Newcomer: Nightmare

A Tale that Transcends Time and the World. The World has grown darker and eviler and that much more enjoyable. Thunder clouds rumbled across the church ruins and Lighting seared across the sky. The Azure Knight looked up to the sky, drinking in the shadows and spotted; within the darkening vortex: a floating mechanical isle. The Azure Knight could feel the evil within and desired it; he salivated at it. He wondered what kind of soul the isle held. He accepted the evil that flew out forth from it but hid his desire: to devour it. Within the darkness of the mechanical isle, he felt such evil and fear and it nearly drove him insane from hunger. But he was promised so many souls to feed on that he wouldn’t be hungry for centuries.

Darkness lifted and the smoke encircled around him. He touched on the ground; a new ground he never felt before and looked on. He could feel all the souls and all ripe for the taking. The soul of the mechanical isle was puny compared to these Universes souls. But ahead of him were puny creatures; weak and small, unfit for fighting. Yet, they challenged him and this cause shim to laugh.

“And so the Nightmare Begins” He laughed in a mocking snicker and made forth to attack; his Soul Edge in hand.

Nightmare from Soul Calibur II

Name: Nightmare

Universe: Soulcalibur

Debut: Soulcalibur (1998)

Element Alignment: Dark

Affinity: Bad

Reason for Fighting: Hatred

Nightmare hails from the Soulcaliber series from Namco. He has played as the antagonist since the first Soulcalibur where he uses super natural powers and skilled sword fighting abilities. He wields the Soul Edge, a cursed sword that can trap people’s souls. The sword itself is parasitic and drains the life of those it kills in exchange for draining the life of the wielder. Nightmare seems to be able to handle the swords powers. Nightmare brings the hellish blade and his supernatural into SSB4 and as the games leading antagonist and devourer of the Universes Soul. He is responsible for setting the games events into motion.

Nightmare’s Stats

Power: *****
Weight: *****
Defense: ****
Speed: *
Jump: **
Recovery: **
Element: ***

Nightmares jump, speed, and recovery stats are horrid but his highest stats is his power, weight, and defense. He can take a large amount of abuse while still standing. However, he has a hard time fighting against faster enemies. In order to do enough damage on Nightmare though, the opponent has to hit quick and hard because once Nightmare’s blade connects, it will be hard to get back into the game.

However, playing as Nightmare can be fairly difficult. Nightmare wields the cursed blade, Soul Edge, which drains the wielders health in exchange for power. Likewise, the sword causes Nightmare 6 damage every 6 seconds which can cause Nightmare 60% damage every minute. That might seem like a bad idea but like Lucario, Nightmare’s physical attack increases by 5% for every 20% damage he receives after passing 150% damage. So basically, his neutral B attack, Blood Lord’s Invasion does between 20-37% damage. However, if Nightmare passes the 150% damage mark, the attack goes up 5% for every 20% damage he takes. So if Nightmare is at around 230% damage, he can deliver between 45-62% damage from his Blood Lord’s Invasion technique. This also applies to his Final Smash, Final Melee, and Final Brawl. This is where Nightmare’s true strength lies: an all-out offensive without thought of defense.

Nightmare’s Special B Moves Set

  • B – Blood Lord’s Invasion
  • Side B – Night Regnum
  • Up B – Cannonball Splitter
  • Down B – Soul Drain

The Final Trio

    • Final Smash – Dark Reconquista
    • Final Melee – Critical Edge
    • Final Brawl – Soul Stake


Blood Lord’s Invasion is Nightmare’s Nuetral B move. It is a chargeable move that causes Soul Edge to surround itself in dark magic and then be smashed over the opponent. If Nightmare charges it for too long, Soul Edge will drain his health adding 15% damage to Nightmare. It can be charged for 5 seconds and does between 20-37% damage to the opponent with an additional 2% damage with the right perks.. It is very similar to Ike’s Eruption attack but does more damage to Nightmare when released at it’s fully charged state.  Nightmare has Super Armor while delivering the attack.

