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Characters / CMC+ - Other Video Games

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This page lists CMC+ characters originating from various other video games published by no specific company.

For the vanilla Super Smash Bros. Crusade characters Snake, Bomberman, Crash, Rayman, Shantae and Nega-Shantae, see the vanilla game's character page.


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Akatsuki Blitzkampf

    Akatsuki 

Akatsuki

https://static.tvtropes.org/pmwiki/pub/images/akatsuki_mash.png
Debut: Akatsuki Blitzkampf (2007)
Character Sprite Origin: Under Night In-Birth
Crusade Mod Creator: MashMan

A high class technical officer of the Japanese Imperial Army turned superhuman by the Blitz Motor.


  • Counter-Attack: His down special, where he retaliates attacks with a punch that traps the foe in a stunned state, leaving them open.
  • Electric Torture: His forward and back throws use this purely to deal damage and knockback to the opponent.
  • EX Special Attack: He has a Super Meter that is charged up by dealing damage and can hold up to three stocks. He can spend one stock to use more powerful versions of his neutral, forward or up specials.
  • Shock and Awe: As the basis of his power, courtesy of the Blitz Motor, conjuring Energy Balls of lightning and infuses his Meteor Move and Shoryuken with electricity.
  • Shotoclone: Just like in his home series, being a generally balanced character while having several special moves akin to Ryu; Energy Ball neutral special, electric Shoryuken up special, and a side special akin to the Hurricane Kick.

    Blitztank 

Blitztank

https://static.tvtropes.org/pmwiki/pub/images/tank_09.png
Debut: Akatsuki Blitzkampf (2007)

A large Mecha-Mook developed by secret military group "Gessellschaft". It's a literal tank in Smash Bros.


  • Achilles' Heel: Its large hurt-box makes them susceptible to combos. It's especially bad against Master Hand (and Crazy Hand), as Blitztank has to take the full brunt of the attack and takes the most damage out of anyone. Whereas most characters can simply DI away from the attacks, Blitz doesn't have that luxury.
  • Acrofatic: Downplayed, as it is still a heavy tank that can't afford to stay in the air for any reason. But not only can it jump, it has access to the universal Crusade Air-Dash, its best option for aerial movement.
  • Leitmotif: Iron Horse.
  • Logical Weakness: While hard to knock it off stage, it can fall like a rock without any ground beneath it due to its own massive weight and size.
  • Mighty Glacier: Not only large and heavy, being the size of Ridley and Porky's mech from earlier versions of Crusade, but also got plenty of wide ranged and powerful attacks that are laggy and slow.
  • Sapient Tank: But of course...
  • Secret Character: In V7, complete either of the two challenges featuring a stamina battle against it.
  • There Is No Kill Like Overkill: Its Wave-Motion Gun Final Smash will damage the foe(s) to the point of hitting the percentage limit way before it reaches its end.
  • Use Your Head: Swings its skull head from low to high for the up tilt/air. While it has incredibly long wind-up with poor damage, its knockback is very strong.

Castlevania

    Alucard 

Alucard

https://static.tvtropes.org/pmwiki/pub/images/alucard_4.png
Debut: Castlevania III: Dracula's Curse (1989)
Crusade Mod Creator: MashMan

Adrian Fahrenheit Tepes, the son and opposer of Dracula.


  • Ascended Extra: From an Assist Trophy in Ultimate to a fully playable fighter.
  • Blade Spam: Rapidly stabs his Alucard Sword for the forward smash. He also uses the Crissaegrim, a rapid-slashing sword (one that doesn't animate his arms to imply its speed), for his Dash Attack.
  • Cape Wings: His cape transforms into bat wings to serve as his Double Jump.
  • Fireballs: His neutral special has him use the SignatureMove of his father: Hellfire; firing a row of fireballs forward. The A+B variant has Alucard fire , after teleporting upon using the move.
  • In a Single Bound: His up special, aptly called High Jump, results in Alucard leaping upwards to a height that outmatches his Double Jump.
  • Life Drain: At full meter, using down A+B results in the spell Soul Steal; Alucard damages everyone in a wide radius, with every individual multi-hit damage healing him.
  • Status Buff: Dark Metamorphosis, his up A+B, grants Alucard a damage and knockback buff for five seconds.
  • Secret Character: In V7, input the Konami Code — up, up, down, down, left, right, left, right, special attack (B), normal attack (A) — at the title screen to start his unlock battle.
  • Voluntary Shapeshifting: Transforms into a bat and a wolf for the side and down special respectively.

    Soma Cruz 

Soma Cruz

https://static.tvtropes.org/pmwiki/pub/images/soma.png
Debut: Castlevania: Aria of Sorrow (2003)
Crusade Mod Creator: MashMan
Character Mod Origin:

The Reincarnation of Dracula.


  • An Ice Person: A wave of ice formations spawn with a cast of down special.
  • Ascended Extra: From a spirit in Ultimate to a fully playable fighter.
  • Summon Magic: Summons one of several different monsters for the neutral special, each floating alongside Soma to perform their attack when prompted.
    • Side input for Knight; stabs their sword forward.
    • Up input for Harpy: shoots a Spread Shot of daggers.
    • Down input for Gargoyle: rushes ahead of Soma, ramming foes in the way.
  • Voluntary Shapeshifting: Turns into a small white bat to fly for the up special.
  • Walking Armory: Daggers, nunchucks, spears, swords, and scythes; more weapons than the sole playable Belmont in the roster.

Fatal Fury and The King of Fighters

    In General 
  • Ascended Extra: Aside from Terry Bogard and Mai Shiranui, the former who was already playable and the latter who was outright excluded, most of the cast were featured as a background cameo in Ultimate. Here, they're a fully playable fighter.

