Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

  • Deguisetoi Masque Donkey Kong Nintendo Adulte
    Ce masque pour adulte, en plastique, est sous licence Nintendo. Il représente le visage de Donkey Kong, un des personnages du jeu Mario Bros, mondialement connu ! Un élastique assure un bon maintien du masque sur votre visage. Au niveau des yeux, un filet vous garantira une bonne visiibilité. Ce masque sera
  • Deguisetoi Coiffe Champignon Nintendo Adulte
    Cette coiffe pour adulte, sous Licence Nintendo, est celle de Toad, gentil champignon du jeu vidéo Super Mario. La coiffe est en mousse semi-rigide recouverte d'un tissu 100% polyester effet velours. Elle est blanche à rond rouge car elle représente le chapeau du champignon.. Un élastique permet à la coiffe
  • Deguisetoi Kit Bowser Nintendo Enfant
    Ce kit pour enfant est sous licence Nintendo. Il représente Bowser, un des personnage les plus méchants et drôles du célèbre jeu Super Mario! Le chapeau, d'un tour de tête d'environ 30 cm, se pose sur la tête, il est en mousse semi-rigide. Il enveloppe la tête, les oreilles et le cou de votre enfant. Les
  • Deguisetoi Coiffe Yoshi Nintendo Adulte
    Grâce à cette coiffe adulte sous Licence Nintendo de Yoshi, gentil et courageux compagnon de Mario, entrez dans l'univers du jeu vidéo Mario Bros. La coiffe en mousse semi-rigide se pose sur la tête et enveloppe à la fois la tête, les oreilles et le cou. L'originalité repose sur le visage de Yoshi avec son
  • Deguisetoi Coiffe Bowser Nintendo Adulte
    Cette coiffe pour adulte sous licence Nintendo est celle du méchant du jeu vidéo Super Mario nommé Bowser. La coiffe se pose sur la tête. Elle est en mousse semi-rigide. Elle vous enveloppe la tête, les oreilles et le cou. L'originalité de dette coiffe repose sur la forme des cheveux de Bowser. Il possède
  • Deguisetoi Coiffe Yoshi Nintendo Enfants
    Entrez dans l'univers du jeu vidéo Mario Bros grâce à cette coiffe pour enfant sous Licence Nintendo. L'espace d'une soirée vous vous transformerez en ce drôle et fidèle compagnon qu'est Yoshi le lézard. La coiffe en mousse semi-rigide se pose sur la tête et enveloppe à la fois la tête, les oreilles et le cou
  • Deguisetoi Masque Yoshi Nintendo Adulte
    Entrez dans l'univers du jeu vidéo Mario Bros grâce à ce masque pour adulte en plastique sous Licence Nintendo. L'espace d'une soirée vous vous transformerez en ce drôle et fidèle compagnon qu'est Yoshi le lézard. Un élastique permet un bon maintien sur votre tête. Le temps d'une soirée intégrez le monde
  • Deguisetoi Kit Bowser Nintendo Adulte
    Ce kit pour adulte, est sous licence Nintendo. Il représente Bowser, un des personnage les plus méchants et drôles du célèbre jeu Super Mario! Le chapeau se pose sur la tête, il est en mousse semi-rigide pour plus de confort. Il enveloppe la tête, les oreilles et le votre cou. Les cheveux de Bowser sont
  • Deguisetoi Masque Bowser Nintendo Adulte
    Grâce à ce masque pour adulte en plastique sous Licence Nintendo à l'éffigie de Bowser découvrez l'univers du célèbre jeu vidéo Super Mario. Un filet transparent est présent au niveau des yeux de ce personnage pour vous permettre de voir sans gène. De plus le masque est maintenu sur votre visage par un
  • SuperWhite Super Brush Brosse à Dents Small Verte
    Description : SuperWhite Super Brosse à Dents Small Verte c'est une brosse à dents révolutionnaire qui permet un brossage 3 fois plus rapide qu'avec une brosse ordinaire. En effet, elle est composée de 3 têtes : Au centre : des brins mediums et courts pour nettoyer le dessus de la dent Sur les côtés : des
  • SuperWhite Super Brush Brosse à Dents Small Bleu Foncé
    Description : SuperWhite Super Brosse à Dents Small Bleu Foncé c'est une brosse à dents révolutionnaire qui permet un brossage 3 fois plus rapide qu'avec une brosse ordinaire. En effet, elle est composée de 3 têtes : Au centre : des brins mediums et courts pour nettoyer le dessus de la dent Sur les côtés :
  • SuperWhite Brosse à Dents Super Brush small BLEU CLAIR
    Description : La brosse à dents Super White Super Brush est l'accessoire incontournable pour prendre soin de vos dents et pour avoir une bonne hygiène dentaire . Grâce à ses trois têtes qui brossent les différentes surfaces de vos dents en un seul geste, elle est trois fois plus efficace qu'une brosse à dent
  • SuperWhite Super Brush Brosse à Dents Small Rose
    Description : SuperWhite Brosse à Dents Super Brush Small ROSE c’est une brosse à dent qui possède 3 têtes pour brosser toutes les surfaces de la dent en même temps. Elle permet d’éliminer la plaque dentaire en un seul geste. Au centre, la brosse dispose de brins médium et courts pour nettoyer le dessus de la
  • KlassFan Modulo de KlassFan - Super déstratificateur d'air, avec Lumière chrome brossé et bois idéal pour 25 à 40 m² KL_DC3_P2Wo_L2Ch
    Modulo Combinaison DC3_P2Wo_L2ch_temp Modulo fait partie des Super déstratificateur d’air. En effet cette dénomination lui est du car ce déstratificateur est surpuissant, tout en gardant un confort d’utilisation optimal, voici pourquoi Modulo est l’un des meilleur sinon le meilleur déstratificateur du moment.
  • KlassFan Modulo de KlassFan - Super déstratificateur d'air, avec Lumière chrome brossé et blanc idéal pour 70 à 90 m² KL_DC3_P3Wi_L1Ch
    Modulo Combinaison DC3_P3Wi_L1Ch Modulo fait partie des Super déstratificateur d’air. En effet cette dénomination lui est du car ce déstratificateur est surpuissant, tout en gardant un confort d’utilisation optimal, voici pourquoi Modulo est l’un des meilleur sinon le meilleur déstratificateur du moment. 1)
  • KlassFan Super déstratificateur d'air, chrome brossé et noir avec point lumineux idéal pour 40à 60 m² KL_DC3_P1Bk_L3Bk
    Modulo Combinaison  DC3_P1Bk Modulo fait partie des Super déstratificateur d’air. En effet cette dénomination lui est du car ce déstratificateur est surpuissant, tout en gardant un confort d’utilisation optimal, voici pourquoi Modulo est l’un des meilleur sinon le meilleur déstratificateur du moment. 1)
  • KlassFan Modulo de KlassFan - Super déstratificateur d'air, avec Lumière chrome brossé et bois idéal pour 70 à 90 m² KL_DC3_P3Wo_L2Ch
    Modulo Combinaison DC3_P3Wo_L2ch  Modulo fait partie des Super déstratificateur d’air. En effet cette dénomination lui est du car ce déstratificateur est surpuissant, tout en gardant un confort d’utilisation optimal, voici pourquoi Modulo est l’un des meilleur sinon le meilleur déstratificateur du moment. 1)
  • KlassFan Modulo de KlassFan - Super déstratificateur d'air, chrome brossé et noir idéal pour 40à 60 m² KL_DC3_P1Bk
    Modulo Combinaison  DC3_P1Bk Modulo fait partie des Super déstratificateur d’air. En effet cette dénomination lui est du car ce déstratificateur est surpuissant, tout en gardant un confort d’utilisation optimal, voici pourquoi Modulo est l’un des meilleur sinon le meilleur déstratificateur du moment. 1)
  • Deguisetoi Ballon en aluminium Luigi Super Mario Bros 50 x 96 cm
    Ce ballon Luigi en aluminium est sous licence officielle Super Mario.. Il représente le célèbre Luigi dans sa salopette bleue avec son t-shirt vert. Il mesure environ 50 x 96 cm. Vous pourrez le gonfler à l'air en vous aidant d'une paille, ou bien à l'hélium pour le faire flotter. Ce ballon sera parfait pour
  • PUMA Chaussure Basket Smash v2 Kids pour Enfant, Blanc/Rose, Taille 29, Chaussures
    Rose/White - Cette PUMA Smash v2 est la version pour enfant particulièrement cool de notre chaussure culte. Inspirée de nos chaussures de tennis, ce modèle présente un style optimisé en termes de forme ainsi qu'une matière supérieure super douce en cuir synthétique. À l'intérieur, une semelle SoftFoam+ garantit une course
  • PUMA Chaussure Basket PUMA Smash v2 Glitz Glam pour petite fille, Noir/Rose, Taille 27.5, Chaussures
    Pink/Black - La PUMA Smash v2 Glitz Glam est une basket pour faire étinceler chaque tenue de petite fille et faire briller les yeux des petites filles. Avec sa matière supérieure souple en synthétique et une forme améliorée, elle propose en plus un confort durable. La semelle en caoutchouc ne détient pas et est super
  • PUMA Chaussure Basket Smash v2 Ribbon AC pour fille, Rose/Blanc, Taille 31, Chaussures
    White/Peach - La PUMA Smash v2 Ribbon en cuir est la version cool pour enfant de notre chaussure culte. Inspirée de nos chaussures de tennis, elle se présente également dans un style optimisé pour sa forme avec une matière supérieure en cuir velours super souple. La finition de la semelle se distingue par son adhérence et
  • PUMA Chaussure Basket Smash v2 Kids pour Enfant, Blanc/Rose, Taille 31, Chaussures
    Rose/White - Cette PUMA Smash v2 est la version pour enfant particulièrement cool de notre chaussure culte. Inspirée de nos chaussures de tennis, ce modèle présente un style optimisé en termes de forme ainsi qu'une matière supérieure super douce en cuir synthétique. À l'intérieur, une semelle SoftFoam+ garantit une course
  • PUMA Chaussure Basket Smash v2 Ribbon AC pour fille, Rose/Blanc, Taille 32.5, Chaussures
    White/Peach - La PUMA Smash v2 Ribbon en cuir est la version cool pour enfant de notre chaussure culte. Inspirée de nos chaussures de tennis, elle se présente également dans un style optimisé pour sa forme avec une matière supérieure en cuir velours super souple. La finition de la semelle se distingue par son adhérence et

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon(t∣b∣c), estime que la revitalisation massive des combattants et du contenu qui Fracasser les fans se sont habitués à pendant plusieurs années vont s'avérer utiles pour la franchise bien-aimée dans le grand schéma des choses, en particulier dans l'inévitable post-Ultime ère où beaucoup de contenu devra être coupé. Ainsi, Dualité est destiné à servir de pont entre l'ère de la Mêlée, Bagarre, et Smash 4 et le post-Ultime ère; presque tous les vétérans de la série rejoignent un nombre considérable de nouveaux arrivants, plusieurs vétérans ayant obtenu quelques modifications majeures et sélectionné des personnages de quatrième parti rejoignant la mêlée.

Film d'introduction

L’intro commence par quatre lasers découpant les quatre morceaux du classique Super Smash Bros. symbole, laissant une croix au milieu et incendiant les morceaux eux-mêmes, en hommage au teaser de l'annonce Super Smash Bros. Ultimate. Nous zoomons sur la croix lorsque l'écran clignote en blanc. Après la disparition des blancs, nous apercevons un cosmos immense et fluide composé de 0 et de 1, et un zoom avant nous conduit à un colisée gigantesque semblable à celui observé au début de Mêléeest l'intro.

Trophées de Mario et Sonique sont largués sur le champ de bataille, et les deux combattants sont convoqués dans un brouillard rougeoyant de binaire. Ils se fixent l'un l'autre avant de se faire payer pour leurs attaques. Mario balance sa cape pendant que Sonic utilise un Spin Dash et saute par-dessus lui, se rapprochant de lui alors que Mario tire son chapeau pour arrêter le hérisson. Sonic saute par dessus le chapeau et nous voyons les yeux de Cappy le regarder avec choc.

On voit alors Samus et Renard prendre Ridley dans ce qui semble être la frégate Orpheon. Donkey Kong et King K. Rool grogner sur les bananes, en tant que nouveau venu Banjo les regarde nerveusement. Pendant ce temps, Lien, Ike, Shulk, et Nuage affronter le démon Ganon, qui dirige son trident sur eux avec fureur.

Dans un stade Pokémon, Pikachu, Greninja, Incineroar, et Serperior sortez tous de Pokéball et posez devant la caméra avant d’être interrompu par Bowser, qui tente de les attaquer alors qu'Incininer se tient debout.

Ness et Lucas duel à Magicant, et Wario les dépasse tous les deux sur sa moto, les faisant tomber du nuage. Ils sont attrapés par Le capitaine Falcon, qui pourchasse Mort-né sur sa machine F-Zero, le Blue Falcon.

Bayonetta et Dante se tirent rapidement dessus avec leurs pistolets, Wryn est assis sur un canapé en train de manger du pop-corn.

Maman prépare un repas fantastique pour Kirby, Yoshi, et Pac-Man, mais Roi DaDiDou vole la nourriture, laissant les quatre d'entre eux pour courir après lui. Isaac et Ombre croiser les bras avec frustration Fleur piranha détient un trophée, en riant.

Le public acclame un ring de boxe Petit mac et Ryu bagarre, avec Pauline et MC Adore effectuer en arrière-plan.

Shantae sort de son phare et trouve Fosse et Sora repousser une armée de Heartless. Alors qu'elle se joint à la bataille, elle voit une obscurité étrange envahir le bord de la baie.

Simon et Serpent entrer dans un temple faiblement éclairé où ils rencontrent une grande épée avec un oeil bombé à ses côtés. Ils entendent piétiner, et Cauchemar sort Soul Edge du sol et hurle de rage, en se balançant vers eux avec une large barre oblique.

Nous sommes revenus à la bagarre avec Mario et Sonic, qui ont remarqué l'obscurité grandissante et se sont arrêtés. Ils voient une armada de navires de combat Subspace les approcher, avec Galleom ouvrir la voie. Mario et Sonic se tournent, ne sachant pas quoi faire, jusqu'à ce qu'une adolescente hawaïenne vêtue d'une robe courte décorée comme un jeu de cartes Hanafuda les rejoigne. Healani sourit et retire les trophées des autres héros vus dans l'intro jusqu'à présent, les convoquant au combat. Cependant, Bowser, Wario, K. Rool, Ridley, Deathborn et Nightmare ont également été convoqués.

