User:DrakRoar/Character concepts

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034.png These are some of my favorite characters not only in gaming, but media in general, that I've designed Smash-esque movesets for.

The list consists of both characters I would actually wish to have in a Smash game, and others whose potential of appearing in one is nigh impossible, but still had realizable movesets going for them from my judgment. I've separated both types with a "Possible?" column in their character infoboxes; possible characters come first in the list, and are ordered from most to least wanted, with reasons listed for their inclusion or exclusion.

All movesets use Ultimate as the base, and in all tables, damage is listed without the 1v1 multiplier (as base damage). Additionally, three of these characters (specifically Cuphead, Shovel Knight, and Specter Knight) were made in collaboration with Aidanzapunk, who provided the original movesets before I decided to flesh them out. Lastly, aside from Shovel Knight, Specter Knight, and Cuphead, whose alternate costume images were also made by Aidan, credit for the alternate costume images goes to Nymbare, who has contributed to this character concept craze despite being mostly inactive in the wiki.


Quick character links
Zero Shovel Knight Specter Knight Bio Rex
Cuphead Groudon Bullzeye AVGN (joke character)

Zero

Zero
Zero
MegaManSymbol.svg
Universe Mega Man
Stage Central Highway
Possible? Yes
Zero Goes On A Hunt!
—Introduction Tagline

Zero (ゼロ, Zero) is the famous Maverick Hunter from Mega Man X, a subseries of one of DrakRoar's favorite videogame franchises. Zero's current voice actors, Johnny Yong Bosch in English and Ryotaro Okiayu in Japanese, would reprise their roles.

Reasons for inclusion/exclusion

  • Buff As a Mega Man X representative, Zero is by far the most important character, even more so than X himself, having his own sub-series as well as a bigger role in the story of some Mega Man X games.
  • Buff His larger focus on melee-based techniques provides a more unique moveset compared to X, who would be too similar to Mega Man.
  • Buff Zero has already appeared in other crossover fighting games, such as the Marvel vs. Capcom series and Tatsunoko vs. Capcom.
  • Nerf Being a third-party character from an franchise already represented with a playable fighter could hurt his chances...
    • Buff ...But then again, Smash has plenty of Capcom content already, and Zero being an Assist Trophy in Ultimate strongly supports his popularity.

Attributes

Stats

Weight Dash speed Walk speed Air speed Traction Fall speed Air acceleration Gravity Jumps Short hop height Full hop height Double jump height
105 2.1 – Initial dash
2.18 – Run
1.132 0.95 0.07 1.8 – Base
2.88 – Fast fall
0.01 – Base
0.1 – Additional
0.107 2 12.8 38.4 38.4

General

  • Zero can wall jump and wall cling. Unique to him is also a wall cling attack, which keeps him on the wall and can be used for as long as the cling lasts.
  • Zero has the ability to air dash by tapping the control stick horizontally in midair. It consumes his double jump, and cannot be performed if he has already used it up. This also allows him to turn around in midair.
    • An air dash lasts a maximum of half a second (30 frames), and can be canceled as soon as 1/3 of it is executed (on frame 11), either with another action or simply stopping tilting the control stick forward. Even after an air dash ends, its increased air speed carries over to Zero until it is canceled out by air friction.
    • Similarly, by jumping out of his initial dash, Zero can perform a dash jump, which consistently increases his air speed, acceleration and friction until he lands, grabs a ledge, air dodges, uses a midair jump, clings to a wall, or gets hit. With the exception of down aerial (which is a stall-then-fall) and Ryuenjin, he can use any attack and keep the increased mobility.
  • A few of Zero's standard attacks produce projectiles, namely dash attack, back aerial, and down aerial.
  • His down special, Rekkoha, spreads a multitude of beams around himself and grants invincibility, but can only be used on the ground and has four uses per stock.

Pros and cons

  • Buff Fast ground mobility and drift, alongside long reach in most attacks.
  • Buff A variety of ranged attacks to control space, most notably Z-Buster (which can charge up to three projectiles) and Rekkoha.
  • Buff Dash jumping, air dashing, and his side special Raikousen provide him with several unique spacing and approach mixups.
  • Buff His unique down aerial and wall cling attack give him a powerful edgeguarding game.
  • Buff A plethora of reliable KO options at high percents.
  • Buff A fast, powerful out of shield option in Ryuenjin.
  • Nerf Several attacks are above-average in lag, making them easy to punish unless carefully spaced.
  • Nerf Like most swordfighters, Zero's tall stature and lack of fast retaliation moves leaves him particularly vulnerable to juggling. Although he possesses air dashing as a mixup, it consumes his double jump.
  • Nerf Vulnerable recovery due to his slow default air speed, Ryuenjin's lack of protection, and the inability to use both a double jump and air dash.
  • Nerf Some of his strongest options are limited, with Z-Buster requiring charging, and Rekkoha only having 4 uses per stock.

Moveset

  • During his initial dash, air dash, and dash jump, Zero produces red afterimages of himself, much like in Mega Man X4 up to Mega Man X6. When these actions are canceled or (in the case of a dash jump) their effects are lost, the afterimages disappear.
Move Name Damage Description
Jab 2.5% Slashes up to three times with the Z-Saber: first with an outward vertical slash, then an inward horizontal slash, and finally a heavier overhead slash. Based on his standard attack sequence in Mega Man X4 and Mega Man X5.
2.5%
4%
Forward tilt Youdantotsu 10% (base), 12.5% (tip) Thrusts the Z-Saber while moving forward a short distance. The tip of the Z-Saber deals extra shield damage and can KO reliably at high percents.
Up tilt Shoenzan 4% (slash; hit 1), 2% (flame; hits 2-4) Swings the Z-Saber set ablaze in an ascending arc in front of himself, creating a flame that rises upward. It drags targets up in multiple hits, and has relatively low ending lag, allowing it to combo into aerials at low percents.
Down tilt 6% Slashes inward across the floor while kneeling. Has the lowest lag out of Zero's tilts, and deals set knockback, with the tip of the Z-Saber always causing grounded targets to trip, giving it great followup ability. Based on his crouching attack in X5 and X6.
Dash attack W-Shredder 11% Comes to a halt and launches an afterimage of himself forward, which performs the Shippuuga, slashing with an energy blade.
Covers a long distance for a dash attack, and has projectile properties, meaning Zero does not experience hitlag from it. However, it deals low shieldstun, and may miss if used too close to opponents.
Forward smash Raijingeki 2% (hits 1-7), 6% (hit 8) Turns the Z-Saber into an electric beam and thrusts it forward, hitting targets multiple times. Possesses very slow startup, but it is Zero's strongest normal finisher, and its long duration and horizontal range allow it to easily catch opponents within its area of coverage.
Up smash D-Glaive 2% (hits 1-5), 5% (hit 6) Slashes upward in front of himself with a large glaive, then twirls it above himself. Somewhat weak for a smash attack, but very effective for catching landings and contesting aerials due to its long duration and wide coverage above Zero. Based on the last hit of his attack sequence with the D-Glaive in Mega Man X8.
Down smash Yammar Option 14% Summons three mechanical dragonflies, with two in front and above him facing forward, and another behind him facing the opposite way, which fire short-ranged blasts in their respective directions. Uniquely, the top dragonfly gives the move unusual vertical reach for a down smash, and all dragonflies have hurtboxes, allowing them to soak up non-piercing projectiles. However, hitting the dragonflies causes them to disappear, removing hitboxes from the move and potentially leaving Zero completely vulnerable.
Neutral aerial Kuuenzan 3% (hits 1-2), 5% (hit 3) Performs three quick somersaulting slashes. A well-rounded aerial attack overall, starting from the front, and having decent KO ability near the edge. Based on Kuuenzan as used by Zero as an Assist Trophy in Ultimate.
Forward aerial 7% A quick diagonal slash in front of himself. Has low lag all around, making it an excellent combo starter and extender, but lacks range especially vertically, requiring careful spacing to land. Based on his standard midair attack in X4 and X5.
Back aerial Fire Wave 12% (slash), 3% (fireball, early), 6% (fireball, late) An outward ascending slash with the Z-Saber set ablaze, which launches a short-ranged fireball in a straight line behind Zero. It is his strongest aerial if the slash hits, KOing at around 135% from center stage, and deals high damage if both the slash and fireball connect. However, it has moderate startup and landing lag.
Up aerial Raijinshou 1.8% (hits 1-6), 4.5% (hit 7) Slashes in a spiraling motion with the Z-Saber held overhead, generating an electric tornado above himself that hits multiple times.
It has a long duration, high vertical range, decent KO ability, and provides a similar hover effect to Fox's forward aerial, making it excellent for catching opponents above Zero. However, much like back aerial, it is slow in startup and landing lag.
Down aerial Rakukojin 15% (blade), 5% (anchor) Turns the Z-Saber into a metallic blade and performs a diving thrust. Upon landing, the blade breaks apart and creates an anchor as a projectile, which bounces a short distance forward.
Has very slow startup for an aerial, and high landing lag, but meteor smashes throughout its whole duration, Zero can slightly drift horizontally while it is active, and it doesn't drop him too far downward, allowing it to be used offstage without a large risk of SDing. The anchor can also be dropped off edges, functioning as a situational edgeguard tool.
Wall cling attack 6% Slashes outward while clinging to the wall. Weak with short vertical range, but has low lag and semi-spikes opponents, allowing it to function as a situational gimping tool. Based on the attack Zero can use while clinging to a wall in X4 and X5.
Grab Reaches out with his free hand.
Pummel 1.6% Punches the opponent. Based on the Kaiser Knuckle weapon in X8.
Forward throw 11.5% Charges up his Z-Buster and shoots the opponent at point-blank, with the recoil causing him to leap back afterwards. Considerably laggy, but it is Zero's strongest throw, KOing at around 125% at the edge. The first hit also has a wide radius and is even stronger against bystanders, KOing them at around 100% from center stage. Based on how he destroys Vile's Ride Armor in the original Mega Man X.
Back throw Shippuuga 8% Turns around, dashes a distance back with the opponent, and slashes them away with the Z-Saber glowing pink. Useful for bringing the opponent closer to the edge and setting up edgeguards.
Up throw Rising 6.5% Launches the opponent away with a leaping upper slash. Low ending lag allows it to combo into a neutral aerial or Ryuenjin from low to mid percents, and up aerial until high percents.
Down throw Lightning 9% Zero's head gem glows, then right after he releases the opponent, a thunderbolt strikes them. It can combo into neutral aerial, forward aerial or Ryuenjin from low to mid percents, dealing more damage than up throw but losing its followup ability earlier.
Floor attack (front) 7% Slashes in a circle around himself while getting up.
Floor attack (back) 7% Same as front floor attack.
Floor attack (trip) 5% Stabs in front of himself, then slashes horizontally behind himself.
Edge attack 9% Climbs up and performs an overhead slash.
Neutral special Z-Buster 4%-8% (shots), 8%-12% (blade) Fires a yellow energy shot forward from his Z-Buster. It can be charged by holding the button, and canceled by shielding, dodging or jumping, which stores the charge. The shots' size, distance and damage increase with charging, and the move can reach two additional phases:
  • In the second phase, Zero gains a second energy shot, which can be fired right after the first shot or in another use of the move.
  • In the third phase, Zero gains a third shot; a green energy blade by swinging the Z-Saber, which is more powerful and can be aimed vertically.
  • For both phases, the move only becomes chargeable again after Zero unleashes all shots.
Side special Raikousen 12% (normal), 15% (extended), 6% (landing) Assumes a ready stance with the Z-Saber, then disappears and quickly performs a dashing stab forward, creating a lightning trail behind himself and reappearing as he finishes the stab.
It renders Zero fully intangible during his invisibility period, and launches opponents behind him, making it a unique approach option that can potentially get him out of disadvantage. However, it is easily punishable if missed or shielded due to its high ending lag. On the ground, inputting it like a smash attack increases its damage and distance, at the cost of more startup and ending lag. In the air, it causes helplessness, and Zero performs the move at a 315° angle, limiting its recovery usage to a landing mixup; upon landing, he follows up with a horizontal slash as an extra hit.
Up special Ryuenjin 4% (hit 1), 1% (loop hits), 5% (last hit) Sets the Z-Saber ablaze and performs a rising upward slash, hitting opponents multiple times before launching them at the apex of the jump.
It cannot be drifted horizontally, and does not sweetspot edges until the last hit comes out; however, its distance and amount of hits can be controlled by holding the button, dealing a minimum of 2 loop hits and a maximum of 6. It is also a powerful finisher, KOing at around 110% if fully held.
Down special Rekkoha 16% Slams one fist onto the ground, raining down nine energy beams around him from a distance above (four at each side, one directly above him).
The beams cover a long area, go through solid surfaces, and have exceptional KO power, while Zero gains full invincibility during the move's startup. However, it has only four uses during each of Zero's stocks, indicated by a gauge briefly appearing over him when used. It also has heavy ending lag, and cannot be used in the air.
Final Smash Genmu Zero 40% Zero first uses Dark Hold, inverting the stage's colors and stopping all other characters and moving objects completely. Afterwards, a purplish energy surrounds him, and he unleashes a large green energy blade forward with a slash of the Z-Saber. Shortly afterwards, the stage and time return to normal, and opponents that were hit by the blade are launched.

Taunts

  • Up taunt: Turns away from the screen and gives a thumbs up, saying "Got this one!". Based on his animation when clearing a stage in Mega Man X4 up to Mega Man X6, while the phrase is taken from when he is selected in Mega Man X8.
  • Side taunt: Unsheathes his Z-Saber and assumes a defensive stance with it, saying "It's not over yet!". The phrase is taken from when he is brought down to low health in X4.
  • Down taunt: Warps out and back onto the stage, much like Mega Man's down taunt. It uses the same sound effects as in X4.

Entrance

Warps down on the stage.

Crowd Cheer

"Zero! - Our Hero!"

Idle Poses

  • Turns towards the screen and looks around, with one hand close to the Z-Saber's handle.
  • Unsheathes the Z-Saber and puts it in front of him as it flickers briefly, then puts it back away.

By default, Zero keeps the Z-Saber sheathed on his back, akin to his appearances from Mega Man X4 to Mega Man X6.

Victory Fanfare

The theme heard in Mega Man X4 when clearing a stage with Zero.

Victory Poses

  • Leaps onto the stage from the background and delivers a takedown slash, then puts the Z-Saber away, saying "Piece of cake." Resembles the way he confronts Colonel in a cutscene in X4, while his ending pose resembles his artwork from X6, and the phrase is taken from when he clears a stage in X8.
    • If he wins a team battle with Mega Man, he will say "Pretty good for a rookie hunter."
  • Floats down slowly onto the stage with an intense purplish energy surrounding him. Based on his entrace as a boss in his Awakened state in X5.
  • Performs Rekkoha, causing the screen to shake, then stands up and crosses his arms, akin to his artwork from X7.

Classic Mode: Maverick Hunt

Zero's first five opponents all reference Mavericks from the mainline Mega Man X games in chronological order, starting with Mega Man X4.

Round Opponent Costume Stage Music Notes
1 Charizard Red Brinstar Depths Ω Sky Lagoon (Zero) Charizard represents Magma Dragoon.
2 Piranha Plant (x2) Green Distant Planet Ω Vs Dynamo The Piranha Plants represent Spike Rosered and his ability to create a clone of himself.
3 Giant Bowser Red Temple Ω Gate's Laboratory Bowser represents Rainy Turtloid, with the stage representing his location, Inami Temple.
4 Wolf (x3) Orange Norfair (Battlefield form) Conflict – Escape Stage The three Wolves represent Flame Hyenard and his ability to create two clones of himself.
5 Dark Samus Purple Lylat Cruise (hazardless) Jakob Orbital Elevator Dark Samus represents Vile, with the stage and music representing his battle atop the Jakob Orbital Elevator in Mega Man X8.
6 Metal Mega Man Cyan Final Destination X vs ZERO Mega Man represents X, with his metal status akin to the Ultimate Armor, and the stage and music represent his battle against Zero in Mega Man X5.
Bonus Stage
Final Galleom Galleom's stage Sigma 2nd Galleom represents Sigma, the main antagonist of the Mega Man X series, who is usually fought in several giant forms across the games.

Credits roll after completing Classic Mode. Completing it as Zero has Zero's Rebirth accompany the credits.

Alternate costumes

DrakRoarZeroCostumes.png
  • Red – Zero as he appears from Mega Man X2 onwards.
  • Black - Based on Black Zero, thereby also resembling the fake Zero in Mega Man X2.
  • Purple - Based on the Zero Nightmare from Mega Man X6.
  • Blue - Based on X.
  • Brown - Based on Axl.
  • White - Based on White Axl.
  • Yellow - Based on the Golden Armor from Mega Man X3.
  • Green - Based on Sage Harpuia from the Mega Man Zero series.

Kirby Hat

Kirby acquires Zero's helmet and hair. Like Samus' Copy Ability, Kirby charges and fires the Z-Buster shots with his bare hands, including the Z-Saber blade.

