Fantendo Smash Bros. Soul features a roster from various Fantendo intellectual properties. Among these are characters from various eras of Fantendo, including the Classic Fantendoverse (2007-2014), New Fantendoverse (2014-2020), Fantendoverse Tau (2020) and Boundless Fantendoverse (2021-present). The development team specifically focused on ensuring that most major franchises and Fantendo contributors had some form of playable representation.
Dragon Queen
Dragon Queen is the current champion of a long line of humanoid dragon fighters known as the Dragon Kings, renowned for their excellent fighting ability and control of the fire, ice, electric and earth elements in battle. As 19 years old, Dragon Queen is not only one of the youngest Dragon Kings, but the first female one. Dragon Queen is an all-rounder with relatively balanced stats across the board - average weight, average movement speed, average attack power. She functions quite well in the air, being rather floaty and owing part in thanks to her access to an extra mid-air jump which most fighters don't have. In battle, she has access to four different elemental attack types that she can change between on the fly using her shield special to open up an overhead menu, allowing her to select between which of her four elements - fire, ice, electricity and earth - she wishes to use. These all have varying effects on Dragon Queen's specials, such as changing the secondary effects dealt by them or affecting their speed, range and damage. Dragon Queen's wings will also change color depending on which element she is currently using, being orange-red for fire (default), light blue for ice, yellow for electricity and dark green for earth. |
Fire
Ice
Earth
Neutral Special: Blazing Knuckle | Dragon Queen uses her currently active elemental powers to power up a super-charged punch, creating Blazing Knuckle. Though short in range, Blazing Knuckle is fairly fast to use and deals heavy fire damage if it connects with an opponent. Furthermore, the punch will also release flames upwards which can deal extra damage if the opponent gets launched or if Dragon Queen is simultaneously dealing with foes positioned above her. While being strong, it's not very practical to use repeatedly since it has noticeable ending lag. |
Side Special: Dragon Flame | Dragon Queen uses her currently active elemental powers to activate Dragon Flame. This acts a basic projectile, producing a large fast-travelling fireball that explodes and deals heavy damage on impact with an enemy. Though strong and fast, it is held back by its slow start-up and mediocre range. On impact with an enemy, the fireball will also leave fire scattered around the impact site for a few seconds, damaging any fighter that walks over it. |
Up Special: Tail Tornado | Dragon Queen flies upwards as she extends her wings, granting her vertical recovery and allowing this attack to be angled to the left or right. While flying, she will spin her tail, creating a tornado projectile that travels downwards very quickly, knocking back any foes it hits. Furthermore, if the tornado reaches the ground, it will then travel left or right, blowing fighters upwards while dealing damage. Dragon Queen, meanwhile, becomes able to glide after ending her ascent, granting her extra aerial mobility. This attack does not change depending on her currently active elemental power. |
Down Special: Dragon's Gate | Dragon Queen uses her currently active elemental powers to activate Dragon's Gate. This creates two barriers of flames to her left and to her right, remaining in place as long as they are held (though they will weaken over time). While these barriers are being held, foes that come close to Dragon Queen will be knocked back and take damage. Additionally, the walls of fire will destroy most projectiles that pass through them, granting Dragon Queen a lot of resistance to attacks in this state. That said, if she holds this attack for too long the flames will eventually die down, leaving her exposed. |
Fan Finisher: Elemental Loyalty | Upon using her Fan Finisher, Dragon Queen flies up to the center of the screen, becoming invulnerable to all attacks as she does so, then, she will call out as four serpentine dragon spirits appear in the background, circling behind her. These four dragons, the embodied spirits of her ancestors, will each perform an attack on the stage, one after the other. First, the red fire dragon spirit will create quick successive vertical bursts of fire, progressing from one side of the screen to the other as each burst deals heavy damage and upwards knockback. Next, the light blue dragon will produce a strong, blisteringly cold wind that pushes opponents across the screen while having a chance to freeze them solid. Next, the electric dragon will frantically fly around, shooting fast-moving, erratic lightning bolts that bounce between the sides of the screen dealing heavy damage. Finally, the green dragon will create an earthquake, tripping grounded fighters before summoning stone spikes out of the ground to deal heavy damage and knockback. After this, the four dragons disappear and Dragon Queen returns to the ground, now able to fight and take damage again. |
Neutral Special: Freezing Knuckle | Dragon Queen uses her currently active elemental powers to power up a super-charged punch, creating Freezing Knuckle. A slow, medium-range punch attack that deals damage across a fairly large area in front of Dragon Queen, Freezing Knuckle has the potential to freeze its target solid if timed perfectly, not only dealing heavy damage but incapacitating the target and subsequently launching them high into the area. Most hits will also produce flying ice shards which travel upwards a short direction though these won't deal nearly as much damage as the initial punch. |