Les héros se séparent pour combattre les méchants, se relayant contre eux. Mario et Sonic se dirigent vers la flotte Subspace, avec encore plus de héros comme Sparkster, Idée, le Grimpeurs de glace, Mega Man, et Olimar arriver à aider. Tandis que les autres héros éliminent les autres méchants, ils suivent le groupe de Mario et Sonic et se dirigent vers Galleom. L'angle de la caméra se déplace directement devant le groupe, alors que Healani se prépare à frapper l'écran.

Un éclair de blanc apparaît et nous voyons un homme en costume noir / blanc tenant un pistolet à la bouche, soufflant sur le museau.

"Le nom est Bond … James Liaison."

Le célèbre GoldenEye 007 Le thème est joué au moment où il se retourne et sort de la prise de vue, et un rapide montage d’icônes de personnage défile. le Dualité Super Smash Bros. Le logo apparaît, l’annonceur annonce le titre avec enthousiasme.

Gameplay

En termes de gameplay, Dualité Super Smash Bros. reste assez semblable aux versements passés de la série. Les joueurs utilisent des attaques normales et spéciales pour se blesser mutuellement, en essayant de les faire tomber de la scène. Chaque joueur a un pourcentage affiché en bas de l’écran, qui augmente à chaque coup touché; plus le pourcentage est élevé, plus ils ont de chances d'être KO.

Chaque personnage a un ensemble composé d’attaques normales telles que des coups de poing, des prises, des lancers et des attaques aériennes, ainsi que quatre coups spéciaux uniques à ce personnage. Ils ont également un puissant mouvement connu sous le nom Smash final, qui peut être utilisé après avoir cassé une Smash Ball qui apparaît aléatoirement sur la scène.

Si des objets sont activés, ils apparaîtront aléatoirement sur le champ de bataille, permettant ainsi aux joueurs de les utiliser à leur avantage. Certains objets peuvent être utilisés pour attaquer des adversaires et d’autres appliqueront certains effets au joueur qui les utilise.


Par rapport aux versements antérieurs, Dualité met encore plus l'accent sur l'interaction entre les joueurs. C'est le premier jeu de la série à permettre le jeu croisé; Les joueurs des plateformes Nucleo, V2 et Steam peuvent tous jouer en ligne.

En raison de la grande quantité de données que le jeu prend, il y a plus de façons de sauvegarder votre jeu sans remplir de stockage. Les joueurs peuvent désormais avoir plusieurs fichiers de jeu, qui peuvent être enregistrés sur la mémoire interne de leur console, ainsi que sur leur profil Cloud, une carte MicroSD ou une figurine amiibo.

Les joueurs peuvent également créer des mods pour le jeu et les partager avec d'autres.

Changements des acomptes antérieurs

  • Plusieurs anciens combattants revenant de Ultime avoir au moins un nouveau mouvement spécial remplaçant un plus ancien, certains ayant en particulier des options de combat supplémentaires. Plusieurs combattants ont maintenant Appuyez sur les promotions, qui peut être activé en appuyant sur le bouton ou le manche au lieu de simplement appuyer / incliner; et Tenir des promotions, qui sont utilisés en maintenant le bouton enfoncé. D'autres ont également reçu Bouclier Promotions, qui peut être utilisé en appuyant simultanément sur le bouton d’attaque spéciale et le bouton de bouclier; naturellement, le mécanicien de rechargement de Inkling de Ultime a été officiellement étiqueté comme un bouclier spécial.
  • Les dodges sont maintenant encore plus importants en tant que moyen de manœuvrabilité aérienne. Aux côtés de la mécanique d'esquive directionnelle standard, Dualité introduit Dodges à l'arc, qui sont utilisés en inclinant le levier de commande dans une courbe tout en appuyant sur le bouton d'esquive; Quick Step Dodges, qui peut être utilisé en sautant; et Dodges de marelle, qui sont utilisés en appuyant sur le bouton dodge et les deux boutons de saut ensemble (ce dernier vous permettant de sauter) et pouvant être utilisés pour obtenir un bref temps d’antenne pour les attaques aériennes.
  • Les trophées reviennent après leur absence de Ultime; Cependant, seuls les combattants obtiennent des trophées dans ce match. Pour compenser, les esprits font également un retour en arrière et peuvent être appliqués à n'importe quel trophée de combattant pour une personnalisation de la même manière que les autocollants. Bagarre.
  • Les transformations reviennent également pour certains personnages, mais cette fois-ci, elles sont activées via Shield Special, par opposition à Down Special comme dans les jeux précédents.

Modes

Une grande variété de modes peuvent être joués dans le jeu, certains revenant et d'autres tout nouveaux. Les noms des nouveaux modes sont colorés Jaune sur cette table.


FRACASSER
FracasserUne bataille traditionnelle Smash, où jusqu'à douze (12) joueurs peuvent s'affronter sur de nombreuses étapes basées sur plusieurs franchises de jeux vidéo et au-delà.
Frappe de l'escouadeChaque joueur peut choisir trois ou cinq personnages à utiliser au combat, chacun avec un stock. Contrairement aux débuts du mode en Ultime, ces personnages peuvent être échangés en maintenant le bouton du bouclier enfoncé, puis en utilisant une raillerie latérale.
DémolirAprès avoir utilisé un combattant dans chaque bataille, ils ne seront pas disponibles pour des batailles ultérieures. Vous devrez adapter vos compétences avec plusieurs combattants pour atteindre le sommet.
Smash négatifCe mode inverse les règles de base de Smash. le vainqueur est le premier joueur à être KO et le perdant est le dernier joueur debout. Tomber intentionnellement hors de la scène ne sera pas considéré comme un KO, cependant, vous ferez réapparaître avec une plus grande résistance au renversement en guise de pénalité. Des objets apparaîtront constamment pour aider les joueurs à atteindre leur objectif dans ce mode.
Smash spécialConfigurez des gadgets personnalisés pour une bataille. Les paramètres suivants peuvent être modifiés:
  • Type de jeu: Vous pouvez configurer un Smash à 12 joueurs, une frappe d’équipe, un Smashdown, un Smash négatif ou une combinaison de ces modes.
  • Endurance: Les autres paramètres incluent 300%, ce qui facilite la tâche des adversaires KO; Endurance, qui abandonne les pourcentages habituels et applique la norme HP; et Tarte, qui remplace les pourcentages par un graphique à secteurs (lorsqu'un joueur perd HP, tous les autres gagnent plus).
  • Taille: Les joueurs peuvent faire leurs matchs Méga ou Mini Taille.
  • Tête: Un des trois articles peut être porté sur la tête: a Fleur, ce qui ajoute à vos dégâts chaque seconde; une Bunny Hood, ce qui vous permet de sauter beaucoup plus haut; ou un Capuchon d'aile, ce qui vous permet de voler autour de la scène.
  • Corps: Vous pouvez appliquer huit effets différents à vos personnages: Métal, ce qui augmente votre résistance au renversement tout en diminuant votre hauteur de saut; Clair, ce qui vous rend invisible; Queuequi vous laisse tomber lentement; Ceinture de fusée (explicite); Vis, ce qui vous permet d'infliger des dégâts en sautant; Bouclier arrière, qui dévie les projectiles venant de derrière vous; Super baskets, ce qui augmente votre vitesse; et Super Stomp, qui augmente la puissance de vos attaques au sol et vous permet de créer des ondes de choc après une descente aérienne.
  • Statut: Curry fait en sorte que votre personnage expire constamment en tirant des coups qui blesseront ses adversaires, et Réfléchir leur donne un badge Frankln qui déviera tous les projectiles.
  • La gravité: La gravité peut être réglée sur Légère pour permettre des sauts élevés et des commandes flottantes ou sur Forte pour permettre des sauts plus faibles et une résistance accrue au renversement.
  • La vitesse: Cette fois-ci, vous avez le choix entre trois niveaux de vitesse: Half Time, Double Time et Triple Time.
  • Caméra: La caméra peut être modifiée pour être fixe ou incliné, ou les deux.
TournoiJusqu'à soixante-quatre joueurs peuvent s'inscrire à un tournoi organisé par le premier joueur. Ces tournois peuvent être organisés localement ou en ligne.

MODES SOLO

À l'exception de Stadium, vous pouvez jouer à ces modes seul ou avec un partenaire coop. Dans le cas du mode Histoire, plusieurs joueurs peuvent y participer en fonction du nombre de personnages jouables dans le niveau.
Mode Histoire: Chemin vers la finaleLe mode histoire du jeu. Alors que le continuum espace-temps commence à se dégrader, c'est au Smash Bros. qu'il incombe de trouver le plus grand nombre de nouveaux arrivants possible pour sauver leur monde. (Ce mode peut éventuellement être renommé.)
ClassiqueCombattez à travers dix groupes de guerriers, puis affrontez Main maître et Main folle.
AventureDans ce voyage, c'est toi contre le multivers. Voyagez à travers des mondes variés où différents combattants vous mettront au défi et rencontrerez éventuellement Cauchemar. Pour plus de détails, allez ici.
Arcadele UltimeLe mode classique est maintenant classé dans son propre mode, le mode Arcade, où chaque personnage jouable a un chemin d'adversaire unique. Les esprits peuvent être trouvés et acquis tout au long du mode, et effacer leur parcours Arcade vous permettra de déverrouiller un personnage caché.
Matchs d'événementsRelevez des défis qui testent votre Fracasser compétences, chaque match vous offrant une récompense qui s’améliore en fonction de la difficulté et de certaines autres circonstances.
Royale All-StarDans cette nouvelle version de la série, le mode All-Star, vous explorerez les régions sur une carte pour affronter tous les autres combattants du jeu. Chaque région représente une époque spécifique et une fois la région effacée, vous êtes libre d'explorer et de rechercher des objets et des spiritueux à mettre dans votre inventaire. À la fin, vous allez vous battre Giratina, le Pokémon Légendaire du Monde de la Distorsion.

Ce mode s'ouvre lorsque vous déverrouillez tous les personnages jouables du jeu, à l'exception d'un …

Formation de miroirUne nouvelle version du mode Entraînement à partir de versements antérieurs. Ici, vous pouvez combattre un clone de votre personnage qui incorpore des techniques apprises dans son propre style de combat. Vous pouvez également leur demander d'effectuer certaines actions pour leur apprendre de nouvelles astuces, ainsi que pour générer des objets. Les combattants en miroir peuvent être partagés en ligne afin que les autres joueurs puissent tester leurs propres compétences. Vous pouvez également les envoyer en quête pour accumuler des récompenses dans toutes les batailles dans lesquelles ils sont engagés et remportés.

Alternativement, vous pouvez remplacer votre clone par un autre personnage, qui s'adaptera en fonction de vos avantages et inconvénients par rapport aux leurs.

Fosse de 100 EssaisInspiré du mode Paper Mario du même nom. Parcourez une fosse sombre et profonde où vous devrez relever cent défis – un à chaque étage. Chaque dixième étage, vous affronterez une horde d’ennemis. Le 25 et le 75, vous devrez traverser un labyrinthe. Le 50, l'équipe de Fighting Glitch se présentera et vous mettra au défi. Enfin, au 100ème étage, le Dark Gaia essaiera de vous anéantir – éliminez-le pour une énorme récompense!
Stade
  • Concours Home Run: Voyez jusqu'où vous pouvez lancer le bac à sable avec une attaque puissante.
  • Cible d'entrainement
    • Smash cibleChoisissez un personnage et trouvez les dix cibles sur une scène adaptée à leurs compétences.
    • Explosion de cible: Lancez une bombe vers un mur de cibles et voyez combien vous pouvez en détruire.
  • Commandes Spéciales: Prenez soin de certaines commandes pour avoir une chance de gagner des prix.
    • Commandes principales: Payez une certaine quantité d’or et choisissez l’une des trois commandes qui vous donnent des prix différents en fonction de leur difficulté.
    • Commandes folles: Après avoir gagné des Crazy Pass dans d’autres modes, vous pouvez en donner un à Crazy Hand et participer à un concours afin de terminer autant de commandes que possible dans le délai imparti.
    • Commandes de sous-espace: Plus votre salaire d'or est élevé, meilleures sont les récompenses. Mais vous devrez abattre cinq combattants, chacun avec une prime sur la tête, dans un certain délai – ou tout perdre.
    • Ordres de base: Un ordre de base vous opposera à un puissant patron et, si vous perdez, il vous volera une partie de votre or. Heureusement, vous pourrez utiliser Spirits après un certain nombre de pertes et éventuellement vous associer à un chasseur de CPU lors de tentatives ultérieures. Plus vous aurez à tenter de vaincre le boss, plus vous obtiendrez de récompenses.
    • Commandes Légères: Chacun de ces ordres, envoyé par Galeem, vous opposera à un adversaire renforcé d'un Esprit. En les battant, vous obtiendrez le dit Esprit en récompense, mais vous devrez abandonner l'un des vôtres pour pouvoir entrer. Un esprit pour un esprit …
    • Ordres sombres: Dharkon convoquera un escadron de combattants extrêmement puissants pour tester vos compétences et votre patience. Si vous perdez, vous ne perdrez rien, vous devrez simplement réapparaître et avoir une autre chance. Si vous quittez avant de terminer une commande, il sera toujours disponible pour revenir au prochain passage dans ce mode – mais votre récompense sera plus petite à titre de pénalité. Vous ne perdez pas lorsque vous échouez … vous perdez lorsque vous cessez de fumer.
  • Smash multi-homme: Testez vos compétences contre le Défaillance, combattants contrôlés par l'ordinateur pour essayer de vous abattre.
    • Century Smash: Combattez 100 problèmes qui deviennent plus forts à mesure que la bataille continue.
    • Smash de 3 minutes: Essayez de survivre contre les Glitches pendant trois minutes.
    • Smash de 30 secondes: Voyez combien de problèmes vous pouvez éliminer avant la fin du temps imparti.
    • Effet Smash: Chaque type de Glitch a son propre effet spécial.
    • Rival Smash: Obtenez plus de KO que votre rival pour gagner.
    • Smash sans fin: Continuez à accumuler des KO jusqu'à votre mort!
    • Cruel Smash: Comme Endless Smash, sauf que les Glitches sont beaucoup plus forts que jamais et que votre taux de recul est plus élevé.

MODES DE GROUPE

Ces modes peuvent être joués avec plusieurs autres joueurs, mais vous n'êtes pas obligé de le faire, vous pouvez aussi les jouer vous-même.
Smash RunTraversez une immense île mystérieuse et rassemblez autant d'améliorations que possible. Après cinq minutes, vous serez opposé aux autres joueurs. Pour plus de détails, allez ici.
Clair vs sombreInspiré du mode multijoueur du même nom de Kid Icarus: Insurrection. Les joueurs sont répartis en deux équipes, chacune ayant une jauge de vie épuisée quand un membre est KO. Une fois que la jauge de vie d'une équipe est complètement épuisée, le dernier joueur à être transformé en KO devient un ange et sa force augmente considérablement.
Smash PillarBasé sur le mode multijoueur ScareScraper de Luigi's Mansion: Dark Moon. Les joueurs doivent se frayer un chemin à travers une tour remplie d’énigmes et d’ennemis, chaque étage étant plus dur que le dernier. Le dernier étage vous fera vous battre Zéro.
AssembléeUne nouvelle version du mode Smash Tour de Super Smash Bros. pour Wii U. Au début de chaque tour, une étape et un tracé sont annoncés, et les joueurs doivent rechercher dans un temple à prisme triangulaire des objets et des alliés pouvant être utilisés les uns contre les autres lors d'une bataille à la fin du tour. Vous devrez élaborer une stratégie pour chaque bataille en fonction de l'étape choisie et des alliés, des objets et des esprits disponibles.