    Kim Kaphwan 

Kim

https://static.tvtropes.org/pmwiki/pub/images/kim_3.png
Debut: Fatal Fury 2 (1992)
Crusade Mod Creator: Joey The Tricky

  • Close-Range Combatant: Described as a Rushdown character in his home series, which is still true in this game: being a fighter with no ranged option who requires getting near his opponent to start his combos, otherwise he's walled against dedicated zoners.
  • Dash Attack: Starts off as a standard sliding kick, before leading into a leaping axe kick.
  • Hammered into the Ground: The result of being on the opposite end of his neutral special down input move, being a stomp that'll bury the foe into the ground.
  • Stance System: Downplayed. Neutral special puts Kim into a short-lived mini moveset, indicated by his literal stance change. Pressing up, left/right, or down in this stance results in a different tilt attack of the respective input, typically stronger than the normal attacks.

    Kyo Kusanagi 

Kyo

https://static.tvtropes.org/pmwiki/pub/images/kyo_cogu.png
Debut: The King of Fighters '94 (1994)
Crusade Mod Creator: Manndarin

  • Arch-Enemy: To Iori Kusanagi, which is emphasized in not only the climax of his Arcade route, but also having a unique Battle Intro interaction that changes his dialogue from a standard "Let's go!" introduction to a dramatic threat.
  • Battle Intro: Creates a fire in his hand before waving it off with a battle-ready quote. If he's facing off against Iori, he's already prepping his hand with flames before snuffing it out with a fist clench to prepare for battle, complete with different dialogue.
    Kyo (against other fighters): Ikuzo! (Let's go!)
    Kyo (against Iori): Honoo ga omae wo yonderuze! (The flames are calling you!)
  • Ground Wave: With a wave of his hand, Kyo sends out a wave of fire that sticks to the ground as it travels.
  • Playing with Fire: Has control over the element of fire, with it naturally being predominant in attacks like Shiki Orochinagi, waving a fire-enveloped hand forward to create a large burst of flames.
  • Wreathed in Flames: He starts off his Final Smash enveloped in flames before he begins his assault.

    Iori Yagami 

Iori

https://static.tvtropes.org/pmwiki/pub/images/iori_3.png
Debut: The King of Fighters '95 (1995)
Crusade Mod Creator: MashMan

  • Arch-Enemy: To Kyo Kusanagi. While development in the main series plot made both parties veer away from the trope due to gaining several mutual enemies in Hakkeshu, NESTS and Ash, his portrayal here focuses on his earlier depiction where this trope applied. Emphasized by Iori being the Final Boss and Secret Character unlock for Kyo's Arcade route, and having a unique Battle Intro interaction for Kyo.
  • Dash Attack: Iori grapples the foe into the ground before delivering a flame blast with the same hand.
  • Secret Character: Complete Kyo's V7 Arcade mode.
  • Three-Strike Combo: In addition to the standard three-hit jab, Iori for the grounded side special performs the Shiki Aoihana, a three-hit combo move consisting of two alternating uppercuts, followed by a leaping double axe-handle punch.

Final Fantasy

    Cloud Strife 

Cloud Strife (CSW Remake/Legacy)

https://static.tvtropes.org/pmwiki/pub/images/ciel_cloudcsw.png
Card Saga Wars
https://static.tvtropes.org/pmwiki/pub/images/cloud_9.png
Legacy
Debut: Final Fantasy VII (1997)
Crusade Mod Creator:
CSW: Cielbami
Legacy: Berzerk The Salty Bitch and Shiruzato
Character Mod Origin: Card Saga Wars (CSW)

The mercenary-for-hire Super-Soldier.


  • BFS: The naturally large Buster Sword as his melee weapon. It comes with the territory for Cloud Strife.

Exclusive to Card Saga Wars Cloud:

  • Fire, Ice, Lightning: His neutral special, cycling through the three elements with each use; projectile fireballs, ice that inflicts stun, and a Hand Blast of lightning.
  • Mechanically Unusual Fighter: Most aerials that propel the user downward are down inputs; CSW Cloud's diving attack is his forward air, while his down air isn't.
  • Same Character, But Different: This form of Cloud's makes it a point to diverge as far as possible from his official Smash self, due to being ported from a drastically different depiction of Cloud in a Fighting Game. For direct points of comparison:
    • No Limit Break mechanic.
    • Blade Beam is his charged forward smash.
    • Climhazzard functions more like King Dedede's Super Dedede Jump.
    • Cross Slash is remapped to his down special, and empowered by Button Mashing.

Exclusive to Legacy Cloud (removed from v8):

  • Spin Attack: Taking a page from Link, he swings his Buster Sword out in a spinning formation to ascend for the up special.
  • Sword Beam: Like his official incarnation, Cloud's neutral special is the Blade Beam, a green energy wave projectile.
  • Truer to the Text: In contrast to Card Saga Wars Cloud, this Cloud is a transplant to the official Smash Cloud down to the Limit Break mechanic. The only differences are a few of his attacks being changed, Cross Slash being remapped to his forward smash, and his cardinal specials are all new.

    Sephiroth 

Sephiroth

https://static.tvtropes.org/pmwiki/pub/images/sk00ps_sephiroth.png
Debut: Final Fantasy VII (1997)
Crusade Mod Creator: Sk00ps
Sprite Origin: BraveShyguy (Deviantart)

  • Adaptation Distillation: His Final Smash Supernova, in addition to the animation being different in execution, is made to be much shorter than the original attack length, but still longer than Ultimate — remaining an Overly Long Fighting Animation.
  • Casting a Shadow: Side special is Shadow Flare, Sephiroth casting a small beam with a fingersnap. Upon successfully hitting a foe, it'll envelop their form in darkness before bursting to launch them away.
  • Colony Drop: Calls upon a meteor from above for the down special, with the meteor being bigger and more powerful in One-Winged Angel mode.
  • Damn You, Muscle Memory!: Sephiroth's One-Winged Angel mode is activated automatically in Ultimate, but here, using the Taunt Button is required to activate the mode upon meeting the 100% damage condition.
  • Impaled with Extreme Prejudice: The final hit of the jab has Sephiroth stab any caught foe through the midsection in a way that references Advent Children.
  • One-Winged Angel: The Trope Namer, with mostly the same gimmick as his official inclusion. Upon taking 100% of damage, he sprouts a singular black wing to signify his power boost; not only a slight damage increase, speed buff and an extra jump, the specials moves get altered slightly
  • Secret Character: In V7, win the beefed-up rematch against Mariette in the challenge "Heaven's Gate DX".
  • Shock and Awe: Down smash summons bolts of lightning that strike on both sides of Sephiroth.
  • Speed Blitz: Like in Ultimate, his up special is the inhumanly fast Blade Dash and Gigaslash. Though, unlike in Ultimate, the latter move is only available as part of his One-Winged Angel form.
  • Sword Beam: As a possible parallel to Cloud, neutral special has Sephiroth create his own variation of this; several beams from one attack that normally don't do any flinching.

