Clone: Difference between revisions

427 bytes removed ,  3 months ago
m
Mass revert, lots of wrong information added that I missed, such as claims of Wolf's and Falco's Brawl bairs being cloned, Ganon's u-tilt from Brawl-onward being cloned, etc.
m (Mass revert, lots of wrong information added that I missed, such as claims of Wolf's and Falco's Brawl bairs being cloned, Ganon's u-tilt from Brawl-onward being cloned, etc.)
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|{{CharHead|Jigglypuff|SSB|hsize=20px}}||{{CharHead|Kirby|SSB|hsize=20px}}||Semi-clone
|{{CharHead|Jigglypuff|SSB|hsize=20px}}||{{CharHead|Kirby|SSB|hsize=20px}}||Semi-clone
|Jigglypuff's unique attacks include its {{mvsub|Jigglypuff|SSB|up smash}}, {{mvsub|Jigglypuff|SSB|down smash}}, {{mvsub|Jigglypuff|SSB|back aerial}}, {{mvsub|Jigglypuff|SSB|up aerial}}, {{mvsub|Jigglypuff|SSB|forward throw}}, and all special moves. It should also be noted that Jigglypuff does not have a third infinite {{mvsub|Jigglypuff|SSB|neutral attack}} like Kirby.
|Jigglypuff's unique attacks include its {{mvsub|Jigglypuff|SSB|up smash}}, {{mvsub|Jigglypuff|SSB|back aerial}}, {{mvsub|Jigglypuff|SSB|up aerial}}, {{mvsub|Jigglypuff|SSB|forward throw}}, and all special moves. Jigglypuff's {{mvsub|Jigglypuff|SSB|neutral attack}} does not end in an infinite rapid jab like Kirby's.
|While the pair has historically not been seen by the casual fanbase as semi-clones in the same way that other characters are, Jigglypuff in its debut appearance shares many of Kirby's animations, moves, and properties (such as having six jumps).
|While the pair has historically not been seen by the casual fanbase as semi-clones in the same way that other characters are, Jigglypuff in its debut appearance shares many of Kirby's animations, moves, and properties (such as having six jumps)
|}
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*As mentioned before, the unlockable fighters were developed using assets borrowed from the base roster:
*As mentioned before, the unlockable fighters were developed using assets borrowed from the base roster:
**Jigglypuff and Luigi are clones of Kirby and Mario, respectively, with their differences as described above. Jigglypuff is the only semi-clone to not be from the same universe as Kirby.  
**Jigglypuff and Luigi are clones of Kirby and Mario, respectively, with their differences as described above. Jigglypuff is the only semi-clone to not be from the same universe as Kirby.  
**Ness and Captain Falcon re-use assets from Mario and Samus, respectively. For Ness, his only similarities to Mario are his [[floor attack]]s. For Captain Falcon, he shares his {{mvsub|Captain Falcon|SSB|dash attack}}, {{mvsub|Captain Falcon|SSB|up tilt}}, {{mvsub|Captain Falcon|SSB|down smash}}, {{mvsub|Captain Falcon|SSB|neutral aerial}}, and floor attacks with Samus, but is vastly different otherwise.   
**Ness and Captain Falcon re-use assets from Mario and Samus, respectively. For Ness, his only similarities to Mario are his [[floor attack]]s. 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.   
***Additionally, the Polygons of Luigi, Ness, and Captain Falcon are almost identical to those of their parent.
***Additionally, the Polygons of Luigi, Ness, and Captain Falcon are almost identical to those of their parent.
***On a related note, Captain Falcon's moveset design shares many similarities to the fighters seen in [[Dragon King: The Fighting Game|the game's earliest prototype]], suggesting the fighting style was re-purposed for his moveset when the game became ''Super Smash Bros.''
***On a related note, Captain Falcon's moveset design shares many similarities to the fighters seen in [[Dragon King: The Fighting Game|the game's earliest prototype]], suggesting the fighting style was re-purposed for his moveset when the game became ''Super Smash Bros.''
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|{{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 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.
|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, 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.
|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.
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|{{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}}, being a palm strike rather than a punch 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 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 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.
|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.
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|{{CharHead|Luigi|SSBM|hsize=20px}}||{{CharHead|Mario|SSBM|hsize=20px}}||Semi-clone
|{{CharHead|Luigi|SSBM|hsize=20px}}||{{CharHead|Mario|SSBM|hsize=20px}}||Semi-clone
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|{{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 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; its [[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.
