Newcomer: Altaïr

Name: Altaïr Ibn-La’Ahad

Universe: Assassin’s Creed

Debut: Assassin’s Creed

Element Alignment: Dark

Affinity: Good

Reasons for Fighting: Free Will

Availability: Unlockable

Altaïr Ibn-La’Ahad is the main character of the first Assassin’s Creed game and considered one of the greatest Assassins within the Assassin organization. The Assassins in an ancient organization that has been in conflict with the Templar organization since biblical times. The Templars have strived to create the “perfect world” and, in order to strive for this perfection, believe free will from people should be removed. However, The Assassins believe that people should have free will and free thought. The Templars have influenced history and have had their hands in events such as Alexander the Greats conquest, rise of Julius Cesar, crucifixion of Jesus Christ, suppression of the Renaissance, Adolf Hitler, Churchill, Roosevelt, and Stalin, NASA, assassination of John F. Kennedy, and other pivotal events in history. The Assassins have attempted to thwart them at every turn.

Altaïr was born during the middle ages in Masalyf, an Assassin run state in the Middle East. He was born into an Assassin family and climbed the ranks until he became Master Assassin at age 24. However, an Templar invasion of Masalyf and the prevention of it led to a demotion in rank for Altaïr unless he can eliminate nine key Templars. Thus he began his quest to redeem himself.

In reality, a person name Desmond Miles is actually reliving his memories through a machine called the Animus. It was revealed Desmond Miles is a direct ancestor of Altaïr and thus carries the same DNA signature. Desmond is forced by the Templar organization to use the Atrium in order for the Templars to discover a way to combat the Assassins.

Whether this Altaïr is the real Altaïr or a memory replica of Altaïr is unknown.

Altaïr’s Stats

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

Altaïr’s main strength lies in his speed, jump, and his flexibility in his attacks. Altaïr is a close to far ranged fighter and utilizes attacks that require him to get close to an opponent or attack from far away. Most of his attacks involve stealthy and quick strikes that are hard to predict or dodge. For this reason, Altaïr is a hard opponent to fight against since he mixes attack and stealth together.

Altaïr possesses high-speed stats but falls behind some of the faster characters. However, his speed may be perceived as slow since, when he first starts running, it is fairly slow but the longer he runs, the faster he becomes. As a way to keep Altaïr true to the Assassins Creed games, he is extremely fast when pulling himself up from a ledge and actually has four types of attacks when he pulls himself onto a ledge. Additionally, Altaïr is the only character able to climb up a wall. Due to his intense Assassin training, he can find hidden ledges and grooves and scale up walls or other solid objects. If he cannot climb up a wall, though, he will stop and cannot move further. Watch this video to see Altaïrto free run.

Altair has one of the best jumps in the game. Even though he doesn`t have the highest jump, he has the farthest jump. He is able to span a portion of a stage in a single jump and can easily jump from end to the other with his second jump. As mentioned before, Altair can both climb up a wall or wall jump. His wall jump is the best in the game as well.

Altaïr`s power stat is fairly high but is best used when moving or in the air. Additionally, his attacks usually hit more than one time and can deceive opponents with his stealthy attacks. His stealth oriented attacks are actually his most strongest and provide the most amount of knock back. When facing Altaïr, it is best to stay back until his attack is complete or to watch him closely because he can land unseen attacks even from afar. Altaïr lacks many elemental oriented attacks so he is fairly weak in the element stat.

Due to the weight of Altaïr equipment and gear, he is fairly hard to KO at low levels. While he is fairly fast, it is considered as slow as Ganondorf when he walks or begins running. Altaïr can be considered a slow character on a small stage due to his running speed. Altaïr`s defense is fairly low as well due to lacking defensive skills. His shield is fairly weak and his dodge is quick so it is hard to pin point when to use his dodge. However, his dodge roll is long and spans a wider area than most. As well, Altaïr can also press himself against walls and blocks when he is running against it.

Altair is best played moving, jumping, and keeping out of sight while using deceptive attacks and hit and run tactics. Because of his free run abilities, far jumping stats, and flexibility in his attacks; Altaïr is a great guerrilla hit and run tactic player and can pressure opponents from both close and afar.

Altaïr`s Special B Move Set

  • Neutral B – Throwing Knife
  • Side B – Assassins Blade
  • Up B – Pulley
  • Down B – Dirt Throw

The Final Trio

  • Final Smash – Master Assassin
  • Final Melee – Eagle Vision
  • Final Brawl – Bortherhood


Throwing Knife is Altaïr`s Neutral B move. Altair throws a single knife at an opponent. If uncharged, it travels a short distance, slow speed, and has an upward arc to it. However, if fully charged, it almost travels in a straight line, fast speed, and travels farther. Despite this, it both a base damage of 8%. It has high priority and can cancel non-charged projectiles. It can also hitstun players. If thrown in the air, it will be thrown downwards at an angle.

Assassins Blade is Altaïr`s special Side B move. Altair will rush forward with strike his long sword. Pressing B after the attack will cause Altaïr to start attacking with his Hidden Blade in a flurry of attacks. He hits at least 6 times and does 2% each hit. Finally, if the last attack hits, Altaïr will spin around and throw a throwing knife that does 2%. Altogether, the attack does 16% damage if all attacks hits. It will not slow down Altaïrs decent if midair but it will move Altaïr slightly forward. Altaïr can only move the next portion of the attack if he hits an opponent.

Pulley is Altaïr`s special Up B recovery move. A platform appears and Altaïr grabs a rope that suddenly appears above him and hoists him upwards into a pulley system. A sandbag crashes down opposite of Altaïr. It is capable of doing two types of attacks. The first type of attack that it can do when Altaïr crashes into the opponent. It does around 6% damage and average knock back. It is quick and, during the middle portion ofAltaïr`s ascent, he has Super Armor. The second type of attack is when the sandbag crashes down. It does around 14% damage and it falls until it hits the ground. It does above-average knock back and is capable of breaking shields.

Dirt Throw is Altaïr`s Down B move. Altair scoops dirt into his hand. Pressing Down B again will throw the dirt. Altair can charge the attack as he scoops up dirt which will alter how far and how much dirt is thrown. A uncharged Dirt Throw attack throws little dirt and barely leaves Altaïr`s hand. However, a fully charged Dirt Throw will have a lot of dirt and spread out far. When hit, an opponent is either stunned or slips and fall. If Altaïr is hit enough times, he can lose the dirt and will have to scoop up more. The attack can also be done while dashing.

Master Assassin is Altaïr`s Final Smash. Altair will extend his Hidden Blade and will strike three times before he pulls out his long sword and impales the enemy. He will then spring over the opponent, throw a knife, and then dash forward with his short sword impaling the enemy. The pulley will then appear and Altaïr will step on the platform but instead of himself going upwards, the opponent will. The Pulley will launch the opponent upwards into the air. It does around 60-63% damage and has high vertical knock back. It can OHKO as low as 20%.

  • Beginning Cinematic: Altaïr extends his Hidden Blade and smiles smugly.

Eagle Vision is Altaïr`s Final Melee. Altaïr activates his Eagle Vision. The entire battlefield turns back save for Altaïr which appears shrouded in a white light and the opponents who appear in a red light. This vision is unique because it presents a movement trail of the opponents as they move as to predict their movement as well as displays the hitboxes from opponents attacks. All of Altaïr`s attacks have higher priosrity and, while deal the same amount of damage, deal 10% more knock back. Altaïr`s gains Super Armor during his Final Melee and, while can be damaged, cannot be KOd.

  • Beginning Cinematic: Altaïr passes his hand in front of his face and the entire screen goes black save for Altaïr.

Brotherhood is Altaïr`s Final Brawl. Smoke appears around the ground and the sound of boots hitting the ground appear. Suddenly, a thrown knife hits the opponent and then an arrow pierces them. The opponent falls on the ground and an Assassin leaps down and strikes the opponent and vanishes. Another Assassin grabs the opponent and leaps up into the smoke. The smoke clears and all four Assassins plus Altaïr stabs the opponent with their Hidden Blades. They then vanish while the opponent falls to the ground. Altaïr lands too and places an Assassins cloak over the opponent. This attack does between 70-75% damage and does average knock back.

Home Stage– Animus

Proposed Taunts

  • Up – Altaïr pushes his cloak up and brandishes his hidden blades.
  • Left Side – Altaïr points to the opponent and waves them over and says “Prove yourself!”
  • Right Side – Altaïr tosses his throwing dagger in the air three times.
  • Down – A pile of hay appears and he jumps into it and then jumps out. The hay pile then vanishes.

Proposed Winning Poses

  • Altaïr walks around the victory stage, like he is being hunted, peering left and right and walking quietly.
  • Altaïr throws a knife in front of the screen and walks away slowly.
  • Altaïr does a back flip and jumps up. He than lands on the other side, rolls, and back flips into a squatting position.