    Squall Leonhart 
Character Mod Creator: MashMan

The protagonist of Final Fantasy VIII, an aloof SeeD mercenary wielding a Gunblade.


  • Blow You Away: Casts Tornado for his up-Smash.
  • Dash Attack: Uses Revolver Drive for his Side-B, dashing forward with his gunblade outstretched. It also serves as a horizontal recovery option.
  • Flaming Sword: His Down-B, Fated Circle, has him do a quick Spin Attack with his gunblade covered in fire.
  • An Ice Person: Uses Blizzard for his neutral-B. Should the projectile hit, it freezes the opponent (using the character's own freeze system rather than the engine's general one), leaving them open for attack.
  • Mix-and-Match Weapon: A Gunblade, said to be an awkward weapon that only the most skilled SeeD mercs use. It doesn't fire bullets, but a firing round instead increases its striking power instead.
  • Shoryuken: His Up-B, Rough Divide, is a sword variant which helps his vertical recovery.

Kunio-kun

    Misako 

Misako

https://static.tvtropes.org/pmwiki/pub/images/ptbravo_misako.png
Debut: River City Girls Zero (1994)
Crusade Mod Creator: PTBravo

  • Handbag of Hurt: Swings her pink heart-shaped backpack like a makeshift bludgeon/flail for her down air and down special.
  • Shoryuken: One-to-one the classic rising uppercut for her up smash and up special.
  • Technician Versus Performer: Like their appearance and playstyle in River City Girls, Misako's the Technician to Kyoko's Performer. In addition to her straightforward fighting style, her Final Smash is just one strong kick with enough power and force to reliably KO upon contact.
  • Use Your Head: Swings her head from back to front in her down smash, with it being capable of slamming foes against the ground (or into the blast zone).
  • Wrestler in All of Us: Dropkicking for the back air and side special, suplexing for the up throw, and elbow dropping for the down throw... she can do quite a few wrestling moves, as do many others in her home game.

    Noize 

Noize

https://static.tvtropes.org/pmwiki/pub/images/ptbravo_noize.png
Debut: River City Girls (2019)
Crusade Mod Creator: PTBravo

Metal Gear

    Solid Snake (Overhaul) 
Character Mod Creator: Shiruzato/Mythos

A revamp of Solid Snake with improved sprites and packing more weapons than the vanilla iteration.


Tropes in the overhaul not found in the vanilla Crusade version:

  • Artwork and Game Graphics Segregation: His render still has the bearded look found in Crusade, but his sprites are based on the clean-shaven look found in the original Metal Gear Solid.
  • Handguns: Given that CMC+ isn't limited by Smash's official ban on real guns, Snake brings in his trademark silenced SOCOM with a laser sight for his down-tilt and to fire his Tranquilizer.
  • Laser Sight: His SOCOM emits a thin beam of light to represent its laser attachment. To better distinguish the two moves that use it, down-tilt's laser is red, while tilt side-B's is green.
  • More Dakka: Uses a FAMAS assault rifle for an alternate jab combo, which can be held down for more shots.
  • Short-Range Long-Range Weapon: Both his FAMAS and SOCOM guns only have hitboxes on the muzzle flash, with no visible bullet shooting out.
  • Tranquillizer Dart: Incorporated from Project M as a tilt Side-B (with the Nikita remaining as a tap Side-B), Snake uses his SOCOM to fire a tranq dart that can put opponents to sleep.

    Raiden 
A former Child Soldier who came to be Snake's protégé, later rebuilt (multiple times) into a deadly Cyborg Ninja.
  • Blade Spam: Unlike most characters who have rapid attacks for their neutral jabs, Raiden instead does this for his forward-tilt.
  • Blinded by the Light: Throws a stun grenade for his Down-B, which inflicts stun for follow-ups.
  • Bullet Time: His neutral-B is Blade Mode, heightening Raiden's senses to perceive time slower and attack with reckless abandon (translated here as Time Stands Still however). It's limited by a fuel meter on his UI, but it can be replenished by a Zandatsu, either by inputting B to finish Blade Mode or his down-throw.
  • Dash Attack: His forward-Smash is one, zipping forward in an instant to make a blinding fast slash with his HF Blade.
  • Handy Feet: Uses his feet to wield his HF Blade for some attacks, such as his forward-tilt and down-aerial.
  • Launcher Move: Both his Up-B and Up-Smash send an opponent upward while Raiden leaps for follow-ups.
  • Martial Arts Staff: Uses L'Etranger, a double-bladed staff, for his side-B, which can be extended on further inputs for a combo.
  • Vibro Weapon: A "high-frequency blade", the standard-issue weapon for cyborg ninjas.

M.U.G.E.N Original Generation

    Kung Fu Man 

Kung Fu Man

https://static.tvtropes.org/pmwiki/pub/images/ciel_kfm.png
M.U.G.E.N Character Creator: Elecbyte (1999)
Crusade Mod Creator: Cielbami

  • Enhanced Punch: The uppercut from his Final Smash, hitting the opponent hard enough that lightning strikes.
  • Boring, but Practical: Of all the characters ported from various Fighting Games, KFM is a straight-forward Close-Range Combatant with no other gimmicks aside from the option to have him constantly face the opponent in one-on-ones.
  • Close-Range Combatant: No projectile to his name, with his special attacks being orientated to drawing closer to the opponent, with the drawback of getting walled by zoners.
  • Immune to Flinching: Neutral special prevents KFM from flinching against any attacks, allowing him to counter against any foe that tried to attack him in this state.

