Level Exclusive Assist Trophies

As before, I mentioned that Super Smash Bros. 4 will level exclusive items. These items only appear in certain stages and have a profound effect on the battle. Well, I am not introducing level exclusive Assist trophies. These assist trophies are stronger than other ones due to belonging in that universe and stage. They can only be summoned once unless a match drags on after 10 minutes, in which it has a 10/100 chance of being re-summoned. Here is the first batch of assist trophies that I will introduce.

Rosalina from Super Mario Galaxy

Name: Rosalina

Universe: Super Mario Bros.

Debut: Super Mario Galaxy (2009)

Stage: Starship Mario

Availability: Starter

Rosalina is the cosmic princess and lover of Lumas. She uses her star-wielding powers by blasting the stage with stars. She directs the direction of the shooting stars by her star wand. When she points up stars begin shooting upwards, when she points to left, they start shooting from left to right. She has four directions: up, down, left, and right. This creates a powerful storm of stars. She will stay on the field for 12 seconds. The stars do 2% damage for each hit and the entire attack can do 85 hits during the entire attack resulting in 90% damage; depending on how many hits. The starts can drain shields and causes opponents to flinch.

Fi from Legend of Zelda: Skyward Sword

Name: Fi

Universe: Legend of Zelda

Debut: Legend of Zelda: Skyward Sword

Stage: Skyloft

Availability: Starter

Fi is the minsfestation of the Master Sword and aids Link in unlocking its potential. Fi seems to have a ominipotent-level of knoweldge and guides Link in his quest. When summoned, Fi begins skating about the stage and, in a instant, the entire stages freezes with crystal. The entire view of the stage is distorted and everyone is frozen in place – even the player who summoned her. As soon as the frozen crystal appeared, it vanishes and everything cracks apart. Everyone besides the summoner is dealt high damage between 55-65% damage and can easily KO.

Bandanna Waddle Dee from Kriby's Return to Dreamland

Name: Bandanna Waddle Dee

Universe: Kirby

Debut: Kirby Duper Star (1996)

Stage: Lor Starcutter

Availability: Starter

Bandanna Waddle Dee appears and begins striking opponents with his spear. Each attack from his spear does 12% damage and high knock back. He then does a rapid strike that does 3% damage each hit can hit 10 times. Lastly, he starts twirling his spear above his head and begins to fly to the top of the screen. He then takes his spear and drops down in a thundering slam on the stage. It does 50% damage overall.

NS Ironbat from Sin and Punishment: Star Successor

Name: NS Ironbat

Universe:Sin and Punishment

Debut: Sin and Punishment: Star Successor (2009)

Stage: Urban Ruins

Availability: Starter

The NS Ironbat is one of the first bosses encountered in Sin and Punishment: Star Successor and then a later re-occurring difficult enemy. The NS Ironbat is capable of attacking players with bombs, gunfire, and missiles. While the boss version in Sin and Punishment is in-capable of firing missiles, this one can. The NS Ironbat appears behind the stage and starts bombarding it with rocket fire. Each rocket can do 20% Fire damage and high knock back. It will then disappear and then re-appear by flying over the stage and dropping bombs. The bombs do 30% Fire damage and above-average knock back. However, they are slow, predictable, and have a small blast range. It’s last phase it will appear behind the stage again and it will start firing it’s wing guns at opponents. It does 5% damage for each hit. After 5 seconds, will will take off and above the screen.

Xord from Xenoblade Chronicles

Name: Xord

Universe:Xenoblade Chronicles

Debut: Xenoblade Chronicles (2011)

Stage: Gaur Plains

Availability: Starter

Xord is one of the Faced Mechon and ally of the leader, Metal Face. He is a lumbering mechanical beast and has Lightning based moves. He can strike and crush opponents with it’s mighty hammer. He appears on the stage and immediately performs it’s signature attack, Xord Crush. He activates his jet booster and crashes along the length of the stage. This attack is capable of doing 35% Lightning damage and deal high knock back. He then lumbers forward and starts striking with his massive hammer. Each hit does 18% Lightning damage and high knock back. He is a slow but very powerful assist trophy.

Name: Mona

Universe: Wario

Debut: WarioWare, Inc: Micro Megame$!

Stage: Diamond City

Availability: Starter

Mona is one of the employees at Wario’s company WarioWare Inc. Most of her games are considered weird and spastic but maybe that is due to her bubbly and random personality. She has other various odd jobs and positions such as a cheerleader, a adventurer, a delivery girl, and a pro muscician. She appears on her trademark scooter and begins driving back forth on the main platforms. Getting hit by her only does 15% damage and very low knock back. However, she stops looks at her watch and says “I’m late!” and begins rushing about the stage in a panic. She drives much faster and drives fairly recklessly. She does 30% damage and very high knock back. After 6 seconds, she vanishes.