Dark Regnum is Nightmare’s Side B move. Nightmare reels back and swings his sword in a almost 360 degrees and launching the opponent in the air. Nightmare can charge it up but charging it fully/failing to hit will cause Soul Edge to add 10% damage to Nightmare. It does between 30-40% damage. Useless in midair unless timed perfectly. It has a horrible ending lag but does a lot of damage. Extremely high vertical knockback and KO potential.  If down in Mid Air, he cannot do it again but he can double jump or do an Up Recovery move.

Cannonball Splitter is Nightmare’s Up B Recovery Move. Nightmare flips forward, brings his sword, and uses the momentum of swinging the sword down after his flip. Can do up to 4 hits. The first hit is the first flip with does 3% damage, the second hit is the sword being brought up from the back and does 5% damage, the third hit is the beginning arc of the sword slash that does 12% damage and the last hit is the sword smash down which does 18% damage. Altogether it can hit for 38% damage. A decent recovery move but has a start up and ending lag animation. Nightmare has Super Armor during the course of the attack.

Soul Drain is Nightmare’s Down B attack and one of his most useful techniques. Since Nightmare constantly racks up damage, his Down B move can cause damage to decrease by absorbing others health. However, this can only be done by holding the opponent. Nightmare grabs the opponent, much like a grab, and begins draining the opponent of health. The opponent can struggle and break free of his grip or Nightmare can be attacked. Any attack can cause Nightmare to lose his grip. He absorbs 4% damage for every second and can only absorb for 6 seconds thus absorbing 24% damage at a time. This can be very useful in duels but can be problematic in group battles since he is unguarded at this time.

Dark Reconquista is Nightmare’s Final Smash.  The eye begins sucking in energy all around him and Nightmare heaves up his massive sword, which has grown twice his size, and smashes down on his opponent with extremely high damage. It can do between 65-70% damage. It has very high knock back; both vertical and horizontal and will OHKO anyone past 10% damage save the most heaviest characters.

  • Beginning Cinematic: The eye in Soul Edge opens up and begins looking around chaotically.  Dark energies begin to wrap themselves around Nightmare and he explodes in a dark and purple aura of energy.

Critical Edge causes Nightmare’s body to begin sparkling with electricity and dark magic, much like how the Unblockable ability is in Soul Calibur. It gives Nightmare an added 6% attack damage, 6% attack damage resistance, 6% speed increase in his attacks, and 100% Super Armor. Nightmare’s damage system does not take affect here due having past 100% damage does not increase Nightmare’s attack damage percentage. As well, simply standing next to Nightmare results in 1% damage per hit due to his unholy aura. It can shatter shields within one to three hits; depending on the attack and if charged.  He can use any of his attacks besides his Final Smash and Final Brawl. If he falls of the stage and does not recovery, he can be KO’d and thus lose his Final Melee.

  • Beginning Cinematic: Nightmare takes out his monster-like hand and grips it.  He then holds it aloft and a dark aura pulsates forth.

Soul Stake is Nightmare’s Final Brawl.  Nightmare raises his fast and begins to glow with a dark purple energy.  It channels from his arm to the sword and travels to the eye.  The eye blinks open and starts to shake violently.  It starts releasing pulses of dark energy which then shoot out and creates a massive dome-like explosion.  It deals very high vertical and horizontal knock back and does 68-70% Dark damage.

Proposed Stage: Fated Encounter

Proposed Taunts

  • Left Side – He raises his hand in the air and grips it. Dark magic surrounds it as he says “The Nightmare has only just begun”
  • Right Side – He slams his sword into the ground, holds it by the hilt, and laughs menacingly.
  • Up – He raises slightly off the ground says “Soul Edge!” and throws out his hands. A purple aura shoots out and can damage nearby opponents for 1% damage,
  • Down – Nightmare stands up with his sword pointing downwards. Tira then appears out of nowhere and they both laugh at the opponents. She then disappears.

Proposed Winning Poses

  • Nightmare swings right, turns and swings left, and then faces the camera and says “Taste fear!” Similar to his winning pose in SCII.
  • Nightmare raises his claw-hand in the air and shakes it. A swirl of dark magic swells around it and he says “Hurry, give me more souls!”
  • He reels back and then heaves his sword up above his head and stops. He then says “I will show you the greatest nightmare!”

Proposed Stage Entrance

  • The eye of Soul Edge appears and from it Nightmare. A dark magic aura pours from his body.