Nasuverse

    Gilgamesh 

Gilgamesh

https://static.tvtropes.org/pmwiki/pub/images/gilgamesh_97.png
Debut: Fate/stay night (2004)

  • Chain Pain: Enkidu for the side special, a chain that'll restrain the target upon contact for a few seconds or upon getting attacked.
  • Limit Break: Gilgamesh has two Final Smashes to choose from, depending on if the foe gets hit by the initial activation hitbox in front of him.
    • If the foe is not directly in front of Gilgamesh, he'll cast "The Star of Creation that Splits Apart Heaven and Earth", several vortex of red wind-like energy cast from his main sword.
    • If the foe is directly in front of Gilgamesh, he'll, in pseudo-cinematic form, conjure a large sword made from galaxies, then swing it forward to envelop the caught foe.
  • Storm of Blades: Uses his "Gate of Babylon" for the forward throw and the down and neutral specials, summoning swords from portals that fly forward to skewer enemies in the way.
  • Tornado Move: Summons a tornado below himself to ascend for the up special.

    Kohaku 

Kohaku

https://static.tvtropes.org/pmwiki/pub/images/kohaku_4.png
Debut: Tsukihime (2000)
Crusade Mod Creator: Jio_Inzagi

    Mech-Hisui 

Mech-Hisui

https://static.tvtropes.org/pmwiki/pub/images/bedr_mhisui.png
Debut: Melty Blood (2002)
Crusade Mod Creator: Bedreamon

    Neco-Arc 

Neco-Arc

https://static.tvtropes.org/pmwiki/pub/images/neco.png
Debut: Tsukihime (2000)
Crusade Mod Creator: Jio_Inzagi


  • Breath Weapon: Breathes a stream of fire for the grounded down special, Abaddon Fire.
  • Improbable Weapon User: Kicks an open can of tuna as a projectile for her up special.
  • Pint-Sized Powerhouse: Small in size, but can do surprising amount of damage with her attacks.
  • Spam Attack: Rapidly paws forward for the neutral special. A single use of the attack results in 9% damage worth of multi-hits, but its possible to cancel the attack into itself for more hits until the foe is pushed out of the attack, or your finger wavers. (Due to Artificial Stupidity, a CPU-controlled Neco-Arc will continue to use this attack until she is hit.)
  • Super-Deformed: She's one of Arceuid, who has since been made her own character. Her taunt meanwhile inverts the trope, briefly turning her into Arceuid with Neco-Arc's face; thrice their normal size, and possibly bigger than Arceuid herself.

    Neco-Arc Chaos 

Neco-Arc Chaos

https://static.tvtropes.org/pmwiki/pub/images/sato_chaos.png
Debut: Melty Blood Act Cadenza (2006)
Crusade Mod Creator: Jio_Izanagi

  • Extendable Arms: With his one leg extending out for the down tilt, Neco-Arc Chaos rapidly kicks several times, all the while remaining in his reclining pose.
  • Secret Character: In V7, play as Neco-Arc with her Neco-Arc Chaos Palette Swap at least once, then you'll be entered into his unlock battle for the Pretender Diss.
  • Shapeshifter Weapon: Being based on Nrvnqsr Chaos, whos got many beasts fused within his body, they manifest similar beasts from their body for some large attacks, including a lobster claw, dragon tail, shark head, etc.
  • Spam Attack: His jab is just him repeatedly jabbing his stubby little arm as a rapid jab.

Nippon Ichi

    Asagi Asagiri 

Asagi

https://static.tvtropes.org/pmwiki/pub/images/asagi_5.png
Debut: Makai Kingdom (2005)
Crusade Mod Creator: Jio_Inzagi

Nippon Ichi's formerly gameless protagonist and wanderer of video game worlds. In the past, she has enacted quite a number of hostile show takeovers to become a main character just once. And now, she's gunning the protagonist role of CMC+. And the game just so happens to have hordes of protagonists from other properties gathered under one roof...

See the Nippon Ichi character page for more information pertaining to her in her home, uhhhh, "series."

  • Bottomless Magazines: Averted. Her gun attacks draw from a limited ammo supply that she needs to manually refill with her down special.
  • Crippling Overspecialization: Most of her attacks use ammo to perform, if she can't create an opening to reload via her down special, she's a sitting duck. Thankfully her smash attacks and neutral special aren't affected by ammo.
  • Epic Flail: Her Smash attacks use one large spiked ball and chain as a means of heavy offense.
  • Guns Akimbo: Most of her attacks use two dual-wielded pistols.
  • More Dakka: She can fire her pistols very quickly, especially in the air.
  • Short-Range Long-Range Weapon: Encouraged. Most of her ranged attacks cool down after a short distance, dealing less damage and no hitstun, requiring her to be up close to deal knockback with most of her attacks.

    Pleinair 

Pleinair

https://static.tvtropes.org/pmwiki/pub/images/sato_pleinair.png
Debut: Disgaea: Hour of Darkness (2005)
Crusade Mod Creator: Jio_Inzagi

The mascot character of Takehito "Haradaya" Harada.


Psychotic Adventures series

    Nika 

Nika

https://static.tvtropes.org/pmwiki/pub/images/mchnika.png
Debut: MechaNika (2015)
Crusade Mod Creator: infinilatorv2205

  • Cane Fu: If its not her standard building tool weaponry, she's smacking foes around with a stick on a handle.
  • Improbable Weapon User: While she generally fights with various tools that can be considered makeshift weaponry, she also uses a television remote one that fires a harmful laser.
  • Weapon Specialization: Various building tools, including wrenches, screwdriver and a hammer, befiting of a mechanic.
  • Wrench Whack: While she does the standard application of this trope with her side smash, she also "tinkers" with them for the neutral special, reducing the caught foes movement speed.

    Agatha 

Agatha

https://static.tvtropes.org/pmwiki/pub/images/agatha_5.png
Debut: MechaNika (2015)
Crusade Mod Creator: infinilatorv2205

SUGURI

    Suguri 

Suguri

https://static.tvtropes.org/pmwiki/pub/images/sato_suguri.png
Debut: SUGURI (2005)
Crusade Mod Creator: Jio_Inzagi

A flying girl who's a Walking Armory.