Ballywhoo and Big Top from Mario Party 8

Name: Ballywhoo and Big Top

Universe: Super Mario Bros.

Debut: Super Mario Party 8 (2007)

Stage: The Board

Availability: Starter

Ballywhoo is the host and emcee of the Star Carnival. He overflows with excitement and often loses himself with all the commotion involving the games. When he appears, he flies around the stage while speech bubbles (much like to Mr. Resetti) appear to convey his excitement. He usually comments at things like “Everyone is fighting brilliantly!” and “(Characters Name) fighting spirit is START-TACULAR!” His speech bubbles and antics can distract players and cause visibility problems. He will then fly to the top of the stage and one of five things will fly out of Big Top’s head:

  1. A large amount of coins, rupees, and bells.
  2. A large amount of Starman
  3. A large amount of Cracker Launchers
  4. A large amount of stickers, several trophies, or a CD
  5. A large amount of healing items.

Then bids the match farewell and vanishes.

My Thoughts

As with Stage Exclusive Items, I feel that Assist Trophies help stages stand out from one another; especially since the amount of stages in SSB4 will only increase in amount. I feel this insures that stages will continue to have a sense of uniqueness and individuality in terms of design and playability.


Newcomer: Palutena

Palutena could sense it.  A growing darkness that surrounded the Sky World and, by extension, the cosmos that whirled overhead.  The darkness grew around her heart and filled her with disquiet.  She looked into her mirror basin and sought to catch glimpses around the world but she saw nothing but darkness.  She couldn’t even contact her most trusted ally: Pit.  he too was surrounded in darkness.  her throne chambers grew dark, cold, and quiet as she paced back and forth and searched her mind for answers to these darkness.  She couldn’t take it anymore.  Palutena stormed out of the throne chamber and down the royal hall.  About her Centurions kneeled and saluted but she dismissed them.  She didn’t want anymore fighting but if someone was going to destroy this darkness – it would be her.  She left the palace and spread out her amazing snow-white wings and took off in a fury.  She didn’t want to fight but this darkness but be dealt with here and now.  The Centurions and angels can protect Skyworld.  Its to the mechanical island that she is going to.

Palutena from Kid Icarus: Uprising

Name: Palutena

Universe: Kid Icarus

Debut: Kid Icarus (1986)

Element Alignment: Light

Affinity: Good

Reasons for Fighting: Order

Availability: Starter

Palutena is the main goddess in Skyworld and Put’s superior. She has access to many abilities, most of them based on light and angels. She is able to conjure light-based weapons, shoot projectiles, fly, and summon beams of light. She comes to the fight unwillingly and aims to end the fighting quickly and to preserve peace.

Palutena’s Stats

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

Palutena’s greatest strength resides in her Element. Her attacks are all ragged with Light element effects and can dominate over stronger Dark type opponents if played correctly. Palutena’s second best stat is Power but it relies solely on her Light based attacks since her element and power goes hand in hand. She has attacks that, while do as much damage, give above-average knock back.

Palutena’s jump and recovery move are also high. She is given multiple jumps like Pit but, on the down side, she must summon her wings which causes a bit of a lag. However, to compensate, the wings boost her up higher compared to the other characters that have multiple jumps.

Palutena is the tallest female as well as taller than Pit. She is about the height of Ganondorf though a lot slender and faster so she is able to evade better. However, because of her height, she is a much bigger target so some of her attacks have been given Super Armor. Additionally, because of her height, she has a much longer reach which is added to her light scepter. She has one of the longest reach in the game!

Palutena’s Special B Move Set

  • Neutral B – Summon Holy Weapon
  • Side B – Particle of Light
  • Up B – Angel Dust
  • Down B – Celestial Call

The Final Trio

  • Final Smash – Super Goddess Glambuster
  • Final Melee – Silence of Time
  • Final Brawl – Angelic Messenger


Summon Holy Weapon is Palutena’s Neutral Special attack. Pressing B will cause Palutena to summon a weapon entirely made of light. Palutena will then immediately attack with the weapon; depending on the type. Each weapon does different damage and speed. Pressing B again during the last animation frame will cause Palutena to move slightly forward and attack with an entirely different weapon. When this is initiated, the opponent is hit stunned to allow Palutena to summon her next weapon. She can do this up to four times.

Here is the full list of weapons Palutena can use:

  • Light Sword – The Light Sword has average speed and cuts horizontally. 8%.
  • Light Claymore – The Light Claymore has slow speed and does a over-head slash. 12%.
  • Light Mace – The Light Mace has slow speed and does a diagonal over-head slash. 10%.
  • Light Axe – The Light Axe has slow speed and does a horizontal cut. 13%
  • Light Spear – The Light Spear has average speed and does a high horizontal cut. 9%.
  • Light Lance – The Light Lance has average speed and does a stabbing attack. 11%.
  • Light Dagger – The Light Dagger has quick speed and does a quick stabbing attack. 4%.
  • Light Katana – The Light Katana has quick speed and does a quick over-head cut. 7%.

