Veteran: Lucas

Lucas from Super Smash Bro.s Brawl

Name: Lucas

Universe: Earthbound

Debut: Mother 3

Element Alignment: Light

Affinity: Good

Reasons for Fighting: Hope

Availability: Starter

Lucas is the protagonist of Mother 3. He lost his mother during an attack by the Mecha-Drago, a member of the Pig Army. Afterward, despite the trauma, he set off on an adventure. Lucas is a cautious and emotional boy but, through his experiences, he became brave and confident.  Lucas uses his new-found PSI powers to attack foes and provide amazing defenses against most of his opponents.

Changes from SSBB to SSB4

Lucas recieves a massive upgrade in his attack power.  His Jab Combo does 14% total damage.  Up Tilt, down tilt, and down aerial are much more effective and higher priority.  Down smash does 5% more damage in the later animation and provides more knock back.  Up Throw does 2% more damage. PK Freeze hits more favorablly.  As well, Lucas should be de-cloned and use new attacks unrelated to Ness.

Lucas` Special B Move Set

  • Neutral B – PK Freeze
  • Side B – Brainshock
  • Up B – PSI Shield
  • Down B – PK Ground

The Final Trio

  • Final Smash – PK Starstorm
  • Final Melee – PK Love
  • Final Brawl – PK Hero


Brainshock is Lucas` new Side B move.  Lucas sends out a eerie, slow moving ray-like attack that spreads out.  It travels slowly but, when charged, can travel along the stage.  It emits a strange aura that will cause opponents to either trip, change directions, taunt, or to be stun temporarily.  It causes opponents to fall into a helpless state while in the air.  However, the attacks effects only affect opponents as long as they are within the waves radius.  Once the wave leaves, they are back to normal.

PSI Shield is Lucas` new Up B Recovery move.  Lucas envelopes himself in a shield and jets upwards.  It protects himself from damage and pushes away projectiles.  It also has a vacuum affect as he travels forward.  One hit from the attack does high knock back.  It does 14% damage for each hit.

PK Ground is Lucas` new Down B move.  On the ground, Lucas summons a earthquake which damages opponents from 5-20% damage; depending on their distance from his attack and will cause them to trip, fall, or knock back.  Doing it in the air is a meteor strike if done correctly.  This would have to be the mid point of the PK Ground waves.  Lucas is unable to performs the attack twice in a row and he has Super Armor during the attacks release.

PK Starfstorm is Lucas` Final Smash.  It behaves in the same way as in SSBB.  ]

  • Beginning Cinematic: Lucas envelopes himself in a yellow glow, slaps his hands together, and releases his energy which shoots into the sky.

K Love is Lucas` Final Melee.  Lucas spreads his arms out and, like fireworks, PSI energy starts exploding around the stage.  Pressing A will cause the blasts to explode faster but do less damage.  Moving the control stick around will slightly influence the location of the blasts.  Each blast can do 5-8% damage and Lucas is capable of doing 10-15 blasts.  They have a huge radius and causes the screen to shake.

  • Beginning Cinematic: Lucas holds out his arms which begins to glow in a brilliant light.  He releases them and it creates two large white orbs around him.

PK Hero is Lucas` Final Brawl.  Lucas holds his finger to his head and a wispy whit elight emerges from it.  It then envelopes the whole screen and takes the form of a giant white energy sword.  It swings and then smashes onto the opponent which then, in a fabulous light, explodes.  Lucas removes his finger and wipes his forehead.

Home Stage – Saturn Valley

Proposed New Taunt(s)

Left side – Lucas grinds his foot into the ground and looks around kind of scared.  He then stands up straight, poofs out his chest, and places his hands on his hips.

Proposed New Palette Swap

Kumatora Palette Swap

Proposed New DLC Costumes

Claus Costume (from Mother 3)

Duster Costume (from Mother 3)

Current Claus Move Set (Taken from the Smashwiki)

Changes are in BOLD

Ground Attacks

  • Neutral Attack – Kicks with his right leg twice, then does a spin kick with his left. Very fast, as the hitbox comes out on the second frame. Three hits of 4%, 5%, then 5% for a max of 14%. All hits have surprising disjointed reach.
  • Dash Attack – Lucas slides forward, shooting PSI energy out of his hands. Has a bit of startup lag, but decent range. 12% normally, 10% if hit at the tip.
  • Strong Side – Lucas does a back hand and creates a shock of PSI. Can be aimed up or down slightly. If aimed down, it can trip foes. 11% normally, 9% if the opponent is a bit behind Lucas.
  • Strong Up – Lucas does a one-handed stand flipkick charged with PSI. Can chained into itself at lower percents. Two hits of 3%, then 8% for a max of 11%. It has decent knock back and has higher priority.  At later frames, it can Meteor Smash, albeit extremely weakly.
  • Strong Down – Lucas crouches and spins with his leg out. The tip of this attack trips. This can be used multiple times in a row, like Ness‘s Strong Down, then be chained into a fast attack. Is surprisingly disjointed, with the hitbox extending to half a character length past Lucas. Only the disjointed hitbox trips, with a high trip rate. It semi-spikes opponents, but due to its extremely low knockback, it is only noticable at extremely high percentages. 8%It has a slightly longer reach than before.
  • Side Smash – Lucas swings his stick. Like Ness’ Forward Smash, it is a reflector, but it is faster, yet is only slightly weaker, but it still has great knockback for a Smash Attack. 15% uncharged, 21% fully charged. Dubbed by players “Better Stick”, which is one of Lucas’ standard stick weapons in MOTHER 3.
  • Up Smash – Lucas releases a burst of PSI that erupts above his head, but also hits to the sides and damages any breakable floors Lucas may be standing on. It has a sluggish start-up and leaves dreadful lag afterwards, rendering it very easily punished. It is compensated, however, by its extremely large knockback and range, it is the second strongest Up Smash in the game, KO percentage wise (only Ivysaur’s Up Smash is stronger). At the same time, its range is wide enough to hit two character lengths to the side of him, and able to hit foes on the very top platform of Battlefield from the bottom. Two hits of 2% (does not connect if opponent is far away), then 19% for a max of 21% uncharged, 27% for a max of 29% fully charged. This is believed to be, or derive from, his PK Love attack, since he uses a similar looking move to pull a needle both in MOTHER 3 and in one of his victory poses, and he can only pull needles if he has learned PK Love.
  • Down Smash – Lucas points at the ground in front of him, “shooting” three bursts of PSI energy at his feet. Though each hit is progressively weaker, their hitboxes gradually grow. In most cases, it is not possible that two of the hits will connect on the same enemy. Great for edgeguarding. The third hit has a chance of tripping foes at low %. Has minimal protection from behind, thus leaving Lucas very vulnerable. Three hits of 17%, 14%, then 16% uncharged; 23%, 20%, then 20% fully charged. If this move was used while he is on a destructible platform, the destruction of the platform would cause him to be in the air and the attack ends without lag. It is very possible to hit with more than one hit if Lucas is on a moving platform, like the one on Smashville. This is probably derived from PK Ground, where Kumatora would use PSI to shake the ground, making multiple hits that could also make opponents fall over.
  • Ledge Attack – Lucas flips onto the stage, then does a sweep kick. 8% damage.
  • 100% Ledge Attack – Lucas slowly climbs up with his fist drawn back, then delivers a powerful punch. 10% damage.
  • Floor Attack – Lucas gets up and spins on one hand while sticking a leg out. 6% damage.
  • Trip Attack – Lucas gets up on his hands and kicks backwards, then thrusts his legs between his arms in a kick forward. 5% damage.

Aerial Attacks

  • Neutral Aerial – Lucas spins in a gyro pattern with PSI energy around him. Lucas’ fastest aerial. Seven hits of 2%, then a hit of 3% for a max of 17%.
  • Forward Aerial – Lucas kicks his foot forward with PSI. Can be auto-canceled. 12% normally, 10% if the enemy is a bit behind Lucas, 8% if the enemy is hit with the final frames of the move.
  • Back Aerial – Lucas does a flip with his foot behind him and hooks them downwards with a stream of small PSI. Knocks backwards, but if one hits with the tip of his foot or the final hexagon during the attack’s animation, it is a decent Meteor Smash. Regular, non-meteor smash, knockback is extremely low. 10% if sourspotted, 7% during last frames, 12% if sweetspotted.
  • Up Aerial – Moves upwards a little and does a headbutt. Has quite a bit of ending lag. 13% damage.
  • Down Aerial – Lucas thrusts his feet downwards and creates several quick-flashing PSI energy. Multi-hitting attack with some ending lag. The fourth hit can Meteor Smash weakly. Up to 20% damage.
  • Rope Snake – Lucas thrusts his Rope Snake forward. No damage; for recovery purposes only.

