Boss: Hades

Hades from Kid Icarus Uprising

Name: Hades

Universe: Kid Icarus

Debut: Kid Icarus Uprising (2012)

Boss Type: Offensive

Element Affinity: Fire, Dark


-Boss Sphere-

Rarity: Rare

Type: Attack

Druation: 15 seconds

The Galactic Usurper

Hades appears from his Underworld Kingdom to rage war against the Super Smash Bros. Universe. He is manipulative and cunning as well as powerful.

He appears as a boss in the Galactic Usurper mode as a boss. He attacks with various projectiles and heavy hitting Fire element attacks. Hades first starts the fight by causing fire pillars to appear from the ground randomly. Being hit by one of these will cause upwards to 12% Fire damage and vertical knock back.

He then throws several homing projectiles that follow the opponent. They deliver 13-18% Dark damage and have a large blast radius. They will detonate if it hits another object or travels for longer than 10 seconds.

After losing half of his life, he will grow to a much larger size and occupy the background. He will fire the homing bombs as well as do physical attacks. As he swings hist fist, attack those. He will also do an unavoidable attack that covers the entire screen in purple and black flame. It deals 45% Dark and Fire damage.

Near the end of his life, he will reform to his original size and all of his attacks speed up by 2x. He switches between homing bombs, physical attacks, and the fire pillars. He may throw in the fire storm attack. When defeated, he starts to shrink and fades into the Underworld.

Boss Sphere

Hades appears and immediately begins firing homing bombs at players. After 6-9 bombs, he does the fire storm attack. His boss sphere attacks retain the same damage percentage and knock back.  He stops after the attack, straightens up, and says My, my how look how weak you are.  It`s truly…a pity.


Assist Trophy: T-Rex, Mike Jones, and Warrior Mech Gauss

Name: T-Rex

Universe: Fossil Fighters

Debut: Fossil Fighters (2008)

Type: Offensive

Rarity: Uncommon

Availability: Starter

The T-Rex is one of the stronger Fire-type vivosaurs you can dig up and revive in the Fossil Fighters game. T-Rex attacks with its fangs and claws and deals Fire based damage. The T-Rex appears in all its glory and starts stomping across the stage while gnashing its teeth and swiping its massive tail back and forth. It does around 10% damage. T-Rex will then turn around and charge forward and bites down hard with its teeth. It does 25% damage if its a full bite and 15% damage if its half a bite. T-Rex then vanishes.

Name: Mike Jones

Universe: StarTropics

Debut: StarTropics (1990)

Type: Offensive

Availability: Starter

Mike Jones appears an a assist trophy. Mike Jones says Batters up! He then rushes forward and starts whacking opponents with his trademark bat. Does 6 to 8 hits, each dealing 5% damage each hit and little knock back. Mike Jones then whistles, winds up, and smashes his bat into the closest opponent. It does very high damage at 50% and very high knock back. He then says All right! and jumps away.

Name: Warrior Mech Gauss

Universe: Chōsōjū Mecha MG

Debut: Chōsōjū Mecha MG (2006)

Type: Offensive

Rarity: Uncommon

Availability: Starter

Warrior Mech Gauss is a robotic Marionation Gear or MG for short. It is piloted by the 13 year old Martin. It has an array of weapons and boasts some of the best specs in all of the Marionation Gears. Warrior Mech Gauss appears on the battlefield and readies his special beam attack which fires from the tip of his sword. He then fires it and it tears along the ground. It functions much like Lucario’s Final Smash in SSBB however, unlike that, it is unable to be controlled. It boasts high knock back damage and does upwards to 60% damage if it hits 100%. Warrior Mech Gauss then jumps up and vanishes.

Newcomer: Prince Sable

Name: Prince Sable

Universe: Kaeru no Tame ni Kane wa Naru (For the Frog the Bell Tolls)

Debut: Kaeru no Tame ni Kane wa Naru (1992)

Element Alignment: Light

Affinity: Good

Reasons for Fighting: Rivalry

Availability: Starter

Prince Sable is the prince of the Sable King in the game Kaeru no Tame ni Kane wa Naru (For the Frog the Bell Tolls). While slightly naive and untested in the troubles of the world, Prince Sable is an energetic and positive hero that fights for the honorable cause. He is tasked with rescueing the PrincessTiramisu from the evil clutches of King Delarin. However, before he can set off, his long time rival Prince Richard sets off before him and makes a considerable head start. Prince Sable is left exploring the world and recieves two strange and unique powers: being able to transform into a frog and snake in certain conditions.

Prince Sable`s Stats

Power: **

Weight: **

Defense: ***

Speed: ****

Jump: ***

Recovery: ***

Element: ****

Prince Sable is a fairly avergae fighter with quick strikes that, while lack power, are fast and easily landed. Prince Sable, due to his size, is fairly hard to hit but because of his light frame; he can be KO`d easier. In fact, he is one of the lighter sword fighters in the game. He boasts a good jump and recovery and excels in his Light element abilities.

However, Prince Sable truly shines his ability to mix his transformations into his attacks. While Prince Sable can`t change into his frog or snake form on command, his attacks causes him to transform into them. This makes Prince Sable a truly unpredictable fighter.

In addition, Prince Sable can even cancel out of some of his attacks and retain that form for a few seconds. For example, Prince Sable`s down tilt transforms him into his Frog orm. However, during the middle of the attack animation, when th eplayer does a roll with Prince Sable, the Frog From rolls out of the attack.

Prince Sable`s Frog and Snake form a very hard to hit against due to their size. In addition, Prince Sable recieves a slightly higher defense and jumping stat while in Frog Mode while his Snake Form boasts a slight increase in power and speed. Meaning, Prince Sable`s Frog moves take more damage before flinching and, on ocassion, causes Prince Sable to jump higher. While Prince Sable`s Snake Form attacks allows him to strike a bit faster than usual and more powerful attacks compared to normal ones. Despite that, Prince Sable`s attacks are the most powerful when in his Human form. This prince is truly a hard one to predict.

