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Smash Bros Wii U and 3DS

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Link to original post: [drupal=4382]Smash Bros Wii U and 3DS[/drupal]


This place became a placeholder for some posts :p

Anyway....

Toad

"I'm the best!"
Toad, the loyal servant of Peach joins the brawl!


Playlist:
Super Mario Galaxy - Toad Brigade
Luigi's Mansion - Toad's theme
Mario Party 4 - Toad's midway madness
Mario Sports Mix - Toad Park

Mario Kart Wii - Toad factory
Mario Strikers charged - Toad's theme
Wario's Woods - Versus


Introduction:

Toad (Also known as Kinopio) is one of the main protagonists in the Mario series. Just like Yoshi, he is a singular character from the other toads. His debut started out with Super Mario bros. which became famous world wide then he was one of the playable characters in Super Mario bros. 2. He's been a tutorial type character and item keeper since Super Mario Bros. 3 until Super Mario Sunshine. In Super Mario Galaxy 1 and 2, he is the trusty Toad Brigade captain (Wearing a red vest) who guides and helps Mario in the quest to gather the power stars and to save Princess Peach. He becomes a playable character in New Super Mario Bros. Wii (Blue Toad and Yellow Toad) and in New Super Mario Bros. Mii. He also appears in Luigi's Mansion 2 as a companion to Luigi through out the adventure. He's also appeared in various spin off titles in Mario plus he had his own game, Wario's Woods, where in he was the main protagonist. Toad is known for being important and iconic to the series along with Mario, Luigi, Peach, Wario, Bowser, Yoshi and Donkey Kong despite his roles compared to the other 7. He's been one of the most celebrated characters in Mario's 25th anniversary.


Stats:

Toad is known for his quick speed and superhuman strength that surpasses even Mario and Luigi's! Unfortunately, his size and weight make him easy to KO however which also shortens his range. However, his moves are heavily based on his ability to use mushrooms and spores to his advantage in the battlefield. He also has some items that can buff or add new effects to his attacks. He has a lot of ways to keep away and to rack up damage using his array of projectiles, traps and defense tools.


WEIGHT:

SPEED:

SIZE:

JUMP:

RANGE:

AIR MOBILITY:

FALLING SPEED:


Wall cling: Yes

Wall run : Yes (While clinging, move the control stick at any direction (Depending on where you are clinging on) to run on the wall

Crawl: No


Some things you should know

The colors of the font symbolize.....

Normal ground attack
Normal aerial attack
Grab/Throw
Spore attack
Mushroom attack
Shockwave attack

As for the KO %, assume the enemy does not DI and the weight of the enemy is the same as Mario's.


MOVESET

Specials


Neutral special : Item swap

Toad pulls out an item. Each item has a different effect to his standard attacks, mushrooms and spores. You'll get to see how the mushrooms look like during the effect once we reach the smashes section. As for the spores, go see the forward special. To use the item, click the A button. The effect wears off in about 30 seconds. If you want to stop using the "effect of the mushroom", then click A again.

The rotation is as follows:

Super mushroom
-> Golden mushroom -> Mega Mushroom -> Life mushroom

Super mushroom



Golden Mushroom



Mega Mushroom



Life mushroom



Forward Special : Spore shot

Toad shoots out a ball of spore with medium priority. Without any item effect, it deals only 9% damage and it tracks the enemy at medium speed (Ganondorf's speed). Toad can make the spore shot bigger by attacking it with one of Toad's attacks involving spores. The bigger it is, the higher it damages. These spore attacks' damage though does not affect the size. It still makes it grow normally. Each time the spore shot grows, the damage increases by 2% and the knockback obviously increases (I won't be specific with what the knockback of the move is if it became "bigger" than the usual size. Good luck finding that out by yourself.... Just judge it by the damage). If you want it to be at its max size then use Toad's spore based attacks 10 times. Although, this fact seems sort of useless when it comes to the golden mushroom form of the spore shot. The knockback of the normal spore shot is low. It kills at 240%.

Super Mushroom version: Spore mine

Picture 1 : Mid air, Picture 2: On ground

Toad's spore shot acts as a mine. Yes. It can be used in mid air. It's flat on ground when Toad uses it on the ground. If the enemy steps on it, the spore trap emits spores that deal 11% damage to the enemy. Oh yeah. You can also put 3 of these spore mines at the same time. They last for around 13 seconds. If you want to detonate them manually, just input forward and hold B. They do not damage Toad. Like what I said before, you can make the spore mine bigger by attacking it with any spore based attack. It has good knockback and it's capable of killing at 145%.

Golden mushroom: Spore spread shot

Picture 1 : Base form, Picture 2 : Spread

Toad's spore shot travels extremely fast. It travels at one direction though but that depends which enemy is the nearest and where is the enemy. This spore shot can only travel from a certain range just like Fox's lasers. Although, once it reaches it range limit, it scatters into 8 small balls of spore and scatters around in a distorted motion. Each of the small spore shots deal 5% damage. Also, if the spore shot hits the enemy and at the same time, it remains in it's normal base form, it deals 9% damage PLUS it will scatter so that's some additional damage. This form of the spore shot though is affected by spore based attacks but are you fast enough to hit the spore shot with an attack? The knockback is extremely weak and... it can't kill.