Side Special: Dragon Gale | Dragon Queen uses her currently active elemental powers to activate Dragon Gale. This has her produce an icy wind either to her left or to her right, which has a chilling effect on foes, slowing them down while also pushing them back away from her. Furthermore, if a foe is exposed to this attack for too long, they will be frozen solid and launched very far. This attack's range is very good, extending far horizontally and also being quite tall, but it deals a very small amount of damage and is more useful for slowing down or pushing away foes. It can be held to increase its duration, though its range will decrease over time. |
Up Special: Tail Tornado | Dragon Queen flies upwards as she extends her wings, granting her vertical recovery and allowing this attack to be angled to the left or right. While flying, she will spin her tail, creating a tornado projectile that travels downwards very quickly, knocking back any foes it hits. Furthermore, if the tornado reaches the ground, it will then travel left or right, blowing fighters upwards while dealing damage. Dragon Queen, meanwhile, becomes able to glide after ending her ascent, granting her extra aerial mobility. This attack does not change depending on her currently active elemental power. |
Down Special: Dragon's Pillar | Dragon Queen uses her currently active elemental powers to activate Dragon's Pillar. Upon use, this creates a thick pillar of ice which rises up out of the ground next to Dragon Queen. At close range, this functions as a high damage, high knockback melee attack, launching foes vertically if they are stood where the pillar appears. However, it has a defensive use as well, completely blocking all attacks in the direction it is summoned in while also deflecting projectiles that hit it, essentially making Dragon Queen invincible from that direction. If the pillar takes enough damage, or if five seconds have passed since its creation, it will shatter, sending flying shards of ice outwards in all directions which deal minor damage. Dragon's Pillar has a 5-second cooldown after it is used, and attempting to create another one while one is still active or while the cooldown remains will do nothing and cause Dragon Queen to shrug at the player. |
Fan Finisher: Elemental Loyalty | Upon using her Fan Finisher, Dragon Queen flies up to the center of the screen, becoming invulnerable to all attacks as she does so, then, she will call out as four serpentine dragon spirits appear in the background, circling behind her. These four dragons, the embodied spirits of her ancestors, will each perform an attack on the stage, one after the other. First, the red fire dragon spirit will create quick successive vertical bursts of fire, progressing from one side of the screen to the other as each burst deals heavy damage and upwards knockback. Next, the light blue dragon will produce a strong, blisteringly cold wind that pushes opponents across the screen while having a chance to freeze them solid. Next, the electric dragon will frantically fly around, shooting fast-moving, erratic lightning bolts that bounce between the sides of the screen dealing heavy damage. Finally, the green dragon will create an earthquake, tripping grounded fighters before summoning stone spikes out of the ground to deal heavy damage and knockback. After this, the four dragons disappear and Dragon Queen returns to the ground, now able to fight and take damage again. |
Neutral Special: Lightning Knuckle | Dragon Queen uses her currently active elemental powers to power up a super-charged punch, creating Lightning Knuckle. This functions as an extremely fast, mid-range punch attack which launches foes backwards. Connecting a successful attack will also shoot a lightning bolt projectile through the target, which flies forwards and deals damage to the next opponent it hits. Its fast nature lets it be used repeatedly, and hitting a foe multiple times in a row with it has a chance to stun them. That being said, this attack's power isn't very high. |
Side Special: Dragon Wave | Dragon Queen uses her currently active elemental powers to activate Dragon Wave. This produces an electrically-charged energy wave that can be aimed either left or right, which travels quickly through the air and homes in on a target where possible. Dragon Queen can hold this attack to increase the size and damage of the energy wave, though this will cause it to move more slowly and will make it easier to dodge. By default, it doesn't deal very much damage but can be used repeatedly thanks to it being very fast to fire off and having almost no ending lag. |
Up Special: Tail Tornado | Dragon Queen flies upwards as she extends her wings, granting her vertical recovery and allowing this attack to be angled to the left or right. While flying, she will spin her tail, creating a tornado projectile that travels downwards very quickly, knocking back any foes it hits. Furthermore, if the tornado reaches the ground, it will then travel left or right, blowing fighters upwards while dealing damage. Dragon Queen, meanwhile, becomes able to glide after ending her ascent, granting her extra aerial mobility. This attack does not change depending on her currently active elemental power. |
Down Special: Dragon's Aura | Dragon Queen uses her currently active elemental powers to activate Dragon's Aura. While this attack is held, Dragon Queen will release electrical energy in a short-range circular area centered around her, dealing heavy damage to nearby foes and stunning them if they are exposed to it for too long. Though a bit slow to get going, it deals a lot of damage through repeated electric shocks to the opponents, making it difficult to escape from as they can become stun-locked quite easy. Using this attack is very good for keeping foes at bay, making melee attacks that lack range very hard to land, though Dragon Queen will still be vulnerable to projectiles while using Dragon's Aura. The attack will end manually after four seconds, but can be cancelled earlier for Dragon Queen uses her down special again. |