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|{{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 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 the [[NTSC]] version, 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 the [[PAL]] version. 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.
|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.
|-
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|{{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
|Young Link's moves are all weaker than Link's, and his much smaller [[Kokiri Sword]] gives his sword moves significantly smaller hitboxes, but his entire moveset is otherwise the same as that of Link.
|Young Link's moves are all weaker than Link's, and his much smaller [[Kokiri Sword]] gives his sword moves significantly smaller hitboxes, but his entire moveset is otherwise the same as that of Link.
|Young Link has a much faster dashing speed, faster jump squat, higher jumps, and a longer wavedash due to lower traction, but his much slower fast falling speed inhibits his ability to SHFFL as effectively as Link. Young Link can wall jump to give him an additional recovery option, but his shorter hookshot is less effective at [[Wall grappling]] than Link's. Young Link is additionally much smaller and lighter than Link, which makes him much more difficult to hit and combo, but makes his moves have even less reach and makes him much easier to KO. Some of Young Link's moves also function differently; the first hit of Young Link's {{mvsub|Young Link|SSBM|forward smash}} is purely a setup hit for the strong second hit, whereas both hits of Link's {{mvsub|Link|SSBM|forward smash}} are individually powerful; Young Link's {{mvsub|Young Link|SSBM|down aerial}} possesses a sweetspot that is a very powerful meteor smash with a flame effect; Young Link's [[Young Link (SSBM)/Neutral special|Fire Bow]] hits with more hitstun and has a flame effect, but Link's [[Link (SSBM)/Neutral special|Bow]] can shoot arrows farther and be charged longer; Young Link's grounded [[Young Link (SSBM)/Up special|Spin Attack]] is a multi-hit move capable of dealing more damage but with no viable KO power, while [[Link (SSBM)/Up special|Link]]'s is a strong single-hit move; and the explosion of Young Link's [[Young Link (SSBM)/Down special|Bombs]] are multi-hitting with less damage-per-hit, unlike the explosions of Link's [[Link (SSBM)/Down special|bombs]], which only hit once.
|Young Link has a much faster dashing speed, faster jump squat, higher jumps, and a longer wavedash due to lower traction, but his much slower fast falling speed inhibits his ability to SHFFL as effectively as Link. Young Link can wall jump to give him an additional recovery option, but his shorter hookshot is less effective at [[Wall grappling]] than Link's. Young Link is additionally much smaller and lighter than Link, which makes him much more difficult to hit and combo, but makes his moves have even less reach and makes him much easier to KO. Some of Young Link's moves also function differently; the first hit of Young Link's {{mvsub|Young Link|SSBM|forward smash}} is purely a setup hit for the strong second hit, whereas both hits of Link's {{mvsub|Link|SSBM|forward smash}} are individually powerful; Young Link's {{mvsub|Young Link|SSBM|down aerial}} possesses a sweetspot that is a very powerful meteor smash with a flame effect; Young Link's [[Young Link (SSBM)/Neutral special|Fire Bow]] hits with more hitstun and has a flame effect, but Link's [[Link (SSBM)/Neutral special|Bow]] can shoot arrows farther and be charged longer; Young Link's grounded [[Young Link (SSBM)/Up special|Spin Attack]] is a multi-hit move capable of dealing more damage but with no viable KO power, while [[Link (SSBM)/Up special|Link]]'s is a strong single-hit move; and the explosion of Young Link's [[Young Link (SSBM)/Down special|Bombs]] are multi-hitting with less damage-per-hit, unlike the explosions of Link's [[Link (SSBM)/Down special|bombs]] that only hit once.
|}
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*{{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.
*{{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}}, {{mvsub|Jigglypuff|SSBM|forward smash}}, and {{mvsub|Jigglypuff|SSBM|grab}} 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|grab}}, while having a similar {{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.
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|{{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}}, 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 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. Fox's {{mvsub|Fox|SSBB|back aerial}} got an altered animation and function, but is still similar to Falco's {{mvsub|Falco|SSBB|back aerial}}. 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]]. Finally, Falco's [[Falco (SSBB)/Neutral special|Blaster]] now shoots blue lasers instead of red lasers to make it more visually distinct.
|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.
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|{{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|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, 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.
|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.
