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     31 - The Knight 
Franchise: Hollow Knight
Debut: Hollow Knight [Windows / macOS / Linux], 2017
Episode 31

The tiny protagonist of Hollow Knight that wandered into Hallownest with nothing but his skills and a broken nail for a purpose unknown even to them. Despite being a tiny bug vessel, the Knight is more than capable of fighting with the best.
  • Dash Attack: The Knight's side special has them use the Shade Cloak to dart horizontally forward, which doesn't cost any Soul to use. If held down however, the move becomes the Crystal Heart, which does even more damage and sends them farther, which does cost them Soul.
  • Dream Walker: Their Final Smash has them use the Awoken Dream Nail to enter their opponent's dream, then destroys them from within. It only causes huge damage, but if it gets to 100%, it automatically KOs the opponent.
  • Fighting Spirit: Their neutral special would be the Vengeful Spirit, which combines this with a Kamehame Hadouken; it summons a spirit that shoots straight forward, coming out quick and dealing massive damage to anything it hits. If the Knight has 9 charges, it becomes the much better Shade Soul.
  • Glass Cannon: Described as this by name; they'd be fast with a ton of powerful attacks, but also very frail and easy to KO.
  • Ground Pound: The Knight uses the Desolate Dive if the down special is used in the air, having them dive down onto the ground with extreme force and creating a shockwave in their wake. With a full meter, this becomes the Descending Dark, which is much more powerful with more range.
  • Guest Fighter: Hollow Knight was developed by Team Cherry.
  • Heal Thyself: Using the down special on the ground has them use Focus, which has him heal 5% of damage in exchange for 3 Soul.
  • I Am Not Shazaminvoked: Discussed. The Knight is not actually called the Hollow Knight, similar to how Link and Samus aren't called Zelda and Metroid.
  • Mana Meter: The Knight uses their Soul for certain attacks, gaining Soul Charges through getting up close and personal with foes, or through adding Soul through certain moves. If used with no Soul, these attacks become pitiful in range and power, but if used with the full 9 Soul Charges, they become more devastating but cost more Soul to use.
  • Red Baron: Void given Form
  • Video Game Flight: The Monarch Wings are innovated to act this way. They normally act as a double jump, but this moveset lets him use it extra times by using one Soul, giving him a total of 12 jumps with a full charge.
  • Walking Spoiler: The Knight is from a rather narrative-heavy game, so it's to be expected that certain plot elements would be spoiled.
  • Your Size May Vary: The Knight is a tiny bug, but would have its size adjusted for the Smash scene like Olimar.

     32 - Sora (Echo: Roxas) 
Franchise: Kingdom Hearts
Sora and Roxas's Debut: Kingdom Hearts [PlayStation 2], 2002note 
Xion's Debut: Kingdom Hearts: 358/2 Days [Nintendo DS], 2009
Episode 32

A boy from Destiny Islands and the main overarching protagonist of the Kingdom Hearts franchise, Sora is an upbeat, silly, yet caring young man that is the chosen wielder of the Keyblade. Assisted by various characters from assorted Disney and Square Enix properties as well as the Original Generation characters in later games, Sora constantly hops through worlds to deal with the forces of darkness wherever they may spawn.

Fittingly enough, his Echo Fighter comes in the form of Roxas, his own Nobody and a former member of Organization XIII that came into existence as a result of Sora's Heroic Sacrifice in the first game. His alternate costumes incorporate Xion, another member of Organization XIII made from Sora's memories and one of Roxas's best friends.