Grabs and Throws

  • Grab – Pulls out his Rope Snake which extends and grabs the opponent. Long range and less laggier than other tether grabs, especially his pivot grab.
  • Pummel – Headbutts the foe. 3% damage. When done in the correct rhythm, it deals 9% per second.
  • Forward Throw – Psychokinetically tosses opponent ahead. 10% damage.
  • Back Throw – Psychokinetically blasts opponent back. Very high KO potential. One of the strongest Back Throws in the game. 10% damage.
  • Up Throw – Psychokinetically tosses opponent straight up. 12% damage. High vertical knockback for a throw, KOs at about 130-160%.
  • Down Throw – Psychokinetically slams opponent down, and stomps on the opponent. 7% damage. High vertical knockback. This is Lucas’ strongest throw, as well as the strongest Down Throw in the game. Combines with Strong Up until 35% (average). Will KO at around 140 – 170 %.


  • Up Taunt – Lucas trips, shakes his head, and gets back up. Probably derived from Fassad’s banana peels. It could also possibly be a reference to the naming screen in MOTHER 3, where Lucas attempts to run off the screen, but trips.
  • Down Taunt – Lucas creates PSI sparks with his fingers, moving his arms in a sideways motion.
  • Side Taunt – Duster’s Rope Snake taps him on the shoulder and has a brief conversation with Lucas, as Lucas shrugs towards it.

Stage Entrance

  • Arrives in a Saturn board.

My Thoughts

I wanted Lucas to be in SSBB but I really wanted a non-clone of Ness.  Save for PK Freeze, Lucas` attacks highly resembles Ness thus I added three new ones: PK Ground, PSI Shield, and Brainshock.  I felt that would help change Lucas up dramatically, provide for a new and interesting stlye of gameplay, and allow him to be seen as a single fighter instead of a semi-clone.


Veteran: Meta Knight

Helberd flew high into the sky; above the mountains, plains, and oceans.  Inside the Helberd, a lone cloaked masked figure was manning the controls.  Meta Knight looked right and left as he steered the massive air ship through the sunset skies.  In the sky was a floating mechanical island; directly in front of the Halberd.  Meta Knight peered into his viewing port but the darkness that enveloped the island blocked every light from view.  Meta Knight turned the controls and the great ship lurched forward and started speeding towards the floating island.  The Helberd began to pick up speed as it traveled through the sky.  Meta Knight focused intently on the island when, all of a sudden, a blackness began to pour out of it.  It stretched along the sunset sky and blotched it with a deep brown-orange.

Meta Knight wrestled with the controls but they began to smoke with a dark vapor.  Meta Knight jumped back and, in amazement, saw his controls moving on their own.  He looked at the mechanical island, which was right in front, slowly pulling him in.  His ship began to glow with a deep purple and, as it the island grew closer, Meta Knight’s mind began to grow blank and darkness swarmed all around him.

Meta Knight from Super Smash Bros. Brawl

Name: Meta Knight

Universe: Kirby

Debut: Kirby’s Adventure (1993)

Element Alignment: Dark

Affinity: Good

Reasons for Fighting: Advancement

Ahh, Meta Knight. The seemingly invincible masked swordsman who has lightning fast attacks, KO’able moves, and the ability to fly. Meta Knight is everyone’s worse nightmare and a terror in the hands of a pro. While he still retains his primary strengths, Meta Knight has been nerfed in various areas.

Changes from SSBB to SSB4

Meta Knights Up B does only 7% damage and 15% less knockback. Thus, it is less of a killing move. Meta Knight’s Mach Tornado throws opponents outward instead of throwing downward to prevent spamming. Meta Knight’s Down Smash and Forward Smash has decreased by 2% each. Meta Knight can cancel the dimensional cape by pressing the c-stick anytime after he appears.

Meta Knight’s Special B Move

Neutral B – Mach Tornado

Side B – Drill Rush

Up B – Shuttle Loop

Down B – Dimensional Cape

The Final Trio

Final Smash – Galaxia Darkness

Final Melee – Infinity Cape

Final Brawl – Blackstar


Galaxia Darkness is Meta Knight’s Final Smash. It has the same properties as before.

Beginning Cinematic: Metaknight pulls his cape around him and then flings it open to reveal his wings.

Infinity Cape is Meta Knight’s Final Melee. Meta Knight covers himself with his cape and renders himself invisible for 13 seconds. His attacks has 15% higher knockback than his normal attacks.

Beginning Cinematic: Meta Knight pulls slashes with his sword and pulls his cape around him. He then vanishes in thin air!

Blackstar is Meta Knight’s Final Brawl. Meta Knight envelopes his cloak on the entire field and castes it into darkness. The opponent is standing and is illuminated. Suddenly, a burning X appears on the opponent and all the darkness starts to be sucked in along the opponent. All of a sudden reality snaps and darkness bursts out in a black wisps of clouds. It does 70-72% Dark damage.

Home Stage: Halberd

Proposed New Taunt
Right Side – Meta Knight turns his back to the camera, takes off his mask, and holds it out. He then puts it back on.

New Taunt

  • Left Side – Meta Knight stabs his sword in the ground, expands his wings, and says “Weak”.

Palette Swap

  • Bronze Meta Knight – made to look like a knight.

DLC Costumes

Galactic Knight (from Kirby Super Star Ultra)

Blade Knight (from Kirby’s Adventure)

Current Metaknight Move Set
(changes made in BOLD.

Ground Attacks


  • Neutral Attack – When held, Meta Knight yells and executes a lightning-fast flurry of slashes that also attack enemies behind him. Does 10% damage when just tapping the attack button.
  • Dash Attack – Does a running kick. His only attack (other than all of his throws, excluding the back throw) that does not use his sword. When MK attacks with his foot, it does 6%. When the body hits it does 8%.
  • Strong Side – Slashes twice in front of him, then once upwards. Only pressing the attack button once will cause Meta Knight to perform only the first hit; press it twice more to slash the second and third times. 1st slash does 4%, next does 3% and the last does 5%, altogether 12%.
  • Strong Up – Stabs upward. 10%. Decent knockback, and in some cases at higher percents, makes up for his up smash’s weak vertical knockback.
  • Strong Down – Thrusts his sword across the ground. Good for tripping, deceptive range, very fast, and it can be used to Pseudo Crawl. 4-6%


  • Side Smash – Pulls his sword back for a second, then slashes in front of him. Has below average knockback, but is his strongest move in terms of knockback. This is Meta Knight’s only slow attack, although that’s only the start-up which is 24 frames, it has a very fast charge release and has very little ending lag, less cooldown than his Down Smash. 13-19%.
  • Up Smash – Slashes above him three times. Like Link’s Up Smash, but much faster. 4% each slash, in total 12%. [9% damage uncharged]. Low knockback.
  • Down Smash – Slashes in front of him, then behind. Arguably his best kill move due to its extremely fast speed. One of the non-dragging down smashes that second hit attack has higher knockback than first hit. Front slash does 12-15%, and back slash does 13-16%.


  • Ledge attack – Slashes with blade. 8% damage.
  • 100% ledge attack – Gets up slowly, then slashes with blade. 10% damage.
  • Floor attack – Slashes on either side of himself. 6%, both slashes.

Aerial Attacks

  • Neutral Aerial – Slashes while spinning in a circle. Similar to Pikachu’s Neutral Aerial. Surprisingly powerful. Can hit twice for a total of 19% damage.
  • Forward Aerial – Slashes in front of him three times. Can perform a Wall of Pain variation. First slash does 3%, second does 3%, and last does 4%. Altogether 10%.
  • Back Aerial – Like his Forward Aerial, but behind him and slightly slower. To compensate for the slower slashes, this move has slightly more knockback. Even then, it still has almost no start-up lag and the 1st two hits while landing sets up a Down Smash on many characters. First slash does 3%, second does 3%, and last does 4%. Altogether 10%.
  • Up Aerial – Slashes above him very quickly. Has decent knockback. Shortest ending lag aerial in the game. Great for juggling opponents into the upper blast line. 6% damage. If Tap Jump is set to “on”, Meta Knight will rise up with each slash. The distance varies depending on how many of Meta Knight’s jumps remain.
  • Down Aerial – Slashes below him very quickly. More ending and landing lag then the up aerial but stronger. Sends the opponent at a horizontal trajectory and is quite deadly offstage, especially against opponents with poor horizontal recovery. 7-9% damage.
  • Glide Attack – Slashes in front of himself. A fairly powerful move with great vertical knockback. 12% damage.