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|{{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}}, {{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.
|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' 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]], which 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 opponents 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]], which can be fired 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.
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|{{CharHead|Luigi|SSBB|hsize=20px}}||{{CharHead|Mario|SSBB|hsize=20px}}||Semi-clone
|{{CharHead|Luigi|SSBB|hsize=20px}}||{{CharHead|Mario|SSBB|hsize=20px}}||Semi-clone
|Luigi has a unique {{mvsub|Luigi|SSBB|neutral attack}} final hit, {{mvsub|Luigi|SSBB|up tilt}}, {{mvsub|Luigi|SSBB|down tilt}}, {{mvsub|Luigi|SSBB|dash attack}}, {{mvsub|Luigi|SSBB|forward smash}}, {{mvsub|Luigi|SSBB|forward aerial}}, {{mvsub|Luigi|SSBB|down aerial}}, {{mvsub|Luigi|SSBB|side special}}, {{mvsub|Luigi|SSBB|down special}}, and [[Negative Zone|Final Smash]].
|Luigi has a unique {{mvsub|Luigi|SSBB|neutral attack}} final hit, {{mvsub|Luigi|SSBB|up tilt}}, {{mvsub|Luigi|SSBB|down tilt}}, {{mvsub|Luigi|SSBB|dash attack}}, {{mvsub|Luigi|SSBB|forward smash}}, {{mvsub|Luigi|SSBB|down smash}}, {{mvsub|Luigi|SSBB|forward aerial}}, {{mvsub|Luigi|SSBB|down aerial}}, {{mvsub|Luigi|SSBB|side special}}, {{mvsub|Luigi|SSBB|down special}}, and [[Negative Zone|Final Smash]].
|Mario's [[Mario Tornado]] changing from his down special to his {{mvsub|Mario|SSBB|down aerial}}, while his down special became [[Mario (SSBB)/Down special|F.L.U.D.D]], is the main new difference between him and Luigi, giving them entirely different down specials and down aerials. Luigi can additionally now [[crawl]], whereas Mario cannot. Luigi has been given some new animations and now has his own voice clips, rather than re-using a sped-up selection of Mario's, while a few of his remaining shared moves have had their animations altered to differentiate from Mario's, which include his {{mvsub|Luigi|SSBB|forward tilt}}, {{mvsub|Luigi|SSBB|down smash}}, {{mvsub|Luigi|SSBB|up aerial}}, and {{mvsub|Luigi|SSBB|pummel}}. Every other difference they had in ''Melee'' not already addressed here still applies.
|Mario's [[Mario Tornado]] changing from his down special to his {{mvsub|Mario|SSBB|down aerial}}, while his down special became [[Mario (SSBB)/Down special|F.L.U.D.D]], is the main new difference between him and Luigi, giving them entirely different down specials and down aerials. Luigi can additionally now [[crawl]], whereas Mario cannot. Luigi has been given some new animations and now has his own voice clips, rather than re-using a sped-up selection of Mario's, while a few of his remaining shared moves have had their animations altered to differentiate from Mario's, which include his {{mvsub|Luigi|SSBB|forward tilt}}, {{mvsub|Luigi|SSBB|down smash}}, {{mvsub|Luigi|SSBB|up aerial}}, and {{mvsub|Luigi|SSBB|pummel}}. Every other difference they had in ''Melee'' not already addressed here still applies.
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|{{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|back aerial}}, {{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|grab}}, {{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 his 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 {{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 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.
|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.
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==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.
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|{{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 Final Smash, [[Dark Pit Staff]], though it is still cloned (from Zelda and Sheik's [[Light Arrow]], specifically). All of his attributes and nearly the rest of his moveset are 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 [[List of tier lists (SSB4)|''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]].
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|{{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
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|{{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|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. 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.
|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.
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|{{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}} final hit, {{mvsub|Luigi|SSB4|up tilt}}, {{mvsub|Luigi|SSB4|down tilt}}, {{mvsub|Luigi|SSB4|dash attack}}, {{mvsub|Luigi|SSB4|forward 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}} final hit, {{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 already 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.
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**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.