Sora was eventually anounced as the final fighter of Ultimate's DLC on the 5th of October 2021, two years after BJ's video was released. For the character's official inclusion, go here.
  • An Ice Person: Sora's neutral special for the Magic Stance has him fire Blizzaga, an icy Spread Shot that's more useful up close. It can be used up to three times, with each one getting stronger but costing one extra MP per use. The actual Blizzaga does something similar, but much smaller.
  • Armor-Piercing Attack: The side tilt would be the Guard Break, which does a ton of shield damage.
  • Blade Spam: The AP Stance's side special is the Sonic Blade, which has Sora dart forward with the Keyblade and continuously use it at the cost of 1 MP. The official moveset has Sonic Blade as the only side special, and can hit up to three times in succession.
  • Blow You Away: The up special for the Magic Stance has him use Aero to launch himself into the air, working similarly to the Hero's Woosh complete with three tiers that cost differing amounts of magic. In the moveset proper, the up special is Aerial Sweep instead.
  • Counter-Attack: The AP Stance's down special has him take a stance, then use either Counter Slash if countering a physical move or Reflega if using it against a projectile. The official moveset instead has him use the original Counterattack.
  • Guest Fighter: Sora is owned by Disney of Japan, with his game being developed by Square Enix.
  • Lightning Bruiser: Sora is below-average in weight, but quick and acrobatic with a ton of combo potential. However, the moveset that made it into Smash is based off of Sora's KH1 moveset, being a floaty Glass Cannon that works best in the air.
  • Limit Break: Sora's yet another one of those characters that has a ton of ideas for a Final Smash. A lot of ideas.note  Brace yourselves:
    • Ragnarok: A series of slashes followed up by a bunch of magic blasts, or a version where Sora locks onto the foe and fires the magic that way.
    • Keyblade Beam: a Wave-Motion Gun that acts similarly to the Sacred Bow and Arrow or Dark Pit Staff in that it requires precise aim but has high knockback.
    • Final Form/Ultimate Form: a Super Mode that only exists in a cinematic Final Smash.
    • Gummi Ship: Sora summons his Cool Ship to open fire on his enemies.
    • Meow Wow: Sora calls upon his Dream Eater for an attack, likely the kind it had in Kingdom Hearts III.
    • Trirnity Limit: Assuming Disney characters are allowed in, Sora calls upon Donald Duck and Goofy for a powerful Combination Attack.
    • Attraction: Sora could use one of the attacks from III designed to emulate the various Walt Disney World/Disneyland attractions.
    • Roxas is the only one with a single example: he uses his Limit Break from Kingdom Hearts: 358/2 Days, Event Horizon.
  • Mana Meter: Sora, being a Square Enix character, has a segmented blue one based on the one he has in his series. It refills on its own, though slower the more magic Sora has, evidenced by the tiny orange meter above the blue part, though it's more easily charged by landing attacks. Unlike the normal variant of this trope, two of the smash attacks also benefit from Sora's magic. This mechanic did not make it into the actual moveset, and Sora's magic attacks are all mapped to the neutral special.
  • Mechanically Unusual Fighter: Aside from the Mana Meter, Sora has two sets of special attacks that he switches out by holding the down special: the AP Stance based on his equippable skills, and the Magic Stance based on his spells. Simply pressing the button also gives Sora another special attack for each stance, giving him a total of eight special attacks. The official moveset has no such stance system.
  • Oddly Shaped Sword: The Keyblade is... well, a blade that's shaped like a key. Despite it looking more like a blunt weapon, it does function as a sword to some extent. Sora specifically uses the starting Kingdom Key.
  • Palette Swap: Sora's default outfit is his Kingdom Hearts III outfit, with an alternate based on his Kingdom Hearts II getup. Roxas, meanwhile, not only has his Organization XIII cloak, but also his casual Twilight Town clothes as well as his second best friend, Xion, complete with different voice clips. Xion also has her causal outfit seen in III.
  • Playing with Fire: The Magic Stance's side special is Firaga, a quick fireball that, like Blizzaga, uses more MP if used three times in succession. The official version of the attack is much more spammable.
  • Promoted to Playable: As of Sora's actual inclusion in Ultimate, Roxas and Xion are spirits and would count as such if included.
  • Red Baron: Sora's is Junior Hero while Roxas is Number XIII. note 
  • Shock and Awe: The Magic Stance's down special has him use Thundaga, summong two lightning bolts that strike the ground next to Sora, with only the ground part of the attack dealing knockback while the lightning itself just does damage. This one can also be used three times in succession for more MP. The Thundaga that made it into the game instead fires three bolts in front of Sora in rapid succession, similar to how it works in 358/2 Days.
  • Throwing Your Sword Always Works: The Strike Raid neutral special for the AP Stance has Sora throw his Keyblade at his foes before it returns to his hand, which could then be followed up by another Strike Raid if so desired at the cost of practically draining MP.

     33 - NiGHTS (Echo: Reala) 
Franchise: NiGHTS into Dreams…
Debut: NiGHTS Into Dreams [Sega Saturn], 1996
Episode 33

The eponymous protector of Nightopia, NiGHTS is a Nightmaren created by Wizeman the Wicked for evil purposes that rebelled against their creator and use the Ideya of the Visitor they choose to dualize with to protect the world of Dreams, flying and spiraling their way to victory.