Proposed Victory Theme

  • An epic sounded remix of the victory theme with Middle eastern influences.

Stage Entrance

  • Altaïr does a Leap of Faith onto the stage with his Hidden Blade drawn. He then rolls as he lands and gets up.

Fighting Stance

  • Altaïr stands with his front or back facing the camera and his swords/daggers sheathed. He appears motionless and focused.

Idle Poses

  • Altaïr relaxes and shakes his arms as if to ward off fatigue.

Audience Cheer

Kirby Hat

  • Altaïr`s hood and sheath.

Altaïr`s Palette Swaps

  • Blue Altaïr
  • Yellow Altaïr
  • Black Altaïr
  • Purple Altaïr
  • Ezio Altaïr
  • Connor Altaïr

Altaïr`s DLC Costumes


Proposed Altaïr Move Set

Ground Attacks

  • Neutral A – A kick followed by a lunging hidden blade jab. Pressing A repeatedly afterward will cause Altaïr to stab with the hidden blade. The kick can stagger enemies 50% of the time. The first attack does 4% damage while the hidden blade does 6% thus totaling to 10% damage. The second hit does average knock back and can KO at high percentages. The hidden blade jabs does 2% damage each hit and has little knock back.
  • Dash Attack – A dashing leap that knocks the opponent over and causes Altaïr to fall into them with his Hidden Blade. It does around 14% damage and leaves the opponent stunned after the attack for 5 seconds. It is a very quick and far reaching attack. Altaïr can span the stage very quickly with this attack. However, it only does damage to one opponent and won’t hit unless it successfully connects.
  • Down Tilt – Sweep kicks the opponent which causes trips and then punches them as they fall. The sweep kick only does 2%, the fall does 1%, and the punch does 6%. It totals to )%. It has a long ending lag and can be punished after the attack but the sweep kick is very fast and has a nice reach.
  • Up Tilt – Altaïr thrusts his hidden blade up and releases it. It attacks within a small period of time but it can be comboed with other attacks. It`s attack reach is easily deceivable as well as the speed of the attack. It can be sweetspotted in the middle of the attack where the blade is at its highest point. Un-sweetspotted does around 10% while sweetspotted does 14% damage.
  • Forward Tilt – Altaïr slashes once with his long sword and then stabs by pressing A. It has a far reach and is a great approach. When Altaïr slashes, it can hitstun players and then combo into the far-reaching pierce. The pierce has a long reach and can poke shields. It suffers from long start-up and ending lag but it is an effective approach move. The first attack is fairly fast but the second attack is much slower. The first slash does 7% damage while the second does 9% damage. It does 16% damage total.

Smash Attacks

  • Up Smash – Altaïr takes two throwing daggers, thrusts them upwards, and then slashes them downwards to his side. It does three hits: the first hit is the upward stab while the two hits are when Altaïr slashes downwards. It is a very quick attack with virtually no lag. It does around 20-25% damage and is his most dam,aging attack. It does above-average knock back and can OHKO as low as 40%. It is highly deceptive due to the long-range of the attack in both hits. It is highly effective against opponents in the air.
  • Down Smash – Altaïr tosses two exploding Arabic grenades that explode when they land. They explodes right next to Altaïr but causes no damage to himself. It uncharged, it does 20% Fire damage and it does 24% Fire damage fully charged. As well, if it is fully charged, the grenade will bounce twice before exploding. The grenade will bounce once if half charged. It is a great defensive attack that protects Altaïr on both sides. It does high vertical knock back and can OHKO as low as 45%.
  • Forward Smash – Altaïr slashes once with his long sword, than twice, and then spins around the opponent and stabs backward with his short sword. It is an effective attack that can keep opponents within Altaïr`s range. All attacks do hitstun and lead into the combo. However, it is a long Forward Smash and suffers from ending lag. The attack also moves Altaïr to be a back to back formation. For example, Altaïr performs the attack against Mario. After the second attack, Altaïr spins around Mario and then is back to back with him. Even if the first or second attack doesn’t hit, it moves Altaïr from danger and then does a close attack. The first sword slash does 5-7% and the second does 4-6% while the last hit does 10-12%. Altogether, the attack does between 19-24% damage if fully charged. It does average knock back and easy to deceive appoints due to the third attack.
Other attacks
  • Ledge attack – Altaïr springs himself over the side of the ledge and kicks the opponent in the guy. Very quick and excellent reach. It does 7% damage.
  • Ledge Attack (Holding) – Altaïr can stab forward with his hidden blade while hanging on. Press Up A to do the attack. It is quick and does 2% damage.
  • Ledge Attack (Swinging) – If there is another ledge above the one Altaïr is holding onto, Altaïr can jump up, grab that ledge, and by pressing Down A, he swings down and kicks the opponent. It does 9% damage and below average knock back. It has a long reach.
  • 100% ledge attack- Pulls himself up slowly and then thrusts a throwing knife into the opponent. Does around 10% damage. It can shield poke but it is a very slow attack and has a long start-up lag.
  • Floor attack- Altaïr pushes himself off from the ground and spins while holding his throwing knife. Does 8% damage and highly effective guard attack.

Aerial Attacks

  • Neutral Aerial – Spins around in a circle while his hidden blade is activated. It can do up to 5 hits with 3% damage each hit. The last hit deals the most knock back and can meteor strike if it lands. Alotgether, it does around 15% damage. It is effective during the double jump but it causes landing lag when done during a short hop. It`s hitboxes are unpredictable and is easy to strike at opponents who think they are safe. When jumping forward, the jump carries the attacks momentum thus Altaïr attacks while moving forward or backward.
  • Down Aerial – Altaïr dives down in a downward angle with his hidden blade extended. If it hits an opponent while in midair, it will cause a meteor smash and does 13% damage. However, if Altaïr attacks a grounded opponent, Altaïr will tackle them and slash them up close with his hidden blade. It will do 20% damage to a grounded opponent and does high horizontal damage if the attack lands. It can be short hopped. The attack comes from when Altaïr assassinates from the air.
  • Back Aerial – Takes his shortsowrd and stabs bakcwards. it does horizontal knock back and around 14% damage, 16% if sweetspotted at the tip of the blade. It is a very unpredictable move and the length of the attack is decieveable. It is a very quick attack and can be short-hopped with great results.
  • Forward Aerial – Holds out his hidden blade and stabs forward. He then spins around and acts like a drill. It is a highly versatile attack but causes Altaïr to bit a bigger target from under him. The attack can hit 6 times fully with 2% each hit thus totaling for 12% damage. While it is not exactly super strong, it can combo opponents. Like most Altaïr attacks, it can`t be short hopped due to horrible lag at the end.
  • Up Aerial – a flip kick. It is a good juggling attack but it can’t OHKO until 180%. It does around 7% damage but it does very little knock back. It is quick and has good priority.

Grabs and Throws

Altaïr has two grabs: a standing grab and a dashing grab (much like his Tackle attack from Assassins Creed)

    • Grab – Takes the opponent by the collar and hoists them up.
    • Grab (Dash) – Leaps and tumbles against the opponent before landing on top of them.
    • Pummel – A punch. Does 3% but it is considered a slow pummel
    • Pummel (Dash) – Slams the opponent into the ground. A slow pummel but does 4% damage each hit.
    • Back Throw – Swings the opponent around and then slams them into the ground. Does around 8% damage and spikes opponents up.
    • Back Throw (Dash) – Stands up and kicks the opponent behind him. It does around 6% damage and horizontal knockback.
    • Up Throw – Spins around and tosses the opponent in the air. Does around 7% damage and vertical knock back.
    • Up Throw (Dash) – Altaïr takes his sword and slashes at the opponent. Does )% damage and no knockback.
    • Down Throw – Turns the player around and elbows them in the head. Can cause daze in players for 3 seconds. It does around 7% damage and no knock back.
    • Down Throw (Dash) – Altaïr stabs the opponent. It does 12% damage and vertical knockback.
    • Forward Throw – Altaïr pushes the opponent slightly forward and then slashes them with his hidden blade. Does 11% damage and average knockback.
    • Forward Throw (Dash) – Altaïr stomps twice with his foot on the opponent. It does 6% each stop thus totaling for 12%. It can spike on the last stomp.

My Thoughts

Altaïr was actually the last character I added to my roster. I originally added Terra Branford into my roster but I decided against it because I felt like Altaïr or an Assassin’s Creed character in general. I’ll explain why I feel an Assassin’s Creed character is more likely in the arguments section.

I chose Altaïr as opposed to Ezio since he’s constantly referenced as the perfect assassin and the best Mentor (leader) in the organization. However, once I hear more about Assassin’s Creed III, I may or may not replace Altaïr with Connor, the protagonist of Assassin’s Creed III. Tell me what you think.