  • Fragile Speedster: Floaty and lightweight, but what pushes her into this is her unique Air-Dashing ability, allowing her to zip across the air quickly and relatively free, at the cost of gaining a damage modifier for as she does so.
  • Laser Blade: Her melee weapon of choice, when she isn't using her guns or other melee weapons.
  • Limited Animation: while she has decent variety to her normal attacks, her grab makes the fact she's a transplanted sprite fairly obvious, what with all her throws being the exact same thing.
  • Mechanically Unusual Fighter: Suguri plays like she does in her own Shoot 'Em Up games, transplanted into a Platform Fighter setting:
    • She's unable to shield; rather, her air dodge, which she can also perform on the ground, is actually a speedy air-dash that can fly harmlessly through projectiles but is not immune to melee attacks - an interpolation of SUGURI's distinction between dodgeable beam ammo and undodgeable kinetic ammo. What's more, her heat percentage increases while air-dashing, and it only goes down when not doing so; the higher it is, the more damage she will take from attacks.
    • In regards to her special moves, she has only an up special and a neutral special, the latter of which will change depending on her currently-equipped weapon and is analoguous to a weapon button in SUGURI. Consequently, executing a neutral special while air-dashing will have her perform a dashing special move (her origin's hyper attacks are Adapted Out).
  • Obvious Rule Patch: Her unique Air-Dashing technique, even if it does come with the drawback of a damage multiplier, would be plain unfair to fight against if she were to perpetually fly out of reach of the opponent. As such, there is a limit to how long she can dash per airtime, with that limit only being broken via Final Smash or playing on the open ended custom Challenge stages, the latter of which makes her abilities all the more helpful to unlock Ronald McDonald.
  • Real-Time Weapon Change: Suguri can switch out her neutral special's weapon between the Beam Rifle and the Spread by taunting.

    Kyoko (SUGURI

Kyoko

https://static.tvtropes.org/pmwiki/pub/images/sato_kyoko.png
Debut: SUGURI (2005)
Crusade Mod Creator: Jio_Inzagi
Character Mod Origin: 100% Orange Juice!

  • An Ice Person: Ninety-nine percent of her attacks are ice-based.
  • Cast from Hit Points: Using Down Special damages Kyoko slightly, at 3% apiece. This is to compensate for the fact that there's no limit to how many ice crystal traps you can spawn.
  • Deflector Shield: Spawns one made of ice for the side special. Not only can it keep projectiles at bay, it also prevents any fighters, user included, from passing through.
  • Homing Projectile: Her Neutral Special spawns several, one by one, as long as the special button is held. After a bit of time, they home in onto nearby foes. While this takes a while to perform, this move in mid-air halts Kyoko's fall speed, allowing her to use it as a psuedo-hover.
  • Lethal Joke Character: With her sluggish movement, you'd expect her to be on par with Numemon or Rock Lobster. Think again, as she can zone out her opposition with homing ice crystals, crystal traps, and snowflakes.
  • Limited Animation: The amount of animation sets she has is just one extra of a full hand count. Most if not all of her attacks are conjured around her while she does Magical Gestures and glasses adjustments.
  • Long-Range Fighter: Her specials and normals give Kyoko a lot of zoning potential, being able to juggle enemies from range with homing ice crystals. Outside of that, she lacks in the way of straightforward attacks that cover her directly.
  • Mighty Glacier: To the extreme. She's slower than Rock Lobsternote , but with her zoning potential and stage control, on top of her strongest attacks being nearly unmatched in damage and launch power, she's an oppressive force all the same.
  • Non-Standard Character Design: Contrasting with Suguri, whose sprite originates from her home game, Kyoko's sprite originates from 100% Orange Juice!. Even among sprite rips, she looks like no other fighter: whereas most others are have more visible pixel counts, she's pretty high in resolution with only minor bit-crunching.
  • Trap Master:
    • The spiked ice ball spawned from her forward smash can stay active for several seconds, serving as a makeshift obstacle on the stage..
    • Down Special spawns a stationary ice crystal. When hit with any of Kyoko's other attacks, it turns into a trap that constantly damages nearby enemies.

When They Cry

    Rena Ryuugu 

Rena

https://static.tvtropes.org/pmwiki/pub/images/sato_rena.png
Debut: Higurashi: When They Cry: Onikakushi-hen (2002)
Crusade Mod Creator: Jio_Inzagi

The poster child of the Cute and Psycho trope and the unofficial Series Mascot for Higurashi: When They Cry.


  • Cute and Psycho: She's the page image for a reason, generally considered a cute girl with a psychotic side courtesy of the Hinamizawa Syndrome influence. Though, for her portrayal here, she leans completely into her psychotic half — largely attacking with her cleaver while punctuating it with the occasional Laughing Mad.
  • Girl with Psycho Weapon: For her general weapon of choice, she fights with what she's most famous for wielding: a Japanese gardening tool called a "nata" (Though, its generally referred to as a cleaver).
  • Megaton Punch: For the forward smash, she foregoes attacking with her cleaver — tossing it aside to deliver a powerful punch.
  • Laughing Mad: Whether it be for the occasional taunt, spinning a large cleaver, or especially for the Final Smash cutscene, she'd laugh like a psycho.
  • One-Hit Kill: If Rena lands her Final Smash on a foe, she'll take their stock right there and then, no specific damage percent required.
  • Sickening "Crunch!": Anytime Rena lands a cleaver attack, its accompanied by a messy chopping sound.
  • Spin Attack: Swings a larger than usual cleaver for her down special, which ends with her using the momentum to throw the cleaver as a projectile.
  • Throwing Your Sword Always Works: Rena throws her cleaver for several of her attacks, all of which spontaneously return to her hand.

Undertale and Deltarune

    Undyne 

Undyne

https://static.tvtropes.org/pmwiki/pub/images/undyne_mrnope.png
Debut: Undertale (2015)

Captain of the Royal Guard in the Underground, in their Undying form.