Grabs & Throws

  • Pummel – Jabs opponents with his wings’ claws. A slow pummel. 3% damage.
  • Forward Throw – Kicks the opponent in front of him. A very fast throw. 8-10% damage.
  • Back Throw – Teleports and slashes the opponent behind him. 10% damage and good knockback.
  • Up Throw – Similar to Kirby’s: jumps into the air holding his foe, and then crashes down. The differences are that this throw doesn’t create an explosion, and it has less launch power. Can KO at very high percents. 12% damage.
  • Down Throw – Stomps on the opponent multiple times, then ends by slamming down on them. It is much like Kirby’s Down Throw, but it is a little slower and and has an horizontal trajectory. Does 12% damage.


  • Up Taunt – Wraps himself in his cape, as if teleporting via his Down Special, while grunting.
  • Down Taunt – Spreads his wings while shouting “come”.
  • Right Side Taunt – Says “Fight me!”, while pointing left hand in front(at opponent), slashing twice, and finally pointing his sword in front of him.

Stage Entrance

  • Meta Knight appears via Dimensional Cloak.

My Thoughts

Well, from the get go I thought of severely nerfing Meta Knight but then I realized that he is actually a VERY good character with a few strengths that can cripple other players.  Thus, I went about decreasing the amount of his killing attacks and his specials but buffed his dimensional cape.  Personally, I think nerfing Meta Knight should be the first thing considered when changing him.  However, to totally axe him would be injustice to his character so I propose a modest and conservative nerfing process concerning Meta Knight.

Veteran: Zero Suit Samus

Zero Suit Samus from Super Smash Bros. Brawl

Name: Zero Suit Samus

Universe: Metroid


Element Alignment: Lightning

Affinity: Good

Reasons for Fighting: Revenge

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

Changes from SSBB to SSB4

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

Zero Suit Samus Special B Move Set

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

The Final Trio

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


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

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

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

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

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

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

Proposed Stage – Skytown, Elyssia

New Taunt(s)

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

Palette Swap

Light Zero Suit Samus – Resembles the PED Palette Swap

DLC Costumes

Military Samus

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

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

Changes are in BOLD

Ground Attacks

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

Aerial Attacks

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

Grabs and Throws

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


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

Stage Entrance

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

My Thoughts

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

Veteran: Diddy Kong

Donkey and Dixie Kong were nowhere to be seen. The entire jungle was in fact gone. Diddy Kong had gone to go pick flowers for his girlfriend, Dixie and, when he came back, the entire forest was leveled. What remained behind was a dusty desert devoid of any life and Donkey Kong’s tree house. Searching in the tree house proved fruitless. What could have taken the jungle away? Diddy Kong was confounded and began running to where ever he could. Suddenly, he spotted a pink beret. It’s Dixie’s! It had to belong to Dixie! Diddy Kong grabbed the hat to his chest, shrieked, and began to running towards the mountains. Unknowingly, a giant mechanical island was floating behind the mountains and was waiting.

Diddy Kong from Super Smash Bros. Brawl

Name: Diddy Kong

Universe: Donkey Kong

Debut: Donkey Kong Country (1994)

Element Alignment: Earth

Affinity: Good

Reason for Fighting: Love & Bananas

Diddy Kong is Donkey Kong’s pal and Dixie Kong’s boyfriend. He is a small monkey with a prehensile tail with a knack for playing the guitar and shooting peanuts from his peanut pop gun. He is a very fast and nimble character with a very high jump, fast dashing speed, and can set up amazing combos. He brings his A game to SSB4 and uses his abilities that he has honed both in the jungle and the battlefield.

Changes from SSBB to SSB4

Diddy Kong ranked 2nd on the newest tier list. As such, I would discourage nerfing Diddy Kong dramatically since he seems to be the most balanced of all characters.

Diddy Kong’s Special B Move Set

  • Neutral B – Peanut Popgun
  • Side B – Monkey Flip
  • Up B – Rocketbarrel Boost
  • Down B – Banana Peel

The Final Trio

    • Final Smash: Giant Banana
    • Final Melee: Rocketbarrel Barrage
    • Final Brawl: Monkey Mischief


Giant Banana is Diddy Kong’s new Final Smash. A massive banana appears at the top of the screen and crash lands onto the stage which explodes, scattering 10-15 banana peels everywhere. The initial slam does 65% damage with high knock back while the banana peels do an additional 3% damage for each trip. The bananas peels will last8 seconds and can be picked up and thrown by other opponents.

  • Beginning Cinematic: Diddy Kong shrieks and stands on his hands and claps his feet.

Rocket Barrel Barrage is Diddy Kong’s new Final Melee. It has the same properties as before.

  • Diddy Kong straps on his Rocket Barrel and starts to rev it up by booster propellant shooting out,

Monkey Mischief is Diddy Kong’s new Final Brawl. Diddy Kong dashes at the opponent, jumps over then and lands. Diddy Kong points and laughs. The opponent sees the Rocketbarrel is strapped to his or her back. Diddy Kong then slaps the Rocketbarrel and takes off into the sky; trailing smoke. The Rocketbarrel swirls in the sky before exploding. Diddy Kong folds him arms and wears a serious and triumphant grin. It does 59-63% Fire damage.

Proposed New Stage – Diddy’s Island

Proposed New Palette Swap

Blue Diddy Kong (based off from Baby Kong)

Proposed DLC Costumes

Diddy Kong from Super Mario Strikers Charged

Strikers Charged Diddy Kong (from Super Mario Strikers Charged)

  • Attributes: Element alignment changes to Lightning, 5% speed increase, 5% air speed increase, 3% shield decrease, 8% power decrease.

Shadow Diddy Kong Costume

Shadow Diddy Kong (from Super Smash Bros. Brawl)

  • Attributes: Element alignment changes to Dark, 8% power increase, 4% speed increase, 10% shield decrease, 3% jump decrease, 2% projectile damage decrease.

Diddy Kong Current Move Set (taken from the SmashWikia)

changes are in BOLD

Ground attacks

  • Neutral Attack – Slaps twice, then turns around and kicks with one foot and keeps it raised. Repeatedly hits by lashing his tail out for damage.
  • Dash Attack – Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash. Low knockback (9%)
  • Strong Side – Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head (9%; 11% if he hits with the tip).
  • Strong Up – Swats in the air above him with a slap and looks similar to an uppercut. Quick, and can combine with other attacks. This can be used to juggle at low percents, and KO at very high percents. Has higher knockback than his Up Smash. (7%).
  • Strong Down- While crouching, slaps forward. His hands appear to grow for the duration of this attack. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at early percents. (7%).
  • Side Smash – Spins, slapping forward twice. The first hit has no knockback; the second has below average knockback. First hit does (5%), and second hit does (13%) a total of (18%) uncharged (25%) fully charged. The first hit can be smash Directional Influenced upward out of the 2nd hit though.
  • Up Smash – Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback. First two hits do (5%) uncharged, (7%) fully charged, and the last hit does (6%), (8%) fully charged for a total of (16%) uncharged and (22%) fully charged. Fills in combos.
  • Down Smash – Performs a sweeping kick. When hitting with the front does (16%) uncharged (22%) fully charged, when hitting with the back does (12%) uncharged (18%) fully charged. It has less knockback than his Forward Smash, but it’s still his most reliable smash.
  • Ledge Attack – Spinning tail slap.(8%).
  • 100% Ledge Attack – Short kick.(10%).
  • Floor Attack – Gets up and punches on both sides. Short range. 6% damage.

Aerial Attacks

  • Neutral Aerial – Sticks out hands and feet and spins. Only hits once with decent knockback, making it a sex kick. Looks similar to his dash attack.(6%).
  • Forward Aerial – Kicks both feet forward. Good knockback. (14%).
  • Back Aerial – Sticks leg out and spins it behind him. His fastest aerial. (9%).
  • Up Aerial – Overhead Flip Kick. Decent knockback, fairly fast.(11%).
  • Down Aerial – Punches both arms down, meteor smashing powerfully as soon as it connects.(12%)

Grabs and Throws

  • Pummel – Headbutts them, angled from the side of his body.(2%).
  • Forward Throw – Tosses opponent forward.(11%). Strongest throw.
  • Back Throw – Tosses opponent backward.(10%).
  • Up Throw – Throws opponent up and kicks them.(9%).
  • Down Throw – Performs a leap-frog-like maneuver and chucks the opponent underneath him. Has fair backwards knockback.(9%).