  1. I will mostly argue for an AC character – not exactly Altaïr.
  2. Assassin’s Creed has been in a Nintendo system before – the DS.
  3. Assassin’s Creed III will be released on the Wii U.
  4. Assassin’s Creed is an established series within the video game industry and is a popular franchise yet relatively new.
  5. An Assassin’s Creed character fits the “Odd One Out” character role. Meaning he doesn’t necessarily fit in the SSB but, despite that, he still fits in a way. Kind of like Snake in SSBB.
  6. An Assassin’s Creed character would be the first non-Japanese 3rd Party character.
  7. Plot and story-line potential.
  8. Move set and game play style potential.
  9. Assassin’s Creed is popular both in Japan and America.
  10. Ubisoft seems to be producing more titles for Nintendo; specifically the Wii U which shows an improved and working business relationship between the two.

Chances of being in SSB4

15-20%. You may be surprised I rank an AC character so high but I legitimately believe an AC character has a chance to get into SSB4 based on the reasons I gave earlier.



Newcomer: Chrom

Chrom from Fire Emblem: Kakusei


Universe: Fire Emblem

Debut: Fire Emblem: Kakusei

Element Alignment: Wind

Affinity: Good

Reasons for Fighting: Conviction

Availability: Starter

Chrom is the prince of the Holy Kingdom of Iris and is the younger brother of the ruling queen, Emelina. He is the descendent of the legenmdary Hero King and bears the mark of Naga. He heads the vigilante force that patrols the borders of Iris and Perezia after a series of suspicious behaviors from Perezia. He has a deep conviction in his chosen path and believes a leader must show his strength as to be an inspiration to others.

Chrom`s Stats

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

Chrom is fairly balanced in all his abilities. His most strongest is his speed and jump ability and is fairly good at defense and power. He is of average weight for a sword fighter. However, he has fairly long reach due to his added bonus of creating a vacuum type effect whenever he strikes. When he attacks, players that within a body length away are slightly sucked into his attack. This allows Chrome to pull opponents into his area of attack. This can be both advantageous as well as as a disavantage depending on the situation.

Chrome is fairly strong in his Wind element since he can bring opponents into him through vacuum. However, his recovery Special Up B move isn`t that strong and doesn`t allow Chrome enough height. This can be counter-balanced by some of his other attacks that allows him to stall in the air for some time.

Chrom’s Special B Move Set

  • Neutral B – Thrust
  • Side B – Blade Gale
  • Up B – Ascending Sword
  • Down B – Ground Blade

The Final Trio

  • Final Smash – Sword Rain
  • Final Melee – Mirage Sword
  • Final Brawl – Emblem Strike


Thrust is Chrom`s Neutral B attack. Chrom thrusts his sword forward and pierces the opponent. It cannot be charged but it has a far reach. Additionally, because the attack has a vacuum effect, it can pull opponents into the latter animations of the attack. If done in the air, it can temporarily stall Chrom in the air. It does 12-17% Wind damage if hit fully but does 5-10% Wind damage if vacuumed in after the attack. It has a quick start up and ending animations so it is easy to execute.

Blade Gale is Chrom`s Side B move. Chrom propels himself forward and unleashes a series of sword attacks. It has incredible reach and can easily be used as a recovery move. The attack also sucks opponents into the attack. It is capable of doing 8 hits at 2% Wind damage each hit thus it is capable of doing 16% Wind damage fully. It also has high priority and can cancel weaker projectiles. When doe sin midair, Chrom can either do a second jump or go into his UP B recovery move.

Ascending Sword is Chrom`s Up B Special Recovery move. Chrom leaps up into the air in a spiraling screw attack. It has the highest vacuum affect and can pull farther away opponents into the attack. However, it only goes straight up and when done, Chrom goes into a helpless state. It can do up to 20% Wind damage if hit fully or 15% Wind damage if it is halved. It has slow ending lag however. It is a decent reovery move but it is best to use it with Blade Gale.

Ground Blade is Chrom`s Special Down B move. This is his only projectile. Chrom slices the ground and a energy wave erupts from it. It can be charged to increase the waves length but, despite that, it doesn`t travel very far. It will only shoot out in front of Chrom if un-charged. However, charging it doe snot affect the power of the attack. It does 13% Wind damage regardless if charged or uncharged. It can be done it the air but it angles slightly downwards when released. It has medium priority and it can be cancelled by stronger attacks or projectiles. However, it is fast and can easily be used to throw off opponents that wander too close to Chrom.

Sword Rain is Chrom`s Final Smash. Chrome points his sword to the sky and from it, swords made out of magical start piercing the stage. The don`t go through the stage like PK Starstorm but become lodged into the stages platforms. Each sword does around 3% damage and anywhere from 30-40 swords will rain onto the stage within 12 seconds. It has a wide enough radius that medium to small stages are covered entirely in the attack. It can drain shields as well and incredibly hard to escape/dodge. Altogether, it can do between 90-120% damage however it does very little knock back from the swords.

  • Beginning Cinematic: Chrom points his sword torwards the sky and a light shoots down and strikes his sword.

Mirage Sword is Chrom`s Final Melee. A copy of Chrom appears from his sword and two begin striking/attacking the opponent. The copy appears opposite of the player and faces the platyer as wellb as it is far enough to corner a opponent. It copies the attacks of Chrom but obiviously facing Chrom. Chrom or the shadow is unable to be attacked. This doubles each damage by the attack. The effect lasts for 8 seconds.

  • Beginning Cinematic: Chrom brings his palm along the blade and, from it, magic expels off from it and creates a copy image.

Emblem Strike is Chrom`s Final Brawl. Chrom`s sword becomes engulfed in magic and he rushes forward with blinding speed. He strikes the opponent with one attack, then a second, and finally a third. He then flips over the opponent and strikes them down hard with his sword. He then slams his swor dinto the ground and a magical circle appears on the opponent. It then explodes in a vacuum like explosion. It does 75-80% Wind damage and high knock back.

Home Stage: Castle Crimea

Proposed Taunts

  • Up – Chrom slashes his sword down and says “Come at me!”
  • Right Side – Chrom sheathes his sword and draws it back out again.
  • Left Side – Chrom points his sword straight out and then slashes down.
  • Down – Chrom stands up straight and scratches the back of his head.

Proposed Winning Poses

  • Chrom sheathes his sword and dusts off his hands.
  • Chrom points his sword straight at the camera and says “No yet.”
  • Chrom stabs his sword into the ground and crosses his arms.

Proposed Stage Entrance

  • Chrom appears via a magical purple circle. He flips out of it; sword in hand.

Fighting Stance

  • Sword held straight forward like a fencing pose but more faster paced.

Proposed Idle Poses

  • Chrom flips the sword around in his hand.

Audience Cheer


Kirby Hat

  • Chrom’s hair.

Proposed Palette Swaps

  • Indigo Chrom
  • Red Chrom
  • green Chrom
  • Blue Chrom
  • Blood Chrom

Proposed DLC Costumes

Lucia (from Fire Emblem: Kakusei)

Fredrick (from Fire Emblem: Kakusei)

Chrom’s Proposed Move Set

Ground Attack

  • Neutral Attack – Swings downward and then upward by pressing A again. Very quick but does below average damage. It does around 2% each hit. However, it can be chained continuously by pressing B after the second hit. It can juggle players but it has low priority and can be canceled out by other attacks.
  • Dash Attack – A dashing forward thrust. It can vacuum in opponents at the point of the sword. It is a fairly far reaching attack and does around 8% damage. However it has a slow ending lag.
  • Side Tilt – A quick sword poke that smacks the opponent on the head. Chrom also moves forward slightly during the attack. It does 11% damage and is very quick in both start up and ending.
  • Up Tilt – Swings his sword down to up in a wide cutting slash. It does around 12% damage and can vacuum opponents within a wide range. However, it has a fairly long ending lag.
  • Down Tilt – A downward aimed slice that can cause opponents to trip or fall down. It can vacuum smaller opponents or opponents on the ground. It does around 8% damage and is a very quick attack. However, the attack itself doesn’t have too much range and has a small window to do damage.
  • Side Smash – Steps forward and does a strong horizontal slash. It has very quick start up but Chrom steps backwards after the attack thus causes some ending lag. It has a long range of attack and a strong/long vacuum effect. It does between 16-18% damage and does good knock back.
  • Up Smash – Does three upward thrusts one right after another. The thrusts are fast but the move suffers from both start up and ending lag. Despite this, it is a great guarding attack and has high priority. During his middle animation, Chrom possesses super armor. Each thrust does 5-8% damage 15-24% damage. It does the highest amount amount of knockback at the last attack. It can cancel out attacks like Link’s Dair or Zero Suit Samus’ Dair.
  • Down Smash – Cuts forward to his right and then slightly crouches downward and cuts to his left and then fully crouches and cuts again to his right. Each cut does 6-9% damage and can do 18-27% damage but it hits less favorably than his Up Smash. As well, it is a slower attack that can be punished as he turns. However, it’s fairly unpredictable and each slash offers Hugh knockvack. As well, it can do crowd control in group battles.
  • Ledge Attack – Flips onto the stage and kicks twice. One kick that does 3% damage while the second does 5%.
  • 100% Ledge Attack – Chrom climbs up and stabs forward with his sword. It does around 13% damage and has a far reach.
  • Floor Attack (Face up) – Quick stab to the left followed by horizontal slash to the right. 6% base and tip.