All the weapons do Light based attacks and are randomized. It is impossible to predict which one will come out when you chain them together but two of the same weapons will not appear in the full 5 hit chain. Doing the full 5 hit chain will cause Palutena to move forward slightly on the ground. It has the same effect in the air but it will cause a more downward decent and isn`t a significant help in recovering. However, doing one of the attacks will slightly de-accelerate a fall. On the 5th time while doing it in the air (non combo) will cause Palutena to go into a helpless state. She has brief Super Armor when she summons a weapon but a charged Smash attack or a stronger special can break the Super Armor.

Particles of Light is Palutena’s Special Side attack. She fires of a beam of light that varies in intensity the harder you push the analog stick to the side. The beam is fast and travels the entire screen on a small to medium level and half way in a large or huge level. Once it hits an opponent, it expels itself and explodes in light. It can be fire by pressing Side B continuously. It does a base attack of 15% Light damage with an additional 2% Light damage depending how close the opponent is to the attack launch.

Angel Dust is Palutena`s Up Special move and recovery move. Palutena disappears in a twinkle of light and, by moving where you want to go, she travels to. During this time, Palutena`s body disappears and, instead, an erratic body of light particle takes her place She is immune to attacks and it functions much like an air dodge. However, anyone who gets caught in the attack is carried away with her and receives 1% Light damage for every hit. It does very low knock back but it carries the opponents with her. At the end of the attack, Palutena slowly floats down from the air with her wings. It only lasts 5 seconds and then she enters a free fall.

Celestial Call is Palutena`s Down Special. Palutena folds her hands in prayer and a beam of light travels from the heavens to in front of her. if in the air, it shoots down to where Palutena is at. If she is hit after doing the prayer, the beam of light will still come down where it originally would fall if Palutena was still there. However, holding down B will charge up the attack and release 5 beams that hit one right after each other. It travels 4 characters bodies away from Palutena. It is a fairly power technique. Each beam does 15% Light damage and cause knock back 2 seconds after the attack initially hit. It is possible to knock back an opponent into later the beams if charged down.

Super Goddess Glambuster is Palutena’s Final Smash. Palutena summons a gigantic mega weapon. She begins charging it and fires. It is a lightning fast bright beam attack that travels the length of the stage. The first player to get hit is a OHKO while the others receive 20% Light damage. The attack is fast and lasts all of 5 seconds.

  • Beginning Cinematic: Palutena begins to pray and a magical circle appears under her. Above her, the Super Goddess Glambuster appears.

Silence of Time is Palutena’s Final Melee. Palutena pauses time and everyone is frozen in time. During this effect, sound is muffled into white noise and everything, save for Palutena, takes on a gray-scale color scheme. During the Final Melee, Palutena is able to move and attack, unlike her opponents. The opponents receive no knock back but the damage Palutena gives increases by 10%. The Final Melee itself lasts around 10 seconds.

  • Beginning Cinematic: Palutena folds her hands and begins to pray. She holds them out in out stretched arms and the world begins to be enveloped in a gray sphere.

Angelic Messenger is Palutena`s Final Brawl. Palutena`s staff begins to shine brightly.  She raises her staff and the ground under the opponents begin to shake and a light shoots up. Palutena then summons a ray of light that comes down and crashes into the opponent causes a massive explosion of holy energy. Rays of light shoot out and pierce the heavens.  It does 68-70% Light damage.

Proposed Stage – Palace in the Sky

Proposed Taunts

  • Up Palutena summons her wings and she slightly hovers, spins around while glittering, and then lands.
  • Right Side – Palutena folds her hands on her chest and arches her back as if praying. A light shines around her momentarily.
  • Left Side – Palutena summons a mirror and it hovers in front of her face. She tilts her head both ways and flips up her long locks of hair and fusses with it. The mirror then vanishes.
  • Down – Palutena turns to the camera, nods her head to the side, and giggles slightly.

Proposed Winning Poses

  • Palutena summons her Throne Chair and she floats and sits in it. However, she takes a relaxed pose and spreads across the chair while yawning.
  • Palutena holds out her staff out and a beam of light erupts and shines down on her.
  • Palutena summons a rotating ball of light which drifts to the top. It starts to rotate and she does a funny (but cute) dance to it.

Proposed Stage Entrance

  • Palutena arrives within an extremely fast light beam. he is sitting in a throne chair. She gets up and the throne chair vanishes in a light beam and travels into the top of the screen.

Proposed Idle Poses

  • Palutena yawns quickly.
  • Palutena shifts the staff in her hands and restlessly flaps her shield arm.

Proposed Fighting Stance

  • She stands straight up, her scepter is held up right, and her shield arm is raised in defiance to the enemies.