Prince Sable`s Frog Form

Prince Sable`s Snake Form

Prince Sable`s Special B Move Set

  • Neutral B – Tussle
  • Side B – Frog Tougne
  • Up B – Magic Ring
  • Down B – Constrict

The Final Trio

  • Final Smash – Champion
  • Final Melee – Animal Parade
  • Final Brawl – The Frong Prince


Tussle is Prince Sable`s Neutral B Move. Prince Sable jumps forward in a upward diagonal leap. If he comes into contact with an opponent, a dust cloud appears over the players. Prince Sable then jumps out of the dust cloud while the opponent is spiked down. It can be a meteor smash but it is totally random. The damage recieved depends entirely on the amount of health each player has. If Prince Sable is at 0% but the opponent is at 40-80%, the opponent recieves 10-15% damage. However, if Prince Sable is 80-100% while the opponent is 0-50%, the opponent will reieve 15-25% damage. It depends entirely on the contrasting percentages. The higher Prince Sable`s HP and the lower the opponents Hp will cause the most damage.

It can also be used as a recovery move. If Prince Sable does a un-used double jump or Up recovery move in the middle of the animation, he can cancel out of the attack. However, if Prince Sable misses the ledge or runs tough the course of the B attack, he will fall into a helpless state. Prince Sable can wall jump though, even at the end of his animation in order to recover.

Frog Tougne is Prince Sable`s Side B move. Prince Sable quickly transforms into his Frog From and shoots out his frog tougne. If it hits the opponent strongly, it causes the opponent to be stuck to the tougne and forced into Prince Sable`s mouth. He is then chewn and spit out. However, if hit lightly, the attack just hits the opponent with a little knockback. When hit strongly, it does 18%, 8% fior the tougne and 10% for the chewing. If hit lightly, it only does 6%. It can also be used as a tether ability.

Magic Ring is Prince Sable`s Up B Recovery Move. Prince Sable jumps slightly up and, in mid air, a magical rune-like ring appears underneath him and propels him upwards. Prince Sable is helpless but as Super Armor during this portion of shooting upm loses the Super Armor during the arch of the attack, and then falls back to the ground. He loses his helpless state but can`t jump, double jump, or do his Up B move again. If the magical ring is formed on a opponent, it does 13% damage and moderate to high knock back.

Constrict is Prince Sable`s Special Down B move. Prince Sable quickly trransforms into his Snake Form. He then homes onto a opponent and, upon contact, begins to constrict the opponent. Press A will cause him to constrict harder. It has a large amount of hit-stun. It can do between 3-8 constrictions; depending on how much the opponent struggles. A normal constriction does 3% damage while the harder constriction does 5% damage. If done in midair, it causes the opponent to fall to the ground in a helpless state along with Prince Sable. When finished, the attack is a horrible ending lag so make sure Prince Sable is not open for attack.

Champion is Prince Sable`s Final Smash. Prince Sable rushes forward and begins slashing and peircing at the opponent. He attacks 7 times before, jumping back in which his Frog and Snake Froms appear as spirits next to him. He then slashes forward with three blades (belonging to each form). It does 60-68% Light damage and great horizontal knock back.]

  • Beginning Cinematic: Prince Sable clicks his fingers and the spirits of his Frog and Snake Form jump up from behind him.

Animal Parade is Prince Sable`s Final Melee. Prince Sable summons a horde of frogs and snakes in humanoid form. Wherever he walks, they follow and trample the opponents. Each hit does 2% damage and can hit up to 8 times before Prince Sable passes. However, if he jumps in the air, the frogs and snakes wait for him on the ground. They will rush to wherever Prince Sable landed. It doesn`t do much knock back at lower levels but deals higher as the opponents recieve more damage.

  • Beginning Cinematic: Prince Sable whistles and, from the sky, comes frogs and snakes. They crwod around him an dstart jumping up and down; cheering.

The Frog Prince is Prince Sable`s Final Brawl. Prince Sable graps his hands together and holds them aloft. A light shoots down and envelopes him. He transforms into a gigantic frog. The Gigantic Frog Form wraps his tougne around the opponent and eats him. The frog jumps up, spits the opponent to the ground, and then proceeds to land on him or ehr with devastating effect. It deals around 75-80% Light damage. Pribnce Sable then transforms back him his normal Human form.

Proposed Stage– Magical Forest

Proposed Taunts

  • Up – Prince Sable opens his coin bag and dumps coins onto the ground. They can be picked up and thrown for 1%.
  • Right Side – Prince Sable sheathes his sword, turns to face the camera, and puts his arms to his hips.
  • Left Side- Prince Sable turns around as his cape billows out and strikes a “cool pose”.
  • Down – Prince Sable faces the camera and does a peace sign. He then changes to the Frog and does a peace sign. He then changes into the snake and does a peace sign with his tongue. Finally, he changes back to human.

Proposed Winning Poses

  • Prince Sable pulls out his sword and stabs it up into the air. Light glints off from it as he poses.
  • He transforms into his Frog Form and hops around the area while ribbiting.
  • He transforms into his Snake Form and does a snake charmer impression while hissing.

Proposed Victory Theme

  • A whimsical fantasy fan-fare of the original victory theme.

Stage Entrance

  • Jumps down as a frog, changes into a snake, and then into his Human Form.

Fighting Stance

  • Keeps his legs spread apart with his sword held out in front of him. Resembles a traditional fencing pose.

Idle Poses

  • Prince Sable kicks the ground with his right foot.

Proposed Audience Cheer


Proposed Kirby

  • Prince Sable’s hair and cloak.

