorf (SSBM)/Neutral special|Warlock Punch]], Gerudo Dragon, and Wizard's Foot hit with the [[darkness]] effect while Falcon's variations hit with the [[flame]] effect, Ganondorf's up tilt hits with a flame effect while Falcon's has no special effect, and Ganondorf's jab, {{mvsub|Ganondorf|SSBM|down aerial}}, and [[Ganondorf (SSBM)/Up special|Dark Dive]] hit with an [[electric]] effect while Falcon's variations do not.
|Ganondorf is significantly heavier and much more powerful than Captain Falcon, and all of his mobility stats are much slower, in particular his dashing speed, though most of his attacks do not lose too much speed. Ganondorf is additionally bigger than Falcon, giving his moves more reach in general, though some of his moves also have larger hitboxes. Functional differences in his moveset include his up tilt being a hail mary move that is one of the strongest moves in the game, in exchange for an absurd 81 frames of startup that also makes it the slowest move in the game, whereas Falcon's {{mvsub|Captain Falcon|SSBM|up tilt}} is a standard anti-air move with above-average horizontal knockback. Each of the two hits in Ganondorf's {{mvsub|Ganondorf|SSBM|up smash}} are individually very powerful whereas the first hit of [[Captain Falcon (SSBM)/Up smash|Falcon]]'s is meant to link into the second stronger hit, a functioning difference that applies to their {{mvsub|Ganondorf|SSBM|neutral aerial}} as well, though this functioning is reversed for their {{mvsub|Ganondorf|SSBM|down smash}}. Ganondorf's {{mvsub|Ganondorf|SSBM|forward smash}} launches vertically while [[Captain Falcon (SSBM)/Forward smash|Falcon's]] launches horizontally, a launch angle difference that also applies to their down smash. Ganondorf's {{mvsub|Ganondorf|SSBM|up aerial}} has a late hitbox that semi-spikes opponents, which can be used as a deadly edgeguarding tool, while Falcon's {{mvsub|Captain Falcon|SSBM|up aerial}} lacks a late hitbox altogether. Aerial [[Ganondorf (SSBM)/Side special|Gerudo Dragon]] does not meteor smash whereas aerial [[Captain Falcon (SSBM)/Side special|Raptor Boost]] does; conversely, aerial [[Ganondorf (SSBM)/Down special|Wizard's Foot]] is a powerful spike while aerial [[Captain Falcon (SSBM)/Down special|Falcon Kick]] launches horizontally. Finally, many of Ganondorf's moves have different [[effect]]s; his forward smash, [[Ganondorf (SSBM)/Neutral special|Warlock Punch]], Gerudo Dragon, and Wizard's Foot hit with the [[darkness]] effect while Falcon's variations hit with the [[flame]] effect; Ganondorf's up tilt hits with a flame effect while Falcon's has no special effect; and Ganondorf's jab, {{mvsub|Ganondorf|SSBM|down aerial}}, and [[Ganondorf (SSBM)/Up special|Dark Dive]] hit with an [[electric]] effect when Falcon's variations do not, while the inverse is applied to their forward aerials.
|-
|-
|{{CharHead|Luigi|SSBM|hsize=20px}}||{{CharHead|Mario|SSBM|hsize=20px}}||Semi-clone
|{{CharHead|Luigi|SSBM|hsize=20px}}||{{CharHead|Mario|SSBM|hsize=20px}}||Semi-clone
Line 73: Line 74:
|{{CharHead|Pichu|SSBM|hsize=20px}}||{{CharHead|Pikachu|SSBM|hsize=20px}}||Full clone
|{{CharHead|Pichu|SSBM|hsize=20px}}||{{CharHead|Pikachu|SSBM|hsize=20px}}||Full clone
|Pichu's only unique move is its {{mvsub|Pichu|SSBM|up smash}}, though it has various other different properties; most notably, Pichu takes  [[recoil damage]] from all of its electrical attacks.
|Pichu's only unique move is its {{mvsub|Pichu|SSBM|up smash}}, though it has various other different properties; most notably, Pichu takes  [[recoil damage]] from all of its electrical attacks.
|Pichu moves slower than Pikachu with slower running speed, slower [[fast fall]]ing speed, and a shorter wavedash thanks to its higher traction, but all of its aerials have significantly less landing lag, making Pichu's aerials safer. Pichu is smaller which makes it harder to hit, but consequently its moves have less reach, often significantly so, especially those that involve Pichu's much shorter tail, and Pichu is much lighter, making it much easier to KO. Pichu's {{mvsub|Pichu|SSBM|down smash}} is a single-hit move that launches at a semi-spike angle and has no electrical effect, while Pikachu's {{mvsub|Pikachu|SSBM|down smash}} is a multi-hitting electrical move that launches vertically. Pichu's {{mvsub|Pichu|SSBM|up aerial}} have all of its hitboxes launch at an 80 degree angle, making it more reliable for comboing, but cannot semi-spike like [[Pikachu (SSBM)/Up aerial|Pikachu's]] and thus Pichu loses a very potent [[gimp]]ing tool. Pichu's special moves additionally have functional differences; Pichu's [[Pichu (SSBM)/Side special|Skull Bash]] can be charged for longer, where it then travels much farther and becomes much more powerful; [[Pichu (SSBM)/Up special|Agility]] is slower and has no hitboxes while dealing recoil damage to Pichu, but it can move in angles that [[Pikachu (SSBM)/Up special|Quick Attack]] cannot; and Pichu's [[Pichu (SSBM)/Down special|Thunder]] is a multi-hitting move that can deal a lot more damage than [[Pikachu (SSBM)/Down special|Pikachu's]] but lacks the knockback to KO high up opponents off the top.
|Pichu moves slower than Pikachu with slower running speed, slower [[fast fall]]ing speed, and a shorter wavedash due to its higher traction, but all of its aerials have significantly less landing lag, making Pichu's aerials safer. Pichu is smaller which makes it harder to hit, but consequently its moves have less reach, often significantly so, especially those that involve Pichu's much shorter tail, and Pichu is much lighter, making it much easier to KO. Pichu's {{mvsub|Pichu|SSBM|down smash}} is a single-hit move that launches at a semi-spike angle and has no electrical effect, while Pikachu's {{mvsub|Pikachu|SSBM|down smash}} is a multi-hitting electrical move that launches vertically. Pichu's {{mvsub|Pichu|SSBM|up aerial}} have all of its hitboxes launch at an 80 degree angle, making it more reliable for comboing, but cannot semi-spike like [[Pikachu (SSBM)/Up aerial|Pikachu's]] and thus Pichu loses a very potent [[gimp]]ing tool. Pichu's special moves additionally have functional differences; Pichu's [[Pichu (SSBM)/Side special|Skull Bash]] can be charged for longer, where it then travels much farther and becomes much more powerful; [[Pichu (SSBM)/Up special|Agility]] is slower and has no hitboxes while dealing recoil damage to Pichu, but it can move in angles that [[Pikachu (SSBM)/Up special|Quick Attack]] cannot; and Pichu's [[Pichu (SSBM)/Down special|Thunder]] is a multi-hitting move that can deal a lot more damage than [[Pikachu (SSBM)/Down special|Pikachu's]] but lacks the knockback to KO high up opponents off the top.
|-
|-
|{{CharHead|Roy|SSBM|hsize=20px}}||{{CharHead|Marth|SSBM|hsize=20px}}||Full clone
|{{CharHead|Roy|SSBM|hsize=20px}}||{{CharHead|Marth|SSBM|hsize=20px}}||Full clone
|Roy's {{mvsub|Roy|SSBM|neutral attack}} has only a single hit, while [[Marth (SSBM)/Neutral aerial|Marth's]] consists of two. The rest of his moveset is cloned from Marth's, though some of his moves possess the flame effect, and most notably, he has an inversed tipper mechanic, with Roy's moves having [[sweetspot]]s at the hilt of his sword instead of at the tip.
|Roy's {{mvsub|Roy|SSBM|neutral attack}} has only a single hit, while [[Marth (SSBM)/Neutral aerial|Marth's]] consists of two. The rest of his moveset is cloned from Marth's, though some of his moves possess the flame effect, and most notably, he has an inversed tipper mechanic, with Roy's moves having [[sweetspot]]s at the hilt of his sword instead of at the tip.
|While Marth's sweetspot is at the tip of his sword, Roy's is at the hilt, which affects almost his entire moveset and so enforces a different style of play. Roy is additionally slower than Marth in most aspects, with Roy having a slower walk, dash, jumpsquat, shorter jumps, and a shorter wavedash, on top of most of his moves having more startup lag, ending lag, and/or landing lag. Roy does, however, notably fall faster and has higher [[gravity]], giving him a faster [[SHFFL]] in exchange for making him more vulnerable to combos. Roy is also slightly smaller, giving his moves less reach, and he weighs slightly less in [[NTSC]], which makes him slightly easier to KO horizontally, but he is light enough to get knocked down by Fox's Shine whereas Marth does not, making him less vulnerable to waveshine combos; however, Marth's weight was changed to match Roy's in [[PAL]]. When it comes to the functional differences of their moves, Roy's {{mvsub|Roy|SSBM|down tilt}} launches vertically and is thus more useful as a combo tool, whereas Marth's {{mvsub|Marth|SSBM|down tilt}} can more effectively edgeguard with its semi-spike knockback; Roy's {{mvsub|Roy|SSBM|up smash}} is a multi-hit move with no sourspots while [[Marth (SSBM)/Up smash|Marth]]'s hits once with the standard tipper mechanic intact; [[Roy (SSBM)/Neutral special|Flare Blade]] has an insubstantial [[shield damage]] bonus but can be charged for much longer and become [[OHKO|immensely powerful]]; [[Roy (SSBM)/Up special|Blazer]] is a slower multi-hitting move with set knockback, while Roy also has control of its trajectory in exchange for less recovery distance, while [[Marth (SSBM)/Up special|Dolphin Slash]] quickly hits once with considerable power and has no control over its trajectory; and Roy's [[Roy (SSBM)/Down special|Counter]] has a 1.5X damage multiplier with much higher knockback scaling, while [[Marth (SSBM)/Down special|Marth]]'s deals a set 7% no matter what hitbox it counters, with higher base knockback but lower knockback scaling. Roy's up smash and all of his specials additionally hit with a flame effect, while none of Marth's moves do.
|While Marth's sweetspot is at the tip of his sword, Roy's is at the hilt, which affects almost his entire moveset and so enforces a different style of play. Roy is additionally slower than Marth in most aspects, with Roy having a slower walk, dash, jumpsquat, shorter jumps, and a shorter wavedash, on top of most of his moves having slower frame data. Roy does, however, notably fall faster and has higher [[gravity]], giving him a faster [[SHFFL]] in exchange for making him more vulnerable to combos. Roy is also slightly smaller, giving his moves less reach, and he weighs slightly less in [[NTSC]], which makes him slightly easier to KO horizontally, but he is light enough to get knocked down by Fox's Shine whereas Marth does not, making him less vulnerable to waveshine combos; however, Marth's weight was changed to match Roy's in [[PAL]]. When it comes to the functional differences of their moves, Roy's {{mvsub|Roy|SSBM|down tilt}} launches vertically and is thus more useful as a combo tool, whereas Marth's {{mvsub|Marth|SSBM|down tilt}} can more effectively edgeguard with its semi-spike knockback; Roy's {{mvsub|Roy|SSBM|up smash}} is a multi-hit move with no sourspots while [[Marth (SSBM)/Up smash|Marth]]'s hits once with the standard tipper mechanic intact; [[Roy (SSBM)/Neutral special|Flare Blade]] has an insubstantial [[shield damage]] bonus but can be charged for much longer and become [[OHKO|immensely powerful]]; [[Roy (SSBM)/Up special|Blazer]] is a slower multi-hitting move with set knockback and Roy has some control of its trajectory in exchange for less recovery distance, while [[Marth (SSBM)/Up special|Dolphin Slash]] quickly hits once with considerable power and has no control over its trajectory; and Roy's [[Roy (SSBM)/Down special|Counter]] has a 1.5X damage multiplier with much higher knockback scaling, while [[Marth (SSBM)/Down special|Marth]]'s deals a set 7% no matter what hitbox it counters, with higher base knockback but lower knockback scaling. Roy's up smash and all of his specials additionally hit with a flame effect, while none of Marth's moves do.
|-
|-
|{{CharHead|Young Link|SSBM|hsize=20px}}||{{CharHead|Link|SSBM|hsize=20px}}||Full clone
|{{CharHead|Young Link|SSBM|hsize=20px}}||{{CharHead|Link|SSBM|hsize=20px}}||Full clone
Line 87: Line 88:
*As Luigi and Dr. Mario share a "parent" in Mario, it could be argued that they are technically semi-clones of each other.
*As Luigi and Dr. Mario share a "parent" in Mario, it could be argued that they are technically semi-clones of each other.
*{{SSBM|Giga Bowser}} is effectively a full clone of {{SSBM|Bowser}}; he is omitted from the above list due to not being a playable character.
*{{SSBM|Giga Bowser}} is effectively a full clone of {{SSBM|Bowser}}; he is omitted from the above list due to not being a playable character.
*The Male and Female [[Wire Frames]] are clones of {{SSBM|Captain Falcon}} and {{SSBM|Zelda}}, respectively, though without special moves. Unlike the previous game's Polygons, they also have altered, though mostly weaker movesets.
*The [[Fighting Wire Frames]] are both clones. The {{SSBM|Male Wire Frame}} is cloned from {{SSBM|Captain Falcon}}, and the {{SSBM|Female Wire Frame}} is cloned from {{SSBM|Zelda}}, though both Wire Frames lack special moves. Unlike the previous game's Polygons, they also have altered, though mostly worse movesets.