MODES EN LIGNE
ArèneConfigurez un lobby en ligne permettant aux amis de se joindre à vous et livrez des batailles avec vous, ou rejoignez-en un déjà ouvert. Vous pouvez également configurer une arène publique accessible à tous ou autoriser les "amis d'amis" à entrer.
Smash RunComme indiqué précédemment, les joueurs doivent rassembler les améliorations dans un labyrinthe d'îles en moins de cinq minutes, puis les utiliser dans une bataille Smash.
JuggernautJoué sur des scènes Omega-forme uniquement. Un joueur est choisi comme le Juggernaut, qui devient géant et métal. Le but du Juggernaut est de conserver son statut jusqu'à la fin d'un smash chronométré. Si un autre joueur KO le Juggernaut, ils prennent leur statut.
SmashballUne compétition sportive bourrée d’action où les joueurs se battent pour marquer sur une épreuve spéciale spécialement conçue pour ce mode. Les joueurs sont divisés en deux équipes. l'équipe offensive doit lancer un ballon de football dans le but de l'équipe défensive, qui doit utiliser des attaques pour le bloquer. Un joueur défensif peut s'approcher de son adversaire et voler le ballon, ce qui déclenche un changement d'équipe. Ensuite, l'équipe défensive doit essayer de placer le ballon dans le but opposé.

AUTRES MODES
Stage BuilderStage Builder permet aux joueurs de créer des étapes personnalisées à l'aide de pièces déverrouillées dans d'autres modes. Une fois l’étape terminée, vous pouvez la partager avec d’autres joueurs, qui peuvent ensuite «extraire» certaines parties de l’étape et les utiliser à leur manière. Les étapes peuvent être organisées dans les tailles suivantes:
Centre commercial neufCe grand magasin a étendu son activité Unova au monde Smash et offre tout ce dont vous avez besoin pour améliorer votre expérience Smash, tels que des spiritueux, des costumes de personnage, des CD, etc.
Chambre d'espritEntraînez, nourrissez et défiez les Esprits que vous avez rassemblés, développez leur expérience et faites-les évoluer pour devenir des Esprits plus puissants.

Caractères jouables

Tous les combattants jouables de Super Smash Bros. Ultimate retourner sauf Marth, Chrom, Sheik et les Mii Fighters, chacun étant mutilé pour les raisons suivantes:

  • Marth a été introduit dans Mêlée comme moyen d'introduire le Emblème du feu série en dehors du Japon en raison de sa popularité parmi les fans japonais à l'époque, mais dans l'aprèsÉveil ère de la série, a déclaré la popularité a généralement disparu. Dans Dualité, Lucina prend sa place en tant que "poster kid" pour Emblème du feu, parce que le créateur du jeu croit que Marth est essentiellement comblé à ce stade-ci et souhaite uniquement utiliser des combattants similaires à ceux qu’il préfère naturellement, comme Lucina elle-même.
  • Aux yeux du réalisateur, Chrom n'ajoute pas grand chose à l'ensemble Fracasser La composition en dehors du fait d'être "populaire" et se sent dépourvue de inspiration en tant que combattant, manquant du même "facteur de viande" que ses bases, Roy et Ike, ont dans leurs attaques. Il pense également qu'il a peut-être été un ajout relativement tardif, car il est toujours présenté dans le Final Smash de Robin. C'est peut-être pour cette raison. Cependant, le réalisateur envisage de le ramener dans une prochaine mise à jour du jeu et de lui donner un ensemble de mises à jour.
  • Sheik n'est apparu que dans un seul Zelda jeu (en particulier, Ocarina of Time), et donc le réalisateur la considère comme l’un des combattants les plus durables de la série. Impa, un personnage plus récurrent de la série, prend sa place et utilise un moveet basé sur le sien, avec quelques modifications notables.
  • Les Mii Fighters ont été retirés de la liste en raison de la montée récente du jeu sur plusieurs plates-formes, où les Miis en tant que personnages finiront par devenir inutiles. Les nouveaux Wireframe Fighters ont été créés dans cet esprit et permettent une plus grande variété d'options de personnalisation que les Miis eux-mêmes.
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Standard
Boule de feu
Mario lance sa boule de feu rouge classique en avant de son poing et elle rebondit plusieurs fois en avant avant de disparaître. La boule de feu peut être lancée depuis un terrain élevé pour une trajectoire plus efficace, et en lancer une sur un mur la fera rebondir et éventuellement frapper ses adversaires par l'arrière. Mario peut spammer ses boules de feu, ce qui en fait une tactique d'approche utile pour garder ses ennemis là où il les souhaite.


Côté spécial
Cappy Toss / Cape
Si le bâton est incliné normalement, Mario enlève son chapeau, que Cappy possède, et le fait basculer vers l’avant. Cappy restera à la place pendant une seconde, ce qui permettra à Mario de l’utiliser comme plate-forme de départ et de lui revenir. Pendant qu’il tourne, Cappy passe à travers des adversaires et inflige un peu de dégâts. Si le bâton est tapé, Mario fera un tour complet avec sa cape jaune, réfléchissant les projectiles et retournant les adversaires pour faire face à la direction opposée; s'il est utilisé deux fois dans les airs, il glisse pendant un moment.


Bas spécial
Star Spin / F.L.U.D.D.
Si le bâton est incliné normalement, Mario tourne autour de lui et gagne une courte distance verticale lorsqu'un anneau cosmique se forme autour de lui. Lorsque la rotation sera terminée, son Co-Star Luma sortira de sous son chapeau. Si le bâton est tapé, Mario sortira son FLUDD et jettera de l'eau vers le bas. Par rapport au passé Fracasser Pour jouer, il n’a plus à charger le FLUDD et peut tirer de l’eau pendant de longues périodes – au moins jusqu’à épuisement, auquel cas le joueur devra maintenir le bouclier et les boutons d’attaque spéciaux en même temps pour recharger.


Up spécial
Super Jump Punch
Il saute dans les airs en diagonale avec son poing sorti, frappant à plusieurs reprises des adversaires se trouvant sur son passage, des pièces apparaissant à chaque frappe. Incliner le manche vers l'avant ou vers l'arrière juste avant le saut initial orientera l'attaque vers un angle plus horizontal ou vertical, respectivement. Ce mouvement peut être utile pour récupérer, mais peut facilement être protégé des bords, donc Mario devra peut-être utiliser certaines de ses autres attaques, telles que Cape ou Star Spin, pour empêcher ses adversaires de le faire.


Smash final
Fire Mario
Mario utilise une fleur de feu pour se transformer en Mario de feu. Toutes ses attaques auront un gain de puissance de 15% pendant environ dix secondes. Ensuite, un compte à rebours de cinq secondes commencera alors qu'une aura de feu commencera à l'entourer. pendant ce laps de temps, appuyer sur les boutons d’attaque standard et spéciaux pour libérer deux grandes boules de feu qui se propageront en spirale, repoussant les adversaires jusqu’à épuisement. Si cette commande d’entrée n’est pas utilisée pendant le compte à rebours, Mario reviendra simplement à sa forme normale, sans aucune chance supplémentaire d’utiliser l’attaque jusqu’à la prochaine victoire de son Smash final.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Standard
Boule de tonnerre
Luigi jette une sphère d'électricité qui plane en petits arcs. Il inflige moins de dégâts que la boule de feu de Mario, mais s'il frappe un adversaire, celui-ci acquiert un effet de choc et est assommé pendant quelques secondes. Comme la boule de tonnerre ne rebondit pas comme la boule de feu de Mario, son angle de trajectoire ne change pas lorsqu'il est utilisé depuis un terrain plus élevé; Cependant, s'il heurte un mur, il en ressortira un peu plus gros et plus fort qu'auparavant.


Côté spécial
Missile vert
Luigi chargera dans une position agressive et s'élancera comme une fusée. Plus il chargera l'attaque, plus il sera fort et puissant. Cette fois-ci, il peut annuler avec une esquive à tout moment, et pas seulement lorsque l'attaque se termine et qu'il entre dans son état de chute.


Bas spécial
Polterpup
Luigi appelle son chien fantôme, Polterpup, qui avale un adversaire et le maintient pendant quelques secondes ou jusqu'à ce que la saisie spéciale vers le bas soit utilisée à nouveau. Dans ce cas, il les recrache dans la direction à laquelle il fait face et les envoie voler distance courte. Polterpup peut également avaler des projectiles, donnant ainsi à Luigi une méthode supplémentaire pour contrer les campeurs.


Up spécial
Luigi Jump Punch
Luigi se lève, le poing en l'air, se renverse au plus fort de l'attaque et redescend. Cette attaque n'est pas entièrement utile pour la récupération horizontale en tant que telle, mais Luigi peut maintenant l'annuler à tout moment avec ses autres attaques. Ainsi, l'utiliser en combinaison avec son missile vert améliorera considérablement ses chances de survie à long terme.


Smash final
Poltergust G-00
Luigi sort son Poltergust et aspire les combattants proches, les blessant. Les fantômes entrent aussi, frappant leurs adversaires au fur et à mesure qu'ils sont aspirés.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Toad Protector
A standard Toad pops up out of thin air, and will grab any opponent who tries to attack Peach from in front of her, punching and jabbing at them to keep them away. However, aerial attacks will not have the same effect, and Toad will simply be knocked out until the next time Peach summons him.


Side Special
Perry Strike
Peach pulls out Perry, her parasol from Super Princess Peach, and lunges forward with him; the player will then have the option to keep Perry folded and deal more damage upon impact with an opponent, or open him up by pressing the special attack button again, expanding the attack's range in exchange for slightly lower damage output.


Down Special
Turnip Toss
Peach plucks a turnip out of the ground, and will hold onto it as an item. She can toss it at any nearby opponent for decent knockback output, but strong attacks or combos will cause her to drop it like most other items, and an opponent can steal it and use it against her. Every sixth turnip will be notably larger and can be used strategically for KOs and edgeguarding.


Up Special
Parasol Power
Peach once again pulls out Perry and juts him upwards, propelling herself into the air and slowly floating back down onto the stage with ease. This move can now be cancelled out with any other attacks, but taking any damage from opponents while Perry is unfolded will cause Peach to fall helplessly.


Final Smash
Peach Blossom / Blistering Fury
Peach's normal Final Smash causes her to perform a gentle dance, and any opponents on stage will fall asleep as peach fruits rain down from above. Peach can then eat these fruits to recover health and take some time to knock out opponents in their sleep. If she uses a Final Smash at 160% damage or higher, she pulls out the Vibe Scepter and gains the Anger vibe, stomping the ground and causing earthquakes that damage all fighters caught in the attack.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Fire Breath
If the player taps the attack button, Bowser launches his classic fireball that travels a short distance and explodes. If the button is held down, he breathes out a stream of fire that gets shorter and weaker the longer it is active. The fire stream will regain its flare as Bowser uses his other attacks, and charging the fireball will cause him to spew out three of them at a 90-degree angle.


Side Special
Flying Slam
Bowser grabs an opponent and jumps in the air, slamming them into the ground. Can be useful for a "Bowsercide" attack as long as he is at an advantage in stocks or just for the sake of getting a point in a timed battle, but opponents can break out of it via button mashing (although a higher damage percent means it may not be so easy for them).


Down Special
Bowser Bomb
Bowser jumps up and does a ground pound, crushing anyone underneath. This attack can be quite useful for meteor smashes and Bowsercides, and he can now cancel out of it just before the portion when he drops down.


Up Special
Whirling Fortress
Bowser tucks into his shell and spins around, gaining air and hitting opponents multiple times before falling back down. Like Bowser Bomb, this attack can be cancelled while in the air.


Final Smash
Giga Bowser
Bowser transforms into Giga Bowser and moves into the background, and an aiming reticle will appear. The player can aim at any opponent(s) currently on the battlefield and have Giga Bowser deliver a massive blow to knock them out of the park.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Fire Roar
Dry Bowser expels a blue stream of fire from his mouth. It has a longer range and deals more damage than Bowser's Fire Breath, but shortens faster and takes longer to charge.


Side Special
Koopa Klaw
Dry Bowser swipes forward with his claw, sliding a bit as he does so. If he grabs an opponent, he can bite them up to five times before letting go.


Down Special
Turbulent Bomb
Dry Bowser does a Ground Pound. Upon landing, he creates a wind effect that blows away anyone on either side. Deals less damage and knockback than the Bowser Bomb, but covers more horizontal distance, making it useful for gimping opponents.


Up Special
Flying Fortress
He spins around inside his shell, gaining a lot of vertical distance. Only hits once, but launches opponents it hits.


Final Smash
Giga Dry Bowser
He becomes a giant and can rampage around the stage for a limited time, similar to Giga Bowser in Brawl and SSB4.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Megavitamin
Dr. Mario chucks a Megavitamin in front of him. Unlike Mario's Fireball, the Megavitamin will keep bouncing until it hits an opponent or falls off the stage, but it cannot bounce off of walls. If charged, Dr. Mario will instead toss a vitamin bottle, which will shatter upon landing and leave a small poison cloud that will dissipate after about 2.5 seconds.


Side Special
Super Sheet
He pulls out a white medical table sheet and swipes it in front of him, deflecting projectiles and reversing the direction an opponent is facing if it hits them. Unlike Mario's cape, using the Super Sheet in midair will not allow Dr. Mario to glide, but its increased speed in comparison can be helpful to gimp recoveries.


Down Special
Whirl Pill
Dr. Mario spins around as wind particles surround him, and he juts his fists out at the end of the attack, throwing two Megavitamins in either direction. These Megavitamins will bounce as they do with his neutral special, but they cannot bounce indefinitely and will disappear after three bounces.


Up Special
Doctor's Orders
Dr. Mario leaps into the air with his fist out and immediately tosses a giant Megavitamin below him, giving him an extra boost into the air as the Megavitamin shatters and leaves behind a large poison cloud. He cannot cancel out of this attack, but the end lag upon landing has been notably decreased, so he can get back in the game much faster.