Trivia

  • When at 100% damage or more, Zero's standard idle animation is different, having him gasp continuously while holding his chest with one hand. This is in reference to the same change seen in the Mega Man X games when he is low on health.
  • Much like Mega Man, and akin to his appearances in his home series, Zero explodes into multiple orange orbs when KO'd.
  • Zero's moveset has undergone several revisions:
    • Raikousen was originally not part of his moveset, as DrakRoar felt its best fit would be as a dash attack (since it is performed by dashing in its origin game), and said slot was already taken by the more mechanically unique W-Shredder. However, he eventually decided to add it in replacement of Zero's original side special, Twin Dream, due to it having been too similar to Shadow Mirror, used by Specter Knight in another character concept, and DrakRoar feeling Specter Knight was more deserving of that kind of move.
      • DrakRoar is also notorious for his dislike towards Mega Man X5, which he jokes about as another reason for replacing the move.
    • Additionally, while he recognized Ryuenjin was too similar to Roy's Blazer, he included it either way due to being one of Zero's most prominent techniques in outside appearances, as well as one of his best suited techniques for a recovery move.
    • Furthermore, he recognized the somewhat infamous reputation of Hadangeki due to its appearance in Ultimate Marvel vs. Capcom 3, but decided not to include it because he found it too similar to Cloud's Blade Beam, and because its only appearance in the Mega Man series is in Mega Man X7, which he tried to represent as less as possible due to its notoriously negative reception.

Shovel Knight

Shovel Knight
Shovel Knight
AidanzapunkShovelKnightSymbol.png
Universe Shovel Knight
Stage Plains of Passage
Possible? Yes
Shovel Knight Digs In!
—Introduction tagline

Shovel Knight (ショべルナイト, Shovel Knight) is undoubtedly one of the most popular indie characters, and DrakRoar in particular is really fond of the game and its modernized take on classic platformers; as a result, he proposed to take Aidan's original moveset for Shovel Knight and give it a more detailed makeover. Like in his game, Shovel Knight would remain silent.

Reasons for inclusion/exclusion

  • Buff Shovel Knight is one of the most successful indie games of all time, and one of the most popular.
  • Buff Even Yacht Club Games supported Shovel Knight during the Ballot.
  • Buff The fact that he became an Assist Trophy in Ultimate means that Sakurai knows about him.
  • Nerf Shovel Knight actually took a while to get to Japan, so it's probably not likely to be as popular over there than over here. But then again, we got Banjo & Kazooie, so...

Attributes

Stats

Weight Dash speed Walk speed Air speed Traction Fall speed Air acceleration Gravity Jumps Short hop height Full hop height Double jump height
108 1.8 – Initial dash
1.614 – Run
1.12 1.12 0.06 1.84 – Base
2.944 – Fast fall
0.01 – Base
0.1 – Additional
0.1 2 14.75 31.4 30.9

General

  • A heavy character with below-average ground mobility, but highly maneuverable in the air.
  • Combines a plethora of long-ranged options with unique "rushdown" attacks in his Dust Knunckles and side special.
  • Has various options to mix up recovery due to his forward and up aerials' unique properties.
  • His moves chain together well for combos, with down aerial most notably standing out for its bouncing property on hit and controllable duration.
  • Possesses a tether grab, and thus a zair that can function as a tether recovery.
  • Has access to a unique stage control option in Mobile Gear, though it can also be used by opponents.
  • His crouching animation is unconventional, having him simply bend his knees a little, akin to his origin game.

Pros and cons

  • Buff Flexible air mobility and several quick moves give him a multitude of combos.
  • Buff Has several options to hit opponents from a distance, be it with ranged options (such as Flare Wand and zair) or his "boosting" moves.
  • Buff Difficult to KO due to his high weight and flexible recovery.
  • Buff Proper use of Mobile Gear allows for several unique combo, edgeguarding, approach, and KO setups.
  • Nerf Has trouble approaching directly due to his slow ground mobility.
  • Nerf Has a general lack of KO moves, with his existing ones being difficult to land consistently.
  • Nerf Mobile Gear can be used by opponents and provide them with potentially stronger advantages, discouraging its overuse and mismanagement.
  • Nerf His crouch's unorthodox behavior makes it one of the worst in the game, barely helping to shrink his hurtboxes.

Moveset

Move Name Damage Description
Jab Dig Slash / Charge Handle 6% (standard), 4% (Drop Spark), 12% (Charge Handle) Performs his signature shovel swing. Has low lag with weak vertical knockback, allowing it to combo into itself at low percents and other moves at higher percents. Two additional attacks are linked to this move:
Drop Spark: If Shovel Knight has taken no damage, using the move releases a spark that travels across the ground roughly 30% of the Final Destination platform, inflicting additional damage. Only one Drop Spark can be active at a time, and it can be reflected or absorbed.
Charge Handle: If the button is held after a standard jab, Shovel Knight assumes a protective stance with a blue glow, then performs a wider slash when it is released, which is stronger and reflects projectiles. The charge can be held indefinitely, but severely restricts Shovel Knight's mobility, and is lost if interrupted in any way.
Forward tilt Dust Knuckles 9% Punches forward with the Dust Knuckles. If an opponent is at a close range in front of Shovel Knight, the move boosts him forward to hit them, and a second punch with his other arm can be chained if they remain in range. This allows the move to combo into itself at low percents and serve as a surprise option from a distance. However, the punches can't be chained if shielded, which alongside its ramming property makes the move highly unsafe on shield.
Up tilt Throwing Anchor 11% (clean), 8% (late) Throws a purple anchor directly above himself, which then falls back to his hand. The anchor is a projectile that hits both on its way up and down, with a clean and late hit respectively, the former having remarkable KO power at high percents. However, it has a long duration and can only hit directly above Shovel Knight.
Down tilt 2% (hits 1-3), 4% (hit 4) Digs up a small dirt pile, shooting out the shards in front of himself. A useful keepaway option due to its disjoint and hitbox activity. Similar to one of Shovel Knight's attacks as an Assist Trophy in Ultimate.
Dash attack 13% Rams forward with his horns. Deceptively powerful for its fast startup, but covers a short distance, stopping Shovel Knight almost immediately, and lacks a lingering late hit. Resembles the dash attack he can perform against enemies with the Toad Gear, which in turn is based on the Battletoads' Smash Hit that is used the same way in their series.
Forward smash Burrow Bomber 18% (clean), 14% (late) Leaps forward while performing a corkscrewing stab with the Shovel Blade. Covers a long distance that increases the more it is charged, and can drop Shovel Knight off edges, though its ending lag remains the same as if he lands on the ground with it.
Up smash Bomb Burst 16% (explosion), 14% (Shovel Knight) Throws a chemical bomb at the ground, which creates a large explosion around him that propels him upward. The hitbox on Shovel Knight himself is weaker, but has more vertical reach, and the move causes him to functionally leave the ground, allowing him to act before dropping all the way back, and to land on platforms above him.
Down smash Flare Razer 15% (clean), 12% (late) Thrusts the Shovel Blade into the ground, causing two flame pillars to rise simultaneously at both sides. The fastest of Shovel Knight's smash attacks, possessing strong vertical knockback with a lingering late hit.
Neutral aerial Dig Slash / Charge Handle 6% (standard), 12% (Charge Handle) Identical to his jab, except without the Drop Spark attack.
Forward aerial Dust Knuckles 9% Punches forward with the Dust Knuckles. Has the same boosting and second punch properties as his forward tilt, except his vertical momentum is stalled during the boost as well (and only if it happens), and as an aerial, this can aid his recovery. However, due to aerial physics and its different knockback, it is less suited for combos into itself without using Shovel Knight's double jump.
Back aerial Flareo Rod 14% (inner), 12% (outer) Points a wand behind himself, creating a fiery explosion. Shovel Knight's main KO aerial, with a sweetspot closer to the center of the explosion.
Up aerial Rising Dagger 1.3% (hits 1-8), 2.6% (hit 9) Spins a dagger above himself. If the button is held, it provides a noticeable hover effect throughout the active hitboxes until the button is released, allowing it to stall Shovel Knight's fall and aid his recovery; however, this can only be done once per air time.
Down aerial Shovel Drop 12% (clean), 9% (late; bounce) Performs his iconic downward shovel thrust. Has decent startup, and bounces off opponents upon hitting them, like Link's down aerial. Compared to that move, however, the bounce cannot be negated by holding down, and Shovel Knight stays into the move indefinitely by default; it only stops if he lands or cancels it with another action, the latter which incurs a slight delay. The thrust has a short-lasting clean hit that meteor smashes aerial opponents with decent power, then a weak late hit that lasts throughout bounces and offers great combo potential.
As a special property, if Shovel Knight bounces off opponents at least twice within one use of the move, he gains an instant Charge Handle for his jab and neutral aerial if they are used within the next 5 seconds, indicated by him glowing blue for that period.
Zair Fishing Rod 9% Throws out the line for the fishing rod. Exceptionally strong for a zair, and can function as a tether recovery, but has high landing lag.
Grab Fishing Rod Swings a fishing rod forward. Upon reeling an opponent in, Shovel Knight holds them with his free hand.
Pummel 1.3% Smacks the opponent with the Shovel Blade.
Forward throw Ghost Glove 7% Quickly punches the opponent away with a Ghost Glove.
Back throw 8% (throw), 6% (collateral) Catapults the opponent backward with the Shovel Blade.
Up throw 11% Traps the opponent inside a treasure chest, then opens it with a rising swipe to launch them upward. If items are turned on, the chest has a small chance of spawning one when opened.
Down throw 5% Strikes the ground beneath the opponent with the Shovel Blade, burying them. Like most burying throws, it lacks followups at low percents if the opponent mashes quickly enough, but can then lead into several of Shovel Knight's combo tools, as well as KO options at very high percents.
Floor attack (front) 7% Swipes the Shovel Blade to both sides before getting up.
Floor attack (back) 7% Same as front floor attack.
Floor attack (trip) 5% Same as front floor attack.
Edge attack 9% Swipes at the opponent's feet before pulling himself up.
Neutral special Flare Wand 9% (clean), 7% (mid), 5% (late) Uses a magic wand to shoot a fireball straight forward.
Side special Propeller Dagger 2% (hits 1-5), 4% (hit 6), 18% (Infinidagger) Spins a dagger in front of himself, propelling himself forward. Travels roughly 35% of Final Destination, and upon striking an opponent, it deals multiple hits, launching them at the end and sending Shovel Knight a distance back in a recoil animation. The latter also happens if he hits a wall with it. As a result, it is highly effective as an alternate recovery and for offstage KOs; however, it also carries high risk, as it causes helplessness.
If the control stick is tapped forward and the button is held, Shovel Knight uses the Infinidagger, which has more startup, but travels a much longer distance (90% of Final Destination), and bounces off opponents immediately, dealing a single hit with powerful vertical knockback. However, even if Shovel Knight is hit out of the move, it prevents him from using either type of dagger again until landing; in conjunction with its helplessness, and its longer distance causing it to be overshot more easily, it is even riskier to use without getting KOed.
Up special Shield Knight 4% (Shield Knight), 10% (Shovel Knight) Shield Knight appears below Shovel Knight, who bounces off her raised shield with the Shovel Blade, boosting himself up as he thrusts it at a diagonally upward angle. If used on the ground, Shovel Knight jumps first to make space for Shield Knight. An effective out of shield option, but covers a relatively short distance for a recovery.
Down special Mobile Gear 8%-20% Tosses a box forward, which opens up to reveal a two-gear device upon landing on the ground. If the device is jumped on or attacked (by either Shovel Knight or an opponent), it charges forward, hitting opponents in its path while allowing one character to ride it. The device falls off edges, and if it hits a wall, it sticks to it for one second before disappearing; otherwise, it lasts 10 seconds or until it touches a blast line. The device's damage and travel speed depends on the damage of the attack it's hit with, between 3% and 27%; if stepped on, it behaves as if hit by a 11% damage attack.
Final Smash War Horn 45%-40%-35%-30% Pulls out a horn and blows in it, creating a shockwave that quickly expands to cover a large part of the stage. It deals more damage and knockback the closer opponents are hit to Shovel Knight.

Taunts

  • Up taunt: Thrusts his shovel into the air multiple times. Based on his victory animation from Shovel Knight.
  • Side taunt: Pulls out a Troupple Chalice and drinks from it.
  • Down taunt: Fakes death, falling to the ground and not getting up until any button is pressed. Based on the Feign Death Gesture in Custom Knight mode.

Entrance

Leaps onto the stage and holds his shovel up. The level start jingle from Shovel Knight can be heard.

Idle Poses

As a nod to his origin game, Shovel Knight has no idle poses. However, as a similar effect from the game, light is gradually reflected through his armor if he remains idle for too long.

Crowd cheer

Sho - vel Kniiiiight!

Victory Fanfare

For Shovelry, the victory theme from Shovel Knight.

Victory Poses

  • Appears sleeping in front of a campfire. Based on the standard sequence after clearing a stage in Shovel Knight.
  • Digs through a chest, and pulls out a pink jewel.
  • Knocks away two Boneclangs with the Shovel Blade, then leaps up and catches Shield Knight. Based on the minigame that plays after clearing a certain amount of stages in Shovel Knight.

Classic Mode: Shovel of Hope

Shovel Knight's opponents reference various bosses from the Shovel of Hope campaign, with four of them being knights from The Order of No Quarter.

Round Opponent Costume Stage Music Notes
1 Shovel Knight Black Plains of Passage Ω The Rival References Black Knight, Shovel Knight's rival and the first boss to be fought in Shovel of Hope.
2 Specter Knight Default Bridge of Eldin
(Battlefield form)
The Apparition
3 King K. Rool Yellow Mushroom Kingdom U
(Slide Lift Tower)
The Decadent Dandy References King Knight.
4 Dr. Mario Green Unova Pokémon League The Vial Vitriol References Plague Knight.
5 Bowser Red Norfair Ω The Claws of Fate References Mole Knight.
6 Giant Simon Black Temple Ω Fighting with All of our Might References Baz, a roaming boss that appears halfway through Shovel of Hope.
Bonus Stage
Final Shovel Knight Black Dracula's Castle Ω The Defender References both Black Knight's rematch at the Tower of Fate and the final battle against The Enchantress.
Giant Bayonetta Blue The Betrayer

Credits roll after completing Classic Mode. Completing it as Shovel Knight has Strike The Earth! accompany the credits.

Alternate costumes

AidanzapunkShovelKnightPalette.png
  • Default — Shovel Knight's default armor, the Stalwart Plate.
  • Gray — Based on the Dynamo Mail armor.
  • Yellow — Based on the Ornate Plate armor. When using this alt, a sparkling trail follows his movements, mimicking the armor's "ability" in Shovel Knight.
  • Purple — Based on the Conjurer's Coat armor.
  • Black — Based on the Mail of Momentum armor.
  • Orange — Based on the Final Guard armor.
  • White — Based on the Armor of Chaos from the Sony versions of Shovel Knight.
  • Green — Based on the Toad Gear from the Xbox One version of Shovel Knight. Also bares a resemblance to the 2P armor in Shovel Knight's co-op mode.

Kirby Hat

Kirby gains Shovel Knight's helmet and shoulder pads. However, he does not gain his shovel.

Trivia

  • Shovel Knight features references to his game of origin outside of his moveset:
    • For his dodges, he pulls out the Phase Locket to phase in and out, which is accompanied by its sound effect from Shovel Knight.
    • His double jump animation is taken from the flip he performs when using the Ornate Armor.
    • His newcomer poster is a recreation of Shovel Knight's boxart.
    • His crowd cheer is to the rhythm of the first three notes of the main theme to Shovel Knight.
    • When he is KO'd, golden bags of money fly into the air, before disappearing in a puff of smoke upon his respawning, referencing the game's death system.
      • In his orange costume, the bags of money are smaller and silver, referencing how the Final Guard armor allows Shovel Knight to lose less gold when dying.

Specter Knight

Specter Knight
Shovel Knight
AidanzapunkShovelKnightSymbol.png
Universe Shovel Knight
Stage Plains of Passage
Possible? Yes
Specter Knight Blights the Earth!
—Introduction tagline

Specter Knight (スペクターナイト, Specter Knight) is a major character in Shovel Knight, and the protagonist of Specter of Torment, one of the game's DLC campaigns. DrakRoar, following his makeover of Aidan's Shovel Knight moveset, agreed to do the same with his Specter Knight moveset, remarking how Specter of Torment was his favorite campaign and trying to make Specter Knight even more faithful to his appearance in it.

Reasons for inclusion/exclusion

  • Buff As previously stated, Shovel Knight is an extremely popular indie platformer.
  • Buff In comparison to Plague Knight, Specter Knight has more unique gameplay, and offers more variety than a simple character swap with different abilities. The game changes the levels completely, and even has different boss fights.
  • Nerf If any Shovel Knight character would get in, it would be Shovel Knight himself.

Attributes

Stats

Weight Dash speed Walk speed Air speed Traction Fall speed Air acceleration Gravity Jumps Short hop height Full hop height Double jump height
90 1.9 – Initial dash
2.017 – Run
1.18 1.18 0.06 1.48 – Base
2.368 – Fast fall
0.01 – Base
0.1 – Additional
0.1 2 13.1 27.2 29.7

General

  • A character with quick and flexible mobility, as well as favorable range on several attacks thanks to his scythe, but floaty and on the lighter side of weight.
  • He possesses several fighter abilities, referencing major mechanics from Shovel Knight: Specter of Torment:
    • Wall scaling: In addition to wall jumping, Specter Knight can walk up walls for up to one second if the control stick is held up and towards one. If he reaches a ledge during this period, he somersaults off it and onto the stage; otherwise, he drops off the wall, and cannot scale the same wall again until he lands, though he can still wall jump off it.
    • Darkness: Specter Knight possesses a Darkness meter, which is used for his smash attacks and special moves (besides Dash Slash), and can only be refilled by dealing damage to enemies or getting KO'd.
    • Attack upgrades: By pressing the special move button during a smash attack's startup or charge, Specter Knight's smash attacks can be upgraded to gain additional, unique benefits, at the cost of them using more Darkness. Activating the upgrade is indicated by him flashing purple, with the smash charge's tint also changing from yellow to that color. Likewise, all his special moves except Dash Slash can be upgraded by holding the button during startup.
  • Like Shovel Knight, and akin to his series, his crouching animation is unconventional, having him simply bend his knees a little.