*{{SSBM|Master Hand}} and {{SSBM|Crazy Hand}} could be considered semi-clones, as they share most of their attacks while having some unique attacks and many unique animations.
*{{SSBM|Master Hand}} and {{SSBM|Crazy Hand}} could be considered semi-clones, as they share most of their attacks while having some unique attacks and many unique animations. They would also undergo their own "Luigification" in subsequent games, as both would be given more unique moves and animations as the series went on.
*Coincidentally, all clones' head icons face the opposite direction as their parent's.
*Coincidentally, all clones' head icons face the opposite direction as their parent's.
*While Jigglypuff is considered decloned enough in ''Melee'' to not even be labelled a pseudo-clone any more, remnants of it being based off of Kirby remain and so it cannot be said to be a completely unique character, with Jigglypuff still sharing a {{mvsub|Jigglypuff|SSBM|forward tilt}}, {{mvsub|Jigglypuff|SSBM|up tilt}}, {{mvsub|Jigglypuff|SSBM|down aerial}}, and {{mvsub|Jigglypuff|SSBM|forward smash}} with Kirby. This remains true for all subsequent games, though their animations for these shared moves would become slightly more distinct in later games.
*While Jigglypuff is considered decloned enough in ''Melee'' to not even be labelled a pseudo-clone any more, remnants of it being based off of Kirby remain and so it cannot be said to be a completely unique character, with Jigglypuff still sharing a {{mvsub|Jigglypuff|SSBM|forward tilt}}, {{mvsub|Jigglypuff|SSBM|up tilt}}, {{mvsub|Jigglypuff|SSBM|down aerial}}, and {{mvsub|Jigglypuff|SSBM|forward smash}} with Kirby. This remains true for all subsequent games, though their animations for these shared moves would become slightly more distinct in later games.
*Technically, Samus can be considered a "grandparent" to Ganondorf, since the latter is a clone of Captain Falcon, who was partially cloned off of Samus in the previous title. The two characters are so vastly different that they cannot be considered clones in any practical sense, but Ganondorf and Captain Falcon still share their floor attack, dash attack, and up tilt animations with Samus.
*Technically, Samus can be considered a "grandparent" to Ganondorf, since the latter is a clone of Captain Falcon, who was partially cloned off of Samus in the previous title. The two characters are so vastly different that they cannot be considered clones in any practical sense, but Ganondorf and Captain Falcon still share their floor attack, dash attack, and up tilt animations with Samus.
*Although [[Mr. Game & Watch]] has always been a unique character as opposed to a clone, he shared most of his attributes (except for his weight, air speed and air acceleration) with {{SSBM|Mario}} in ''Melee'', indicating he started development based off of Mario until being developed into his own unique character.
*Although [[Mr. Game & Watch]] has always been a unique character as opposed to a clone, he shared most of his attributes (except for his weight, air speed and air acceleration) with {{SSBM|Mario}} in ''Melee'', indicating he started development based off of Mario until being developed into his own unique character.
*Although {{SSBM|Zelda}} is a unique character, many of her non-attack animations are derived from Peach, indicating she started development based off of Peach. They also have similar animations for their {{mvsub|Zelda|SSBM|dash attack}}s and {{mvsub|Zelda|SSBM|neutral aerial}}s.
*Although Zelda is a unique character, many of her non-attack animations are derived from Peach, indicating she started development based off of Peach. They also have similar animations for their {{mvsub|Zelda|SSBM|dash attack}}s and {{mvsub|Zelda|SSBM|neutral aerial}}s.


==Clones in ''[[Super Smash Bros. Brawl]]''==
==Clones in ''[[Super Smash Bros. Brawl]]''==
None of the newcomers in ''Brawl'' are full clones, though there are two new pseudo-clones and one new semi-clone. In addition, four out of the six full clones from ''Melee'' were cut, with the two that returned, {{SSBB|Falco}} and {{SSBB|Ganondorf}}, now becoming semi-clones. As a result, there are no full clones in ''Brawl''.
None of the newcomers in ''Brawl'' are full clones, though there are two new pseudo-clones and one new semi-clone. In addition, four out of the six full clones from ''Melee'' were cut, with the two that returned, {{SSBB|Falco}} and {{SSBB|Ganondorf}}, now becoming semi-clones. As a result, ''Brawl'' is the only ''Smash'' game with no full clones.


{|class="wikitable sortable"
{|class="wikitable sortable"
Line 102: Line 103:
|-
|-
|{{CharHead|Falco|SSBB|hsize=20px}}||{{CharHead|Fox|SSBB|hsize=20px}}||Semi-clone
|{{CharHead|Falco|SSBB|hsize=20px}}||{{CharHead|Fox|SSBB|hsize=20px}}||Semi-clone
|Falco has a different {{mvsub|Falco|SSBB|neutral attack}}, {{mvsub|Falco|SSBB|up tilt}}, {{mvsub|Falco|SSBB|forward smash}}, {{mvsub|Falco|SSBB|neutral aerial}}, {{mvsub|Falco|SSBB|forward aerial}}, {{mvsub|Falco|SSBB|back aerial}} and {{mvsub|Falco|SSBB|up aerial}}. His {{mvsub|Falco|SSBB|down special}} has the same English name and concept, but is practically a different move with a completely different animation and functioning, as he now kicks it out instead of being able to hold it in place, functioning as a long-reaching [[transcendent]] [[disjoint]]ed move that can poke through opponent's moves in addition to reflecting, but loses any ability to work as a [[combo]] or [[disadvantage]] tool.
|Falco has a different {{mvsub|Falco|SSBB|neutral attack}}, {{mvsub|Falco|SSBB|up tilt}}, {{mvsub|Falco|SSBB|forward smash}}, {{mvsub|Falco|SSBB|neutral aerial}}, {{mvsub|Falco|SSBB|forward aerial}}, {{mvsub|Falco|SSBB|back aerial}} and {{mvsub|Falco|SSBB|up aerial}}. His {{mvsub|Falco|SSBB|down special}} has the same English name and concept, but is practically a different move with a completely different animation and functioning, as he now kicks his Reflector out instead of being able to hold it in place, functioning as a long-reaching [[transcendent]] [[disjoint]]ed move that can poke through opponent's moves in addition to reflecting, but loses any ability to work as a [[combo]] or [[disadvantage]] tool.
|Falco keeps many of his other differences from ''Melee'', such as which of his attacks are more powerful than Fox's, and keeps most of his differences in attributes, though he now has slightly faster [[air speed]] than Fox while also [[falling speed|falling slower]] than Fox. Falco's moves have a few more new functional differences from Fox's' Falco's {{mvsub|Falco|SSBB|down throw}} launches at a different [[angle]] that allows it to effectively setup combos and [[chain grab]] into itself, while Fox's {{mvsub|Fox|SSBB|down throw}} launches at an even more vertical angle with much more knockback, serving as a throw to just put opponents in disadvantage; [[Falco (SSBB)/Up special|Fire Bird]] now has hitboxes during its charging phase, but is now a multi-hitting attack with much weaker knockback than the still single-hit [[Fox (SSBB)/Up special|Fire Fox]]; and Falco's [[Landmaster]] shoots weaker blasts than Fox's, but can fly up faster and much higher, allowing it to more effectively carry opponents off the top [[blast line]]. Then finally, Falco's [[Falco (SSBB)/Neutral special|Blaster]] now shoots blue lasers instead of red lasers.
|Falco keeps many of his other differences from ''Melee'', such as which of his attacks are more powerful than Fox's, and keeps most of his differences in attributes, though he now has slightly faster [[air speed]] than Fox while also [[falling speed|falling slower]] than Fox. Falco's moves have a few more new functional differences from Fox's; Falco's {{mvsub|Falco|SSBB|down throw}} launches at a different [[angle]] that allows it to effectively setup combos and [[chain grab]] into itself, while Fox's {{mvsub|Fox|SSBB|down throw}} launches at an even more vertical angle with much more knockback, serving as a throw to just put opponents in disadvantage; [[Falco (SSBB)/Up special|Fire Bird]] now has hitboxes during its charging phase, but is now a multi-hitting attack with much weaker knockback than the still single-hit [[Fox (SSBB)/Up special|Fire Fox]]; and Falco's [[Landmaster]] shoots weaker blasts than Fox's, but can fly up faster and much higher, allowing it to more effectively carry opponents off the top [[blast line]]. Then finally, Falco's [[Falco (SSBB)/Neutral special|Blaster]] now shoots blue lasers instead of red lasers to make it more visually distinct.
|-
|-
|{{CharHead|Ganondorf|SSBB|hsize=20px}}||{{CharHead|Captain Falcon|SSBB|hsize=20px}}||Semi-clone
|{{CharHead|Ganondorf|SSBB|hsize=20px}}||{{CharHead|Captain Falcon|SSBB|hsize=20px}}||Semi-clone
|Ganondorf has a unique {{mvsub|Ganondorf|SSBB|neutral attack}}, {{mvsub|Ganondorf|SSBB|forward tilt}}, {{mvsub|Ganondorf|SSBB|up tilt}}, {{mvsub|Ganondorf|SSBB|down tilt}}, {{mvsub|Ganondorf|SSBB|up smash}}, {{mvsub|Ganondorf|SSBB|forward aerial}}, {{mvsub|Ganondorf|SSBB|up throw}}, {{mvsub|Ganondorf|SSBB|side special}}, and [[Beast Ganon|Final Smash]].
|Ganondorf has a unique {{mvsub|Ganondorf|SSBB|neutral attack}}, {{mvsub|Ganondorf|SSBB|forward tilt}}, {{mvsub|Ganondorf|SSBB|up tilt}}, {{mvsub|Ganondorf|SSBB|down tilt}}, {{mvsub|Ganondorf|SSBB|up smash}}, {{mvsub|Ganondorf|SSBB|forward aerial}}, {{mvsub|Ganondorf|SSBB|up throw}}, {{mvsub|Ganondorf|SSBB|side special}}, and [[Beast Ganon|Final Smash]].
|Ganondorf has a wide variety of new animations for general actions, and all of his remaining moves that are still conceptually the same as Falcon's have altered, stiffer animations to differentiate them from Falcon's equivalents. The most obvious examples of Ganondorf's shared moves with altered animations are his {{mvsub|Ganondorf|SSBB|down aerial}}, [[Ganondorf (SSBB)/Neutral special|Warlock Punch]], [[Ganondorf (SSBB)/Up special|Dark Dive]], and [[Ganondorf (SSBB)/Down special|Wizard's Foot]]. Dark Dive additionally now has an uppercut animation at the end of it, which has a corresponding hitbox to hit opponents without grabbing them, giving it a significant functional difference from [[Captain Falcon (SSBB)/Up special|Falcon Dive]]. Ganondorf still maintains the same motif of being a slower but stronger semi-clone of Falcon, but it's even more exaggerated than it was in ''[[Melee]]'', with most of Ganondorf's movement specs and frame data being harshly [[nerf]]ed.
|Ganondorf has a wide variety of new animations for general actions, and all of his remaining moves that are still conceptually the same as Falcon's have altered, stiffer animations to differentiate them from Falcon's equivalents. The most obvious examples of Ganondorf's shared moves with altered animations are his {{mvsub|Ganondorf|SSBB|down aerial}}, [[Ganondorf (SSBB)/Neutral special|Warlock Punch]], [[Ganondorf (SSBB)/Up special|Dark Dive]], and [[Ganondorf (SSBB)/Down special|Wizard's Foot]]. Dark Dive additionally now has an uppercut animation at the end of it, which has a corresponding hitbox to hit opponents without grabbing them, giving it a significant functional difference from [[Captain Falcon (SSBB)/Up special|Falcon Dive]]. Ganondorf however lost a functional difference, as his {{mvsub|Ganondorf|SSBB|forward smash}} now launches at the same horizontal angle that Falcon's {{mvsub|Captain Falcon|SSBB|forward smash}} does. Ganondorf still maintains the same motif of being a slower but stronger semi-clone of Falcon, but it's even more exaggerated than it was in ''[[Melee]]'', with most of Ganondorf's mobility stats being harshly [[nerf]]ed, in addition to many of his moves being made even slower.
|-
|-
|{{CharHead|Lucas|SSBB|hsize=20px}}||{{CharHead|Ness|SSBB|hsize=20px}}||Pseudo-clone
|{{CharHead|Lucas|SSBB|hsize=20px}}||{{CharHead|Ness|SSBB|hsize=20px}}||Pseudo-clone
|Lucas's only similar moves are his {{mvsub|Lucas|SSBB|forward smash}}, {{mvsub|Lucas|SSBB|up aerial}}, {{mvsub|Lucas|SSBB|pummel}}, special moves, and [[PK Starstorm]]. The rest of his moveset is unique, and even then his shared moves feature different properties.
|Lucas's only similar moves are his {{mvsub|Lucas|SSBB|forward smash}}, {{mvsub|Lucas|SSBB|up aerial}}, {{mvsub|Lucas|SSBB|pummel}}, {{mvsub|Lucas|SSBB|side special}}, {{mvsub|Lucas|SSBB|up special}}, {{mvsub|Lucas|SSBB|down special}}, and {{mvsub|Lucas|SSBB|Final Smash}}. The rest of his moveset is unique, and even then his shared moves feature different properties.