Mega mushroom: Giant spore shot

His spore shot are as big as bowser and it tracks the enemy. It deals 17% damage although if you make it bigger, imagine the incredible damage and knockack... And most importantly, THE SIZE! Shielding the attack is kind of useless. Well, it deals a lot of shield damage so if your using a character with a small shield then your shield will most likely break. It's capable of killing at 125% with out any growth effect.

Life mushroom: Defense spores

Toad infuses himself with protective spores. Toad takes lesser damage than the usual (-2%). Unless the damage of the attack is 2% or below, the damage remains the same.


Downward special : Mushroom manipulate

Toad raises his hand upwards. Notice that he is holding a small mushroom. While Toad is doing that, you have access to manipulate the small mushroom into a useful tools. Click B to make Toad put his hand down and go back to fighting! Here are the 3 other options other than that:

Forward

Toad manipulates the small mushroom into a mushroom charger in front of him. He can put it in mid air also. He can put a max of 3 mushrooms chargers. Enemies can also interact with the mushroom charger. You can rotate the mushroom charger. While your holding analog forward or backward, move the analog at any direction to rotate the mushroom charger. In the air while rotating, you'll fall SLOWLY. As in, even slower than Jigglypuff's falling speed. Once you rotated it, that's the last time you can rotate it until it disappears of course which takes about 15 seconds. If you're making the mushroom charger face down while it's near the ground, then you'll just make yourself hit the ground. Note that this move has high priority and it will clash through any projectile with out even haltering although melee attacks are a different story. It deals 12% damage and it can kill at 138%. To destroy it, you need to rack up 19% damage. It applies also for the other versions of this attack.

Downward

Toad manipulates the small mushroom into a rotating mushroom block. Remember that block from those mushroom levels in Mario Bros? That's it alright. You can't make it grow and it can't smash (Squish) opponents or something like that. It's as fat as umm.... 3 kirbies and it's as tall as ganondorf.. You can only summon one mushroom block. To destroy it, you need to rack up 35% damage. Then again... It applies also for the other versions of this attack.

Upward

Toad manipulates the small mushroom into a mushroom platform. Yep. That's right. Remember those levels in Super Mario Bros. with the mushroom platforms? That's what I'm talking about. Their height is as tall as maybe 2 ganondorfs. You can stand on these things just like in Mario bros. You can also make it larger by feeding it with spore based attacks. If you want it to be at its max size then use your spore based attacks 5 times on it. You can only summon one mushroom platform. To destroy it, you need to rack up 55% damage...... Oh and for the third time, It applies also for the other versions of this attack....

Super Mushroom

Mushroom charger

While Toad bounces on his mushroom charger, a spray of spores come out from the back of the mushroom charger which damages 8% making it effective as a tool for Toad to run or retreat from the enemy. It has really weak knockback and.... it can't kill.

Mushroom platform

Picture 1 : Growing....., Picture 2 : Shrinking
The mushroom platform grows taller (4 ganondorfs) and (1 Ganondorf) smaller randomly. Yup. That's all.

Mushroom block

The mushroom block has a track to follow. The track is as thick as 1/4 of battlefield and it's as tall as 4 ganondorfs.

Golden Mushroom

Mushroom charger

This is where it gets reeeaaaallly crazy. When Toad jumps on the mushroom charger, the charger automatically aims at the charger built after it then blasts him there then so on and back to the 1st then 2nd then if there is, the 3rd one where in Toad has the same travel speed as the usual (The mushroom charger with out any effect). If there's only one mushroom charger then you will be blasted to whatever direction it's facing and.... you'll most likely get killed. Why? When Toad bounces of the charger, the travel speed is DEMONIC (As fast as Captain Falcon). So if you're planning on use a golden mushroom with the mushroom charger, place 2 chargers or 3. Still has the same damage and knockback.

Mushroom platform

The mushroom platform randomly wobbles. The wobbling shakes off the enemies but it does not do any damage. Also, Toad cannot be shaken off the platform.

Mushroom block

The speed of the rotation is extremely fast (Captain Falcon speed). Not even Sonic can stay on the block for a long time.

Mega mushroom

Mushroom charger

It's now chargeable. While charging, you can't flinch against attacks but you will still take damage. You can't even get grabbed out of it. It can deal from 17% - 34% damage. Also, a spray of small spore shots is scattered in front of the mushroom. Each small spore shot deals 4% damage and of course... IT CAN'T KILL.

Mushroom platform

Picture 1 : Mushroom mountain, Picture 2 : Climb Mario! Climb!, Picture 3 : Collapse.....

Mushroom platform? More like.... MUSHROOM MOUNTAIN! Toad summons a mountain below. The starting however of this attack is really SLOW. As in... As slow as a warlock punch. The mountain is as is big as The mountain can also release a cloud (Maybe a fog) of spores come out and deal 2% damage per second. It will release a cloud of spores if you hit/attack the mountain with a spore based attack 10 times. Enemies can climb the mountain but it's not easy especially with you distracting them. It takes quite a long time to finally reach the top (4 seconds without stopping). After 12 seconds, the mountain will begin to collapse and fall to either the left or right direction... The collapse can attack you and the enemy. It deals 30% and it's capable of killing at 65% so watch out.