Final Smash
Flu Season
A swarm of viruses drops down onto the stage, and if they hit any opponents, Dr. Mario will jump out of the way as the viruses deal damage, and proceed to drop a massive Megavitamin down to the stage, clearing the viruses and leaving a poison effect on said opponents — if they somehow manage to survive the impact of the vitamin itself.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Luma Shot
Rosalina sends her Luma off to hit the opponent. This attack can be charged for a stronger burst. Pressing the special attack button again will have Rosalina call the Luma back to her, and this time around it will also damage coming back. However, an opponent can grab the Luma like any other fighter and use pummels and throws against it.


Side Special
Star Bits
Rosalina fires Star Bits at enemies in different directions. The overall angle in which the Star Bits travel has been increased, so Rosalina can now damage opponents from a higher distance or hit those who are standing on a semisolid platform just above her.


Down Special
Gravitational Pull
With a wave of her wand, Rosalina creates a gravitational field that can pull items towards her and throw enemy projectiles behind here. This time around, it can also drag opponents in and act as a command grab, allowing her to use throws and pummels on them.


Up Special
Launch Star
Rosalina hops into a Launch Star that fires her back into the air. She will not be able to use most of her other attacks while she is falling back down, but she can still use Luma Shot and Gravitational Pull to dish out damage and counter enemy projectiles, or use midair dodges to gain extra distance for recovery.


Final Smash
Grand Star
A Grand Star appears, launching Star Bits at opponents as it sucks them in with its gravitational pull. After a while, the Grand Star will explode into a supernova and send the enemies flying.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Clown Cannon / Hammer / Goop Dart
As Bowser Jr., pressing the special button will make the Clown Car spit out a cannonball, which can be charged to increase its power and speed and will drop down at the end, making it helpful for gimping if spaced out properly. When the button is tapped, he tosses a hammer that travels forward in a short arc; he can throw up to ten in rapid succession before he gets exhausted and has to wait a while to attack again, although he can still dodge enemy attacks. As Shadow Mario, he uses the Magic Paintbrush to launch a stream of goop that will slow down an opponent for five seconds, but is slow enough so that its path can be predictable.


Side Special
Clown Car Dash / Telegoop
As Bowser Jr., he boosts forward in his Clown Car, ramming opponents in his path. Tilting the Control Stick or pressing an attack button will cause him to perform a doughnut stunt, which deals more damage upon contact than a simple charge and can be used multiple times in midair. The Clown Car Dash can also be jump cancelled and thus lead into possible combos. As Shadow Mario, he disappears into a puddle of goop and pops out of another one farther in the direction he is facing; the teleporation, while fast, has notable end lag, and Shadow Mario can be smashed from above when he comes out of the second puddle.


Down Special
Mechakoopa / Sonic Roar / Wind Spirit
As Bowser Jr., pressing the special attack button will spawn a Mechakoopa, which will walk back and forth on the platform he is currently standing on until it catches an opponent or after three seconds, causing an explosion in either case. With a tap, he lets out a roar that releases supersonic waves, stunning opponents. However, this attack has high overall lag and will leave him vulnerable for a couple seconds after using it. As Shadow Mario, he launches a Wind Spirit that pushes opponents back, but it will not deal any damage and shields will ricochet the Wind Spirit back to him.


Up Special
Abandon Ship! / FLUDD…?
As Bowser Jr., he leaps out of the Clown Car, allowing it to explode under him as he gains massive vertical distance. This recovery can be tilted to the left or right, and Bowser Jr. can use his hammer to deal damage while he is out of the Clown Car; however, any attacks from opponents will leave him unable to use it again without landing or button mashing. As Shadow Mario, he uses a device similar to FLUDD to propel himself into the air with his fist out a la Super Jump Punch, with the trail of goop behind him dealing damage as well as his fist.


Final Smash
Megaleg / Goop Cross
Bowser Jr. summons Megaleg, who stomps all around the stage for ten seconds. Alternatively, Shadow Mario gets up close to the screen and paints an "X" out of goop, and any fighters caught in the cross will be launched back and forth between its edges.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Tokotoko Protector
Instead of a Toad, a Tokotoko from Super Mario Land appears to protect Daisy.


Side Special
Daisy Bomber
Daisy tries to bump into an opponent with her hip. If she hits them, a flower will pop up on their head and poison them for a bit.


Down Special
Superball
Daisy launches a Superball, which bounces around a few times before disappearing from the battlefield. It will bounce off of walls and ceilings as well.


Up Special
Mega Strike
Daisy jumps upwards in an arc, kicking a soccer ball in the direction she is facing.


Final Smash
Imperial Parade
Daisy steps up onto a platform and is swiftly carried forward by Tokotokos before leaping off and body slamming onto any opponents in her path, proceeding to hurl them into an Angry Sun.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Ptooie
The Piranha Plant spits out a metal spike ball and blows on it to keep it floating as the player holds the button, then sends it flying to the left or right, depending on the direction the player tilts the control stick immediately after releasing the button. While the plant is keeping the spike ball floating, he will not continue falling in midair, and the ball can be used as an edgeguarding tool or as a means of punishing opponents who attack the plant out of move. The ball will hover up and down as the plant blows on it, and at its lowest point, it will be launched significantly farther than usual.


Side Special
Poison Breath
The Piranha Plant changes color to match that of a Putrid Piranha and spews a cloud of poison in front of it, dealing a high amount of damage if all hits connect. The poison cloud has no knockback but can be reflected or countered by other attacks, like Mario's Cape. The move can be charged and saved for later use, and will deal massive damage to shields.


Down Special
Long Stem Strike
The plant pauses briefly as it retreats into its pot or pipe, before suddenly stretching out in the direction specified by the player. This move extends the plant's hurtbox, enabling it to reach quite far and hit opponents from a great distance, thus making it a helpful edgeguarding tool. Be warned, though, as this means other fighters can also deal damage to the Piranha Plant while it is stretched out.


Up Special
Piranhacopter
It spins its leaves like propeller blades, hovering into the air. The plant can move to the left or right at a great speed while it flies up, making the Piranhacopter attack useful for recovery. The move's looping hits can help push opponents towards blast zones for quick KOs, but it leaves the plant's head vulnerable, and a move like the Bowser Bomb or Pac-Man's Fire Hydrant can stop the plant in its tracks.


Final Smash
Petey Piranha
The Piranha Plant calls Petey Piranha down to the stage, and he tries to trap opponents in his dual cages from The Subspace Emissary while hopping from side to side. The other fighters can possibly escape if the stage is large enough, but if they do end up getting caught, Petey will eventually breathe fire into both cages, then proceed to slam them into the ground below him, launching them quite far. It is possible for Petey to fall off with the fighters still in his cages, but they can get back to the stage easily if they have a strong recovery tactic and/or leftover jumps.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Inverse Ptooie
The Message Block floats a bit higher, and the Bungee Piranha spits out a spike ball and breathes in and out, letting the spike ball float for a moment. Once the player releases the special attack button and tilts the control stick to either side, the plant will blow the ball in that direction, as it rapidly rolls forward for approximately 1.5 seconds. In the Bungee Piranha's case, the spike ball is capable of launching opponents diagonally if it hits them, but it will not travel as far vertically.


Side Special
Poison Cloud
The Bungee Piranha spews a poison cloud in front of it, dealing a large amount of damage if all hits connect. Generally, this move works the same as Piranha Plant's original variation.


Down Special
Creeper Strike
The Bungee Piranha hides inside the Message Block for a moment, and the player can set up to four directions with the control stick while charging the attack. Upon releasing the attack input, the plant will quickly lunge out, taking the paths the player set, similar to a Piranha Creeper. Despite this attack's increased manueverability, though, it can be more difficult to connect all of its hits on opponents.


Up Special
Piranhacopter
The Bungee Piranha spins its leaves like propellers, pushing itself upwards as the Message Block guides the plant. Generally similar to Piranha Plant's variation, except the Message Block can deal massive knockback if it hits an opponent, at the expense of the Bungee Piranha not having quite as many opportunities to loop its own hits.


Final Smash
Naval Piranha
The Bungee Piranha summons the infamous Naval Piranha, who fights in a relatively similar manner to Petey Piranha, attempting to ensnare opponents with its vines and spew poison gas onto them, eventually slamming them down on the ground.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Copy Block
Paper Mario uses the Copy Block to spawn a clone of himself. Up to four copies can be spawned, and each copy will stack on top of him and make him heavier, boosting his attack power by 5%. Reaching every 30% interval of damage will cause a clone to disappear and decrease the amount of clones Paper Mario can spawn by one.


Side Special
Huey
Paper Mario summons Huey to pour some paint in front of him. Anyone who walks over it, including Paper Mario himself, will have significantly lower traction and slide across the paint puddle. If used on a ledge, Huey can block recovery moves similar to Mario's F.L.U.D.D. from past Smash games. Any paint on the battlefield will dry up after ten seconds.


Down Special
Fire Drive Hammer
Paper Mario slams his hammer down, dealing a large amount of damage to opponents it hits directly and creating a stream of flames going a short distance. The hammer slam attack can be used as a meteor smash.


Up Special
Plane Mario
Paper Mario folds himself into a paper airplane, taking a swift loop-de-loop before flying forward. During flight, he will float downward slowly; his path can be leveled or tilted higher with the control stick, but turning too fast will put him in a helpless state.


Final Smash
Ultimatd Supernova
Paper Mario tosses the sticker fairy Kersti (from Sticker Star) in a short arc; if she hits an opponent, he uses Fleep to flip into a 3D form a la Super Paper Mario, and his partners from Paper Mario and its sequel The Thousand Year Door arrive with the Crystal Stars. A group of Paper Toads builds a Papercraft Mario, and Paper Mario watches from the top as Pixls Boomer, Thudley, and Cudge slam down on the opponent(s). The partners from the first two games use the Crystal Stars to blast light beams at them, striking them several times before the Papercraft Mario eventually gains a Megaflash Hurlhammer from Kersti and slams it down on the opponent, ending the Final Smash.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Azure Fireball
King Boo spits out a light blue fireball that travels straight forward. It travels faster than Bowser's fireballs and creates a larger explosion radius, but you can only spawn one at a time.


Side Special
Ecto Laser
He fires a laser out of the jewel on his crown, racking up damage on opponents and keeping them still for up to three seconds.


Down Special
Boo Summon
Spawns a Boo, which will be absorbed by the king and increase his size and damage output.


Up Special
Spirit Balls
King Boo uses purple Spirit Balls to render himself invisible, and he will slowly hover into the air for a short while before reappearing. Useful for stealth attacks, but not quite helpful in terms of recovery.


Final Smash
Portrait Master
King Boo dashes forward, and if he catches an opponent, he will trap them inside a portrait and slam it into the ground, sending them to the Paranormal Dimension where they sink into a quicksand pit. Then, a spike ball will fall into the pit and crush them, snapping them out of the dimension and sending them flying.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Geno Beam
Geno transforms his arm into a gun, and holding the attack input down will charge a rainbow laser beam. Up to three red stars will pop up in his head, designating how strong the laser will be — if you use this attack too often, though, its damage output will decrease drastically.


Side Special
Geno Whirl
Geno twirls around, damaging opponents as discs of light shoot out from his sides. These energy discs deal more damage the longer they take to reach an opponent.


Down Special
Geno Blast
He summons star-shaped projectiles to rain down in front of him, acting as a means of stunning opponents and preventing them from finishing attacks.


Up Special
Geno Boost
Geno thrusts himself upwards, with the thrust being able to be angled. A red arrow will appear and the player needs to press the attack button again to get a boost. If timed perfectly, this move will slightly increase Geno's stats for 30 seconds.


Final Smash
Geno Flash
Geno gathers the seven Star Pieces and charges a powerful rainbow disc, with up to three red stars showing up designating the size of the disc and thus its range. If the player charges the disc all the way and presses the attack button right when it hits, the opponent will be instantly KO'd; otherwise, the disc will merely launch or meteor smash them.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Egg Lay
Yoshi swallows an opponent and traps them in an egg that rolls behind him. The opponent will need to button-mash in order to escape. If no one is within his reach when he sticks out his tongue, he will lay a smaller egg and be able to toss it in a straight line or an arc.


Side Special
Egg Roll
Yoshi himself gets inside an egg and rolls around, gaining speed that adds to his damage output and eventually stopping after a while. The attack will need to be charged to maximize its effectiveness, but it can be cancelled out to make use of mind games.


Down Special
Yoshi Slam
Yoshi jumps up and slams down on the battlefield, creating damaging stars upon landing.


Up Special
Egg Toss
Yoshi tosses an egg above him, gaining a vertical boost. Good for recovery, but its effectiveness diminishes each time he uses it until he touches the ground.


Final Smash
Yoshi Stampede
Yoshi headbutts in front of him, and if he hits an opponent, a stampede of multi-colored Yoshis will trample them.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Fire Red
Baby Yoshi spews three fireballs out of his mouth, and they spread out, knocking back fighters who touch them.


Side Special
Bubble Blue
Baby Yoshi breathes out a large bubble that traps an opponent, giving 2% damage per second until they button-mash their way out.


Down Special
Earthquake Yellow
He hops up and stomps the ground, creating a small shockwave that launches fighters. In midair, this attack can be used as a meteor smash, and it is more powerful the higher Baby Yoshi is.


Up Special
Blimp Magenta
Baby Yoshi inflates himself, floating up into the sky. This move can be used as recovery or as a means of gaining distance for a more powerful Earthquake Yellow attack.


Final Smash
Golden Glow
Baby Yoshi releases a bright light, stunning opponents for eight seconds and allowing him to attack them as he pleases.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Snifit Bullet
Shy Guy's mask turns into a Snifit mask, and he launches a bullet of dark energy that slows down opponents.


Side Special
Unnoticed Bandit
Shy Guy dons a Bandit mask, dashes to the nearest opponent, and plants a tiny yellow Shy Guy on their back if they reach them. The small Shy Guy will poison them for five seconds or until they shake it off.


Down Special
Zeus Guy Orb
His mask morphs into that of a Zeus Guy as he charges an orb of electricity. He will then launch it in the direction determined by the player.


Up Special
Fly Guy
Shy Guy puts a propeller on his head and hovers a great vertical distance through the air. However, other fighters can use him as a platform in this state.


Final Smash
Spear Guy Jam
A tribe of Spear Guys does a dance for a giant Shy Guy statue that rises out of the ground. When the dance ends, the stage will be flooded, washing away all opponents the flood hits.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Giant Punch / Coconut Gun
If you hold down the special attack button, Donkey Kong winds up a punch and will unleash it upon releasin the input. Pushing the normal and special attack buttons together will have him launch a coconut out of his gun, exploding when it hits something.


Side Special
Coup de tête
Donkey Kong slams his head into an opponent, and may bury them in the ground on contact.


Down Special
Hand Slap
The name says it all — Donkey Kong claps his hands together on the ground and hits anyone unfortunate enough to come between them.