|Having mostly a unique moveset of his own, Lucas's similarity to Ness is primarily in his weight and skeleton being identical to Ness', while they both also uniquely suffer an additional 10 frames of [[grab release]] lag that no other character has, making them uniquely vulnerable to many grab releaese setups. However, Lucas's movement attributes are all faster than Ness' with the exception of a slower [[walk]]ing speed, and he has lower [[traction]] that makes it more difficult for him to [[punish]] [[out of shield]]. His special moves are fairly similar in animation and concept to Ness's, but with major functional differences; [[Lucas (SSBB)/Neutral special|PK Freeze]] [[frozen|freezes]] per its namesake while also traveling faster and farther, whereas [[Ness (SSBB/Neutral special|PK Flash]] is a very powerful KO move when sufficiently charged with no special effects; Lucas' [[Lucas (SSBB)/Side special|PK Fire]] launches opponent away with moderate knockback while he also fires it with a different animation and cannot fire it diagonally when using it in the air, unlike Ness' [[Ness (SSBB)/Side special|PK Fire]] that can be fire diagonally in the air and still functions by trapping opponents within it; Lucas' [[Lucas (SSBB)/Up special|PK Thunder]] does not dissipate when it hits opponents but produces negligible knockback on contact, and Lucas' PK Thunder 2 travels much farther but is a multi-hitting move with drastically weaker knockback than Ness' [[Ness (SSBB)/Up special|variation]]; and Lucas' holds his [[Lucas (SSBB)/Down special|PSI Magnet]] outward in front of him instead of surrounding himself with it like Ness does with his [[Ness (SSBB)/Down special|PSI Magnet]], while additionally producing a small hitbox with moderate knockback in front of him when he releases it. This is the only clone pair where the derived character is the starter and the parent is unlockable.
|Having mostly a unique moveset of his own, Lucas' similarity to Ness is primarily in his weight and skeleton being identical to Ness', while they both also uniquely suffer an additional 10 frames of [[grab release]] lag that no other character has, making them uniquely vulnerable to many grab releaese setups. However, Lucas's movement attributes are all faster than Ness' with the exception of a slower [[walk]]ing speed, and he has lower [[traction]] that makes it more difficult for him to [[punish]] [[out of shield]]. His special moves are fairly similar in animation and concept to Ness's, but with major functional differences; Lucas' [[Lucas (SSBB)/Side special|PK Fire]] launches opponent away with moderate knockback while he also fires it with a different animation and cannot fire it diagonally when using it in the air, unlike Ness' [[Ness (SSBB)/Side special|PK Fire]] that can be fire diagonally in the air and still functions by trapping opponents within it; Lucas' [[Lucas (SSBB)/Up special|PK Thunder]] does not dissipate when it hits opponents but produces negligible knockback on contact, and Lucas' PK Thunder 2 travels much farther but is a multi-hitting move with drastically weaker knockback than Ness' [[Ness (SSBB)/Up special|variation]]; and Lucas' holds his [[Lucas (SSBB)/Down special|PSI Magnet]] outward in front of him instead of surrounding himself with it like Ness does with his [[Ness (SSBB)/Down special|PSI Magnet]], while additionally producing a small hitbox with moderate knockback in front of him when he releases it. This is the only clone pair where the derived character is the starter and the parent is unlockable.
|-
|-
|{{CharHead|Luigi|SSBB|hsize=20px}}||{{CharHead|Mario|SSBB|hsize=20px}}||Semi-clone
|{{CharHead|Luigi|SSBB|hsize=20px}}||{{CharHead|Mario|SSBB|hsize=20px}}||Semi-clone
Line 119: Line 120:
|{{CharHead|Toon Link|SSBB|hsize=20px}}||{{CharHead|Link|SSBB|hsize=20px}}||Semi-clone
|{{CharHead|Toon Link|SSBB|hsize=20px}}||{{CharHead|Link|SSBB|hsize=20px}}||Semi-clone
|Toon Link has a unique {{mvsub|Toon Link|SSBB|up smash}}, {{mvsub|Toon Link|SSBB|neutral aerial}}, {{mvsub|Toon Link|SSBB|forward aerial}}, {{mvsub|Toon Link|SSBB|back aerial}}, {{mvsub|Toon Link|SSBB|forward throw}}, and {{mvsub|Toon Link|SSBB|back throw}}.
|Toon Link has a unique {{mvsub|Toon Link|SSBB|up smash}}, {{mvsub|Toon Link|SSBB|neutral aerial}}, {{mvsub|Toon Link|SSBB|forward aerial}}, {{mvsub|Toon Link|SSBB|back aerial}}, {{mvsub|Toon Link|SSBB|forward throw}}, and {{mvsub|Toon Link|SSBB|back throw}}.
|Toon Link retains many of the same differences from Link that Young Link had in ''Melee'': he is smaller, lighter, faster in most aspects (with Link only having faster falling speed, [[fast falling]] speed, and [[gravity]]), is generally weaker, and can [[wall jump]], while having having a {{mvsub|Toon Link|SSBB|forward smash}} that only launches on the second hit and a multi-hit grounded [[Toon Link (SSBB)/Up special|Spin Attack]]. In addition to having a handful of unique moves, several of Toon Link's shared moves have different functioning; Toon Link's {{mvsub|Toon Link|SSBB|dash attack}} launches opponents away at a [[semi-spike]] angle while [[Link (SSBB)/Dash attack|Link's]] launches vertically; the first hit of Toon Link's {{mvsub|Toon Link|SSBB|down smash}} leads into the second stronger hit while both hits of [[Link (SSBB)/Down smash|Link's]] are individually powerful; Toon Link's {{mvsub|Toon Link|SSBB|down aerial}} is a [[stall-then-fall]] that meteor smashes while Link's {{mvsub|Link|SSBB|down aerial}} has no momentum-altering properties; the arrows fired by Toon Link's [[Toon Link (SSBB)/Neutral special|Hero's Bow]] are much floatier and slower; Toon Links [[Toon Link (SSBB)/Side special|Boomerang]] also travels much slower and does not have any [[windbox]]es like Link's [[Link (SSBB)/Side special|Gale Boomerang]]; and Toon Link's [[Toon Link (SSBB)/Down special|Bombs]] function very similarly to Link's [[Link (SSBB)/Down special|Bombs]], but their explosion have a much more cartoonish appearance. Toon Link also has different animations for general actions, generally faster frame data on his moves, and much shorter reach on his attacks due to his much shorter sword. For one more odditity as a result of the cloning process, there is an error where Toon Link's forward throw is treated as a [[Foot]] attack like [[Link (SSBB)/Forward throw|Link's]] even though it is a shoulder tackle.
|Toon Link retains many of the same differences from Link that Young Link had in ''Melee'': he is smaller, lighter, faster in most aspects (with Link only having faster falling speed, [[fast falling]] speed, and [[gravity]]), is generally weaker, and can [[wall jump]], while having having a {{mvsub|Toon Link|SSBB|forward smash}} that only launches on the second hit and a multi-hit grounded [[Toon Link (SSBB)/Up special|Spin Attack]]. In addition to having a handful of unique moves, several of Toon Link's shared moves have different functioning; Toon Link's {{mvsub|Toon Link|SSBB|dash attack}} launches opponents away at a [[semi-spike]] angle while [[Link (SSBB)/Dash attack|Link's]] launches vertically; the first hit of Toon Link's {{mvsub|Toon Link|SSBB|down smash}} leads into the second stronger hit while both hits of [[Link (SSBB)/Down smash|Link's]] are individually powerful; Toon Link's {{mvsub|Toon Link|SSBB|down aerial}} is a [[stall-then-fall]] that meteor smashes while Link's {{mvsub|Link|SSBB|down aerial}} has no momentum-altering properties; the arrows fired by Toon Link's [[Toon Link (SSBB)/Neutral special|Hero's Bow]] are much floatier and slower; Toon Links [[Toon Link (SSBB)/Side special|Boomerang]] travels much slower as well and does not have any [[windbox]]es like Link's [[Link (SSBB)/Side special|Gale Boomerang]]; and Toon Link's [[Toon Link (SSBB)/Down special|Bombs]] function very similarly to Link's [[Link (SSBB)/Down special|Bombs]], but their explosion have a much more cartoonish appearance. Toon Link also has different animations for general actions, generally faster frame data on his moves, and much shorter reach on his attacks due to his much shorter sword. For one more odditity as a result of the cloning process, there is an error where Toon Link's forward throw is treated as a [[Foot]] attack like [[Link (SSBB)/Forward throw|Link's]] even though it is a shoulder tackle.
|-
|-
|{{CharHead|Wolf|SSBB|hsize=20px}}||{{CharHead|Fox|SSBB|hsize=20px}}||Pseudo-clone
|{{CharHead|Wolf|SSBB|hsize=20px}}||{{CharHead|Fox|SSBB|hsize=20px}}||Pseudo-clone
|Wolf's only similar moves are his {{mvsub|Wolf|SSBB|forward throw}} (which has a different animation but is functionally the exact same with its hitbox and frame data), {{mvsub|Wolf|SSBB|pummel}}, {{mvsub|Wolf|SSBB|side special}}, {{mvsub|Wolf|SSBB|down special}}, and [[Landmaster|Final Smash]]. His {{mvsub|Wolf|SSBB|neutral special}} and {{mvsub|Wolf|SSBB|up special}} follow the same theme as Fox's, but are so different that they are practically their own unique moves (which is reflected in those moves have distinctly different Japanese names from Fox's, being {{ja|クローブラスター|Kurō Burasutā}}, ''Claw Blaster'', and {{ja|ウルフシュート|Urufu Shūto}}, ''Wolf Shoot'', respectively). The rest of Wolf's moveset is unique, and Wolf's attributes are significantly different.
|Wolf's only similar moves are his {{mvsub|Wolf|SSBB|forward throw}} (which has a different animation but is functionally the exact same with its hitbox and frame data), {{mvsub|Wolf|SSBB|pummel}}, {{mvsub|Wolf|SSBB|side special}}, {{mvsub|Wolf|SSBB|down special}}, and [[Landmaster|Final Smash]]. His {{mvsub|Wolf|SSBB|neutral special}} and {{mvsub|Wolf|SSBB|up special}} follow the same theme as Fox's, but are so different that they are practically their own unique moves (which is reflected in those moves have distinctly different Japanese names from Fox's, being {{ja|クローブラスター|Kurō Burasutā}}, ''Claw Blaster'', and {{ja|ウルフシュート|Urufu Shūto}}, ''Wolf Shoot'', respectively). The rest of Wolf's moveset is unique, and Wolf's attributes are significantly different.
|Historically, Wolf's status has been very unclear and heavily debated ever since ''Brawl''{{'}}s release, until the adoption of the term "pseudo-clone". Like Lucas, his main similarity to his parent is similarly-themed special moves, but Wolf's are even more distinct; his Blaster is unique by only firing a single shot with a completely different animation, while the laser it fires is completely different in appearance from those shot by Fox's Blaster, and it has an attached bayonet to hit opponents in melee range; Wolf Flash hits with his body instead of producing damaging afterimages, while Wolf additionally travels in a slight diagonal trajectory during it (which allows [[scarring]]), and is weak at the start but hits with a powerful hitbox at the end that either meteor smashes or semi-spikes opponents; Fire Wolf has a completely different animation and has no distinct "charging" phase, with the only functional similarity to [[Fox (SSBB)/Up special|Fire Fox]] being that the player can control which direction Fire Wolf travels in; Wolf's [[Wolf (SSBB)/Down special|Reflector]] remains more similar to [[Fox (SSBB)/Down special|Fox's]] than his other specials, but has a distinctly different "shine" graphic, while possessing some functional difference in its much greater amount of [[intangibility]] that starts on frame 1, making it a much more effective disadvantage tool; and then Wolf's Landmaster has a difference appearance to match the [[Wolfen]] theme, while being much more powerful and more mobile than Fox's, in exchange for a much shorter duration. In addition, many of Wolf's non-combat animations (such as dodges, getups, and item actions) remain exactly identical to Fox's, even in cases where they do not connect properly into his other animations as a result.
|Historically, Wolf's status has been very unclear and heavily debated ever since ''Brawl''{{'}}s release, until the adoption of the term "pseudo-clone". Like Lucas, his main similarity to his parent is similarly-themed special moves, but Wolf's are even more distinct; his {{b|Blaster|Wolf}} is unique by only firing a single shot with a completely different animation, while the laser it fires is completely different in appearance from those shot by Fox's {{b|Blaster|Fox}}, and it has an attached bayonet to hit opponents with a melee hitbox; Wolf Flash hits with his body instead of producing damaging afterimages (in addition to the "afterimage" trail having different graphical effects), while Wolf additionally travels in a slight diagonal trajectory during it (which allows [[scarring]]), and is weak at the start but hits with a powerful hitbox at the end that either meteor smashes or semi-spikes opponents; Fire Wolf has a completely different animation and has no distinct "charging" phase, with the only functional similarity to [[Fox (SSBB)/Up special|Fire Fox]] being that the player can control which direction Fire Wolf travels in; Wolf's [[Wolf (SSBB)/Down special|Reflector]] remains more similar to [[Fox (SSBB)/Down special|Fox's]] than his other specials, but has a distinctly different "shine" graphic, while possessing some functional difference in its much greater amount of [[intangibility]] that starts on frame 1, making it a much more effective disadvantage tool; and then Wolf's Landmaster has a difference appearance to match the [[Wolfen]] theme, while being much more powerful and more mobile than Fox's, in exchange for a much shorter duration. Despite the vast move differences, many of Wolf's non-combat animations (such as dodges, getups, and item actions) remain exactly identical to Fox's, even in cases where they do not connect properly into his other animations as a result.
|}
|}


Line 130: Line 131:


==Clones in ''[[Super Smash Bros. 4]]''==
==Clones in ''[[Super Smash Bros. 4]]''==
''Super Smash Bros. 4'' re-introduces full clones, adding one such veteran and two such newcomers. These clones were originally developed as [[alternate costume]]s, but it was later decided to give them a difference in moveset, resulting in them being split into their own characters — as "even a small difference in abilities" requires a unique roster slot. There are no new semi-clones, and returning semi-clones were not given much in the way of new differences. Full clones are marked on the character selection screen by being listed outside of the rest of the characters from their series, near the third-party characters.