Proposed Palette Swap

Proposed DLC Costumes

Prince Richard Costume

Prince Sable’s Proposed Move Set


Ground Attacks

  • Neutral A – Prince Sable slashes his sword and then performs another slash. He then thrusts his sword like in fencing. Very quick with little lag. Does 2% damage each hit and 3% damage the last hit. Totals 7% damage altogether.
  • Dash Attack – A horizontal fencing thrust. Long reach but slow ending lag. Does 8% damage and decent knock back. It propels Prince Sable slightly forward.
  • Forward tilt – Transforms into a frog and does a head butt. Slow start up lag but powerful. Does 12% damage with vertical knock back. Good edge guarding technique since it can hit opponents on ledges.
  • Down tilt – Does a crouching fencing stab. throws opponents upwards. Does 8% damage.
  • Up tilt – Transforms into his Snake Form and stands on hishead and thrusts his tail upwards. Does 5% anywhere besides the point, does 8% at the point. Does high vertical knockback and can be juggled.
  • Forward Smash – Transforms into his Snake Form and jumps forward with his fangs barred. It sweetspooted, it does 15-20% damage with a 50/50% chance of poisoning the opponent. If not sweetspotted, does 13-17% damage with no chance to poison. Very good reach, quick, but slow ending lag.
  • Up Smash – Prince Sable thrusts his sword up and strikes with three quick stabbing hits. Does 22-27% damage sweetspotted, 18-21% damage not sweetspotted. Has a nice reach and can juggle opponents in the air. The last attack does the most knock back.
  • Down Smash – Transforms into his Frog Form and spins on the ground with his legs spread out. It does 5 hits and 3-4% damage each hit. It can do between 15-20% damage each hit. Has slow start up and ending lag but has decent knock back and can combo opponents.
  • Ledge Attack – Jumps up and quickly transforms into the Snake From and crashes into the opponent. 6% damage.
  • 100% Ledge Attack – Slowly gets up andslashes upward diagonally. Does 9% damage.
  • Floor Attack – Kicks with his foot. Does 5% damage.

Aerial Attacks

  • Neutral aerial – Transforms into his Snake Form and thrusts his tail out like his fencing sword. Has slow start up and ending lag but very good reach. It hits for 10% damage but can be sweetspotted for 13% damage and high knock back. Can also poison opponents if sweetspotted.
  • Forward aerial – Transforms into his frog form and spins forward like a pinwheel. Does 12% damage and has high priority. Very little start up elg but a little ending lag. It can be shorthopped.
  • Back aerial – Kicks backwards behind him. A very quick and hgih priority attack. It can cancel projectiles. It can be short hopped. It does 9% damage.
  • Up aerial – Holds his sword vertical and slashes upwards and then brings his sword back down. It is fairly fast and deals Light based damage. It can do 14% damage. However, if short hopped, Prince Sable has horrible landing lag.
  • Down aerial – Transforms into his nake Form and crashes down with his mouth open. It does 13% damage, fast falling sped, and no ending lag. It can also poison opponent without sweetspotted but it has 10/100 chance of poisoning.

Grabs and Throws

  • Grab 1 – Transforms into Frog Form and grabs them with his tongue. (Far away from the opponent).
  • Grab 2 – Grabs the opponent. (Close to the opponent).
  • Pummel 1 – Chews them with his mouth. 2% damage.
  • Pummel 2 – Slaps them with the back of his hand. 3% damage.
  • Forward throw 1 – Spis them down into the ground and they bounce up. Does 6% damage and vertical knock back.
  • Forward Throw 2 – Lets go off them and then pierces them with his fencing sword. Does 8% damage.
  • Back throw 1 – Spits the opponent backwards and then kicks them. Does 8% damage.
  • Back Throw 2 – Swings the opponent around and kicks them away. Does 6% damage.
  • Down throw 1 – Jumps up slightly and spits them directly into the groubnd. Does a spike. 7% damage and good vertical knock back.
  • Down Throw 2 – Trips the opponent and slams them into the ground. Does 9% damage.
  • Up throw 1 – Spits the opponent upwards. High vertical knock back. Does 9% damage.
  • Up Throw 2 – Throws the opponent upwards and then slashes them with his sword. Does 12% damage and high knock back.

My Thoughts

I decided to add Prince Sable fairly late into my roster construction process. I wanted a fairly obscure, Japan-only Classical character such as Sukapon, Takamaru, or Alice but, despite that, I couldn`t decide who to add that would provide for a really unique and diverse move set. As I was browsing, I ran into a character I never heard of: Prince of Sable Kingdom or Prince Sable. Despite my history with Nintendo and it`s franchises, this character was cinpletely unknown to me as well as his game. So I did some research and found out how interesting he would be.

At first, I wanted Prince Sable to have a Down B transformation special but, since Zelda/Shiek and the Pokemon Trainer already has it, plus the Bowser Jr./Shadow Mario I made, I thought it would be overkill to have him change into a completely new character using Down B. I then thought of allowing him to transform into one of the two forms via Final Smash, Final Melee, or the Final Brawl but I couldn`t work that out. I then went to a taunt based transformation but, that was limited only on the ground, and, in my opinion, felt too clumsy.

So I decided to incorporate the transformations direcetly into his move set. The transformations are quick and, while make Prince Sable a bit slower, doesn`t mess up his game too much. I imagined the transformations would take a seoncd and a half to complete. Just POOF and a new form. What I had after was a pretty unique and interesting character that I felt would be a good addition to the SSB4 roster.

Arguements for Including Prince Sable

Here are some arguements for including Prince Sable and their strengths:

  1. Prince Sable is a Classical character.
  2. Prince Sable is a Japan-only character (which makes him possibly marketable to the Western audience).]
  3. He could go the route of Pit and have a new game in his series. The game series is fairly interesting and could have a childlike/humorous tone in a fantasy world.
  4. Therefore, he has a lot of potential.
  5. Three transformations: frog, snake, and human.
  6. A small sword fighter.
  7. Good story material (I see a EarthBound Rep and Prince Sable partnership!)
  8. Unique move set that can incorporate his transformations
  9. Has appeared in numerous SSB4 roster leaks. Some of which are said to be official.