  • Up: Throws his hat into the air, which lands on his head. This is actually his victory pose from DKC, after he defeats a boss or wins in a bonus room.
  • Side: Does a playful fighter’s stance and cackles threateningly showing his teeth.
  • Down: Claps his hands four times, changing feet as he does so.

Stage Entrance

Breaks out of a DK barrel and claps his hands above him.

My Thoughts

Diddy Kong was one of the most well-balanced and model characters in the game. He was a mixture of speed and power with a technical feel. Obviously, every character in SSB can’t play like Diddy Kong but, using him as a model, many characters can receive the neccesary buffs (and nerfs) to make them higher tier in comparison to before. So I would say keep Diddy as how he was.

Veteran: Pokémon Trainer

The crowd was roaring. It was chanting in unison: Pokemon, Pokemon, Pokemon! The young Pokemon Trainer stood on the tournament platform; his hand raised at his most recent victory. His opponents Pokemon laid unconscious on the ground but, the Pokemon has put up a good fight and deserved a rest. The Pokemon Trainers Pokemon gathered all around him+ Squirtle, Ivysaur, and Charizard and celebrated in the victory. The fought well and hard and deserved a reward. Pokemon Trainer gazed out at the crwod but it began to melt away. Everything around him was melting and fading to black. Within an instant, his entire world was a black void. He heard a menacingly laugh in the darkness and, with an command, ordered Charziard, Squirtlem, and Ivysaur to attack the black void. But the attack was in vain and, one by one, his Pokemon began to fall to the ground. The Pokemon Trainer began to slip into a deep sleep and, soon, knew nothing but the chants of: Pokemon, Pokemon, Pokemon, Pokemon.

Pokemon Trainer from Super Smash Bros. Brawl

Name: Pokémon Trainer




Universe: Pokemon

Debut: Pokemon Red and Blue (1998)

Element Alignment: Water (Squirtle)

Ground (Ivysaur)

Fire (Charizard)

Affinity: Good

Reasons for Fighting: To become the Best

Availability: Starter

The Pokémon Trainer is a unique character because he is, fact, four characters in one. Pokemon Trainer can switch Charizard, Ivysaur, and Squirtle throughout the battle. While he is hampered by a Stamina Decline effect, he can still confuse opponents by switching out different fighting styles. Squirtle is a light but fast character, Ivysaur is a evenly balance character, and Charizard is a slow but strong character that can fly. Each have their own strengths and waknesses and brings them to the stage in SSB4!

Changes from SSBB to SSB4

Pokemon Trainer

  • The Loading times between switching Pokemon out is much faster.


  • Squirtle`s Water Gun attack has much more pushback. It has knock over opponent at higher levels as well. As well, Squirtle`s Withdraw attack has Super Armor during the shell animations. Squirtle is unable to drown when in water.


  • Ivysaur recieves a temporary boost with doing its Dair move. It can cause a boost that slightly pushes Ivysaur upward. As well, it hits much harder and can Meteor Smash lower opponents. Bullet Seed`s initital hit is unescapable via SDI however, the seeds that comes from Ivysaur is a bit slower than before. Down Smash hits more avorably and higher priority than other attacks.


  • Charizard has now more 8% Super Armor while gliding thus reduces the amount of flinching when hit. Charizards jab combo hits properly and connects well. Charizards Forward and Back aerial does more damage to shields and it`s back Bair can be sweetspotted for more damage. Forward Smash has a higher KO potential. When using Rock Smash, Charizard moves a little forward in the air. Charizard`s Down Smash has Super Armor only when stomping.

Squirtle Special B Move Set

  • Neutral B – Water Gun
  • Side B – Withdraw
  • Up B – Waterfall
  • Down B – Pokemon Change

The Final Trio

  • Final Smash – Triple Finish
  • Final Melee – Surf
  • Final Brawl – Team Battle


Triple Finish is Squirtle`s Final Smash. It works much like before and suffers no changes.

  • Beginning Cinematic: The Pokemon Trainer pulls down his cap and points upward. Squirtle jumps up in a splash of water.

Surf is Squirtle`s Final Melee. Squirtle releases a torrent of water which appears as a immense geyser and begins pushing off opponents on the stage. Water surges everywhere and the other players can either drown, be pushed off the side, or be attacked by Squirtle. During this Final Melee, Squirtle can swim and attack opponents while in the water. While Squirtle`s attacks retain the same damage percentage, they have 30% more higher knock back than before. The attack lasts 15 minutes which, when the time runs out, the geysers vanishes. In a enclosed stage or a stage with walls on the sides, the water fills out and creates a pool. This can cause opponents to drown. The Final Melee does no damage to opponents.

  • Beginning Cinematic: The Pokemon Trainer raises his hand and says “Drown them!” Squirtle then spews out a wave of water.

Team Battle is Squirtle`s Final Brawl. Squirtle attacks the opponent by slamming into them with his shell. Charzizard and Ivysaur is released during then. Ivysaur entangles them in vines while Charizard blasts the opponent with a pillar of fire. It does 65% Fire, Water, and Earth damage.

  • Beginning Cinematic: The Pokemon Trainer holds Charizard`s and Ivysaur`s Poke Balls and releases them. All three rush torwards the camera.

Ivysaur`s Special B Move Set

  • Neutral B – Bullet Seed
  • Side B – Razor Leaf
  • Up B – Vine Whip
  • Down B – Pokemon Change

The Final Trio

  • Final Smash – Triple Finish
  • Final Melee – Leaf Storm
  • Final Brawl – Team Battle


Triple Finish is Ivysaur`s Final Smash. It works much like before and suffers no changes.

  • Beginning Cinematic: The Pokemon Trainer brings his elbow down in a victory pose and points upwards. Ivysaur jumps up in a scatter of leaves.

Leaf Storm is Ivysaur’s Final Melee. Ivysaur unleashes a whirlwind of leafs that follows it wherever he goes. It hits three times per second for 2% damage. The leafs will always follow behind Ivysaur and will gather about him if he stops. It lasts for 9 seconds. It does a total of 72% Earth damage. The leaves have a wide aura and can damage within a wide radius. Pressing A can cause damage to go from 2% to 4% in one hit.

Beginning Cinematic: The Pokemon Trainer claps his hands together and says “Slice them!” Ivysaur then releases a plethora of leaves.

Team Battle is Ivysaur`s Final Brawl. Ivysaur rushes in and strangles the enemy with vines. Squirtle then rushes in and slams them with his shell. Chazrizard than attacks with a huge burst of fire. It does 65% Fire, Water, and Earth damage.

  • Beginning Cinematic: The Pokemon Trainer holds Charizard`s and Squirtle`s Poke Balls and releases them. All three rushes the camera.

Charizard`s Special B Move Set

  • Neutral B – Flamethrower
  • Side B – Rock Smash
  • Up B – Fly
  • Down B – Pokemon Change

The Final Trio

  • Final Smash – Triple Finish
  • Final Melee – Firespin
  • Final Brawl – Team Battle

Triple Finish is Charizard`s Final Smash. It works much like before and suffers no changes.

  • Beginning Cinematic: The Pokemon Trainer does a thumbs up and points upwards. Charizard jumps up in a fury of flames.

Firespin is Charzizard`s Final Melee. Charizard spouts out a pillar of flame which begins to rotate and float across the stage. Moving the analog stick left or right will direct the tornado diagonally and moving it up and down will move it vertically. It can only move down if there is no stage underneath it, It can pick up opponents into the tornado and burn them continuously. The attack lasts 10 seconds and does 7% Fire Damage per second thus totaling for 70% damage totally.

  • Beginning Cinematic: The Pokemon Trainer shoots out his hand and grasps it while saying “Burn them!” Charizard then spouts out a burst of flame into the camera.

Team Battle is Charizard`s Final Smash. Charizard rushes in and blasts them with a burst of fire. Ivysaur then strangles them with vines and Squirtle then slams them with a Withdraw attack. It does 65% Fire, Water, and Earth damage.

  • Beginning Cinematic: The Pokemon Trainer holds Squirtle`s and Ivysaur`s Poke Balls and then releases them. the three then rushes at the camera.

Proposed New Stage: Pokemon Stadium 3

Proposed New Taunt(s)


  • Left Side: Squirtle folds it`s arms, stands up straight, and does a cool pose while saying Squuuuirtle.