Audience Cheer

  • NIIIIGHTMARE!!! NIIIIIIGHT!MARE! NIIIIGHTMARE!! (a male cheer in a guttural Death metal grow)

Kirby Hat

  • Nightmare’s helmet, red hair tassel, and miniature version of the claw-arm.

Idle Animation

  • Shakes his sword up and down and then resumes his fighting stance.
  • Lets go of his sword with one hand and raises it and shakes it. He then regrips the sword.

Proposed Palette Swap

  • Purple Nightmare –  Resembles Ivy‘s color scheme.
  • Flesh Nightmare – Resembles his 2P costume from SCII.
  • Red Nightmare –  Resembles Taki’s color scheme.
  • White Nightmare – . Resembles Sophita‘s color scheme.
  • Yellow Nightmare – Resembles Yoshimitsu‘s color scheme.
  • Black Nightmare – Resembles Mitsurugi‘s color scheme.

Proposed Buy-able Costume

Legends Nightmare (from Soulcalibur Legends)

  • Attributes: His damage resistance increases by 10% but his damage attack decreases by 4%, his element increases by 2%, his speed decreases by 2%, and his defense decreases by 2%.

Nightmare’s Moveset

Ground Attacks

  • Neutral attack – Quick horizontal slash. Slow ending lag. If A is hit again, he does a even quicker horizontal slash with literally no ending lag. First attack does 15%  and the second hit does 7% damage. Resembles Quick Temple Buster.
  • Dash attack – Runs forward and swings his sword upward in a almost 360 degree circle. Very high knock back at high percentages. Slow start up and ending lag. Does 22% damage. Resembles the Crimson Vortex.
  • Strong Side – Swings his sword down and smashes it into the ground casuing opponents to bounce off from the ground. High vertical knockback damage. Does 18%. Resembles the Death Smash.
  • Strong Up – Uppercuts the opponent with his claw. Does 14% damage. Resembles the Upper Claw. Quick and moderate ending lag.
  • Strong Down – Swings his sword down and cuts at the opponent at their feet. Can meteor smash hanging opponents but must be sweetspotted and hard to execute. Quick with no lag. Does 17% damage. Resembles Shadow Splitter.
  • Side Smash – Slightly dashes forward and swings his sword horizontally. A stronger version of his neutral. His sword is enveloped in dark magic. It does 18-22% damage. It has a long start up lag but a fairly quick ending animation. It has a high horizontal knock back and a far reach. Resembles Right Slasher.
  • Up Smash – Reels back and then swings the sword in a almost 360 degree circle while charged up with dark magic energy. Does between 20-28%. Resembles Ether Lord’s Carnage.
  • Down Smash – Slams his sword down into the ground with a fiery impact. Does between 19-26% damage. Can break shields fully charged but extremely slow start up lag. Resembles Soul Smasher.
  • Ledge Attack – Nightmare vaults himself into the stage and stabs at the opponents feet. Does 10% damage. Has a slow ending lag. Resembles the Dark Soul Impact.
  • 100% Ledge Attack – Crawls up, plows his shoulder into the opponent, and then stomps the ground. Both attacks do 8% damage. Low knock back. Resembles the Earth Trample.
  • Floor attack – Kneels up, crouches, and head butts the opponent. Does 9% damage. Resembles the Dark Head Upper.

Aerial Attacks

  • Neutral Aerial – Kicks the opponent with his leg. Does 10% damage. Resembles the Fatal Brave Kick. Low knock back but his quickest attack.
  • Forward Aerial – Swings his sword around in front of him. Can be angled downwards. Does 15% damage. High horizontal knockback but low landing lag. Resembles Fatal Spin Slash.
  • Back Aerial – Drop kicks behind him. Can be sweetspotted. It does 18% damage, 22% damage if sweetspotted. It has a slow start up leg and hard to execute sweetspot. Resembles Drop Kick but reversed
  • Up Aerial – Flips around and swings his sword over him and down. Has a very slow ending lag. Does 18% damage. Resembles Flying Edge. Very high horizontal knockback.
  • Down Aerial – Attacks once with a upward swing and then swings down, smashing opponents to the ground. Highly successful meteor smash. The first attack usually catches the opponent in midair. First attack does 10% while the second attack does 12%. Resembles Death Horn Charge.