Chances of Being in SSB4

30% – I would say Prince Sable, of all the classical characters, has the best chance to be in SSB4. Early leaks and rumors suggest his inclusion. I think it would be a smart move to include him as a way to reboot the series (something that was said that the Ice Climbers would do but didn`t in the end). So, if a Classical character is to be included, I would say Prince Sable has the best bet.

The Galactic Usurper Enemies 3

The Galactic Usurper Enemies 3


Name: Rock Senditom

Universe: Super Smash Bros.

Debut: Super Smash Bros. 4

Type: Physical Attack

Element: Earth, Dark

Rarity: Uncommon

The Rock Senditom is considered the brute force of the Senditom army. It wields massive, destructive Earth powers that can obliderate foes and cause earthquakes. However, it is fairly slow and its moves are easy to predict.


Rock Senditom appears as a large, rock like golem that has a large armored head, massive boulder shoulders, and massive rocks instead of hands. It uses these to pulverise and decimate enemies.

Name: Fire Senditom

Universe: Super Smash Bros.

Debut: Super Smash Bros. 4

Type: Physical Attack

Element: Fire, Dark

Rarity: Uncommon

The Fire Senditom uses devastating fire attacks to incinerate foes. It can cause volcanic eruptions, spout pillars of fire, and set its entire skin on fire. Anything that comes close to its body is instantly burned.


Its body resembles a typical Senditom but it has patches of burning flames dotted around on its body. As well, it has a massive mane of fire around its head and stomach. It carries a whip made of flame for physical attacks.

Name: Water Senditom

Universe: Super Smash Bros.

Debut: Super Smash Bros. 4

Type: Physical Attack

Element: Water, Dark

Rarity: Uncommon

The Water Senditom unleashes powerful water attacks such as massive tsunami-like waves, water spouts, jetisons of water that shoot across the stage, and its ability to transform itself into water. It combines all the powerful forces of water into one being.


The Water Senditom has a body made out of water with long, flowing waves of water that wash from its back. Its body color is always shifting and changing in color, hue, and light.

Name: Lightning Senditom

Universe: Super Smash Bros.

Debut: Super Smash Bros. 4

Type: Physical Attack

Element: Earth, Dark

Rarity: Uncommon

The Lightning Senditom can cause lightning bolts to sear across the sky and strikes with lightning fast speed. It is very fast and attacks in rapid, punching attacks. It has the fastest speed of all the other Senditoms but, due to its slim body, it can be easily defeated by several strong attacks.


The Lightning Senditom is constantly crackling with electricty around its body. It has head and back is streaked with lightning bolts and, when it runs, lighting leaps from the ground.

Name: Vultrioid

Universe: Super Smash Bros.

Debut: Super Smash Bros. 4

Type: Physical Attack

Element: Wind, Dark

Rarity: Common

The Vultrioid swoops in from the sky and attacks with fast, moving strikes with its beak and sharp, metallic talons. It can pick up prey with its talons and drop them on sharp rocks below. It is fitted with a cooling system so it can live in harsh, desert like enviroments.


It has massive steel and feathered wings that it uses to charge at opponents. It has a long, metallic neck, a sharp beak, and red beady eyes. Its talons are razor sharp and can easily pierce the toughest flesh.

Name: Trembotic

Universe: Super Smash Bros.

Debut: Super Smash Bros. 4

Type: Physical Attack

Element: Ground, Dark

Rarity: Rare

The Trembotic is a massive bio-organic worm that lives deep in the desert wastes. It waits for sounds of intruders and prey on the surface and, with amazing speed, leaps up to swallow them hole. It has the power of a out-of-control freight train and easily does large amounts of damage to opponents.


It has a very long, mechanical body with pieces of flesh still in tact. Alongside its body are flippers that branch out like small tenticles. It has a large head with ten thousand sharpened teeth in order to eat and crush hard rocks, cement, and foes.

Name: Cyclonis

Universe: Super Smash Bros.

Debut: Super Smash Bros. 4

Type: Physical Attack

Element: Wind, Dark

Rarity: Boss

Cyclonis is a powerful luetenant in the Galactic Usurper`s Army. It uses powerful cyclones and torandoes to throw opponents in the air and slice them apart with razor sharp winds. Despite its massive size, it is extremely fast and agile. It can crush opponents with boulders, trees, and other debris it lifts off from the ground.


Cyclonis has a very large, ogre like purple body that has mechanical impants and grafting randomly put into the skin. it has a monstroud head with four black horns portuding form its head, massive black fangs that jut out from its mouth. It has yellow pupils set into black eyes. It has four arms with black spikes shooting out from its elbows. These arms can egenerate torandoes within the hands.  The rest of its lower body is within a giant trando and cannot be seen by players.

Name: Nitroskiff

Universe: Super Smash Bros.

Debut: Super Smash Bros. 4

Type: Physical Attack, Speed

Element: None

Rarity: Common

The Nitroskiff is a mechanical hover-speeder meant to travel far distances over any type of terrain.  Usually, Senditoms man the skiffs artillery however it is totally possible to baord the skiff, eliminate the opponents, and occupy the skiff for your own.


It has a blue and silver color scheme.  It has a slender from prow with a barrier in case it needs to crash through debris.  Behind the barriers are the guns and energy cannons to shoot at opponents.  The bottom of it then slopes down to the hover engine that allows it to hover.  Above the hover engine is the control panel in order to operate it.  There are two other sets of guns in the back of the skiff.