  • Flash Step: If the foe's in range or after they're hit with the neutral special, Undyne can rush them from behind via side special.
  • One-Winged Angel: As a fighter, she's depicted as Undyne the Undying, the form Undyne takes upon gaining a Heroic Second Wind against the No Mercy player.
  • Spontaneous Weapon Creation: Undyne can conjure spears made of water/energy. Particularly for the neutral special, where she summons several that flies forward as a projectile.
  • Storm of Blades: She summons a cluster of spears raining down all around her for the Final Smash.
  • Weapon Twirling: Twirls the spear in her hand for the forward and up smashes.

Others

    2B 

YoRHa No. 2 Type B

https://static.tvtropes.org/pmwiki/pub/images/bedr_2b.png
Home Series: Nier
Debut: NieR: Automata (2017)
Crusade Mod Creator: Bedreamon
Character Mod Origin: Sakamoto3, Supersonic, Ruby, ravyn and Vin Blangiardo (Rivals of Aether Workshop)

YoRHa No. 2 Type B, an android made by humans, who fights alongside her designated pod, 042.


  • Air-Dashing: Her side special, dashing forward with sudden momentum. Using the move to intercept a stationary 042 result in 2B grabbing onto the pod to rocket forward, effectively turning the move into an aerial Dash Attack.
  • Ascended Glitch: Playing as 2B with the hover glitch, which lets her freely use her aerials (aside from down air, due to the ability being cancelled upon down input) while hovering with 042, is available as selectable option in the character screen.
  • Attack Drone: Pod 042. He can be commanded by 2B to be stationary, and attack with the neutral special (electric burst with 2B, Spin Attack when alone) and up smash.
  • Nerf: Her depiction in CMC+ alters her moveset in this manner, removing certain aspects altogether:
    • Up smash originally spawned energy spears that trapped the foe in place. Here its just a vertically oriented blast that, while technically stronger, trades its larger hitbox and utility for damage.
    • Forward air can no longer act as a Three-Strike Combo, nor transition to the ground as a jab, here its just the two sword swings without the sword throw.
    • In RoA, up air can allow 2B to hover slightly if the input is held on use. Here, that aspect is not featured; the only way to recreate it is by playing 2B (Hover Glitch).
    • The first half of down air, throwing their sword as a projectile downward, is exiled in favor of just the second half; a diving sword slash.
    • Up special cannot be cancelled into a hover, meaning the second half sword dive is full committal.
    • Down special, after its first use to place Pod 042 somewhere, will just immediately have them return to 2B upon use again, rather than cause an electric shockwave after slamming into the ground.
    • Pod 042 can technically be place anywhere, but he'll always reset to be slightly above the y-axis of the stage ground upon using its two moves, preventing him from attacking above or below the stage.
  • Practical Taunt: Like in her RoA Workshop depiction, taunting calls 042 back to 2B. Though, because down special serves the same function, with the taunt being limited to the ground, its practicality is downplayed.
  • Secret Character: In V7, hit at least 90% of the names in the Mini-Game Credits of Classic or Arcade mode. See Mythology Gag on the main page to know of the significance for the unlock requirements.
  • Self-Destruct Mechanism: Down taunting results in 2B activating her self-destruct function, exploding shortly after and losing a stock in the process.
  • Throwing Your Sword Always Works: Throws her sword as a projectile for the last hit of her jab.

    Bubsy 

Bubsy

https://static.tvtropes.org/pmwiki/pub/images/bubsy_2.png
Home Series: Bubsy
Debut: Bubsy in: Claws Encounters of the Furred Kind (1993)

The infamous bobcat that became known as a notorious case of Mascot with Attitude, with him becoming the memetic internet punching bag as a result of his legacy. And it seems like this legacy has garner himself a spot in this game, guess you can't always be a winner to be considered famous enough to be featured in a Massive Multiplayer Crossover.


    Crono 

Crono (main)/Crono (CSW)

https://static.tvtropes.org/pmwiki/pub/images/crono_2.png
Home Series: Chrono
Debut: Chrono Trigger (1995)
Crusade Mod Creator: MashMan (main form), desu1 (CSW form)
Character Mod Origin: Card Saga Wars

The young protagonist hero from the village of Truce who would find himself on a journey across various time periods.

Two authors have made their own Crusade interpretations of Crono, both having the same sprites but different gameplay, and CMC+ includes both of them as separate movesets chosen from a single character slot. In-game, MashMan's version is the "main" version of Crono while desu1's is considered the alternative one, labelled "Crono (CSW)" for trying to be Truer to the Text of its sprites' source in Card Saga Wars.


In General:

  • Assist Character: His allies from the home game — Lucca, Marle, Frog, Robo, Ayla — all appear from a time portal to assist him, typically as part of a Combination Attack and/or for his throws.
  • Combination Attack: A staple of his home series, Crono calls upon the above Assist Character allies for certain attacks, particularly the special A+B moves for main Crono and most of the throws for CSW Crono.
  • Ground Wave: Slices at the ground with his sword to conjure an energy wave, either as a down smash, or as a Charged Attack neutral special, for the main and CSW version respectively.
  • Speed Blitz: Main Crono's side special/CSW Crono's side smash; slashing forward at blinding speeds.
  • Shock and Awe: His main element from his home game,
  • Sword Plant: For main Crono's neutral special/CSW Crono's down special, he plants his sword into the ground to leave behind an energy construct of the weapon, which calls upon a lightning strike upon extra input.

Exclusive to main Crono:

  • Limit Break: Using the A+B input with a full meter, Crono can summon his allies for an alternate special move, typically stronger/more effective than the normal specials.