Mushroom block

The mushroom block becomes extremely big. It's as long as 4 kirbies and as tall as 2 ganondorfs. The starting though is slow (As slow as 1/2 of Ganondorf's u-smash frames/speed).

Life mushroom

Mushroom charger

You don't bounce on it anymore. Instead, the mushroom charger emits power spores that increases your damage by 2%. Enemies can also benefit from this.

Mushroom platform

Arrrrgghhh. The Toad house looks terrible... Sorry :<

It's not a platform anymore... It's a Toad house! Toad gets in the house and takes out a random item. Enemies can also get inside the house to get a random item. The house stays there for about 5 seconds.

Mushroom block

Toad summons a green mushroom block. The green mushroom block is quite small compared to the other mushroom blocks. It's only as big as Bowser. It actually moves as fast as Zelda towards indirect spore attacks. Toad can move the block by attacking it.


Upward special : Mushroom trampoline

Toad summons a mushroom trampoline below him which disappears right away right after Toad bounces on it. Toad can deal 10% damage while he's rising plus it has low priority. This is Toad's standard recovery.

Super mushroom : Higher bounce

Toad bounces higher than usual......... Umm.... That's all...

Golden mushroom : Propeller follow up

After bouncing, Toad pulls out his yellow propeller cap and flies upwards! The propeller deals 2% per hit. He can also drill downwards which deals 4% per hit also and it also works as a semi spike meteor smash. It has low priority.

Mega mushroom : Spore rocket

Toad bounces BUT he does not enter into a helpless state yet. Toad opens his palms and puts his hands down then he rockets upwards using his spores. The spores deal 16% damage. Toad's head deals 13% damage. This move has high priority. Aim wherever you want to boost to!

Life mushroom : Second recovery

Picture 1 : Toad's helpless, Picture 2 : But he can recover again!

Well.... It actually works normally.... BUT WAIT! When you're in a helpless state, YOU CAN DO IT AGAIN! .......... That's all.


Attacks

Neutral attack : Use item/Remove effect

Toad uses or consumes the current item selected in his neutral special. If you want to remove the effect of the item consumed, then click A again. Toad will release out the effect through spores that come out from his head. As said in the description of the neutral B, the effect lasts for 30 seconds.


Dash attack : Mushroom shield

Toad bashes the enemy with his mushroom. Basically, it acts like a shield. It has high priority and it deals 8% damage.... Which obviously means that it has weak knockback. It kills at 175%....

Hold it... It's not over yet...

If you hold A, Toad will keep holding the shield. Move the control stick around to aim Toad's shield. He can hold it for 5 seconds and it's INDESTRUCTIBLE.

Super mushroom : Spore blow

Toad's shield emits spores that blow away the opponent. It does not do any damage but it deals moderately good knockback and it can kill at 138%.

Golden mushroom : Spore rain

After charging with his shield, Toad aims his shield upwards and shoots out 7 spore bullets that rain on the enemy. The spore bullet deals 3% damage.

Mega mushroom : Mushroom rocket

Toad's shield flies off and tracks the enemy. It deals 13% damage and it can kill at 130%. It still has a high priority since it's just a shield rocketing towards an opponent...

Life mushroom : Plant

Toad plants the mushroom shield on the ground.... That's it... I guess.


Forward tilt : Mushroom turret

Toad summons a mushroom in front of him. The mushroom fires spore bullets that deal 3% damage to the nearest enemy. It shoots out 5 spore bullets (Not simultaneously) each 1 second. Use your D-tilt on it to power it up. Notice that if the mushroom turret starts glowing, it means that it can fire a huge spore shot the can deal 15% damage and kill at 130%. The turret can be destroyed if you deal or rack up 22% damage. It stays in place for 10 seconds.

Super Mushroom : Spored area

The mushroom leaks out spores that stay flat on ground. Once the enemy steps in the spored area, they take 2% damage per second. The enemy is slower on the spored area and they'll need to do a double jump if they want to get out of the spored area. It acts like mud so.... Single jumps won't work.

Golden mushroom : Mushroom gun

You can treat these turrets as items (Which means you can throw it). You can also shoot with it like it's a gun. Once the polka dots turn red, it means you can't shoot with it and you'll have to wait for 4 seconds until it cools down.

Mega mushroom : Mushroom force

The mushroom turret acts like a rocket and flies at an upward diagonal direction. It also shoots out spore shots every 1 second as always. Once it hits the enemy, it explodes and deals 12% damage and it can kill at 136%. You can also make it drop spore bombs that fall slowly to the ground by inputting forward A again. They deal 10% damage and they kill at 140%. You can only summon 1 mushroom turret while the mega mushroom effect is in place.