Audience Cheer

  • PALU, TENA! PALU, TENA! (Girl/Guy cheer)

Kirby Hat

  • Her long, green hair and Goddess crown and forehead jewelry.]

Proposed Palette Swaps

Palutena Palette Swaps

Blue Palutena
Yellow Palutena
White Palutena
Red Palutena
Purple Palutena

Proposed DLC Costumes

Viridi Costume (from Kid Icarus: Uprising)

  • Attributes: Palutena`s element alignment changes to Earth. 5% defense increase, 4% ground attack increase, 5% ground attack speed increase, 3% jump decrease, 6% flight time decrease, 2% aerial attack decrease, and 1.5% falling speed increase.  As well, due to her costume, she has a shorter reach and is harder to hit compared to Palutena.

Amazon Pandora Costume (from Kid Icarus: Uprising)

  • Attributes: Palutena`s element changes to Water. 8% speed increase, 3% rolling speed increase, 2% defense increase, 10% attack decrease, 5% jump decrease, and 2% specials attack decrease.

Palutena`s Move Set

Ground Attacks

  • Neutral Attack – Swipes once with her staff. 3% Light damage. he then blasts the opponent for average knock back but low damage at 2% Light damage. Does 5% Light damage altogether.
  • Dash Attack – Thrusts her staff forward. Does 12% Light damage and does below-average knock back. However, very long reach and distancing technique.
  • Strong Side – Thrusts the staff into the ground and a wave of light erupts diagonally up from the ground and hits the opponent. Does vertical knock back. Little ending lag. Does 15% Light damage.
  • Strong Up – Slams her shield upwards. Very long ending lag but short cooldown. Kind of an uppercut with the shield. Does 12% damage.
  • Strong Down – Does a Light Sword summon and along the ground in front of her. Somewhat long start-up but a quick attack. Does 15% Light damage, vertical knock back, and the highest amount of knock back for any attack.
  • Side Smash – Takes her staff and holds it behind her while charging. She then swings it forward with a stream of light energy that flashes out in front of her. Has a very wide hit box. Does high diagonal knock back. Does between 23-26% Light damage and is one of her stronger smash attacks. The moment she swings the staff she receives Super Armor.
  • Up Smash – Summons a Light Spear ad thrusts it upwards. It has very a very long reach and can sweetspot at the end of the spear. Sourspotted does 8-12% Light Damage while sweetspotting does 20-23% Light damage. It does high vertical knock back.
  • Down Smash – Palutena slams the butt of her staff onto the ground and a barrier of light shoots up and knocks the opponent upwards or diagonal; depending on the location of the opponent. It can also counter and dispel weaker projectiles such as a uncharged Charged Shot, Sacred Bow, or a ray gun attack. It has high vertical knock back and can used to keep pressure off Palutena. Does 16-21% Light damage.
  • Ledge Attack – Pulls herself up quickly and repels the opponent with a blast of light. Does 7% Light damage. Quick but a little ending lag.
  • 100% Ledge Attack – Pulls herself up slowly and kicks the opponent. Does 9% damage.
  • Floor Attack – Slams the butt if her staff on the ground and light shoots up. Does 6% Light damage.

Aerial Attacks

  • Neutral Aerial – Spins around while shooting out blasts of light. Hits 5 times with 2% Light damage each hit. Excellent short hop technique. No landing lag.
  • Forward Aerial – Swipes her staff from up to down. Causes a trail of light that can damage opponents after the staff has passed. Can stop weaker projectiles. Does 18% Light damage.
  • Back Aerial – Palutena kicks behind her. Little knock back and does weak damage at 10%.
  • Up Aerial – Thrusts her staff upwards. Much like Link’s Uair but much longer reach. Does 16% Light damage with 2% more when sweetspotted at the end of the staff.
  • Down Aerial – Slams her staff down and rapidly descends much like Link’s Dair. Does 17% Light damage. Good when coming out of the Up move.
  • Glide Attack – Thrusts her staff in front of her and blasts with light energy. Does 13% Light damage. Has high knock back.

Grabs and Throws

  • Pummel – Shocks them with Light damage. Does 3% Light damage.
  • Forward Throw – Blasts the opponent in a wave of light. Does 12% Light damage. High knock back.
  • Back Throw – Swings the opponent in a circle and attacks them with Light damage.  Does 8% Light damage.
  • Up Throw – Slams the head of the staff into the opponent.  Does 10% damage and high vertical knock back..
  • Down Throw – Slams opponent on the ground and slams the butt of the staff into the opponent.  Does 6% damage and is her weakest throw.