''Super Smash Bros. 4'' re-introduces full clones, adding one such veteran and two such newcomers. These clones were originally developed as [[alternate costume]]s, but it was later decided to give them a difference in moveset, resulting in them being split into their own characters — as "even a small difference in abilities" requires a unique roster slot. There are no new semi-clones, and returning semi-clones were not given much in the way of new differences. Full clones are marked on the character selection screen by being listed outside of the rest of the characters from their series, near the third party characters.


Most clones and semi-clones share at least one custom move, though full clones have nearly every custom move in common.
Most clones and semi-clones share at least one custom move, though full clones have nearly every custom move in common.
Line 138: Line 139:
|-
|-
|{{CharHead|Dark Pit|SSB4|hsize=20px}}||{{CharHead|Pit|SSB4|hsize=20px}}||Full clone
|{{CharHead|Dark Pit|SSB4|hsize=20px}}||{{CharHead|Pit|SSB4|hsize=20px}}||Full clone
|Dark Pit has a different [[Dark Pit Staff|Final Smash]], though it is still cloned (from [[Light Arrow|Zelda and Sheik]], specifically). All of his attributes and nearly the rest of his moveset is completely identical.
|Dark Pit has a different [[Dark Pit Staff|Final Smash]], though it is still cloned (from [[Light Arrow|Zelda and Sheik]], specifically). All of his attributes and nearly the rest of his moveset are completely identical.
|Dark Pit was made into a clone because Sakurai did not like the idea of him using Pit's [[Three Sacred Treasures]] for his Final Smash. Another noticeable difference is his side special, [[Dark Pit (SSB4)/Side special|Electroshock Arm]], which deals [[electric]]al damage with stronger knockback while hitting opponents at a horizontal trajectory. Besides this, his other differences from Pit are extremely minimal he has a smaller [[hitbox]] on his {{mvsub|Dark Pit|SSB4|neutral attack}}'s rapid jab finisher (which is due to only Pit's [[Pit (SSB4)/Neutral attack|equivalent attack]] getting buffed in [[1.1.0 (SSB4)#Pit|patch 1.1.0]], which was never applied to Dark Pit's presumably by mistake), his {{mvsub|Dark Pit|SSB4|forward tilt}} has significantly weaker base knockback, and the arrows fired from his {{mvsub|Dark Pit|SSB4|neutral special}} travel with less control but are stronger and faster. Due to his extreme similarity to Pit, most [[tier list]]s do not even give him his own placing, instead having him share Pit's spot, including the [[Smash Back Room]]'s [[Smash 4 tier list]].
|Dark Pit was made into a clone because Sakurai did not like the idea of him using Pit's [[Three Sacred Treasures]] for his Final Smash. Another noticeable difference is his side special, [[Dark Pit (SSB4)/Side special|Electroshock Arm]], which deals [[electric]]al damage with stronger knockback while hitting opponents at a horizontal trajectory. Besides this, his other differences from Pit are extremely minimal; he has a smaller [[hitbox]] on his {{mvsub|Dark Pit|SSB4|neutral attack}}'s rapid jab finisher (which is due to only Pit's [[Pit (SSB4)/Neutral attack|equivalent attack]] getting buffed in [[1.1.0 (SSB4)#Pit|patch 1.1.0]], which was never applied to Dark Pit's presumably by mistake), his {{mvsub|Dark Pit|SSB4|forward tilt}} has significantly weaker base knockback, and the arrows fired from his {{mvsub|Dark Pit|SSB4|neutral special}} travel with less control but are stronger and faster. Due to his extreme similarity to Pit, most [[tier list]]s do not even give him his own placing, instead having him share Pit's spot, including the [[Smash Back Room]]'s [[Smash 4 tier list]].
|-
|-
|{{CharHead|Dr. Mario|SSB4|hsize=20px}}||{{CharHead|Mario|SSB4|hsize=20px}}||Full clone
|{{CharHead|Dr. Mario|SSB4|hsize=20px}}||{{CharHead|Mario|SSB4|hsize=20px}}||Full clone
|Dr. Mario retains his {{mvsub|Dr. Mario|SSB4|down aerial}} and {{mvsub|Dr. Mario|SSB4|down special}} from ''Melee'', which, due to changes to Mario since, are now incidentally different attacks. Dr. Mario additionally still fires [[Megavitamins]] for his {{mvsub|Dr. Mario|SSB4|neutral special}}.
|Dr. Mario retains his {{mvsub|Dr. Mario|SSB4|down aerial}} and {{mvsub|Dr. Mario|SSB4|down special}} from ''Melee'', which, due to changes to Mario since, are now incidentally different attacks. Dr. Mario additionally still fires [[Megavitamins]] for his {{mvsub|Dr. Mario|SSB4|neutral special}}.
|Dr. Mario was made into a clone, instead of being turned into alternative costume for Mario, because Sakurai felt fans of his ''[[Melee]]'' incarnation would be disappointed to lose his uniqueness. Many of his moves lost their subtle functional differences, but some of the more notable ones retain their unique functioning; his {{mvsub|Dr. Mario|SSB4|forward smash}} is still an electrical move that's stronger with less [[reach]], his {{mvsub|Dr. Mario|SSB4|neutral aerial}} retains the unique trait of being a [[sex kick]] whose later hitboxes are stronger than in its initial hitboxes, and his {{mvsub|Dr. Mario|SSB4|forward aerial}} is a very powerful [[angle|vertical]] KO move instead of being a [[meteor smash]]. Dr. Mario now acts more truly to his original intention as a slower but stronger Mario; he has built-in [[equipment]] multipliers that significantly nerf his movement specs across the board, and his [[aerial]]s retain their higher [[landing lag]], but he also has equipment modifiers that give him a damage increase modifier to all of his moves. Dr. Mario has an additional new difference in that his {{mvsub|Dr. Mario|SSB4|up special}} now only hits once without spawning coins, but he has gained the ability to [[wall jump]], removing a difference between him and Mario. Overall Dr. Mario remains very similar to Mario, with even his {{mvsub|Dr. Mario|SSB4|Final Smash}} and [[custom move]]s being all direct copies of Mario's (or Luigi's, in the case of [[Dr. Tornado]]'s customs), though [[Doctor Finale]] fires two large Megavitamins instead of shooting a large fire blast.
|Dr. Mario was made into a clone, instead of being turned into alternative costume for Mario, because Sakurai felt fans of his ''[[Melee]]'' incarnation would be disappointed to lose his uniqueness. Many of his moves lost their subtle functional differences, but some of the more notable ones retain their unique functioning; his {{mvsub|Dr. Mario|SSB4|forward smash}} is still an electrical move that's stronger with less [[reach]], his {{mvsub|Dr. Mario|SSB4|neutral aerial}} retains the unique trait of being a [[sex kick]] whose later hitboxes are stronger than in its initial hitboxes, and his {{mvsub|Dr. Mario|SSB4|forward aerial}} is a very powerful [[angle|vertical]] KO move instead of being a [[meteor smash]]. Dr. Mario now acts more truly to his original intention as a slower but stronger Mario; he has built-in [[equipment]] multipliers that significantly nerf his movement stats across the board, and his [[aerial]]s retain their higher [[landing lag]], but he also has equipment modifiers that give him an increased damage modifier to all of his moves. Dr. Mario has an additional new difference in that his {{mvsub|Dr. Mario|SSB4|up special}} now only hits once without spawning coins, but he has gained the ability to [[wall jump]], removing a difference between him and Mario. Overall Dr. Mario remains very similar to Mario, with even his {{mvsub|Dr. Mario|SSB4|Final Smash}} and [[custom move]]s being all direct copies of Mario's (or Luigi's, in the case of [[Dr. Tornado]]'s customs), though [[Doctor Finale]] fires two large Megavitamins instead of shooting a large fire blast.
|-
|-
|{{CharHead|Falco|SSB4|hsize=20px}}||{{CharHead|Fox|SSB4|hsize=20px}}||Semi-clone
|{{CharHead|Falco|SSB4|hsize=20px}}||{{CharHead|Fox|SSB4|hsize=20px}}||Semi-clone
|Falco has a different {{mvsub|Falco|SSB4|neutral attack}}, {{mvsub|Falco|SSB4|up tilt}}, {{mvsub|Falco|SSB4|forward smash}}, {{mvsub|Falco|SSB4|up smash}}, {{mvsub|Falco|SSB4|neutral aerial}}, {{mvsub|Falco|SSB4|forward aerial}}, {{mvsub|Falco|SSB4|back aerial}}, {{mvsub|Falco|SSB4|up aerial}}, and {{mvsub|Falco|SSB4|down special}}.
|Falco has a different {{mvsub|Falco|SSB4|neutral attack}}, {{mvsub|Falco|SSB4|up tilt}}, {{mvsub|Falco|SSB4|forward smash}}, {{mvsub|Falco|SSB4|up smash}}, {{mvsub|Falco|SSB4|neutral aerial}}, {{mvsub|Falco|SSB4|forward aerial}}, {{mvsub|Falco|SSB4|back aerial}}, {{mvsub|Falco|SSB4|up aerial}}, and {{mvsub|Falco|SSB4|down special}}.
|Not much has changed for Falco; aside from getting a new up smash and back aerial (the latter of which was already different from Fox's), and up aerial's animation being significantly altered (with Falco flipping on the horizontal axis instead of the vertical axis, making it more obviously unique from Fox's {{mvsub|Fox|SSB4|up aerial}}), he retains his differences from Fox from the previous game. Notably, while he shares no [[custom move]]s with Fox, he and Fox both have custom {{mvsub|Falco|SSB4|neutral special}}s that replicate the other's default. Overall, Falco is still a clear semi-clone, though slightly more distinct than he was in ''[[Brawl]]''.
|Not much has changed for Falco; aside from getting a new up smash and back aerial (the latter of which was already different from Fox's), and up aerial's animation being significantly altered (with Falco flipping on the horizontal axis instead of the vertical axis, making it more obviously unique from Fox's {{mvsub|Fox|SSB4|up aerial}}), he retains his differences from Fox that he had in ''[[Brawl]]''. Notably, while he shares no [[custom move]]s with Fox, he and Fox both have custom {{mvsub|Falco|SSB4|neutral special}}s that replicate the other's default. Overall, Falco is still a clear semi-clone, though slightly more distinct than he was in ''Brawl''.
|-
|-
|{{CharHead|Ganondorf|SSB4|hsize=20px}}||{{CharHead|Captain Falcon|SSB4|hsize=20px}}||Semi-clone
|{{CharHead|Ganondorf|SSB4|hsize=20px}}||{{CharHead|Captain Falcon|SSB4|hsize=20px}}||Semi-clone
|Ganondorf has a unique {{mvsub|Ganondorf|SSB4|neutral attack}}, {{mvsub|Ganondorf|SSB4|forward tilt}}, {{mvsub|Ganondorf|SSB4|up tilt}}, {{mvsub|Ganondorf|SSB4|down tilt}}, {{mvsub|Ganondorf|SSB4|up smash}}, {{mvsub|Ganondorf|SSB4|forward aerial}}, {{mvsub|Ganondorf|SSB4|up throw}}, {{mvsub|Ganondorf|SSB4|side special}}, and {{mvsub|Ganondorf|SSB4|Final Smash}}.
|Ganondorf has a unique {{mvsub|Ganondorf|SSB4|neutral attack}}, {{mvsub|Ganondorf|SSB4|forward tilt}}, {{mvsub|Ganondorf|SSB4|up tilt}}, {{mvsub|Ganondorf|SSB4|down tilt}}, {{mvsub|Ganondorf|SSB4|up smash}}, {{mvsub|Ganondorf|SSB4|forward aerial}}, {{mvsub|Ganondorf|SSB4|up throw}}, {{mvsub|Ganondorf|SSB4|side special}}, and {{mvsub|Ganondorf|SSB4|Final Smash}}.
|Ganondorf has not received any major changes that affect how much of a clone he is, though he did get a few minor animation- and functionality-related tweaks. Among their shared moves, his {{mvsub|Ganondorf|SSB4|neutral aerial}} became functionally more similar to Falcon's {{mvsub|Captain Falcon|SSB4|neutral aerial}}, as now the first kick is a weak hit to link into the second stronger hit, instead of both kicks being individually powerful, but Falcon's {{mvsub|Captain Falcon|SSB4|up aerial}} now being a vertically launching [[juggle]] tool gives its distinct functionality from Ganondorf's {{mvsub|Ganondorf|SSB4|up aerial}} that remains a very strong horizontally-launching move that can semi-spike. He notably shares no custom moves at all with Captain Falcon, so he can become significantly more distinct when customs are enabled.
|Ganondorf has not received any major changes that affect how much of a clone he is, though he did get a few minor animation- and functionality-related tweaks. Among their shared moves, his {{mvsub|Ganondorf|SSB4|neutral aerial}} became functionally more similar to Falcon's {{mvsub|Captain Falcon|SSB4|neutral aerial}}, as now the first kick is a weak hit to link into the second stronger hit, instead of both kicks being individually powerful, but Falcon's {{mvsub|Captain Falcon|SSB4|up aerial}} now being a vertically launching [[juggle]] tool gives its distinct functionality from Ganondorf's {{mvsub|Ganondorf|SSB4|up aerial}} that remains a very strong horizontally-launching move that can semi-spike. Ganondorf otherwise retains the differences he already had in ''Brawl''. For a final note, Ganondorf notably shares no custom moves at all with Captain Falcon, so he can become substantially more distinct when customs are enabled.