Pros and cons

  • Buff Great offensive presence due to his combination of fast mobility and attacks with quick startup relative to their range.
  • Buff Special moves are highly effective for covering diverse options and forcing opponents to approach.
  • Buff A plethora of both combo and KO options further strengthens his offense.
  • Buff His attack upgrades add even more oppressive power to his special moves, while rewarding him with higher usage of them if used properly.
  • Nerf Low jump height, hindering his ability to pursue opponents above him.
  • Nerf Poor survivability due to his below-average weight and shallow recovery.
  • Nerf The Darkness meter ensues a management risk, depriving Specter Knight of important options if he fails to keep it in check.
  • Nerf His crouch's unorthodox behavior makes it one of the worst in the game, barely helping to shrink his hurtboxes.

Moveset

  • Specter Knight's dashing and running animations involve him grinding along the ground with his scythe, akin to the way he traverses rails in Specter of Torment, which he can use on any surface if he has the Rail Mail equipped.
    • As a result, he has two different ground jump animations: his standard jump, and a jump where his scythe spins around at his feet that only plays if he jumps after dashing. This animation transitions into the standard one if he stops moving forward.
  • His dodging animations involve him briefly disappearing with his cloak curled up, resembling his teleporting animations when fought as a boss in Shovel of Hope.
  • Specter Knight's Darkness meter is displayed as a purple bar above his damage gauge, split into four symmetrical fragments, and he starts with the maximum of 64 Darkness points. For every 20% damage he deals to a non-shielding opponent, as well as when he gets a KO, a Darkness jar flies towards him and restores 8 points.
    • If Specter Knight tries using a move that requires Darkness without the necessary amount, the purple bar briefly turns red as an indicator (unless he has no Darkness), and he still goes into the animation, but with no hitboxes or their associated visual effects.
    • All smash attacks use up 8 Darkness points if executed normally, and 12 if upgraded.
Move Name Damage Description
Jab 3% (hit 1), 4% (hit 2) Slashes forward with his scythe, then swipes it back towards him. Based on his standard attack in Specter of Torment.
Forward tilt 12% (snaith), 14% (blade) Stalls briefly before performing a heavy outward slash horizontally. Has above-average lag, but can KO reliably at high percents if sweetspotted. Based on his charged attack with the Striker's Shawl.
Up tilt 9% (snaith), 11% (blade) Grips his scythe's handle with his feet and performs a frontflip, slashing around himself. A useful anti-air tool with respectable KO power if sweetspotted.
Down tilt Throwing Sickle 5% (hit 1), 4% (hit 2) Throws a sickle a short distance forward, which then flies back to him. It has separate hits on the way forward and back, with the latter launching opponents towards Specter Knight and thus being a great combo starter, but the hits are not designed to link into each other.
Dash attack 7.5% (snaith), 9.5% (blade) Lifts his scythe with his feet, slashing upward in front of him. Can start combos from low to mid percents.
Forward smash Dread Talon 20% Leans back, then swipes forward with a large claw. If upgraded, it grants some super armor frames, and the claw swipe produces a shockwave that increases its range.
Up smash Will Skull 15% Faces up and clutches a green flaming skull above himself, releasing a burst of green flames that is then absorbed into his helmet. If he hits a non-shielding opponent, he is healed by 8%; if the move is upgraded, this amount increases to 12%.
Down smash Barrier Lantern 2% (charging flames), 3% (throw), 12% (blast) Summons five red flames around him, then throws them a short distance forward, merging them into a blast. If charged, the flames circle around Specter Knight, becoming able to hit opponents once, and grow in size either upon a non-shielded hit or if they are hit by another attack; this increases the down smash's damage as a whole and the blast's range. However, there's enough space between the flames for opponents to hit Specter Knight through them with proper timing. The flames can grow in size twice, providing damage multipliers of 1.2× and 1.4× that fully affect knockback; if upgraded, the flames become purple, and the multipliers increase to 1.3× and 1.6×.
Neutral aerial 2.1% (hits 1-4), 4.2% (hit 5) Spins his scythe repeatedly around himself. A great approach option due to its fast startup, wide coverage, and long hitbox activity, but has high landing lag.
Forward aerial 10% (clean, snaith), 12% (clean, flames), 8% (late, flames) Slashes forward with his scythe, sending a wall of flames forward. Specter Knight's strongest aerial. Based on his improved standard attack after breaking a checkpoint with the Raiment of Risk.
Back aerial 8% Pokes backward with his scythe's snaith. Weak with short range relative to Specter Knight's other attacks, but pretty quick all around, functioning as a hefty approach and combo tool.
Up aerial 9% Lifts his scythe with a flourish, spinning it once above himself. Useful for juggling due to its fast startup and wide arc, albeit limited by Specter Knight's low jumps.
Down aerial 1.5% (hits 1-7), 3% (hit 8), 2% (landing) Spins his scythe horizontally below himself with his feet. Although it cannot meteor smash, it is a great edgeguarding and anti-juggling option due to its wide coverage below Specter Knight and long hitbox activity. It also possesses a landing hit that launches at a relatively low angle, setting up potential tech-chases at higher percents.
Grab Reaches with his left hand to grab an opponent. Relatively short ranged.
Pummel 1.3% Knees the opponent.
Forward throw 2.2% (hits 1-3), 4.4% (hit 4) Swings one arm forward with a flourish, causing his scythe to spin vertically on its own and slash the opponent multiple times before launching them away. Resembles how he throws his scythe as a boss in Shovel of Hope.
Back throw 9% Quickly dashes behind the opponent and, without turning around, launches them with an outward horizontal slash of his scythe. A decent KO throw near the edge.
Up throw 10% Slashes with his scythe in a rising arc from the ground, launching the opponent upward. Has little utility besides setting up juggles.
Down throw 2% (hits 1-2), 3.5% (hit 3) Puts the opponent facing down on the ground and swipes his scythe three times across their back. An excellent combo starter up to high percents.
Floor attack (front) 7% Gets up as his scythe spins around him on its own.
Floor attack (back) 7% Same as front floor attack.
Floor attack (trip) 5% Thrusts his scythe forward, then pokes backward with its handle.
Edge attack 9% Stabs his scythe into the ground and pulls himself up.
Neutral special Spider Scythe 8% (standard), 12% (upgraded) Throws a scythe that spins vertically across the ground for about the length of Final Destination, and crawls along surfaces. If there is no surface in range, the scythe flies at a diagonally downward angle until it reaches one. If upgraded, the scythe becomes a conjunction of four white scythes, with a larger hitbox and more damage. Uses up 8 Darkness points if executed normally, and 12 if upgraded.
Side special Skeletal Sentry 3% (arrows), 12% (explosion, normal), 15% (explosion, upgraded) Throws a skull behind himself, which forms into a skeleton upon landing that fires three energy arrows forward. Inputting the attack again causes the skeleton to explode, which does not harm Specter Knight, but requires him to go through a short animation for it to be successful. Otherwise, the skeleton fires another round of arrows after a delay of two seconds, then explodes on its own. The skeleton can also be knocked around by both Specter Knight and opponents, though it takes damage in the latter case, and is destroyed without exploding if it takes up to 10%. If upgraded, the skeleton fires five arrows in quicker succession that slightly deviate vertically, alternating between up and down, it can sustain up to 15% damage, and its explosion adopts a cross shape that increases its range. Uses up 16 Darkness points if executed normally, and 24 if upgraded.
Up special Dash Slash 9% (normal), 13% (charged) Dashes at a diagonally upward angle, slashing with his scythe.
During startup, the move marks the closest target to Specter Knight with a cutting line, which goes diagonally upward if he is positioned lower than them, and diagonally downward if positioned higher, causing him to dash in the respective orientation when unleashed. Upon hitting an opponent, Specter Knight bounces off them and can use the move again; otherwise, it causes helplessness. For purposes of the move, grabbable ledges are considered targets as well and prioritized over opponents, preventing it from being easily gimpable.
Additionally, the move can be charged to unleash a stronger slash that leaves blue afterimages behind, which doesn't bounce off opponents (but still prevents helplessness if it hits one), and meteor smashes with the downward variant.
Down special Shadow Mirror 0.5× (normal), 0.75× (upgraded) Summons a red projection of himself at a short distance in front, which mimicks all his attacks except grabs, special moves, and item-based actions, and quickly zips to the other side if he turns around. The projection can stay out indefinitely; however, each compatible attack performed with it active uses up Darkness equal to the attack's highest base damage. The projection goes away if the move is inputted again, if Specter Knight runs out of Darkness, or if he gets hit; in the latter case, he also loses Darkness equal to the hitting move's damage. If upgraded, the projection spawns at a longer distance from Specter Knight, and its attacks deal more damage, but it also uses up 1.25× more Darkness with them.
Final Smash Judgement Rush 6% (shockwave), 40%-31%-24%-19% (slash) Grasps a blue jewel, sending a near-instant shockwave outward that paralyzes opponents, then quickly floats towards each of them to deliver a heavy horizontal slash with strong particle effects, which are further pronounced for the last opponent to be attacked. The more opponents it traps, the less damage it deals, though it stops decreasing for more than four targets.

Taunts

  • Up Taunt: Spins his scythe around him, then swings it towards his back and strikes a low pose, with a brief sparkle coming out of the tip of the blade.
  • Side Taunt: Kneels down, pulls out his Keepsake Locket, and stares into it for a short period before putting it away.
  • Down Taunt: Stands upright and crosses his arms, with his cloak waving backward as if blown by wind. Can be extended indefinitely by holding the button. Based on the Cold Shoulder gesture.

Entrance

Lightning flashes, and Specter Knight appears out of nowhere, facing towards the background, before spinning his scythe around him.

Idle Poses

As a nod to his origin game, Specter Knight has no idle poses. However, as a similar effect from his campaign, his cloak briefly waves backward if he remains idle for too long, as if blown by wind.

Crowd cheer

Spec - ter Knight!

Victory Poses

  • Up: Spins his scythe multiple times around himself, then poses triumphantly with it. Based on his victory animation from Specter of Torment.
  • Side: Comes in riding on his scythe, before jumping, spinning it in the air, and landing.
  • Down: Floats and goes through a dark portal, getting slowly absorbed by it as his cloak curls up, and disappearing. Based on his animation for entering the Mirror of Fate.

Victory Fanfare

The Boss Victory jingle from Specter of Torment.

Classic Mode: Specter of Torment

Much like Shovel Knight's campaign, Specter Knight's opponents reference various bosses from the Specter of Torment campaign, with four of them being knights from The Order of No Quarter.

Round Opponent Costume Stage Music Notes
1 Robin Default Unova Pokémon League Ω The Apparition References the Phantom Striker, who is fought in the Lich Yard taking Specter Knight's place.
2 Ridley Yellow Great Bay Ω The Bounty Hunter References Treasure Knight.
3 Giant Ice Climbers Blue Summit Ω The Stalwart References Polar Knight.
4 Meta Knight White Halberd Ω The Spin Controller References Propeller Knight.
5 Tiny Mr. Game & Watch Default Wily Castle Ω The Schemer References both phases of Tinker Knight's fight, with the opponent choices also referencing how Duon in The Subspace Emissary was built from multiple Mr. Game & Watch.
Duon The Destroyer
6 Shovel Knight
Bowser
Black Final Destination The Defender References the fight against Black Knight and his steed Terrorpin.
Bonus Stage
Final Giant Bayonetta Blue Dracula's Castle Ω The Betrayer References both phases of the final battle in Specter of Torment.
Giga Bowser Know Thy True Self

Credits roll after completing Classic Mode. Completing it as Specter Knight has Hidden By Night accompany the credits.

Alternate costumes

stay tuned for this weekend
  • Default — Specter Knight's standard cloak, the Crimson Cloak.
  • Black — Based on the Rail Mail.
  • Yellow — Based on the Raiment of Risk.
  • Green — Based on the Cloak of Clemency.
  • Orange — Based on the Striker's Shawl.
  • White — Based on the Ghostly Garb.
  • Blue — Based on his appearance as Donovan. His scythe is aesthetically replaced with his sword.
  • Red — His Donovan appearance, but recolored to match Luan. Much like his Donovan alt, his scythe is aesthetically replaced, this time with Luan's sword.

Kirby Hat

Kirby gets Specter Knight's helmet and scarf. He also gains Specter Knight's Darkness gauge, allowing him to perform the upgraded version of the attack.

Trivia

  • Specter Knight features references to Specter of Torment outside of his moveset:
    • His tagline references a splash line from beginning a level in Specter of Torment.
    • Similar to Shovel Knight, Specter Knight's newcomer poster is a recreation of Specter of Torment's boxart.
    • His running speed references the year the campaign was released.
    • When Specter Knight is KO'd, green bags of money with bat wings fly into the air, before disappearing in a puff of smoke upon his respawning, referencing the death mechanics of the game.
      • In his green costume, the bags of money are smaller and blue, referencing how the Cloak of Clemency allows Specter Knight to lose less gold when dying in battle.
  • If Specter Knight performs his down taunt next to a Skeletal Sentry, hearts will come out of it, referencing the same easter egg from Specter of Torment.
    • If Specter Knight performs his down taunt in his Donovan costume, he will perform the moonwalk, referencing the same easter egg from Specter of Torment.

Bio Rex

Bio Rex
Bio Rex
FZeroSymbol.svg
Universe F-Zero
Stage ???
Possible? Yes
Bio Rex Boosts In!
—Introduction Tagline

Bio Rex (バイオ レックス, Bio Rex) is the #15 driver and a recurrent character in the F-Zero series, debuting in F-Zero X. He is DrakRoar's favorite character from said franchise (how surprising!).

Bio Rex largely resembles his in-game appearance from F-Zero GX, but with more pronounced scales and facial features, putting him more in line with the visual style used for the rest of the cast. He also possesses longer, metallic claws, which are able to discharge electricity for a handful of his attacks. Bio Rex's respective voice actors from the F-Zero: GP Legend anime, Marc Thompson in English and Takayuki Fujimoto in Japanese, reprise their roles, albeit the former provides different voice clips that sound less robotic.

Reasons for inclusion/exclusion

  • Buff F-Zero would really appreciate another playable character.
  • Buff Bio Rex would stand out as a non-human anthropomorphic character, both in general and compared to other likely F-Zero candidates such as Black Shadow and Samurai Goroh.
  • Buff He was one of the few F-Zero characters selected as a spirit for Ultimate, meaning Sakurai cares enough about him. (Thank you based for acknowledging the racer dino's existence)
  • Nerf F-Zero is dead. As long as it is, we will only ever get Falcon in Smash.
  • Nerf If anything, Black Shadow or a character from the SNES game would be more likely as a second F-Zero rep if there ever is one, since they're overall more recognizable.

Attributes

Stats

Weight Dash speed Walk speed Air speed Traction Fall speed Air acceleration Gravity Jumps Short hop height Full hop height Double jump height
99 1.8 – Initial dash
2.35 – Run
1.19 1.26 0.074 1.998 – Base
3.1968 – Fast fall
0.01 – Base
0.026 – Additional
0.15 2 16.15 35 32.15

General

  • A rushdown-oriented character, with average weight, very fast dash and air speed, and high gravity and falling speed. However, his air acceleration is notoriously slow.
  • Upon getting a KO, Bio Rex's moveset is enhanced by a mechanic known as Boost Power, which lasts 20 seconds or until he gets KO'd himself. Its duration does not start counting down until there is at least one active opponent (not in the middle of a KO or a revival platform), and in 1v1s or team battles, it activates even if an opponent self-destructs, preventing them from intentionally stalling or blocking out the mechanic. Boost Power has three major effects on Bio Rex's moveset:
    • His neutral special upgrades from the fairly situational Side Attack, to the Boost, allowing him to ram into opponents with an extremely fast dash, but causing recoil damage to him every time it is used.
    • Attacks where his claws shine are changed to have him discharge electricity from them, giving them significantly more powerful sweetspots, with some also gaining additional effects, such as his recovery covering twice the usual distance.
    • The landing lag on his aerial attacks is reduced by 25% (rounded down).
    • Food items heal 1.4× the usual amount of damage.
  • His down special, Pit Stop, is unique in that it temporarily generates a healing floor, allowing Bio Rex to slightly increase his survivability and alleviate recoil damage from Boost if he stands on it. However, it can heal opponents as well, and cannot be used again until he gets KO'd or gains Boost Power.

Pros and cons

  • Buff Exceptionally fast mobility, especially on the ground.
  • Buff Boost Power drastically increases Bio Rex's pressure ability, granting him fast attacks with powerful offensive prowess, and an extremely versatile approach option in Boost.
  • Buff Excellent combo ability, as well as KO ability with Boost Power activated.
  • Buff With Boost Power, his recovery's pattern and long distance makes it difficult to edgeguard.
  • Buff Pit Stop provides him with healing.
  • Nerf Without Boost Power, Bio Rex has trouble consistently getting KOs, and his overall landing lag is above-average, deterring his offensive power.
  • Nerf Recoil damage on Boost discourages its overuse.
  • Nerf Without Boost Power, his recovery is fairly linear.
  • Nerf Pit Stop can be used by opponents, potentially benefitting them more than Bio Rex if he uses it poorly.