  • Left Side: Ivysaur flips upside down and catches the ground with it`s vines and does a headstan dbut with it`s vines. It then flips back up and lands.


  • Left Side: Charizard lays down, folds it`s wings on it`s back, and begins to sleep. A sleep bubble comes from his nose. He is then startled, roars, and gets back up in a sleepy rage. A fairly long taunt.

Pokemon Trainer

  • Left Side: Quickly jabs his left arm to the left.

Proposed Palette Swaps

Brendan Costume

Attributes: No changes.

Hilbert Costume

Attributes: No changes.

Current Squirtle Move Set (taken from the SmashWikia)

Changes are in BOLD

Normal Moves

  • Neutral Attack – Squirtle punches once, then jumps forward and slaps with the tail, then flips forward and hits with the tail again. The second hit can trip foes sometimes, or simply lead into a grab. 3% on the first hit, 2% on the second hit, 4% on the third hit, a total of 9% damage.
  • Dash Attack – Squirtle runs, turns around while jumping, and hits with the back of its shell. Does the most damage when it comes out. Oddly, it usually knocks foes in a 45° trajectory angle behind Squirtle. A fairly awkward move in general. 6-10% damage.
  • Forward Tilt – Squirtle gets on all fours and slaps forward with its tail. Very quick, and can repeated in rapid succession. The move has short range, and can be angled slightly. 6% damage.
  • Up Tilt – Squirtle hops up onto its tail, thrusting upward. Very quick. Somewhat resembles R.O.B.’s, only Squirtle needs to jump to get some range. Squirtle’s small body becomes the hitbox for this move. This move can lead into itself, Waterfall if foe DIs right, an Up Smash, or an Up Aerial or Neutral Aerial. 6% damage.
  • Down Tilt – Squirtle gets on its belly and withdraws its arms and legs, then spins forward, sweeping with its tail. When Squirtle is not tired, this move can KO lighter foes at extreme, ~180% damage ranges. One of the stronger Down Tilts. Does around 9% damage, with a maximum of 13% damage possible.
  • Forward Smash – Squirtle withdraws into its shell and launches forward. It can be angled up or down. Has Super Armor frames, but short reach, long start-up and ending lag limits its effectiveness. 14 damage uncharged, 19% damage fully charged.
  • Up Smash – Squirtle jumps and slams its hands down on the ground causing geysers to rise on both sides of it, hitting a fairly large area, especially up. A powerful vertical finisher, this is Squirtle’s most powerful attack. 16% damage uncharged, 22% damage fully charged.
  • Down Smash – Squirtle withdraws into its shell and spins, shooting water out of both sides. This attack is a little weak and has short range – the small water burst and Squirtle’s grounded spinning shell. 11% damage uncharged, 15% damage fully charged.
  • Ledge Attack – Gets up and whips its tail forward. Similar to its Forward Tilt in both appearance and range. 8% damage.
  • 100% Ledge Attack – Gets up and headbutts forward. Limited range. 10% damage.
  • Floor Attack – Spins. 6% damage.

Aerial Attacks

  • Neutral Aerial – Withdraws into shell and spins in midair, releasing water from all sides. Good duration, also a good defensive move, due to its rather short range. 9% damage.
  • Forward Aerial – Thrusts both legs forward, hitting quickly. Fairly long duration and high knockback. Can KO off the stage at higher percents. Great for gimping. Has some Sex Kick properties. 12% damage when it comes out, 6% damage afterwards.
  • Back Aerial – Thrusts its tail backward, hitting quickly. Fairly long duration, decent knockback. Has Sex Kick properties. Also good for gimping and/or edgeguarding. 10% damage when it comes out, 6% damage afterwards.
  • Up Aerial – Flips upward, using its tail to knock opponents vertically. Somewhat weak, has a hard time KOing foes with good DI. 11% damage.
  • Down Aerial – Thrusts the tail downward, spinning around in a multi-hit attack. Similar to Mario‘s Down Aerial, but with more vertical range due to the tail. Last hit has decent knockback. Does 10% damage if all hits connect.

Grabs and Throws

  • Pummel – Headbutts them. 2% damage.
  • Forward Throw – Puts its opponent in front of it, then kicks them. 9% damage.
  • Back Throw – Puts its opponent behind it, and kicks their back. Has some KO power at ~150% damage. 10% damage.
  • Up Throw – Throws its opponent upward and tackles them while in its shell. Also has moderate KO power above 150% damage. 11% damage.
  • Down Throw – Throws its opponent on the ground and slams on top of them. Second strongest Down Throw in the game, and strongest Down Throw with horizontal knockback. Easily KOs around 130% damage. 7% damage.

Current Ivysaur Move set (taken from the SmashWiki)

Ground Moves

  • Neutral attack – Whips a vine, then another, then extends the range for repeated vine slaps. Normally, 3% damage the first hit, 2% damage the second hit, then 2% alternating with 1% for each other hit. Tired, 2% damage first hit, 1% damage second hit, then 1% for each other hit.
  • Dash Attack – Slides along the ground, headbutting foes. A powerful, if somewhat unsafe, KO move above 110%. Normally, 12% sweetspotted, 10% during the rest of the frames. Tired, 9% sweetspotted, 7% for the rest of the frames.
  • Forward Tilt – Leans forward and spins the leaves around the main bulb like a helicopter blade, hitting multiple times. Quick on start-up and stops run-ins cold, but requires good spacing to be effective, and has some ending lag. Normally, seven hits of 2% damage for a total of 14% damage. Tired, seven hits of 1%, 1%, 2%, 1%, 2%, 1%, then 1% for a total of 9% damage.
  • Up Tilt – Plants vines on the ground and launches body into the air. Normally, 7% damage. Tired, 6%-7% damage.
  • Down Tilt – Whips two vines quickly along the ground, hitting twice with good range. 2% damage on first hit, then 5% damage on second hit, for a total of 7% damage.
  • Forward Smash – Plants vines on the ground and launches the body forward. Great range, decent knockback, and returns to starting position afterwards, but comes with minor lag during start and finish. 16 damage uncharged, 22% damage fully charged.
  • Up Smash – Launches a burst of spores from the bulb. Appears to be Stun Spore, due to the colour of the spores. The strongest Up Smash in the game in terms of knockback, decent range, and a disjointed hitbox. The hitbox also covers Ivysaur’s sides to an extent. Has a high start-up lag. Best used while baiting a spotdodge/air dodge. 17 damage uncharged, 23% damage fully charged.
  • Down Smash – Quickly whips out vines across the ground simultaneously on both sides. Decent range and start-up speed, comes with minor ending lag. Has a high chance of causing the opponent to trip. 11% damage uncharged, 14% damage fully charged. Does moderate knock back.
  • Ledge Attack – Ivysaur returns to the stage with a vine flick. Good range and speed. 8% damage.
  • 100% Ledge Attack – Ivysaur craws up onto the stage with a somewhat slow headbutt. 10% damage.
  • Floor Attack – Whips vines to one side then the other while returning to feet. 6% damage.

Aerial Attacks

  • Neutral Aerial – Points head diagonally downwards and flattens leaves against body, spinning. Hits multiple times, the last hit having moderate knockback. Has mild spike properties underneath its hind legs; useful while edgeguarding. Has low priority. 10% damage.
  • Forward Aerial – Slaps forward with a vine, with decent damage and knockback, with a hitbox that ranges from above its eyes, to well in front, to underneath its head. Hits opponent either forward or upward depending on where the vines strike. 12% damage.
  • Back Aerial – Turns its top toward the front of the screen, extends two vines far behind it, and spins. Very fast with long range, but very low damage and knockback. A great stall/wall tactic despite low damage returns. Does 2% damage on first hit and 3% damage on second hit, for a total of 5% damage.
  • Up Aerial – Shoots a burst of spores out of the bulb with high knockback. Shoots Ivysaur downward. Little more than a slightly faster aerial Up Smash. It is the third most powerful Up Aerial in the game (only Zelda’s and Bowser’s are stronger). 16% damage.
  • Down Aerial – Turns upside-down and uses the same basic attack as Up Aerial, shooting a burst of spores out of the bud with decent knockback. It cancels aerial momentum entirely, and spikes if the opponent is touching the bud, but it is difficult to land. Horrid lag-time on all sides makes this move extremely situational, for surprise use only. 13% damage. Can be used as a recovery option and can meteor smash.