|-
|-
|{{CharHead|Lucas|SSB4|hsize=20px}}||{{CharHead|Ness|SSB4|hsize=20px}}||Pseudo-clone
|{{CharHead|Lucas|SSB4|hsize=20px}}||{{CharHead|Ness|SSB4|hsize=20px}}||Pseudo-clone
|Lucas' only similar moves are his {{mvsub|Lucas|SSB4|forward smash}}, {{mvsub|Lucas|SSB4|up aerial}}, {{mvsub|Lucas|SSB4|pummel}}, special moves, and {{mvsub|Lucas|SSB4|Final Smash}}. The rest of his moveset is unique.
|Lucas' only similar moves are his {{mvsub|Lucas|SSB4|forward smash}}, {{mvsub|Lucas|SSB4|up aerial}}, {{mvsub|Lucas|SSB4|pummel}}, {{mvsub|Lucas|SSB4|side special}}, {{mvsub|Lucas|SSB4|up special}}, {{mvsub|Lucas|SSB4|down special}}, and {{mvsub|Lucas|SSB4|Final Smash}}. The rest of his moveset is unique.
|Lucas received no additional moves to distinguish himself from Ness. In fact, he now shares some non-attack animations with Ness despite having unique ones in ''Brawl'', such as his Final Smash animation, dash ending animation, [[idle animation]] when holding items, and his clapping animation. In addition, all of Ness's special moves have custom variants that cause them to act like Lucas's (whereas Lucas, like all [[Downloadable content (SSB4)|DLC characters]], has no custom moves). Lucas otherwise retains all of differences from Ness that he had in ''Brawl''.
|Lucas received no additional moves to distinguish himself from Ness. In fact, he now shares some non-attack animations with Ness despite having unique ones in ''Brawl'', such as his Final Smash animation, dash ending animation, [[idle animation]] when holding items, and his clapping animation. In addition, all of Ness's special moves have custom variants that cause them to act like Lucas's (whereas Lucas, like all [[Downloadable content (SSB4)|DLC characters]], has no custom moves). Lucas otherwise retains all of his other differences from Ness that he had in ''Brawl''.
|-
|-
|{{CharHead|Lucina|SSB4|hsize=20px}}||{{CharHead|Marth|SSB4|hsize=20px}}||Full clone
|{{CharHead|Lucina|SSB4|hsize=20px}}||{{CharHead|Marth|SSB4|hsize=20px}}||Full clone
Line 163: Line 164:
|{{CharHead|Luigi|SSB4|hsize=20px}}||{{CharHead|Mario|SSB4|hsize=20px}}||Semi-clone
|{{CharHead|Luigi|SSB4|hsize=20px}}||{{CharHead|Mario|SSB4|hsize=20px}}||Semi-clone
|Luigi has a unique {{mvsub|Luigi|SSB4|neutral attack}}, {{mvsub|Luigi|SSB4|up tilt}}, {{mvsub|Luigi|SSB4|down tilt}}, {{mvsub|Luigi|SSB4|dash attack}}, {{mvsub|Luigi|SSB4|forward smash}}, {{mvsub|Luigi|SSB4|down smash}}, {{mvsub|Luigi|SSB4|forward aerial}}, {{mvsub|Luigi|SSB4|down aerial}}, {{mvsub|Luigi|SSB4|down throw}}, {{mvsub|Luigi|SSB4|side special}}, {{mvsub|Luigi|SSB4|down special}}, and {{mvsub|Luigi|SSB4|Final Smash}}.
|Luigi has a unique {{mvsub|Luigi|SSB4|neutral attack}}, {{mvsub|Luigi|SSB4|up tilt}}, {{mvsub|Luigi|SSB4|down tilt}}, {{mvsub|Luigi|SSB4|dash attack}}, {{mvsub|Luigi|SSB4|forward smash}}, {{mvsub|Luigi|SSB4|down smash}}, {{mvsub|Luigi|SSB4|forward aerial}}, {{mvsub|Luigi|SSB4|down aerial}}, {{mvsub|Luigi|SSB4|down throw}}, {{mvsub|Luigi|SSB4|side special}}, {{mvsub|Luigi|SSB4|down special}}, and {{mvsub|Luigi|SSB4|Final Smash}}.
|Luigi's jumps are animated differently, being a scuttle instead of a block-punch, and he has a different skidding animation when he stops dashing. He has a new down throw as well, where he Ground Pounds the opponent. He also does not share any customs with Mario, aside from one that makes his Fireballs act like Mario's default ones. The rest of Luigi's differences he had in ''Brawl'' are retained.
|Luigi's jumps are animated differently, being a scuttle instead of a block-punch, and he has a different skidding animation when he stops dashing. He has a new down throw as well, where he Ground Pounds the opponent. He also does not share any customs with Mario, aside from one that makes his Fireballs act like Mario's default ones. The rest of Luigi's differences he already had in ''Brawl'' are retained.
|-
|-
|{{CharHead|Roy|SSB4|hsize=20px}}||{{CharHead|Marth|SSB4|hsize=20px}}||Semi-clone
|{{CharHead|Roy|SSB4|hsize=20px}}||{{CharHead|Marth|SSB4|hsize=20px}}||Semi-clone
Line 171: Line 172:
|{{CharHead|Toon Link|SSB4|hsize=20px}}||{{CharHead|Link|SSB4|hsize=20px}}||Semi-clone
|{{CharHead|Toon Link|SSB4|hsize=20px}}||{{CharHead|Link|SSB4|hsize=20px}}||Semi-clone
|Toon Link has a unique {{mvsub|Toon Link|SSB4|dash attack}}, {{mvsub|Toon Link|SSB4|up smash}}, {{mvsub|Toon Link|SSB4|neutral aerial}}, {{mvsub|Toon Link|SSB4|forward aerial}}, {{mvsub|Toon Link|SSB4|back aerial}}, {{mvsub|Toon Link|SSB4|forward throw}}, and {{mvsub|Toon Link|SSB4|back throw}}.
|Toon Link has a unique {{mvsub|Toon Link|SSB4|dash attack}}, {{mvsub|Toon Link|SSB4|up smash}}, {{mvsub|Toon Link|SSB4|neutral aerial}}, {{mvsub|Toon Link|SSB4|forward aerial}}, {{mvsub|Toon Link|SSB4|back aerial}}, {{mvsub|Toon Link|SSB4|forward throw}}, and {{mvsub|Toon Link|SSB4|back throw}}.
|Link being given a new {{mvsub|Link|SSB4|dash attack}} makes Toon Link's more unique, and Link's {{mvsub|Link|SSB4|up aerial}} has a new animation to differentiate it from [[Toon Link (SSB4)/Up aerial|Toon Link's]], though Toon Link himself has received no new substantial decloning changes. The two Links do not share many custom moves, and Toon Link retains his other differences from ''Brawl''.
|Link being given a new {{mvsub|Link|SSB4|dash attack}} makes Toon Link's a unique move, and Link's {{mvsub|Link|SSB4|up aerial}} has a new animation to differentiate it from [[Toon Link (SSB4)/Up aerial|Toon Link's]], though Toon Link himself has received no new substantial decloning changes. The two Links do not share many custom moves, and Toon Link retains the other differences he had in ''Brawl''.
|}
|}


===Notes===
===Notes===
*As {{SSB4|Luigi}} and {{SSB4|Dr. Mario}}, as well as {{SSB4|Lucina}} and {{SSB4|Roy}}, share a common "parent" character in {{SSB4|Mario}} and {{SSB4|Marth}} respectively, both pairs can be argued as semi-clones of their respective counterparts.
*As {{SSB4|Luigi}} and {{SSB4|Dr. Mario}}, as well as {{SSB4|Lucina}} and {{SSB4|Roy}}, share a common "parent" character in {{SSB4|Mario}} and {{SSB4|Marth}} respectively, both pairs can be argued as semi-clones of their respective counterparts.
*Many standard and special attacks of the {{SSB4|Mii Fighter}}s are cloned moves from existing characters. Several of the {{SSB4|Mii Gunner}}'s moves are similar to {{SSB4|Samus}}' or Fox's (with a couple similar to Ness' and {{SSB4|Robin}}'s). Similarly, the {{SSB4|Mii Swordfighter}} shares moves with the swordfighters (most predominantly Link and {{SSB4|Ike}}), while the Mii Brawler shares moves with Mario, {{SSB4|Little Mac}}, and Captain Falcon.
*Many standard and special attacks of the {{SSB4|Mii Fighter}}s are based off existing characters. Several of the {{SSB4|Mii Gunner}}'s moves are similar to {{SSB4|Samus}}' or Fox's (with a couple similar to Ness' and {{SSB4|Robin}}'s). Similarly, the {{SSB4|Mii Swordfighter}} shares moves with the swordfighters (most predominantly Link and {{SSB4|Ike}}), while the Mii Brawler shares moves with Mario, {{SSB4|Little Mac}}, and Captain Falcon.
**The Fighting Mii Team operates like Mii Fighters but lacks special moves, much like previous [[enemy team]]s.
**The Fighting Mii Team operates like Mii Fighters but lacks special moves, much like previous [[enemy team]]s.
*While Wolf is not present in this game, Fox's [[Fox Illusion]] has a custom variation that mimics Wolf's, even being named "[[Wolf Flash]]".
*Despite Wolf being absent in this game, Fox's [[Fox Illusion]] has a custom variation that mimics Wolf's, even being named "[[Wolf Flash]]".
*Datamining has revealed that {{SSB4|Cloud}} and {{SSB4|Corrin}} started development cloned off of Ike, and {{SSB4|Bayonetta}} started development cloned off of {{SSB4|Zero Suit Samus}}, though the characters would be so radically changed during development that little traces of their initial cloning remain. Little Mac similarly has evidence that he started development based off of Captain Falcon, with a trace remaining of them having identical animations when climbing off a {{b|ladder|stage element}} and Little Mac's {{mvsub|Little Mac|SSB4|back aerial}} being very similar to Falcon's conceptually, though like the aformentioned characters, he is so radically different otherwise that he cannot be classified as any sort of clone.<ref>https://sourcegaming.info/2018/07/03/bayo106/</ref>
*Datamining<ref>https://sourcegaming.info/2018/07/03/bayo106/</ref> has revealed that some of the newcomers started development as clones of veteran fighters before being reworked to be distinct fighters, with little traces of their initial cloning remain:
**In the base game, [[Little Mac (SSB4)|Little Mac's]] animations for climbing off a {{b|ladder|stage element}} and being stunned are direct 1-to-1 matches to those of Captain Falcon, and even his {{mvsub|Little Mac|SSB4|back aerial}} is identical to Captain Falcon's conceptually; this evidence suggests that he started development using Falcon as a template before being reworked to the point he cannot be classified as any sort of clone.  
**Regarding the DLC fighters, [[Ike (SSB4)|Ike's]] parameters were duplicated twice to create {{SSB4|Cloud}} and {{SSB4|Corrin}}, while [[Zero Suit Samus (SSB4)|Zero Suit Samus']] parameters were duplicated to create {{SSB4|Bayonetta}}; the parameters of these fighters are virtually identical to their parent character. This explains why some of Cloud's animations and attacks are somewhat identical to Ike, despite not being a clone, and why Bayonetta animates almost identically to Zero Suit Samus in regards to her fighter model.


==Clones in ''[[Super Smash Bros. Ultimate]]''==
==Clones in ''[[Super Smash Bros. Ultimate]]''==
As stated above, ''[[Ultimate]]'' uses the term "Echo Fighter" to refer to certain clones based on development time. The term is only loosely related to how unique a character is, as some full clones are not marked as Echo Fighters despite their similar movesets. Certain Echo Fighters are considered the same character as their base fighter competitively; Daisy, Richter, and Dark Samus, due to their differences from their base fighters being competitively negligible, and Dark Pit, who only has notable differences in two of his attacks but who is otherwise completely identical. On the character selection screen, Echo Fighters are positioned directly after their base fighter, and there exists an option to merge the portraits of the base fighter and the Echo Fighter in certain modes.
As stated above, ''Ultimate'' uses the term "Echo Fighter" to refer to certain clones based on development time. The term is only loosely related to how unique a character is, as some full clones are not marked as Echo Fighters despite their largely shared movesets, while Ken is marked as one despite being more distinct than some clones that aren't marked as Echo Fighters. Certain Echo Fighters are considered the same entity as their base fighter competitively; Daisy, Richter, and Dark Samus, due to their differences from their base fighters being competitively negligible; and Dark Pit, who does have notable moveset differences, but only in two attacks. On the character selection screen, Echo Fighters are positioned directly after their base fighter, and there exists an option to merge the portraits of the base fighter and the Echo Fighter in certain modes.


With ''Ultimate'' bringing back all veterans, every clone that was originally cut returns. However, most returning full clones did not receive many new differences. In the transition from ''Smash 4'' to ''Ultimate'', however, Luigi and Ganondorf were both significantly decloned (with Luigi commonly being agreed to have become a pseudo-clone),  and Link's new changes based off of ''The Legend of Zelda: Breath of the Wild'' subsequently decloned both of his counterparts to an extent.
With ''Ultimate'' bringing back all veterans, every clone that was originally cut returns. However, most returning clones did not receive many new differences. In the transition from ''Smash 4'' to ''Ultimate'', however, Luigi and Ganondorf were both significantly decloned (with Luigi commonly being agreed to have become a pseudo-clone),  and Link's new changes based off of ''The Legend of Zelda: Breath of the Wild'' subsequently decloned both of his counterparts to an extent.