*Despite Wolf being absent 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 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 remaining:<ref>https://sourcegaming.info/2018/07/03/bayo106/</ref>
*Datamining 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:<ref>https://sourcegaming.info/2018/07/03/bayo106/</ref>
**In the base game, {{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.  
**In the base game, {{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, datamining of character parameters in version [[1.0.6]] reveals that {{SSB4|Ike}} was duplicated to create {{SSB4|Cloud}} and {{SSB4|Zero Suit Samus}} was duplicated to create {{SSB4|Bayonetta}}, while datamining of version [[1.0.8]] revealed Ike was duplicated again to create {{SSB4|Corrin}}. Datamining of subsequent versions has shown remnants of their development into unique characters, as their parameters increasingly diverged with each version.
**Regarding the DLC fighters, datamining of character parameters in version [[1.0.6]] reveal that {{SSB4|Ike}} was duplicated to create {{SSB4|Cloud}} and {{SSB4|Zero Suit Samus}} was duplicated to create {{SSB4|Bayonetta}}, while datamining of version [[1.0.8]] revealed Ike was duplicated again to create {{SSB4|Corrin}}. Datamining of subsequent versions shown remnants of their development into unique characters, as their parameters increasingly diverged with each version.


==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, while Ken is marked as one despite being a semi-clone. 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 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.
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 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"
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|{{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|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|grab}}, {{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|grab}}, {{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 also received a new grab where he swipes with his left arm horizontally, along with a new pummel and forward throw to better suit his new holding animation. Ganondorf's general animations have been tweaked, and his remaining moves have generally had their animations unstiffen 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.
|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 also received a new grab where he swipes with his left arm horizontally, along with a new pummel and forward throw to better suit his new holding animation. Ganondorf's general animations have been tweaked, and his remaining moves have generally had their animations unstiffen 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.
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|{{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}},  {{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.
|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 further 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.
|-
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|{{CharHead|Lucina|SSBU|hsize=20px}}||{{CharHead|Marth|SSBU|hsize=20px}}||Full clone||{{y}}
|{{CharHead|Lucina|SSBU|hsize=20px}}||{{CharHead|Marth|SSBU|hsize=20px}}||Full clone||{{y}}
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|-
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|{{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 the his first two {{mvsub|Luigi|SSBU|neutral attack}} hits, {{mvsub|Luigi|SSBU|forward tilt}}, {{mvsub|Luigi|SSBU|up tilt}}, {{mvsub|Luigi|SSBU|up smash}}, {{mvsub|Luigi|SSBU|down 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 the his first two {{mvsub|Luigi|SSBU|neutral attack}} hits, {{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 resemble Mario's, though that doesn't set him back enough to prevent him being now considered 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.
|-
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|{{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 do not. Further 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]].
|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]].
|-
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|{{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}}
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|{{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}}
|Roy has a unique {{mvsub|Roy|SSBU|neutral attack}}, {{mvsub|Roy|SSBU|forward tilt}}, {{mvsub|Roy|SSBU|up tilt}}, {{mvsub|Roy|SSBU|dash attack}}, {{mvsub|Roy|SSBU|forward smash}}, {{mvsub|Roy|SSBU|down aerial}}, and {{mvsub|Roy|SSBU|neutral special}}. His {{mvsub|Roy|SSBU|Final Smash}} has the same name and concept as Marth's, but behaves differently.
|Roy has a unique {{mvsub|Roy|SSBU|neutral attack}}, {{mvsub|Roy|SSBU|forward tilt}}, {{mvsub|Roy|SSBU|up tilt}}, {{mvsub|Roy|SSBU|dash attack}}, {{mvsub|Roy|SSBU|forward smash}}, {{mvsub|Roy|SSBU|down aerial}}, {{mvsub|Roy|SSBU|neutral special}}, and {{mvsub|Roy|SSBU|up special}}. His {{mvsub|Roy|SSBU|Final Smash}} has the same name and concept as Marth's, but behaves differently.
|Roy and Marth received the same new forward throws, and Flare Blade can change direction while Shield Breaker can be angled. This does not affect Roy's semi-clone status; he is still essentially a faster semi-clone of Marth whose sweetspot and sourspot placements are reversed, and he retains all other differences he had in ''Smash 4''.
|Roy and Marth received the same new forward throws, and Flare Blade can change direction while Shield Breaker can be angled. This does not affect Roy's semi-clone status; he is still essentially a faster semi-clone of Marth whose sweetspot and sourspot placements are reversed, and he retains all other differences he had in ''Smash 4''.