Life mushroom : Power mushroom

The mushroom is thrown forward (1 stage builder block). It emits red spores that consume the enemy's power. How much strength it consumes depends on the weight. Wait wait.. Hold on... It doesn't decrease the health or something like that. It doesn't even weaken the enemy. Anyway, just see the following details below:

Super heavy - 5% per second
Bowser
Donkey Kong
Snake
King Dedede
Charizard
Ganondorf


Heavy - 4% per second
Samus
Yoshi
Wario
ROB
Ike
Captain Falcon
Link

Medium - 3% per second
Wolf
Lucario
Ivysaur
Mario
Luigi
Sonic
Ness
Lucas

Light - 2% per second
Pit
Diddy Kong
Ice Climbers
Toon Link
Peach
Marth
Shiek
Zelda

Super Light - 1% per second
Falco
Olimar
Zero Suit Samus
Fox
Meta Knight
Pikachu
Kirby
Mr. Game and Watch
Squirtle
Jigglypuff

The spores last for 3 seconds. After 3 seconds, the spores are consumed by the mushroom. Toad then must run to it and consume it. No. The enemy can't consume it. The power stored inside the spore adds up to Toad's attack damage for 9 seconds. Toad has some red glow around him symbolizing that he swallowed the mushroom.


Downward tilt : Spore emit

Toad emits spores that deal 3% per hit (12% in total). It has moderate knockback and it can kill at 135%... Actually, this move is meant to grow spore projectiles or mushrooms. It can be used for spacing thanks to its long range. Hold A to keep doing this move. The starting and ending lag of this move is a bit slow... This attack has low priority but then again, this move's use isn't for attacking.

Super mushroom, golden mushroom and Mega mushroom : Quick growth

It makes any spore or mushroom grow 2 times more than the usual. No effect on the damage and knockback.

Life mushroom : Healing spores

Toad emits spores. The spores stay there for 3 seconds. Once you step inside, it will heal you by 4% per second. If the enemy steps in it, he'll get healed also. Once the clouds disappear, you need to wait for 5 seconds until you can use it again.


Upward tilt : Mushroom trap

Toad throws a mushroom upwards. The mushroom emits yellow spores below itself. If anyone except for Toad enters the yellow spores, the mushroom emits a rain of spore bullets that deal a total of 12% damage if you don't DI out of it. You can control/move the mushroom (It moves as slow as Peach). Input Up A again then Toad will hold his hand which is covered in yellow spores then use the control stick to move the sentry. You can click A to make it drop a spore bomb. To stop controlling it, input up A again. The mushroom stays there for 7 seconds. It also disappears once it's able to shoot out a rain of spore shots.

Super mushroom : It's a trap!

Toad hides the mushroom under the ground. If the enemy steps on the spot where the mushroom is, the mushroom quickly emits spore shots that deal a total of 9% damage then it disappears. It stays there for 14 seconds.

Golden mushroom : Triple blitz

Toad summons 3 mushrooms. Toad can't control them but the mushrooms automatically target their own enemy.

Mega mushroom : Spore laser

The mushroom emits a powerful spore laser with high priority that lasts until the mushroom disappears. It's a single hit attack that deals 17% damage. It has good knockback and it can kill at 128%. You can control the mushroom.

Life mushroom : Metroid mushroom lol

The mushroom appears on top and as usual, emits yellow spores but... the result is different if the enemy steps on the spores. The mushroom emits a vacuum spore that sucks the enemy. The mushroom is stuck on the enemy's head. You can still control the mushroom but it brings the enemy while moving and it's slower (As slow as Ganondorf's dash speed). Click A to make the mushroom suck the opponent's health dealing 4% damage only although.... After doing that, the mushroom quickly spits the enemy at a random direction. The mushroom goes back to Toad then Toad eats the mushroom losing 2% in his damage meter.

Smashes

Forward smash : Spore sword

Picture 1 : A part of the 3 hit slash attack, Picture 2 : A part of a flurry

Spores appear from Toad's hand. The spores form up into a sword as tall as kirby. Toad then slashes the enemy 3 times. The first hit deals 4 - 9% damage then the second hit deals 3 - 6% damage then the third hit deals 8 - 14% damage. If you hold A during the first slash, Toad will follow up a rapid flurry of slashes that deal 3% per hit. The knockback is quite powerful and enough to kill at 125%. This move has very high priority. Despite it's advantages in terms of strength, power and priority, the starting and ending lag is slow (As slow as Ganondorf's f-smash starting and ending lag).

Super mushroom

The sword can shoot out spore bullets during the attack. The spore bullets deal 4% damage. They have extremely weak knocback and they can't kill.

Golden mushroom

The sword's attack speed is increased by 0.5 seconds. The damage is decreased by 4% (The 1st hit with out being charged deals only 1% damage). The KO % is increased by 10%.

Mega mushroom

The sword's attack speed is decreased by 0.5 seconds but it deals 6% more damage than the normal damage. The sword is also longer than usual (As tall as Mario). The KO % is decreased by 5%.

Life mushroom

The sword is POISONOUS! Hit the enemy and he'll take 2% damage per second. The effect lasts for 6 seconds. The damage is reduced by 5% and the KO % is increased by 7%.