Fan Finisher: Elemental Loyalty | Upon using her Fan Finisher, Dragon Queen flies up to the center of the screen, becoming invulnerable to all attacks as she does so, then, she will call out as four serpentine dragon spirits appear in the background, circling behind her. These four dragons, the embodied spirits of her ancestors, will each perform an attack on the stage, one after the other. First, the red fire dragon spirit will create quick successive vertical bursts of fire, progressing from one side of the screen to the other as each burst deals heavy damage and upwards knockback. Next, the light blue dragon will produce a strong, blisteringly cold wind that pushes opponents across the screen while having a chance to freeze them solid. Next, the electric dragon will frantically fly around, shooting fast-moving, erratic lightning bolts that bounce between the sides of the screen dealing heavy damage. Finally, the green dragon will create an earthquake, tripping grounded fighters before summoning stone spikes out of the ground to deal heavy damage and knockback. After this, the four dragons disappear and Dragon Queen returns to the ground, now able to fight and take damage again. |
Neutral Special: Gaia Knuckle | Dragon Queen uses her currently active elemental powers to power up a super-charged punch, creating Gaia Knuckle. Although this is a slow attack, it deals damage over a very large range, the gaia energy being absorbed by Dragon Queen creating a phantasmal fist in mid-air which greatly extends the punch's vertical and horizontal range. It deals heavy damage and knockback, but its slow speed can hold it back from being useful in intense situations. It also has the added effect of firing out a green energy projectile when used, which travels in a straight line and deals moderate impact with a foe. |
Side Special: Dragon Quake | Dragon Queen uses her currently active elemental powers to activate Dragon Quake. This initially causes cracks to appear in the ground in front of her as green light pours out, indicating where this attack will happen, before a second later, stone spikes erupt out of the ground in a row in front of her, dealing very high damage and vertical knockback to any foe that doesn't get out of the way in time. It has good horizontal range and very high power but due to the charging phase, opponents do get a brief warning as to where this attack will happen, letting them easily avoid it if they think quickly enough. If this attack is used in the air, the target area is changed from next to Dragon Queen, to instead being directly below her. |
Up Special: Tail Tornado | Dragon Queen flies upwards as she extends her wings, granting her vertical recovery and allowing this attack to be angled to the left or right. While flying, she will spin her tail, creating a tornado projectile that travels downwards very quickly, knocking back any foes it hits. Furthermore, if the tornado reaches the ground, it will then travel left or right, blowing fighters upwards while dealing damage. Dragon Queen, meanwhile, becomes able to glide after ending her ascent, granting her extra aerial mobility. This attack does not change depending on her currently active elemental power. |
Down Special: Dragon's Geode | Dragon Queen uses her currently active elemental powers to activate Dragon's Geode. This causes a large, rounded boulder to rise out of the ground below her, which can be used as an barrier for her to hide behind as it absorbs all damage taken from short-range and long range attacks. However, this boulder also functions as a sort of explosive, as if it takes enough damage, it will crack open, sending flying shards of green crystals in all directions and dealing massive damage. Alternatively, Dragon Queen can manually cause the boulder to explode by using her down special again and creating a new one in a different location. This attack is very versatile with both offensive and defensive uses, but is held back by its extremely slow startup. |
Fan Finisher: Elemental Loyalty | Upon using her Fan Finisher, Dragon Queen flies up to the center of the screen, becoming invulnerable to all attacks as she does so, then, she will call out as four serpentine dragon spirits appear in the background, circling behind her. These four dragons, the embodied spirits of her ancestors, will each perform an attack on the stage, one after the other. First, the red fire dragon spirit will create quick successive vertical bursts of fire, progressing from one side of the screen to the other as each burst deals heavy damage and upwards knockback. Next, the light blue dragon will produce a strong, blisteringly cold wind that pushes opponents across the screen while having a chance to freeze them solid. Next, the electric dragon will frantically fly around, shooting fast-moving, erratic lightning bolts that bounce between the sides of the screen dealing heavy damage. Finally, the green dragon will create an earthquake, tripping grounded fighters before summoning stone spikes out of the ground to deal heavy damage and knockback. After this, the four dragons disappear and Dragon Queen returns to the ground, now able to fight and take damage again. |
Fractus
Neutral Special: Mineral Winds/Smoke Winds | Fractus's neutral special alternates between two different attacks each time it is used. The first time it is used, Fractus will use Mineral Winds. This attack creates a powerful gust of sandy wind which travels forwards from her over a fairly short range, pushing back the enemy and dealing moderate damage to them over time. The second time it is used, Fractus uses Smoke Winds, which creates a gust of purple poisonous wind over a large area - this deals less damage than Mineral Winds, but has a much larger area of effect and inflicts targets with poison, causing them to take residual damage over time after they're hit. |