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|{{CharHead|Toon Link|SSBU|hsize=20px}}||{{CharHead|Link|SSBU|hsize=20px}}||Semi-clone||{{n}}
|{{CharHead|Toon Link|SSBU|hsize=20px}}||{{CharHead|Link|SSBU|hsize=20px}}||Semi-clone||{{n}}
|Toon Link has a unique third {{mvsub|Toon Link|SSBU|neutral attack}}, {{mvsub|Toon Link|SSBU|dash attack}}, {{mvsub|Toon Link|SSBU|forward smash}}, {{mvsub|Toon Link|SSBU|up smash}}, {{mvsub|Toon Link|SSBU|neutral aerial}}, {{mvsub|Toon Link|SSBU|forward aerial}}, {{mvsub|Toon Link|SSBU|back aerial}}, {{mvsub|Toon Link|SSBU|grab}}, {{mvsub|Toon Link|SSBU|forward throw}}, {{mvsub|Toon Link|SSBU|back throw}}, {{mvsub|Toon Link|SSBU|down special}}, and {{mvsub|Toon Link|SSBU|Final Smash}}.
|Toon Link has a unique third {{mvsub|Toon Link|SSBU|neutral attack}}, {{mvsub|Toon Link|SSBU|dash attack}}, {{mvsub|Toon Link|SSBU|forward smash}}, {{mvsub|Toon Link|SSBU|up smash}}, {{mvsub|Toon Link|SSBU|neutral aerial}}, {{mvsub|Toon Link|SSBU|forward aerial}}, {{mvsub|Toon Link|SSBU|back aerial}}, {{mvsub|Toon Link|SSBU|grab}}, {{mvsub|Toon Link|SSBU|forward throw}}, {{mvsub|Toon Link|SSBU|back throw}}, {{mvsub|Toon Link|SSBU|down special}}, and {{mvsub|Toon Link|SSBU|Final Smash}}.
|Toon Link has a new single-hit forward smash, but Link also received his own changes, losing his [[Clawshot]] in exchange for a standard grab, as well as gaining remote-controlled bombs for his {{mvsub|Link|SSBU|down special}} and a new {{mvsub|Link|SSBU|Final Smash}} in [[Ancient Bow and Arrow]]. Toon Link retains all other differences he had in ''Smash 4''; however, this is not enough to push Toon Link out of semi-clone status, as he still shares a good chunk of his moveset.
|Toon Link has a new single-hit forward smash, but Link also received his own changes, losing his [[Clawshot]] in exchange for a standard grab, as well as gaining remote-controlled bombs for his {{mvsub|Link|SSBU|down special}} and a new {{mvsub|Link|SSBU|Final Smash}} in [[Ancient Bow and Arrow]]. Toon Link retains all other differences he had in ''Smash 4'', however, this is not enough to push Toon Link out of semi-clone status, as he still shares a good chunk of his moveset.
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|{{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|back aerial}}, {{mvsub|Wolf|SSBU|grab}}, {{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 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}}, and the animations for Fox's {{mvsub|Fox|SSBU|back aerial}} and Wolf's {{mvsub|Wolf|SSBU|back aerial}} got changed to be similar to each other, removing two of his unique moves. 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. Finally, his {{mvsub|Wolf|SSBU|forward throw}}, which already had a different animation but identical frame data, gained different frame data, fully making it a unique move. 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.
|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.
|-
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|{{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}}
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===Datamine notes===
===Datamine notes===
Datamining reveals that several of the newcomers in ''Ultimate'', similarly to ''Super Smash Bros. 4'', started development as clones of veteran fighters before being reworked into distinct fighters, with small traces remaining leftover. This list does not cover Echo Fighters:  
Datamining reveals that several of the newcomers in ''Ultimate'', similarly to ''Super Smash Bros. 4'', started development as clones of veteran fighters before being reworked into distinct fighters, with small traces remaining leftover. This list does not cover Echo Fighters:  
*{{SSBU|Inkling}} shares multiple attributes with Mario despite otherwise not being a clone; these include traction, short hop height, double jump height, air speed, air acceleration, air friction, gravity, a similar double jump animation, and the ability to wall jump. This suggests that Mario was a template to create Inkling, similar to {{SSBM|Mr. Game & Watch}} in ''Melee''.