Aerial Attacks

  • Neutral Aerial – A forward vertical slash. It does 13% damage and vacuum opponents close by. It can do a meteor strike if hit exactly on the tip of the blade. It has a fairly good reach but it is too quick to pin point the tip of the sword.
  • Forward Aerial – A downward slash that momentarily pushes Chrom forward in mid air. It has a good distance and can confuse opponents because of it’s “boost of speed”. It does 12% damage and good knock back.
  • Back Aerial – Chrom turns backwards and kicks with both feet. It doesn’t have a vacuum effect but it deals 13% damage. It also doesn’t have very good reach but it is capable of dealing a lot of knock back.
  • Up Aerial – Chrom swings his sword like a wand above him. It can do two hits at 6% damage each. It doesn’t have good range upwards but it can hit opponents from both sides. It deals good knock back but it has a slow start up.
  • Down Aerial – Chrom turns down and dives downward at a diagonal slant. Chrom moves very fast but the attack can cause Chrom to kill himself if done in mid-air. However, it can be used to grab onto a ledge since Chrom moves at a diagonal slant. It does 15% damage and can spike players downwards as low as 3o%. It is an excellent kill move unless Chrom misses. It also has horrible ending lag when Chrom lands.

Grabs & Throws

  • Pummel – Elbows the opponent. A slower pummel. Does 2%.
  • Forward Throw – Chrom pushes the opponent and then kicks them in the gut. It is a quick throw but doesn’t have the best knock back. It does around 6% damage.
  • Down Throw – Knocks the opponent down, leaps on top, and stabs the opponent. Very gruesome. It does around 10% damage but virtually no knockback. It is best for causing damage.
  • Back Throw – Swings the opponent behind him and punches the opponent with his sword hilt. Does 9% damage and can KO as low was 130%.
  • Up Throw – Swings the opponent in two full circles before releasing them upward. It does 5% damage and is a rather slow throw. However, swinging the opponent can damage players around him.

My Thoughts

In my roster, Chrom replaced Lyndis because I felt Chrom is the better choice. While Lyndis does have the popularity and history, Chrom is the newest character to appear in a Fire Emblem game. As in SSBM and SSBB, they always add a Fire Emblem character that recently appeared in a game (Roy and Ike). In SSB4, Chrom would he that character.

I want Chrom to be a quick but powerful fighter that excels in both ground and aerial combat. I actually gave him attributes from both Marth and Ike.

Arguments for Chrom

  1. Chrom recently appeared in a Fire Emblem 3DS game. Looking at history, Sakurai has always given a slot to a new Fire Emblem character.
  2. Chrom can be a balance of Marth and Ike.
  3. Good moveset and story potential.
  4. A prince and a lord.
  5. A descendent of Marth.

Chances of being in SSB4

60% – Given Chrom’s recent game, I think he has a good enough chance of being in SSB4. Assuming Ike is in the game, he has competition from characters like Roy, Lyn, Michaiah, and The Black Knight. However, without Ike, I would say he has a very high chance unless a new Fire Emblem game is released before SSB4.

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.

Newcomer: Little Mac

Little Mac from Super Punch-Out Wii.

Name: Little Mac

Universe: Punch-Out!!

Debut: Punch-Out!!

Element Alignment: Water

Affinity: Good

Reasons for Fighting: The Title

Availability: Starter

Little Mac is a rookie boxer looking to move up the ranks and fight in the championships. Alongside his coach, Jerome “Doc” Louise, Little Mac fights against stronger opponents and, with his trademark Star Uppercut, advances through each round. Visually, Little Mac is from his Wii Punch-Out!! form. He sports a cell-shaded look and much younger than his SSBB appearance. Little Mac brings his Star Uppercut and his boxing gloves to SSB4.

Little Mac’s Stats

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

Little Mac emphasizes in power and speed. His punches hit hard and fast and can even stun opponents if hit hard enough. Little Mac’s strengths lie in his power and speed however, his jump and defense is average. Little Mac suffers from a predictable recovery move and isn’t very heavy thus easier to juggle. However, his smaller size (Mario’s height), makes him harder to hit. Little Mac is very weak in his Water element. This is due to most of his attacks not being Water based or have Water styled attacks (like Squirtle). However, he is smooth, flowing, and confident in his abilities.

One of Little Mac’s uniqueness is the ability to shift between two types of

Little Mac Special B Move Set

Neutral B – One, Two, Three

Side B – Rushing King

Up B – Star Uppercut

Down B – Stance Change

Neutral B – Body Block

Side B – Aggressive Block

Up B – Head Block

Down B – Stance Change

The Final Trio

Final Smash – Super Rapid Punch

Final Melee: Giga Mac

Final Brawl: Knockout Punch


One, Two, Three is Little Mac’s Neutral B move. It is a three part combo move. Pressing B will cause Little Mac to do a right hook. Pressing B again will cause Little Mac to step forward slightly and jab with his left hand. Finally, pressing B again will cause Little Mac to dash forward quickly and do a half uppercut. The first attack does 8% damage, the second attack does 10% damage, and the final attack does 9% damage. Overall, it does 27% damage. Can be uses in mid-air but doesn’t travel as far.

Rushing King is Little Mac’s Side B attack. Little Mac dashes forward and does a straight right jab. Can meteor smash if sweetspotted. It can be charged which will affect the length of the attack. It does 15% regular, 24% sweetspotted.

Star Uppercut is Little Mac’s Up B move and his recovery move. Little Mac uppercuts hard as he sails through the air. He moves slightly forward while in the air. It has above average knockback and does 18% damage.

Stance Change: Offensive/Defensive is Little Mac’s Down B move. Little Mac shifts his fighting style from offensive to defensive. During this, Little Mac’s stats change as well as his moves. All block moves have Super Armor and negate knock back UNLESS down in the air.

Defensive Stats

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

Body Block is Little Mac’s Neutral B move. Little Mac Brings his gloves close to him. Any attacks to his chest are lowered by 8-14%.

Aggressive Block is Little Mac’s Side B move. Little Mac raises his arms slightly. This technique can protect against more powerful attacks and cut them in half but it has a much more shorter duration.

Head Block is Little Mac’s Up B move. This technique is actually not a recovery move. Little Mac raises his arms to block his face and head. Any attacks to his head are reduced by 10%. It has the largest duration.

Super Rapid Punch is Little Mac’s Final Smash. Little Mac releases a torrent of rapid fast punches that travel along the stage. It is similar to the Mario Finale but it has a much longer reach. It does 68-72% damage.

  • Beginning Cinematic: Little Mac pounds his fists together and then does a muscle flex.

Giga Mac is Little Mac’s Final Melee.. Little Mac transforms into Giga Mac. While Giga Max is much slower, he is extremely strong and all of his attacks receive a 40% boost in attack damage. He can KO as low as 45%. The duration lasts 15 seconds.

  • Beginning Cinematic: Little Mac punches his boxing gloves together and suddenly beefs up to a humongous size. He crashes down and sends a shock wave everywhere.

Knockout Punch is Little Mac’s Final Brawl. Little Mac starts running in place and then jumps forward. He brings his fist back and then slams it forward into the opponent. The attack impacts bends reality momentarily and time freezes. It then rockets the opponent faraway and hits the ground. Little Mac raises his hand in triumph.

Home Stage: The Ring

Proposed Taunts

  • Up – Little Mac pounds his fists together and grunts.
  • Right Side – Little Mac jogs in place while punching in the air slightly.
  • Left Side – Little Mac does three sets of squats.
  • Down – Little Mac rotates his arm twice and holds it with the glove.

Winning Poses

  • Little Mac holds up his hands and smiles like he’s won a championship.
  • Little Mac starts jogging in place while punching. It is much like his right side taunt. He then ends with a dramatic uppercut.
  • Little Mac sits on a stool with a towel around his shoulders. He is bending forward as if tired.

Stage Entrance

  • Boxer Ring ropes appear and Little Mac enters by stepping through the ropes. He punches his gloves together.

Fighting Poses

  • Offensive: Little Mac moves back and forth with his gloves held slightly in front.
  • Defensive: Little Mac is less active and stays still mostly. He keeps his gloves by his face.