Grabs and Throws

  • Pummel – Vines squeeze opponent. Very slow. 3% damage.
  • Forward Throw – Grabs opponent with vines and tosses them forward. 8% damage.
  • Back Throw – Grabs opponents with vines, does a full spin, and tosses them back. A powerful throw with primarily horizontal fling. 10% damage.
  • Up Throw – Grabs opponent with vines and bounces them into the air with the bud on its back. Not quite as powerful as Back Throw, but strong. Good for Bullet Seed combos. 10% damage.
  • Down Throw – Grabs opponent with vines, does a flip, and smashes them to the ground. Good for follow-ups. 10% damage.

Current Charizard Move Set (taken from the SmashWikia)

Ground Moves

  • Neutral Attack – Right hand slash, left hand slash, then a smack with the right wing. It has improved since SSBB with a longer reach abnd quicker jabs that allows Charizard to chain them together. Down Tilt, etc. 3% damage on first hit, 4% damage on second hit, and 6% damage on third hit, for a total of 13% damage.
  • Dash Attack – Raises one leg for a sliding kick. Slows Charizard slightly out of dash, and is easily shield-grabbed. 11% damage.
  • Forward Tilt – Sweeps flaming tail forward. Long range and decent power on sweetspot, but ill advised at close range due to below average speed. 10% damage if sourspotted, 11% damage if sweetspotted.
  • Up Tilt – Hops into a triangular dual-wing stab above its head. Quick, great knockback and with good vertical range (with a disjoint slightly extending it), but its hitbox is almost entirely vertical, with very little horizontal range and no low hitboxes, making it situational. 8% damage.
  • Down Tilt – Bites forward at the ground in front of it. Very fast and with powerful horizontal knockback at the jaws, but low vertical reach and weak vertical knockback up close and low shieldstun. 8% damage if sourspotted, 12% damage if sweetspotted.
  • Forward Smash – Fire Fang: Sweeps its head forward from bottom to top, biting with enflamed teeth. A two-hit attack. Similar in appearance to Bowser‘s Forward Smash, but a bit faster. Good range and powerful knockback, KOing reliably around 60% and higher. Similarly, if only the second hit connects it is not quite as strong, but is not as extreme as in the case of Bowser. It is possible for only the initial strike to connect, but this only happens if the opponent is very near Charizard and a bit off the ground, as in the midst of a short hop. 6% damage on the first hit, 20% damage on the second hit for a total of 26% damage if uncharged. First hit does 9% damage and second hit does 25% damage for a total of 34% damage if fully charged.
  • Up Smash – Wing Attack: Bats upward with both of its wings, hitting twice. Moderate knockback; maximum damage is given if both wings strike. Initial wing swipe is very fast, making dashing Up Smashes effective. However, at high percents, the first hit often knocks the opponent horizontally strong enough to cause the second strike to miss. Slower cool down than its Up Tilt. First hit does 5% damage and second hit does 11% damage for a total of 16% damage if uncharged. First hit does 7% damage and second hit does 15% damage for a total of 22% damage if fully charged.
  • Down Smash – Earthquake: Stomps the ground once with both feet, causing earth to erupt from either side. Vertical knockback. Hits simultaneously on both sides with deceptive range and decent power, but has a laggy start/finish. Does 18% damage uncharged, 24% damage fully charged. It has Super Arnmor during the stomping animation.
  • Ledge Attack – A slow, biting headbutt with little range. 8% damage.
  • 100% Ledge Attack – A mid-range tail swipe with moderate knockback. Has a sweetspot at the flaming tip, burning the opponent for more damage and knockback. 10% damage.
  • Floor Attack – A combination rising bite and tail sweep, which hits on both sides quickly. 6% damage.

Aerial Attacks

  • Neutral Aerial – Spins entire body in a somersault, hitting with its tail. Sweetspot is very small, and otherwise has very little knockback. Has a long lasting hitbox with little aerial end lag, making it effective for defense or as a short hopped, below platform move. Somewhat high landing lag during the midst of the attack. 9% damage.
  • Forward Aerial – Flaps wings forward, creating a gust of fiery wind in front of them. Moderately fast start up. Sends the opponent at a low trajectory and has set knockback properties, with the move only becoming noticeably more powerful >100%. Its base knockback is rather high, making it effective at gimping poor horizontal recoveries even at very low damages. However, the attack has no knockback or hitstun, further away from Charizard (outside the edges of its wings), and has noticeable landing lag. 10% damage if all hits connect.
  • Back Aerial – Hits quickly behind it with its wing, claw, and fiery tail. Good horizontal range, but minimal vertical range. The first hitbox (the wing swipe) is a very weak Meteor Smash intended to knock the opponent into the more powerful tail swipe. Most reliable aerial KO move when sweetspotted. Does 7% damage if sourspotted, 19% damage when sweetspotted with the tip of its tail and all hits connect.
  • Up Aerial – Bites upward. Somewhat poor range and knockback, but fairly quick in both starting and ending. Move has significant sex kick attributes. 10% damage.
  • Down Aerial – Stomps downward. A meteor Smash with surprisingly low vertical range. It is unique in that it is stronger on grounded opponents. Due to this, it is the second strongest Meteor Smash on grounded opponents (however it is still noticeably weaker than Ganondorf‘s Down Aerial). Its power is only above average otherwise. 14% damage.
  • Glide Attack – Spins out of glide and hits with wings/jaws for solid knockback. A good interruption move, and easily followed up on when used near ground. Strongest glide attack in the game, but given its lack of disjointedness it is not a move that should be over-used. 12% damage.

Grabs and Throws

Note: Charizard has the second longest non-tether grab in the game (second to King Dedede), along with a fast dash speed and good traction, giving him one of the best grab games in the game. In fact, it is for this very reason that Charizard has all around manageable matchups.

  • Pummel – Bites with sharp fangs. Very fast. 2% damage.
  • Forward Throw – Grabs opponent in jaws, spins them, then releases them in front of itself. A pseudo-chain throw on many characters at near-0% percents. 9-11% damage (varies).
  • Back Throw – Throws the opponent behind it quickly. Its fastest throw. Can also pseudo-chain throw characters at very low percents. 9-11% damage.
  • Up Throw – Sets opponent above itself, then slams them with its head. 11% damage.
  • Down Throw – Sets its opponent on the floor and smothers them with fire. Strong knockback. Will KO reliably at 150%, making it one of the few throws in the game that is a reasonable KO move, but is the weakest of its throws damage wise. Interestingly, unlike most projectile based throws, like Falco‘s, the flames cannot be reflected even if the victim is wearing a Franklin Badge. 6% damage.


  • Up: Raises an arm up while holding a Pokéball and opens his mouth.
    • Charizard: Stomps and roars to the sky, while flapping its wings.
    • Ivysaur: Spins its bud, and shakes off some leaves.
    • Squirtle: Backflips, spreads out its arms and opens its mouth saying “Squirtle, Squirtle”.
  • Side: Quickly jabs an arm to the side.
    • Charizard: Stomps and makes a bizarre purring sound, and also flaps its wings once.
    • Ivysaur: Stands on front legs and walks around while saying “Saur, Ivysaur”.
    • Squirtle: Spins on its tail and squirts out water and says “Squirtle.”
  • Down: Brings an elbow downwards in a victorious manner.
    • Charizard: Stomps violently.
    • Ivysaur: Spins around and extends its vines doing a dance, it throws around some leaves while saying “Ivy, Ivy”.
    • Squirtle: Goes into its shell and hops while spinning.

Stage Entrance

  • The Pokemon Trainer runs out onto his special platform in the background and throws out a Pokemon.

My Thoughts

I was trying to decide whether to switch out the Pokemon Trainer with a new trainer from a later series with three new starters or to keep the original.  However, in the end, I decided that Red, Charizard, Squirtle, and Ivysaur are way to iconic to throw away so I decided to keep them.  Despite that, I still wanted to tweak and change the characters so they are improved a bit better.

Veteran: Shiek

Shiek model from Super Smash Bros. Brawl

Name: Shiek

Universe: Legend of Zelda

Debut: Legend of Zelda: Ocarina of Time (1997)

Element Alignment: Ice

Affinity: Good

Reasons for Fighting: To Protect

Availability: Starter

Shiek comes back to the Super Smash Bros. as a transformation option for Zelda! By pressing Down B, she can transform to alter ego, Shiek. As well, Shiek can transform back to Zelda at any time. While Zelda is more slow and powerful, Shiek can deliver lightning fast combos and quick hit and run attacks. Shiek has been a sub-character since Melee and comes back again for another fight!