NiGHTS' twin creation Reala, who did choose to carry out Wizeman's evil plans, comes alongside them as an Echo Fighter.
  • And Now for Someone Completely Different: The first and, so far, only video where Roushutsu Rises (or Dani) is the one in charge.
  • Difficult, but Awesome: NiGHTS might be a bit tricky to get the hang of, but once a player gets a solid grasp on their moveset, they can absolutely dominate the stage they're in.
  • Guest Fighter: NiGHTS is owned by Sega and was developed by Sonic Team.
  • High-Altitude Battle: How NiGHTS is conceptualized. They're weak on the ground, but absolutely devastating when kept in the air.
  • Me's a Crowd: NiGHTS' Final Smash has them dualize with their child and create another NiGHTS, with both of them zipping across the screen together.
  • Mechanically Unusual Fighter: NiGHTS is absolutely pathetic on the ground, with weak and often slow attacks that fail to really hit their mark and being described as a reverse Little Mac. This is to reflect the Visitors' helpless nature in their home game, since that's the only time that NiGHTS is technically on the ground. The Nightmaren does much better in the air, having a whopping seven jumps and the ability to float like Peach or Daisy after every single one, as well as better air attacks plus a unique selection of attacks that they can use while floating, with those attacks getting their own semi-smash variations that have them transform with the Persona Masks. The regular up and down aerials also send them in their respective directions, giving them a great deal more aerial mobility, and all of their throws can propel them into the air a little bit.
  • Palette Swap: NiGHTS gets to use their modern appearance from NiGHTS: Journey of Dreams as well as their classic Saturn look. This also affects the Visitor they'll dualize with, with the modern costume dualizing with either Helen Cartwright or Will Taylor, and the Saturn costume dualizing with Claris Sinclair or Elliot Edwards. Reala also has the modern and Saturn looks, but without any Visitors accompanying them.
  • Red Baron: NiGHTs is The Dream Delight and Reala's is 1st Level Nightmare.
  • Running Gag: Due to NiGHTS being a creation of Sonic Team, they unfortunately have a lot of attacks that make reference to Sonic's, including their Final Smash.
  • Spin Attack: NiGHTS uses one for their neutral special that turns into the Drill Dash when they're gliding.
  • Summon Bigger Fish: Reala's Final Smash has them trap the opponent in a glass cage and call upon Wizeman, who proceeds to deal heavy damage to the foe, instantly KO'ing anyone at 100% damage.
  • Video Game Flight: All of NiGHTS' specials aside from the neutral have them glide in the given direction. It doesn't deal any damage, but it does benefit the neutral special. It can only be used once in the air, but it doesn't put NiGHTS into freefall. If they glide in a circle, they'll create a Paraloop that slightly sucks nearby foes in and blows them up.
  • Voluntary Shapeshifter: NiGHTS' aerial smash attacks utilize their Persona Masks, which allow them to transform into different things to deal damage.

     34 - Geno 
Franchise: Super Mario Bros.
Debut: Super Mario RPG [SNES], 1995
Episode 34

One of the central party members of Super Mario RPG: Legend of the Seven Stars, and one that many are keen on seeing return. Sent down from the heavens to collect the pieces of the broken Star Road, the star spirit named ♡♪!? went on to inhabit a doll in Rose Town and accompany Mario and his allies on their quest to defeat the Smithy Gang. Geno is currently a costume for the Mii Gunner in both Smash 4 and Ultimate, as well as a Spirit in the latter.
  • Action Commands: Geno's special attacks have a unique mechanic where pressing or holding the button at the right time makes them stronger, just like in all Mario RPG titles including his own.
  • Arm Cannon: Geno has one that he uses for plenty of moves.
  • Guest Fighter: Despite being a Mario character, the rights to him are owned by Square Enix.
  • Light 'em Up: The Geno Blast has him send a bunch of light beams down that get stronger if the button is held down. If the charge is mistimed, it only deals damage with no knockback, but perfectly timing it will deal a ton of damage on top of some good knockback.
  • Living Toys: Geno is a puppet possessed by a star spirit.
  • Long-Range Fighter: Heavier than most examples so far, being midweight instead of lightweight, but Geno's projectiles give him plenty of range.
  • One-Hit Kill: The Geno Whirl, though now a recovery move that propels Geno upward, still has the capability of dealing 199% damage if the button is pressed right after the red star disappears from his person.
  • The Power of the Sun: The Geno Flash has Geno turn into a cannon that fires a giant, smiling sun-shaped explosion to vaporize his enemies. This also utilizes timed hits, being a Charged Attack that can be aimed which has much more power and range if timed perfectly.
  • Promoted to Playable: Is a downloadable Mii Costume in both Smash 4 and Ultimate, and has a spirit in Ultimate's base game.
  • Red Baron: His real name, "♡♪!?".
  • Rocket Punch: Geno's side tilt, up smash, down aerial, and forward and up throws are this. In Super Mario RPG, it's his default option when he doesn't have any weapons equipped.
  • Status Buff: The Geno Boost has him increase his attack power in exchange for reduced defense. If the special button is pressed right after the sound effect that plays during the move, no defense is sacrificed.
  • Wave-Motion Gun: The Geno Beam is a giant laser fired from his arm that can also be charged for more damage. Releasing it at the right time, when the red stars above Geno are full, makes it at its strongest, while holding it down for too long or releasing it too early makes it far weaker.