The Galactic Usurper Chapter 4

Chapter 4

Enter: Isaac

Isaac appears suddenly via a magical circle and slams the Senditoms into the ground. He then goes to Bowser and Fox and holds out a hand with a smile. Both of them look at it but turn away in anger. They then proceed to walk away.

However, a swarm of Senditoms appear and begin to attack the players.

Stage: Castle Ruins

Characters: Bowser, Fox, Isaac

Enemies: Senditom, Kneekbak, Hyenotron, Steelid, Cybiknight

Goal: To make it to the exit

Senditoms, Kneekbaks, Hyenotrons, Steelids, and Cybiknights will attack the players or chase them should they run away. There are some chances of get trophies and stickers during this stage.

Isaac a violent storm brewing in the distance. He points to the storm and then begin to run torwards the storm. On their away, they see a Nitroskiff. A Nitroskiff is a organic speed cruiser that Senditoms use for fast travel. The trio defeat all the Senditoms and take the Nitroskiff.

Stage: Bad Lands

Characters: Bowser, Fox, Isaac

Enemies: Senditoms, Kneebaks, Vultrinoids, Tremabotics

Varios enemies will chase you down along the Nitroskiff. You will ecnounter Senditoms on other Nitroskiffs that will blast at you will the skiff`s arsenal. Attack with aerial moves or poejctiles to defeat the ship and crash it. Ocassionally, Kneebaks will try to attack you or Vultrinoids, a flying mechanical vulture.

Half way through, one Tremabotic will attack. It resembles a giant mechanical sandworm. It will attempt to crash into the Nitroskiff or even eat it. It will do some charging moves to knock it as well. It can`t be hurt while in the ground so it`s best to attack when it is above the ground.

After defeating the Tremabotic, the Nitroskiff continues torwards the storm. In the distance, they see a large rocky outcrop and pull the Nitroskiff next to it. Up in the sky they spot two figures fighting.

Saki and Ike are battling each other atop a high rocky outcrop. A storm brews over head and threatens to engulf them in it’s tempest.

Saki fires a round of blaster shots and Ike either blocks or dodges them. Ike then spins around and cuts at Saki who dodges out of the way. The two begin to exchange blows and appear to be in a stalemate. Then distance each other and begin to stare one another down.

Just then, the tempest began to whirl together and formed a raging cyclone. It threatened to swallow the two up.

Stage: Raging Tempest

Characters: Ike, Saki

Goal: Reach the ground without falling, getting sucked up by the cyclone, or being KO’d by the foe.

Ike and Saki make it to the ground and prepares to battle when a massive monster appears from the cyclone. It has a tornado like body but robotic arms and legs with boulders attached to them.

Boss: Cyclonis

The first part of the fight involves Cyclonis chasing after Link and Fox. They must outrun the powerful monster as he throws boulders and mini tornadoes. The boulders do moderate damage and knock back. However, they are slow and easy to dodge. The tornadoes though are much faster, deal less damage, but throw opponents high into the air. Players at higher percentages may be KO`d with this move.

The pair are then chased to a cliff and look down a massive cliff. They then turn to face the giant Cyclonis who is blocking their path. Suddenly, the sky opens up and a burning figure can be seen shooting across the sky. The burning figure flies right straight into the giant tornado monster and hits him right in the head. The monster trips and launches over the cliff into the ground far below. From the air comes a pudgy, moustached figure.

Enter: Wario!

Wario bounces on the ground and lays there for several moments. Link and Fox edge closer to Wario to look at what is wrong when suddenly, he jumps up. He starts screaming and holding his head which has a huge bump on it. Wario then sees Link and Fox and jumps up; startled.

The ground starts to suddenly shake and, from the cliff face, emerges Cyclonis. His tornado body is now black and violent; pulsating and twisting every which way. Cyclonis launches itself onto the ground and starts shooting out gusts of wind.

Boss: Cyclonis Part 2

Characters: Saki, Ike, Wario

Cyclonis causes two torandoes to spawn from the right and left of the screens to prevent opponents from running away. he appears in the background. As before, he throws out boulders which do moderate damage and knock back and throws out tornadoes which can throw opponents in the air.

However, he also causes wind to blow from one side or the other. The side tornadoes can KO a player as low as 40% so its best to avoid them and to run against the wind. He repeats this several times.

He will then jump high in the air and come smashing down into the ground with its tornado-like body. It will then spin like a drill. This is its most devastating attack and can do upwards to 55% damage total. However, at the end of the attack, it becomes dizzy and disoriented so attack it then.

After doing this several times, he will perform a Final Smash. Two massive tornados will appear at his hands and he will throw them into the ground. A massive cyclone will erupt and can cause between 50-80% wind damage. Repeating this process several times will cause the foe to collapse on the ground.

After the fight, the Nitroskiff pulls up with Fox, Bowser, and Isaac. Saki, Ike, and Wario, startled, gets into a fighting stance and prepares to fight. However, before a fight can begin; a sudden purple vortex appears and a figure steps out of it. A dark anf firghtening figure…

Enter: Nightmare

Isaac, Bowser, Fox, Saki, Ike, and wario all get into a fighting stance but Nightmare, laughing hysterically, holds alof Soul Edge. The demonic sword starts collecting a purple, siwrling dark energy into it`s eye. As the energy is collected, it directs itself into Cyclonis.

Nightmare holds out his monster-like arm and begins to laugh menacingly. From the remains of Cyclonis, a purple energy begins to pour forth. The group look on horrified as the monster, Cyclonis, gets up while surges of dark energy swarms its body.

Nightmare slams his sword into the ground and the purple vortex appears. He steps inside the swirling vortex but not without looking back at the group.