Changes from SSBB to SSB4

Shiek was nerfed from SSBM to SSBB pretty badly so I propose a few changes to Shiek to push her back to her Melee version without being to over-powered. Most importantly, the transformation time between Zelda and Shiek has significantly decreased allowing for easier and quicker changes from the two characters. Shiek’s Neutral A has less lag and her rapid Neutral A attack does shield damage the longer it continues. Shiek’s forward tilt has more knock back then previous. Her Forward tilt has a slightly longer reach with little lag. Shiek’s down aerial does more damage. Finally, her close range needles do more damage and, while in the air, Shiek can direct the needles downward while moving forward or backwards. Jumping straight or a slight diagonal angle will cause them to move straight.

Shiek’s Special B Move Set

  • Neutral B – Needle Storm
  • Side B – Chain
  • Up B – Vanish
  • Down B – Transform

The Final Trio

  • Final Smash – Light Arrow
  • Final Melee – Needle Hurricane
  • Final Brawl – Shadow Strike


Needle Storm is Shiek’s Neutral B move. It retains the same proerties as before but it does 1% more damage the closer the opponent gets to Shiek. In addition, by jumping forward or back, Shiek can throw the needles downwards.

Light Arrow is Shiek’s Final Smash. It is the same as in SSBB.

  • Beginning Cinematic: Shiek flips backwards and slashes the air with her hand in a karate chop motion.

Needle Hurricane is Shiek’s Final Melee. Shiek grabs her needles and begins throwing them around a large radius. It covers a small stage entirely but covers a third of a large stage. The needles move at blinding speeds and hard next to impossible to dodge. Each needle does 1% damage and the attack as the ability to hit 55 times in 10 seconds. That’s 5.5 hits per second. In all it does 55% damage. However, the needles themselves have very low knock back and hitstuns the opponents cause in the attack. However, when the attack begins to near it’s end, the needles become slower and fewer. Opponents hit by these needles receive moderate knock back and can Ko at percentages as low as 45%. Attempting to shield during this attack causes massive shield damage and most likely to break.

  • Beginning Cinematic: Shiek stands up straight, pulls out her needles, and throws them at the camera.

Shadow Strike is Shiek’s Final Brawl. Shiek puts her index and middle fingers in front of her face and holds her hand (much like in Naruto). There is a close up of her face during this. Shiek vanishes and then slashes at the opponent with a needle; like a knife. She then vanishes again and slams her leg via ankle slam onto the opponent. She then begins to teleport around the opponent while hitting them. She does this 5 times before charging her forward smash attack. This attack ha shigh knock back and does 60% damage.

Proposed Stage – ?

Proposed New Taunt

  • Left Side – Does a short back and flip and lands down on the floor. Her leg is outstretched and she has one hand on the floor. She then gets up.

Proposed Palette Swap

Twilight Princess Shiek (much like how Zelda received a Twilight Princess palette swap)

Proposed DLC Costumes

Impa Costume (from Legend of Zelda: Skyward Sword)

  • Attributes: 5% speed increase, 5%attack speed increase, 2% jump increase, 3% attack decrease, 6% defense decrease, and 3% shield daze increase.

Nooboru Costume (from Legend of Zelda: Majora’s Mask)

  • Attributes: Shiek’s element changes to Fire, 8% attack increase, 3% attack speed increase, 8% shield decrease, 6% jump decrease.

Current Shiek Move Set (taken from the SmashWikia)

* changes in bold.

Ground Attacks

  • Neutral Attack – Sweeps her right hand left then right, then repeatedly jabs with her arm straight and with her fingers sticking out. First two hits, 3%. Jabs, 2% each, 1% if hit with the tip of her fingers.
  • Dash Attack – Throws her arms forward and forcefully separates her hands, comes out very fast . 8%.
  • Strong Forward – Kicks her leg in an arc. Its high speed and moderate knockback allows good combo ability, being able to do it repeatedly or follow up with another attack. 5%. This move it’s self makes sheik a counter to, or go even with many other fast falling characters due to the insane amount of damage it racks up.
  • Strong Up – Sheik raises her right leg above her and slams it down. First hit, 6%. Second hit, 7%. A good combo ender.
  • Strong Down – Sheik does a quick spin kicking the ground with her leg. 8%.
  • Side Smash – Sheik kicks in front of her twice trapping the enemy in the first kick at low percentages and knocks them back with the second kick.The second kick has moderate knockback. First hit, 5% uncharged, 7% fully charged. Second hit, 9% uncharged, 12% fully charged.
  • Up Smash – Sheik raises her arms above her head holding them together and forcefully separates them to the left and right sides of her body. Powerful knockback when sweetspotted, but less powerful when not sweetspotted. It is also possible to hit twice with it for huge damage. Body (hits first), 17% uncharged, 23% fully charged. Wind, 12% uncharged, 17% fully charged.
  • Down Smash – Sheik spins her body on the ground sticking her legs out. Very fast with long duration for a smash attack. First hit, 13% uncharged, 18% fully charged. Second and third hits, 10% uncharged, 14% fully charged. Fairly low knockback.
  • Ledge Attack – Sheik swiftly kicks her foot up off the edge. Similar to her Up Air, except sideways. 8%.
  • 100% Ledge Attack – Sheik slowly gets up and forcefully brings her elbow forward. 8%.
  • Floor Attack – Sheik kicks backwards, then brings her leg over her head in a kick, then gets up. 6%.

Aerial Attacks

  • Neutral Air -Sheik kicks forward with her leg. Has sex kick properties and can be used OOS due to its quick speed. 13% during the first several frames, 5% during the rest.
  • Forward Air -Sheik quickly chops in front of her with her left hand. 9%. Good for edgeguarding due to its low angle of trajectory.
  • Back Air – Sheik kicks backward with her right leg, fast speed and good range. More powerful on the sweet spot, making this move a more relaible kill move on light weight characters. 11% during the first several frames, 6% during the rest. Sweetspot is her foot.
  • Up Air – Sheik does a quick screwdriver kick. 11% during the first several frames, 6% during the rest of them.
  • Down Air – Sheik kicks down throwing herself down with it, in a similar fashion to Sonic’s down-aerial. High ending lag and low priority. 12%.

Grabs & Throws

  • Pummel – Sheik punches the enemy with her left hand. 3%.
  • Forward Throw -Sheik elbows the enemy with her left arm. 5%, then 2%.
  • Back Throw – Sheik throws the enemy behind her and kicks backwards. 5%, then 2%.
  • Up Throw – Sheik flips upside-down and kicks the enemy with both of her feet. 3%, then 2%.
  • Down Throw -Sheik throws the enemy down to the ground, flips, and axe kicks the enemy’s midsection, sending the enemy upward. Two hits of 3%.


  • Down – Holds her hand to her face in a threatening way.
  • Right Side – Stands on one hand.
  • Up – Pulls out her whip-chord.

Stage Entrance

– Appears with magic much like the transformation animation.

My Thoughts

I found it kind of odd that Shiek was severely nerfed in such a way in SSBM. Hence, why I buffed up some her attacks, made some of them faster, and a little more reach. As well, I wanted to allow Shiek to play mind games with the downward Needle Storm. More importantly, I felt by decreasing the time between Shiek and Zelda’s transformations, more players will play as both in a match.

Veteran: Ice Climbers

It was like any normal day in the mountains. The air was cold and crisp, the mountain was frozen solid, and the Ice Climbers were quickly climbing to the top. The grabbed spikes and hammered their mallets on them and climbed up the mountain. Each one helping the other. But suddenly, a piece of ice cracked and Popop slipped. Nana grabbed him in the nick of time and hoiste dhim back up to the mountain. Another crack sent a sheet of ice upon the climbers but they dodged before it crashed. However, a smaller piece cracked off and headed right for Nana. Popo went before Nana and smashed the ice with his hammer. Suddenly, the entire mountain cracked underneath them and they began to tumble down with the piece of ice and rock. They grabbed each others hands as they fell down to the darkness below. Above head, a giant mechanical island hovered over the collapsed mountain.

The Ice Climbers from Super Smash Bros. Brawl

Name: Ice Climbers

Universe: Ice Climbers

Debut: Ice Climbers (1985)

Element Alignment: Ice

Affinity: Good

Reasons for Fighting: Exploration

Availability: Starter

The Ice Climbers come back a 3rd time with their over-sized mallets, parkas, and ice-related powers! The Ice Climbers, Nana and Pop work as a team and, as a team, deliver double the damage. This, in fact, is what makes them a unique and interesting character. In Super Smash Bros. Brawl, the Ice Climbers are great campers that deliver powerful and confusing attacks thanks to the second partner however they are some what limited when th follower dies resulting in the leader’s recovery move being severely nerfed.