Grabs & Throws

  • Pummel – Slams the swords hilt. Does 3%. Fairly slow. Resembles Bloody Hilt.
  • Forward Throw – Punches the opponent and then slams his sword down on them into the ground. Does 15% damage. High knock back and KO potential. Resembles Soul Devour.
  • Back Throw – Basically the same thing but instead of punching, Nightmare throws them behind him and slams the sword down. Does 13%. Lower KO potential then the Forward Throw.
  • Up Throw – Grabs the opponent by the legs and tosses them into the air. Very low KO potential or knock back. Does 6% damage. Resembles Flap Jack.
  • Down Throw – Drives the opponent to the ground and slams his sword hilt into the opponent. Low knock back or KO potential. Does 14% damage. Resembles Witch Hunt

My Thoughts

Ok, I know I am stretching it here you must be wondering “What the hell is this guy doing?” However, let me explain why I decided to add Nightmare to my roster as well as the first 3rd Party character to be released by me.

1. I wanted a evil character. A truly evil character that can strike fear into opponents. Ganondorf, Ridley, Demise, Giga Bowser, and others seem evil but, they didn’t cut it in my opinion. I wanted some one truly evil to further the story.

2. I wanted a evil 3rd party character. I went through several characters such as Sephiroth (FF7), Yggdrasil (Tales of Symphonia), Dracula (Castlevania), Wesker (Resident Evil), Dr. Wily (Megaman), and many others but I felt none contained that fear factor that I desired.

3. I wanted a heavy sword fighter that looked bulky and acted bulky but was strong. Ike to me does not seem like a heavy sword fighter. He is but he lacks the heavy armor. The Black Knight from Fire Emblem was originally going to fill this roll.

4. Lastly, I wanted a character whose damage percentages constantly increased but you were able to decrease it with a move. I wanted a really technical fighter who could give out punishment.

Thus, I turned to Nightmare, a personal favorite of mine from the SC series. I soon began to like the idea which turned into loving the idea of such a hellish villain in a SSB game. Thus, I started to craft him into the story of being the series main antagonist and the villain who fights in place of his master or the mechanical floating isle that I have mentioned in almost every character post.

I envisioned Nightmare has a really heavy sword fighter whose attacks could cause OHKO or extremely high damage but hard to execute and connect. Additionally, I wanted him to increase in damage as he fought so that is why I added Soul Drain to allow him to steal a small amount of health back. Ideally, you would want to fight as Nightmare with high HP since he is very hard to juggle, combo on, or KO under 200% HP. That is why I added two attacks, Blood Lord’s Invasion and Dark Regnum to add damage if fully charged thus contributing to this damage theory. I was really happy how Nightmare turned out and fleshing out his details took around two days to complete. I decided to go with his SCII design since that was the first SC game for Nintendo and more easily identifiable then his SCL design.

Chances of being in SSB4

.05% – I highly doubt Nightmare will come to SSB4 in any form so this was merely a wish on my part as well as to continue my story mode idea. If any characters from Namco would make an appearance, it would be Pacman or Lloyd Irving from the Tales of Symphonia game. Both have a deeper relationship to Nintendo then Nightmare does.


The Nightmare Begins….

Today, the light will falter

Tonight, darkness will conquer

Tomorrow, the day will never come

And in the darkness, those weary souls will find rest in the Void.

Eternally Retold.

Gaur Plains

Gaur Plains from Xenoblade Chronicles

Name: Gaur Plains

Universe: Xenoblade Chronicles

Debut: Xenoblade Chronicles (2010)

Size: Large

Obstacle Level: 4 (out of 5)

Type: Stationary, Walk-off

Availability: Starter

Gaur Plains is the expansive region found in Xenoblade Chronicles. It contains many types of flora and fauna that can be dangerous for inexperienced players. The plains experience occasional weather changes such as rain and storms.


The fighting platform is a single long rock outcrop that expands over the plains overlooking the strange elongated rock out crops. The large broken rock formation that looks over the stage in the background. Long grass and mud covers the ground. Of in the distance, creatures and beasts prowl the fields. On occasion, giant apes appear in the stage. You can really seethe circle of live unfold here!