Moveset

  • Bio Rex can crawl and wall jump.
  • All of Bio Rex's enhanced claw attacks gain the electric effect on their claw hitboxes. Otherwise, they use the slash or stab effect.
  • Bio Rex's moves outside of his neutral special that can be enhanced by the Boost Power mechanic are: forward tilt, up tilt, up smash, down smash, back aerial, up aerial, down aerial, down throw, and up special.
  • When Boost Power is activated, the text "BOOSTER OK" appears above Bio Rex's damage meter, and his portrait glows with a green aura. As a visual indicator, this aura starts flickering during the mechanic's last five active seconds.
Move Name Damage Description
Jab 3% Clashes his claws from the sides to pin the opponent in place, then bites them. Very quick, albeit short ranged.
5%
Forward tilt 8% (arm), 11% (claws, normal), 14% (claws, enhanced) Thrusts one arm forward, stabbing with his claws as they shine. Moves Bio Rex forward slightly when used, and can be angled, hitting opponents hanging on edges when angled down. The sweetspot is a decent KO option at high percents, especially if enhanced.
Up tilt 6% (leg), 9% (claws, normal), 12% (claws, enhanced) Performs a stretch kick at a 50° angle, with his claws shining. The sourspot can combo from low to mid percents, while the sweetspot is a strong anti-air option especially if enhanced. Bio Rex's foot (but not his leg) is intangible during active frames.
Down tilt 3% (hit 1), 9% (hit 2, base), 7% (hit 2, tip) Lifts his tail behind himself while crouched, then whips it straight forward. Uniquely for a down tilt, while the main attack has moderate lag, there is a short-ranged hit behind Bio Rex beforehand that comes out much faster and links into it, giving him a uniquely advantageous option against opponents behind him and allowing him to rack up more damage.
Dash attack 9% Leans forward and slashes in an upward arc with a contracted arm. Has moderate startup and short range, but low ending lag, making it an excellent combo starter up to high percents.
Forward smash 17% Rears back, then lunges forward with a bite. It has slow startup, and is Bio Rex's only smash attack that cannot be enhanced, but also his strongest non-enhanced one, and deals a little extra shield damage.
Up smash 12% (normal, arms), 15% (normal, claws), 7% (enhanced, hit 1, arms), 9% (enhanced, hit 1, claws), 10% (enhanced, hit 2) Swipes both arms towards himself in an arcing catapult motion, with his claws shining at the end. If enhanced, Bio Rex's claws generate a bolt above himself at the end of the arc with large vertical reach, with the move being altered to consist of two hits and launch opponents into the bolt. Good out of shield option due to its fast startup, especially with the power of the enhanced version, but its ending lag and the bolt's lack of horizontal range make it easy to punish on shield.
Down smash Spin Attack 3% (normal, hits 1-3), 5% (normal, hit 4), 4% (enhanced, hits 1-3), 6% (enhanced, hit 4) Extends his arms low to both sides as his claws shine, then quickly performs two full spins, slashing all around him. If enhanced, Bio Rex's claws generate an electric ring around him as he spins, with additional bolts stretching to both sides that increase the move's range and drag opponents towards him. A decently fast, moderately damaging smash attack that semi-spikes opponents into the direction they were hit from.
Neutral aerial 10% (base), 8% (tip) Whips his tail straight forward. A nifty approach option, requiring close proximity to dish out more damage, but having remarkable lock potential with the sourspot.
Forward aerial 4% (hit 1, leg), 6% (hit 1, claws; hit 2, leg), 8% (hit 2, claws) Kicks with one leg in an upward arc, then brings it down in an opposite arc for a second hit. A useful spacing tool, causing plenty of damage if both hits are sweetspotted. The first hit deals low vertical knockback to grounded opponents, allowing it to combo into other moves up to high percents with Boost Power, while the second hit's sweetspot has a weak meteor smash against aerial opponents at the end of the arc.
Back aerial 11% (clean, arms), 14% (clean, claws, normal), 17% (clean, claws, enhanced), 8% (late) Turns around and thrusts both arms at different heights, with his claws shining. Turns Bio Rex around after its use, which can limit repeated usage of it, but allows him to mix up his recovery. Semi-spikes if sweetspotted, and is Bio Rex's strongest aerial when enhanced.
Up aerial 9% (early), 12% (clean, normal), 15% (clean, enhanced) Swipes both contracted arms in upward arcs starting from the sides, extending them near the end of the arcs and clashing his claws overhead as they shine. If enhanced, the clash generates a larger electric blast. The swipes lack enough knockback to be reliable finishers, and are intended more for juggling, with the clash instead being a stronger clean hit.
Down aerial 15% (normal), 18% (enhanced, teeth), 14% (enhanced, blast) Lunges downward for a vicious bite, with his claws placed close to his mouth and shining beforehand. If enhanced, Bio Rex electrifies his teeth, and the bite generates an electric blast below him with more range. Bio Rex's slowest aerial overall, but exceptionally powerful, and deals extra shield damage like his forward smash. The enhanced version meteor smashes if his teeth hit, making it deadly for starting combos and edgeguarding.
Grab Reaches out with one arm. While leading to a powerful throw game, Bio Rex's grab has short range.
Pummel 1.6% Bites the opponent.
Forward throw 7.5% Pins his free hand's claws into the target from below. It launches at a mostly vertical angle with low ending lag, making it Bio Rex's main combo throw.
Back throw 9% Places the target behind him and whips them away with a horizontal tail swing. It can work as a setup into Boost, but otherwise has little utility besides setting up edgeguards.
Up throw 10% Places the target above him and bites them, launching them upward. It can combo into a sweetspotted up air until around 25%, having more limited combo ability than his forward throw but racking up more damage. It also gains KO potential at around 190%.
Down throw 10% (normal), 14% (enhanced) Stabs the target against the ground with both arms as his claws shine. If enhanced, Bio Rex's claws unleash a violent electric discharge on the target. It has no combo potential, but the enhanced version is extremely powerful especially for a down throw, KOing reliably at high percents.
Floor attack (front) 7% Slashes to both sides.
Floor attack (back) 7% Sweeps his tail around himself.
Floor attack (trip) 5% Kicks to both sides.
Edge attack 9% Slides across the ground in a low position, stabbing with his claws, before standing up.
Neutral special Side Attack / Boost 12% (Side Attack), 8% (Boost) Side Attack: Quickly charges forward with a shoulder ram, stopping upon hitting an opponent. It possesses damage-based armor during some frames, and semi-spikes opponents, but is easy to punish if missed or shielded, and causes helplessness if Bio Rex slides off an edge with the move or uses it in midair. Similarly, if he bumps into a wall with it, he takes 4% damage and gets knocked down.
Boost: Dashes forward at an extremely fast speed while engulfed in a green aura, ramming into opponents. The boost can be canceled by pressing the special move button again, or by any possible action out of a run except special moves, giving it significant versatility and combo potential. However, it causes 2% recoil damage with each use, and an extra 3% if Bio Rex hits a shield or wall, the latter which also cancels the move and causes him to stagger back, discouraging mindless usage of it. In midair, the speed boost is less significant, and it can be canceled by a jump, air dodge, or any aerial attack, but other special moves become unusable until landing.
Side special Big Fangs 16% (grounded), 5% (aerial, pin), 10% (aerial, bite) An original attack using giant fangs, named after Bio Rex's vehicle, that functions differently on the ground and in the air.
  • On the ground, he plants his claws and teeth on the ground to summon giant fangs at any of three distances from him, which can be chosen with the control stick (holding backward, tilting forward, or tapping forward). Useful for catching landings and punishing poor approaches, and a deadly KO move at high percents, but its high ending lag makes it easy to punish otherwise. Uniquely, Bio Rex can consume food items with the giant fangs while continuing the move's execution.
  • In midair, Bio Rex leaps in a low arc forward, striking a hunched over stabbing pose with his arms extended. Upon hitting a non-shielding opponent, he pins his claws onto them, briefly stalling him in place, then vigorously bites them away, recoiling back afterward. A potent followup and repositioning option due to its remarkable distance and damage, and can aid Bio Rex's recovery if used before his up special. However, it deals drastically less knockback than the grounded version, and has high landing lag if it fails to hit an opponent.
Up special Lizard Lightning 5% (hit 1, normal), 6% (hit 2, normal; hit 4, enhanced), 3% (hits 1-3, enhanced) Leaps a short distance forward, then dashes diagonally upward twice in a zigzag fashion while his claws shine. If enhanced, he dashes four times and leaves an electric trail behind in a thunderbolt-like fashion. It deals high damage if enhanced, and the dashes all link into each other, but the initial jump has no hitboxes. As a recovery move, it is hard to directly intercept, but the normal version doesn't cover much distance.
Down special Pit Stop Drops a harmless capsule below him, which expands into a pink healing pad upon hitting the ground that stays active for four seconds before disappearing. It heals at a rate of 0.8% every six frames, for a total of 32% if Bio Rex manages to stay on the pad for the entire duration. However, it cannot be used again until he gets KO'd or gains Boost Power (and in the latter case, not if a pad was active when it was gained), and opponents can heal themselves as well by staying on the pad, potentially benefitting more than Bio Rex if they manage to knock him out of it.
Final Smash Big Fang Dinner 10% (Big Fang dash), 40% (trap total), 10% (release) Yells "I'm hungry!" and his vehicle, the Big Fang, appears on the stage to run over opponents, dashing in a straight line in front of him. If they get hit, a cutscene in a first-person view (from the targets' perspective) plays where they are dropped on a racetrack, and Bio Rex jumps off the Big Fang to stab them with his claws as he lands on them, saying "Grrr... fresh meat!". He then bites and slashes them repeated times, and finally opens his mouth with his teeth glowing to deliver a final bite, launching the targets as the cutscene ends.

Taunts

  • Up taunt: Leans backwards shaking himself to the sides and lets out a roar. Reminiscent of his animation after all his settings are selected before a race in F-Zero GX.
  • Side taunt: Extends one arm in front of him and shows his claws, saying "You look tasty".
  • Down taunt: Slams his claws onto the ground with a growl, causing them to shine. With Boost Power activated, they release electric sparks.

Entrance

Jumps out of the Big Fang.

Crowd Cheer

"Bio -- Bio -- Bio Rex!"

The crowd chants the words to the rhythm of his signature theme, Theme of Bio Rex.

Idle Poses

  • Swipes his left arm to his right arm, and viceversa.
  • Leans from left to right.

Both idle poses are borrowed from F-Zero GX.

Victory Fanfare

A remix of the theme that plays upon finishing a race in F-Zero GX. Shared with Captain Falcon.

Victory Poses

  • Faces away from the screen and says "Don't judge me by my appearance", then turns around and poses. Based on the quote shown in his portrait after completing a Cup in F-Zero X, with his pose being the exact same.
  • Slashes three times, then swipes both arms outward from his chest, while saying "If I beat you again, I'll eat the lot of you!". The phrase is taken from one of his answers to the TV Interview in F-Zero GX.
  • Kneels and thrusts his chest forward, similar to Captain Falcon in one of his victory poses, but also points his claws up above his head and generates a thunderbolt, much like in his up smash.

Classic Mode: Eat Or Be Eaten

Bio Rex's opponents are all anthropomorphic animals (or in the case of Corrin, a hybrid) that prominently fight using claws, teeth, or other sharp appendages; some of them are allied with characters that have biting or swallowing special moves, referencing Bio Rex's ravenous appetite. Food has a high chance of spawning during all rounds except the final one. Additionally, in the sixth and final rounds, Bio Rex starts off with Boost Power active.

All opponents use their default costumes.

Round Opponent Stage Music Notes
1 Wolf Sector Z Theme of Bio Rex
2 Banjo & Kazooie
Wario
Spiral Mountain Devil's Call in Your Heart Wario favors his neutral special.
3 Charizard
Kirby
Kalos Pokémon League Dream Chaser Kirby favors his neutral special.
4 Corrin
Yoshi
Coliseum The Long Distance of Murder Yoshi favors his neutral special.
5 Bowser
King Dedede
Mario Galaxy Brain Cleaner King Dedede favors his neutral special.
6 Giant Ridley Frigate Orpheon Climb Up! And Get the Last Chance!
Bonus Stage
Final Rathalos Forest Hill The Meaning of Truth

Credits roll after completing Classic Mode. Completing it as Bio Rex has The Meaning of Truth (F-Zero X Remix) accompany the credits.

Alternate costumes

DrakRoarBioRexCostumes.png

In addition to alternate appearances in his own series, Bio Rex has a few costumes based on reptilian characters from other series.

  • Default - Bio Rex's default appearance in F-Zero GX.
  • Periwinkle - Based on his second costume in F-Zero GX.
  • Purple - Based on his third costume in F-Zero GX.
  • Black - Based on his fourth costume in F-Zero GX.
  • Brown - Based on his original appearance in F-Zero X.
  • Orange - Based on Riptor from Killer Instinct as she appears in Killer Instinct 2013.
  • Blue - Based on Perfect Chaos from Sonic Adventure.
  • Red - Based on Biolizard from Sonic Adventure 2.

Kirby Hat

Kirby acquires Beastman's helmet (which is inspired by Bio Rex). Like Bio Rex, Kirby at first receives Side Attack, but if he gets a KO, the text "BOOSTER OK" appears below his damage meter and the move is replaced with Boost for the subsequent 20 seconds. Kirby copies all of Boost's features, including the ability to cancel it with any action and its recoil damage, and imitates Bio Rex's "Boost Power!" shout when activating it, but does not get Boost Power's other effects.

Trivia

  • Bio Rex's gravity value references his status as pilot #15. Similarly, his falling speed references the year F-Zero X, his debut game, was released.
  • His stats are a reference to those of his machine in the F-Zero games: the Big Fang's B rank in Body and A in Grip are reflected in his average endurance and high traction, while its D rank in Boost is reflected in his below-average initial dash speed and poor air acceleration.
  • Bio Rex is one of the few characters to react uniquely to eating food, alongside Snake. In Bio Rex's case, he growls energetically, and if he idles afterward, he has a unique animation where he licks the outsides of his mouth, occasionally uttering "Delicious" or "Fresh meat".

Cuphead

Cuphead
Cuphead
AidanzapunkCupheadSymbol.png
Universe Cuphead
Stage Floral Fury
Possible? Yes
Cuphead Brews Up a Brawl!
—Introduction tagline

Cuphead (カップヘッド, Cuphead) is the protagonist of the popular cartoon-inspired indie game, which drew DrakRoar's interest due to its infamously difficult platforming gameplay. Like Shovel Knight and Specter Knight, he was originally conceptualized by Aidan before getting fleshed out farther by DrakRoar. Like in his home series, he would remain silent in-game.

Reasons for inclusion/exclusion

  • Buff The run and gun genre has a distinct lack of representation in Smash.
  • Buff A character based on 1930s cartoons would be an absolute delight to have.
  • Nerf Indie characters haven't exactly had the best reputation in Smash, but we're progressing. Even Cuphead himself eventually got his own Mii costume.

Attributes

Stats

Weight Dash speed Walk speed Air speed Traction Fall speed Air acceleration Gravity Jumps Short hop height Full hop height Double jump height
86 2.1 – Initial dash
1.85 – Run
1.04 1.04 0.07 1.6 – Base
2.56 – Fast fall
0.01 – Base
0.1 – Additional
0.1 2 18 36 36

General

Cuphead's normal attacks are relatively simple, but much like in his home series, he has access to various weapons via his special moves, all of which fire projectiles with diverse traits and versatile aiming capabilities, making him a zoning-oriented character. He also has an air dash performed by tapping the control stick horizontally in midair, which can aid his recovery and give him unique spacing options in combination with his jumps, although it always travels a set distance and cannot be interrupted.

However, and most importantly, unique to Cuphead is a set of five cards that can show up above his damage meter. Each card is filled by dealing up to 40% damage or taking up to 100% damage (both ignoring shields), and Cuphead can then expend one card on a powered up version of any weapon, known as an EX move, by tapping the special button (akin to a short hop, otherwise he will fire the weapon normally). Additionally, using his up special against an opponent or absorbable projectile fills up one card, although the move itself is unaffected by them. Cuphead loses all cards if he gets KO'd.