Side Special: Menhir | First standing still, Fractus fabricates a stone club, then lunging forwards a considerable distance with it in hand, and swiping in an overhead arc in the direction of the side special's input. The club moves quite slowly and is hard to land accurately due to the attack being very slow to start up, but it deals massive damage and knockback on a direct hit, and is able to hit several foes at once. A hit is devastating, dealing upwards of 40% damage, but a miss will leave Fractus exposed briefly afterwards. |
Up Special: Rising Winds | Fractus extends her wings and creates a gust of Mineral Winds from below her, shooting her upwards through the air in a spiralling motion. This spiral will damage and knock back any foes that Fractus hits during her ascent. Furthermore, once this attack is used, Fractus enters a gliding-like state with her wings extended, where she is able to slowly fall while gliding left or right. While a very effective recovery, its damage is somewhat lacklustre and the recovery can easily be stalled by foes attacking her during the process. |
Down Special: Meteor Fall | Her signature attack, Fractus begins to form a giant rock above her head when this attack is used. This can be held to increase the rock's size using Fractus's Mineral Winds, in a charging phase can be held for about 5 seconds, at which point the rock will become too heavy for her to hold and she will drop it, dealing no damage and stalling her significantly. However, if the attack is released manually before this happens, Fractus will slam the rock down on the ground where she is standing. This deals massively high damage to foes that are within a very close proximity to Fractus - additionally, when the rock is shattered on impact, chunks of rock go flying in all directions for a short distance, dealing less damage but granting some extra utility to the attack. This attack increases in power the longer it is charged. |
Fan Finisher: Petrification | When activated, Fractus's Fan Finisher unleashes a highly powerful blast of Mineral Winds across the stage, instantaneously petrifying all on-screen fighters by turning them to stone. While in this state, the targets will be unable to move and will take a small amount of damage every second, meanwhile Fractus is able to freely attack her vulnerable foes. If she is able to deal enough damage to a target within this time, she will be able to shatter the target's petrified state, which instantly KO's them - this takes a long time to do, however, and Fractus will generally struggle to do this to more than one opponent before all targets automatically revert to normal. |
Kotomo Trainer
hailing from the island of Heiwana, Kotomo Trainer is an adventurer capable of taming Kotomo species, who recently began work studying the isle and its various species under the request of their father, Professor Woodrow. On their own, Kotomo Trainers are regular humans who lack any real abilities, though in a land as harsh as Heiwana, they thankfully have the help of Kotomo to fight. In Fantendo Smash Bros. Soul, the Kotomo Trainer appears as Ciela, the female protagonist from Kotomo, by default, however other protagonists such as Chris, Levi, Grace, Cameron and Colleen can be selected as alternate costumes. There are three Kotomo species that the Kotomo Trainer has at their disposal in battle, all of which have different attacks. These can be switched between at any time using their Down Special, which gives the player the option to choose which of the other two Kotomo to switch into. The first of the three available Kotomo is Synax, the Empathic Kotomo, who is the a Psychic-type starter Kotomo. It's able to use its psychic powers to swim though the air, using its sensitive antennae which are packed with special nerve endings to understand its environment. Synax is the smallest and lightest of the three available Kotomo, being very floaty and having fast yet not overly powerful attacks. The second available Kotomo is Taikoni, the Ogre Kotomo, which is an Electric and Melee-type. Its body has three electricity-generating organs, allowing it to create massive amounts of power at high voltages. Taikoni, being the heaviest of the three Kotomo, adopts a slow but heavy-hitting close range attack style, with their attacks packing an incredible punch but lacking effectiveness outside of a very short range. The third Kotomo is Aliril, the Elegance Kotomo and a Metal-type. Aliril is able to create a magnetic field around itself to repel attacks, and it takes great pride in its appearance. In battle, Aliril is a middleweight fighter with mediocre attack power but very high movement speed. |
Synax
Taikoni
Aliril
Neutral Special: Psi Ray | When used intially, Synax will begin charging a ray of psychic energy, which will be released as a horizontal beam of light across the stage when released. The longer the Psi Ray is charged, the more powerful it will become. A Psi Ray that is charged for longer travels further across the stage, deals more damage, and is capable of piercing more targets. |
Side Special: Psi Burst | A basic attack where Synax releases a wave of pulsating psychic energy - the energy wave travels a short distance in front of them, dealing damage to any target it hits before dissipating in mid air. While lacking in range, it is a fast attack with decent damage - it also has the added effect of doing increased damage to the opponent if they are shielding, making it useful to wearing down the target's shield when they are in a defensive state. Furthermore, there is a brief period of time during the attack where it deals extra damage and has a chance to confuse the target for a few seconds, briefly reversing their control inputs. |