Up Special
Spinning Kong
Donkey Kong stretches out his arms and spins around like a helicopter, hitting opponents as he travels up.


Final Smash
Power Plunch Flurry
Donkey Kong traps the opponent in a barrage of punches, ending with a more powerful punch with a chance of KO'ing them.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Peanut Popgun
Diddy Kong charges his popgun and shoots a peanut. The longer the charge, the faster and farther the peanut will fly, but overcharging the popgun will create an explosion that causes massive knockback and leaves him vulnerable.


Side Special
Monkey Flip
Diddy flips forward. If he reaches an opponent's face, he can beat them up or jump off of them. While flipping, he can also use a flying kick that will leave him helpless in midair.


Down Special
Banana Peel
Diddy whips out a banana peel and tosses it over his shoulder. The peel can be useful for traps and stage control.


Up Special
Rocketbarrel Boost
He powers up his Rocketbarrel pack and leaps into the air, hovering forward slowly. He can cancel out this attack with a jump or a Monkey Flip.


Final Smash
Rocketbarrel Barrage
Diddy slips on the Rocketbarrel and soars around the stage, firing peanuts in multiple directions for a short time.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Gumball Popgun
Dixie Kong charges a popgun and shoots a gumball. The longer the charge, the faster and farther the peanut will fly, but overcharging the popgun will create an explosion that causes massive knockback and leaves her vulnerable. The gumball will stick to an opponent for a few seconds, slowing them down.


Side Special
Monkey Flip
Dixie flips forward. If she reaches an opponent's face, she can beat them up or jump off of them. While flipping, she can also use a flying kick that will leave her helpless in midair.


Down Special
Bubblegum Toss
Dixie Kong throws bubblegum onto the ground, setting up a trap for fighters similar to Diddy's banana peels.


Up Special
Spinning Kong
Dixie Kong imitates DK's up special, only flying higher with her ponytail.


Final Smash
Kong Family Buck-Buck
Dixie calls Kiddy Kong and Chunky Kong into battle, playing a game of buck-buck. Chunky lands the first attack, allowing Kiddy to bounce off of her and roll into the opponents. Dixie jumps off both of them and fires multiple bumballs to hold them down before Chunky slings them to the side, launching them.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Blunderbuss
K. Rool launches a cannonball that he can suck back into his blunderbuss if an opponent knocks it back to him.


Side Special
Crown Toss
K.Rool tosses his prized crown in front of him, and it comes back like a magnet.


Down Special
Stomach Standoff
K. Rool inflates his stomach, neutralizing any damage he would receive from an attack.


Up Special
Baron's Backpack
K. Rool whips out his helicopter backpack and flies upwards with it, moving at a decent speed.


Final Smash
Blast-O-Matic
K. Rool sits inside his fortress, laughing with excitement as his Blast-O-Matic laser destroys Donkey Kong Island with his opponents trapped on the island.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Chomp / Shake It!
Both of these attacks serve as command grabs. Standing in front of an opponent and holding down the special attack button just before they attack will make Wario counter the attack by grabbing them and shaking them up and down rapidly, and mashing the button will extend the duration of the shake attack and deal more damage in the process. Wario can shake the opponent up to five times in a row and chain the attack into throws and pummels like a normal grab. However, if he shakes too much or too fast, he will start panting and sweating with exhaustion, leaving him vulnerable to enemy attacks. Alternatively, the player can simply tap the button a few times to make Wario bite and chew on the opponent, healing himself at the same percent as they take damage.


Side Special
Hot Wario / Wario Bike
If the control stick is tilted to the side, Wario will pour gasoline all over himself and light himself on fire, causing him to run around in a panic and launch anyone he rams into; however, using this attack too close to an edge can cause him to fall off, or self-destruct. Wario's tap side special has him hop onto his motorcycle and charge forward, in which case he can turn around and deal extra damage with the back tire, perform a wheelie and use a slam attack, or hop off and break the bike apart to Chomp its parts for health or throw them at opponents.


Down Special
Small Wario / Flat Wario
With his standard down special, Wario shrinks down into his Small Wario form for up to ten seconds, decreasing his hitbox and damage output but also allowing him to jump higher and gain better recovery. Tilting the stick down again will have him return to normal size. If the stick is tapped, Wario calls down a wrecking ball that will hit him or an opponent. Opponents will take 16℅ damage, but Wario himself will gain his Flat reaction, greatly reducing his speed and jump height while allowing him to glide around the stage upon receiving knockback. Three attacks will revert him to his normal form.


Up Special
Corkscrew Puff / Wicked Wario
Usually, when the up special input is used, Wario will spin-jump into the air in a ball formation before eventually puffing up his cheeks like a balloon for a slower descent. Like the Jump Punch the Mario Bros. are known for, the initial Corkscrew can be angled by tilting the stick a few frames before the jump; tilting in the direction Wario is facing will angle it horizontally, whereas tilting up will angle it vertically. While Wario is curled up, he can rebound off of nearby walls and ceilings to hit opponents from behind or below. During the Puff half of the move, entering the up special input again will cause Wario to release the air in his cheeks and fall down at a normal pace, but he will be helpless as he is falling. Additionally, as Wario fights, a meter will be shown just below his icon, shifting between colors from green to yellow, and then to red. If Wario can endure the battle for long enough, he will charge up his Wicked Wario disguise from Wario: Master of Disguise; when the arrow on the gauge is pointing to a color, Wario will glow, and quickly tapping the control stick up while pressing the attack button at this time will cause him to don his Wicked disguise and soar into the air vertically, leaving a devastating cloud of smoke and embers behind him. A green glow signifies a shorter distance and weaker smoke cloud, with the attack growing stronger at yellow and then red. Be careful, though — taking damage will cause the meter to deplete, and some attacks can still stop Wicked Wario in his tracks if timed just right.


Final Smash
Wario-Man
Wario gobbles up a clove of garlic and charges forward, and if he hits an opponent in his path, he transforms into his superhero alter-ego, Wario-Man, and bombards them with several quick attacks as comic-inspired effects and onomatopoeia, eventually crashing down on top of them with his shoulder and launching them as he returns to his normal form.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Furious Elementals
"Hocus pocus!" Ashley will charge a spell for up to 1.5 seconds, with a different elemental effect coming up for every split second charged — Earth, Wind, and Fire. Earth inflicts the Flower status on an opponent and deals a little damage over time, while Craze glows a dark green for a moment, in which case any melee attacks where Ashley uses it can potentially bury or even plunge opponents depending on the strength of the attack and the opponent's current damage percent. Wind will pull the opponent towards Ashley as a command grab, and she can follow up with pummels, throws, etc.; Craze will glow a light blue, and can cause opponents to trip with ground attacks, or freeze them at higher percentages. Fire, interestingly enough, is actually more of an Aura attack, and casts blue flames on the opponent, making Ashley's attacks stronger on that specific opponent as Craze glows a deep crimson hue; at higher percentages, Ashley can put opponents to sleep, or even pull a straight up one-hit KO.


Side Special
Pantalones Giganticus
Ashley stands in place for a brief moment as she fires a magic projectile from her traditional wand. If the projectile hits an opponent, their weight will be increase by half of their usual weight, lowering their knockback and making them more vulnerable to potential combos. Be careful, because Ashley may occasionally cast the hex on herself by mistake. "Oh no, not again…"


Down Special
Frightful Sight
Ashley faces the player and looks downwards, her face being unseen as she looks down for approximately 1.64 seconds. If an opponent hits her while she is in this position, she will immediately face the opponent with her eyes glowing red and her hair becoming a ghastly white, scaring them into a temporary paralysis state and giving her the chance to counter them.


Up Special
Groovy Levitation
At the start of the move, Ashley propels herself diagonally into the air with her broom. If the up special input is used again within 0.75 seconds (designated by a silvery glow coming from Ashley's hair), she will strum with Craze as she slowly floats further through the air, with the last note creating a small blast radius that will launch nearby opponents. If the player misses the "silver moment", Ashley will simply fall down in a helpless state.


Final Smash
Dark Lord Hum Gree
"Dark Lord Hum Gree… I SUMMON THEE!" As Ashley casts the summoning spell, the dark lord himself will dart across the stage with his arms outstretched. If he catches any opponents, Hum Gree will drop them all into a boiling pot as he chuckles deeply, quickly proceeding the pour his new soup into his wide, gaping mouth, with the opponents falling into a black abyss and automatically losing a stock. It takes a short while to summon Hum Gree initially, though, and if you pay attention to where the portal spawns, you can easily dodge his charge attack.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Mini Missile
The heart-shaped ornaments in her hair open up, firing two small homing missiles that chase the nearest opponent. Their explosion radius is small, but places a fire effect on any nearby fighters.


Side Special
Crygor Cycle
Penny drives a motorcycle forward a la Wario Bike. The Crygor Cycle is faster but also more fragile, and cannot turn around. It deals more damage head-on than with a wheelie, and will suck opponents towards it from behind; if they are sucked in, they will pop out smaller for a brief moment, as if they have eaten a Poison Mushroom.


Down Special
Apple Manhole
She opens a manhole-like portal and drops an apple into it. A similar manhole will form on the ground in front of her, and the apple will pop out and fall forward in an arc.


Up Special
Mortar and Pestle
Penny pulls out the Wii Remote-like Form Baton and turns it as if she is stirring a substance in a cauldron, slowly rising as she stirs. This move is easy to manage for vertical recovery, but has no way to gain horizontal distance.


Final Smash
Produce Standoff
Penny unsheathes a katana, and fruit falls from the sky. She slices the fruit into several pieces, sending them flying in all directions. The last fruit to fall is a giant watermelon, and Penny will aim her katana towards the nearest opponent, slicing the melon and launching them with the slices.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Fireball
Foreman Spike launches a fireball out of his hand, and it moves forward in a wavy pattern for three seconds or until it hits an opponent or wall. Smaller characters can crouch to dodge this fireball if timed right, but larger fighters are more susceptible to damage and may have to jump over it.


Side Special
Gotchawrench
Spike summons a Gotchawrench who chases the nearest opponent. They can be defeated in a single hit, but they will launch the opponent if they ram into them.


Down Special
Girder
Foreman Spike places a girder in front of him. This can serve as an extra platform or a means of blocking attacks, requiring three hits to break. Spike can place up to four girders on the stage at a time.


Up Special
Bomb Jump
He places a bomb underneath him, and it will flash for a couple seconds before glowing red and exploding. If he jumps just before the bomb detonates, he will launch into the air; if it explodes while he is still on the ground, he'll take damage. Pressing the special button again will automatically detonate the bomb, which can be useful with midair combat or recovery.


Final Smash
Wrecking Mantis
Foreman Spike pulls up in his wrecking ball vehicle and swings the ball into the opponent(s), launching them.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Traveler's Bow
Link fires two arrows using his bow, and he can pick them back up to use later.


Side Special
Gale Boomerang
Returning from Brawl et SSB4, the Gale Boomerang will pull opponents towards you as it comes back. It can also push away large items and bring smaller items to Link.


Down Special
Remote Bomb Rune
Link places down a spherical bomb that he can remotely detonate at any point on the stage. It will bounce off of opponents and walls.


Up Special
Spin Attack
Link places down a spherical bomb that he can remotely detonate at any point on the stage. It will bounce off of opponents and walls.


Final Smash
Urbosa's Fury
Link charges up an attack from his sword and slashes, releasing lightning from Urbosa's Fury that strikes all nearby opponents.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Nayru's Love
Zelda encases herself in a crystal shield that hits opponents and blocks attacks briefly.


Side Special
Din's Fire
She launches a magical fireball that can be aimed up or down, and it will explode once the attack input is released or it reaches its maximum distance.


Down Special
Phantom Slash
Zelda conjures a Phantom, charging its attack as it assembles, and sends it charging in the direction she is facing.


Up Special
Vent de Farore
Zelda warps in a specific direction to another point on the stage not far from where she was before using the move.


Final Smash
Triforce of Wisdom
Zelda traps opponents in a large Triforce symbol that shrinks over the next few seconds, then launches the fighters out of it.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Warlock Punch
Ganondorf winds up a punch powered by dark magic, blasting opponents away if it hits.


Side Special
Corrupted Choke
Ganondorf dashes across the stage, grabbing a nearby opponent and choking them, before throwing them down to the ground or into the air depending on which direction the player specifies.


Down Special
Wizard's Foot
In midair, Ganondorf brings himself down with a mighty kick, damaging anyone he hits.


Up Special
Dead Man's Volley
Ganondorf launches an orb of dark energy below him, propelling himself into the air. However, opponents can deflect this dark orb back to him.


Final Smash
Triforce of Power
Ganondorf forms a giant purple Triforce symbol on the ground, and it drags opponents into it and launches them out of the middle.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Hero's Bow
Toon Link pulls out his bow and fires a single arrow, and it travels at a fast pace until it collides with something.


Side Special
Ice Boomerang
Deals less damage than the other Link boomerangs but has a chance of freezing an opponent when they come into contact with it.


Down Special
Bomb
Toon Link pulls out a bomb and tosses it in front of him, and it explodes upon hitting something.


Up Special
Spin Attack
Toon Link, holding out the Skull Hammer, spins around in the air, ending with a midair slam attack. The Skull Hammer adds extra impact to each hit compared to the other Link spin attacks.


Final Smash
The Great Sea
Toon Link hops aboard the King of Red Lions on stormy waters and is dragged towards a whirlpool along with the other fighters caught in the attack. Just then, a Big Octo sprouts out from it and delivers a strike with it's tentacle, pulverizing all whom it touches.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Stasis Rune
Champion Zelda slows down time for a few seconds, allowing her to attack opponents from different directions to knock them away when the flow of time returns to normal. Depending on how strong an attack is, an opponent may be launched farther at the price of a longer charge time for the Stasis Rune.


Side Special
Magnesis Rune
Champion Zelda magnetically grabs onto an opponent and throws them behind her. You can only use this attack on one opponent at a time.


Down Special
Remote Bomb Rune
Unlike Link's Remote Bombs, Champion Zelda's are cubes, meaning they will not bounce or roll forward upon being placed. However, they can be picked up and have a larger explosion radius.


Up Special
Cryonis Rune
Champion Zelda creates a pillar of ice that lifts her up, freezing anyone who touches it.


Final Smash
Master Cycle Zero
Champion Zelda summons the Master Cycle Zero. While riding it, she can ram into opponents and use wheelies and stoppies to launch them. This move lasts for 12 seconds.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Fireblight Swarm
Ganon launches a large ball of fire with his scepter, and it breaks apart into a swarm of fiery bats. The bats deal multiple hits as they push an opponent back, and vanish after twelve hits.


Side Special
Windblight Curve
Ganon casts a wind spell that pulls an opponent towards him, allowing him to strike them with his trident or any of his other special attacks.