Upward smash : Spore wave

Picture 1 : Punch causes a shockwave, Picture 2 : Spore wave

Toad's hand is infused with spore... He does a short leap and punches the ground causing a mario sized spore wave that deals 12 - 20% damage and travels from around 1 stage builder block. If the enemy is directly hit by Toad's fist, he takes 22 - 30% damage. The shockwave has high prioritystrong knockback and it can kill at 125%. Toad's fist has high priority and tremendous knockback and it can kill at 65%.

Super mushroom : Pit

Toad still does a short leap then punches the ground (As always). Toad then removes his hand from the ground and... Oh look... A pit as wide as 2 kirbies. The spore clouds coming out from that pit shows that there are spores in the pit so if the enemy falls in it, they're gonna suffer 15% damage in the pit and the spores will knock them out of the pit! It is capable of killing at 135%.

Golden mushroom : Spore wall

Toad still does a short leap then punches the ground as usual BUT instead of a spore wave, a spore wall appears. The name says it all. It acts like a wall and it's as tall as Bowser. It doesn't stay there though. It only protects you from attacks then it spreads out (Not into spore bullets).

Mega mushroom : Mega stomp

Instead of plunging his fist into the earth, he uses his butt and causes a huge circular shockwave coming from his butt. The shockwave deals 25 - 34% damage but being hit by Toad's butt directly gives a whooping 35 - 45% damage. The knockback is extremely powerful. You probably knew that because of the damage it deals. The shockwave can kill at 61% and Toad's butt can kill at 55%. Both moves have tremendous knockback.

Life mushroom : POW block

Toad pulls out a POW block and throws it down to the ground. It does not do any damage and the knockback is incredible enough to kill at 130%.


Downward smash : Spore repulse

Toad gathers spores in his hands and causes a weird repulse that has high priority. It deals 10 - 19% damage. The knockback of this move his good enough to kill at 129%. If it's fully charged, Toad will emit spores from his hands which deals 4% damage per hit which can't kill.

Super mushroom : Spore blower

A spore blower comes out from Toad's hands. The spore blower releases out white spores that blow away the opponent.

Golden mushroom : ROTATION

Toad..... ROTATION!!! Remember Neji's rotation? Yeah... Toad will do that except it's made out of spores. The rotation shoots out spore bullets that deal 4% damage. Obviously, it can't kill.

Mega mushroom : Spore explosion

Toad's hands release an explosion full of spore. It deals 21 - 28% damage. It has high knockback, the priority is as high as usual and it can kill at 129%. Though, the attack's start up is as slow as Ike's d-smash so it's best not to spam this move.

Life mushroom : Healing spores

Toad's hands emit spores that heal 2% per second if you step on it. Enemies can also be healed by it. The spores stay in place for only 2 seconds. After the spores disappears, you need to wait for 4 seconds so you can use it again.


Aerials


Neutral aerial : Spore emit

Actually, this is just the aerial version of Toad's d-tilt except it's quicker and it has shorter range. It also deals only 6% damage (2% damage per hit) and it kills at 175%.

Super mushroom, golden mushroom and Mega mushroom : Quick growth

It makes any spore or mushroom grow 2 times more than the usual. No effect on the damage and knockback.

Life mushroom : Healing spores

Toad emits spores. The spores stay there for 3 seconds. Once you go in it, it will heal you by 4% per second. If the enemy goes in it, he'll get healed also. Once the clouds disappear, you need to wait for 5 seconds until you can use it again.


Downward aerial : Spinning mushrooms

Toad summons 3 mushrooms. They stay in place in mid air. The mushrooms spins and deals 7% damage. It has weak knockback and it kills at 160%. The mushroom stays for 12 seconds. You or the enemy cannot destroy these mushrooms. This move is not affected by any mushroom power up. As for the use... Wait for the f-air....


Forward aerial : Spore beam

Picture 1 : Spore beam, Picture 2 : Rebound!

Toad shoots out a beam of spore which has low priority. The spore beam deals 10% damage being able to kill at 157%. When Toad shoots a beam of spore, the spore beam quickly goes to any spinning mushroom (If Toad is FACING one) then it is rebounded to another mushroom then it's rebounded to the last mushroom. Asides from it's interaction with Toad's d-air, it can be used for camping.

Super mushroom : Spore barrage

Instead of it being rebounded, the beam stretches to the the next mushroom. It still deals the same damage and knockback. It still deals the same damage and knockback.... BUT..... It forms a triangle then in the middle forms some sort of huge green spore cloud that shoots out spore shots that travel fast.

Golden mushroom : Mushroom explosion

Once the spore beam touches the mushroom, it will rebound to the next one BUT the mushroom that rebounded the beam explodes into spore spread shots that deal 6% damage each.

Mega mushroom : Spore shape

Instead of it being rebounded, the beam stretches to the the next mushroom. It still deals the same damage and knockback. It forms a triangle then a cloud of spore appears in the middle. However, the difference is that this move tracks the nearest enemy it encounters.

Life mushroom : Protective field

The beam stretches and forms a triangle. Cyan spores come out in the middle. Enemies can't go through the spores. Not even Toad can go through it.