Idle Poses

  • Little Mac changes his shuffling.
  • Little Mac jumps up and down as if warming up.

Audience Chant


Kirby Hat

  • Little mac’s hair and boxing gloves.

Little Mac Palette Swap

DLC Costumes

Fat Little Mac from Captain Rainbow

Name: Fat Little Mac (from Captain Rainbow)

Name: Super Punch Out!! Little Mac (from Super Punch Out!!)

Little Mac Move Set

Ground Attacks

  • Neutral Attack – Punches three times after pressing A as a combo, each dealing 3% damage each. If held down on the last punch, Little Mac does a rapid punch attack that does 1% damage each hit.
  • Dash Attack – Delivers a dashing uppercut. Does average knock back and 14% damage. Can KO as low as 100%. Quick start up but slow ending lag.
  • Strong Side – Right hook. Delivers a powerful right handed hook. Does 12% damage but does below-average knock back.
  • Strong Up – Little Mac swipes his fist over him. Has a wide range of attack and does fairly good knock back. However, it has lower priority and slow start up/ending lag.
  • Strong Down – Does a leg-aimed jab. Can cause the opponent to trip. Does 8% damage and very low knock back. It’s only usefulness is to trio opponents. It is fairly quick though and has nice reach.
  • Forward Smash – Rears back and delivers a powerful punish attack. Little Mac slightly propels himself forward while punching but barely. It can do between 23-26% damage and has very good diagonal knock back. It has a slow start up but no ending lag. It has very good priority against attacks and excellent reach.
  • Up Smash – Does a spinning uppercut. Very quick attack but it has a slow ending lag that can be punished. It does between 18-23% damage but can be sweetspotted at the top of the glove for 23-28% damage. It deals very high vertical knock back and can be used to intercept falling enemies.
  • Down Smash – A crouching spinning lariat. Little Mac stretches out his arms and spins on his foot while crocuhing. Can hit three times and deals the most amount of knock back at the last hit. It deals about 26-28% damage. It has horrible ending lag but it is a quick attack that can guard against other attacks due to it’s high priority. The first two attacks do virtually no knock back thus allowing to combo characters.
  • Ledge attack – Jumps up and slams his fist down. Does 7% damage and is pretty quick.
  • 100% Ledge attack – climbs up the stage and does a forward powerful punch. It does 10% damage and decent/average knock back.
  • Floor attack – Does a very quick low jab. Does 5% damage and below-average knockback.

Aerial Attacks

  • Neutral Aerial – Does a left handed punch that is slightly angled downwards. Does 12% damage. However, it does below-average knock back and has slow landing lag. However, it is a quick attack and can be comboned in later.
  • Forward Aerial – A straight forward jab followed by a smaller, quicker jab. Does 13% damage first hit, 3% damage the second hit. However, the second hit deals more knock back and than the first but only if the two connect. It has average knock back and has zero start up/landing lag thus making it one of Mac’s better aerials.
  • Back Aerial – A powerful backhand. Deals low knock back but does 16% worth of damage and makes it his most powerful aerial. It has slow start up though but little landing lag. I has lower priority than his other aerials though and shorter reach since Little Mac has to turn around. Overall, a powerful but slow/clumsy move.
  • Up Aerial – Spins upwards with his fists stretched out. Much like his down smash attack. It deals 15% damage if all three hits and does the amount of knock back at the end of the last hit. In fact, if sweetspotted in the last hit, it does 18% damage instead and much higher knock back. However, it is slow and a bad landing lag.
  • Down Aerial – Little Mac brings his legs up and punches both fists downwards. It can be a meteor smash if sweetspotted. It does 13% damage normally and 16% damage if sweetspotted. It can be short hopped since it is a fairly quick move. It has high priority.

Grabs & Throws

  • Pummel – Knocks the opponent with a punch in the head. Does 3% and is a slower pummel.
  • Forward Throw – Lets go of the opponent and then brings a powerful two hand smash down on the opponent and knocks them into the ground. Can Star KO/Meteor Smash if near a edge. It does 9% damage and his most powerful throw.
  • Back Throw – Throws the opponent backwards by slaming them on the ground. Does 6% damage and deals average knock back. It has a thrown chain grab at earlier percentages but high knock back tends to stop it at higher percentages.
  • Up Throw – Hoists the opponent on his fist and then launches them from his fist. It actually does two hits, first hit does 2% and the next hit does 5% damage. This is because Little Mac punches the opponent and sends the player into the air. High vertical knock back but a very slow throw.
  • Down Throw – Knocks the opponent down and punches them in the gut. It does 7% damage and it can stun a player momentarily. It is very quick but deals no knock back.


Ground Attacks

  • Neutral Attack – Delivers a short jab and then a second short jab. It A is pressed again, Little Mac rushes forward and punches the opponent at very close range. It does 2% damage each hit.
  • Dash Attack – Does a straight forward punch but, right after the attack, Little Mac springs slightly back. This allows him to avoid any attacks afterward. It deals 6% damage.
  • Strong Side – A lower gut aimed attack. It can stun players momentarily. It is a slower but more powerful attack and deals above-average knock back. It does 12% damage,
  • Strong Up – Brings his arms above him and makes a X shape. It can block many high priority attacks in the middle of its animation. Attacks such as Link’s Dair, Yoshi Bomb, and Zero Suit Samus’s Dair can be blocked but larger/heavier opponents such as Donkey Kong, Bowser, and Bowser Jr. can bypass this block. However, damaged is reduced by 15%.
  • Strong Down – Does a short uppercut. Little Mac keeps his punches close to him and creates less space between his body and the punch. It does 13% damage and deals average vertical knock back. It has quick start up/ending lag.
  • Forward Smash – Little Mac performs a powerful gut punch followed by a straight forward punch. It deals 8% during the first hit and 9% on the second hit. Altogether it does 17-20% damage. It has no ending lag but his punches are slower and can be punished after the second attack.
  • Up Smash – Jumps up sightly diagonally and jabs his opponent with both fists. However, due to the proximity of his fists to his body, it appears he’s ramming the opponent with his shoulder. It propels Little Mac forward slightly and he has Super Armor during the dash upward. It does 20-23% damage.
  • Down Smash – Little Mac does a wide-hitting uppercut. At the end of the attack, Little Mac is no longer crouching. It does high vertical knock back and does 19-21% damage. It is a slower attack but it has high priority and disjointed hitbixes.
  • Ledge attack – Little Mac pulls himself up and does a close forward punch. It has little reach and only does 4% damage.
  • 100% Ledge – Climbs onto the stage and then quickly dodges behind the opponent thus putting them next to the ledge. Little Mac thrn does a high knockback attack that does 12% damage. One of the best 100% Ledge attacks due to putting the opponent between him and the ledge.
  • Floor attack – Does a short jab. Very fast. Does 2% damage.

Aerial Attacks

  • Neutral Aerial – Little Mac performs a X shaped guard at his chest. It can protect himself against most attacks but, if a sweetspotted Zelda Fair or Donkey Kong’s Fair connects, it will shatter the guard and cause Little Mac to fall in a helpless state. It’s at its strongest during the middle of the move.
  • Forward Aerial – A strong diagonally upward punch. It does 13% damage and knocks the opponent upwards. It has average knockback but suffers from landing lag.
  • Back Aerial – Little Mac turns and punches. It has longer range than most of his Defensive Stance attacks but it has poor startup and can’t be short hopped. It does 15% damage and does horizontal knock back.
  • Up Aerial – Basically a aerial version of the offensive Strong Up attack. It has shorter range than the Strong Up and, if short hopped, creates landing lag. Little Mac has Super Armor during this point.
  • Down Aerial – Does downward X shaped guard. It causes Little Mac to fall downward faster than regular falling speed. However, it protects up upward attacks such as Up Smash attacks. It can protect Little Mac from all uncharged Up Smash attacks but fully charged or powerful Up Specials can shatter his guard and cause him to freefall. He has Super Armor during the middle of the attack. Has bad landing lag if he misses and hits the ground.

Grabs & Throws

  • Pummel – Bops the opponent in the head. Weak but slow pummel. Does 2% damage.
  • Forward Throw – Pushes the opponent with a powerful push. Does 5% damage and downward knock back. A very quick throw that can be possibly chain grabbed.
  • Back Throw – Turns around and tosses to opponent with a swing. Does 8% damage and horizontal knockback.
  • Up Throw – Holds the opponent and uppercuts them. Little Mac’s most powerful Defensive Stance throw. Dies 12% damage and high vertical knock back.
  • Down Throw – Takes the opponent, holds him or her over his head, and slams them to the grouund. Spikes the opponent upwards after. Does 6% damage but is a slower throw.