Exclusive to CSW Crono (removed in v8):

  • Hitbox Dissonance: His variant of the lightning strike move has the hitbox displaced several feet above the implanted-in-ground sword construct, meaning any foe right on top of the sword will not be hit despite the lightning clearly striking it.
  • Human Hammer-Throw: For the side special, Robo grabs Crono by the ankles to rapidly spin him around before throwing them.
  • Mechanically Unusual Fighter: This version of Crono is a closer approximation of his portrayal in CSW, with many moves being drastically different to the main version. The result is a fighter who not only plays very differently from the main depiction, but is also very different in the context of the average Crusade fighter.
    • His Jab is a back-and-forth, sword-swinging Spin Attack, propelling him across the ground with each input. Neutral air functions similarly, just with the added ability to initially slow his descent.
    • Up air is a midair Rolling Attack that propels him forward, then turns it into a diving attack with an extra input.
    • His throws are less compact and more elaborate. Up throw in particular, as a result of him and Frog performing a dual criss-cross sword slash upward, sends Crono high up near the top blast-zone afterwards. For reference: this move is part of main Crono's moveset, but only as a meter-costing side A+B attack, with it not sending Crono as far.

    Foxy 

Foxy


  • Bring It: A simple hand gesture to goad the opponent for the taunt.
  • Close-Range Combatant: Being ripped from a fighting game engine, Foxy's portrayed as a rushdown character with no options for range beyond his hook and scream attack.
  • Hook Hand: Naturally features the classic trope of pirates on his right (or left) hand, with him weaponizing it for most of his attacks.
  • Jumpscare: His neutral special, screaming forward to inflict stun on the opponent, with it being cancel-able upon successfully landing the hit.
  • Noisy Robots: Aside from being a Screaming Warrior with Jumpscare noises, Foxy tends to make squeaking or clanking metal sounds whenever he jumps or moves around. Justified, as he is an old, clearly unkempt animatronic.
  • Screaming Warrior: Being a FNaF animatronic, Foxy naturally features the infamous scream from the first game (and occasionally the one from the third) as he performs his attacks. Weaponized in his Jumpscare neutral special.

    Gunvolt 

Gunvolt

https://static.tvtropes.org/pmwiki/pub/images/gunvolt_mash.png
Crusade Mod Creator: MashMan

  • Chain Pain: One of his super moves, Voltaic Chain, is his Final Smash here — summoning large electrified chains in a criss-cross manner on the foe.
  • Elemental Barrier: His down special, Flashfield, being an electric forcefield surrounding Gunvolt. Though, while it should result in negating enemy projectiles, an oversight in the V7 depiction made it unfeasible for that purpose.
  • Shock and Awe: Courtesy of his Septima power, known as Azure Striker, he can manipulate electricity and lightning for a majority of his moveset.
  • Speed Echoes: Blue after-images follow after Gunvolt whenever he moves, to emphasize his speed.
  • Spontaneous Weapon Creation: Conjures Luxcaliber, a large sword made of light, for his side A+B skill.

    Impostor 

Impostor

https://static.tvtropes.org/pmwiki/pub/images/susagent5.png
Normal
https://static.tvtropes.org/pmwiki/pub/images/amooogusagent5.png
Sus
Home Series: Among Us
Debut: Among Us (2018)
Crusade Mod Creator: Agent_5

A crewmate that is actually a Shapeshifting alien in disguise. They're normally a terrifying entity with a goal of murder in mind... but for this specific depiction in CMC+, they're a little different.


In General:

  • Adaptational Badass: You sure weren't killing crewmates with Rapid-Fire Fisticuffs or various large melee weapons in games of Among Us.
  • Air-Vent Passageway: Their method of getting around the area in Among Us is represented in up special, the alien jumping into a vent to make a quick get-away. The escape vent needs to be placed on the stage first before it can be used, or else the Impostor will just merely jump a bit in the air.
  • Ascended Extra: They were in the original April Fools build of CMC+ before getting included here.
  • Background Music Override: Down taunting results in the BGM changing to "This is America."
  • Denser and Wackier: What with their character select name calls ("AMONGUS" and "AMOOGUS"), JoJo references, and some of the more outlandish attacks, its safe to assume the concept the creators wanted with this portrayal is less sinister alien blending in, and moreso memes.

Exclusive to Normal Impostor:

  • Awesome, but Impractical: Neutral Special kind of falls into this. By mashing the special button, you can fire bullets much more quickly, but due to their knockback angle, that may lead to many shots missing rather than all of them landing.
  • Charged Attack: Their Down Special, which has them prepare to attack in three different ways... two of which involves them transforming into a bulky humanoid for some reason.
  • Devious Daggers: Based on a character whose entire gimmick is hiding and deception, they throws two knives in their down smash: one straight forwards, then jumps forwards and throws one backwards.
  • Overly-Long Tongue: Weaponized for their Up Smash, swinging it upwards quickly. They can also use it for their grab — wrapping it around their foes.
  • Rapid-Fire Fisticuffs: Their Side Special summons a ghost that uses a traditional example on foes it passes by, while their side tilt and down air start with a kick version.
  • Shout-Out: Their Side Special and Down Smash use sounds directly lifted from JoJo's Bizarre Adventure: Heritage for the Future.

Exclusive to "Sus" Impostor:

  • Adaptational Badass: The pets from the original game. They were merely optional cosmetics that followed your Crewmate/Impostor around with no effect on gameplay, but in CMC+, they're Assist Characters who take action alongside their owner.
  • Anvil on Head: Weaponized for the down throw.
  • Assist Character: Side special has them summon several of the pets from Among Us
    • A pet in a hamster ball that Spin-Dashes forward upon summon.
    • A UFO , firing lasers while moving back and forth.
    • A sentry bot which fires a flamethrower at a nearby foe.
  • Katanas Are Just Better: Their main weapon of choice, used in their jab, forward tilt, neutral air and dash attack.
  • Moveset Clone: Despite sharing a slot with the "normal" Impostor, the Sus Impostor averts it; the only move the two share is their up special. In terms of fighting style, in contrast to the regular Impostor's fisticuffs, the Sus Impostor is a Multi-Melee Master.
  • Power Cable Attack: For the up air, the Impostor pulls out two colored wires overhead to create an electrical charge.
  • Throw Down the Bomblet: Tosses a Cartoon Bomb in an arc across the stage for the up smash, with the thrown arc being influenced by the charge of the smash attack.