Down Special
Twilight Portal
He places one Twilight Portal in front of him. Tilting the Control Stick left or right and holding it in that direction while determine where he will spawn the second portal, and the input can be held for one second before he teleports.


Up Special
Waterblight Pillar
Ganon creates a pillar of water that lifts him up, but only for a limited time. Tilting the control stick in a certain direction will carry him there.


Final Smash
Thunderblight Warp
Ganon rises up and warps the stage into a small orb, trapping all other fighters inside. He casts a lightning spell with his scepter, shocking the orb and significantly damaging his opponents. He then slams the orb down with his fist, shattering it and sending other fighters flying.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Beam Burst / Melee Counter
Samus uses the Beam Burst from Samus Returns, replacing the Charge Shot. Holding the special attack button will allow her to launch lasers in rapid fire. If used when an opponent is near, Samus will use an energy blast to parry their attacks.


Side Special
Missile
Samus fires a slow yet strong missile out of her laser cannon, and it homes in on the nearest opponent. If the input is tapped like you would for a Smash Attack, Samus will fire a more powerful Super Missile, which travels straight forward.


Down Special
Morph Ball
Samus curls up into a ball, and she can roll around and place bombs on the ground or in midair.


Up Special
Screw Attack
Samus curls up and jumps, gaining a crackling barrier of electricity that will deal multiple hits on an opponent.


Final Smash
Gunship
Samus boards her gunship and fires her Zero Laser down to the stage; she can move back and forth and aim the laser, but cannot turn around.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
FireballStream
Ridley breaths out a stream of fire that can also be a fireball if used sparingly.


Side Special
Brute Force
Ridley grabs and opponent and drags them to the opposite side of the stage.


Down Special
Monster's Spear
Ridley can impale opponents with the tip of his tail. If he lands it just right, the damage is immense and the opponent will fall asleep.


Up Special
Pirate's Flight
Ridley jets upwards with all of his might, giving him high air time.


Final Smash
Hunter's End
Ridley throws an opponent onto Samus's gunship and blows it up in a furious rage as a laser shoots from his mouth at the enemy.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Inhale
Kirby's most iconic move: sucking up opponents and taking their powers. Upon inhaling an opponent, he can either copy their standard special or spit them out.


Side Special
Hammer Flip
Kirby can charge up the power of his hammer and use it at any point, flaming or not.


Down Special
Stone Slam
Kirby uses the Stone transformation in a variety of forms, crashing down on the ground.


Up Special
Final Cutter
Kirby jumps up with the help of Sir Kibble's blade, spinning around and slamming back down.


Final Smash
Megaton Punch
Kirby puts on his Fighter headband and jumps up into the air with his arm hitting the ground, damaging all opponents in an earthquake.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Mach Tornado
Meta Knight spins around, creating a small whirlwind around him. He's able to move around slightly in this state.


Side Special
Drill Rush
Meta Knight dashes across the stage in a drill-like formation, rapidly striking any opponent in his path.


Down Special
Dimensional Cape
Meta Knight flings his cape forward, disappearing into thin air before reappearing in the opposite direction.


Up Special
Shuttle Loop
Meta Knight flies in a loop, thrusting his sword outwards as he finishes the loop and flies higher towards the stage.


Final Smash
Galaxia Darkness
Meta Knight slings his cape in front of him; if he hits an opponent, he'll trap them in a pitch black void and finish them off with a single powerful slash.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Entangling Tornado
Galacta Knight starts spinning, vacuuming opponents and launching them into the air. Unlike Meta Knight's Mach Tornado, it consists of a single stronger hit and has a bit more start-up lag.


Side Special
Drill Charge
Based on both of Meta Knight's alternate Drill Rush attacks in SSB4. Galacta Knight twirls horizontally in the specified direction, moving faster than Meta Knight's own Drill Rush but slightly weaker and less maneuverable. The Drill Charge can be used to break shields.


Down Special
Stealth Smasher
A stronger variation of Meta Knight's Dimensional Cape that covers more distance — around half the length of Final Destination. Galacta Knight dashes in a controllable direction, dealing more damage and shattering shields at the price of being more vulnerable while moving and his next location being revealed.


Up Special
Blade Coaster
Galacta Knight moves in two swift loops, jabbing at opponents horizontally and gliding a large distance. This move should be used carefully on smaller stages and stages without walls, as he may fall off the edge after using it.


Final Smash
Cosmic Revolution
Galacta Knight creates a beam whip with his lance and swings it in front of him, yelling "Prepare yourself!" If he catches an opponent, the battle pauses for a brief moment as the stage flashes white; then, he slams them into the ground and thrusts his lance down on top of them, causing several pillars of fire to erupt from the ground and launch anyone caught within them.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Blaster
Fox fires lasers out of his blaster.


Side Special
Fox Illusion
Fox dashes through opponents as afterimages of him are left behind him, disappearing shortly after they appear.


Down Special
Reflector
Fox uses his reflector to block attacks and projectiles, multiplying their damage output 1.2x. The reflector has its own hitbox, and will damage anyone it hits.


Up Special
Fire Fox
Flames surround Fox, and he yells "FIRE!" as he shoots into the sky.


Final Smash
Landmaster
Fox boards his Landmaster. While inside, he can ram into opponents, fire lasers, and gain a boost into the air. He'll have to be careful, though, because in Duality other fighters can damage the Landmaster, and receiving enough hits will cause it to blow up.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Charge Blaster
Miyu fires a single, powerful laser. It has a slow start-up time, but has good knockback and hitstun and takes less time to use in midair.


Side Special
Lynx Burst
She dashes forward, leaving a trail of afterimages of herself behind her. While she can't hit opponents directly with this move, she will create an explosion when she stops. The Lynx Burst can be used to stop in midair.


Down Special
Big Reflector
Miyu's reflector has a weaker reflection multiplier than Fox's, but also a slightly larger hitbox. When she uses the Big Reflector, it pushes enemies in close range in front of her, and pulls in enemies from the back.


Up Special
Flying Lynx
She launches herself in whichever direction is held. She can't deal damage with this move, but she will travel a longer distance faster.


Final Smash
Walker
Miyu calls in an Arwing Walker. She can use it to meteor smash opponents easily or fire powerful lasers that will launch them.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Thunder Jolt
Pikachu unleashes a ball of electricity that shoots downwards diagonally and bounces forward in arc formations, gradually decreasing in damage with each bounce until it eventually fades away. As long as this projectile is active, it will latch onto corners and move along walls, even ceilings, if the corner is not too sharp.


Side Special
Iron Tail
His tail gains a chrome coating, and he swings it towards an opponent, knocking them away if he hits them. Pikachu will gain temporary super armor just after the chrome covers his tail completely, but the move has a bit of startup lag and enemies can damage him while the chrome layer is still forming. If an opponent is between Pikachu and a wall after being hit initally, entering the side special input a few frames before his tail begins to return to normal will cause him to swing it again, making for some interesting combo potential.


Down Special
Thunder
Pikachu summons a lightning bolt to strike down on the stage, hitting those who come into contact with it. If the bolt hits Pikachu, an electric shockwave will surround him, dealing even more damage to opponents on either side. The lightning bolt will pass through semi-solid platforms, and can be used in midair to give Pikachu a short vertical boost — but he will get tired for a moment if you use it more than twice in a row. It also has a sweetspot at the very middle of the bolt, which can be used to spike opponents.


Up Special
Quick Attack
Pikachu charges up for a split second, then quickly dashes upwards or in whichever direction the player tilts the control stick within the first few frames; then, the player can tilt the control stick in another direction, causing him to dash a second time in said direction. He will deal a bit of damage to anyone in his path as he dashes, but is left vulnerable in the beginning, middle, and end of the attack, where he pauses for a brief moment. The ability to cancel a Quick Attack, referred to as QAC'ing ou quacking, returns from Brawl; if Pikachu aims the first dash straight into the ground, all ending lag will be cancelled out, allowing him to jump or drop below a semi-solid and lead into aerial attacks and the like.


Final Smash
Volt Tackle
Pikachu wraps himself in a large orb of electricity, dashing back and forth across the stage at great speeds. Tilting the control stick will alter the path in which Pikachu dashes, but it will not change his direction completely. At the end of the move, the orb explodes at the center of the stage, blasting away anyone nearby.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Tackle
Detective Pikachu pulls a page out of Jigglypuff's book with a chargeable attack similar to her own Rollout move. Holding the special attack button until a yellow aura appears around him will cause him to spring forward and knock down an opponent if he hits them, but if the player doesn't charge it all the way, he will only take a short hop forward. This short hop can be followed up with further attacks, though, so it can still be helpful in combat. Tackle can also be useful for horizontal recovery or launching enemies into a wall to lead into aerial combos, and can even be followed up with a wall jump if timed right.


Side Special
Tail Whip
Detective Pikachu's Tail Whip lacks the knockback factor that Pikachu's Iron Tail has, but deals multiple hits on opponents, has notably less startup lag, and is generally easier to chain into combos.


Down Special
Stomp
Inspired by Pikachu's Thunder Burst custom move from Smash 4. Detective Pikachu pauses for a moment before jumping up and slamming down on the ground beneath him, creating a shockwave that can deal massive damage and launch opponents. The initial jump isn't very high, making this attack more difficult to use as a meteor smash.


Up Special
Quick Feet
Detective Pikachu pauses briefly before leaping into any direction the player tilts the control stick just after entering the up special input. Unlike Pikachu's Quick Attack, Quick Feet will only move once, but can take Detective Pikachu much farther, and QAC'ing will cause him to bounce even higher as a result, possibly leading into some more effective aerial combos.


Final Smash
Pay Day
Detective Pikachu charges forward in a headbutt movement; if this attack connects with an opponent, he will then proceed to rebound off of them and knock over a massive "Tepig bank" containing all the coins he's gathered from his hard work as a detective, causing the coins to spread out and rain down on the opponent and anyone else nearby.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Water Gun / Bullet Seed / Flamethrower
Squirtle shoots a jet of water at an opponent. Ivysaur shoots out streams of seeds into the air, hitting those in their path. Charizard shoots out a jet of fire from his mouth.


Side Special
Withdraw / Razor Leaf / Rock Smash
Squirtle hides in his shell and jets forwards, spinning around and hitting opponents until he pops out. Ivysaur tosses a leaf in whatever direction he's facing, striking foes. Charizard pulls out a rock and smashes it with his head.


Down Special
Aqua Tail / Solar Beam / Fire Spin
Squirtle slams his tail into the ground, damaging anyone he splashes and creating a water puddle that can trip opponents who walk across it; the puddle will dry after a few seconds. Ivysaur creates a mini-Sun that rises above him, stunning opponents facing him. Charizard surrounds himself in a whirlwind of flames as he spins around.


Up Special
Waterfall / Vine Whip / Fly
Squirtle has a waterfall appear underneath him, shooting him into the air. Ivysaur's vines pop out of the flower on its back and propel him upwards, attaching to a nearby ledge and whacking enemies.


Final Smash
Triple Finish
All three Pokémon evolve into Blastoise, Venusaur, and Mega Charizard X and unleash a concentrated beam of elemental power at foes, consisting of Grass, Fire, and Water. As the text box at the bottom of the screen says, "It's super effective!"

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Flamethrower / Water Gun / Bullet Seed
Torchic, Marshtomp, and Sceptile's neutral specials are quite similar to Charizard, Squirtle, and Ivysaur's (respectively), except Torchic's is weaker but lasts longer, Marshtomp's is stronger but has a bit of start-up lag, and Sceptile's has a slower pace but deals more knockback.


Side Special
Fire Blast / Muddy Water / Leaf Storm
Torchic forms a fireball above him and launches it at a downward angle. Marshtomp uses a river of muddy water to slide forward. Sceptile sends multiple razor-sharp leaves forward to hit opponents.


Down Special
Fire Spin / Mud-Slap / Solar Beam
Torchic surrounds himself in a small whirlwind of flames as he spins around. Marshtomp slaps his hands into the ground, creating a puddle of mud that will slow down opponents. Sceptile creates a mini-Sun that rises above him, stunning opponents facing him.


Up Special
Feather Dance / Waterfall / Aerial Ace
Torchic flutters rapidly and hovers vertically, proceeding to spin and gain a boost. Marshtomp has a waterfall appear underneath him, shooting him into the air. Sceptile shoots into the air and glides forward slowly.


Final Smash
Triple Finish
All three Pokémon evolve into Blaziken, Swampert, and Mega Sceptile and unleash a concentrated beam of elemental power at foes, consisting of Grass, Fire, and Water. As the text box at the bottom of the screen says, "It's super effective!"

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Water Shruiken
Greninja is able to toss a large water shuriken at foes while also being able to charge its size and power.


Side Special
Shadow Sneak
Greninja's shadow moves a short distance, prompting Greninja to teleport to it himself.


Down Special
Substitute
Greninja vanishes into thin air, leaving a single Substitute Doll behind before striking the opponent from behind.


Up Special
Hydro Pump
Greninja launches himself upwards with two blasts of water from its hands, hitting whatever's below them.


Final Smash
Secret Ninja Attack
Greninja launches an opponent into the air in front of the moon and rapidly attacks them from multiple angles, sending them crashing back to the stage below.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Darkest Lariat
Incineroar spins around rapidly, functioning similar to a grounded Spinning Kong.


Side Special
Ring of Fire
Incineroar grabs an opponent and slams them into a wrestling ring rope, and they are launched back towards him. Pressing the special attack button early will initiate a back body drop where he throws the opponent behind him; a late press will cause him to fail the move; and nailing the timing will unleash a Lariat attack.


Down Special
Vengeance
A counterattack that deals weak damage and knockback, but also powers up Incineroar's next attack.


Up Special
Cross Chop
Incineroar leaps forward at an angle, then drops back down. This move can be helpful as recovery and a strong midair attack, but can easily punish you with a self-destruct if not used properly.


Final Smash
Max Malicious Moonsault
Incineroar uses his Z-Move, where he traps the opponent in a boxing ring and pummels them before slamming down from above and causing an explosion.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Eye Lock
Serperior glares at the opponent in front of her, dealing a little damage and stunning them for a few seconds.


Side Special
Vine Whip
She whips her tail in front of or behind it. This attack can launch stationary opponents or trip moving fighters.


Down Special
Gastro Acid
Serperior spits a poison dart on the ground in front of her, and any fighters who touch the acid puddle will gain a poison effect briefly. The attack can be used to edgeguard against opponents, but only from a distance.


Up Special
Leaf Tornado
She wraps herself in a whirlwind of leaves that lift her into the air. The leaves act as disjointed hitboxes and some may float sideways away from Serperior. This move has balanced vertical and horizontal distance.