Backward aerial : Spore grapple

Picture 1 : Grapple, Picture 2 : Hardened spore

Toad emits spores and forms it into a grapple. Toad's spore grapple latches to the nearest mushroom (Any sort of mushroom like the mushroom block, platform, etc.). It can reach up to 4 stage builder blocks. Once it latches, the spores start solidifying then they become a part of the mushroom they latched on. Toad can walk on the spores. Actually, anyone can walk on it. The spores stay there for 9 seconds and to destroy it, you'll need to rack up 27% damage against it. Wait.... This move isn't just a walk in a park or something like that.. There's a brown solidified spore (Er.... it's not poop :I) also (The picture says it all). If Toad's standing on the brown spores, Toad's down B - down will change into a mushroom barrel. The mushroom barrel rolls downwards and smashes the opponent dealing 13% damage being able to kill at 135%. These barrels can be punched away if the enemy has good timing. Donkey Kong anyone? Oh... And enemies can interrupt Toad's grapple IF it's in it's cloudy form. All the enemy needs to do is to attack the grapple. If it solidifies.... you'll need to rack up 27% damage.

Super mushroom - Conveyor spore

The spores act like those conveyor belts from the stage builder.

Golden mushroom - Mushroom harvest

Mushrooms sprout from the spores. The mushrooms limp at Ganondorf's speed towards the enemy. Once they latch on the enemy, they deal 3% damage per second on the enemy.

Mega mushroom - Gluey spore

The spore seems the same. Enemies can walk or run on it. Wait a minute... They can't jump? Maybe it's because there are spores on their legs which disable them from jumping if they land or step in the spore (The "solidified" one).

Life mushroom - Slippery spores

The solidified spores are slippery.


Upward aerial : Toad spin!

Toad spins around! Toad swiftly spins like a copter and lifts Toad upwards. He can deal 9% damage (3% per hit) and this move has low priority. The spinning lasts for 0.5 seconds. Any spore based attack touched by this move will simply split up into small spore shots spreading out dealing only 3% damage. Toad can still recover after.

Super mushroom : Spore vacuum

Toad's spinning causes a cloud of spore to appear. The spores start sucking up enemies. Once the enemy has made contact with the cloud of spores, they start twirling in a circular motion then they are blown away. The enemy takes 11% damage. The knockback is alright. It can kill at 140% only

Golden mushroom : Spore bullet frenzy

Toad while spinning throws out spore bullets. The spore bullets deal 3% damage.

Mega mushroom : Spore blast

Toad then spins EXTREMELY FAST! The spinning causes a huge spore BLAST (As long as 5 kirbies lined up together) dealing 27% damage! The spinning though takes some time (5 seconds). It can kill at 115%!

Life mushroom : Spore buffs!

Toad spins and emits buffing spores. The spore increases his attack (+2% damage) and defense for 6 seconds.


Grabs


Toad can grab in mid-air and ground. He can move and jump while holding the enemies.


Pummel : Throw

Toad throws the enemy or object dealing 11% damage. It can kill at 155%.


Downward throw : Jump

Toad jumps on the enemy dealing 8% damage capable of killing at 145%.


FINAL SMASH
Army of Toad

Toad pulls out a trumpet! A plane crosses the stage and a number of toads drop from the plane! The toads land on the stage. As for the toads who fell... well, it sucks to be them. The toads start assaulting. They can do what Toad can do. Holy ****. You know what that means right? You must survive for 15 seconds. The toads though are significantly lighter than Toad... In fact, they're a bit heavier than Waddle Dees but they're still easy to deal with UNLESS YOU GET A CHANCE TO GO NEAR THEM. While the chaos is happening, Toad is just there behind an announcer's table watching. He's invulnerable so it's no use to attempt to hit him. The good thing about this though is that the toads aren't as smart as a human player so take advantage of it! After 15 seconds, the Toads quickly run off stage then Toad jumps out of the table then he goes back to the fray!


Moveset interactions

Regarding spore attacks: When you combine a melee/direct spore attack to a indirect spore attack/ spore projectile then the spore projectile will grow. The growth will depend on what is stated in the move. If it didn't say anything then it can grow 6 times and the damage increases by +3%.

Direct spore attack + Indirect spore attack

Playing with spores: Toad can play with his spores... Remember Toad's Spore trap on ground? You can play with it! You can splash it towards opponents although it will become smaller.... but the spores that splatter from the spore trap form spore traps too! It's just... Smaller.... and it deals only 3% damage unless they merge or something.

Shockwave attack + Spore trap on ground

He can also play with those spores that usually stay in the air or the ones that remain there for an amount of time. He can use his propeller cap or his upward aerial to spread them out (Making the spores act like spore spread shots now) dealing 3% damage.

Upward aerial/Propeller cap + Spore cloud

There are some spores that stay on air. You remember the rotating mushroom block? If it TOUCHES any sort of spore or if it's near one, the spore will automatically latch on it and act as a spore mine (Yes... That includes the life mushroom version of any indirect spore based attack). You know what that means? It's gonna be dangerous for the enemy to go near any mushroom block if it has any sort of spore trap on it. Oh... Remember? You can actually detonate these spore traps and make them emit spores.