     35 - Marx 
Franchise: Kirby
Debut:' Kirby Super Star [SNES], 1996
Episode 35

The main villain of Kirby Super Star's "Milky Way Wishes", Marx is a sinister little jester with dreams of conquering Dream Land, which he almost succeeded in doing by wishing upon the Galactic Nova. Long after his defeat, he would eventually come back as a Reformed, but Not Tamed Dream Friend and help in stopping Lord Hyness. Currently, Marx is in Ultimate as a boss fight.
  • An Ice Person: The Spit-Drop down smash has him spit a bomb that spreads into horizontally moving ice balls.
  • Body Horror: A lot of Marx's abilities involve him morphing his body in some rather horrifying ways, such as enlarging his eyes, turning his wings into fiery veins, or outright splitting himself in two.
  • Casting a Shadow: Marx's up smash has him use the Shadow Uppercut, diving into the ground and flies up a great distance. The Marx Flip Ultima down aerial can also lead into this with perfect timing.
  • Charged Attack: The down special has Marx split himself in half and perform one of a few attacks depending on how long this is held:
    • Only tapping it or not charging it for very long has him unleash a rain of paint balls that function pretty much how the Inklings do.
    • Holding it for at least three seconds has him turn into Energy Balls that fly away from each other, travelling fairly far and dealing decent damage and knockback as they do. However, blocking or dodging them is incredibly easy to do.
    • Holding it for six seconds or longer has him create an Unrealistic Black Hole that sucks everything around it inside and deals a massive sum of damage to players and Assist Trophies caught inside. It can't get a KO by itself unless it's right over the blast zone, however.
  • Colony Drop: Marx's Final Smash has anyone caught in it get rammed by the Galactic Nova.
  • Dub Name Change: Is called Mark in Japan, though it's still romanized as Marx.
  • Fragile Speedster: Marx is rather light and floaty, but with great air mobility and plenty of offensive options.
  • Monster Clown: It has a jester-like appearance, and his attacks are unsettling in nature.
  • Promoted to Playable: Is a boss in Ultimate.
  • Red Baron: Cosmic Jester
  • Wave-Motion Gun: Marx fires one of these from his mouth as his side special; it has a lot of start and end lag, but is extremely powerful.
  • Weaponized Ball: The Jester Ball neutral special. Marx can ride on it and throw it at foes, making it explode like a bomb.

     36 - The Heavy 
Franchise: Team Fortress
Debut: Team Fortress 2 [Windows / Xbox 360], 2007
Episode 36

One of the nine playable classes in the massively popular Team Fortress 2 as well as the face of the series, the Heavy Weapons Guy (real name: Mikhail) is a Russian mercenary employed by either the RED or BLU team that specializes in tanky defense and mowdown via minigun. Despite his profession, he's a lot smarter than he looks and can also be a Gentle Giant towards his comrades. This also wouldn't be his first crossover.
  • Content Warnings: The first video to be given one due to the nature of his game footage.
  • Critical Hit: The Heavy's gimmick. All of his attacks have a 2% chance to deal double the damage if they hit, with the Buffalo Steak Sandvich increasing this to a 5% chance. If the BSS is eaten by anyone else, they also have a chance to crit until the effects wear off. The Killing Gloves of Boxing, Shotgun, and uppercut also have a naturally higher chance to crit compared to other attacks.
  • Gatling Good: For his neutral special, he brings out good old Sasha to open fire on enemies, dealing more damage and knockback the closer the Heavy is, but can only be held for 4 seconds. This can also be slowly angled during the attack, but he won't be able to turn around. The bullets do not count as projectiles.
  • Guest Fighter: Team Fortress 2 is owned and still developed by Valve Corporation.
  • Mighty Glacier: Befitting his name, he's a super heavyweight with low mobility, but incredible power and bulk.
  • More Dakka: When the Heavy uses his Final Smash, he's assisted by the Medic, who gives him an ÜberCharge, with which the Heavy uses to fire a ton of bullets across the screen.
  • Palette Swap: Along with the usual RED and BLU colors among others, the Heavy can have the look of the Heavy Robot from Mann vs. Machine. When going over the hats, BJ mentioned that he'd like a way to use any Heavy-specific hat regardless of costume, and come the Soldier video, the viewers came up with an idea to click on the TF2 characters' heads to give them whatever hat they'd like.
  • Practical Taunt: The Heavy's down taunt has him do a finger gun motion that, like it does in his game, can actually hurt foes and even has a chance to crit.
  • Red Baron: Job: Mow Down
  • Retcon: The old stage intro had him parachuting onto the battlefield, but a better idea was also presented in the Soldier video where Heavy enters from the Engineer's Teleporter.
  • Shoryuken: Heavy has one for his up special. The only reason BJ didn't give him the Grappling Hook instead was because he didn't know about it; otherwise, he would have definitely given him that.
  • Shotguns Are Just Better: What Heavy uses for the side special. It fires once at a time and acts like a quicker, shorter-ranged version of Sasha that deals some small flinching damage at a distance, but a lot of damage up close.
  • Shown Their Work: The Heavy's melee attacks utilize elements of the Russian martial arts of Systema and Sambo, both of which fit in with his bulky, cool-headed, yet ferocious nature.
  • Status Buff: The Heavy can pull out a snack that he munches on, which can be interrupted in the five seconds the animation is in effect, causing the snack to become a healing item for anyone to pick up. If it's uninterrupted, the Heavy gains a unique effect depending on the food he eats:
    • Sandvich: Heals 30% of damage if eaten uninterrupted, but only half of that if he is.
    • Dalokohs Bar: Only heals 5% of damage, but gives a brief Regen effect that recovers even more.
    • Buffalo Steak Sandvich: Doesn't heal any damage, but increases the Heavy's speed and critical hit ratio.