Obstacles and Movements

Gaur Plains has many dangers thrown into it. The first hazard that players will face are massive apes that lumber into the stage and strike players with their large fists. Each strike does 15% but they are slow and easily dodgeable. these apes will wander in randomly so they can appear at anytime.

The second hazard/obstacle is the rain storms can lash against the stage. This happens anywhere from a minute and 45 seconds to two minutes. Rain was crash against the stage creating mud and causing players to slip. It also pushes back players which depends on the direction of the rain.

The third obstacle/hazard is lightning that will strike the stage before, during, and after the rain storm. The lightning happens once or twice during the storm but can do 45% lightning damage if it connects and can easily KO players.

The fourth and final obstacle is the day ends and night comes to Gaur Plains. Here, the visibility is very low and it is easy to miss attacks or miss an opponent. The night sycles lasts two minutes and the day cycle lasts two minutes.

Overall, it is best you stay on your feet and constantly move on this stage.


Main Theme (Xenoblade Chronicles)
Gaur Plain (Xenoblade Chronicles)
Colony 9 (Xenoblade Chronicles)
Gaur Plain (Night) (Xenoblade Chronicles)
Crisis (Xenoblade Chronicles)
Sword Valley (Xenoblade Chronicles)
Gigantic Silhouette (Xenoblade Chronicles)
Mystery (Xenoblade Chronicles)
Forest of Nopon (Xenoblade Chronicles)
The God-Slaying Sword (Final Boss Battle) (Xenoblade Chronicles)


Large lumbering apes

My Thoughts

I had a hard time trying to decide on the ideal Xenoblade stage that captures the feel of the game. I was shocked by it’s expansiveness so I felt it would be best to capture that by using Gaur Plains as the backdrop of this stage. I have never played Xenoblade so I don’t know too much about this locale so any help would be great.

Chances of Being in SSB4

60% – This totally depends on if Xenoblade will be represented in SSB4. If so, I feel this is the stage that will be chosen to represent the series.

Sol Sanctum

Sol Sanctum from Golden Sun

Name: Sol Sanctum

Universe: Golden Sun

Debut: Golden Sun (2002)

Size: Medium

Obstacle Level: 2 (out of 5)

Type: Stationary

Availability: Starter

Sol Sanctum is the first dungeon of Golden Sun where Isaac and his group goes to find the Elemental Star Jewels. Sol Sanctum contains the Elemental Star Jewels as well as the Elemental Star Chamber which this stage is based off from. Only those with Psyenergy can pass through its doors and discover the secrets that lie inside.


Sol Sanctum is a mystic cavern that has a bluish glow to it that pulsates time to time. The main platform is a solitary standing rock that rises above the surface. Even the rock itself glows! In the background, rocks float past in the air. The background itself is black at the bottom but becomes bluer near the top.

Obstacles and Movements

After a minute, the left side of the magically detaches itself and slowly floats away but can still be jumped onto. Right after that, the right side of the rock breaks off and slowly begins floating away from the main rock. The result is three smaller platforms, two of which are floating. They come back magically together after a minute and the process begins again.


Sol Sanctum (Golden Sun)
The Elemental Stars (Golden Sun)
Mars Lighthouse (Golden Sun)
Venus Lighthouse (Golden Sun)
Issac`s Theme (Golden Sun)
Saturos Battle Theme (Golden Sun)
Kolima/Mogall Forest (Golden Sun)
Hopelessness (Golden Sun)
Doom Dragon Battle Theme (Golden: The Lost Age)
Felix Battle Theme (Golden Sun: The Lost Age)
Up The Magic Mountain – Air`s Rock (Golden Sun: The Lost Age)
Gaia Rock (Golden Sun: The Lost Age)
Tundaria Tower (Golden Sun: The Lost Age)
Boss Theme (Golden Sun: Dark Dawn)
Ascent to Apollo`s Lens (Golden Sun: Dark Dawn)
Matthew [Battle] (Golden Sun: Dark Dawn)



My Thoughts

As I mentioned when I updated with Isaac, I really wanted a Golden Sun character and a Golden Sun stage as well. I felt this was a suitable stage because it was the first dungeon, a unique and important area, and a important location within the plot.