Mushroom block + Any spore shot/projectile in mid air

You remember the u-smash's super mushroom version? It makes a pit full of spores. The spores aren't seen though. The picture shown only shows some puffs of spore coming out from the pit. You can fill it up with spores using Toad's d-tilt. If you use the life mushroom version of his d-tilt, you'll fill it with healing spores which lasts for 3 - 6 (6 if you used the d-tilt for 3 seconds OR use the d-tilt 3 times) seconds. If it's the normal, super mushroom, golden mushroom or mega mushroom version, it will be filled with damaging spores. If the enemy falls in the pit, he'll receive a whooping 19 - 29% damage. This can kill at 130 - 120% (Requires 10 seconds of using the d-tilt if you want it fully charged OR you can use the d-tilt 10 times).

Downward tilt (Any version) + Upward smash (Super mushroom)

You know.... You can put mushrooms inside the pit (Remember the u-smash's super mushroom version?). That includes the downward aerial : Spinning mushrooms. How will it move around if it's in its mega mushroom version? It can't. One mushroom is stuck inside the pit so they can't move around. You can put the mushroom turret inside the pit. Any mushroom that gets inside the pit powers up since there are spores inside the pit. If it's kept there for 1 - 3 seconds (3 is the max time), the mushroom's damage will be added by 2% per second (6% maximum). You can also put the mushroom trampoline (Upward B) inside but... it's not a good idea. Toad needs it as his recovery. He can't put his Mushroom trap (Upward tilt), mushroom charger, mushroom platform and mushroom block inside the pit.

Any sort of mushroom except the Mushroom trap (Upward tilt), mushroom charger, mushroom platform and mushroom block inside the pit +Upward smash (Super mushroom)

You can use d-throw on the enemy... ON THE PIT. You might say that is impossible but you forgot... Toad can move while carrying the enemy. If Toad uses his D-throw (Jump), the enemy will be sent into the pit.... For some reason, the enemy is staying in the pit for 2 seconds....

Downward throw + Upward smash (Super mushroom)

Oh... And during those 2 seconds. You can fill up the pit with spores. It deals 17% damage and it automatically sends the enemy out of the pit. It can kill at 134%. If you're kind enough, you can heal the enemy using the life mushroom version of Toad's d-tilt.

Downward tilt + While the enemy is inside the pit

You can also fill that pit with any sort of mushroom WHILE the enemy is inside it. The spores inside the pit are attracted to the mushroom causing the spores to rise up. The mushroom will quickly rocket upwards into the sky dealing 15% damage to the enemy killing at 138%.

Any sort of mushroom except the Mushroom trap (Upward tilt), mushroom charger, mushroom platform and mushroom block inside the pit + While the enemy is inside the pit


Other things to clarify

Move | How many of this projectile can be used | Color | Type |
Forward tilt|Normal : 2, Super mushroom : 2, Golden mushroom : 2, Mega mushroom : 1, Life mushroom : 1| Blue |Mushroom
Upward tilt|Normal : 1, Super mushroom : 1, Golden mushroom : 1 (Actually 3 but... you get it right?), Mega mushroom : 1, Life mushroom : 1| Yellow |Mushroom
Upward smash|Everything : ** (Infinite or any time), Super mushroom : 2 pits only, if you do another one then it won't cause some sort of pit|None|Normal
Downward aerial|Everything : 1| Red |Mushroom
Backward aerial|Everything : 1| Green |Spore
Forward aerial|Everything : 1| Green |Spore
Forward special|Normal : **, Super mushroom : (Air : 2, Ground : 2), Golden mushroom : **, Mega mushroom : 1, Life mushroom : 1 (After the effect is over, you need to wait for 5 seconds)| Green |Spore
Downward special (Side)|Everything : 3| Magenta |Mushroom
Downward special (Down)|Everything : 1| Magenta |Mushroom
Downward special (Up)|Everything : 1| Magenta |Mushroom

Just in case you change Toad's color pallet....

Move | Normal | Red|Yellow|Green|Purple
Forward tilt|Blue|Cyan|Turquoise|Dark blue|White
Downward and upward special|Magenta|Purple|Pink|Plum|Indigo
Forward special/Forward aerial|Green|Red|Yellow|Green|Purple
Upward tilt|Yellow|Light yellow|Dark yellow|Orange|Pale orange
Downward aerial|Red|Brick red|Bright red|Flesh|Brown


Playstyle

Overview

Toad is a defensive set-up character. He has a vast array of projectiles and traps that can help him keep away in the battle field. He has several ways on how to camp and zone and control the stage.

Traps and defense

Constructing traps and defenses are the first things you'll need to do at the start of a match. You'll need to start controlling the stage and creating obstructions. Be careful with the type of defense/traps you use. You'll need to choose the right one and where to place it.