     37 - Freddy Fazbear 
Franchise: Five Nights at Freddy's
Debut: Five Nights at Freddy's [Windows], 2014
Episode 37

The mascot of Freddy Fazbear's Pizza and the titular antagonist of the Five Nights at Freddy's series, Freddy is an animatronic bear possessed by the spirit of a murdered child. He entertains children on stage during the day, but at night, it goes into free-roaming mode and stalks the halls with its fellow animatronics, looking for the hapless security guard working there to stuff him into an animatronic suit.
  • Animal Motifs: Freddy, being a bear, has a lot of bearlike attacks in his moveset.
  • Content Warnings: The second in a row to get a warning like this. Thankfully, no jumpscares.
  • Guest Fighter: The entire FNAF franchise is a creation of Scott Cawthon.
  • Jump Scare: The down special has Freddy scream in front of him, with the scream dealing damage and stunning the opponent. It also does more damage from behind. His Final Smash is more akin to his usual jumpscare, however, sending the caught opponent to the security room from the first game and scaring the player that way. If there's more than 100% damage, it's a One-Hit Kill.
  • Knight of Cerebus: Compared to everyone else so far, Freddy is the first to really bring the frights to Smash.
  • Make Me Wanna Shout: A couple of his attacks involve his infamous jumpscare scream.
  • Mighty Glacier: Freddy would be a super heavyweight due to being a walking hunk of metal with a human body inside him, as well as having a lot of powerful and unsettling attacks at his disposal.
  • Palette Swap: Has a few alternate costumes, namely resembling Toy Freddy.
  • Poisonous Person: Any attack that involves biting has a chance of poisoning opponents as a nod to Five Nights at Freddy's World.
  • Red Baron: Your Friend Forever
  • Teleportation: Freddy can have an innovated teleport for his up special that references how the animatronics seem to do this when the player swaps cameras.
  • Throwing Your Sword Always Works: More like throwing your microphone, but still. This is his neutral special, and another attack from FNaF World.
  • Zombie Puke Attack: Yet another move from FNaF World. This side special has Freddy puke sludge onto the ground in front of him, with anyone making contact with the sludge having their speed reduced for 10 seconds.

     38 - Knuckles 
Franchise: Sonic the Hedgehog
Debut: Sonic 3 & Knuckles [Sega Genesis], 1994
Episode 38

The steadfast yet often gullible guardian of Angel Island and original rival of Sonic, Knuckles the Echidna was tasked with protecting the Master Emerald from all who would seek to use its powers. After an incident where Dr. Eggman tricked him into fighting Sonic so he could rebuild the Death Egg, Knuckles had since become a recurring ally of Sonic's and is willing to lend a hand whenever need be. Currently an Assist Trophy in Ultimate and a Mii Costume since Smash 4.
  • Boulder Bludgeon: Knuckles uses the Rock Free Fall from Sonic Battle for his neutral special, chucking a huge rock at his opponents.
  • Colony Drop: An unintentional one on Knux's part during his Final Smash; the Master Emerald ends up stolen, leading Angel Island to land on top of any foes caught in the attack.
  • Dig Attack: Knuckles uses the Shovel Claw to dig into the ground, while using it in the air turns it into the Drill Claw. While underground, Knuckles can move under foes for a brief bit, also breaking shields if the uppercut exit hits a guarding foe.
  • Glass Cannon: Like the Knight, Knuckles is outright described as such, being fast and incredibly powerful but being incredibly light.
  • Good Old Fisticuffs: What do you expect from a guy named Knuckles?
  • Guest Fighter: Like all Sonic characters, Knuckles is owned by Sega and Sonic Team.
  • Not Quite Flight: Knuckles goes into a Glide with his dreadlocks when using his side special, acting how it normally does. It also leads into a wall cling, as well as being able to lead into another glide after releasing it.
  • Promoted to Playable: Knuckles is an Assist Trophy in Ultimate and has been a downloadable Mii Costume since Smash 4.
  • Red Baron: Knuckle’s Boxing Ring Title is “Rougher than the Rest of em’.
  • Shoryuken: The up special is a fiery uppercut that has low vertical recovery, but a decent amount of power. Knuckles doesn't exactly have a great jump, so this makes sense.