Moveset

  • Cuphead's initial dash animation is the same as the dash in Cuphead.
  • Cuphead's dodges have him vanish during intangibility frames, akin to the Smoke Bomb charm. While visible, the animation for his rolls is also identical to his initial dash.
  • For the weapons, all damage values listed are per shot.
Move Name Damage Description
Jab 3% Performs a slap, followed by a straight kick.
4%
Forward tilt 9% Leans forward and pokes with his straw. Can be angled.
Up tilt 8% Shakes his head around, comically producing clanging cup noises.
Down tilt 6% Kicks low to the ground.
Dash attack 10% Bashes his head forward.
Forward smash 16% Winds up his fist and performs a gut punch with a boxing glove. Can be angled. Based on Goopy Le Grande's Slippery Slugger attack.
Up smash 4% (hit 1), 1.5% (hit 2-5), 7.5% (hit 6) Spins horizontally and releases a stream of boiling hot water above himself. Hits multiple times, with an initial hit that launches opponents at Cuphead's sides into the attack. Loosely based on the Energy Beam Super Art.
Down smash 14% Slams his palms onto the ground at both sides. Based on the Phantom Express's Skeletal Slam attack.
Neutral aerial 9% Performs a somersault with his straw turned into an axe. Based on the Whetstone charm.
Forward aerial 2% (hits 1-3), 5% (hit 4) Fires four yellow ripples from his eyes. Based on a similar attack used by Grim Matchstick in his first phase.
Back aerial 10% (clean), 7% (late) Kicks behind him.
Up aerial 12% Headbutts upwards in an arc starting from behind.
Down aerial 14% (clean), 9% (late) Performs a corkscrew kick at a diagonal angle, similar to Falco's down aerial, but slower and stronger. Based on Sally Stageplay's divekick attack in her first phase.
Grab Grabs the opponent with both hands.
Pummel 1% Headbutts the opponent.
Forward throw 8% Turns the opponent around and kicks them on the rear.
Back throw 11% (throw), 7% (collateral) Spins the opponent around multiple times.
Up throw 10% Puts the opponent above himself and pokes them with his straw.
Down throw 7% Mounts the opponent on his head and slams them onto the ground.
Floor attack (front) 7% Kicks behind himself and then in front of himself while getting up.
Floor attack (back) 7% Punches behind himself and then in front of himself while getting up.
Floor attack (trip) 5% Punches behind himself and then in front of himself while getting up.
Edge attack 9% Performs a sliding kick.
Neutral special Peashooter Default: 1.5%
EX: 3% (hits 1-2), 5% (hit 3)
By holding the button, Cuphead snaps rapidly, firing small blue pellets that do not cause flinching. He is able to move around, jump, and crouch while shooting, and can fire in up to 8 directions. If the shield button is held while firing, Cuphead can aim his shots without moving or crouching, which also allows him to fire downward on the ground. The EX move is the Mega Blast, a single, much larger projectile that hits multiple times.
Side special Shot B Default: 0.7%
EX: 4% (early), 9% (clean)
Cuphead snaps rapidly and fires a secondary weapon, which is the Spreadshot by default, but via his down special, he can gain access to several other weapons: Chaser, Lobber, Charge, and Roundabout. The aiming mechanics are the same as for his neutral special.

Spreadshot: Fires five red triangle-shaped pellets that spread in the direction of aim, which deal more damage than the Peashooter in conjunction, as well as minor knockback, but travel a much shorter distance. The EX move is the Eight Way, which fires eight larger pellets around Cuphead, which move slowly and only hit once compared to the Mega Blast, but overall cover a much larger area.
Chaser: Fires small green stars that move slowly and deal less damage, but have a longer duration and home in on opponents, akin to Samus' Missiles. The EX move is the Chaos Orbit, which generates four green stars that swirl around Cuphead, akin to Leaf Shield, disappearing after 10 seconds or if they hit an opponent.
Lobber: Fires a purple sphere that arcs slightly and is affected by gravity, bouncing off the ground once and then disappearing. It has the slowest fire rate out of Cuphead's weapons, but deals the most damage, and slight knockback with a low launch angle that is well-suited for edgeguarding. The EX move is Kablooey, which fires a larger and stronger sphere that explodes on impact.
Charge: Charges an orange swirling projectile, then fires it in the direction of aim when the button is released. Like with other weapons, Cuphead can move and aim while charging it, but he will lose the charge if he gets hit, and unlike most chargeable moves, it only has an uncharged and fully charged phase, requiring the button to be held fully throughout for the charge to take effect. The EX move is Radial Barrage, which releases an orange blast at point blank in the direction of aim.
Roundabout: Fires teal rings that travel a short distance forward, then fly backward at a gradually increasing speed while rising. It has a slower fire rate than the Peashooter, and is harder to hit due to its properties, but deals more damage. The EX move is Jumbo Rebound, which fires a much larger disc that travels forward, then back to Cuphead, and hits up to seven times, disappearing upon either registering all hits or touching Cuphead. If he moves out of range, it can repeatedly orbit around him, disappearing after 3 seconds instead.
Default: 1%
EX: 3%
Default: 6%
EX: 15%
Default: 4% (uncharged), 11% (fully charged)
EX: 18%
Default: 3%
EX: 1.8% (hits 1-6), 6% (hit 7)
Up special Parry Slap 8% A Spectre appears below Cuphead, and he does a somersault, slapping them with his straw and propelling himself upward. If an opponent or absorbable projectile is in range during startup, Cuphead instead somersaults off them, weakly meteor smashing the opponent or dispelling the projectile (respectively), and does not undergo helplessness, in addition to filling up one card.
Down special Weapon Switch Cycles through Cuphead's secondary weapons, with the order being Spread > Chaser > Lobber > Charge > Roundabout. When using this move, an icon of the selected weapon briefly appears to the left of Cuphead's cards below his damage meter.
Final Smash Giant Ghost Per hit: 10% (no cards), 14% (1 card), 18% (2 cards), 22% (3 cards), 26% (4 cards), 30% (5 cards) Cuphead summons a muscular ghost version of himself, who chases opponents and attacks them by spinning around with its fists clenched, while he is able to act on his own. Upon activation, the number of cards he has resets to zero. The ghost disappears after 7 seconds, and its strength depends on how many cards Cuphead had prior to the move's activation.

Taunts

Entrance

A black square covers him up, before opening up in a circle to reveal Cuphead. Should Cuphead be the first player, the entire screen will open up with a circle.

Idle Poses

Cuphead:

  • Pulls up his pants, before they fall back down.
  • Flexes, while his straw bubbles up.

Mugman:

  • Stretches his body and twists.
  • Takes his straw from his head and takes a few gulps.

Crowd cheer

Cuphead: Cup - head!

Mugman: Mug - man!

Victory Poses

  • Jumps up and down multiple times, before posing. Like his up taunt, Cuphead jumps up and down when completing a level, and the pose is the exact same seen on the results screen in Cuphead. Mugman's pose changes slightly to match his own.
  • Parries three Spectres, before flipping in the air and landing.
  • Swoops down on his airplane, before flying back into the air to fly away.

Victory Fanfare

The Level Clear music from Cuphead.

Classic Mode: A Brawl is Surely Brewing!

Pretty much just Sephiroth's but with Cuphead music. The game is almost all about boss fights.

Alternate costumes

AidanzapunkCupheadPalette.png
  • Default — Based on his standard appearance.
  • Mugman — Replaces him with Mugman.
  • Purple — Based on his appearance in the bad ending.
  • Mugman Purple — Based on Mugman's appearance in the bad ending.
  • Black — A black and white alt, referencing how cartoons from the 1930s (the era Cuphead is based on) lacked color.
  • Mugman Black — A black and white alt for Mugman.
  • Green — The same shade of green is seen on Puphead, a marionette based on the two used by Djimmi the Great.
  • Mugman Green — A subtle reference to Luigi, as Mugman is similarly the player 2 option and brother to Cuphead.

Kirby Hat

Kirby gets Cuphead's straw poking out of his head, as well as a mug handle on his back. He also gains Cuphead's card mechanic, allowing him to fire the more powerful version of the attack.

Trivia

  • Cuphead's intro tagline and Classic route title are a reference to one of the starting announcer quotes in Cuphead: "A brawl is surely brewing!"
  • Cuphead's render features yellow gloves and brown shoes, his in-game model in gameplay features white gloves and brown shoes, and his in-game model in victory poses features white gloves and yellow shoes. This is not only true to Cuphead (where the three are distributed amongst his results screen render, his in-game appearance, and his overworld sprite, respectively), but also a reference to animation inconsistencies in the 1930s, where posters for cartoons would feature slightly different colors from the actual cartoon.
  • Cuphead was originally going to have an alt with the same color aesthetics as Bendy and the Ink Machine, but this was scrapped after it was realized that the two could not be mixed for one result.
  • When launched with high enough knockback, Cuphead uses his characteristic "shattering" sound from when he takes damage in Cuphead, analogously to other characters' knockback voice clips.
  • If Cuphead loses his last stock at the bottom blast line, his ghost appears and floats upward, replicating the death animation seen in Cuphead. Similarly, when KO'd in Stamina Mode, rather than lying down on the ground like other characters, his body vanishes as the ghost appears.
    • If another Cuphead on the same team uses his up special on the ghost, it will say "Thank you!" in response, and Cuphead will be revived with 100% damage, or 1/10 of his starting HP in a stamina battle, replicating the revival mechanic seen within Cuphead's multiplayer mode.

Groudon

Groudon
Groudon

PokemonSymbol.svg
Universe Pokémon
Stage Cave of Origin
Possible? Yes
Groudon Quakes The Battlefield!
—Introduction Tagline

Groudon (グラードン, Groudon) is the well-known Legendary Pokémon from Generation III, and DrakRoar's favorite Pokémon of all time. The latter, alongside its significance to the series, were the reason he created a moveset for it.

Compared to its Pokémon appearances, and in a similar vein to Ridley, Groudon has been scaled down to have a more proper size for a playable character, being only slightly larger than Bowser. Similar to the latter, Groudon's arms are also longer, giving it more reasonable reach in its attacks. Like in the Pokémon anime, Groudon's voice clips consist of numerous roars and growls.

Reasons for inclusion/exclusion

  • Buff There are currently no playable Pokémon from Generation III in Smash.
    • Buff Groudon is a popular and extremely important Pokémon from this generation, appearing in the boxart and being a main focus of the storyline.
  • Buff Smash has already given Groudon a lot of recognition, with a Poké Ball role in Brawl, a trophy in Brawl and Smash 4, and an enhanceable spirit in Ultimate.
  • Nerf Other Generation III Pokémon such as Sceptile and Blaziken easily surpass Groudon in popularity and demand.
  • Nerf Given its huge size, and how much it took for Ridley to be playable mostly because of this trait, Groudon likely wouldn't be a priority in terms of a new Pokémon rep either.

Attributes

Stats

Weight Dash speed Walk speed Air speed Traction Fall speed Air acceleration Gravity Jumps Short hop height Full hop height Double jump height
140 1.9 – Initial dash
1.8383 – Run
1.13 0.86 0.08 1.85 – Base
3.145 – Fast fall
0.01 – Base
0.05 – Additional
0.095 2 12.5 25 25

General

  • A large character with extreme weight (the highest to date), above-average ground mobility, and high falling speed, but poor aerial mobility.
  • Groudon possesses two fighter abilities:
    • Electric resistance: The damage and hitlag Groudon experiences from electric and paralyzing attacks is reduced by 0.8× (without affecting knockback outside of the resulting percent), hindering the safety of such moves against it.
    • Drought: When Groudon spawns on its last stock, this ability activates automatically, and causes intense sunlight for 25 seconds (denoted by a bright line at the top of the screen), which increases the damage and knockback of all flame attacks (including opponents and stage hazards) by 1.25× and 1.12×, respectively. In a one-stock battle or Home-Run Contest, Drought activates immediately, while in a time battle, it activates at the last 30 seconds.
  • Groudon's second jab, down aerial, and neutral special Earth Power can all bury opponents, as well as back throw's hitbox against bystanders, allowing for several setups.
  • Forward aerial, back aerial, and down aerial all possess landing hitboxes, although only the lattermost's one can hit aerial opponents.
  • Groudon possesses a plethora of projectiles with the aforementioned Earth Power, its side special Eruption, which is stronger the less damage it has taken, and its down special Stealth Rock, which can set up to four stones on the stage as traps.

Pros and cons

  • Buff Massive weight and high falling speed allow Groudon to survive up to considerably high percents.
  • Buff Remarkable KO power in several moves, in addition to various KO setups thanks to its burying moves, complemented by its high weight allowing to easily take advantage of rage.
  • Buff Stealth Rock has various applications to control space and pressure opponents, while also helping in Groudon's disadvantage state.
  • Buff A fair share of reliable combo starters (namely up tilt, down tilt, and up throw, not to mention burying moves) despite falling into the slow and strong character archetype, which is further aided by Stealth Rock.
  • Buff Drought benefits several of Groudon's attacks that use the flame effect (including one of its projectiles, Eruption), allowing it to effectively stage a comeback.
  • Buff Groudon's up special, Rock Climb, is an effective out of shield option.
  • Nerf As with other heavyweights, several of Groudon's attacks possess above-average lag.
  • Nerf Large hurtboxes, heavy weight and high falling speed leave Groudon extremely vulnerable to combos without the aid of Stealth Rock.
  • Nerf Susceptible to gimps due to its poor air mobility, despite Rock Climb granting a remarkable vertical distance.
  • Nerf Drought enhances opponents' flame attacks as well, leaving Groudon more vulnerable to damage and KOs against characters such as Charizard and Samus.
  • Nerf Groudon's projectiles become less effective over time, as Eruption loses power with damage taken to the point of becoming nearly useless at high percents, and Stealth Rock summons less stones on consecutive uses.

Moveset

  • Groudon can crawl. Both its running and crawling animations involve it dragging its body along the ground, akin to Bowser in Melee and Brawl.
  • Groudon takes continuous damage when swimming. It shares this trait with Charizard, Incineroar, Inkling, and Sonic.
Move Name Damage Description
Jab 4% Stabs forward with one hand, then stomps with one foot. Alternatively, mashing the attack button has Groudon follow up the stab by corkscrewing the ground in front of itself with its hands, finishing with an outward swing. The stomp deals less damage, but buries targets that are close to Groudon, allowing for setups.
6%
0.6% (loop, 5 minimum), 4% (finisher)
Forward tilt Mud Shot 14% (kick), 6% (mud) Performs a stretch kick, whipping up a stream of mud forward. The kick is powerful enough to KO at around 130%, while the mud is a weaker portion with longer range that pushes opponents away without flinching (as windboxes).
Up tilt Headbutt 5% (hit 1), 7% (hit 2) Performs an ascending headbutt, similar to Yoshi's up tilt in Smash 64. Deals two hits: one as Groudon begins rising its head, and the other starting near the middle of the arc. Can combo into aerial attacks at low percents, while possessing respectable KO power at high percents. Groudon's head is intangible while the hitboxes are active.
Down tilt 10% Slams the ground in front of itself with an open palm. Possesses moderate lag and meteor smashes opponents, functioning as a reliable combo starter against grounded ones and a potent onstage edgeguarding option against aerial ones.
Dash attack Double-Edge 2.5% (hit 1), 15% (hit 2) Slides forward, whipping up some ground, then unleashes a powerful bite.
The first hit has short range (only hitting opponents right next to Groudon), but deceptively very fast startup, while the second hit is extremely powerful for a dash attack, KOing at around 105% from center stage. However, the move has heavy ending lag, and slow startup with the second hit only. The second hit resembles one of Groudon's attack animations in the Generation VI Pokémon games.
Forward smash Fire Punch 24% Rears one fist back over its shoulder as it is set on fire, then punches with it in a heavy downward arc.
It is extremely slow, but has tremendous power on par with other heavyweights' forward smashes, which is boosted further by Drought. Its wide arc also allows it to hit opponents on some platforms above Groudon, such as Battlefield's middle platforms. Furthermore, it grants Groudon some super armor frames during startup (after the charge interval), and its fist is invincible while the hitboxes are active. It triggers Special Zoom if it hits with Drought active.
Up smash Precipice Blades 20% (base, sides), 23% (tip, sides), 22% (base, center), 25% (tip, center) Faces the screen and summons two large rock pillars at its respective sides, alongside a larger flaming one right in front of itself.
The pillars have long, disjointed vertical range, and are extremely powerful, especially at their sharp tips. However, the move still has high overall lag, and doesn't grant super armor like forward smash. The flaming pillar's tip triggers Special Zoom if it hits with Drought active.
Down smash Earthquake 20% (close), 18% (mid), 16% (far) Leaps in a low stance and stomps the ground, creating large quake hitboxes around itself. It has very slow startup and only affects grounded opponents, but its hitboxes cover a huge area (around 80% of Final Destination if used at the center) and have a long duration, making it deadly for punishing landings. Groudon's motion resembles its Earthquake animation in Pokémon Battle Revolution.
Neutral aerial Lava Plume 3% (hits 1-3), 6% (hit 4) Points its claws towards its chest, then releases a fiery burst out of its body, hitting multiple times. Slow startup, but grants Groudon damage-based armor of 12% for some frames before the hitboxes come out, and deals very high damage with Drought active.
Forward aerial Brick Break 13% (arm), 15% (claws), 4% (landing) Chops with one arm in a downward arc, stopping near its torso. Covers a wide area and is Groudon's second fastest aerial attack (after up aerial), with the sweetspot on its claws also dealing extra shield damage, being capable of breaking a shield at around half its health. However, it is weaker than Groudon's most other attacks.
Back aerial 16% (aerial), 4% (landing) Whips its tail in an upward arc. Slow startup, but semi-spikes opponents with high power, making it Groudon's most reliable aerial for KOs. Groudon's tail is intangible while the hitboxes are active.
Up aerial Incinerate 12% Releases a fire burst from its mouth above itself. Short ranged and weak compared to Groudon's other aerials, but has the least overall lag out of them, making it useful as a followup out of ground moves and for juggling, while it still boasts respectable KO power with Drought active.
Down aerial Bulldoze 18% (aerial), 8% (landing) Creates an earth platform beneath its feet, them stomps downward. Upon hitting an opponent or landing, the platform breaks apart; if the former occurs, the move loses its landing hit.
The main hit buries grounded opponents, while strongly meteor smashing aerial ones, functioning as a unique, potent punish option. On the other hand, the landing hit has high range and power compared to forward and back aerials' landing hits. However, the move has the highest overall lag out of Groudon's aerials. Groudon's legs are intangible while the hitboxes are active.
Grab Reaches out with both hands. Laggy, but above average in range. Upon grabbing an opponent, Groudon holds them in the air in a supine position (akin to Mega Man's grab) and holds them from each side.
Pummel 2% Slams the opponent onto the ground without letting go of them. The slowest pummel in the game, yet the most damaging.
Forward throw Fire Blast 14% Puts the opponent close to its mouth and releases a fiery Daimonji (大) from it onto them. When boosted by Drought, it becomes the strongest forward throw in the game, KOing under 140% from center stage.
Back throw Body Slam 15% Puts the opponent on the ground and jumps onto them, launching them behind itself. A reliable finisher, albeit not as much as its boosted forward throw. Additionally, the hit before the throw buries bystanders.
Up throw 9% Stomps the ground beneath the opponent with one foot, creating an earth eruption that launches them up and out of the grab. Has low ending lag, allowing it to combo into an up tilt, forward aerial or up aerial from low to mid percents.
Down throw 11% Lifts the opponent overhead and jumps up to a height right above Battlefield's middle platforms, then tosses them diagonally down with both hands.
Useful for setting up tech-chase situations onstage, in addition to being a deadly edgeguarding setup at the edge, although the opponent can DI into the stage if not used close enough to the edge.
Floor attack (front) 10% Stomps to create a shockwave around itself upon getting up. Unlike other floor attacks, it hits both sides simultaneously and can only hit once, but deals more damage in a single hit.
Floor attack (back) 10% Same as front floor attack.
Floor attack (trip) 5% Stabs with its claws forward, then with its tail backward.
Edge attack 10% (close), 8% (far) Lifts itself up and stomps the ground. Uniquely for an edge attack, it has more lag than usual and only affects grounded opponents, but covers an exceptionally large area (as much as the distance of an edge roll), hindering opponents' ledge traps.
Neutral special Earth Power 12% (clean), 10% (late) Stomps with one foot, sending an erupting earth stream forward along the ground. It buries grounded opponents, allowing Groudon to follow up with another attack even if they are hit far from it, depending on their percent and button mashing. However, the move can only be used on the ground, and cannot affect aerial opponents.
Side special Eruption 15%-3% Acquires a red, fiery glow and spits a large magmatic rock in a low arc forward. True to its function in the Pokémon series, it is more powerful the less damage Groudon has taken; as it does, the rock becomes smaller (thus also covering less distance) and deals less damage. However, Drought can further boost the move's power, and unlike most other projectiles, it lacks a weaker late hit, making it an excellent long-range option if Groudon hasn't taken much damage.
Up special Rock Climb 5% (rock), 9% (burst) Climbs a rocky wall that gradually generates in front of itself from bottom to top, then hops a distance forward off it upon reaching the peak. Both the wall itself and the rock bursts as Groudon climbs it deal damage. If Groudon is right next to a wall, using the move causes it to climb that wall instead and end up on the ground above it
Down special Stealth Rock Each stone: 6% (grounded foes), 9% (aerial foes) Summons four stones around itself; two low around its feet, and two high around its head, which levitate at their respective heights while moving slightly up and down, damaging opponents that come in contact with them. The rocks are destroyed either upon hitting an opponent, after 30 seconds, or if hit by an opponent's attack that deals at least 3% damage.
A highly effective move for disrupting approaches and setting up traps, especially against aerial opponents, who take higher damage from the rocks. They launch vertically, so they are ineffective for edgeguarding on their own, but can combo seamlessly into Groudon's other moves if it is nearby. However, Groudon cannot use the move again until all rocks are destroyed, and subsequent uses only summon two rocks (the low pair) until it loses a stock.
Final Smash Primal Reversion 0.8% (constant damage), 25% (Precipice Blades) The Red Orb appears and falls on Groudon, causing a huge Ω symbol to cover it, and it transforms into Primal Groudon. It then activates the Desolate Land ability, which constantly damages foes near the top blast line, and uses Overheat, heating itself up and causing the ground near itself to catch fire, trapping opponents. The fire slowly covers more ground over time, and after five seconds, Primal Groudon uses Precipice Blades, causing rock pillars to rise up in the affected areas and deliver the final hit to opponents. It deals a maximum of 65% damage.