*{{SSBU|Inkling}} shares multiple attributes with Mario despite otherwise not being a clone; these include traction, short hop height, double jump height, air speed, air acceleration, air friction, gravity, a similar double jump animation, and the ability to wall jump. This suggests that Mario was a template to create Inkling, similar to {{SSBM|Mr. Game & Watch}} in ''Melee.''
*{{SSBU|Simon}}'s animation for getting stunned is identical to Captain Falcon, despite not being a clone. This suggests that Captain Falcon was a template for Simon and was carried over to his Echo Fighter {{SSBU|Richter}} during development.
*{{SSBU|Simon}}'s animation for getting stunned is identical to Captain Falcon, despite not being a clone. This suggests that Captain Falcon was a template for Simon and was carried over to his Echo Fighter {{SSBU|Richter}} during development.
*Ridley contains code for [[gliding]] despite the mechanic lying dormant in the codes for ''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.
*Ridley contains code for [[gliding]] despite the mechanic lying dormant in the codes for ''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.
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*{{uv|Metroid}} and {{uv|Kid Icarus}} are the only series whose Echo Fighters were canonically born as clones. Coincidentally, their characters first debuted on the NES in 1986:
*{{uv|Metroid}} and {{uv|Kid Icarus}} are the only series whose Echo Fighters were canonically born as clones. Coincidentally, their characters first debuted on the NES in 1986:
**In the 100% ending of ''Metroid Prime'', the eponymous villain stole Samus' Phazon Suit and was cybernetically resurrected as Dark Samus.
**In the 100% ending of ''Metroid Prime'', the eponymous villain stole Samus' Phazon Suit and was cybernetically resurrected as Dark Samus.
**In Chapter 5 of ''Kid Icarus: Uprising'', Dark Pit's creation was sabotaged after Pit shattered the Mirror of Truth, resulting in the doppelganger's neutrally aligned personality.  
**In Chapter 5 of ''Kid Icarus: Uprising'', Dark Pit's creation was sabotaged after Pit shattered the Mirror of Truth, resulting in the doppleganger's neutrally aligned personality.  
*{{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.
*Simon and Richter are the only pair of clones who are stated to have taken inspiration from each other, rather than one being explicitly developed before the other, with the pair sharing Simon's abilities from ''Super Castlevania IV'' and Richter's additional abilities from ''Castlevania: Rondo of Blood''.
*Simon and Richter are the only pair of clones who are stated to have taken inspiration from each other, rather than one being explicitly developed before the other, with the pair sharing Simon's abilities from ''Super Castlevania IV'' and Richter's additional abilities from ''Castlevania: Rondo of Blood''.
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**Fox, Falco, and Wolf are often referred to under the collective name of the "[[Spacies]]", sometimes unabbreviated as the "Space animals". The term originated in the early competitive days of ''Melee'' for Fox and Falco, being the first such collective clone group terminology to gain popular traction, and players of the later ''Smash'' games would embrace the term.
**Fox, Falco, and Wolf are often referred to under the collective name of the "[[Spacies]]", sometimes unabbreviated as the "Space animals". The term originated in the early competitive days of ''Melee'' for Fox and Falco, being the first such collective clone group terminology to gain popular traction, and players of the later ''Smash'' games would embrace the term.
**Marth and Lucina are often referred to by the portmanteau "[[Marcina]]". Similar terminology applies to "[[Chroy]]", for Roy and Chrom.
**Marth and Lucina are often referred to by the portmanteau "[[Marcina]]". Similar terminology applies to "[[Chroy]]", for Roy and Chrom.
**Peach and Daisy are also sometimes referred to by a portmanteau, "[[Paisy]]". "Princess" is another alternative, but this is uncommon due to it being applicable to other unrelated characters with the same title, most notably [[Zelda]], who is not a clone.
**Peach and Daisy are also sometimes referred to by a portmanteau, "[[Paisy]]". "Princess" is another alternative, but this is uncommon due to it being applicable to other unrelated characters with the same title, most notably [[Zelda]], who is not a clone.
**Simon and Richter Belmont are simply referred to by their family name, "[[Belmont]]".
**Simon and Richter Belmont are simply referred to by their family name, "[[Belmont]]".
**Ryu and Ken are often referred to as the "[[Shoto]]s", the traditional FGC term for all Ryu-derived characters in the ''Street Fighter'' series.
**Ryu and Ken are often referred to as the "[[Shoto]]s", the traditional FGC term for all Ryu-derived characters in the ''Street Fighter'' series.