     39 - Agumon / Greymon / MetalGreymon / WarGreymon / Koromon 
Franchise: Digimon
Koromon, Agumon, Greymon and MetalGreymon's Debut: Digital Monster Ver. 1, 1997
MetalGreymon's Vaccine Design: Digimon Adventure [Fuji TV], 1999note 
WarGreymon's Debut: Pendulum 5.0, 1999
Omnimon's Debut: Digimon Anode Cathode Tamer (event distribution related to Our War Game), 1999/2000
Episode 39

The Series Mascot of the second (possibly third) most popular mon franchise, Agumon is a Rookie level Digimon that is most famous for being the partner of Taichi Yagami. It's a small reptile type of the vaccine attribute that attacks with its claws and its head, and though it starts out weak, it can still shoot fireballs to defend itself. Through proper care, it can digivolve into the Champion level Greymon, the Ultimate level MetalGreymon, and the Mega level WarGreymon to further give itself an edge in battle.
  • Artificial Limbs: MetalGreymon has an artificial "Trident Arm" that gives it more range than Agumon and Greymon's claw attacks would.
  • Chest Blaster: As MetalGreymon, its neutral special becomes the Giga Destroyer attack, which is a pair of missiles that's slow to launch but has a lot more power.
  • Cyborg: MetalGreymon, obviously. It's a cyborg dinosaur, to be precise.
  • Draconic Humanoid: WarGreymon is a smaller, more humanoid variant of the Greymon species. Because of its different properties compared to the previous stages, it gets its own moveset separate from the rest.
  • Dub Name Change: This is only the case for Omnimon, who is known as Omegamon in Japan.
  • Dinosaurs Are Dragons: They're based on dinosaurs and can breathe fire.
  • Evolutionary Levels: Much like Pokémon, Digimon are capable of evolution (dubbed Digivolution). Unlike how Pokémon evolve where they have two or three stages, Digimon usually have a total of six and can actually revert to a previous stage if they overexert themselves (or in this case, if they lose a stock). Only five of Agumon's stages are showcased; the Fresh-level Botamon is nowhere to be seen.
  • Fragile Speedster: Agumon is fairly fast, but kind of weak and easy to launch. Koromon ends up becoming even more of one.
  • Fusion Dance: If WarGreymon uses its Final Smash, it DNA digivolves with MetalGarurumon to form the Royal Knight Omnimon, who proceeds to blast at its opponents with the Supreme Cannon and slash at them with the Transcendent Sword.
  • Guest Fighter: The Digimon franchise is owned by Bandai Namco, with the anime series being produced by Toei Animation.
  • Horn Attack: When Agumon becomes Greymon, any attacks that use its head gain more range and a sweet spot because of the horns on Greymon and MetalGreymon's heads.
  • Inconsistent Dub: As BJ notes in a caption, the dub names for attacks in this series tend to change around quite often. Greymon's signature attack, for instance, is called "Mega Flame" in Japan, while in English it's either called "Nova Blast", "Nova Flame", or sometimes even kept as "Mega Flame".
  • Joke Character: Koromon is less of a fighter and more of a penalty mechanic for losing a stock as Agumon. It only has a weak biting attack and a flimsy bubble attack respectively mapped to the attack and special buttons, has only one jump, and is incredibly easy to KO, being lighter than even Pichu. Its speed is incredibly high, however, so it can at least run around for eight seconds until Koromon becomes Agumon again.
  • Lightning Bruiser: WarGreymon ditches a lot of the weight from its earlier stages in favor of more speed and mobility.
  • Magikarp Power: By itself, Agumon is rather pathetic. Its combo game is strong, but its offensive power is rather flimsy without Attack Charge. It's when Agumon digivolves where the real power comes in.