Chances of Being in SSB4
45% – It will only appear in SSB4 if a Golden Sun character gets in. Much like Sin and Punishment, it has a 0% chance in Matthew, protagonist from Dark Dawn gets in SSB4 instead of Isaac.

Urban Ruins

Urban Ruins from Sin and Punishment: Star Successor

Name: Urban Ruins

Universe: Sin and Punishment

Debut: Sin and Punishment: Star Successor (2009)

Stage Size: Huge

Obstacle Level: 3 (out of 5)

Type: Stationary Platform, moving background

Availability: Starter

Urban Ruins is the first level of Sin and Punishment: Star Successor. It is a intense battlefield of broken and collapsed buildings, enemies, and explosions. Chaos replaces order in this war-torn urban battlefield and is a perfect backdrop for a epic battle in SSB4.

Appearance, Movements, and Hazards

The fight is battled out on a single, platform that fits four players comfortably. At the beginning of the match, the platform is raised up and speeds off down a broken down expressway.

Broken Down Expressway

The platform speeds down in very high speed while artillery blasts and buildings explode overhead. After 15 seconds, the platform appears as if it’s going to run right into a building, but at the last second, it cups up and the platform raises along the side of the building while going up. Everything becomes a gray blur as the building rushes past. The platform that jets over the building and a seen of war erupts in the background: lasers are flying everywhere, explosions, artillery, and chaos. The platform begins banking to the left and right but the players are fine and relatively safe unless they miss the platform as it banks. But suddenly, without warning, the platform does a barrel roll and the players are suddenly thrown into the air and must get back to the platform. Enemy fire erupts and temporarily cuts the players vision as it fires onto the platform. Fortunately, the enemy fire does not affect the players and it is only for show. Two enemy aircraft speed ahead and then do a reverse bank turn (ala Star Fox) and speed back into the camera, just missing the platform. The platform spots a enemy fighter and rushes down to follow it. It flips over causing the players to scramble for the right side of the platform.

The platform then rushes down back into the forest of dilapidated buildings and begins a high speed chase with a enemy aircraft ahead,. The swerves just in time to avoid a building. It does this three times before the enemy aircraft crashes into a building. The platform goes through the explosion and smoke which obstructs the player’s vision from the screen. The platform then crashes into a building and everything becomes black. The crash does not affect the players nor damage them. The platform crashes into the other end of the building and goes back to the street which then the entire stage re-loops.


Title Theme (Sin and Punishment: Star Successor)
“Hakai” Japanese Version (Sin and Punishment: Star Successor)
“Anakore” (Sin and Punishment: Star Successor)
System [MENU] (Sin and Punishment: Star Successor)
Kingdom (Sin and Punishment: Star Successor)
Setouchi (Sin and Punishment: Star Successor)
Discipline (Sin and Punishment: Star Successor)
Barrage (Sin and Punishment: Star Successor)
Risk Ones Neck (Sin and Punishment: Successor of the Earth)
Agave (Sin and Punishment: Successor of the Earth)
Solid Line (Sin and Punishment: Successor of the Earth)
Within Earshot (Sin and Punishment: Successor of the Earth)
Wait Soon Ripe (Sin and Punishment: Successor of the Earth)


Phoenix Keeper

My Thoughts

Thinking of a Sin and Punishment was fairly hard because, while a lot of the levels are interesting and exciting, they aren’t very iconic save for the navy battle in Scene 4 of the first game. I wanted a hectic level however, only visually. A Sin and Punishment certainly has the makings of a hazardous stage with enemy fire, explosions, and such but I wanted something more visually stimulating but simple game play hence why I opted to keep the players on a main platform as it speeds through the city ruins. Save for the stage spinning and banking, there aren’t too many hazards unless you consider the background hazardous for it’s chaoticness. I wanted the stage to zip and boost around turns and through the sky while avoiding enemy fire and explosions. I imagined something like the opening of Star Wars Episode 3; the space battle with Anakin and Obi Wan.

I wanted a stage that captures both games in a single stage so that is why I went with a Star Successor stage but chose to use a platform from the first game. I also always wanted a sad stage. I feel that this stage and the song “Anakore” conveys the sadness I desire by showing the horrors of war.