{|class="wikitable sortable"
{|class="wikitable sortable"
Line 194: Line 197:
|-
|-
|{{CharHead|Daisy|SSBU|hsize=20px}}||{{CharHead|Peach|SSBU|hsize=20px}}||Full clone||{{y}}
|{{CharHead|Daisy|SSBU|hsize=20px}}||{{CharHead|Peach|SSBU|hsize=20px}}||Full clone||{{y}}
|Daisy's entire moveset is completely identical to Peach's, with her only gameplay difference being slightly altered hurtboxes as a result of her different [[idle]] and [[dash]]ing animations.
|Daisy's entire moveset is completely identical to Peach's, with her only gameplay difference being slightly altered [[hurtbox]]es as a result of her different [[idle]] and [[dash]]ing animations.
|Alongside the different idle and dashing animations, Daisy's attacks have some different aesthetic effects, namely she has flower-based visuals replacing Peach's heart-based visuals, and she has distinctly different facial animations, but other than that, she has no gameplay differences whatsoever. The differing animations she has alter her hurtbox placements marginally when she stands still or runs, but this is not enough to change any of her matchups. Prior to [[Version 3.0.0#Daisy|Version 3.0.0]], Daisy's [[Daisy (SSBU)/Down special|Vegetable]] had higher base knockback but lower knockback scaling; as this was purposely changed to match Peach's version, it is clear that Daisy was not intended to have any gameplay differences from her at all.
| Alongside the different idle and dashing animations, Daisy's attacks have some different aesthetic effects, namely she has flower-based visuals replacing Peach's heart-based visuals, and she has distinctly different facial animations. The differing animations she has alter her hurtbox placements marginally when she stands still or runs, but other than that, she has no gameplay differences whatsoever. Prior to [[Version 3.0.0#Daisy|Version 3.0.0]], Daisy's [[Daisy (SSBU)/Down special|Vegetable]] had higher base knockback but lower knockback scaling; as this was purposely changed to match Peach's version, it is clear that it was an error and Daisy was not intended to have any moveset differences from her at all.
|-
|-
|{{CharHead|Dark Pit|SSBU|hsize=20px}}||{{CharHead|Pit|SSBU|hsize=20px}}||Full clone||{{y}}
|{{CharHead|Dark Pit|SSBU|hsize=20px}}||{{CharHead|Pit|SSBU|hsize=20px}}||Full clone||{{y}}
|Dark Pit has his own {{mvsub|Dark Pit|SSBU|Final Smash}}. Aside from that, only his {{mvsub|Dark Pit|SSBU|neutral special}} and {{mvsub|Dark Pit|SSBU|side special}} have different properties.
|Dark Pit has his own {{mvsub|Dark Pit|SSBU|Final Smash}}. Aside from that, only his {{mvsub|Dark Pit|SSBU|neutral special}} and {{mvsub|Dark Pit|SSBU|side special}} have different properties.
|Dark Pit's minor differences have been removed from all of his standard attacks, making him even more similar to Pit. His Final Smash is unchanged, though since Zelda and Sheik have both received new ones, it can be argued whether it is still a cloned move. Other than that, Dark Pit retains his two other differences from ''Smash 4''.
|Dark Pit's minor differences have been removed from all of his standard attacks, making him even more similar to Pit. His Final Smash is unchanged, though since {{SSBU|Zelda}} and {{SSBU|Sheik}} have both received new ones, it is unclear whether it is still a cloned move. Other than that, Dark Pit retains his two other differences from ''Smash 4''.
|-
|-
|{{CharHead|Dark Samus|SSBU|hsize=20px}}||{{CharHead|Samus|SSBU|hsize=20px}}||Full clone||{{y}}
|{{CharHead|Dark Samus|SSBU|hsize=20px}}||{{CharHead|Samus|SSBU|hsize=20px}}||Full clone||{{y}}
|Dark Samus's moveset is exactly like Samus's in every way except for elemental properties, slight animation differences, and minor hitbox placement changes.
|Dark Samus's moveset is exactly like Samus's in every way except for elemental properties, slight animation differences, and minor hitbox placement changes.
|Most of Dark Samus's properties and hitboxes are the same as Samus's, with the most major difference being that most flame attacks involving the Arm Cannon are now [[electric]] ones. Dark Samus also has a large variety of unique non-attack animations, which does affect hurtbox placement during many actions, and many of her moves (such as her {{mvsub|Dark Samus|SSBU|dash attack}}, all [[smash attack]]s, as well as her {{mvsub|Dark Samus|SSBU|neutral special}} and {{mvsub|Dark Samus|SSBU|side special}}) have altered animations, which has subtle effects on their hitbox placement (such as allowing some moves to more effectively hit short or [[crouching]] characters, while Samus' equivalents are more difficult to high-profile over). Additionally, Dark Samus's [[roll]]s are faster, though she does not turn into a morph ball during them, and her shield is bigger. Overall, while the hitbox and hurtbox placement during Dark Samus' actions can marginally affect some [[matchup]]s, it's not considered meaningful enough to differntiate the two in [[tier list]]s nor matchup charts
|Most of Dark Samus's properties and hitboxes are the same as Samus's, with the most major difference being that most flame attacks involving the Arm Cannon now hit with the [[electric]] effect. Dark Samus also has a large variety of unique non-attack animations, which does affect her hurtbox placement during many actions, and many of her moves (her {{mvsub|Dark Samus|SSBU|dash attack}}, all [[smash attack]]s, her {{mvsub|Dark Samus|SSBU|neutral special}}, and {{mvsub|Dark Samus|SSBU|side special}}) have altered animations, which has subtle effects on their hitbox placement (such as allowing some moves to more effectively hit short or [[crouching]] characters, while Samus's equivalents are more difficult to high-profile over). Additionally, Dark Samus's [[roll]]s are faster, though she does not turn into a Morph Ball during them, and her shield is bigger. Overall, while the altered hitbox and hurtbox placements during several of Dark Samus's actions can marginally affect some [[matchup]]s, these differences are not considered meaningful enough to differentiate the two in [[tier list]]s or matchup charts.
|-
|-
|{{CharHead|Dr. Mario|SSBU|hsize=20px}}||{{CharHead|Mario|SSBU|hsize=20px}}||Full clone||{{n}}
|{{CharHead|Dr. Mario|SSBU|hsize=20px}}||{{CharHead|Mario|SSBU|hsize=20px}}||Full clone||{{n}}
|Dr. Mario has a different {{mvsub|Dr. Mario|SSBU|down aerial}}, {{mvsub|Dr. Mario|SSBU|back throw}}, and {{mvsub|Dr. Mario|SSBU|down special}}.
|Dr. Mario has a different {{mvsub|Dr. Mario|SSBU|down aerial}}, {{mvsub|Dr. Mario|SSBU|back throw}}, and {{mvsub|Dr. Mario|SSBU|down special}}.
|Dr. Mario is relatively unchanged compared to Mario. He received a new back throw, and both he and Mario received new, differing animations for their functionally unaltered {{mvsub|Dr. Mario|SSBU|side special}}s; he also received a new down aerial, though this does not declone him any more than before because he already had a different one. He retains his external multipliers, which have been made slightly more extreme, and his [[traction]] is now slightly higher. Dr. Mario retains all his other differences from ''Smash 4'', but overall he remains a close clone of Mario.
|Dr. Mario received a new back throw, and both he and Mario received new, differing animations for their functionally unaltered {{mvsub|Dr. Mario|SSBU|side special}}s. Dr. Mario also received a new down aerial, though this does not declone him any more than before because he already had a different one prior. He retains his external multipliers, which have been made slightly more extreme, and his [[traction]] is now slightly higher. Dr. Mario retains all his other differences from ''Smash 4'', but overall he remains a close clone of Mario.
|-
|-
|{{CharHead|Falco|SSBU|hsize=20px}}||{{CharHead|Fox|SSBU|hsize=20px}}||Semi-clone||{{n}}
|{{CharHead|Falco|SSBU|hsize=20px}}||{{CharHead|Fox|SSBU|hsize=20px}}||Semi-clone||{{n}}
Line 215: Line 218:
|{{CharHead|Ganondorf|SSBU|hsize=20px}}||{{CharHead|Captain Falcon|SSBU|hsize=20px}}||Semi-clone||{{n}}
|{{CharHead|Ganondorf|SSBU|hsize=20px}}||{{CharHead|Captain Falcon|SSBU|hsize=20px}}||Semi-clone||{{n}}
|Ganondorf has a unique {{mvsub|Ganondorf|SSBU|neutral attack}}, {{mvsub|Ganondorf|SSBU|forward tilt}}, {{mvsub|Ganondorf|SSBU|up tilt}}, {{mvsub|Ganondorf|SSBU|down tilt}}, {{mvsub|Ganondorf|SSBU|forward smash}}, {{mvsub|Ganondorf|SSBU|up smash}}, {{mvsub|Ganondorf|SSBU|down smash}}, {{mvsub|Ganondorf|SSBU|forward aerial}}, {{mvsub|Ganondorf|SSBU|pummel}}, {{mvsub|Ganondorf|SSBU|forward throw}}, {{mvsub|Ganondorf|SSBU|up throw}}, {{mvsub|Ganondorf|SSBU|side special}}, and {{mvsub|Ganondorf|SSBU|Final Smash}}.
|Ganondorf has a unique {{mvsub|Ganondorf|SSBU|neutral attack}}, {{mvsub|Ganondorf|SSBU|forward tilt}}, {{mvsub|Ganondorf|SSBU|up tilt}}, {{mvsub|Ganondorf|SSBU|down tilt}}, {{mvsub|Ganondorf|SSBU|forward smash}}, {{mvsub|Ganondorf|SSBU|up smash}}, {{mvsub|Ganondorf|SSBU|down smash}}, {{mvsub|Ganondorf|SSBU|forward aerial}}, {{mvsub|Ganondorf|SSBU|pummel}}, {{mvsub|Ganondorf|SSBU|forward throw}}, {{mvsub|Ganondorf|SSBU|up throw}}, {{mvsub|Ganondorf|SSBU|side special}}, and {{mvsub|Ganondorf|SSBU|Final Smash}}.
|Ganondorf received a new set of smash attacks involving his [[Ganondorf's sword|sword]], making him now only share about half of his moveset with Captain Falcon (though Ganondorf's up smash is very similar to Ike's {{mvsub|Ike|SSBU|up smash}} and his down smash is very similar to {{SSBU|Cloud}}'s {{mvsub|Cloud|SSBU|down smash}}). Ganondorf's general animations have been tweaked, and his remaining moves have generally had their animations unstiffend to reflect being reverted back to his younger ''Ocarine of Time'' appearance, most notably seen in his {{mvsub|Ganondorf|SSBU|down aerial}}, while Falcon has also received some animation changes in addition to a new {{mvsub|Captain Falcon|SSBU|forward smash}}, though these changes do not impact their clone status. Ganondorf is overall the least cloned he has been in ''Smash'', but is still a definitive semi-clone.
|Ganondorf received a new set of smash attacks involving his [[Ganondorf's sword|sword]], making him now only share about half of his moveset with Captain Falcon (though Ganondorf's up smash is very similar to Ike's {{mvsub|Ike|SSBU|up smash}} and his down smash is very similar to {{SSBU|Cloud}}'s {{mvsub|Cloud|SSBU|down smash}}). Ganondorf's general animations have been tweaked, and his remaining moves have generally had their animations unstiffend to reflect being reverted back to his younger ''Ocarina of Time'' appearance, most notably seen in his {{mvsub|Ganondorf|SSBU|down aerial}}, while Falcon has also received some animation changes in addition to a new {{mvsub|Captain Falcon|SSBU|forward smash}}, though these changes do not impact their clone status. Ganondorf is overall the least cloned he has been in ''Smash'', but is still a definitive semi-clone.
|-
|-
|{{CharHead|Isabelle|SSBU|hsize=20px}}||{{CharHead|Villager|SSBU|hsize=20px}}||Semi-clone||{{n}}
|{{CharHead|Isabelle|SSBU|hsize=20px}}||{{CharHead|Villager|SSBU|hsize=20px}}||Semi-clone||{{n}}
Line 222: Line 225:
|-
|-
|{{CharHead|Ken|SSBU|hsize=20px}}||{{CharHead|Ryu|SSBU|hsize=20px}}||Semi-clone||{{y}}
|{{CharHead|Ken|SSBU|hsize=20px}}||{{CharHead|Ryu|SSBU|hsize=20px}}||Semi-clone||{{y}}
|Ken has a unique held far {{mvsub|Ken|SSBU|neutral attack}}, held {{mvsub|Ken|SSBU|forward tilt}}, {{mvsub|Ken|SSBU|forward smash}}, {{mvsub|Ken|SSBU|neutral aerial}}, {{mvsub|Ken|SSBU|up aerial}}, {{mvsub|Ken|SSBU|back throw}}, and Final Smashes. His special moves also have different properties or animations, and he has two entirely new moves only accessible via command inputs (the [[Ken (SSBU)/Command input/Command input 1|Nata Otoshi Geri]] and [[Ken (SSBU)/Command input/Command input 2|Oosoto Mawashi Geri]]), while losing access to the [[Shakunetsu Hadoken]].  
|Ken has a unique held far {{mvsub|Ken|SSBU|neutral attack}}, held {{mvsub|Ken|SSBU|forward tilt}}, {{mvsub|Ken|SSBU|forward smash}}, {{mvsub|Ken|SSBU|neutral aerial}}, {{mvsub|Ken|SSBU|up aerial}}, {{mvsub|Ken|SSBU|back throw}}, and Final Smashes. His special moves also have different properties or animations, and he has two entirely new moves only accessible via command inputs (the [[Ken (SSBU)/Command input/Command input 1|Nata Otoshi Geri]] and [[Ken (SSBU)/Command input/Command input 2|Oosoto Mawashi Geri]]), while losing access to the [[Shakunetsu Hadoken]].