  • Mechanically Unusual Fighter: Agumon is capable of digivolving to its later stages through dealing damage: 20% for Greymon, 40% for MetalGreymon, and 60% for WarGreymon, leading to a total of 120% damage in a single stock. However, getting KO'd causes it to de-digivolve (or degenerate) into its prior form, with Agumon in particular de-digivolving into the in-training Koromon, who has two weak attacks but only has to wait a few seconds before becoming Agumon again. If Agumon, Greymon, MetalGreymon, or even Koromon uses their Final Smashes, they can use Warp Digivolution, which allows them to skip straight to WarGreymon with no damage requirements.
  • Mighty Glacier: Greymon is essentially a heavier and stronger Agumon with slightly slower movement. MetalGreymon is even more of one, thanks to its cybernetic enhancements.
  • Palette Swap:
    • One of their swaps can give the entire line the colors of the BlackAgumon line, including BlackWarGreymon and MetalGreymon's original virus design. It's also the only swap that changes Omnimon's appearance, more resembling Omnimon Zwart.
    • Another gives Agumon the colors of SnowAgumon, with MetalGreymon resembling the dark digivolution SkullGreymon, and WarGreymon resembling ChaosWarGreymon.
    • The last notable swap gives Agumon its Digimon Data Squad design complete with the red armbands, and its evolutions respectively resemble GeoGreymon, RizeGreymon, and ShineGreymon in color.
  • Playing with Fire: Agumon's default element. It's always capable of using Mega Napalm for the down smash and Wolkennapalm for the side special in all of its forms, while Agumon alone is able to use its signature Pepper Breath for its neutral special, Greymon upgrades to the Nova Flame, and WarGreymon is able to launch the Terra Force and replaces Mega Napalm with Volcano Napalm.
  • Red Baron: Their Boxing Ring Titles are “Digital” followed by their Evolutionary Stage (Rookie, Champion, Ultimate, etc)
  • Retraux: One of the Digimon's taunts has it turn into its original pixel form, which is actually a status effect in the RPG titles.
  • Ridiculously Cute Critter: The In-Training Koromon is about as cute as one would expect it to be, being a cute little head with wavy anntena-like ears. Just pray you don't end as one.
  • Shoryuken: The Claw Uppercut up special is effectively a fiery version of this. MetalGreymon's goes much further due to the wings on its back.
  • Status Buff: Agumon is capable of using Attack Charge in all of its stages, which increases its offense but lowers its defense; it needs to get all the damage it can if it's going to digivolve. WarGreymon is pretty much the same, but now it can use Attack Charge Field, which is more useful for team battles.
  • Tail Slap: Agumon has a few of these, but they don't really have a lot of range due to how stubby the tail is. It's not until it becomes Greymon where the much longer tail starts actually having range.
  • This Is a Drill: WarGreymon's Great Tornado up special, where it flies in any direction while spinning around like a drill. Its dash attack is also a slight variation of the move.
  • Toilet Humor: One of Agumon/Greymon/MetalGreymon's taunts is...pooping. It is still a v-pet after all, and even its predecessor did this. WarGreymon averts this, as Mega level Digimon don't have the urge to use the bathroom in the more v-pet styled games such as the Digimon World series.
  • T. Rexpy: The entire Agumon line is based on theropods, with Agumon itself being a tiny Tyrannosaurus Rex and Greymon and up being based on the Ceratosaurus.
  • Virtual Pet: What the Digimon franchise started out as; it was meant to be the Spear Counterpart to the Tamagotchi series, but went on to completely overshadow its predecessor. Agumon's own mechanics also stem from this origin.
  • Wolverine Claws: The Dramon Killers on WarGreymon's hands are a variation: while not physically a part of the Digimon, they're actually a form of equipment that's great at taking out dramon-type Digimon, hence the name. Fittingly enough, WarGreymon uses these for a lot of its attacks.

     40 - Flowey / Asriel 
Franchise: Undertale
Debut: Undertale [Windows], 2015
Episode 40