Taunts

  • Up taunt: Leans back a bit, then thrusts its head and arms forward to roar. Nearly identical to one of its attack animations in the Generation VI Pokémon games.
  • Side taunt: Looks at the screen and roars with its arms spread and a menacing look as the seams in its armor plating glow with a blue energy.
  • Down taunt: Crosses its arms and closes its eyes as a ray of sunlight temporarily appears above itself.

Entrance

Emerges from the ground. Strongly reminiscent of its awakening cutscene in Pokémon Omega Ruby.

Crowd Cheer

"Groooou-doooooon!"

Idle Poses

  • Slightly moves its head while opening its mouth, akin to its random idle pose in the Generation VI Pokémon games.
  • Leans its head forward at a lower stance, with its claws together and a menacing look.

Groudon's regular standing animation is the same as in the Generation VI Pokémon games.

Victory Fanfare

Same as other Pokémon representatives.

Victory Poses

  • Uses Earth Power, with the earth stream moving around in a circle, then lifts both arms up as a huge, emphatic earth eruption is generated the moment Groudon's name appears onscreen.
  • Emerges from the ground similar to in its on-screen appearance, but with significantly more emphasis, better resembling its awakening in Pokémon Omega Ruby. Groudon's seams in its armor plating also glow during this victory pose.
  • Heats up, turning completely red, then releases a heat wave and gets closer to the screen with its arms extended, facing the screen.

Classic Mode: Desolate Land

Groudon's opponents are all associated with fire in some way, and have various flame attacks in their moveset. The exception is the final round, where it faces Rayquaza, as a reference to how Rayquaza stops the battle between Groudon and Kyogre within the story of the Hoenn Pokémon games. Groudon's Drought ability activates at the start of every round except the final one (referencing Rayquaza's Air Lock ability in the Pokémon games, which negates weather changes).

Round Opponent Costume Stage Music Notes
1 Captain Falcon Black Port Town Aero Dive Fire Field
2 Samus Pink Brinstar Brinstar (Brawl)
3 Snake Red Shadow Moses Island Battle! (Team Flare)
4 Charizard
Incineroar
Default
White
Cave of Origin Victory Road (Pokémon Ruby / Pokémon Sapphire)
5 Olimar
Alph
Red
Pink
Norfair Battle! (Reshiram / Zekrom) Uniquely, during this round, Olimar and Alph only have Red Pikmin.
6 Roy
Pyra
Yellow
Default
Castle Siege
(underground tier)
Winning Road - Roy's Hope Pyra never swaps to Mythra.
Bonus Stage
Final Rayquaza Rayquaza's stage Battle! (Lorekeeper Zinnia)

Credits roll after completing Classic Mode. Completing it as Groudon has Victory Road (Pokémon Ruby / Pokémon Sapphire) accompany the credits.

Alternate costumes

DrakRoarGroudonCostumes.png

Kirby Hat

Kirby acquires the armor around Groudon's head as a helmet.

Trivia

  • Uniquely, Groudon does not panic when eating a Superspicy Curry; if idle, it simply assumes a lower stance with its mouth open, as if breathing fire at will.
  • The last three digits of Groudon's run speed are a reference to its National Pokédex number, #383. Likewise, its weight value references its base Defense stat in the main series games.

Bullzeye

Bullzeye
Bullzeye
DrakRoarExtremeDinosSymbol.png
Universe Extreme Dinosaurs
Stage Dinosaur Land
Possible? No
Bullzeye Gets Extreme!
—Introduction Tagline

Bullzeye is a Pteranodon from the Extreme Dinosaurs team, hailing from the eponymous obscure series 99.8% of the users in this wiki don't know about. Extreme Dinosaurs is an obscure, fairly flawed 90s cartoon that DrakRoar found a special appeal from due to its anthropomorphic dinosaur cast; Bullzeye, as an Extreme Dinosaur, is one of the protagonists, and was chosen over the rest because DrakRoar considered him the most unique.

Bullzeye's voice actor from Extreme Dinosaurs, Jason Gray-Stanford, would reprise his role.

Attributes

Stats

Weight Dash speed Walk speed Air speed Traction Fall speed Air acceleration Gravity Jumps Short hop height Full hop height Double jump height
83 1.84 – Initial dash
1.91 – Run
0.86 1.32 0.035 1.5 – Base
2.7 – Fast fall
0.03 – Base
0.08 – Additional
0.07 4 15.65 30.97 32.65

General

  • A lightweight character, with average ground mobility and excellent air mobility, but low traction.
  • Somewhat floaty, sporting low gravity and average falling speed, though his fast fall speed multiplier is above-average.
  • Some mechanically unique standard moves include:
    • Jab and neutral aerial, which have Bullzeye use his trademark Sonic Screech ability: a long-ranged soundwave stream that can be held for up to one second and deals a single powerful hit up close during the first hit frame, while otherwise weakly hitting multiple times akin to Charizard's Flamethrower.
    • Forward tilt, which has two hits activated by separate button presses.
    • Dash attack, which can be jump-canceled on hit after a short while and drops Bullzeye off edges, while otherwise having very high ending lag.
    • Forward smash and up smash both move Bullzeye and drop him off edges; the former moves him forward, the latter horizontally by player input and its distance increases with charging.
    • Back aerial, which sends opponents towards him (at a 136° angle), allowing for unique followups and setups.
    • Up throw, which lets him carry opponents akin to Donkey Kong's cargo throw, except through the air, and has a single throw that is a weak meteor smash.
    • Bullzeye's special moves all summon a member of the Extreme Dinosaurs, which act much like Assist Trophies, each with their own unique abilities, and can also be given commands by Bullzeye. These are covered more in-depth in a section below.

Pros and cons

  • Buff Excellent air game and combo game, by virtue of fast mobility and fast aerials (except neutral aerial).
  • Buff Strong edgeguarding options thanks to his multiple jumps, forward air, and his back air and up throw's unique properties.
  • Buff The Extreme Dinosaurs each give him a unique and deadly form of stage control, as well as responses to different matchups.
  • Nerf Light weight combined with rather large hurtboxes make Bullzeye easy to hit and KO.
  • Nerf Relies on proper handling of Extreme Dinosaurs to be a notable threat: without them, his pressure becomes much worse and he has poor KO ability outside of edgeguards (with only a few, very slow of his moves having enough power), yet if they are defeated, a debuff applies to him until they revive.
  • Nerf Lacks a recovery special, due to all his special moves being used for controlling the Extreme Dinosaurs.

Extreme Dinosaur breakdown

  • When summoned, the Extreme Dinosaurs are AI-controlled and can use either a melee attack or ranged attack depending on the opponent's distance from them, in addition to a command attack Bullzeye can order them to perform.
  • Bullzeye can also give them various commands, between chasing opponents on their own, following him while using ranged attacks against them, or calling them back and out of the fight.
  • The Extreme Dinosaurs can all be harmed by opposing attacks, and experience hitstun like regular fighters, but always tech on any surface. While they lack a midair jump, they can recover by grappling onto surfaces with extendable hooks, like in their home series. They jump around with complete freedom in distance to chase opponents, similar to most Assist Trophies, but can't shield or dodge.
The Extreme Dinosaurs play a very important role in Bullzeye's moveset.

Bullzeye can summon a total of four Dinosaurs:

  • T-Bone, who can cover a lot of ground with his Saurian Stomp and force opponents to approach from the air.
  • Spike, who hits extremely hard at close range and can score quick KOs when summoned.
  • Stegz, who can roll across the stage to chase opponents and hit them repeatedly.
  • Hard Rock, who assumes a more defensive role, moving slowly and armoring through any attack, while also having the ability to reflect projectiles, giving helpful protection to Bullzeye.
  • Summoning Extreme Dinosaurs gives Bullzeye a lot of control over the match, but only one can be onstage at a time, requiring him to use the Retreat command if he wants to summon a different one.
  • If their HP is fully depleted, they are KO'd, and Bullzeye has to spend 15 seconds on the ground to be able to call them again. Additionally, until they respawn, their defeat applies a negative stat modifier to Bullzeye, such as Spike reducing his damage output when KO'd. Taking this in mind, players should not just summon Extreme Dinosaurs recklessly, as it may instead be optimal to conserve their health for situations where their help is truly needed.
Special move Dinosaur HP Weight Melee attack Ranged attack Command attack Effect on Bullzeye when KO'd
Neutral T-Bone 45 112 Saurian Fury Saurian Stomp Veloci-Toss Reduces dash speed by 0.75× (initial: 1.84 → 1.38; run: 1.91 → 1.4325)
Side Spike 40 104 Tricero-Charge Freeze Blaster Salsafication Reduces damage dealt by 0.7× (without affecting knockback outside of the ending percent)
Up Stegz 50 120 Tail Smash Stego-Roll Stego-Crush Reduces air acceleration by 0.35× (base: 0.03 → 0.0105; additional: 0.08 → 0.028)
Down Hard Rock 55 128 Ankylo-Sweep N/A Return Increases damage taken by 1.4× (without affecting knockback outside of the ending percent)
  • Respawn time is reduced if there are more than two players participating, much like Luma.
  • Respawn time only counts down when staying on the ground or landing aerial attacks; the latter discount one second for every 7% dealt (ignoring the 1v1 multiplier).

After an Extreme Dinosaur has been summoned to the stage, these are the commands Bullzeye can give them with the special move button:

Command Input Effect
Retreat Neutral The Dinosaur returns to Bullzeye and leaves the stage. It can only be performed if they're not attacking, in hitstun, or immobilized by an effect. They can then be summoned again as long as they have HP left.
Command Attack Side The Dinosaur performs their command attack, which the AI otherwise never uses by itself.
Engage Up The default command given to Dinosaurs when they are summoned: they aggressively chase opponents until their HP is fully depleted or another command is given to them.
Cooperate Down The Dinosaur comes close to Bullzeye instead of chasing opponents, attacking only if they get close to him. They can still use ranged attacks.