Changes from SSBB to SSB4

The removal of infinite throws would help balance the Ice Climbers in terms of gameplay. Nana can only throw upwards when grabbing an opponent however, some of their attacks have been buffed up to compensate. Namely smash attacks, aerials, and crouching attacks. As well Down aerial causes Popo to fall down faster than Nana. Also, Nana can sometimes push Popo should Popo get in the way.

Ice Climbers Special B Move Set

  • Neutral B – Ice Shot
  • Side B – Squall Hammer
  • Up B – Belay
  • Down B – Blizzard

The Final Trio

  • Final Smash: Ice Sculptures
  • Final Melee: Iceberg
  • Final Brawl: Snowman


Ice Sculptures is the Ice Climbers new Final Smash. The Ice Climbers begin using Blizzard to form four ice sculptures that are in the shapes of random playable character (and a few previous characters in earlier SSB series). The Ice Climbers then whack at each sculpture which sends it sliding into opponents. It can be executed on the ground from which the statues slide. However, performing this attack in the air will cause the sculptures to fall down to the ground and continue sliding. Each hit from one of the ice sculptures does 20% damage which will account for 80% Ice damage altogether. In addition, there is a Ice Blast affect that will freeze opponents who are to close to a sculpture when it breaks. If it does not hit an opponent, it will continue until it falls off a ledge.

  • Beginning Cinematic: Nana and Popo look at each other and nod. They begin to jump up and down and then, raise their hands in the air.

Iceberg is the Ice Climbers new Final Melee. It acts much like how it did in SSBB.

  • Beginning Cinematic: The Ice Climbers blow into their hands, run them together, and start putting out Ice energy into the ground. A single ice sharp pops out and starts to grow into a large iceberg.

Snowman is the Ice Climber’s Final Brawl. The Ice Climbers begin blowing snow onto the ground. They start to jump up and down and, magically, a large snowman emerges from the snow. It starts to begin moving and jumping up and down. It then performs a massive jump and crashes down onto the opponent. Snow and ice shoot up into the air and fill it with glittering specks. Nana and PoPo give each other a highfive. It does 58-62% Ice damage.

Proposed New Stage – Iced Tower

Proposed New Taunts

  • Right Side – Nana and Popo takes the mallets and twirl the handle on their hands and balance it. They then giggle.

Proposed New Palette Swap

Red and Green Nana and Popo

Proposed DLC Costumes

8-Bit Costume

Current Ice Climbers Move Set (Taken from the SmashWikia)

Ground Attacks

  • Standard Attack – Popo/Nana/the climbers swings his/her/their hammer(s) in front of himself/herself/themselves. Popo, first hit 3%, second hit 4%. Nana, 2% both hits. Total, 2%-11%.
  • Dash Attack – Popo/Nana/the climbers do/does a short jump and swing his/her/their hammer(s) in front of himself/herself/themselves. Popo, 6%. Nana, 4%. Total, 4%-11%.
  • Strong Side – Similar to neutral, but with one hand. Popo, 7%. Nana, 9%. Total, 7%-16%.
  • Strong Up – Popo/Nana/the climbers spin(s) his/her/their hammer(s) over his/her/their head(s), dealing multiple hits. Popo, 6 hits of 3%, then 4%. Nana, 4 hits of 1%, then 3%. Total, 1%-17%.
  • Strong Down – Popo/Nana/the climbers crouch(es) and sweep(s) his/her/their hammer(s) on the ground in front of him/her/them. Popo, 6%. Nana, 2%-5%. Total, 6%-11%.
  • Side Smash – Lift hammers over head, then smash straight down. It looks similar to how they attack in their own game. Leader, 11%-13% uncharged, 16%-18% fully charged. Partner, 9%-10% uncharged, 13%-14% fully charged. Total, 9%-23% uncharged, 13%-32% fully charged
  • Up Smash – Swing hammers upwards. Leader, 11% uncharged, 15% fully charged. Partner, 9% uncharged, 13% fully charged. Total, 9%-20% uncharged, 13%-28% fully charged.
  • Down Smash – Sweep hammers on the ground all the way around themselves. Because the back swipes’ hitboxes extend a bit in front of the climbers and the back and forward swipes are two separate hits, this attack inflicts huge damage if the target is at close range and both climbers are present, making it ideal for Home-run Contest. This is the second most damaging d-smash in the game if both Ice Climbers hit, following Lucas who has the most damaging d-smash. Leader, 12% uncharged, 16% fully charged (-2% if facing opponent at close range). Partner, 8% uncharged, 12% fully charged (strangely, +1% to the back swipe). Total, 8%-41% uncharged, 11%-56% fully charged.
  • Ledge Attack – Climbs up ledge and swings hammer(s) over their heads. 8% each hit.
  • 100% ledge attack- Slowly gets up and swings their hammer low to the ground. 10% each.
  • Floor Attack – Popo/Nana/they quickly get(s) up and hammer in both directions. This is surprisingly similar to their Down Smash, in that the back swipes’ hitboxes extend a bit in front of them, and the back and forward swipes are two separate hits, making it shockingly powerful at close range (assuming both climbers fell and are in the same position). 6% each hit. Total, 6%-24%.
  • Trip Attack – Popo/Nana/they quickly get(s) up and spin(s) around with his/her/their hammer(s) extended. This is surprisingly similar to their Down Smash, in that the back swipes’ hitboxes extend a bit in front of them, and the back and forward swipes are two separate hits, making it shockingly powerful at close range (assuming both climbers tripped and are in the same position). 5% each hit. Total, 5%-20%.

Aerial Attacks

  • Neutral Aerial – The Ice Climbers swing in a circle with hammers outstretched. Leader, 7%. Partner, 5%. Total, 5%-12%.
  • Forward Aerial – The Ice Climbers lift their hammers over head then swing forward, like their side smash. If the partner hits (regardless whether Nana or Popo is the partner), the attack will be a meteor smash if sweet-spotted (the sweet-spot is in timing, not area). Leader, 12%. Partner, 7% or 12% if sweet-spotted. Total, 7%-24%.
  • Back Aerial – Swing hammers behind themselves. Leader, 11%. Partner, 8%. Total, 8%-19%.
  • Up Aerial – Stick hammers above their head. Leader, 10% when it first comes out, 7% during the rest of the attack. Partner, 7% when it first comes out, 5% during the rest of the attack. Total, 5%-17%.
  • Down Aerial – A Stall-Then-Fall. Accelerate fall with hammers below themselves. Stall almost unnoticeable. Leader, 8%. Partner, 5%. Total, 5%-13%.

Grabs & Throws

  • Pummel – Headbutt. 1% per hit.
  • Forward Throw – Hit with hammer. If you walk slightly forward with the partner climber (see below) before using, he/she can grab the enemy again RIGHT after you use the attack, making this a chain grab. If used near the edge and combined with your partner using a short hop then Forward Air, it can kill at 50%. 8%.
  • Back Throw – Spin around and hit with hammer. The player can use the other Ice Climber to turn around and re-grab the enemy much in the fashion of the chain grab with the Forward Throw. This does not cause movement of the Ice Climbers like the latter chain grab as the enemy is thrown back and forth between the Ice Climbers. 6%.
  • Up Throw – Throw upwards then smash with hammer. 6%. Can K.O. at 469%. (Probably never going to take that long to K.O.)
  • Down Throw – Spike on ground. Is another chain grab, but you don’t need both climbers to execute this one. With both climbers present the other Climber can quickly grab the enemy as they bounce off the ground which will last as long as the player can manage unlike the other chain grab with Down Throw which breaks after certain percents. 6%.


  • Up: They set down their hammers and jump up and down. In the Ice Climber NES game, this is the victory celebration of the Ice Climbers during the results screen (albeit without the flag). They also do the same when they reach the mountain top in Subspace Emissary.
  • Side: They will point their hammers diagonally upward shout “Yup!”, as wind blows behind them (same as in Melee, only with different sound effects).
  • Down: They dance in a circle.

Stage Entrance

  • The Condor flies in with them hanging off its feet, then they jump off.

My Thoughts

The Ice Climbers have been in the Super Smash Bros. series since Melee so it wouldn’t make too much sense to get rid of them now. They have earned their place amoung the SSB ranks. I felt that many of thier weaknesses was addressed in SSBB and, therefore, make for a very good fighter and balanced well. Therefore, I do not propose any more buffing or nerfing in their game play style.