Chances of Being in SSB4

50% – If Saki is added to the game, a stage is a guarantee so whether it will be from the first or second game would be the deciding factor. If chosen to be from the first game, Urban Ruins has a 0% chance of being a second Sin and Punishment stage but it has higher chances if Skies Successor is chosen.

Bowser’s Castle

Bowser's Castle from Super Mario Bros. Wii

Bowser’s Castle from ?

Name: Bowser’s Castle

Universe: Mario

Debut: Super Mario Bros. (1985)

Stage Size: Large

Obstacle Level: 5 (out of 5)

Type: Stationary, Moving

Availability: Starter

Bowser’s Castle has appeared in many iterations of Mario: Super Mario Bros, Mario Kart, Mario Hoops, Mario Party, Paper Mario, and other game from the Mario franchise. Bowser usually schemes and plots from within the castle walls on ways to thwart Mario and steal Princess Peach from him. It usually has a dark and evil demeanor while surrounded by lava and storms. It is the last level in the Mario games and Bowser is usually fought here.


Bowser’s Castle is fought on one large floating platform that looks much like Final Destination. Underneath it is a pit of lava much like Super Mario 64.

Bowser Battle from Super Mario 64

However, much like in Super Mario 64, the stage will tilt when too many fighters are one side causing other players to slip towards the lava. Items also have an effect on this (crates, barrels, etc helps tilt the stage) as well as heavier assist trophies and Pokemon that stand on the stage. If a player falls into the lava, they receive 5% damage with every hit but no KO. However, is the stage is fully tilted, they are unable to get back onto the stage by grabbing onto the side so they must hop back onto the stage and try not to slide off. This phase lasts a minute and a half.

The second half is fought above the lava on six small stone islands that are directly above the lava. Players must fight on top of these islands. The background features a wide doom with statues of Bower pouring lava out of his mouth and Bowser Jr. Lavafalls come from the top of the screen in the background and fall into the lava pit below. Steam will rise up from the lava and cause heat waves to affect the game. The entire stage is bathed in a red glow. In the background, fiery rocks fall into the lava with great splashes of lava.

Obstacles and Movements

As said before, the stage will tilt depending on how much weight is put on each side. It creates for a very hectic and scrambling fight to not fall into the lava. However, the most dangerous and damaging part is the next phase.

An alert will found off and in 10 seconds, a fiery comet will crash down onto the stage dealing 15% damage against everyone who gets hit by it. Anyone hit dead on will receive 25% damage and high knock back. The stage will then begin to crumble apart and sink into the lava. This creates six small islands that players must fight on. At this point, small Podoboos and Fire Snakes will jump around the stage causing 5% fire damage when hit.

After a minute and a half, the previous platform will begin rising from the lava and the entire process will begin again. This stage can cause a lot of damage because of the lava, meteors, and enemies but it befits Bowser’s violent personality.


Final Battle (Super Mario Bros. Wii)
Bowser Battle (Super Mario Bros. Wii)
Airship (Super Mario Bros. Wii)
Koopaling Battle (Super Mario Bros. Wii)
World 8 (Lava) (Super Mario Bros. Wii)
Underground (Super Mario Bros. Wii)
Bowser’s Road (Super Mario 64)
Bowser’s Lava Lair (Super Mario Galaxy 2)
Bowser Jr.’s Fort (Super Mario Galaxy 2)
Final Boss (Super Mario Galaxy 2)
Bowser’s Castle (Super Mario Bros.)
Bowser’s Warped Orbit (Super Mario Party 8)
Bowser’s Castle (Mario Kart) (Mario Kart Wii)
Grumble Volcano (Mario Kart Wii)
Neo Bowser City (Mario Kart 7)



Fire Snake

My Thoughts

I have wanted a Bowser’s Castle since SSBM and I thought we would get it in SSBB but, it was absent again. Bowser’s Castle has been one of the most used locations from franchise and has appeared in the most spin-off games compared to any other location. It has played host to aboard game, a racetrack, a game of hoops, and many other things so why not fought on. Personally, I would have preferred Bowser’s Castle compared to Luigi’s Mansion (I still like Luigi’s Mansion though!) Let’s hope this stage appears in the next SSB4!