Final Smash
Giga Drain
Serperior reaches forward with her tail, and pulls an opponent towards her if it makes contact with them. While the opponent is wrapped up, Serperior squeezes tighter and sucks energy out of them, rapidly increasing their damage percent and leaving them sleepy once the Final Smash ends.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Warning Glare
Corviknight swiftly turns its head behind it. If an opponent is within its line of sight, its eyes will glow red and it will release its familiar shriek, with the sound waves stunning the opponent. If there is no one behind it, Corviknight will turn back to face its previous direction to check for fighters there, with the move simply ending at that point if it still cannot find anyone. The Warning Glare has a bit of endlag, and another fighter can attack from behind Corviknight to interrupt the move.


Side Special
Chokehold Blades / Imperial Flare
Corviknight bursts in the specified direction, with its next attack depending on whether it comes into contact with an opponent during this boost. If it does, it will ensnare them in its sharp wings and proceed to throw them above its head and slam them down behind it. If not, Corviknight will pause for a moment and release a circular wave of plasma that extends about a third of the distance of Final Destination. In the case of the Chokehold Blades, it is possible for the captured fighter to escape the attack, like all grabs. The Imperial Flare has a notable amount of start-up lag, so it's best to make sure you are at a reasonable enough distance from opponents while the move starts up, lest they interrupt the attack and stun Corviknight for a brief moment.


Down Special
Early Bird
Corviknight drops down diagonally and attempts to catch an opponent. If it misses, it will simply slide forward, but if the hit connects, Corviknight will throw them above its head and fire an array of sword-like feathers.


Up Special
Soaring Stance
If used on the ground, Corviknight will take a short hop and float a short distance forwards. If used in midair, it will spread its wings out and begin to glide, covering a large distance and being quite helpful for horizontal recovery. If you tilt the control stick while continuing to hold the special attack button after initiating the Soaring Stance, Corviknight's path can be angled up or down.


Final Smash
Corviknight Roost
Corviknight swiftly drops from above. If the hit connects with an opponent, several other Corviknights will fly by, clawing at them and tossing them around with each hit dealing damage, including impact against a wall or platform due to a throw.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
PK Fire
Ness fires a bolt of lightning out of his fingertips, exploding into a small flame upon landing.


Side Special
PK Flash
Ness creates a ball of light that travels slightly above his head. He can charge it up, the explosion being bigger depending on the charge.


Down Special
PSI Magnet
Ness creates a field of energy around him which can absorb any projectile thrown his way, healing him in the process.


Up Special
PK Thunder
Ness shoots out a ball of electricity that can travel behind him and hit him, launching him across the stage or up into the air.


Final Smash
PK Starstorm
Ness calls upon Paula and Poo and summons a flurry of shooting stars to rain down upon the stage. The stars get slightly faster as the attack continues, going in multiple different directions before the barrage ends.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
All About You!
MC Adore puts one hand on her hip and uses a "come here" gesture with the other hand. She will telepathically pull the opponent she is facing towards her, bringing them a certain distance depending on how full her Love Gauge is.


Side Special
Fo' Sho'!
She snaps her fingers, commanding her two male associates to lift her up and carry her swiftly in the specified direction, throwing her into an opponent upon releasing the attack input.


Down Special
Into You!
She does a trust fall, landing on any opponents below her. If her Love Gauge is low or empty, she will take a little damage; however, as you fill it up, some frogs from "Frog Hop" will catch her and flip her over, allowing her to continue hitting opponents. This move can be cancelled with a jump or any midair attack.


Up Special
Crazy Into You!
The monkeys from "Fan Club" will pick her up and throw her into the air. The higher the Love Gauge is, the higher she will go.


Final Smash
Dazzling Queen
MC Adore tosses an ice cube tray forward. If it hits an opponent, she will bring them into a stage with a live performance starring herself and some special guests — The Dazzles. Matching up button presses with the rhythm will hype up the crowd, and at the end of the performance the opponent caught on stage will be trampled by MC Adore's fans, then returning to the battlefield and being blasted away.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Homing Attack
Sonic curls up into a ball and locks onto the nearest opponent, bouncing off of them with a spin attack.


Side Special
Sonic Boost
Sonic swiftly propels himself forward, ramming through anything in his way. This move can be powered up through combos and strong attacks, and a light blue aura lets you know when it is fully charged.


Down Special
Spin Dash
Pressing the special attack button repeatedly while holding the down button will charge the Spin Dash, and releasing the input will cause Sonic to roll back and forth across the stage, bumping into opponents as he moves along.


Up Special
Spring Jump
A spring appears underneath Sonic and launches him into the air. It will disappear after a brief moment or two more uses.


Final Smash
Super Sonic
Sonic uses the seven Chaos Emeralds to transform into Super Sonic, and darts around the stage knocking opponents away from him.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Bonus Fruit
Pac-Man holds his hand out and cycles through eight objects — a cherry, a strawberry, an orange, an apple, a melon, a Galaxian, a bell, and finally a key. Each has their own unique effects, so it can help to figure out which one is right for the current situation. The cherry bounces twice before disappearing; the strawberry bounces three times; the orange moves in a straight line for half the distance of the platform on Final Destination; the apple moves in a strong downwards angle and bounces four times, helpful for edgeguarding; the melon travels in a slight arc slowly, helping for approach tactics and allowing Pac-Man to run up and grab it before it lands; the Galaxian takes some shuttle loops through enemies until it leaves the stage or hits a wall (the latter case will cause it to drop as an item); the bell moves upwards in a high arc before suddenly pausing, dropping down, and bouncing forward thrice, with each hit paralyzing any opponents in its path; and the key boosts forward at an intense speed, dealing massive damage and knockback to enemies. All Bonus Fruit will remain on the stage for three seconds before disappearing, allowing Pac-Man (or an opponent) to pick them up and use them again as often as the player desires, but only one Bonus Fruit can be available on the battlefield at a time.


Side Special
Rev Roll
Pac-Man repeatedly dusts his feet along the ground rapidly, charging up a powerful rolling attack that is capable of knocking opponents far. Holding the button down will charge up the attack further, and after three seconds, it will reach its maximum speed. Bumping into a wall while using the Rev Roll will cause Pac-Man to bounce off with his "jump" animation, allowing him to use his other attacks like usual.


Down Special
LOOK! / Fire Hydrant
Tilting the control stick down while holding the special attack button will cause Pac-Man to take on a form reminiscent of his more recent design in media like Pac-Man Party, complete with the blue eyes, as a comic book-esque speech balloon displaying the word "LOOK!" pops up above his head; tilting to the side will cause him to run in the specified direction, fumbling as he rams into and passes through opponents, dealing slight diagonal knockback as he moves along. He will stop at edges so he doesn't fall off, but he will be left vulnerable to any attacks. His down tap special causes him to enter his Pac-Land form, donning a fedora with a white feather with his overall design resembling that of Hanna-Barbera's Pac-Man cartoon, as he drops a fire hydrant below him. The fire hydrant can be used as a meteor smash from above, or as a powerful projectile from the top of a steep incline, and once it lands, it will shoot water from the top or from both sides, depending on Pac-Man's relative position. After taking at least 13% damage from attacks, the hydrant will be launched in the direction of the last attack it took, with a comparable angle and speed to said attack, knocking back anyone it comes into contact with.


Up Special
Pac-Dot Chain / Pac-Jump
With an upwards tilt, Pac-Man will spawn a chain of Pac-Dots above him and morph into his classic "ball" form as he moves through the chain and eats the Pac-Dots, thereby gaining super armor and hitting anyone in the path of said chain. The direction of the Pac-Dot chain can be altered with the control stick, and the move is quite useful for recovery overall; however, if Pac-Man gets hit before the chain is complete, the large red Pac-Dot at the beginning will drop and can be used as a projectile item, with all the normal Pac-Dots after it becoming food items and healing 1% damage each. With a tap, Pac-Man will spawn a blue trampoline below him and bounce off of it in his ball form; he can bounce off the trampoline two more times (represented by a change of color to yellow, then red) before it breaks and leaves him helpless, with each extra bounce taking him higher. Other fighters can use the trampoline as well, but their available bounces will not affect Pac-Man's; they can also damage the trampoline with any attacks and possibly destroy it in the process. Pac-Man's chomp after bouncing off can deal a bit of damage to enemies until the jump reaches its highest point.


Final Smash
Super Pac-Man
Pac-Man tosses a massive Power Pellet in front of him, and if it hits an opponent, he pauses and shifts from his Pac-Man World design to his more recent Pac-Man Party design, then to his Hanna-Barbera/Pac-Land appearance, and finally morphs into a large version of his classic Pac-Man sprite before dashing into the Power Pellet and eating it. Afterwards, he will immediately start boosting in a straight line around the stage, with the player being able to alter his path as he munches on opponents, launching them and gaining a red tint after a short time to deal even more damage, and eventually slowing down before returning to his standard form.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Spin Attack
Crash unleashes his iconic Spin Attack, which can be spammed, although its damage output will decrease the longer he uses it. If used in midair, Crash will hover slowly and can move in either direction as a means of horizontal recovery. If you use the slide attack, then jump and follow it up with the spin, the momentum from the slide attack will take Crash far.


Side Special
Polar Rush / Wumpa Bazooka
Crash's hold side special will have him whistle for a small polar bear, who will come out of a time hole and dash in the direction he is facing. Crash can ride on Polar in a similar fashion to Villager's Gyroid, but he can also take damage and be stunned, like Duck Hunt's Wild Gunmen. In either case, Polar will knock opponents back a bit if he runs into them. Continuing to hold B during the Polar Rush will make them go faster, but if you're not careful, Crash could fall off a ledge and self-destruct. For his tap side special, Crash will pull out a golden bazooka, and the player can aim at any angle in front of him and press the special attack button to launch Wumpa fruit. Crash will be left completely open to enemy attacks while he has the bazooka out, but he can put it back at any time by pressing the side special input again or using a dodge or shield.


Down Special
Crates
Crash will immediately drop a crate below him. Usually, it will be a crate with a question mark on it, and if it ends up being broken by an opponent — including any projectiles they might use — they will be stunned for a brief moment. Every third crate will be a TNT crate that will start a three-second timer if hit, exploding at the end and knocking back anyone nearby, including Crash himself. Every tenth crate will end up being a Nitro crate that will immediately combust and launch anyone unfortunate enough to be nearby. There can be up to three crates on stage at a time, and fighters on the battlefield can pick up a crate and use it as a form of projectile item. Memorizing the pattern of the crates that spawn can be quite rewarding in the long run, with the move opening up potential for… "N. Sane" traps and combos.


Up Special
Warp Orb
Crash's Warp Orb is unique in that it warps him directly to the point where he was standing before he made his next move leading into the usage of the orb. The Warp Orb requires a couple seconds to charge up for the warp, and will only take Crash to the last point where he was standing completely still in an idle position. If off stage, Crash will continue to fall at the same pace regardless of when he pulls out the Warp Orb, so there is still a chance he could lose a stock.


Final Smash
Raining Crates!
GREAT …but you missed some boxes. Crash takes a Time Crate and attempts to hit an opponent with it by throwing it. If the hit connects, the opponent will suddenly be slowed down, and crates will come raining down on them, with a massive purple Infinity Crate slamming down at the end and exploding in a large batch of Wumpa fruit, which can be eaten as food items for a slight boost in health.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Breegull Blaster / Pack Whack
Kazooie shoots an egg out of her mouth, which can hit opponents. It won't deal a lot of damage, but it will make the enemy flinch once it hits them. Holding down the special attack button instead of pressing it will cause Banjo to immediately pick up Kazooie, holding her by the neck as she fires an onslaught of eggs. The overall lag of this move has notably decreased since Ultimate, and the firing rate of the eggs is higher. Additionally, Banjo can cancel out of rapid fire mode right away by using any of his other attacks. While split up, Banjo gains a different neutral special, in which he will swing his backpack around him, hitting opponents on either side and decreasing his fall speed for a brief moment.


Side Special
Banjo-Pilot
Replacing Wonder Wing from Ultimate, Banjo-Pilot puts Banjo & Kazooie in a small plane, allowing them to burst forward while inside of it. The plane's path can be angled up or down with the control stick, with the propeller at the front dealing multiple hits of damage as the plane itself moves on. The plane will take less damage than Banjo & Kazooie themselves, like Bowser Jr.'s Clown Car, but taking enough damage from enemy attacks will cause it to crash, leaving the duo virtually helpless until they land — however, they can use dodges to gain extra distance for recovery. This special move will not change when Banjo & Kazooie are split up, since they each have their own individual plane.


Down Special
Split Up
Kazooie leaps out of Banjo's backpack and can move around on her own. While the Split Up mechanic is in effect, using Banjo & Kazooie's Shield Special, Stop-N-Swop, will allow the player to switch between the two characters, opening up additional moves for Kazooie. While split up, Kazooie is notably more nimble and Banjo becomes lighter, but they still share the same damage percentage and Kazooie is more vulnerable to attacks overall. Using the Down Special input again will have Kazooie return to Banjo's backpack.


Up Special
Shock Spring Jump / Pack Jump / Leg Spring
While together, Banjo & Kazooie will launch off a Shock Spring, with the bounce going higher depending on how long the attack is charged. They will not be rendered helpless, and can instantly follow up the recovery with their other moves. While split up, Banjo will not be able to bounce into the air, but he will swing his backpack to push himself up, essentially gaining an extra jump; Kazooie, on the other hand, will be able to propel herself much higher at the expense of being virtually helpless until landing — unless she uses a dodge, in which case she will flap her wings go farther than usual.


Final Smash
The Mighty Jinjonator
Banjo & Kazooie summon a giant Jinjo Statue, and if it hits anyone as it comes out of the ground, the Mighty Jinjonator will unleash a flurry of attacks on the opponent(s), finishing them off with a final blow that can KO at medium percentages.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Transform
While holding the special attack button, pressing up, down, or left/right will cause Shantae to transform into a Harpy, Elephant, or Monkey, respectively. The Harpy gains a boost in attack power and aerial mobility; the Elephant gives her a slam attack and increased knockback output on opponents at the expense of a notable drop in speed; and the Monkey grants her a quick dash attck and a boost of speed, allowing her to cling to walls, in exchange for higher knockback from opponents' attacks. In any case, using Shantae's other specials will cause her to morph back to normal.


Side Special
Dryad Groove
Shantae briefly transforms into the tree-like Dryad and charges an attack using oranges. The attack can be charged for up to two seconds; quickly releasing the attack input after using it will cause her to launch a single orange towards the opponent, dropping to the ground upon impact or after about 1.65 seconds in the air and allowing Shantae (or any nearby opponent) to pick it up as a food item for healing. About one second of charging will spawn three oranges, dealing multiple hits to the opponent. A full charge will make Shantae launch an explosive orange that acts as a bomb.