My Thoughts

I wanted Little Mac to be different from a regular boxer. A lot of move sets I see with Little Mac just involve punching. However, I wanted to add more variety into his moveset hence why I added a option to change from an offensive to defensive stance during a fight. It allows Little Mac to be very versatile and unpredictable in fighting against him. It also allows Little Mac players to tailor Little Mac to their fighting style. In this way, Little Mac has become a very flexible and potential fighter rather than a boring boxer.

Arguments for Little Mac

Little Mac, from what I have gathered, is a fairly popular character in terms of players wanting him in the game. I feel that Little Mac could offer much for the Punch-Out!! series and would make a unique inclusion into the roster. Here are my reasons for thinking so:

  • Little Mac is a boxer which has not be represented yet in the SSB games.
  • His series, Punch-Out!! has not been represented yet.
  • The Punch-Out!! series has a long history within Nintendo and has been around for a long time.
  • Wii Punch-Out!! was released and served as a re-boot to the series. Thus making Little Mac more relevant.
  • Fairly popular character.
  • Assist Trophy status in SSBB

Chances of Being in SSB4

55% – As of now, Little Mac is fairly relevant due to the Wii Punch-Out!! game. However, if a sequel is not released; either for the Wii or the Wii U, his chances could be slim. However, I see his unique being the next one to be expanded in SSB4. However, there are other characters from un-represented universes that have a shot at being in SSB4.

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.

Newcomer: Dark Samus

Dark Samus looked out into the desolate space. The galaxy was in chaos and it put a smile on her face. Even now, the darkness was seeping forth and swallowing stars one by one. Dark Samus took one last look and turned to leave the observation deck. She went down a dimly lit corridor and walked into a high vaulted ceiling with wavering blue lights and voices that echoed upon the high ceiling. Dark Samus immediately went to the mechanical throne and knelt. From the high throne, steam and smoke spewed out. A withered, mechanical hand stretched out and pointed. Dark Samus nodded curtly and strode forth from the throne room. She took a cage elevator to the bottom floor. She exited the elevator and in the middle was a steel ring that was three times the size of a normal human. In the middle if the ring was a shifting and swirling purple mass. Dark Samus went into the ring and through the purple mass. When she exited, she found herself falling. She stabilized herself and saw castles, forests, and towns dotting the landscape. Behind her, she saw the floating mechanical island disappear from view.

Dark Samus from Metroid Prime 3: Corruption

Name: Dark Samus

Universe: Metroid

Debut: Metroid Prime 2: Echoes (2004)

Element Alignment: Dark

Affinity: Bad

Reasons for Fighting: Corruption

Availability; Starter

Dark Samus is the evil Phazon created image of Samus. She is quite the phenomenon and constantly tries to spread Phazon and hinder Samus where ever she goes. While cold and calculating at times, she is prone to bouts of insanity and dementia when she lacks Phazon. Dark Samus comes to Super Smash Bros. 4 with a unique play style, move set, and a interesting story mode section.

Dark Samus’ Stats

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

Dark Samus is much lighter and faster compared to Samus but she lacks the fire power of the original. However, she is extremely strong in her Dark element and many of her attacks utilize Dark damage. She has a higher jump than Samus and has an amazing recovery move to boot. She can also use her tether grab to grab onto ledges and enemies. She has a shorter reach than Samus but she’s faster with lesser start and ending lags.

Samus’ Special B Move Set

  • B – Phazon Cannon
  • Side B – Phazon Spreader
  • Up B – Phazon Boost
  • Down B – Dark Echo

Final Trio

  • Final Smash – Dark Laser
  • Final Melee – Aurora Unit
  • Final Brawl – Phazon Pillar


Phazon Cannon is Dark Samus’ Neutral B attack. Pressing B once will result in three separate Phazon energy shots to travel across the stage. They last around 6 seconds and deals 2% Dark damage for each energy ball. It does 6% damage if hit fully. It can be fired repeatedly by hitting B. Holding down B while cause a Phazon laser to shoot out. It usually takes 6 seconds to charge. Once fired, the beam will shoot out but will end when it reaches a certain length. It lasts around 8 seconds and Dark Samus cannot move during this period. The Phazon laser does 3% every hit and can do up to 10 hits. In total it does 30% Dark damage.

Phazon Spreader is Dark Samus’ Side B move. Dark Samus fires a spray of freezing Phazon that acts like a shot gun buck shot. It fires 6 projectiles that hits for 2% Dark damage Getting hit by the attack does 12% Dark damage. Each projectile has a 10% chance of freezing a opponent. Getting hit by all six projectiles increases it to 60%. It will cause an opponent to fall to the ground if frozen.

Phazon Boost is Dark Samus’ recovery move and Up B move. Dark Samus propels herself up by using Phazon. Holding B will cause her to continue to soar higher. She can stay in the air for a total of 10 seconds if the player holds down B without stopping. The propulsion is slower though so she is somewhat vulnerable to camping.

Dark Echo is Dark Samus’ Down B move. Dark Samus flips backwards and a Dark Echo dashes out. A Dark Echo, physically, is the same as Samus but it’s speed and strength has been nerfed. In fact, is strength does out a 3rd of the original damage. So a basic attack only does 1-3% damage. The Dark Echo will run, jump, and attack other characters. However, if it gets hit with enough damage, it will vanish. Being hit 1 to 4 times with a basic attack or once with a powerful attack will cause it to vanish. It lasts for 15 seconds before it vanishes. If it is destroyed or vanishes, it releases a powerful Phazon blast that does 12% Dark damage and high knock back. If Dark Samus presses Down B again to summon a Dark Echo while another Dark Echo is on the screen, it will vanish immediately with no explosion and the new Dark Echo will dash out. Two Dark Echoes can’t be in play at the same time.

Dark Laser is Dark Samus’ Final Smash. Dark Samus hovers to the center of the stage and holds out her hands and holds them in front of her face. Inside the space between her hands comes a dark ball. It then explodes, sending dark element lasers every where. One hit does 30% damage and little knock back. However, after 8 seconds, the final lasers do very high knock back and can OHKO at low levels.

Beginning Cinematic: Dark Samus begins to overflow with Phazon to the point it looks like electricity. She than boosts from the ground.

Aurora Unit is Dark Samus’ Final Melee. Dark Samus’ merges with the Aurora Unit and becomes a giant mechanical being comprised of dark matter and Phazon. Dark Samus/Aurora Unit sits behind the stage and attacks that way.

– Pressing A will fire a single eye laser that does 25% Dark damage in the middle of the stage.
– Up Tilt fires a single eye laser that does 28% Dark damage that comes from the top to the bottom of the screen.
– Left or Right Tilt fires a single eye laser that does 23% Dark damage that comes from the left or right if the screen.
– Down Tilt fires a single eye laser that does 25% Dark damage that comes from the bottom to the top of the screen.
– Pressing B will cause the eye to grow red and a short laser burst will fire. It has a high radius and high knock back. It does between 26-30% Dark damage.
– Pressing Down B will cause a Dark Echo to appear and run around. Hitting it will cause it to vanish.
– Pressing Grab will cause Dark Samus/Aurora Unit to grab the opponent and shock it with Phazon. It does 45% Dark damage.

Aurora Unit lasts for 13 seconds before it vanishes.

Beginning Cinematic: Dark Samus clenches her fist and Phazon begins to flow from it. She fires it into the sky like a beacon and, from behind her, the Aurora Unit emerges. She jumps up to it and merges herself into it’s red laser eye.

Phazon Pillar is Dark Samus’ Final Brawl. Dark Samus presses her hand onto the ground and a frozen Phazon pillar shoots up around the opponent. It grows higher and higher until it reaches the heavens. Dark Samus walls up to the frozen pillar casually and presses her hand softly on the pillar. The pillar shatters and crashes down. The attack does 65-68% Ice damage.

Proposed Stage – Phaaze

Proposed Taunts

  • Up – She stretches her hands up and laughs cruelly. Looks much like her picture.
  • Left Side – She opens her fist and Phazon begins pulsating in it. She clenches it and extinguishes it.
  • Right Side – A Dark Echo appears and they do a fist bump. The Dark Echo then disappears.
  • Down Side – Dark Samus activates her Phazon Booster and hovers slightly. She laughs cruelly and she then lands.

Proposed Winning Poses

  • Dark Samus descends from the top of the screen with the Phazon Boosters. She then lands and erupts with a flash of Phazon.
  • Dark Samus clenches her fist and opens it up. Phazon erupts up and she thrusts it into the air. Phazon bursts forth and into the air. It highly resembles her Up Smash move.
  • Dark Samus flips to the side and lands. Right before she begins to flip, a Dark Echo flips out from next to her. They land and stare menacingly into the camera.
  • Dark punches her hand forward and then her arm cannon. She then arches her back and releases a sudden storm of Phazon from her hands.

Proposed Stage Entrance

  • A hole that glows with a blue energy forms from the ground. Dark Samus shoots out while encased in frozen Phazon. It shatters and she steps out while overflowing with Phazon.