My Thoughts

At first, I was pretty skeptical about adding Palutena into my SSB4 roster since she didn`t seem too much like a fighter.  However, the more I thought about it, the more interesting she became to me. So I sat down, as I usually do, to flesh out her character by writing out her move set, stats, and special move set.  What came out was a very complex and interesting character that specialized in mid-far range attacks, projectiles, and with excellent recovery actions.  I then decided to axe Krystal in favor of Palutena.  I understand that might make some people mad but I will explain my reasoning for doing so.

Arguements for Palutena

  1. She is a female magical staff user.  Adds variety into the SSB roster.
  2. She is from Kid Icarus.  You might ask yourself why Kid Icarus deserves two reps.  Well, here are my reasons for thinking why there will be two reps for Kid Icarus: Sakurai made Kid Icarus: Uprising.  If you haven`t noticed, Sakurai loves his creations.  Kirby has been in SSB since its creation and while Meta Knight and Dedede weren`t in SSBM, they both made it into SSBB.  Metaknight is considered S tier and God-like and King Dedede is also a very powerful character.  As well, Knuckle Joe is an Assist Trophy.  Not to mention that four items from Kirby (Warp Star, Star Rod, Maxim Tomato, Super Spicy Curry, and the Dragoon are from the Kirby universe.  Not to mention that the Dragoon is a powerful and rare weapon.  And if that wasn`t enough, the Helberd was an essential portion of the storyline in Brawl and made many on-screen appearances.  So, essentially, Sakurai likes to see his creations in the SSB games.  That is why my reasoning is that we will see many aspects of Kid Icarus comes into SSB.
  3. Kid Icarus is a classical series brought back and rebooted successfully.
  4. Palutena is another gliding character and adds to the aerial game.
  5. She has good plot line material.
  6. Important and iconic character within the Kid Icarus and even Nintendo.
  7. Relevant due her playing an important part in Kid Icarus: Uprising.

Chances of being in SSB4

55% – Despite the reasons I gave, it`s still 50/50 with slightly in Palutena`s favor that she will make an appearance in SSB4.  It all depends how much influence Sakurai has in the game.  However, I can see he become an important and playable character.

Stage: Mario Party

Mario Party from Mario Party 8

Name: Mario Party

Universe: Super Mario Bros.

Debut: Mario Party

Size: Medium

Obstacle Level: 3 (out of 5)

Availability: Starter

Mario Party is a stage based off from the much acclaimed Mario Party series. The Mario Party series challenges players to play through a themed board-like game by hitting die and moving spaces through the board. The player can find or receive coins, find or buy candy, or even win stars through a series of mini-games involving the players. These mini-games can either pit players together, in teams, or everyone against a lone player. If a player lands on a Donkey Kong space, they receive a Star but then it switches to Bowser, in which, the player loses a star.


Mario Party takes on the appearance of a Super Mario Bros. themed board with mushrooms, green pipes, and other Super Mario Bros. The board is fairly simple and straightforward. There are blue squares that gives players 3 coins, bells, or rupees. There are red squares that take away 5 coins, bells, or rupees.  There is a Candy square that will give the players one of four candy (exclusive items). The last two squares is the Daisy square and the Waluigi square. The Daisy square gives the players a Star (amounts to 150 coins, rupees, or bells). The Waluigi square takes away a star or if a Star hasn’t been won, Waluigi takes away 50 coins, rupees, or bells.

The stage itself is an elevated platform that moves along the board. It has a black and white checkered pattern on it. As I mentioned before, the board isn’t too long but if you do a two-minute match, you may not get to the end in time.

Hazards and Obstacles

The stage starts off at the start. A die appears above the stage and if it’s hit, touched, or comes into any contact with a player, it will start rolling. It will land on a number and the stage will then proceed through the board. For example, if a 5 is rolled, it will move 5 spots. As I mentioned earlier, landing on one of the many squares will cause a action to happen. After that, a mini-game will initiate. The mini-games can be found in the section after this one.

After the mini game finishes, the die appears and will roll if the player hits it. If 15 seconds past before being hit, the die will roll automatically. Once the stage reaches the end, it will receive a Star from a treasure chest. The stage will than transport itself via black tradition to the start and begin the process over again.


Chomp Rope (Mario Party 8)
Bob-ombs Away (Mario Party 8)
Winner or Dinner (Mario Party 8)
King of the Thrill (Mario Party 8)
Crops n Robbers (Mario Party 8)
Lava or Leave ‘Em (Mario Party 8)
Moshpit Playroom (Mario Party 8)
Punch-a-Bunch (Mario Party 8)
Goomba Village (Mario Party 9)
Launch Break (Mario Party 9)
Smash Compactor (Mario Party 9)
Upward Mobility (Mario Party 9)
Thwomper Room (Mario Party 9)
Growing Up (Mario Party 9)
Ring Leader (Mario Party 9)
Chain Event (Mario Party 9)