Up Special: Clear Mind | Synax adopts a meditative stance, briefly standing still, before instantly teleporting upwards. The direction of teleportation can be angled to the left or right by a margin of about 45 degrees each way. After teleporting, Synax will automatically deal damage to any foes within close proximity of their teleportation destination, however they won't be able to perform any other attacks until reaching the ground again. |
Down Special: Kotomo Switch | The Kotomo Trainer calls back Synax, who retreats from the battle into the background as another Kotomo of the player's choice - either Taikoni or Aliril - takes their place. This transfer happens almost instantaneously, though there is a brief delay during which the two Kotomo switch places. If either are attacked during this time, the switch is delayed slightly, meaning it is important to time this move well to avoid being caught out by the opponent. |
Fan Finisher: V-Energy | Upon activating their Fan Finisher, Synax begins to glow gold as a V-Energy meter appears at the top of the screen. The player is able to fill up this meter by dealing damage to opponents - during this time, Synax's attacks become 25% more powerful. If the player is able to successfully fill the meter in the allotted time, the active Kotomo will then perform a powerful V-Move. In Synax's case, the V-Move fills the stage with rapidly-moving psychic energy vortexes that zigzag across the screen. Opponents hit by these vortexes will take heavy damage and knockback while also having their control inputs reversed for the duration of the Fan Finisher. If the player is unable to fill up the V-Energy meter, however, the V-Move will not be performed and the Fan Finisher will end prematurely. |
Neutral Special: Bash | A slow but powerful close-range attack where Taikoni jumps into the air before throwing their weight down at the ground. Opponents directly next to Taikoni when they use this attack will take massive damage and will be buried in the ground, briefly unable to move, however due to how slow this attack is and its extremely limited range it can be hard to pull of successfully. Bash has the added effect of creating small ripples in the ground after it is used, which travel for a short distance to the left and right of where the attack is used, dealing minor damage. |
Side Special: Arc Lightning | Raising their fists into the air, Taikoni produces an upwards-aiming arc of electricity which targets onto the nearest fighter, dealing moderate damage. Despite its starting lag, the lightning travels has very good horizontal reach in the direction it is used, and travels extremely quickly, making it hard to dodge as a result. If there are multiple targets in range, the lightning arc has a chance to hop between multiple targets, dealing damage to all of them. However, the more targets this attack hits, the weaker it becomes overall. |
Up Special: Spark | Taikoni produces a large spark of electricity directly below themselves, which launches them high into the air. The spark deals massive damage to foes it touches, but it dissipates shortly after launching Taikoni into the air. Once airbourne, Taikoni is able to move left or right, and their momentum will deal high damage and knockback to any foes they come into contact with. However, Taikoni is unable to cancel this attack after being launched and must wait until they have reached the ground again before doing anything else. |
Down Special: Kotomo Switch | The Kotomo Trainer calls back Taikoni, who retreats from the battle into the background as another Kotomo of the player's choice - either Synax or Aliril - takes their place. This transfer happens almost instantaneously, though there is a brief delay during which the two Kotomo switch places. If either are attacked during this time, the switch is delayed slightly, meaning it is important to time this move well to avoid being caught out by the opponent. |
Fan Finisher: V-Energy | Upon activating their Fan Finisher, Taikoni begins to glow gold as a V-Energy meter appears at the top of the screen. The player is able to fill up this meter by dealing damage to opponents - during this time, Taikoni's attacks become 25% more powerful. If the player is able to successfully fill the meter in the allotted time, the active Kotomo will then perform a powerful V-Move. For Taikoni, their fists become surrounded by electricity as they unleash a rapid flurry of powerful punches, creating lightning bolts and shockwaves that surge horizontally across the screen from them. Opponents within close proximity to Taikoni will take massive damage from the punches, while opponents that are further away will be hurt by the lightning and shockwaves. If the player is unable to fill up the V-Energy meter, however, the V-Move will not be performed and the Fan Finisher will end prematurely. |
Neutral Special: Magnetic Field | Standing still, Aliril aims their horns to the air and produces a field of electromagnetic energy in a radius around them, which appears as a circle of energy. This energy field repels projectiles and deals minor residual damage to foes inside the circle, however as Aliril is vulnerable while using this attack, they are still suspectible to close range attacks from fighters than enter the energy field. This attack can be held for as long as the player desires with no negative effects. |
Side Special: Metal Bash | Aliril adopts a charging stance as their horns gleam, aimed forwards in either the left or right direction. When the attack is released, they will charge across the stage, dealing damage and knockback to any foe they hit. After hitting a foe, the attack ends. If the target is hit at close range, they will take heavy knockback but minor damage. However if they are hit at long range they will take minor knockback and heavy damage. |