|Ken is the only Echo Fighter that is a semi-clone rather than a full clone, with his various differences being taken from ''Super Street Fighter II Turbo''. As such, some of Ken's attacks involve fire, his [[Hadoken]] is a different shape, and his [[Focus Attack]] is a kick (slightly modifying the placement of its hitbox). Some of Ken's standard attacks, including his forward smash, neutral aerial, up aerial, and back throw, are different from Ryu's. Additionally, Ken has access to two unique "crazy kicks", command-input roundhouse kicks that can be canceled into his Inazuma Kick. His [[Heavy Shoryuken]] has a flame effect while hitting multiple times with high knockback on the finishing hit as opposed to hitting once, and his [[Tatsumaki Senpukyaku]] hits multiple times, repurposing it into a combo starter and combo extender. Ken also walks and runs slightly faster. However, he shares most of his non-attack animations with the character he is based on, like Dr. Mario and the other Echo Fighters, as well as his other attributes.
|Ken is the only Echo Fighter that is a semi-clone rather than a full clone, with his various differences being primarily derived from ''Super Street Fighter II Turbo''. As such, some of Ken's attacks involve fire, his [[Hadoken]] is a different shape, and his [[Focus Attack]] is a kick (slightly modifying its hitbox placement). Some of Ken's standard attacks, including his forward smash, neutral aerial, up aerial, and back throw, are different from Ryu's. Additionally, Ken has access to two unique "crazy kicks", command-input roundhouse kicks that can be canceled into his Inazuma Kick. His [[Heavy Shoryuken]] has a flame effect while hitting multiple times with high knockback on the finishing hit as opposed to hitting once, making it notably much more potent in the air than Ryu's [[Ryu (SSBU)/Up special|Shoryuken]], and his [[Tatsumaki Senpukyaku]] hits multiple times, repurposing it into a combo starter and extender. Ken also walks and runs slightly faster. However, he shares most of his non-attack animations with the character he is based on, like Dr. Mario and the other Echo Fighters, as well as his other attributes.
|-
|-
|{{CharHead|Lucas|SSBU|hsize=20px}}||{{CharHead|Ness|SSBU|hsize=20px}}||Pseudo-clone||{{n}}
|{{CharHead|Lucas|SSBU|hsize=20px}}||{{CharHead|Ness|SSBU|hsize=20px}}||Pseudo-clone||{{n}}
|Lucas's only similar moves are his {{mvsub|Lucas|SSBU|forward smash}}, {{mvsub|Lucas|SSBU|pummel}}, special moves, and his {{mvsub|Lucas|SSBU|Final Smash}}. The rest of his moveset is unique, and even then, many of his shared moves have different properties.
|Lucas's only similar moves are his {{mvsub|Lucas|SSBU|forward smash}}, {{mvsub|Lucas|SSBU|pummel}}, {{mvsub|Lucas|SSBU|side special}}, {{mvsub|Lucas|SSBU|up special}}, {{mvsub|Lucas|SSBU|down special}}, and his {{mvsub|Lucas|SSBU|Final Smash}}. The rest of his moveset is unique, and even then, many of his shared moves have different properties.
|With Ness getting a new {{mvsub|Ness|SSBU|up aerial}}, Lucas only shares three standard attacks with him. However, his special moves have not received any farther differentiating, he still shares non-attack animations, and his lesser attacks (floor and edge attacks) are identical, thus remaining a pseudo-clone.
|With Ness getting a new {{mvsub|Ness|SSBU|up aerial}}, Lucas only shares three standard attacks with him. However, his special moves have not received any farther differentiating, he still shares non-attack animations, and his lesser attacks (floor and edge attacks) are identical, thus remaining a pseudo-clone.
|-
|-
Line 235: Line 238:
|{{CharHead|Luigi|SSBU|hsize=20px}}||{{CharHead|Mario|SSBU|hsize=20px}}||Pseudo-clone||{{n}}
|{{CharHead|Luigi|SSBU|hsize=20px}}||{{CharHead|Mario|SSBU|hsize=20px}}||Pseudo-clone||{{n}}
|Luigi's only shared moves are his {{mvsub|Luigi|SSBU|forward tilt}}, {{mvsub|Luigi|SSBU|up tilt}}, {{mvsub|Luigi|SSBU|up smash}}, {{mvsub|Luigi|SSBU|neutral aerial}}, {{mvsub|Luigi|SSBU|back aerial}}, {{mvsub|Luigi|SSBU|up aerial}}, {{mvsub|Luigi|SSBU|neutral special}}, and {{mvsub|Luigi|SSBU|up special}}.
|Luigi's only shared moves are his {{mvsub|Luigi|SSBU|forward tilt}}, {{mvsub|Luigi|SSBU|up tilt}}, {{mvsub|Luigi|SSBU|up smash}}, {{mvsub|Luigi|SSBU|neutral aerial}}, {{mvsub|Luigi|SSBU|back aerial}}, {{mvsub|Luigi|SSBU|up aerial}}, {{mvsub|Luigi|SSBU|neutral special}}, and {{mvsub|Luigi|SSBU|up special}}.
|Luigi now has an extended grab utilizing the Poltergust, which also alters his {{mvsub|Luigi|SSBU|pummel}} and most of his throws except for his {{mvsub|Luigi|SSBU|down throw}}, which was already different from [[Mario (SSBU)/Down throw|Mario's]]. He additionally has a new running animation, and his {{mvsub|Luigi|SSBU|neutral aerial}} has a slightly different animation, while he retains his other differences among their shared moves from ''Smash 4''. However, his up tilt has been changed to slightly resemble Mario's, though that doesn't set him back enough to prevent transitioning from being a significantly decloned semi-clone to a pseudo-clone.
|Luigi now has an extended grab utilizing the Poltergust, which also alters his {{mvsub|Luigi|SSBU|pummel}} and most of his throws except for his {{mvsub|Luigi|SSBU|down throw}}, which was already different from [[Mario (SSBU)/Down throw|Mario's]]. He additionally has a new running animation, and his {{mvsub|Luigi|SSBU|neutral aerial}} has a slightly different animation, while he retains his other differences among their shared moves from ''Smash 4''. However, his up tilt has been changed to resemble Mario's, though that doesn't set him back enough to prevent him being now considered a pseudo-clone.
|-
|-
|{{CharHead|Mythra|SSBU|hsize=20px}}||{{CharHead|Pyra|SSBU|hsize=20px}}||Semi-clone||{{n}}
|{{CharHead|Mythra|SSBU|hsize=20px}}||{{CharHead|Pyra|SSBU|hsize=20px}}||Semi-clone||{{n}}
|Mythra has a unique {{mvsub|Mythra|SSBU|neutral special}}, {{mvsub|Mythra|SSBU|side special}}, {{mvsub|Mythra|SSBU|up special}}, and {{mvsub|Mythra|SSBU|Final Smash}}. Mythra also has access to her unique [[fighter ability]], [[Foresight]].
|Mythra has a unique {{mvsub|Mythra|SSBU|neutral special}}, {{mvsub|Mythra|SSBU|side special}}, {{mvsub|Mythra|SSBU|up special}}, and {{mvsub|Mythra|SSBU|Final Smash}}. Mythra also has access to her unique [[fighter ability]], [[Foresight]].
|Uniquely for transformation characters, the two are semi-clones of each other. Pyra and Mythra share their standard attacks, but Mythra is much faster than Pyra in all aspects and her moves have faster frame data, but Pyra's moves in exchange are generally much more powerful with farther reach, while several of her shared moves have the flame effect whereas Mythra's don't. Farther functional differences of their standard moves include Mythra's {{mvsub|Mythra|SSBU|neutral aerial}} being a weak multi-hitting move while [[Pyra (SSBU)/Neutral aerial|Pyra's]] is a strong single-hit move, and Pyra's {{mvsub|Pyra|SSBU|down aerial}} can [[meteor smash]], whereas [[Mythra (SSBU)/Down aerial|Mythra's]] cannot. Additionally, Mythra uses Foresight for her dodge while Pyra has no special mechanic of her own. Aside from [[Swap]], Pyra and Mythra have entirely diffrent special moves, including different Final Smashes, with Pyra's being [[Burning Sword]] and Mythra's being [[Sacred Arrow]].
|Uniquely for transformation characters, the two are semi-clones of each other. Pyra and Mythra share their standard attacks, but Mythra is much faster than Pyra in all aspects and her moves have faster frame data, but Pyra's moves in exchange are generally much more powerful with farther reach, while several of her shared moves have the flame effect whereas Mythra's do not. Farther functional differences of their standard moves include Mythra's {{mvsub|Mythra|SSBU|neutral aerial}} being a weak multi-hitting move while [[Pyra (SSBU)/Neutral aerial|Pyra's]] is a strong single-hit move, and Pyra's {{mvsub|Pyra|SSBU|down aerial}} being able to [[meteor smash]], whereas [[Mythra (SSBU)/Down aerial|Mythra's]] cannot. Additionally, Mythra uses Foresight for her dodge while Pyra has no special mechanic of her own. Aside from [[Swap]], Pyra and Mythra have entirely different special moves, including different Final Smashes, with Pyra's being [[Burning Sword]] and Mythra's being [[Sacred Arrow]].
|-
|-
|{{CharHead|Pichu|SSBU|hsize=20px}}||{{CharHead|Pikachu|SSBU|hsize=20px}}||Full clone||{{n}}
|{{CharHead|Pichu|SSBU|hsize=20px}}||{{CharHead|Pikachu|SSBU|hsize=20px}}||Full clone||{{n}}
Line 247: Line 250:
|{{CharHead|Richter|SSBU|hsize=20px}}||{{CharHead|Simon|SSBU|hsize=20px}}||Full clone||{{y}}
|{{CharHead|Richter|SSBU|hsize=20px}}||{{CharHead|Simon|SSBU|hsize=20px}}||Full clone||{{y}}
|Simon and Richter are completely identical moveset-wise, with identical attack properties, frame data, and animations.
|Simon and Richter are completely identical moveset-wise, with identical attack properties, frame data, and animations.
|Aside from different taunts, the only gameplay difference Richter has is that his [[Holy Water]] uses the [[aura]] effect rather than the flame effect due to emitting blue flames, which is a very minor change - under tournament conditions, it only marginally affects his matchup with {{SSBU|Olimar}} and characters with [[explosive]]s. As such, they're considered the same entity competitively, and so share the same spot on tier lists and matchup charts.
|Aside from different taunts, the only gameplay difference Richter has is that his [[Holy Water]] uses the [[aura]] effect rather than the flame effect due to emitting blue flames, which is a very minor change—under tournament conditions, it only marginally affects his matchup with {{SSBU|Olimar}} and characters with [[explosive]]s. As such, the Belmonts are considered the same entity competitively, and so share the same spot on tier lists and matchup charts.
|-
|-
|{{CharHead|Roy|SSBU|hsize=20px}}||{{CharHead|Marth|SSBU|hsize=20px}}||Semi-clone||{{n}}
|{{CharHead|Roy|SSBU|hsize=20px}}||{{CharHead|Marth|SSBU|hsize=20px}}||Semi-clone||{{n}}
Line 259: Line 262:
|{{CharHead|Wolf|SSBU|hsize=20px}}||{{CharHead|Fox|SSBU|hsize=20px}}||Pseudo-clone||{{n}}
|{{CharHead|Wolf|SSBU|hsize=20px}}||{{CharHead|Fox|SSBU|hsize=20px}}||Pseudo-clone||{{n}}
|Wolf's only similar moves are his {{mvsub|Wolf|SSBU|neutral aerial}}, {{mvsub|Wolf|SSBU|pummel}}, {{mvsub|Wolf|SSBU|Side special}}, {{mvsub|Wolf|SSBU|down special}}, and {{mvsub|Wolf|SSBU|Final Smash}}. His {{mvsub|Wolf|SSBU|neutral special}} and {{mvsub|Wolf|SSBU|up special}} follow the same theme as Fox's, but are so different that they are practically their own unique moves (which is reflected in those moves have distinctly different Japanese names from Fox's, being {{ja|クローブラスター|Kurō Burasutā}}, ''Claw Blaster'', and {{ja|ウルフシュート|Urufu Shūto}}, ''Wolf Shoot'', respectively). The rest of Wolf's moveset is unique, and Wolf's attributes are significantly different.
|Wolf's only similar moves are his {{mvsub|Wolf|SSBU|neutral aerial}}, {{mvsub|Wolf|SSBU|pummel}}, {{mvsub|Wolf|SSBU|Side special}}, {{mvsub|Wolf|SSBU|down special}}, and {{mvsub|Wolf|SSBU|Final Smash}}. His {{mvsub|Wolf|SSBU|neutral special}} and {{mvsub|Wolf|SSBU|up special}} follow the same theme as Fox's, but are so different that they are practically their own unique moves (which is reflected in those moves have distinctly different Japanese names from Fox's, being {{ja|クローブラスター|Kurō Burasutā}}, ''Claw Blaster'', and {{ja|ウルフシュート|Urufu Shūto}}, ''Wolf Shoot'', respectively). The rest of Wolf's moveset is unique, and Wolf's attributes are significantly different.