Boss: Nightmare Cyclonis

Characters: Isaac, Bowser, Fox, Ike, Saki, Wario

Nightmare Cyclonis is very powerful and utilizes devastating attacks. He appears to the side and, unlike before, side tornadoes do not appear as before. He first throws out three to five small purple torandoes. They spin very fast and try to suck in the player. If sucked in, it will throw them high into the air. Nightmare Cyclonis will then use a Air Vacuum attack to drain energy and give him health. Therefore, it`s best to avoid these tornadoes.

Cyclonis will then cause a massive cone of purple wind to blast through the stage. It does 45% damage and deals high knock back. Afterward, he will do the smae but summon 3 tornado cones from the sky into the ground. These again do 45% damage.

However, afterward, he tires out from using the tornadoes so start attackin then. Smash attacks and aerial attacks work the best. After this, Cyclonis will regain its energy and perform its most devastating attack Nightmare Vacuum. It is a unavoidable, unblockable attack that does 50% damage based on the amount of health you have when the attack begins. It also does high knock back afterward. Fox is able to reflect this attack though and do damage to Cyclonis so bring out Fox when he prepares this attack.

This repeats four times before he is defeated. Cyclonis turns into a purple tornado and vanishes into the sky.

However, before the group can celebrate, the skies open up and the massive mechanical island appears. from the bottom of the island, six large purple dark energy hands appear and grabs the players. However, Isaac and Saki are the only ones able to escape. The rest are taken into the mechanical island.

The island vanishes like a mist being dissapated by wind. Isaac and Saki look up and then at each other. Unsure of what they should do, they take the abandoned Nitroskiff and move forward.

Elsewhere, inside the mechanical floating island, Bowser, Wario, Ike, and Fox finds themselves in seperated holding cells. The cells have energy barriers to keep them inside. Four Guard Senditoms release the gates and bring the prisoners out. They are lead through a wide, purple-lite hallway and into a mighty chamber.

On the dais is a regal throne with a shadowed figure sitting. Standing in front of the heros are four of thier comrades: Link, Kirby, Peach, and Donkey Kong. They all have a purple, shadowy appearance and a red glow in thier eyes.

A gutteral laugh comes from the shadowy figure and, shortly after, “Fight” comes from its unseen lips.

Kirby, Peach, Link, and Donkey Kong move to strike.

Veteran: King Dedede

King Dedede from Super Smash Bros. Brawl

Name: King Dedede

Universe: Kirby


Element Alignment: Wind

Affinity: Neutral

Reasons for Fighting: Prestige

Availability: Starter

King Dedede returns to Super Smash Bros. 4 with his massive hammer, multiple jumps, inhaling ability, and his army of waddle-dees. King Dedede plays as both antagonist and (unintentional) protagonist in the various Kirby games. While some his plots are thwarted, in the end, everyone is happy in Dream Land.

Changes from SSBB to SSB4

Chain grab throws have been removed from King Dedede’s Down Throw. It does more vertical knock back and provides a little hit stun. Other than that, King Dedede remains still a powerful character that is not to be underestimated.

King Dedede’s Special B Move Set

  • B – Inhale
  • Side B – Waddle Dee Toss
  • Up B – Super Dedede Jump
  • Down B – Jet Hammer

The Final Trio

  • Final Smash – Waddle Dee Army
  • Final Melee – Megaton Hammer
  • Final Brawl – Mt. Dedede


Waddle Dee Army is King Dedede`s Final Smash. It has the same properties as before.

  • Beginning Animation: King Dedede holds up his right hand and with his left, blows a whistle abnd summons a horde of Waddle-Dees and Doos.

Megaton Hammer is King Dedede`s Final Melee. King Dedede`s Jet Hammer begins to glow and expels a massive amount of energy. Additionally, it grows 3 times it`s normal size without slowing down the wielder. King Dedede can attack with it and ar ebased on all of his hamemr attacks. However, they are tripeled in damage and knock back. As well, by pressing B, King Dedede can temporarily release a stream of energy that surrounds the hammer. It can then project itself in front of the hammer and deal damage that way. In a way, it comes a long distance oriented attack.

  • Beginning Cinematic: King Dedede taps his hammer three times and it starts to expand and gather energy.

Mt. Dedede is King Dedede`s Final Brawl. King Dedede places his hands on the ground, and from under the opponent. a massive castle perched on a tall mountain begins to rise up from the ground. It carries the opponent along with the castle and mountain. King Dedede then takes his Jet Hammer and swings and strikes the mountain. It then crumbles down and atkes the opponent with it. It does 72% damage.

Proposed Stage: Cookie Country

Proposed New Taunts

  • Right Side – Swings back and then does a golf-like swing with his hammer. He then laughs.

Proposed New Palette Swap

Winter King Dedede

Proposed DLC Costumes

Masked King Dedede (from Kirby Super Star and Kirby Super Star Ultra)

Crystal Shards 64 King Dedede (from Kirby 64 Crystal Shards)

Current King Dedede Move Set (Taken from the SmashWikia)