Up Special: Gravity Flip | Via the use of a magnetic pulse from their horns, Aliril temporarily reverses their own gravity, causing them to fall upwards for several seconds. During the upwards freefall, Aliril is able to use other attacks and even gains an extra double jump, the second one causing Aliril's gravity to revert to normal. After Aliril's gravity returns to normal, either manually via the second jump or automatically after a few seconds have passed, they will fall helplessly unable to attack until they reach the ground. |
Down Special: Kotomo Switch | The Kotomo Trainer calls back Aliril, who retreats from the battle into the background as another Kotomo of the player's choice - either Synax or Taikoni - takes their place. This transfer happens almost instantaneously, though there is a brief delay during which the two Kotomo switch places. If either are attacked during this time, the switch is delayed slightly, meaning it is important to time this move well to avoid being caught out by the opponent. |
Fan Finisher: V-Energy | Upon activating their Fan Finisher, Aliril begins to glow gold as a V-Energy meter appears at the top of the screen. The player is able to fill up this meter by dealing damage to opponents - during this time, Aliril's attacks become 25% more powerful. If the player is able to successfully fill the meter in the allotted time, the active Kotomo will then perform a powerful V-Move. Aliril's V-Move sees them hop towards the center of the stage before producing a repeated series of electromagnetic wave pulses which travel outwards across the whole stage, dealing moderate but unavoidable damage to all opponents. If the player is unable to fill up the V-Energy meter, however, the V-Move will not be performed and the Fan Finisher will end prematurely. |
Vessa
Neutral Special: Push | Vessa conjures a spectral hand either to her left or right, depending where she is facing, which can totally block attacks and projectiles from that angle for a few seconds. The hand will disappear if it takes too much damage, but by using the neutral special button again, the hand will quickly rush forwards, pushing nearby targets away from Vessa but not dealing very much damage. The spectral hand is about as tall as Vessa is, and although it moves quickly, it has moderate starting lag making it less than ideal in intense situatins. |
Side Special: Fire | A basic spell where Vessa casts and holds a horizontal burst of orange flame in the direction the attack is used, which deals heavy damage to foes that it hits but has limited range. While being held, Vessa can slowly angle this flame burst in any direction around her to hit the opponent from any angle. This attack can be held for quite a long time, though the longer it is held, the shorter its range will become as the flames begin to flicker, eventually fading away into smoke. |
Up Special: Whirl | Vessa summons a mini tornado at her feet, which, spinning rapidly, launches her upwards through the air. The mini tornado will remain at the place it was summoned for a few seconds afterwards, causing any opponents that walk into it to take damage and be thrown backwards. After being launched, Vessa is unable to do anything until she reaches the ground again. A few seconds after, the tornado will disappear. This attack cannot be used so long as a pre-existing tornado is present, acting as a sort of cooldown for this recovery. |
Down Special: Spell Select | When Vessa uses her down special, the travelling mage Gregorio will appear at her side, and a small menu of 5 different attacks appears overhead. While standing still, Vessa can choose between these five different attacks using the left control stick and selecting one with the special button - alternatively, if two seconds have passed and Vessa hasn't selected an attack, she will automatically use one at random. The attacks that can be selected are shown below:
A defensive spell where Vessa conjures a protective aura around her, which lasts for 3-4 seconds after use. This aura will heal Vessa's damage percentage by a small amount, approximately 1% restored each second. Furthermore, while the aura will not damage foes, it will absorb any projectiles that hit Vessa during this time, rendering her highly resistant to long-range attack. Vessa is also able to use other attacks for the brief duration of her heal spell. Vessa creates a magical snowflake projectile, which slowly travels forwards before fading after a few seconds have passed. The projectile is very large and moves slowly, making it reasonably easy to dodge, however if a foe is hit by it, they will take damage and be frozen solid. This attack is slow to perform due to its starting and ending lag, but a well-timed one can serious stall the opponent's momentum and allow Vessa to get a large amount of damage off. Vessa casts a spell which creates a brilliant aura of light in a short radius around her. Foes that are closer to Vessa will take more damage when this happens, while foes that are further away will take less damage. At extremely close range, Dazzle has the potential to stun opponents. Like most attacks with the potential to stun, Dazzle isn't particularly reliable or fast, but its wide area of effect means that it can be an effective way to dealing damage to foes that utilize close-range combat. Vessa quickly casts a spell which causes a ring of crystal spikes to jet out from the ground around her, launching foes relatively far and dealing decent damage. So long as Vessa remains still, these crystal spikes can remain indefinitely, though during the process she will be vulnerable to long-range attacks. Additionally, the spikes will shatter if attacked, making Vessa vulnerable. Vessa summons a magical bomb in her hands and proceeds to throw it forwards in an arc, either to her left on right. On impact with the ground or an opponent, it while explode violently, dealing very high damage to anything unfortunate enough to be within its blast radius. By holding the attack, Vessa can launch the bomb further, but due to its weight it is easily affected by gravity and will very rarely go that far. |