|Wolf’s non-attack animations have been changed, including those that used to be directly copied from Fox, but many of them remain quite similar. In addition, he got the same Final Smash rework of having [[Landmaster]] replaced with [[Team Star Wolf|an airstrike attack]]. Aesthetically, he also now holds a device in his hands to use his {{b|Reflector|Wolf}}, just like Fox does. Wolf has also received a new {{mvsub|Wolf|SSBU|forward smash}} and {{mvsub|Wolf|SSBU|dash attack}}, while the functioning of his {{mvsub|Wolf|SSBU|back aerial}} has been altered significantly, though these moves were already unique from Fox's variations. However, his {{mvsub|Wolf|SSBU|neutral aerial}} was changed to a sex kick very similar to Fox's {{mvsub|Fox|SSBU|neutral aerial}}, removing one of his unique moves, although it does have an altered animation. All other differences Wolf had in ''Brawl'' are retained, but overall he retains just enough similarities with Fox to still be called a pseudo-clone.
|Wolf's non-attack animations have been changed, including those that used to be directly copied from Fox, but many of them remain quite similar. In addition, he got the same Final Smash rework of having [[Landmaster]] replaced with [[Team Star Wolf|an airstrike attack]]. Aesthetically, he also now holds a device in his hands to use his {{b|Reflector|Wolf}}, just like Fox does. Wolf has also received a new {{mvsub|Wolf|SSBU|forward smash}} and {{mvsub|Wolf|SSBU|dash attack}}, while the functioning of some of his other moves have been altered, though these moves were already unique from Fox's variations. However, his {{mvsub|Wolf|SSBU|neutral aerial}} was changed to a [[sex kick]] very similar to Fox's {{mvsub|Fox|SSBU|neutral aerial}}, removing one of his unique moves, although it does have an altered animation. For one more new functional change with his Reflector, its [[intangibility]] window has been significantly [[nerf]]ed, but it now hits opponents away at an upward angle with increased knockback, giving it more distinct offensive use as a tool to setup combos, in contrast to [[Fox (SSBU)/Down special|Fox's]] that primarily serves as a [[gimp]]ing tool offensively. All other differences Wolf had in ''Brawl'' are retained, but overall he retains just enough similarities with Fox to still be considered a pseudo-clone.
|-
|-
|{{CharHead|Young Link|SSBU|hsize=20px}}||{{CharHead|Link|SSBU|hsize=20px}}||Full clone||{{n}}
|{{CharHead|Young Link|SSBU|hsize=20px}}||{{CharHead|Link|SSBU|hsize=20px}}||Full clone||{{n}}
|Young Link has a unique third {{mvsub|Young Link|SSBU|neutral attack}}, {{mvsub|Young Link|SSBU|dash attack}}, {{mvsub|Young Link|SSBU|grab}}, {{mvsub|Young Link|SSBU|down special}}, and {{mvsub|Young Link|SSBU|Final Smash}}. Additionally, Young Link can perform a rapid jab, whereas Link can not.
|Young Link has a unique third {{mvsub|Young Link|SSBU|neutral attack}}, {{mvsub|Young Link|SSBU|dash attack}}, {{mvsub|Young Link|SSBU|grab}}, {{mvsub|Young Link|SSBU|down special}}, and {{mvsub|Young Link|SSBU|Final Smash}}. Additionally, Young Link can perform a rapid jab, whereas Link can not.
|Young Link did not receive many changes, effectively acting as a legacy version of the changed parent Link. For his attributes, Young Link retains his wall jump, faster running speed, and higher jumps, but now has faster falling speed, faster air speed and [[air acceleration]], and faster frame data across the board, allowing him to more effectively act as a faster but weaker version of Link. The fire arrows from Young Link's {{mvsub|Young Link|SSBU|neutral special}} additionally now launch vertically, making them a combo tool unlike Link's [[Link (SSBU)/Neutral special|arrows]], and Young Link's {{mvsub|Young Link|SSBU|down aerial}} can no longer meteor smash but Link's {{mvsub|Young Link|SSBU|down aerial}} now does. Young Link retains his other differences from Link that he had in ''Melee'', and is overall more distinct, being close to the borderline of being considered a semi-clone
|Young Link did not receive many changes, effectively acting as a legacy version of the changed parent Link. For his attributes, Young Link retains his wall jump, faster running speed, and higher jumps, but now has faster falling speed, faster air speed and [[air acceleration]], and faster frame data across the board, allowing him to more effectively act as a faster but weaker version of Link. The fire arrows from Young Link's {{mvsub|Young Link|SSBU|neutral special}} additionally now launch vertically, making them a combo tool unlike Link's [[Link (SSBU)/Neutral special|arrows]], and Young Link's {{mvsub|Young Link|SSBU|down aerial}} can no longer meteor smash but Link's {{mvsub|Young Link|SSBU|down aerial}} now does. Young Link retains his other differences from Link that he had in ''Melee'', and is overall more distinct, being around the line where his clone classification can be argued.
|}
|}


===Notes===
===Notes===
*In the [[Nintendo Direct]] of November 1, 2018, when Sakurai was talking about {{SSBU|Ken}}, he humorously noted that {{SSBU|Luigi}} (although now a pseudo-clone as of ''Ultimate'') could be considered the original “echo fighter”, as he was initially introduced as a simple palette swap of {{SSBU|Mario}} in 1983's ''Mario Bros.'' Likewise, Luigi was originally a full clone of Mario in ''Smash 64''
*In the [[Nintendo Direct]] of November 1, 2018, when Sakurai was talking about {{SSBU|Ken}}, he humorously noted that {{SSBU|Luigi}} (although now a pseudo-clone as of ''Ultimate'') could be considered the original "echo fighter", as he was initially introduced as a simple palette swap of {{SSBU|Mario}} in 1983's ''Mario Bros.'' Likewise, Luigi was originally a full clone of Mario in ''Smash 64''
*While Link now holds his sword in his right hand while Young Link and Toon Link still use their left, their animations are simply mirrored, which does not affect their clone status.
*While Link now holds his sword in his right hand while Young Link and Toon Link still use their left, their animations are simply mirrored, which does not affect their clone status.
*As Lucina and Chrom both share the same distinctive attribute of having their sword attacks deal equal damage throughout the blade while being based on Marth and his semi-clone Roy respectively, Chrom can be considered to be a semi-clone of Lucina. Compared to Lucina, Chrom is faster, heavier and stronger, but jumps lower, falls faster, and has a much less safe recovery.
*As Lucina and Chrom both share the same distinctive attribute of having their sword attacks deal equal damage throughout the blade while being based on Marth and his semi-clone Roy respectively, Chrom can be considered to be a semi-clone of Lucina. Compared to Lucina, Chrom is faster, heavier and stronger, but jumps lower, falls faster, and has a much less safe recovery.
**Likewise, Toon Link can be considered a semi-clone of Young Link, with both being smaller, lighter, faster, and weaker versions of Link. They both share unique traits that Link does not possess, such as a tether grab, the ability to wall jump, standard bombs that explode on impact, a grounded [[Spin Attack]] that hits multiple times as opposed to once, and the use of [[Triforce Slash]] as a Final Smash. Compared to Young Link, Toon Link is faster, but many of his moves consistently are single-hit as opposed to multi-hit, generally having less damage racking potential in exchange for generally stronger knockback and KO potential, and his projectiles travel more slowly but can more effectively control space as a result.
**Likewise, Toon Link can be considered a semi-clone of Young Link, with both being smaller, lighter, faster, and weaker versions of Link. They both share unique traits that Link does not possess, such as a tether grab, the ability to wall jump, standard bombs that explode on impact, a grounded [[Spin Attack]] that hits multiple times as opposed to once, and the use of [[Triforce Slash]] as a Final Smash. Compared to Young Link, Toon Link is faster, but many of his moves consistently are single-hit as opposed to multi-hit, generally having less damage racking potential in exchange for generally stronger knockback and KO potential, and his projectiles travel more slowly but can more effectively control space as a result.
*Similarly to {{SSBM|Mr. Game & Watch}} in ''Melee'', {{SSBU|Inkling}} shares multiple attributes with {{SSBU|Mario}}, despite otherwise not being a clone of him in the slightest. These include traction, short hop height, double jump height, air speed, air acceleration, air friction, gravity, and the ability to wall jump.
*Similarly to {{SSBM|Mr. Game & Watch}} in ''Melee'', {{SSBU|Inkling}} shares multiple attributes with Mario, despite otherwise not being a clone of him in the slightest. These include traction, short hop height, double jump height, air speed, air acceleration, air friction, gravity, and the ability to wall jump.
*In [[World of Light]], all Echo Fighters are affiliated with [[Dharkon]], whereas their original fighters are all affiliated with [[Galeem]].
*In [[World of Light]], all Echo Fighters are affiliated with [[Dharkon]], whereas their original fighters are all affiliated with [[Galeem]].
*In {{SSBU|Classic Mode}}, most clones are located in the same unlock column as the character they are based on, with the only exceptions being Roy, Chrom, and Ganondorf.
*In {{SSBU|Classic Mode}}, most clones are located in the same unlock column as the character they are based on, with the only exceptions being Roy, Chrom, and Ganondorf.
**It should be noted that since Chrom shares his unlock column with Marth and Lucina, Roy is the only character whose moveset is derived from Marth to not share the same unlock column with him.
**It should be noted that since Chrom shares his unlock column with Marth and Lucina, Roy is the only character whose moveset is derived from Marth to not share the same unlock column with him.
*In a similar case to some of the newcomers ''Smash 4'', datamining reveals that several of the newcomers in ''Ultimate'' started their own developments as clones of veteran characters before being turned into distinct characters, with small traces leftover as proof:
**Ridley contains code for [[gliding]] despite the mechanic being absent in ''Ultimate''; inspecting the code reveals it is identical to {{SSBU|Charizard}}, who could glide back in ''Brawl'', suggesting Charizard was a template for creating Ridley.
**The file names for {{SSBU|Piranha Plant}} are identical to {{SSBU|Bowser Jr.}}, suggesting that Bowser Jr. was a template to create Piranha Plant.
**{{SSBU|Hero}} shares his passive animations, dash attack and passive shield with Link, suggesting Link was a template to create Hero.
**{{SSBU|Min Min}} has leftover animations for an unused down special, a grounded and aerial variant of Captain Falcon's [[Falcon Kick]]; this suggests Captain Falcon was a template for Min Min, similar to {{SSB4|Little Mac}}. Min Min's down aerial (a dive kick) animates similarly to the aerial version of Falcon Kick, just like how Little Mac's back aerial animates similarly to Falcon's back aerial, further suggesting this. The leftover animations go unused due to Min Min's down special changing only her right arm.


==Trivia==
==Trivia==
Line 280: Line 288:
*Mario and Marth are the only characters to have more than one full clone of them.
*Mario and Marth are the only characters to have more than one full clone of them.
*Jigglypuff and Ganondorf are the only characters to have been a type of clone of someone outside of their series.
*Jigglypuff and Ganondorf are the only characters to have been a type of clone of someone outside of their series.
*{{uv|Metroid}} and {{uv|Kid Icarus}} are the only series whose Echo Fighters were canonically born as clones:
**Dark Samus was born when the eponymous Metroid Prime cybernetically resurrected itself using Samus' stolen Phazon Suit near the end of ''Metroid Prime''.
**Dark Pit was born when Pit shattered the Mirror of Truth in Chapter 5 of ''Kid Icarus: Uprising'', which turned Dark Pit from a servant of the underworld into a a neutral character.
*{{uv|Fire Emblem}} is the only series to have more than one Echo Fighter.
*{{uv|Fire Emblem}} is the only series to have more than one Echo Fighter.
*{{uv|Street Fighter}} and {{uv|Castlevania}} are the only third-party series to have a clone.
*{{uv|Street Fighter}} and {{uv|Castlevania}} are the only third-party series to have a clone.
Line 292: Line 303:
**Ness and Lucas are often referred to as the "[[PK kids]]".
**Ness and Lucas are often referred to as the "[[PK kids]]".
**Pyra and Mythra, as a pair of both semi-clones and transformation characters, are either collectively referred to by the portmanteau "Pythra", or as the [[Aegis]], their collective name in ''Xenoblade Chronicles 2''.
**Pyra and Mythra, as a pair of both semi-clones and transformation characters, are either collectively referred to by the portmanteau "Pythra", or as the [[Aegis]], their collective name in ''Xenoblade Chronicles 2''.
**To refer to Pit and Dark Pit, Samus and Dark Samus, or Link, Toon Link, and Young Link, the most common method is to pluralize the parent character's name; i.e., "Pits" and "Links".
**To refer to Pit and Dark Pit, Samus and Dark Samus, or Link, Young Link, and Toon Link, the most common method is to pluralize the parent character's name; i.e., "Pits" and "Links".
**Mario, Luigi, and Dr. Mario are often referred to under the collective term of the "[[Plumbers]]" or the "Mario Bros."; however, Mario and Dr. Mario specifically are sometimes also referred to as the "Marios", similarly to the aforementioned "Pits" and "Links", given that they are not only the same character in canon, but have much more in common with each other gameplay-wise than either of them does with Luigi.
**Mario, Luigi, and Dr. Mario are often referred to under the collective term of the "[[Plumbers]]" or the "Mario Bros."; however, Mario and Dr. Mario specifically are sometimes also referred to as the "Marios", similarly to the aforementioned "Pits" and "Links", given that they are not only the same character in canon, but have much more in common with each other gameplay-wise than either of them does with Luigi.
*Masahiro Sakurai indirectly talked about the concept of clone characters in a [[YouTube]] video.<ref>[https://www.youtube.com/watch?v=zwiS1L6QVY0 Using Parameters to Establish Characters <nowiki>[Planning & Game Design]</nowiki>]</ref> He states that characters should be unique and distinct without being incongruent to the design philosophy of the game, as a roster of characters that mostly play the exact same would not be fun.


==References==
==References==