The main antagonist of Undertale, Flowey was once the Underground's prince, Asriel Dreemurr, but has since died and become a flower with the power of determination. Flowey as he currently is is a conniving little weed that will take any and all opportunities to reach his goal, a far cry from the once noble and playful Asriel.
  • Adaptational Badass: Flowey doesn't really do much without the human SOULs, but this move-set gives him the six he absorbs before the Photoshop Flowey fight so he can perform most of his attacks.
  • BFG: The Chaos Buster fires several semi-spammable bullets at different angles if pressed, or a Wave-Motion Gun if the button is held down.
  • Bullet Seed: Flowey has a circle of these form in front of himself, acting like a command grab that traps and damages foes trapped inside.
  • Dual Wielding: Asriel uses his two Chaos Sabers for a lot of his main attacks.
  • Foul Flower: Flowey is an absolutely sadistic little flower, getting around his rooted nature by using the SOULs to pull himself out while running or jumping. He can even apparently sprout on solid concrete and even metal if his Easter Eggs are any indication.
  • The Fourth Wall Will Not Protect You: Flowey starts the video off by taking six human SOULs from beyond the computer screen, which he uses to fuel his moveset. He attempts to do the same to BJ to become all-powerful, but fails since BJ doesn't believe in souls.
  • Fragile Speedster: Flowey is incredibly light due to being a literal flower. Asriel is still one, though not to the exact same extent as Flowey, being more of a Glass Cannon with slightly more weight and slightly slower, harder-hitting moves that more easily launch opponents.
  • Gameplay and Story Segregation:
    • In Undertale, Flowey needed seven human souls (or at least six with thousands of monster souls to substitute for one extra) in order to transform into their true form, Asriel. In Smash, his down special allows them to steal a soul from an opponent, even if the opponent probably doesn't have a soul like...  or if the opponent is any of the monster characters from Undertale. Furthermore, having your soul taken by Flowey in Smash hardly is that much of a pain for the characters in question beyond having ten percent of health stolen to heal the Foul Flower, as they'll still continue fighting like nothing happened.
    • Asriel's Barrier Break, his down special, has him unleash the soul power of a god to deal heavy shield damage to opponents before reverting back into Flowey, except he still has the six human souls on himself, and will turn back into Asriel with the next soul stealing down special.
  • Green Thumb: Flowey, being a flower, attacks with buttercups, vines, venus fly traps, etc. for a lot of his moves.
  • Gruesome Goat: Even though Asriel is back to being a goat prince instead of a conniving, creepy flower, he still has a few creepy attacks, like spinning his head or enlarging his horns.
  • Guest Fighter: Like all Undertale reps, Flowey is a creation of Toby Fox.
  • Macross Missile Massacre: Flowey's Final Smash has him transform into Photoshop Flowey to annihilate the foes with everything at his disposal before finishing them with his mouth beam. Asriel does the same, transforming into his second stage and barraging the opponent with projectiles. In both cases, if the opponents reach 100% of damage, it's a One-Hit Kill. No missiles are actually involved, but in practice, it's pretty much this.
  • Physical God: Once Flowey transforms into Asriel, he becomes a godlike being with the the mentality and emotional state of a lonely child.
  • Playing with Fire: Asriel, much like his parents Asgore and Toriel, has the power to conjure fire magic for a lot of his attacks. His neutral special acts as a fire stream that weakens over time, like Bowser or Charizard's, except it can't be angled.
  • Psychic Powers: Asriel's grab has him hold the foe in place with psychokinesis before performing any throws.
  • Red Baron: Flowey’s Boxing Ring Title is “Your Best Nightmare” and Asriel’s is “God of Hyperdeath.”
  • Rewind, Replay, Repeat: One of Flowey's victory animations has him rewatch the last few seconds of the match while laughing at his opponent's demise.
  • Save Scumming: Flowey's up special has him teleport with this method, leaving a save state that he can warp to whenever he needs to.
  • Shock and Awe: Asriel has a few electric attacks in his moveset, including summoning a large lightning bolt in his place for his up smash.
  • Spam Attack: Flowey's side special has him use the crosses that he commonly uses during the Photoshop Flowey fight, which are semi-spammable in nature and can be used to pressure opponents by putting them through a literal Bullet Hell. Spamming it too much, however, does leave Flowey open for attacks.
  • Star Power: Asriel's down aerial utilizes the Star Blazing attack, which is a star projectile that splits into smaller stars when it explodes.
  • Swiss-Army Weapon: More like a Swiss Army Flower; Flowey uses a lot of weapon-based attacks based on the ones in the Photoshop Flowey fight. These include flamethrowers, guns, Bear Traps, Fantastic Nukes, and so on.
  • Switch-Out Move: Flowey's down special serves as a transformation move like the Pokémon Trainer's or Melee/Brawl Zelda, turning him into Asriel. Unlike those two, however, he has to catch an opponent in his vines to do it. Asriel also has an attack like this, except he uses the same move he used to break the barrier between the Underground and the human world to deal large amounts of damage and automatically breaking shields, before causing him to turn back into Flowey.
  • Teleportation: Asriel could either have the Save Scumming teleport that Flowey has, or a regular teleport like Mewtwo or Palutena.
  • Walking Spoiler: Everything about Flowey is this, especially concerning his down special where he outright gains the means to transform back into Asriel.
  • Willfully Weak: The In-Universe reason as to why Asriel is of equal power game-balance wise to his Flowey counterpart, much like Asriel back in his boss fight at the end of Undertale.
  • Your Soul Is Mine!: Flowey's down special has him make a bunch of vines that ensnare opponents, draining their health and, since he already has six SOULs, gain a seventh one to transform into Asriel.

Alternative Title(s): What If X Was In Smash 31 To 40

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