Fan Finisher: Void | An extra powerful spell where Vessa casts a large void at the centre of the screen, which proceeds to draw in all fighters and items on the stage with an incredibly strong attractive force. Although some players further away from the centre of the screen may be able to escape the void's pull, they will have a difficult time in doing so. During this time, Vessa is able to freely move around the stage and attack her foes that have been drawn in by the void, and if she deals enough damage, the void will explode in a brilliant supernova, dealing massive damage to anyone unfortunate enough to have been trapped inside. |
Meta-Form
Neutral Special: Charge Punch | Standing still, Meta-Form pulls back a fist and begins to charge up energy in it as long as the button is held. When the button is released, he unleashes the punch, which lacks range but deals heavy damage. The longer the punch is charged, the more powerful it will become and the more range it will have, of course this has the downside of requiring longer to set up. Furthermore, in Meta-Form's different forms, Charge Punch has different added effects when fully charged:
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Side Special: Dual Swords | Meta-Form transforms both of his arms into swords and performs a spinning pirouette while moving forwards in the direction this attack is used in. While spinning, Meta-Form is highly resistant to other attacks and foes that he runs into will take damage from the swords. The downsides to this attack are its limited range and slow start-up. There are also some different added effects when this attack is used in different forms:
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Up Special: UFO Form | Meta-Form transforms into his UFO form and rises upwards into the air. While rising, he can direct to the left or right, direct it upwards to speed it up, or direct it downwards to slow it down. The UFO will not deal damage to enemies but grants a lot of vertical distance. After a few seconds, he will transform back out of UFO form and fall back down towards the ground, being unable to use any other attacks until grounded again. While in UFO form, Meta-Form will retain the properties of his currently enabled form if he has one, and additional effects will be granted.
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Down Special: Sum-hotto | Meta-Form turns one of his arms into a laser cannon and shoots out a damaging laser beam. A fairly large but slow-moving projectile, the laser beam will deal explode on impact with an enemy or surface to deal heavy damage. Alternatively, Meta-Form can hold down this attack to fire out an uninterrupted solid laser beam, which deals damage each second to any foe caught in its radius. Like his other specials, this attack gains added perks based on Meta-Form's current form.
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Fan Finisher: Bazooka-Cubey | Meta-Form must first attack an enemy to activate his Fan Finisher. When this happens, the target will be frozen in place as Meta-Form calls for his best friend and assistant, Cubey, to assist him. Together, he and Cubey then perform Bazooka-Cubey on the opponent, gathering up large amounts of energy before unleashing it all through Cubey in a super-powerful blast, which deals massive damage while also hurting any foes that happen to be within a close radius to the selected target. |
Squav
Neutral Special: Exulbore Beam | A two-part attack, beginning with Squav swinging Exulbore in front of him in a basic motion. This will deal decent damage to foes at very close range, but the main use of this attack is in its secondary effect. Once Squav swings his sword, it will send out a sword-shaped projectile made of pure light, which travels forwards at high speeds and can pierce enemies while dealing damage. This attack is very fast to use and amazing as a spammable, reliable projectile, even if its damage is a little mediocre. |
Side Special: Forest Flurry | A chargeable attack which activates onces released. With his sword in hand, Squav runs forwards, repeatedly swiping the air as he dashes. He will travel quite far using this attack, and the distance travelled and speed at which he runs can be increased by charging this attack for longer. Foes hit by Squav during his swiping dash attack will likely take damage several times and receive significant knockback. Useful for both offense and mobility, Forest Flurry can also be used in mid air to help Squav move around the stage faster, however Squav will stumble if he doesn't hit a foe during his dash, causing moderate ending lag and making this a high-risk, high-reward type of attack. |
Up Special: Uppercut | Squav leaps upwards, Exulbore drawn, and performs an upwards slash with it as he jumps, dealing high damage if he comes across a foe while doing so. This grants Squav a decent, albeit slightly mediocre, amount of vertical recovery, though this attack's main strengths lie in its very quick use speed, good range and attack damage. If he does hit a foe with Uppercut, Squav will gain a little more vertical distance, but he will still be left vulnerable afterwards and won't be able to attack again until he reaches the ground. |
Down Special: Light Counter | So long as this attack is held, Squav will hold out Exulbore in a defensive stance in front of him. During this time, Squav will deflect any projectiles that come his way. Furthermore, if he times the attack well, he can use this to perform a counter against melee attacks, dealing massive damage in retaliation. Though he can hold this attack for as long as he likes, he won't be able to move while in this defensive state, and he will still be vulnerable to attacks from behind. Furthermore, this move's ending lag punishes excessive use, making it best to be only used when the player is sure they will be hit by an attack. |