Changes are in BOLD


Ground Attacks

  • Neutral Attack – A three part attack: first is a horizontal swipe, then a vertical swipe, and finally a repeating, indefinite hammer spin in the fashion of a drill. Can deal a large amount of damage, but the spinning part is easily DI‘d out of. If the “Attack” button is held during the spinning part, the spin can be held indefinitely. Though its reach is good for a jab, it is one of the worst jabs in the game as it has slow start-up (slowest start-up in the game among neutral attacks) as well as being rather slow to the second and third hit. Does 6% for the first hit, 5% for the second hit, and 1% to 2% for each hit in the “drill” portion.
  • Dash Attack – Trips and face-plants forward, like he does in several Kirby games. A good deal of starting and ending lag, but deals a large amount of damage, has high KO potential (strongest dash attack in the game). It is powerful enough to KO even under 100% (it KOs reliably around 115%). Even though it is slow, it has a massive hitbox (it covers Dedede’s entire body and extend some in the front) and it has a long duration. Due to this, it can be used as a deadly edgeguarder and it punishes spot dodgers, as the hitbox often lasts longer than the invincibility frames from the sidestep dodge. Does 16%.
  • Forward tilt – Extends his hammer forward and spins it. Long lasting hitbox but produces very low knockback. However, it has amazing reach – the farthest of any non-projectile ground attack, and is somewhat fast compared to other attacks of similar range. As such, it is a useful spacing move, especially on slower characters, but is generally unsafe at point blank range. Does 6% with the initial hitbox, the subsequent hitbox does 4%.
  • Up tilt- Sets his hammer on the ground momentarily and jumps a little upwards, headbutting. It has surprisingly fast start-up with low ending lag. It has great vertical reach and a massive hitbox that covers Dedede’s entire body. Due to this and its hitbox having a long duration, it is great for a spot dodge, rolling dodge and air dodge trapper. It has very high knockback scaling and is the second strongest up tilt in the game (without DI and momentum canceling, Snake’s up tilt KOs most characters a 1% or 2% faster due to its higher base knockback). Is often considered on par with Snake’s up tilt for being the best up tilt in the game, usually done immediately after rolling towards the opponent or to punish characters landing with an air dodge. Snake’s up tilt tends to perform better on flat stages such as Final Destination due to its good horizontal reach, which Dedede’s lack and is a better out of shield option. However, Dedede’s tends to perform better on stages with platforms from below such as Battlefield, as Dedede’s has a longer lasting and wider hitbox, slightly better vertical reach, and the fact that Dedede’s doesn’t have a sourspot like Snake’s does (though Snake’s sourspot still has high knockback). In the end, whichever up tilt is better depends largely on the situation. Does 12%.
  • Down tilt- Extends just one of his legs and sweeps the ground with it. It has average speed but fairly good knockback and pretty good reach for a down tilt, and like Dedede’s other tilts it has a long hitbox duration (though it is shorter than his forward and up tilts). Has decent edgeguard ability, particularly against characters with poor ledge sweetspots, though generally one of his aerials or forward smash is a more useful option. Does 10%
  • Side Smash – Swings his hammer over his head at the ground in front of him. Creates a small shock wave that damages opponents just outside the hammer’s range. Slowest start-up in the game for a forward smash (43 Frames) and needs to sweetspot to be powerful, but it has extremely powerful horizontal knockback when sweetspotted, has rather low ending lag compared to its start-up and has very long reach (which makes it difficult to punish). It has extremely high base knockback and knockback scaling, being the second strongest in both categories among forward smashes (only Snake’s has higher base knockback and Ike’s has higher knockback scaling). When it comes to KO percentage, King Dedede’s forward smash is the strongest in the game, KOing reliably at 60% uncharged. It can also be used as a risky, but deadly edgeguarder, often KOing recovering opponents above 30%. It is significantly weaker when sourspotted, dealing half the damage and not KOing until about 160%. The sweetspot produces a much louder “thud” when landed. Does 25% uncharged and 33% fully charged when sweetspotted. Does 12% uncharged and 16% fully charged when sourpsotted. The “quake” hitbox at the end of the forward smash does 6% uncharged and 8% fully charged with extremely low vertical knockback, with its main purpose being to make the forward smash less punishable. Both the hitboxes of the sweetspot and sourspot have transcendent priority.
  • Up Smash – Pulls back the hammer then swings vertically upwards from in front of him. It has strong vertical knockback with average base knockback and high knockback scaling along with a hitbox that covers the area in front of and behind Dedede, as well as above him. However, it has slow start-up lag and even worse ending lag with rather average damage output for an up smash. When uncharged, it is weaker than his up tilt as well as being much slower. As such, Dedede’s up smash is often neglected and is not often used. KOs reliably around 120-125%. Does 14% uncharged and 19% fully charged. The hitbox in Dedede’s up smash does have transcendent priority.
  • Down Smash – Pulls back the hammer and then spins it horizontally along the ground. Slow start-up and ending lag for a down smash, though Dedede’s down smash does not have the horrible start-up of his forward smash or the ending lag of his up smash. The down smash does have fairly good horizontal reach with above average vertical knockback (it is weaker than the up tilt and smash however). It works well as a roll dodge and air dodge trapper as the hitbox is swept around Dedede and like his other attacks, it too has a hitbox with a long duration. Despite being the least powerful of his smash attacks, his down smash can be considered Dedede’s most reliable smash due to it being faster than the other two smashes while having a favorable hitbox. This is occasionally his preferred ground finisher against short characters on platformless stages like Final Destination, where landing an up tilt would be difficult. Does 15% uncharged and 21% fully charged. Like Dedede’s other smashes, the hitbox of the down smash has transcendent priority.
  • Ledge Attack – Pulls himself up and as he is about halfway up, he quickly kicks out with his foot at the ground in front of him.
  • 100% Ledge Attack – Slowly pulls himself up, and when he is most of the way pulled back onto to the stage, quickly swings his hammer over his head down in front of him.
  • Floor Attack – Quickly kicks to the side his feet are facing, then kicks in the other direction.
  • 100% Floor Attack – Slowly gets up and swings his hammer in front of him, then sticks his hammer behind him and spins it.