All of the minigames appear as they did in the games Mario Party 8 and 9 but have been altered to fit in with the Super Smash Bros. playing style – specifically the angle of the camera.  Super Smash Bros. is a side scrolling-esque game while Mario Party`s angle is somewhat titled diagonally.  The Minigames in the Mario Party stage has a slightly titled camera angle.  Winning a game will award any player with 50 coins, rupees, or bells.  However, the winner also receives some sort of prize for winning.  The following rewards are:

  1. A Starman
  2. The Superspicy Curry effect
  3. The Watermelon effect
  4. A Hammer
  5. A Cracker Launcher
  6. A Maxim Tomato
  7. A Heart Container
  8. Everyone has Lipstick Flowers
  9. Everyone is shrunk.
  10. Bunny Hood effect
  11. Vanish Hat effect

These wear off as normal items usually do.


Main Theme (Mario Party 9)
Bob-omb Factory (Mario Party 9)
Blooper Beach (Mario Party 9)
Toad Road (Mario Party 9)
Showdown (Mario Party 9)
Choose a Minigame! (Mario Party 8)
Perplex Express (Mario Party 8)
Haunted Hideaway (Mario Party 8)
Tycoon Town (Mario Party 8)
Treetop Temple (Mario Party 8)


Shy Guys

My Thoughts

I felt that Mario Party would be a interesting as a stage becuase of the minigames and the platform following the stage.  I originally thought the platform would be suspended above the board game and would show shy guys or koopas as the characters (mario, Bowser, Wario, Yoshi, etc in the Mario Party games) as they progressed.  I then decided to scrap that idea for a much more interactive and faster-paced stage.  I took the ideas of minigames from wario Ware Inc. and put them into Mario Party.  The last addition was the die block.  I originally thought of it being behind the action and would grow brightly when it decided on how many spaces it would move.  However, I thought how I could make it more interactive and the thought to hit or touch the block to make the stage move.

Overall, I was very pleased with this stage and feel it best represents the Mario Party series as whole.

Chances of Being in SSB4

Honestly, I do not see Mario Party being represented in SSB4.  Super Smash Bros. Brawl was the first time it was represented and that in the form of Ballywhoo and Big Top trophy.  I am unsure if they seires could warrant a stage.  However, I feel with 9 game sunder its belt, it deserves some representation in Ninteno`s celebration of it`s history.

Assist Trophies: Kumatora, Magnus, Micaiah

Here is the next update of Assist Trophies fro SSB4.  These three sets of Assist Trophies are from pre-existing Universes and help represent those universes as an Assist Trophy.

Name: Kumatora

Universe: EarthBound

Debut: Mother 3 (2006)

Availability: Starter

Kumatora appears and immediately uses one of her signature attacks, PK Starstorm.  The attack is much alike to Ness and Lucas’ attacks in Super Smash Bros. Brawl but in a very weaker form.  However, the comets are very fast and whistle past characters.  It has the ability to inflict wide damage and juggle characters in the air.  After 9 or 10 comets pass by, the attack ends.

Magnus from Kind Icarus: Uprising

Name: Magnus

Universe: Kid Icarus

Debut: Kid Icarus: Uprising (2012)

Availability: Starter

Magnus appears and slams into the closest opponent with his shoulder.  This attack does 12-15% damage.  He than slams his sword down and then up for a combined attacked of 10% altogether.  He then begins to attack the opponent unmercifully in the air with rapid attacks that does up to 25% damage with a final diagonally slam into the ground that does high vertical knock back and a explosive radius (not unlike the Final Aether) that can damage nearby opponents,  A very KO’able attack.

Micaiah from Fire Emblem: Radiant Dawn

Name: Michaiah

Universe: Fire Emblem

Debut: Fire Emblem: Radiant Dawn

Availability: Starter

Micaiah appears and casts a glowing white ball of light onto the top of the screen.  It starts to pulsate and rotate.  It finally starts to shoot random rays of light around the stage.  That can bypass platforms and solid objects like PK Starstorm and will destroy breakable objects.  Opponents to are hit by the attacks receieve 20% Light damage and does moderate knock back.  If the rays hit the person who summoned Micaiah, it does heals 10% worth of damage from the player.  The attack lasts for 10 seconds in which, the rays will diminish and Micaiah will disappear.  You can tell when the attack is almost finished when the rays intensity diminishes.

My Thoughts

I felt these characters could be possible candidates as playable characters in SSB4 but, due to several factors, they did not make my roster.  I always thought Kumatora would be interesting as a character.  Since I took them off from being playable, I put them as possible Assist Trophies.

Pokémon: Giratina

Giratina from Pokemon Black and White

Name: Giratina

Universe: Pokèmon

Debut: Pokémon Diamond and Pearl

Move Used: Shadow Force

Rarity: Rare

Availability: Unlockable

Giratina is the Renegade Pokémon. It is a dual Ghost/Dragon type Pokémon.