Proposed Idle Poses

  • She clenches her hand and then opens it up.
  • Phazon energy will at time surge around her body like electricity.

Fighting Stance

  • Arches her back slightly and keeps her hands slightly out stretched at her sides.

Audience Cheer

  • DARK SAMUS! DARK SAMUS! (low female only cheer)

Kirby Hat

  • Basically the same as Samus but only Dark Samu’s helmet.

Proposed Palette Swap

  • Blue – Based off Samus’ Fusion Suit
  • Pink – Based off the Varia Suit from the original Metroid.
  • Brown – Based off the Dark Suit from Metroid Prime 2.
  • Purple – Based off from the Gravity Suit.
  • Green – Based off from the Power Suit from Super Metroid.
  • Grey

Proposed DLC Costumes

Kanden Costume

  • Attributes: Element changes to Lightning, 10% strength increase, 10% speed increase, 15% shield decrease, 5% jump decrease, and 8% Phazon Booster decrease.

Rundas Costume

  • Attributes: Dark Samus’ element changes to Ice, 5% Ice projectile damage increase, 8% jump increase, 5% shield decrease, and 3% speed decrease.

Proposed Dark Samus Move Set

Ground Attacks

  • Dash Attack – Arm cannon thrust. 9% damage. A quick and far reaching attack that does decent knock back. Fairly fast and no lag at the end.
  • Neutral Attack – Punches first and then punches with her arm cannon. First hit does 3% while the second does 7% damage. The last hit is slower and is a bit delayed after the first punch is thrown.
  • Forward Tilt – Short-hop kick. Dark Samus slightly jumps and does a spinning kick in the air. Does 5-8% damage depending on the distance. Has high knock back and can defeat enemies at percentages 100% and higher.
  • Up Tilt – Elbows upwards. Very fast and quick. Does 6% damage with moderate knock back. very hard to KO; even at higher percentages.
  • Down Tilt – Crouches and performs a 360 leg sweep. Does 7-9% damage dpeneding on the length. It has decent knock back but it has a long reach.
  • Forward Smash – Engulfs her hand in Phazon and punches forward with it. Oppnents ar ehit with Dark damage because of the Phazon. It does between 10-13% Dark damage and has moderate knock back. It can OHKO opponents as low as 70%. It is fairly quick but a slow ending lag that may leave Dark Samus helpess. However, it has a very long reach and a very small blast radius because of the Phazon.
  • Up Smash – Engulfs her hand in Phazon and then thrusts it above her head. The Phazon leaps slightly from her hand. It has a disjointed hit box and can attack from a small length. It also has a small blast radius around it. It is her best killing Smash move since it does between 13-16% Dark damage. It has very high vertical knock back, a little startup lag, but no ending lag.
  • Down Smash – Several points of frozen Phazon erupts around her. It is unique since it blocks most basic attacks and projectiles for half a second. It has very high vertical and horizontal knock back. It does 9-12% Dark damage and can OHKO as low as 50%. However, it suffers from both start up and ending lags so it’s best to use to juggle or kill an opponent.

Aerial Attacks

  • Neutral Air – Spins around while activating her Phazon Booster. It deals hits four times and deals 2% each hit. In all, it deals 8% Dark damage and can meteor spike at the last frame. Extremely quick move with no start up and ending lag.
  • Forward Air – Spins forward while encasing herself in Phazon. It hits 3 times and does 4% damage for each hit. It does a total of 12% Dark damage for each hit. It is one of her best aerials because it is quick, powerful, and useful in high competitive playing.
  • Back Air – Activates her Phazon Booster and loosens a short Phazon burst that burns the opponent. Does 8% Dark damage and has one of the highest aerial knock backs in the game.
  • Up Air – Turns upside down and kicks high in the air with both feet. It has high vertical knock back but suffers from start up and ending lag; especially when Dark Samus lands on the ground right after the attack. It does 12% damage.
  • Down Air – Kicks her feet down and spins rapidly. It hits 5 times and does 2% damage each time. It totals for 10% damage for each hit. Low knock back and one of the lowest KO abilities in the game.
  • Grapple Beam – Sends grapple forward, with long range. 3% damage, 6% damage at tip.

Grabs & Throws

  • Grab – Reaches forward with Grapple Beam. While shorter then Samus, it’s faster. Much, much faster.
  • Pummel – Burns opponent with Phazon. Does 2% damage for each Phazon burn.
  • Back Throw – Tosses the opponent backwards and activates her Phazon Booster. Deals 10% Dark Damage. Her best
  • Forward Throw – Slams opponent down and chucks them with a over-head throw Does 7% damage.
  • Up Throw – Fully extends the Grapple Beam and thrusts the opponent upwards. Does 6% damage.
  • Down Throw – Throws her opponent down and slams her heel into them. Does 8% damage.

My Thoughts

Metroid is always a hard series to come up with characters for because of a lack of solid and important characters are both iconical in their universes and within Nintendo. Ridley has been one of those characters that has been wanted since Melee, yet Sakurai, time and time again, has denied Ridley that privilege. That is why I am bringing Dark Samus as a new playable character in such a major series like Metroid. However, I know a lot of people will say “Dark Samus will just be a clone!” but, with the move set I proposed, that deals away with the clone factor. As well, her move set is both unique and diverse; especially with using Dark Echoes. Players who main Dark Samus have to rely more on wits and deception rather than fire power.

Chances of being in SSB4

30% – While Dark Samus was a major antagonist in the Prime series, it is no over and along with Dark Samus. Wether she appears in a future game has yet to be revealed. However, if there is a series that deserves more than one reps (not counting Zamus), it’s Metroid. That is why I have added Dark Samus in my roster. She is a killer villain that could be de-cloned and given a very unique move set that, while fairly similar to Samus’ main fighting style, also allows for the use of Phazon based attacks.

Newcomer: Dixie Kong

The jungle was gone. What was the Kong Family Jungle was now a barren wasteland and Dixie Kong was at a lost to what to do. Both Donkey Kong and Diddy Kong were gone and she was left alone. Overhead, the wind blew violently and lightning seared the sky. Dixie Kong was braver to be scared of lightning though and with a rush, she grabbed her hat and ran out of her pink tree house. She wasn’t sure where to head first but, ahead, she found a trail of left over bananas. This must be the way to Donkey Kong and Diddy! Dixie Kong ran ahead; following each banana but she failed to see the looming mechanical floating isle that hovered in the distance.

Dixie Kong from Super Mario Sluggers

Name: Dixie Kong

Universe: Donkey Kong

Debut: Donkey Kong Country 2: Diddy Kong’s Quest

Element Alignment: Wind

Affinity: Good

Reason for Fighting: Romance

Dixie Kong is Diddy Kiong’s girlfriend and partner in Donkey Kong Country 2: Diddy Kong’s Quest. Together, they fought off King K. Rool and his Kremling minions to save Donkey Kong. He can use her hair to attack, spin the air, and lift up barrels and crates to fight against Kremlings. While not exactly fast, she is strong and a very good jumper. She starred in her third game, Donkey Kong Country 3: Dixie Kong’s Double Trouble alongside her cousin, Kiddy Kong.

Dixie Kong’s Stats

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

Dixie Kong does not boast much in power, weight or defense and her speed is less then Diddy Kong but she has tremendous jumping abilities and an excellent recovery ability. Most of her moves allows her to recover to the stage in someway or the other as well with her throws. She is best spent in mid-air or on the ground using dashing type attacks. She might not be fast but her attacks have very little lag and pack a little punch to them. As well, many of her attacks allows her to combo into them. Hit fast and combo the opponents is the best strategy for Dixie Kong players.

Proposed B Move Set

  • Neutral B – Vine Lasso
  • Side B – Spinning Hair Top
  • Up B – Hair a’Copter
  • Down B – Orange Grenade

The Final Trio

  • Final Smash: Cannon Shot
  • Final Melee – Tiny Kong
  • Final Brawl – Ponytail Monster


Vine Lasso is Dixie’s Neutral B special move. Dixie pulls out a vine lasso and starts twirling it above her head. Simply pressing B will cause Dixie to chuck the lasso a short distance. However, holding down B and charging it will cause Dixie to throw the lasso farther. If it hits the opponent, they will become stuck in the lasso and stunned for 6 seconds, no matter how much it is charged. In the air, the stun will last 5 seconds. Moving the the control stick and pressing the attack button may quicken the time. Dixie can also use this to latch onto the side of the stage. The lasso itself does no damage but it can be set up for combos. When Kirby copies this ability, he cannot tether onto the side of the stage.