Down Special
Pike Balls
Shantae can charge for up to three seconds, with each second granting her one Pike Ball. They will act as a sort of shield similar to Mega Man's Leaf Shield, and although they can not be shot forward like said leaves, they deal a decent amount of knockback damage and using any transformations will retain the Pike Balls.


Up Special
Cannon Jump
Using a cannon, Shantae shoots cannonballs below her, propelling herself into the air while simultaneously being able to stop opponents in their tracks. This attack is très useful as both vertical recovery and an edgeguarding tactic, but Shantae can only shoot up to three cannonballs before ending up helpless and falling right back down. The first and second cannonballs can lead directly into additional attacks, but the cannon will not reset until she lands.


Final Smash
Dance Through the Danger
Shantae does a slow dance as exotic music begins to play, and creates a force field that blocks projectiles and puts opponents within its reach into a trance, slowing them down and lowering their jump height. Timing button presses to the rhythm of the music increases the force field's range, and as the music ends, the barrier shatters, launching opponents away from Shantae.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Liner Shot
Zizou launches a burst of magical energy in the direction she is facing. As she lands more hits on opponents, the Liner Shot will upgrade into two shots, then three, and finally three red shots that deal massive knockback. However, these shots become weaker the more she uses them, and taking damage herself will cause them to downgrade.


Side Special
Comet / Hyper Dark Arm
Zizou fires an energy burst that moves in a wave-like fashion. If she has taken at least 80% damage, tapping the control stick to the side while using the special input will have her use her Revenge Magic and launch several arrows of energy at the opponent.


Down Special
Bound Ring
Zizou tosses a Bound Ring, an attack learned from the information broker Blad. The ring splits into two more rings that zoom forward, and eventually split into three, with the middle rings flying towards the opponent's position.


Up Special
Upper Tornado
A move learned from Stoj the fairy. Zizou spawns a small tornado underneath her, and it launches her upwards as it pulls opponents and does the same to them, giving her an opportunity to use aerials against them while they are in midair.


Final Smash
Unlimited Zizou
Based off her boss battle in Riva's story, Unlimited Zizou has the magic goddess create multiple bubbles that pop and spawn circular formations of spikes that surround the opponent(s) and zoom into them, sending them flying.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Fists of Fury / Shiva Swords
A simple press of the special attack button will bring out Jenny's giant Fists of Fury, increasing her damage output at the expense of more start-up lag and an increased rate of battery loss. Punching a wall will cause her to bounce off for a boost of aerial mobility. Another press will revert her fists to normal status. If the player holds the button down, Jenny will sprout four extra arms and form silver spinning blades as she slowly hovers forward until the player lets go.


Side Special
Extendo-Grab
Jenny reaches out about half the distance of Final Destination with her extendable arms and attempts to catch an opponent. This move has notable start-up lag, but coming into contact with the opponent will trigger a command grab that can be followed up with throws, pummels, and any other attacks, with Jenny's arms still extended and enabling continued attacks from a distance as they return to their standard position. If Jenny takes a hit while her arms are reaching out (including from above the arms themselves), they will droop, and it will take a moment for them to return depending on how long they have extended. The move can be cancelled by using the side special input again.


Down Special
Jenny Decoy
Jenny takes a quick hop and spawns a rubber decoy of herself where she was initially standing, with Jenny herself still attached to it. The decoy can take up to 15% damage before deflating, and it can be used to trick opponents when they are coming close for an attack. However, opponents can deal damage to Jenny's extended arm while it is attached to the decoy, and it will deplete her battery power a bit faster.


Up Special
Drill Hair Charge
Jenny's pigtails curl up into a large drill on her head as she propels herself into the air diagonally. The drill deals multiple hits and has a sweetspot at the tip, but can only be used once, and Jenny will simply fall if she takes damage at any point besides the drill itself.


Final Smash
Turbine Hair
Jenny's pigtails morph into massive turbines that don't deal damage, but will push opponents far away rather quickly if they are caught in her path. Like the Inkling's Killer Wail, the turbine hair can be aimed at any diagonal. Opponents can escape the turbine with any recovery tactics they might have, but Jenny can aim at a full 180 degrees.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Explosion Potion
Sucy pulls out a glass bottle containing an explosive potion, and the player can set the arc she will throw it. The higher and wider the arc, the larger the explosion radius will be, but be careful — Sucy will take damage from the explosion if it is too close.


Side Special
Poison Gas Potion
She slings a bottle of poison in front of her. If she manages to hit an opponent, they'll gain the poison effect; if not, she'll end up hitting herself with it and get the same effect.


Down Special
Transformation Spell
Holding down the down special input concentrates the spell, and after two seconds Sucy will transform herself into a mouse and can escape several attacks briefly thanks to her size — even smaller than Baby Yoshi. If she is interrupted, though, she'll end up with mouse traits and her attacks will be notably weaker for a short time.


Up Special
Pyro Booster Broom
Sucy starts floating forward on her broom and pours a potion on it that propels her forward. She then takes a swift curve into the air, and holding the input will take her higher faster. Go too fast, though, and she'll fall off in a helpless state.


Final Smash
Cockatrice
Sucy tries to ensnare a nearby opponent in vines. If she succeeds, she yells out "Kutchu katela flala", and the serpentine chicken beast Cockatrice stomps towards her. She then pushes the trapped fighter to face it, and the Cockatrice petrifies them with its poisonous breath and crushes the stone, instantly KO'ing them as it turns away.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Standard Special
Web Shooter
Spider-Man launches a web from the device on his wrist. Tapping the special attack button will have him fire a single web shot that can be used to trap opponents and slow them down, while holding it will launch a longer string that he can use to swing into opponents, pull himself back onto the stage after falling off, or latch onto nearby enemies and items. The webs have many possible uses, and learning their ins and outs will help you dominate the battlefield.


Side Special
Charge Jump
Holding the side special input will charge a meter showing below his icon, and releasing it will have him launch forward in the direction he is facing. The Charge Jump can be chained into web moves and aerial attacks, and Spider-Man can continue to use these jumps for as long as his jump meter lasts.


Down Special
Spider Sense
If timed right, Spider-Man will quickly block an enemy attack, stunning them and allowing him to freely attack them.


Up Special
Suspension Matrix
Spider-Man places a Suspension Matrix that launches him upwards. He can use this gadget to gain extra aerial distance or even against opponents so he can kick them around in the air.


Final Smash
Maximum Spider
Pulled from the Marvel vs. Capcom series, Spider-Man's Final Smash has him trap nearby opponents in a massive web ball and punch and kick them in rapid succession.

Wireframe Fighters

Dualité Super Smash Bros. Fantendo – Wiki Nintendo FanonÉtapes

Dans Super Smash Bros. Duality, each stage has five layout settings:

  • Ordinaire, which keeps the stage in its original format, gimmicks and all (unless gimmicks are switched off);
  • Gros, a larger version of the stage with more platforms and more space for up to 12 players;
  • Alpha, a Battlefield-based layout set up with a single large platform and three semi-solid platforms above it, forming a small triangle;
  • Gamma, a layout based on Meta Crystal from the original Super Smash Bros., with a smaller main platform and a single semi-solid platform above it;
  • et Omega, with only one large platform to fight on and nothing else, based on Final Destination.

Returning Stages

New Stages

ÉtapeDétails
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Meta Crystal appeared in the original Super Smash Bros. game for Nintendo 64, and players encountered Metal Mario here in Classic Mode. Now, for the first time ever in Smash history, players can choose to fight on this stage whenever they want.

Meta Crystal is smaller than most stages, with a sort of wavy bridge serving as the main platform and a semi-solid lantern above it. Due to its small size, it can be a lot easier to knock opponents off the edge.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

When Bowser took over back in Super Mario Excursion, Neo Bowser City became the capital of Mushroom World and his primary base of operations. Battles on this stage take place in Bowser's neon castle, where players fight on two stone pillars and a large, silver hovering platform in between them. Occasionally, a Blarrg will jump out of the lava beneath the silver platform and crush it, forcing fighters to balance on the pillars.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Marina Stadium is Mushroom World's most popular tennis court, located near the Kingdom of Bask. Players compete on the Hard, Clay, and Grass courts found inside the stadium, and some matches take place at night for a dazzling experience.

During battles on this stage, a Koopa Troopa and a Paratroopa will be competing in a singles match. They will hit the tennis ball back and forth, dealing damage to anyone it hits. The ground will shift between the Hard, Clay, and Grass courts every once in a while; the ball will bounce higher and deal more damage on the Hard court, move a bit more slowly on the Clay court, and move faster but deal less damage on the Grass court.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

After a long journey alongside Baby Mario, Yoshi finally arrived at Bowser's Castle, where Kamek the Magikoopa cast a spell on the Koopa prince to transform him into a giant monster for a last battle against them.

This stage takes place on a Final Destination-like platform as Baby Bowser stomps towards it, spewing fireballs that will launch fighters if they hit them. Debris will occasionally fall as he stomps, creating holes in the floor that you can fall through. Once Baby Bowser gets close enough, he will smash his hands on the floor and try to hit the fighters; you can keep him away by catching and throwing giant eggs carried by Baron von Zeppelins floating around the stage.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Moonlit Grotto is an underground dungeon on Crescent Island. On this stage you'll mostly fight inside the dungeon in the present time; this part of the stage is shown as a dimly-lit open room, and moths will sometimes swarm the area, dealing slight damage to fighters with every touch. When you hear the Tune of Ages playing on a harp, that's when you'll be warped into a much more dangerous area — the Sea of No Return in the past, where a flood will cover the tomb and you must keep your feet on the small platform in the middle lest you get sucked up by whirlpools and raging currents. A reprise of the Tune of Ages will send you back to the present Moonlit Grotto.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Lavender Town is a town in Kanto that was widely known as a final resting place for deceased Pokémon before being upgraded with modern technology and a radio tower. The ghosts of these dead Pokémon began haunting Lavender Town when Team Rocket disturbed them… but now that construction after the fact has led to the destruction of their graves… they're not done yet…

Dans Duality, Lavender Town is essentially a blend of its modern infrastructure in later games and its ominous aesthetic from the original Gen 1 titles. Fighters have their battles on the roof of the radio tower, which can be destroyed via interference from attacks, causing them to fall down to the control room where they will slowly take damage from a ghostly mist. In this case, players will have to stay in the air or risk greater knockback from even the slightest of attacks.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Flat Zone 3 features an entirely new ensemble of Game & Watch games that fighters transition through in matches on the stage.

  • Vermin takes place in a garden, and moles will pop out of the ground, launching fighters if they touch them.
  • Parachute puts fighters on a boat surrounded by by an ocean. Falling in the ocean will cause you to be bitten by a shark, launching you vertically.
  • Oeuf brings you to a hen house at a farm, where you must dodge the falling eggs as well as an anthropomorphic fox who tries to catch them.
  • Turtle Bridge requires fighters to balance on a line of five turtles at a river, and touching the water will cause them to take damage. A turtle may dive underwater to catch fish swimming by.
  • Fire Attack takes you to an Indian fort, where you will need to dodge firesticks thrown down by Indian chiefs.
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

This stage takes place on the rooftops of Studiopolis, a TV/movie studio city owned by Dr. Robotnik. Characters can bounce on Bumpers, teleport to the stage's "background" via satellite (a la Jungle Hijinx), and leap between the rotating platforms.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Dans Pac-Man World 2, Pac-Man went on a journey to Ghost Island to defeat Spooky, a ghost lord who sought to eradicate the Pac-People and rule the world. On his quest, he bounced on trampolines in the jungle, skated down frozen rivers, and leaped over pits of magma to gather the five Golden Fruit, which held Spooky in his prison underneath their tree.

Pac-World is an auto-scrolling stage, taking fighters throughout the various regions of Pac-Land, including the Pac-Dot Pond, the B-Doing Woods, Avalanche Alley, and Magma Opus, before eventually crossing the ocean and arriving on Ghost Island. Each region has their own obstacles to avoid.

Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon

Scuttle Town is a fishing port town and home of Shantae and her friends. Shantae works here as the town's Guardian Genie, and lives in her personal lighthouse just off the coast. Over time, Scuttle Town has faced many types of disaster, usually ending with buildings burning and Shantae being fired from her hero position until she can once again prove herself worthy.

Scuttle Town is a large stage on par with New Pork City and Palutena's Temple. Battles take place in the town square, where fighters can navigate the Dance Parlor, the Relic Hunter Expo Hall, and the imperial palace's throne room in the middle via semi-solid platforms. Shantae's lighthouse can be seen in the distance, and when you see explosions on the bridge leading to it, it is a sign that Risky Boots's pirate fleet has arrived. When this happens, cannon balls are launched at random points on the stage (revealed by aiming reticles).

Articles

Image and NameLa descriptionImage and NameLa description
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo FanonDualité Super Smash Bros. Fantendo – Wiki Nintendo FanonThese boxes can be opened with attacks, and will grant you a special item depending on the icon it displays.
  • le Super Sneakers will increase your speed for a limited time.
  • le Energy Shield will block damage, but will only take ten hits before dissolving.
  • le Flame Shield will block all fire-based attacks, but dissolve upon five hits or an electric/water attack. If you press the top action button plus left or right in midair, you will get a short boost in the specified direction.
  • le Lightning Shield blocks electric attacks and will dissolve once you take eight hits or a fire/water attack. You'll also get an extra jump, which can be useful for vertical recovery.
  • le Water Shield blocks water attacks, but not fire/electric attacks. Your down smash will be replaced with a sort of bounce attack. This shield dissolves after three hits.

Assist Trophies

Image and NameLa descriptionImage and NameLa description
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo Fanon
Dualité Super Smash Bros. Fantendo – Wiki Nintendo FanonCaractéristiques supplémentaires

Resistance Calls

Resistance Calls are this game's Smash Taunts, succeeding Codec Conversations and Palutena's Guidance from past installments. They can be activated by Sonic on an unknown stage.

Go to this subpage for details.

Galerie

An official gallery of artwork made for the game.

Logos and Boxart

Trivia

  • Development for Duality began around the same time as Ultimate, and they initially had the shared goal of bringing together all veterans and retaining as much content from past games as possible while also bringing in some new features. This was purely coincidental, though, and the director of Duality has taken some steps to further differentiate it from Ultimate.

Crédits

  • Super Mario Excursion created by Krexxal (t∣b∣c).
  • Baby Yoshi render made by Pokerninja2 (t∣b∣c), based on his appearance in Tetris Attack.
  • Exotoro (t∣b∣c)'s Veran moveset used with her permission.
  • Shadow stock icon made by Ziegs (t∣b∣c).
  • Holly Lingerbean stock icon made by Fire Scyther (t∣b∣c).
  • Remix for Koopa's Road composed by AdulescensFMusic.

Start a Discussion
Discussions about Super Smash Bros. Duality

Laisser un commentaire

Votre adresse de messagerie ne sera pas publiée. Les champs obligatoires sont indiqués avec *