Giratina uses Shadow Force causes the summoner and Giratina to vanish instantly from view. 5 seconds after that, Giratina delivers a devastating attack in the right, center, or left area of the stage. It resembles a pillar of dark space matter that reaches up fairly high and delivers 45-55% Dark damage depending on the location from the core of the attack.  It is a very strong attackthat does high vertical and diagonal damage.  After the attack, Giratina and the summoner appear.  After that, Giratina vanishes in a dark space vortex.

My Thoughts

Giratina is one of the Diamond/Pearl/Plantinum Legendary Pokemon that I felt should of appeared in Super Smash Bros. Brawl.  However, Giratina was expanded more so in Plantinum which came out after Brawl.  Therefore, it`s no wonder he wasn`t featured in Brawl.

Veteran: Zero Suit Samus

Zero Suit Samus from Super Smash Bros. Brawl

Name: Zero Suit Samus

Universe: Metroid


Element Alignment: Lightning

Affinity: Good

Reasons for Fighting: Revenge

Zero Suit Samus makes an appearance as Samus’ alter ego after using her Final Smash. As before, you can access this form through taunting or the character select screen. Zero Suit Samus focuses on speed and electrocuting her opponents with her gun. Her Stun Gun stuns longer and does more damage but she still retains her aerial skills and speed that was from SSBB.

Changes from SSBB to SSB4

Zero Suit Samus’ jab attack can now connect on all characters. As well. Zero Suit Samus’ stun gun does more damage on her Forward and Down Smash and stuns longer (5 frames longer), her dash attack is much faster, and her down tilt does 3% more damage.

Zero Suit Samus Special B Move Set

  • Neutral B – Paralyzer
  • Side B – Plasma Whip
  • Up B – Plasma Wire
  • Down B – Flip Jump

The Final Trio

  • Final Smash – Power Suit Samus
  • Final Melee – Partial Suit
  • Final Brawl – Deadly Hunter


Power Suit Samus is Zero Suit Samus’ Final Smash. This retains the same properties and transforms Zero Suit Samus back into Power Suit Samus.

  • Beginning Cinematic: Zero Suit Samus flips up and lands. Electricity begins to move about her. She then swipes her hand in the air dramatically.

Partial Suit is Zero Suit Samus’ Final Melee. The armor that was previous shed begins to peace itself around Zero Suit Samus. The back of her helmet, the armored back portion, parts of her arm, her arm cannon, one large shoulder pad, and parts of her legs fit over her body. Zero Suit Samus retains her speed and aerial finesse while still controlling the power of the Power Suit. All of Zero Suit Samus’ attacks are increased by half and have very high knock back. She still retains her speed and has 10% Super Armor. She can fire the Arm Cannon but her Side B is Plasma Whip, her Down B is Flip Jump, and her up B is Screw Attack. After the attack is finished, the armor falls back off and can be used again.

  • Beginning Cinematic: Zero Suit Samus lens back and spreads out her arms. Electricity flows around her body and the armor pieces begin to piece themselves around her body.

Deadly Hunter is Zero Suit Samus’ Final Brawl. Zero Suit Samus rushes forward and kicks the opponent. She then jumps and uses her Plasma Whip to grab the opponent and throws them up while in mid-air. She then jumps up and does a high kick to send them up into the sky. It has extremely good KO ability and does very high vertical damage. It does 65% Damage.

  • Beginning Cinematic: Zero Suit Samus brings out her pistol and the plasma whip shoots out. She cracks it (much like in the SSBB debut trailer) and then rushes forward.

Proposed Stage – Skytown, Elyssia

New Taunt(s)

  • Right Side – Zero Suit Samus stands up straight, brushes back her hair, and says “Time to go!”

Palette Swap

Light Zero Suit Samus – Resembles the PED Palette Swap

DLC Costumes

Military Samus

  • Attributes: 5% Speed Increase, 4% dodge speed increase, 6% jump increase, 2% fall speed increase, 2% strength decrease, 7% defense decrease, and 5% shield decrease.

Current Zero Suit Samus Move Set (taken from the SmashWikia)