Chances in Being in SSB4

80% – It may seem high but this is a highly requested stage among the Smash community and if Luigi and Peach has their respective stages, why not Bowser. I felt Bowser’s Castle was an almost shoe-in for SSBB and it wasn’t in the game so it’s a possibility it may not be in it but Sakurai will want new ideas for Mario stages and he may (hopefully) look to Bowser’s Castle. It does have competition though from the Airship but I think Bowser’s Castle is the most iconic one.

Palace in the Sky

Pit and Palutena Artwork from Kid Icarus: Uprising

Name: Palace in the Sky

Universe: Kid Icarus

Debut: Kid Icarus (1986)

Stage Size: Large

Obstacle Level: 4 (out of 5)

Type: Stationary

Availability: Starter

Palace in the Sky is the seat of Palutena’s power in Skyworld. It is here that Palutena gives orders and where Pit is sworn to protect. The actual stage is Palutena’s Throne Room is which located in the Palace. The Palace in the Sky swarms with centurions and angels. The Palace itself retains the look of Skyworld with a lot of columns, buildings, and paved streets. It is a very old and beautiful palace adorned with flowers, trees, and fountains.


Palace in the Sky has similar architecture as Skyworld. It is in an ancient throne room with one long floating stone platform, two smaller floating platforms above it, and then a singular floating platform above those. It makes a triangle shape. Underneath the floating stone platforms are clouds with the same mechanics as found in Skyworld; where the stone platforms can break apart after receiving damage. However, unlike in Skyworld, the stone blocks that are above the main platform can be passed through.

Palutena and Her Staff

The background contains various centurions and angels flying back and forth. It contains a great stone dais with Palutena sitting high on her throne chamber. Behind her stand the statue seen in the Skyworld stage. Next to her are pillars of light that glow when Palutena stands up. When Palutena stands up from her throne, a bright light blue light builds up around her and stage. At this time, the stage is blasted with a holy bluish light that can damage players though Light element characters receive a quarter damage while Dark element character receive double damage.

Obstacles and Movements

The stage is stationary through out the entire game though the stone platforms can be broken up causing players to fall through the clouds. As well, the bottom platform cannot be passed through thus making recovery extremely hard if caught beneath. Them ost damaging and only hazard in the game is attacks by Palutena. At certain points of the match, Palutena will stand up and raise her staff as seen int he main picture. Her staff will begin glowing with a bluish white light as well as the pillars next to her. Her staff will then flash and blinding the screen for half a second thus rendering the vision of players. A bluish light will then assault the stage.

There are two types of attacks:

One type is a singular strong beam that goes through the center of the stage, left side of the stage, or right side of the stage. It can also pass through the middle from the side. It damages between 18-25% damage depending on how many hits. It will destroy any stone platforms.

The other type of attack is a ball of light that appears above the stage. It will then shoot out powerful blasts that can target onto players and follow them. One hit does 20-22% damage. It usually fires between 5 and 7 blasts of light. This attack is shorter. Dodging, air dodging, rolling and shielding can save you from damage. If it hits a stone platform, it will break it and still pass through to the opponent.


Main Theme (Kid Icarus: Uprising)
The Reaper’s Line of Sight (Kid Icarus: Uprising)
Light vs Dark (Kid Icarus: Uprising)
Magnus’ Theme (Kid Icarus: Uprising)
Sky Palace (Kid Icarus)
Skyworld (Kid Icarus)
Title (Super Smash Bros. Brawl)
Underworld (Super Smash Bros. Brawl)




My Thoughts

Obviously Kid Icarus: Uprising has yet to come out but will be released on March 23rd. I will update this post once new information comes out regarding the game and pictures. I envisioned this stage looking similar to Skyworld in SSBB but, instead of outside, the fighting occurs inside the Palace in the Sky. I thought it would be interesting to include Palutena in the background as well as affecting the stage with light-based attacks.

Chances of Being in SSB4

50% – Some stage based of Uprising will certaintly be in SSB4, especially since Sakurai developed the game. I expect to see some sort of stage based off from the game but it’s 50/50 if it will be Palace in the Sky.