Moveset

  • Height-wise, Bullzeye and all his Extreme Dinosaurs are around the same size as Yoshi.
  • When an Extreme Dinosaur is summoned, their HP is shown in a bar above Bullzeye's damage meter, colored after them (yellow, light blue, green, or brown, respectively) and with individual head icons. The bar then disappears when they retreat or after they are KO'd.
Move Name Damage Description
Jab Sonic Screech 15% (close), 1% (looping soundwaves) Screeches to produce a soundwave, dealing a single devastating blow to targets at close range, followed by a weaker stream that repeatedly hits others not launched by the initial hit.
Very slow in comparison to other jabs, but the looping hits have long horizontal range, and the early hit KOs reliably at around 105% from center stage, while dealing enough shield damage to break shields at roughly half their health. The soundwave can be extended up to one second by holding the button.
Forward tilt 3% Swipes one wing in a downward arc, then in an upward arc if the attack button is pressed a second time. Acts more like a traditional jab, with moderate startup but long range thanks to Bullzeye's wings.
4%
Up tilt 8% Simultaneously lifts both wings at his respective sides. Fast with high base knockback, but has too much ending lag to allow for combos, so it is better used to merely repel targets. It can KO at around 180%.
Down tilt 3% (hit 1), 4% (hit 2) Kicks low with one leg, then swats one wing in an arc towards the ground. The first hit links into the second, which meteor smashes targets, setting up combos on the ground and working as a decent edgeguarding option against aerial ones.
Dash attack 6.5% (clean), 4% (late) Launches himself forward with his arms extended, spinning in a horizontal corkscrew. Can be jump-canceled on hit after a while, acting as a useful combo starter into aerials even at mid-high percents, but it has high ending lag if missed. It can also go off edges, keeping Bullzeye afloat until it ends.
Forward smash 4.5% (hit 1), 4% (hit 2), 6% (hit 3) Performs a leaning headbutt, then somersaults in the air to follow up with a frontflip kick, and finally swipes outward with his claws as he finishes the flip.
Each hit moves Bullzeye forward along with characters trapped in the attack. Like his dash attack, it goes off edges, which can unexpectedly KO targets near them. Fast for a forward smash, but has below-average range and KO ability, KOing at around 130% from center stage.
Up smash 3% (hit 1), 1.2% (hits 2-6), 4% (hit 7) Spins repeatedly while facing up, hitting targets with his wings, then swings them up for a final hit. For the first hit, Bullzeye thrusts his head up, meteor smashing targets above him into the rest of the attack.
This attack allows him to move horizontally upon being initiated, with the distance increasing the more it is charged; it can go off edges as well, keeping him afloat until the final hit. Fast for a smash attack with excellent horizontal coverage, useful for catching rolls, but has poor knockback and leaves Bullzeye vulnerable from above.
Down smash Saurian Stomp 20% Stomps with one foot, creating a large ground-only hitbox in front of himself. Has very slow startup and ending lag compared to Bullzeye's other moves, but deals extreme vertical knockback to the point of being his strongest, KOing reliably at 80%. It also deals extra shield damage.
Neutral aerial Sonic Screech 15% (close), 1% (soundwaves) Same as his jab, transitioning into it upon landing, but the early hit doesn't deal as much shield damage.
Forward aerial 8.5% (close), 11% (far) Swipes one arm and wing together in a descending arc forward. Has a sweetspot on Bullzeye's claws that launches opponents at a semi-spike angle. The rest of the attack is weaker and uses the Sakurai angle.
Back aerial 6% Swipes one wing horizontally inward behind himself. Extremely weak, but has low lag and sends targets towards Bullzeye, acting as an excellent followup into other attacks until high percents. By moving away from the target as he strikes them with the attack, Bullzeye can also keep them at his back, allowing him to chain multiple back aerials together before comboing into another aerial.
Up aerial 3% (hit 1), 7% (hit 2) Stabs up with both arms simultaneously, then chomps up for a second hit. Can be used for juggles at low to mid percents.
Down aerial 1.5% (hits 1-5), 3% (hit 6) Spreads out both wings and spins, hitting multiple times. Can follow up into other attacks at low percents with proper positioning. Similar speed and hitbox placements to Mario's down aerial, but with longer horizontal range due to the size of Bullzeye's wings, at the expense of shorter vertical range below him.
Grab Reaches outward with his right hand. Long ranged, but its startup and ending lag are above-average for a grab.
Pummel 1.3% Pecks the target.
Forward throw 4.5% (hits 1-2) Pokes the target in their belly twice with his respective hands, releasing them as the second poke ends. Lacks followup ability or realistic KO power, but outside forcing targets off edges, it can be used to create distance for Bullzeye to summon Extreme Dinosaurs.
Back throw 7% Flips while spinning horizontally and slams the target on the ground behind him. Much like Kirby's back throw, it leaves Bullzeye in the air close to the target, but at a lower height, allowing him to combo it into a back air or down air until mid percents.
Up throw 1% + weight * 0.065 Lifts the target up into the air with his feet, after which he can freely move around with them. Pressing the attack button then causes him to throw the target down, meteor smashing them. The heavier the target, the more damage they take.
It can be used as a lure-in for the Extreme Dinosaurs, as well as a gimping tool offstage. However, it can be escaped in the same way as DK's cargo throw, and the carry time not only depends on the victim's damage, but their weight, with heavier characters escaping faster. Carrying them for too long also starts depleting Bullzeye's midair jumps, which can leave him unable to recover if he flies too low to meteor smash targets offstage. Due to this, the throw is more reliable when the victim is at high damage.
Down throw 1% (hits 1-8), 3% (hit 9) Holds the target on the ground and uses Sonic Screech on them. Deals the highest damage out of Bullzeye's throws, and much like Jigglypuff's up throw, it launches upward with high base knockback but low knockback scaling.
Floor attack (front) 7% Claps his wings behind himself, then swipes both claws forward.
Floor attack (back) 7% Gets up slowly while spinning, hitting with his wings.
Floor attack (trip) 5% Spreads out both wings at his sides as he gets up.
Edge attack 9% Flips and kicks with both feet while sliding along the ground, then gets up aided by his wings.
Neutral special Summon T-Bone T-Bone jumps in front of Bullzeye and starts with Saurian Stomp. His purpose is mainly to cover up ground with his attacks and force opponents to go airborne, but he is otherwise easy to avoid.
Melee attack Saurian Fury 2% (hits 1-5), 10% (hit 6) Stomps the ground four times, producing shockwaves that have short range, but keep targets on the ground and paralyze them with the fourth hit, after which he performs a shoulder ram followed by a bite. Racks up high damage, especially if Bullzeye attacks the targets after they are launched.
Ranged attack Saurian Stomp 15%/13.5%/12% T-Bone's signature move: he stomps the ground with one foot, creating a shockwave at his front that launches targets upward and covers about half of Final Destination, even nearby platforms. However, it can't hit aerial targets. The attack deals more damage the closer targets are to T-Bone.
Command atack Veloci-Toss 18% (throw), 10% (collateral) Jumps forward to grab a target, and if he succeeds, he continuously spins them with increased speed per spin, then throws them in the direction Bullzeye is facing. Has extreme knockback, KOing easily at high percents or near edges.
Side special Summon Spike Spike appears in front of Bullzeye. With a tilt input, he is summoned without using any attack. With a smash input, however, he performs a Tricero-Charge as he is summoned. Spike has the highest offensive potential out of the Dinosaurs, but he is also the easiest to KO.
Melee attack Tricero-Charge 20%-14% Spike's trademark attack: he fiercely charges forward, with a quick boost at the start of the move. The move semi-spikes with devastating power at the start, serving as one of Bullzeye's best KOing options, especially when summoning Spike in close range to a target. However, its damage (and thus resulting knockback) decays as Spike moves forward.
Ranged attack Freeze Blaster 5% Shoots a single laser similar to Falco's, but with a freezing effect, inflicting high hitlag at low percents and freezing targets at high percents. Spike can also use this move in midair.
Command attack Salsafication 1.5× (attack boost) Takes out a salsa bottle and drinks it. This deducts 20 HP, but increases Spike's action speed by 10% and dramatically strengthens his Tricero-Charge, causing it to trigger Special Zoom during its earlier frames, and allowing it to KO at around 60% from center stage at full power. The effect lasts 12 seconds, and persists even after Spike retreats. It can only be used when Spike is at full HP.
Up special Summon Stegz Stegz appears curled up in front of Bullzeye and is kicked by him, causing him to use Stego-Roll. He is more proficient chasing targets at a long distance, and is quite hard to interrupt or KO, but his defeat results on the worst effect for Bullzeye, with his air acceleration dropping significantly.
Melee attack Tail Smash 15% A basic horizontal tail swing. KOs at around 130%.
Ranged attack Stego-Roll 1.5% (hits 1-6), 3% (hit 7) Rolls towards the target. Upon coming in contact with them, he hits them multiple times and uncurls himself for a finishing blow. If the target avoids Stegz and gets behind him, he jumps vertically while curled up and then reverts to his regular pose, after which he may chase them again with the move.
Command attack Stego-Crush 12% (slam), 3% (landing) Curls up and jumps above the target, then slams down on them, either burying them on the ground or meteor smashing them in midair.
Down special Summon Hard Rock Hard Rock is summoned in front of Bullzeye without using any attack. He is distinct from the other Dinosaurs in many ways: he walks slowly to move around unless set to Engage mode, armors through attacks instead of flinching, cannot be grabbed, and lacks a ranged attack. Characters can also use him as a platform, as long as he is on the ground.
Melee attack Ankylo-Sweep 13% (base), 18% (tip) Swings his tail forward. An extremely slow attack, usually only hitting opponents that recklessly use a laggy attack against Hard Rock, although it can potentially disrupt those grabbing Bullzeye if he is near them.
Command attack Hard Hide 6%, 1.5× (reflection damage and speed) Crouches while facing the screen, then his back shines, reflecting projectiles from both sides for about two seconds. He also becomes briefly intangible. During this attack, Hard Rock's back spikes damage nearby opponents, and he cannot be stepped on.
Final Smash Extreme Finale 9% (Saurian Stomp), 11% (Ankylo-Sweep), 2% (Stego-Roll; hits 1-5), 15% (Tricero-Charge), 15% (Sonic Screech) Bullzeye calls upon all Extreme Dinosaurs at once, and they attack opponents one after the other. T-Bone first performs Saurian Stomp, paralyzing opponents in range, then Hard Rock uses Ankylo-Sweep, Stegz carries opponents upward with Stego-Roll, Spike jumps and rams them forward with Tricero-Charge, and finally, Bullzeye flies up to them and launches them with a Sonic Screech, producing a camera zoom. After the Final Smash, all Dinosaurs retreat and fully regain their HP, and KO'd ones prior to it are revived.

Taunts

  • Up taunt: Leans back slightly and laughs, as if mocking the opponent, with his eyes closed while laughing.
  • Side taunt: Looks at the screen and says "Pteranodon don't flap, we glide!", flapping his wings for the first half of the phrase, then spreading them out. The ending part of the taunt produces windboxes at both of Bullzeye's sides, and thus cannot be taunt canceled.
  • Down taunt: Pulls some nachos out of hammerspace and says "Cretaceous!" before throwing them into his mouth.

If any taunt is inputted while Bullzeye is near an Extreme Dinosaur on the ground, he performs a special taunt, where they both clash their fists one after the other, then do the same with a wing and tail (respectively).

Entrance

A metallic wall appears and reveals Bullzeye as he forcefully kicks it away from behind, who then goes into his standing animation.

Crowd Cheer

"Bullz - eye!" *triple stomp sound*

The crowd is comprised of the four Extreme Dinosaurs that accompany Bullzeye.

Idle Poses

Victory Fanfare

The last part of the Extreme Dinosaurs main theme.

Victory Poses

  • Facing away from the screen, Bullzeye performs a backflip, then another one flipping three times, and finally turns around as he lands and strikes a fighting pose, all while saying "They don't call me the dragon for nothing!".
  • Bullzeye appears searching on a computer while on a seat (facing away from the screen) and says "You should try net shopping some time!", turning around after a while and looking at the screen with a smile.
  • Bullzeye appears with a certain Extreme Dinosaur, who fist bump each other, and then look at the screen performing a simultaneous Saurian Stomp that shakes it. The Dinosaur that appears is the last one used by Bullzeye in the match before the end, and the phrase spoken by him also changes accordingly:
    • For T-Bone, Bullzeye says "Hey, you should work out like T-Bone!".
    • For Spike, he says "Hey, you should hit harder like Spike!".
    • For Stegz, he says "Hey, you should think up your game like Stegz!".
    • For Hard Rock, he says "Hey, try enduring attacks better like Hard Rock!".
      • If no Dinosaur was used at all in the match, any of them appears randomly on the victory pose.

Classic Mode: Extreme Teamwork

Bullzeye's rounds all have multiple opponents, and they are all characters that are prominently seen working as a team in their respective series.

All opponents use their default costumes, unless otherwise stated.

Round Opponent Stage Music Notes
1 Donkey Kong
Diddy Kong
Kongo Falls Jungle Level (Brawl)
2 Fox
Falco
Lylat Cruise Corneria – Star Fox
3 Shulk
Pyra
Cloud Sea of Alrest Battle!! - Xenoblade Chronicles 2 Shulk uses his blue costume, representing Rex.
4 Mario
Luigi
Yoshi
Yoshi's Island (Melee) Title/Ending (Super Mario World)
5 Bowser
Bowser Jr.
Piranha Plant
Mushroom Kingdom U
(hazardless)
Fortress Boss - Super Mario World
6 Pikachu
Ivysaur
Charizard
Squirtle
Pokémon Stadium
(hazardless)
Pokémon Gold / Pokémon Silver Medley Represents the mechanic of Pokémon teams, with the specific Pokémon referencing Red's team in the Johto games.
Bonus Stage
Final Master Hand
Crazy Hand
Final Destination Master Hand / Crazy Hand

Credits roll after completing Classic Mode. Completing it as Bullzeye has Extreme Dinosaurs Theme accompany the credits.

Alternate costumes

DrakRoarBullzeyeCostumes.png

All of Bullzeye's costumes are based on other dinosaurian characters from Extreme Dinosaurs (including his own team).

  • Default: Bullzeye's default appearance in the cartoon.
  • Brown: Based on T-Bone, also wearing ripped pants like him.
  • Blue: Based on Spike, also becoming barefoot like him.
  • Green: Based on Stegz.
  • Tan: Based on Hard Rock.
  • Orange: Based on Ridge.
  • Chestnut: Based on Haxx.
  • Magenta: Based on Spittor.

The summonable Extreme Dinosaurs lack alternate costumes: for distinguishment in battles with multiple Bullzeyes, they use colored player tags, similar to Assist Trophies.

Kirby Hat

Kirby acquires a hat of Bullzeye's head down to his nose. He is able to summon his own T-Bone (which stays at regular size) and give him all the orders Bullzeye can, in addition to humorously reciting his name like Bullzeye when summoning him. Like Bullzeye, if T-Bone is KO'd, Kirby gets a penalty to his dash speed, and has to fill up a 15 second timer to revive him. Losing his Copy Ability causes his summoned T-Bone to disappear.

Trivia

  • Bullzeye has some special animations:
    • For his teetering animation, he balances on the edge with his arms crossed and both feet together similar to Mewtwo, using his wings to lift himself up.
    • For his air dodge, he performs an aileron roll (known popularly as the barrel roll in the Star Fox series).
    • For his helpless animation, he falls upside down while spinning horizontally with his eyes and wings closed, like a dead bird.
    • He has a unique Hammer swinging animation: rather than swinging it back and forth, he constantly somersaults in place with the Hammer at a low height from the ground. This allows the Hammer to fully surround Bullzeye and thus hit opponents at any position, but also leaves him with vulnerable spots for longer than other characters.
  • Bullzeye's up throw references a tactic used often by him against the Raptors in Extreme Dinosaurs, where he flies carrying them on his feet and drops them on dangerous or unfavorable places.
  • Bullzeye's Star KO voice clip resembles his scream in a scene of the episode "T-Foot" in Extreme Dinosaurs.

AVGN

AVGN
AVGN
DrakRoarAVGNSymbol.png
Universe Angry Video Game Nerd
Stage Game Land
Possible? hell no LOL
AVGN Blasts From The Past!
—Introduction Tagline

The Angry Video Game Nerd, usually shortened to AVGN, is the main character of the titular YouTube series dedicated to reviewing bad videogames. He was first shown during SmashWiki's 2020 April Fools, then kept around by DrakRoar as a joke character concept. James Rolfe, the Angry Video Game Nerd himself, would voice him.

Attributes

Stats

Weight Dash speed Walk speed Air speed Traction Fall speed Air acceleration Gravity Jumps
100 1.75 – Initial dash
1.55 – Run
1.2 1.1 0.06 1.5 – Base
2.4 – Fast fall
0.01 – Base
0.075 – Additional
0.09 2

General

  • A character with well-rounded attributes.
  • Several of his attacks involve videogame accessories, some of which have unique qualities, such as down tilt producing a large shockwave on the ground, or back aerial reflecting projectiles.
  • Possesses an extended grab, but not a zair.
  • Neutral special can randomly select from a large repertoire of projectiles with different effects each, much like the Hero's Command Selection.
  • Up special travels a very long distance with virtually unlimited maneuverability, but cannot sweetspot edges, and immediately causes helplessnesss if AVGN takes any kind of knockback or bumps into a solid surface, making it a high-risk, high-reward recovery.
  • Down special has limited usability, but can produce several stage-inhibiting effects, such as disabling ledges or soft platforms.

Pros and cons

  • Buff Various long range neutral options thanks to his forward aerial's unique behavior, his side special, and the large amount of projectiles his neutral special provides.
  • Buff Several moves that can KO reliably at high percents.
  • Buff A very flexible and long distanced recovery that allows him to recover high, and encourages aggresive edgeguarding from opponents.
  • Buff Surprisingly effective stage control with his down special and some of his neutral special's effects, provided they are managed properly.
  • Nerf Middling attributes that are easily outclassed in several matchups.
  • Nerf Relies on careful spacing for strong punishes, as most of his direct attacks are either slow in startup (including his grabs) or have blindspots at point blank range.
  • Nerf His recovery leaves him extremely vulnerable to gimping, and can be hard to maneuver against characters with potent edgeguarding tools.
  • Nerf The random nature of his neutral special makes its plethora of options difficult to manage.