Changes are in BOLD

Ground Attacks

  • Neutral Attack – Palm Strike, Pistol Whip, Hip Thrust. Hits for 2%, 2%, 3%, respectively, for a total of 7% damage. Links properly for all characters.
  • Dash Attack – Leaps off of the ground, with a leg extended horizontally, traveling forward a bit. Similar in appearance to Fox’s. Can easily be followed with tilts at low to mid percents, and can lock if buffered properly. 7% damage. Is faster than before with little lag.
  • Forward Tilt – An around-the-body kick 45 degrees from horizontal (when tilted upward). Can also be angled closer to horizontal (with forward held) or a quick, short ranged low leg sweep (when tilted down). Very low knockback. 6% damage.
  • Down Tilt – Similar in appearance to Sheik’s Down Tilt, a prone leg-sweep. Knocks upwards. Can combine with other attacks well. 9% damage.
  • Up Tilt – Does handstand-splits while spinning in place, legs moving up vertically. Two hits for 5% then 6%, totaling 11% damage. Pretty good knockback at higher percents, and at low percents it sets up combos well. Replaces her Down Smash as a semi-effective means of hitting opponents on both sides.
Smash Attacks
  • Forward Smash – Slashes forward with the whip. Good disjointed range, but poor knockback, and high starting and ending lag. Hits slightly behind her as well. 12%-18% damage in front, 6% damage behind.
  • Down Smash – Aims down and shoots Paralyzer at the ground in front of her, creating a lightning effect. Only hits in front. Low damage and delayed knockback, but stuns the target in place for a much longer time than before in SSBB. A rather unique attack, and it can be followed up by a Side Smash. Double Down Smash followed by Up Smash (or whatever is appropriate at the time) is an effective combo. Also moves Zero Suit Samus forward a little. Can infinite Fox at mid percents and other fast fallers to a lesser extent. 1316% damage.
  • Up Smash – Samus spins, extending the Plasma whip up above her head in a swirl. Hits multiple times, long vertical disjointed range and decent horizontal range. Only the tip of the plasma whip does knockback. 12-16% damage.

Aerial Attacks

  • Neutral Aerial – Samus spins the whip around her body. Fairly good knockback and long range. Always deals 10% damage, regardless of decay, and does not refresh decay on other moves.
  • Forward Aerial – Two forward kicks, each slightly faster and only slightly weaker than Samus’s Back Aerial. The second kick is stronger than the first. Because of the knockback of the first kick, it such a pain to hit with both kicks unless taking advantage of upward and forward momentum from a jump. 6% then 11%, for a total of 17% damage.
  • Back Aerial – Backward kick, similar in appearance to Samus’s Back Aerial, but is a bit faster and has a larger hitbox. High knockback, and arguably her best KO move in the air. 13%
  • Up Aerial – Flipkicks both legs above her head, similar to Fox’s Up Aerial. High KO potential on lighter characters at as little as 60%, especially if they are near the upper blast line. Sweetspot is directly in front of Samus. 10% sweetspotted, 7% otherwise.
  • Down Aerial – A Stall-Then-Fall. Samus stalls momentarily in midair, and then shoots down diagonally, similar to Sonic’s or Sheik’s Down Aerial. If it hits in midair, the first hit knocks the target into the second hit. Upon hitting the ground, it hits a second time, knocking anyone close away a fair bit. Like most Stall-Then-Fall moves, this can be used to cancel some vertical knockback if used while being knocked back. This move can Meteor Smash, but it is very dangerous when not over land as it will not stop until it is used at very high altitudes, similar to Toon Link’s Down Aerial. Extremely fast vertical descent speed makes for an effective solution to her falling speed. 4% on contact, 5% landing, total of 9% damage possible.

Grabs and Throws

  • Grab – Reaches forward with Plasma Whip. Very long range, especially her pivot grab, but is extremely laggy if misses. All of Zero Suit Samus’s grabs have a start-up of 16 frames.
  • Pummel – Knees her victim. 2% damage.
  • Forward Throw – Hits opponent forward with gun. Can chain grab most characters at low percents. Deals 2%, then 7%, for a total of 9% damage.
  • Back Throw – Kicks opponent. Deals 2%, then 4%, for a total of 6% damage.
  • Up Throw – Flips into the air and kicks the opponent. Deals 2%, then 8%, for a total of 10% damage.
  • Down Throw – Slams opponent on ground and stomps on them. Appearance similar to Captain Falcon’s Up Tilt. Ideal for combos. Deals 2%, then 5%, for a total of 7% damage.


  • Up: Throws her gun into the air, spins and catches it behind her and says “Is that all?”.
  • Left Side: Activates her whip, flicks it and says “Try me”.
  • Down: Samus spins multiple times quickly on one foot, twirling her plasma whip around her waist like a rhythmic gymnast and says teasingly and seductively, “You’re mine”.

Stage Entrance

  • Appears and the armor falls off from her (allowing it to be thrown).

My Thoughts

Zero Suit Samus was a solid character with a few weaknesses that are addressed in SSB4. Her Stun Gun should do more damage than before. With those changes to her play style, she can become a powerful character.

A Change to the Final Brawls

I will be making a huge cosmetic and game play to the Final Brawls.  Starting from now, I will be reviewing everyone`s Final Brawl and altering it from only a cinematic combo-based attack to being either a cinematic combo-based attack and a epic cinematic attack.  I envision something such as the Naruto series, Naultimate Ninja games and summon sequences in the Final Fantasy games.

Thus, starting now, all Final Brawls are cinematics, are a bit longer than before, and the hardest to obtain.