Aerial Attacks

  • Neutral Aerial – Sticks his arms out and legs back, body slamming with his large stomach. Very fast start-up with a hitbox that covers Dedede’s entire body and has a long duration but below average knockback. Minimal landing lag. Has properties similar to a Sex Kick, with the initial hitbox being much stronger than the subsequent hitbox. Both the initial and subsequent hitboxes have transcendent priority. Can fastfall the attack so the later hitbox hits the opponent, setting up well for other attacks like his grab or up tilt. Does 12% with the initial hitbox and does 7% with the subsequent hitbox.
  • Forward Aerial – Swings hammer upwards in front of him. Somewhat slow start-up lag and is generally awkward to use against grounded opponents, especially due to its noticeable landing lag. While difficult to utilize against grounded opponents, it is very useful for edgeguarding due to its good top-to-bottom coverage, strong knockback, and low ending lag, which allows it to be used in Wall of Pains in conjunction with his bair. Due to Dedede’s extreme fastfall and fair’s vertical reach, Dedede can fastfall while attacking to great effect giving it humongous range. Does 15%.
  • Back Aerial – Thrusts a foot out behind him, kicking with it. Overall a quick attack in both starting and ending, good horizontal reach, strong horizontal knockback, and a hitbox with long duration. Dedede can string multiple B-airs at low percentages and use it in conjunction with his fair in Wall of Pains. When it is not stale, it is also a reliable KO move, reliably KOing under 150%. It does have some landing lag, but is difficult to punish when properly spaced. Arguably the best back air in the game and is often considered Dedede’s best attack. Has properties of a Sex Kick, with the initial hitbox being stronger than the subsequent hitbox, though the subsequent hitbox only does 3% less damage with its knockback not being that much lower. Does 13% with the initial hitbox and 10% with the subsequent hitbox.
  • Up Aerial – Sticks his hammer above him and spins it. Multiple hits, good for racking up damage. Final hit deals pretty good vertical knockback. Good anti-air move. Somewhat quick along with good, disjointed vertical reach though its hitbox is not that wide, making it difficult to hit some characters in the air, though it is hard for floatier characters with poor aerial mobility to avoid it. Does a minimum of 2% with a maximum of 19%.
  • Down Aerial – Similar to his Up Aerial, but extends his hammer below him and is a bit slower. It also has more hitlag with each hit. It has decent start up and low end lag, along with low vertical knockback on the final hit, which sets up well for many of Dedede’s other aerials (including another down air) at low to medium percents. Also like up air, its long duration and fairly low end lag make it great at countering certain vertically oriented moves, like Metaknight‘s Shuttle Loop. If he uses his Dair when he’s flying past the upwards blast line, a glitch will occur that causes the spinning sound effect to last the entire time he’s being star KO’d. Does a minimum of 2% and a maximum of 17%.

Grabs and Throws

Note: King Dedede has the longest non-tether grab in the game, which when combined with his weight and high traction, make him the best shield grabber in the game, being able to shield grab even powerful attacks.

  • Pummel – Lays his hammer on the ground and headbutts them. Despite being a slow 3% pummel, only the first hit counts towards Stale-Move Negation. Does 3% per hit.
  • Forward Throw – Clubs opponent with hammer. A fast throw with high knockback for a throw, though it is weaker than his back throw. Does occasionally KO near the edge of stages if the opponent DIs poorly. Does 12%.
  • Back Throw – Hits opponent with hammer behind himself. It is the most damaging throw in the game and is also fairly powerful in knockback. It is slower than his forward throw, though it is still rather fast. Has KO potential at very high percents. Does 16%.
  • Up Throw – Hits opponent upward by sticking both his hands upward. Can KO easily in Sudden Death like most of his throws. Often neglected and rarely used. Does 9%.
  • Down Throw – Slams opponent on ground and sits on top of them. In SSBB, the Down Throw can be chain grabbed. This is changed in SSB4. It does more knock back at the same damage and provides a bit of hit stun while in knock back animation to allow King Dedede to combo into it. 8% damage.


  • Up: Hoists his hammer above his head and pumps it up and down. Oddly, the sound is out of sync with the movement if he does it while facing left.
  • Down: Dances in a circle while drumming on his belly.
  • Side: Spins his hammer while looking at the camera, laughing.

Stage Entrance

  • He is carried by Waddle Dees in a sedan chair and he jumps off.

My Thoughts

King Dedede is a strong, unique character that, when in the hand ofba pro, he can be very hard to beat. However, that is the problem. King Dedede’s chain throw grabs can be very devastating and gives him an advantage against many opponents. That is why I removed his chain throw grab.

Item: Chance Cube, Cuckoo, and Palm

Name: Chance Cube

Universe: Super Mario Bros.

Debut: Super Mario Galaxy 2

Item Class: Effect/Duration

Rarity: Rare

Availability: Starter

The Chance Cube has five items it can grant to a player when they throw it. The following are: a Starman , a Heart Container, an Assist Trophy or Pokéball, a random item, or a self-destruct mechanism.

When the cube hits any type of surface when thrown, it bursts apart and the item appears on the thrower or his/her hands. However, the self-destruct mechanism will cause the thrower to explode and deals high vertical knock back. It can be caught and throwing it at opponents deals no damage.

Name: Cucco

Universe: Legend of Zelda

Debut: Legend of Zelda

Item Type: Equipment

Rarity: Uncommon

Availability: Starter

The Cucco is a type of chicken-like bird that be found in and around Hyrule. It allowed Link to jump from high places and carry him over long distances. However, if attacked repeatedly, the Cucco would call upon it’s brethren and a horde of Cuccos would come to Link’s aid.

The Cucco acts much like it did in LoZ. It allows a player to cross a area after jumping by using the birds strong wings. However, the player will fall into a helpless state if hit while in midair. The Cucco will then fly to safety. The Cucco can also be attacked repeatedly until it calls for it’s brethren. Cuccos will then invade the stage and attack players. They will not attack the person who picked it up last unless it was that player that caused the Cucco to cry. The lasts 10 seconds.

Name: Palm

Universe: Kid Icarus

Debut: Kid Icarus Uprising (2012)

Item Type: Equipment

Rarity: Uncommon

Availability: Starter

The Palm is a weapon found in the game Kid Icarus Uprising. It attaches itself to a wearer and allows them to perform long distance energy attacks.

When equipped, the Palm allows the player to shoot energy shots when attacking. When hit directly, it doubles the damage of the attack. The projectile shot damage is halved when it connects though.