Moveset

  • AVGN can crawl.
  • AVGN's crouch has him fully lay down on the ground, much like Snake's, while his rolls have him somersault horizontally from this position, making them among the lowest in the game. Both actions are taken from Episode 28.
Move Name Damage Description
Jab 1.5% Performs a jab, then a body hook, and finally a jumping uppercut, occasionally saying "Shoryuken!". The third hit has surprisingly long vertical range for a jab, hitting opponents on the middle platforms of Battlefield from underneath. The third hit is taken from Episode 31.
1.5%
5%
Forward tilt Power Glove 13% Thrusts one arm forward wearing the Power Glove and opens his palm, releasing a spark from it. Can be angled. Exceptionally powerful, KOing at around 140% from center stage, but possesses a blindspot at point blank range, as the Power Glove itself has no hitboxes. Based on Episode 14.
Up tilt 6.5% Lifts both middle fingers while frowning. A useful combo starter from low to mid percents.
Down tilt AC Adapter 12% (adapter), 6% (shockwave) Slams an Atari 5200 AC adapter onto the ground, creating a shockwave. The shockwave has a longer range and duration, but is weaker than the adapter itself and only affects grounded opponents. Both launch opponents vertically, with the adapter possessing decent KO power at high percents. Taken from Episode 20.
Dash attack 10% (clean), 6% (late) Performs a charging headbutt. Taken from Episode 31.
Forward smash F-Bomb 18% Shouts "Fuck!", spitting a bomb with a red "F" marking at the ground that explodes on impact. It deals high knockback, KOing at around 95% from center stage, and functions as a projectile, so it can be dropped off edges to cover a larger area from platforms or hit opponents offstage. However, it can be reflected and absorbed. Taken from Episode 61.
Up smash 14% (body), 16% (guitar) Swings a guitar in an overhead arc starting from behind. Has slow startup, but possesses wide coverage around AVGN with a large disjoint, and can KO at around 105% with the sweetspot. Taken from Episode 75.
Down smash Atari Jaguar 6% (hit 1), 8% (hit 2) AVGN's cat appears in front of him as he points diagonally downward at the ground, causing a cubic Atari Jaguar logo to spawn and hit opponents, then the cat rushes forward and destroys the cube, hitting opponents a second time and semi-spiking them. It has surprisingly long range, with the cat reaching past the cube and being capable of going off edges. However, it is a one-sided down smash. Taken from Episode 66.
Neutral aerial 9%/10.5% (clean, legs/feet), 4.5%/5.25% (late, legs/feet) Kicks with both legs at a diagonally downward angle. Fast startup with a decent duration, and has the lowest landing lag out of AVGN's aerials. Loosely based on a fight scene in Episode 49.
Forward aerial NES Zapper 15% Fires the NES Zapper, creating a flashing black-and-white hitbox at a distance in front of him. This hitbox is large, distanced far from AVGN, and exceptionally powerful for an aerial, KOing opponents at around 135% from center stage. However, it has slow startup and a blindspot at close range, requiring careful spacing of the move to use it efficiently.
Back aerial Power Pad 12% Swings the Power Pad behind himself. Has slow startup, but covers a wide area vertically and reflects projectiles, multiplying their damage and speed by 1.2×.
Up aerial Laughin' Jokin' Numbnut 4% (hit 1, clean), 2.5% (hit 1, late), 6% (hit 2) The rainbow from the LJN logo appears above AVGN, then he punches upward to destroy it, hitting opponents twice. Useful for racking up damage, as it can combo into itself at low percents, and the first hit has a moderately long duration that allows it to juggle opponents well.
Down aerial Sega CD 32X 16% (Genesis/32X), 18% (Sega CD) Lifts a second model Sega Genesis with a Sega CD and 32X attached to it, and thrusts it downward. The Genesis/32X portion (in front of AVGN) meteor smashes opponents, while the Sega CD portion deals more damage with horizontal knockback. Both portions are considerably strong, with the latter KOing at around 115% from center stage; however, the move has heavy startup. Based on Episodes 25 and 26.
Grab Nintendo Controller Throws an NES controller forward like a lasso while holding it from its plug, wrapping opponents with the cord and dragging them towards him. If the special move button is pressed alongside the grab input, AVGN throws an SNES controller instead, which has a longer cord and thus more range, but increased startup and ending lag.
Pummel 1.3% Whips the opponent's face with the NES/SNES controller. Taken from Episode 12.
Forward throw 14% Crushes a bottle of Rolling Rock on the opponent's head. Deals high damage, but low knockback. Taken from Episode 31.
Back throw 9% Grabs the opponent from the neck with both hands and swings them in a half-circle towards his back to throw them. Boasts decent power near the edge, KOing at around 145%. Taken from Episode 31.
Up throw Nintoaster 1% (hits 1-4), 4.5% (hit 5) Turns the opponent into an 8-bit sprite and puts them inside the Nintoaster, which damages them with heat before ejecting them upward. A reliable combo starter from low to mid percents, and can also function as an emergency finisher at very high percents, KOing at around 195% from ground level.
Down throw 11% Puts the opponent on the ground and slams his rear onto their face. It leaves the opponent lying down much like Snake's down throw, but with some ending lag, requiring the opponent's getup option to be successfully read for followups.
Floor attack (front) 7% Punches backward, then forward.
Floor attack (back) 7% Same as front floor attack.
Floor attack (trip) 5% Same as front floor attack.
Edge attack 9% Raises a middle finger as he climbs up.
Neutral special Bad NES Games See below Holds a set of four NES game cartridges on one hand, represented by four large icons that appear around him, which show the front of the cartridges with their cover art. Tilting the control stick in any of the cardinal directions uses the respective game, and AVGN throws its cartridge forward with his free hand, breaking upon impact with an opponent or solid surface.
Each game has a different behavior, and much like Hero's Command Selection, the set is randomized; however, each game can only be used once, and subsequent activations of the move only select games that have not been used yet, until AVGN runs out of them. Occasionally, game cartridges from other consoles may be selected. Shielding cancels the move, allowing AVGN to use it again and pick a different set.
Side special Rolling Rock 7%-10% Throws a bottle of Rolling Rock in an arc forward. It can be angled vertically, which changes the height and length of the arc. It can also be charged by holding the button to have AVGN shake the bottle, which gives it a unique property; it deals more knockback to aerial opponents, but stuns grounded ones instead, giving it setup potential. The bottle can be reflected.
Up special Silver Surfboard 2% (per bullet) Rides on the Silver Surfer's board, allowing him to freely fly around. Pressing the attack or special move buttons while riding the surfboard has AVGN shoot white pellets forward with the NES Zapper, which deal low damage and lightly push opponents away without causing them to flinch, but can be fired rapidly. The move lasts a maximum of two seconds, does not cause helplessness, and can be canceled by an air dodge or midair jump, giving AVGN a nearly limitless recovery. However, he cannot grab ledges while on the surfboard, and if he bumps into any solid surface or takes knockback, he falls off the surfboard and immediately enters helplessness, leaving him extremely vulnerable to gimps if he does not maneuver it carefully.
Down special Glitch Gremlin Summons the Glitch Gremlin, who creates an area of glitchy pixels in front of AVGN. Depending on where and how it is used, it has different effects, which apply to both AVGN and opponents:
  • On a platform, the glitchy area covers it and causes it to become unusable.
  • At a ledge, it prevents characters from grabbing it.
  • On the ground with no platforms or ledges nearby, it causes characters that go through to either move much slower, much faster, or have reversed directions.
  • In the air with no platforms or ledges nearby, the area acts as a high-gravity zone, causing characters that go to through it to fall much faster.

The glitchy area lasts 10 seconds, after which the Glitch Gremlin cannot be summoned for 20 seconds. However, if the Glitch Gremlin is not used for three minutes, he gains another, much stronger effect that does not affect AVGN, and is prioritized over the rest: he stop all opponents and stage elements for two seconds. Afterwards, the three-minute requirement must be refulfilled to use this effect again.

Final Smash Super Mecha Death Christ 12% (shot), 16% (ram), 24% (explosion) Says "Super Mecha Death Christ, bitch!", summoning a giant cyborg war machine based on Jesus Christ, who shoots opponents with its various firearms and attempts to run over them while continuously shouting "Fuckeeeeers!". AVGN can act on his own while Super Mecha Death Christ is active. After six seconds, it explodes to deal a finishing blow, ending the Final Smash.

Bad NES Games

Game Relative odds of appearing Damage Effect
NES
A Nightmare on Elm Street 12 10% (cartridge), 4%-12% (bone) Scatters four 8-bit bones across the stage upon breaking, which can be picked up and thrown as items.
Action 52 20 13.5% (cartridge), 6% (arrows) Produces various random effects upon breaking, including:
  • Spawns an 8-bit sprite of Apollo from The Cheetahmen, who moves around and fires arrows at opponents with his crossbow. Apollo only disappears if he takes up to 20% damage or if AVGN is KO'd. If items are turned off, this is the only effect the Action 52 cartridge can produce.
  • Turns the screen dark, much like Nightmare, except it occurs instantly. The effect lasts for 10 seconds.
  • Inflicts a negative condition on the opponent between bury, freeze, poison, and small size.
  • Sets every character's damage percent to 52%.
  • Takes away a stock from every character, including AVGN. Only works in stock battles and if every character has more than one stock left.
  • Swaps positions with the opponent hit. If multiple opponents are hit, one is chosen via port priority.
  • Causes a Stage Morph into a random stage. If Stage Morph is on, this causes it to occur earlier instead. This effect can only happen once per match.
Back to the Future 12, 36 18% The cartridge morphs into a large sprite of a bowling ball that rolls along the ground, dealing high damage and knockback. Has a higher chance of appearing if Shulk is present.
The Bugs Bunny Crazy Castle 16 8% AVGN throws the cartridge at the ground, and it summons an unknown person in a Bugs Bunny costume, who splats a pie onto nearby opponents before disappearing. Opponents hit by the pie are covered in cream, which behaves like ink, increasing subsequent damage they take until it wears off.
Castlevania II: Simon's Quest 16, 48 1.2% (hits 1-10), 3% (hit 11) The cartridge is thrown horizontally (like a frisbee) and flies forward with a tornado around itself, slowly rising and dragging opponents alongside it in multiple hits. Unlike other cartridges, it travels through any solid surface. Has a higher chance of appearing if Simon or Richter are present.
Dr. Jekyll and Mr. Hyde 8 25% (inner), 20% (outer) Produces an explosion upon breaking that shakes the screen, and covers a surprisingly larger area than the explosion graphic, although with a sourspot.
Friday the 13th 20 3% The cartridge morphs into a small sprite of a rock that is thrown in a slight arc, making it difficult to hit opponents on the ground. Even if it hits, it deals poor damage and meteor smashes opponents with set knockback.
Ghostbusters 12 12% (cartridge), 7% (ghosts, per hit) Scatters three sprites of ghosts across the stage upon breaking, which damage opponents and chase them for five seconds.
Godzilla: Monster of Monsters 10 2.5% (hits 1-6), 13% (hit 7) AVGN throws the cartridge at the ground, and it summons a sprite of Godzilla upon breaking, who roars and breathes a spread nuclear wave forward before disappearing.
Gyromite 0, 16 14% (cartridge) Produces a Gyro upon breaking. Only appears if R.O.B. is present.
The Karate Kid 16 14% (kick), 6% (cartridge) AVGN kicks the cartridge forward. The kick is powerful and semi-spikes opponents, while the cartridge itself is much weaker, but travels far.
Silver Surfer 14 1% Instead of throwing the cartridge, AVGN slams it onto the ground to break it. It has short range and deals very low damage, but triggers Special Zoom on a successful hit and inflicts extremely high knockback, one-hit KOing opponents at the edge, and otherwise KOing them at around 30% from the center.
Spider-Man: Return of the Sinister Six 14, 42 8% (capture, hit 1), 5% (capture, throw), 6% (failure) Instead of throwing the cartridge, AVGN shows its front, from which a large web is shot out that functions as a grab. Upon capturing an opponent, they are pulled towards the cartridge, and AVGN punches it alongside the opponent, breaking it and launching them away. The throw can be reversed to launch opponents behind him.
If the web fails to capture anyone, AVGN punches the cartridge in frustration and breaks it, which still deals damage to nearby opponents, but is weaker and cannot be reversed. The web can also function as a tether recovery, in which case AVGN conserves the cartridge.
Super Pitfall 12 12% (cartridge), 10% (spikes, per hit) Summons a row of spikes on the ground around the impact spot, which stay for five seconds and launch opponents upward. If the cartridge hits a wall or ceiling, the spikes are flipped accordingly.
Teenage Mutant Ninja Turtles 16 10% (cartridge) Produces a sprite of a pizza upon breaking, which can be picked up as an item to heal the user by 20% damage.
Top Gun 8 5% (cartridge), 30% (plane) The cartridge is thrown a shorter distance, and rather than breaking, it lays down on the ground with its cover facing up. Nearly one second afterward, a giant sprite of a plane comes down diagonally from above and crashes onto the cartridge, creating an explosion.
Other consoles
Dark Castle (Sega Genesis) 16 12% (cartridge), 6% (bats) Spawns five sprites of bats that fly outward in a 180° spread, causing grounded opponents to trip, and launching aerial ones with high base knockback.
Frankenstein's Monster 10 6% (hit 1), 9% (hit 2), 12% (hit 3), 15% (hit 4) Produces a front-facing sprite of Frankenstein's monster, who flashes while performing a walking animation, and becomes increasingly larger up to three times before disappearing, hitting opponents with each size change.
Mega Man Soccer 0, 12 20% (cartridge) AVGN kicks the cartridge forward as it catches fire, dealing high damage and knockback to opponents it hits. Upon breaking, it produces a Soccer Ball, even if items are turned off. Only appears if Mega Man is present.
Rocky 12, 36 6%-18% AVGN throws the cartridge at the ground, and a punching bag hanging from a small block in midair appears above it. The punching bag can be attacked by both AVGN and opponents, hitting the respective target on the way forward, but the user on the way back, and is stronger the more damaging the move used to hit it is, much like Wobbuffet in previous Smash games. The punching bag disappears after it has taken up to 40% damage (ignoring the 1v1 multiplier). Has a higher chance of appearing if Little Mac is present.
Superman 64 8 4% (rings), 15%-18%-21% (ram) Instead of AVGN throwing the cartridge, it briefly transforms him into the Super Nerd, and three rings appear in front of him, which he quickly flies through in a straight line to attack opponents before returning to normal. The rings can paralyze opponents on contact, setting them up for the flying ram, which becomes stronger as AVGN goes through the rings. AVGN is invincible while transformed into the Super Nerd.

Taunts

  • Up taunt: Gives a middle finger and shouts "Blow out your ass!" with an exaggerated expression.
  • Side taunt: Points forward with a frown and says "You're a poopyhead!".
  • Down taunt: Drinks Rolling Rock.

Entrance

Appears on his couch playing on a Game Boy, then stands up and puts it away.

Crowd Cheer

"He's the Angry - Video Game - Neeeerd!"

Idle Poses

  • Checks his pen pouch.
  • Takes out his glasses and wipes his forehead.
  • Looks at the screen with a surprised expression.

Victory Fanfare

The Stage Clear theme from Angry Video Game Nerd Adventures, which itself is a remix of the classic Angry Video Game Nerd theme.

Victory Poses

In competitive play

  • Billie the Destroyer - The best AVGN player in Chile. Has repeatedly JV 4-stocked MkLeo, VoiD, Tweek, and even Hungrybox.
  • Captain Alex - The best AVGN player in the world. Placed 1st at Shit Pickle Sharterday, Laughin' Jokin' Numbnuts 6, Desert Bus Bash, and Nintendo World Championships 2020. Has multiple wins over level 3 CPUs.
  • Chin - The best AVGN player in Hong Kong. Placed first at Fuckin' Ugly Red Freakdown, where he famously defeated 1 billion fuckin' ugly reds.
  • Nerdyturd - A Duck Hunt main with a powerful AVGN secondary, considered the best AVGN player in the United States. Placed first at EVO Antarctica where he notably used AVGN to counterpick Fatality's Wizpig during Grand Finals.
  • Rolling Rocker - Has won multiple locals blindfolded. Placed 257th at Big Rig Rumble and Crazy Castle Clash.

Classic Mode: This Game Sucks!

AVGN's opponents are all from games he has reviewed in the Angry Video Game Nerd series, with episodes represented in chronological order. Additionally, as a unique feature of his Classic mode route, he progressively starts with 15% more damage from Rounds 2 to 6 (representing pain from playing bad games), starting the latter with 75% damage. This starting damage does not count towards getting a perfect bonus, and is reset to 0% for the bonus stage and final round.

All opponents use their default costumes.

Round Opponent Stage Music Notes
1 Simon Dracula's Castle Assholevania References Episode 1, where AVGN reviews Castlevania II: Simon's Quest.
2 Mario
Bowser
Norfair King Bowser References Episode 46, where AVGN reviews Super Mario Bros. 3, with the stage and music representing both the game's Dark Land and the demonic jokes made in the episode.
3 Link
Zelda
Pac-Land
(Battlefield form)
Toyku Lighthouse Theme References Episodes 60 and 61, where AVGN reviews the infamous Zelda games for the CD-i, with the stage choice mocking the poor visual quality of the games' cutscenes.
4 Giant R.O.B. New Donk City Hall Ω Future Fuckballs 2010 References Episode 100, which focuses on the real life R.O.B., and features a battle between AVGN and a giant version of it. The stage is similar to the environment said battle takes place on.
5 Mega Man Wily Castle Conflict - Escape Stage Zero automatically spawns as an Assist Trophy on Mega Man's side at the start of the round. References Episode 139, where AVGN reviews bad Mega Man games, including the infamous DOS games and Mega Man X7, the latter which the music playing during the round comes from.
6 Sonic Final Destination Boss - Solaris Phase 2 Shadow automatically spawns as an Assist Trophy on Sonic's side at the start of the round. References Episodes 145 and 152, where AVGN reviews the infamous Sonic the Hedgehog for the Xbox 360.
Bonus Stage
Final Dracula Castlevania Boss Battle (Angry Video Game Nerd Adventures) References AVGN's love for the Castlevania series, as well as the Angry Video Game Nerd series being started by a Castlevania game.

Credits roll after completing Classic Mode. Completing it as AVGN has The Angry Video Game Nerd Theme accompany the credits.

Alternate costumes

DrakRoarAVGNCostumes.png
  • Default – AVGN as he appears near-universally throughout his series.
  • Brown - Based on the outfit worn by the Guitar Guy in his physical appearance during the earliest version of the AVGN theme song, used from Episode 7 to Episode 14, although the shirt also features a graphic design based on the guitar he uses.
  • Black - Based on Fred Fucks as he appears when battled in Angry Video Game Nerd Adventures.
  • Red - Based on the salesman for Big Rigs: Over the Road Racing in a mock ad AVGN puts together for it in Episode 118, with red markings on his sleeves recreating the salesman's tattoos. Also darkens AVGN's glasses, turning them into shades.
  • Gray - Based on the color scheme of Bugs Bunny, who first appears in Episode 31. Changes his glasses to holographic shades resembling Bugs's eyes, and also replaces the pen in his breast pocket with a carrot.
  • Green - Based on the color scheme of Shit Pickle. Also changes his glasses to holographic shades depicting the yin-yang symbol, referencing Master Chu and the Drunkard Hu, the subject game of Episode 9 in which Shit Pickle debuted.
  • Silver - Wears his Atari jacket and beanie from Episode 84, as well as a pair of black cotton pajama pants covered in a pattern of red cross-popping "angry veins" matching his series symbol.
  • Orange - Based on the outfit worn by Board James, another character created and portrayed by James Rolfe, in Episode 21 of his own series.

Kirby Hat

Kirby acquires AVGN's hair and glasses. Unlike AVGN, Kirby can renew all games without getting KO'd by discarding and reobtaining the ability.

Trivia

  • If AVGN bumps into a wall with Silver Surfboard, Skylar from Cybermorph appears and says "Where did you learn to fly?". This is as a reference to Episode 66, where AVGN reviews the game and has to constantly hear the phrase, causing it to become a meme within his fanbase.
  • AVGN's glasses shine during his powershield animation.
  • AVGN uses various swear words for his knockback voice clips. When he gets Blast KO'd, he either shouts his iconic "ASS!" phrase first seen in Episode 10, or says "What was I thinking?", which is a variation of his famous catchphrase ("What were they thinking?"). For his Star KO, he screams "Fuuuuuuuuuuck!" like in Episode 77.
  • AVGN is one of the few characters not to clap in the results screen. Instead, he continuously drinks Rolling Rock, as a running gag from the Angry Video Game Nerd series when he gets frustrated.
  • For his Instant KO animation, AVGN disintegrates in a bloody explosion, akin to his death animation in Angry Video Game Nerd Adventures.