Fan Finisher: Avacorn Obliteration | Squav temporarily gains the ability to rapidly throw giant Avacorns, which once thrown, will bounce around the stage at high speeds. Approximately 10 Avacorns can be deployed at maximum, and they will deal heavy damage and knockback if they hit an opponent. Due to the high number of Avacorns bouncing around the stage, opponents are likely to be constantly thrown around by them while taking massive damage. After all of the Avacorns have been thrown by Squav, he will then tap on his amulet, causing all of them to explode releasing light energy and damaging opponents for high damage if they're close to one. This effectively ends his Fan Finisher, allowing him to continue battling while his foes have likely been blasted off-screen. |
Hein
Neutral Special: Nocturnal Disc | When using Nocturnal Energy, Hein will perform Nocturnal Disc, holding his hands out in front of him as he fires a sphere of Nocturnal Energy through the air. A basic projectile attack which sees the sphere shoot through the air until it hits an opponent or naturally fades away after covering a certain distance. The energy sphere will deal moderate damage to the target it hits, and since the sphere moves very quickly through the air, it can be difficult to dodge. When his Nocturnal Energy has depleted, Hein will use Skeleton Scythe, a slow, short-range swing attack using his signature scythe which deals heavy damage and knockback to foes within close range. Each time this attack is used, Hein will use one of his different scythes, alternating between the Skeleton Scythe, Blood Slicer, Ghoul Reaper, Operating Surgeon and Majestic Unicorn. All of the scythes function identically, however. A successful hit will also drain a small amount of HP from the target. |
Side Special: Nocturnal Wisp | When using Nocturnal Energy, Hein will perform Nocturnal Wisp, launching a slow-moving will-o-the-wisp projectile which deals light damage to foes it hits. However, the real attack happens about 2 seconds after the wisp is launched, as it will then explode and transform into a miniature black hole, sucking in nearby enemies and items and dealing damage to them. The explosion will deal moderate damage, though the black hole is used more for controlling the enemies' movements rather than dealing damage, thus it is rather weak and slightly on the slow side. When his Nocturnal Energy has depleted, Hein uses his Root Whip, a melee attack that covers a very long range. Foes hit by Hein's root whip will take repeated damage from the thorns, while also being pulled towards Hein. If the opponent attacks repeatedly, they may be able to escape from the whip, but if not, they will be dragged towards Hein where he'll then be able to try and attack them. This attack has a solid amount of ending lag though, meaning the timing for landing a combo takes a lot of getting used to. |
Up Special: Nocturnal Levitation | When using Nocturnal Energy, Hein performs Nocturnal Levitation, surrounding himself in Nocturnal Energy in order to briefly make himself rise through the air. This is the more useful of Hein's recoveries in terms of vertical distance covered, and it has the added perk of dealing damage to any foes Hein collides with on the way. However, he rises somewhat slowly, leaving him vulnerable to enemy attacks which can stall or even cancel his recovery. When his Nocturnal Energy has depleted, Hein will perform Salto Scythe, a spinning jump where he holds out his scythe to deal repeated hits and heavy knockback to foes within close range. The attack doesn't last long and doesn't give Hein very much height, but it's useful for quickly dealing damage to close range opponents. It will also increase with power and knockback over its short duration, dealing more damage near the end of the attack than at the beginning. |
Down Special: Nocturnal Pentagram | When using Nocturnal Energy, Hein performs Nocturnal Pentagram, conjuring a series of five orbs of Nocturnal Energy above him, which form a pentagram shape before automatically firing off in the direction of the nearest enemy. Though slow to use due to the start up, it will lock onto an enemy and fly in a straight line in their direction, meaning Hein doesn't have to aim. The orbs also move quite quickly through the air, meaning slow characters will have a difficult time dodging them and will be unlikely to avoid taking heavy damage. When his Nocturnal Energy has depleted, Hein performs Morning Star, throwing out a giant spinning shuriken projectile which flies through the air a short distance, before returning back to him. It deals heavy damage, but moves fairly slowly for a projectile's standards and has fairly limited range. That being said, any opponent hit by it is likely to be hit twice as they will also be hit during the projectile's return to Hein. |
Fan Finisher: Nocturnal Reaper | Hein uses his Nocturnal Energy to summon the Nocturnal Reaper, the Grim Reaper of Dark Woods. With a blast of Nocturnal Energy, the screen turns very dark and all opponents will be drawn towards the center of the stage where the Nocturnal Reaper is stood in waiting, before he swings a nocturnal scythe to deal massive damage to them. If used against only one opponent, this will be a guaranteed one-hit KO, though the attack's power decreases the more targets it's being used again. Throughout the duration of the Reaper's summoning, Hein becomes invulnerbale to all damage and can use his own attacks against opponents while they are being attacked by the reaper to deal extra damage. After the attack, the Nocturnal Reaper disappears and the screen returns to normal. |