Spinning Hair Top is Dixie’s Side B special move. Dixie rushes forward while spinning in a circle for 3 rotations. Her ponytail is spread out hitting the opponent each rotation. The attack does 5% damage per hit for a total of 15% damage. It also be used as a recovery move since Dixie moves forward in the air. However, it is slower in the air and doesn’t gain that much distance but it still a decent recovery move. She can’t double jump out of it but she can wall jump if she gets near a ledge.

Hair a’Copter is Dixie’s Up B recovery special move. Dixie jumps high in the air much like Peach’s Recovery move in Super Smash Bros. Brawl. However, she begins spinning in the air and slowly falls to the stage while spinning. Each rotation does 1% damage and she does between 6-10 rotations. This is one of the of the best recovery moves in SSB4 because of it’s long range and combo ability. She goes into a helpless state if hit from the air during this unless she gets near to a wall in which she can wall jump out of it.

Orange Grenade is Dixie’s Down B special move. Dixie takes out a orange grenade and tosses it across the stage. Holding down B will change how far the orange grenade is thrown. If it will explode if it hits something on impact. The grenade lasts for 4 seconds after thrown and will explode. Holding down B doesn’t change how big or damaging the explosion is. While in the air, Dixie slightly jumps up in the air while chucking the grenade downwards. This gives her a slightly higher boost. She can then do a double jump or a recovery move. The boost in the air is very small but can help her grab onto a ledge.

Cannon Shot is Dixie’s Final Smash. A cannon barrel falls to the ground and onto Dixie Kong. It then takes aim, charges dramatically, and then fires Dixie Kong into opponents. It does 73% damage with high knock back but, the only problem is if the cannon shot misses, Dixie falls into a helpless state so it’s best to hit your opponents since this stops her movement and the fall to her death. It can also be used as a recovery move.

  • Beginning Cinematic: Dixie Kong jumps up and down and shrieks. She looks back and a Blast Barrel begins rolling along the ground.

Tiny Kong is Dixie Kong’s Final Melee. Being Tiny Kong’s older sister, Dixie also has shape changing abilities. She shrinks down to the size of a person affected by the Poison Mushroom. However, her strength increases by 15% for all her attacks. As well, the opponents that are hit are monetarily stunned for .5 seconds. The Final Melee lasts for 8 seconds but it’s enough time for her to damage her opponents. Her attacks become very fast and powerful and she retains her jumping ability. She gains 12% Super Armor at this point but, since she is so small, it is hard to hit her.

  • Beginning Cinematic: Dixie Kong begins to focus her energy. Her arms grow small, her legs, her head, and then the rest of her body.

Ponytail Monster is Dixie Kong’s Final Brawl. Dixie Kong begins to dance on one foot and glows with a strange orange energy. Her ponytail begins to grow bigger and bigger. It then shoots out and slams into the opponent. It carries the opponent high into the air and then crashes down to the ground. Bits and pieces of hair fly into the air. Dixie Kong’s ponytail returns back to normal afterward. It does 66-68% damage.

Proposed Stage: Timber’s Island

Proposed Taunts

  • Right Side – Dixie takes off her hats and flips int he air and catches it. If she is facing Diddy Kong, she blows him a kiss.
  • Left Side –
  • Up – Dixie Kong takes her pony tail and flips it in the air in a nonchalant attitude.
  • Down – Dixie Kong stands on her hands and claps with her feet twice. She then gets back to her normal pose.

Proposed Winning Poses

  • Dixie Kong jumps up and down and claps her hands each time.
  • Dixie Kong begins peeling a banana and eats it slowly.
  • Dixie Kong does a break dance on the ground. She then flips and stands on one foot while doing a Crane-looking stance.

Proposed Stage Entrance

  • Breaks out of a DK barrel and does a twirl and resumes her normal stance.

Idle Poses(s)

  • She plays with her hair.

Audience Cheer

  • DIXIE DIXIE DIXIE KONG!!! (female cheer)

Kirby Hat

  • Dixie Kong’s pink hat and yellow ponytail.

Proposed Palette Swaps

  • Blue Dixie Kong
  • Green Dixie Kong
  • Red Dixie Kong
  • Tiny Dixie Kong

Proposed Buy-Able Costumes

Tiny Kong Costume (from Super Mario Sluggers)

  • Attributes: 5% weight increase, 3% jump increase, 3% speed increase, added 3 seconds to Final Smash, 2% power decrease, 5% shield decrease.

Proposed Dixie Kong Move Set

Ground attacks

  • Neutral Attack – Dixie Kong slaps once, then twice, and then swings around and starts slapping the opponent with her ponytail. Each attack does 1% damage while the repeated ponytail attack does 1% damage each hit.
  • Dash Attack – A spinning ponytail spin. Hits the opponent once for a good knock back. Does 6% damage. Very little ending lag. It can be combo’d shortly afterward.
  • Strong Side – Round house kick. Hits once and does 9% damage with a little starting lag but little ending lag. Below-average knock back.
  • Strong Up – Claps above her, much like DK’s Up Smash. Slow start up lag but can easily be combo’d after. Does 5% damage. It does below-average horizontal knock back.
  • Strong Down- Does a grounded spinning kick. It does 5% damage one hit and 3% behind her for a total of 8% damage. Slow ending lag. It launches a opponent horizontally if hit on the side of the stage while hanging.
  • Side Smash – Spins back and slaps the opponent with her ponytail twice. Each slap does 7% damage uncharged, 9% fully charged for a total of 14% to 18% if fully charged. Decent knock back.
  • Up Smash – Swings her ponytail over her head in a wide arc. Little ending lag and has a wide range of attack and a long reach. It does 10% uncharged and 22% fully charged. High vertical knock back.
  • Down Smash – A unique attack where she punches the opponent stuns, and then stands on her hands quickly and kicks the opponent up in the air. A little lag and does 14% damage uncharged and 26% damage charged. This is her strongest smash attack.
  • Ledge Attack – Launches herself up and spins in the air with her leg out. Does 6% damage. It has little knock back but it can be combo’d afterward.
  • 100% Ledge Attack – Climbs up and sweeps the opponents legs from underneath them. Does 8% damage. No ending lag.
  • Floor Attack – Gets up and spins her ponytail in a circle. Very quick. Does 4% damage and a horizontal knock back.

Aerial Attacks

  • Neutral Aerial – Spins around and stretches out her ponytail for an attack that does 6% damage. It has very little knock back but no landing lag at all.
  • Forward Aerial – Swings around and smashes her hand against the opponent. One of her stronger aerials and it does 12% damage. However, if it connects at Dixie’s shoulder or middle of the arm, it only does 10% damage. Moderate knock back ability.
  • Back Aerial – Does a drop kick and then starts spinning for a drill-like affect . A bair that has a good amount of knock back potential. It does 4% damage for each hit for a total of 14% damage. A little ending lag after finishing.
  • Up Aerial – Overhead Flip Kick. Decent knockback, fairly fast.
  • Down Aerial – Turns upside and thrusts her ponytail downwards. Quite possibly one her stronger attacks. It is a meteor smash only when the tip of her ponytail connects with the opponent. It does 10% if not a meteor smash, 15% if meteor smashed.

Grabs and Throws

  • Grab – Dixie Kong grabs with her ponytail.
  • Pummel – Squeezes the opponent with her pony tail strength. It does 3% damage each time.
  • Forward Throw – Crunches them in her hair and then chucks opponents forward. Does 7% damage with high knock back potential.
  • Back Throw – Slams them on the ground in front of her with her hair and then tosses the opponent behind her. The first slam does 6% damage and the toss does 2% damage for a total of 8% damage total.
  • Up Throw – Takes the opponent and chucks them high into the air with her hair. It does 12% damage and is her strongest throw. Good KO potential and vertical knock back.
  • Down Throw – Jumps up int he air and then slams the opponent down using her hair. It does 10% damage overall. The opponent bounces back up to Dixie allowing her to combo into the throw.

My Thoughts

At first, I wasn’t sure how Dixie Kong would be played as or if she would be good as a playable character. I thought she would be a Diddy Kong clone but, after some thinking, I thought using her pony tail and floating ability would be interesting. I started thinking around the lines if Peach was a monkey and it started from there. I really ended up liking Dixie Kong and found a new appreciation for her, not only for her DKC games but as a fighter in SSB. I think she would make a great addition.

I added Dixie Kong because I felt the DK series needed a new representative after being ignored for 2 games as well as a foil for Diddy Kong. I felt the game could create some dramatic tension with a boyfriend and girlfriend in a game.

Chances of Being in SSB4

50% – I would say Dixie Kong has a fair chance to be in SSB4. She was possibly planned for Super Smash Bros. Brawl due to found data in the game as well appearing as a trophy since Melee. She has a unique move set that be much different compared to Diddy. However, I would say she has a tough contender: King K. Rool who happens to be a villain. Those the two minorities battle each other for a spot in the roster: Dixie Kong being a female and King K. Rool being a villain.