    Marumaro 

Marumaro

https://static.tvtropes.org/pmwiki/pub/images/marumaro.png
Home Series: Blue Dragon
Debut: Blue Dragon (2006)
Crusade Mod Creator: CloudStrifeHero

  • All Men Are Perverts: Taking from his portrayal in the anime, Maro is a pervert towards certain females in the roster. If a fighter has a compatible text set in their init file, Maro will showcase his perversity towards them — breathing heavily in his down taunt (which originally had him meditating), and he getting too close for comfort with the grabbed fighter instead of throwing or attacking them. Consequently, having his throws altered like this results in them dealing no damage while only "throwing" his foe forward/backward slightly.
  • Assist Character: Maro fights largely with his Shadow, Yellow Saber-Tooth, who also serves as the catalyst of his specials.
  • Long-Range Fighter: If he isn't fighting with his Shadow, he fires Energy Ball projectiles with some of his attacks.
  • Rapid-Fire Fisticuffs: Saber-Tooth in Maro's down special, rapidly punching in a manner akin to what the Shadow's reference.

    Master Chief 

Master Chief

https://static.tvtropes.org/pmwiki/pub/images/chief_31.png
Home Series: Halo
Debut: Halo: Combat Evolved (2001)
Character Mod Origin: Card Saga Wars

  • Beehive Barrier: Chief's got the page image, the Bubble Shield, as a unique shield sprite different from the rest of the cast.
  • Laser Blade: Whips out an Energy Blade for his forward and up tilts.
  • Standard FPS Guns: As the game's key FPS representative, Chief brings a bunch of them from his series to his moveset:
    • Knife: His down tilt, which crumples the opponent.
    • Automatic Weapon: The Assault Rifle, employed in his neutral special. He can strafe and jump while firing, like Banjo and Kazooie's Breegull Blaster in Ultimate.
    • Nailgun: His forward air, the Needler. The needles don't home in on enemies like in his home series, but they do stick into them for a bit before exploding.
    • Grenades: His down special has him tossing a plasma grenade, which can stick on an opponent.
    • Sniper Rifle: Employed in his side special. Can be angled before firing, and has no maximum range.
    • Grenade Launcher: The Brute Shot, his back air. Unfortunately, the bayonet doesn't have a hitbox in this game.
    • Energy Gun: Plasma Rifles wielded in Guns Akimbo for his up air and down air.
    • BFG: A Spartan Laser for his forward smash. Long startup lag, but it has no maximum range.

    Mistel 

Mistel

https://static.tvtropes.org/pmwiki/pub/images/mistel_solo.png

  • Catapult to Glory: Her up special, spawning a large trebuchet to fling Mistel forward at an upward angle. It only works that way when used in the air, otherwise it works like a normal trebuchet.
  • Doppelgänger Attack: Summons a lookalike for the down special, who'll stay there until prompted, upon which they'll charge forward with a stun-inflicting attack.
  • Glass Cannon: The Refreshment equip Clover Light, activated via attack button. Mistel takes extra damage, but also deals double damage to foes that are in the middle of an attack animation.
  • Mana Meter: One tied to her neutral special Status Buff, which can be fueled by dealing damage or with the left input of the neutral special — slowly recovering while Mistel gets a slight speed and damage debuff.
  • Mechanically Unusual Fighter: Her up A+B move, Refreshment, equips Mistel with a limited time attribute-changing item, w. These equips include Clover Light, Dragon Fang, Mowing Scythe, and Mage Ring.
  • Mighty Glacier: The Refreshment equip Dragon Fang, activated via special button. Mistel becomes heavier, certain moves gain stronger knockback and her attacks can break through armor, at the cost of her overall mobility getting reduced.
  • Secret Character: Complete the first battle against Mariette in V7's Challenge mode.
  • Stone Wall: The Refreshment equip Mowing Scythe, activated via shield button. Mistel gets hitstun inflicted on her reduced, and can even act out of a shield-break stun, but her offense is greatly reduced.
  • Squishy Wizard: The Refreshment equip Mage Ring, activated via jump button. Mistel's Meter passively increases on its own, but weight gets reduced to make her easier to KO.

    Ragna the Bloodedge 

Ragna

https://static.tvtropes.org/pmwiki/pub/images/ragna_cogu.png
https://static.tvtropes.org/pmwiki/pub/images/ragnaunlimited_cogu.png
Unlimited Ragna
Home Series: BlazBlue
Crusade Mod Creator: Manndarin

  • Life Drain: His Drive ability from the home game, Soul Eater, manifests here for his drive attacks. With the use of Overdrive (Neutral A+B), this ability is made stronger for its duration.
  • Limit Break: Upon activating his Overdrive ability, which is limited to once per stock, Ragna can use the A+B special moves Carnage Scissors and Seeds of Tartarus — the former without limit within the Overdrive time limit, while the latter immediately ends the state.
  • Meteor Move: His Inferno Divider, if the special button is held down, results in Ragna following up the rising sword slash with an uppercut and an axe kick, the last hit sending the foe at a sharp downward angle.
  • SNK Boss: His AI-exclusive variant Unlimited Ragna, generally fought in the Challenge "Black Onslaught", is like the normal moveset... except much stronger, with much less restraint in his capabilities; the ability to continuously up special without going into freefall.

    Sora 

Sora

https://static.tvtropes.org/pmwiki/pub/images/sora_92.png
Home Series: Kingdom Hearts
Debut: Kingdom Hearts (2002)
Crusade Mod Creator: Jio_Inzagi
Character Mod Origin: Super Smash Flash 2 (Version 1.1)

The bright and spirited boy from Destiny Islands.


  • Blow You Away: Stabs his keyblade straight above him to conjure a Razor Wind. It's not just a damage dealer, the move also has a wind hitbox around it — pulling foes into the attack.
  • Fire, Ice, Lightning: For the down special, Sora casts the three elemental spells in a set order per use: Fire, Blizzard, and Thunder.
  • Same Character, But Different: Since he was added to CMC+ before his official Smash appearance in Ultimate was announced, his moveset here is ported from Super Smash Flash 2 — specifically version 1.1, before he got overhauled assets.
  • Throwing Your Sword Always Works: Tosses his keyblade forward for the neutral special.

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