The super mushroom is the best item to use when you're constructing your defenses. Most the moves are built for being barricades, defenses and traps. Toad's mushroom block (Super mushroom) is mainly used as an obstruction especially since it travels around the stage. It's even good with out using the super mushroom. You can also try putting any sort of spore near the mushroom block (Life mushroom version recommended) so it can be attracted to the mushroom block latching to it. The spore trap is good if it's at your front or back so that when the enemy gets through your defenses, you can quickly run away while your enemy still needs to jump over the traps. It would be better if you put 1 on ground and 1 in the air. Mushroom turrets and his Mushroom traps are his frontal defenses. The mushroom turrets quickly react and shoot the opponent. You can put another mushroom turret. It's a great idea if you use the super mushroom counterpart of this attack... Unless of course, you're focusing on constructing your defense. While the mushroom turret does its job, the Mushroom trap is mainly controlled by you. You can control its movement around the stage. If you want it as a trap though, then use its super mushroom version. Toad's u-smash (Super mushroom) is also a great obstruction that you can easily modify. You can fill it with spores or a mushroom. You can even dump the enemy inside it. Toad's spinning mushrooms are his main defenses in the air. It serves as a barrier between Toad and the enemy PLUS it can shoot out spore bullets (Or whatever item you're using). Toad's u-air super mushroom version is a good trap to use in the air. Unlike most of his traps, this one can actually kill at quite low percents (For a move in Toad's moveset).

Once you're done with creating your traps and defenses, it's time to camp and rack up damage.


Camping and racking up damage

Before doing any sort of camping, it's ideal to stand on a mushroom platform and camp there. Use the super mushroom version against characters who can't jump that high. Use the golden mushroom version if you want them to stay away. Use the mega mushroom version if you want to just stay in a higher place.

Toad's spore shot as a normal special and a golden mushroom special is Toad's main projectile to rack up damage. It travels as far as Fox's lasers and they quickly burst into spread shots. Toad's forward aerial, the spore beam, is great as a normal attack and a golden mushroom special too just like the spore shot. The normal spore beam is a standard projectile... Umm... Yeah it's generic... It would be better though if you make it interact with his spinning mushrooms (Golden mushroom version, super mushroom, mega mushroom version and normal version) since it covers a lot of range and a chunk of damage. Toad's mushroom turret is self - explanatory. Deals damage. Shoots out spore bullets. If you really want to be in a hurry to rack up damage then use the golden mushroom counter part of the mushroom turret since you can use it like an item and shoot enemies! Toad's Mushroom trap is probably the only thing Toad actually controls. He can control where it's suppose to move despite the slow speed. It is slow but it doesn't matter because the enemy is most likely (That depends if you did it right) distracted by the traps surrounding him and the spore projectiles rushing to him. You can also use the golden mushroom version of his Mushroom trap. It will move by itself and it tracks its nearest enemy. The life mushroom version of this move can be used as a camping tool. You can also troll the opponent by dropping him in some pit, spore pit or spore trap. You can use his b-air (Grapple) IF you want to because it's actually better as a move to retreat. You can use the barrels to camp and rack up damage. Toad's spore sword (Super mushroom) is also a good option to camp with. You can use it against air borne opponents if you're standing on a mushroom platform or block and grounded characters. Why? It covers a lot of range. Toad's upward aerial is mainly used for destroying spores and making them spread around. You can also use its golden mushroom version to fend off aerial approaches. Mushroom house (Life mushroom : Downward special - Up) is.... Actually... Useful... No seriously. Despite the choice of item being random, it's still useful. You can bring out a bob-omb! Or... A beam saber... It really depends but we all know one thing. Items... Rule....


Going for the kill

After racking up enough damage, it's time to go for the kill. It's really hard though since most of Toad's ways of killing aren't "strong" enough so you might take long racking up damage.

Toad's spinning mushrooms + spore beam (Mega mushroom version) is one of his best options to kill opponents. Toad does not have to go near the opponent which is the best part since Toad has hardly any options when he's up close. Toad's upward aerial (Mega mushroom) is Toad's option to kill in the air. It has a slow start up so avoid using it casually. It's great against air borne opponents. The mushroom mountain is also a viable option to kill opponents since you can punish opponents while they're climbing the mountain UNLESS they can fly. Just watch out once the mountain starts collapsing. It can kill you too. Toad's Mushroom trap mega mushroom is also a great KO option. It damages 17% plus it can kill at 128% (Well.... With DI... It's at 145% most likely)!


Spacing/GTFO

Despite Toad's huge disadvantage with close range combat, his still has moves that can make enemies gtfo from your territory.

His f-smash is a great example. Both golden and mega mushroom version can work as spacing options. His golden mushroom spore sword is fast and quite powerful enough to kill at 135%. The mega mushroom version is useful as a spacing tool because of it's wide range and it's tremendous knockback but in trade, the speed is lacking so it's not spammable. Toad's d-smash is his best but weakest option. All versions (Except the life mushroom version) including his normal version can work as an option for spacing. Toad's super mushroom version can blow off opponents. His golden mushroom version (Rotation) can shoot out spore shots that can make the enemy sent backwards or mid air but then again, it can't kill. His mega mushroom version though is quite risky due to it's short range but the knockback and damage is worth it. Just use it if it seems safe. Lastly, The U-smash super mushroom version (The pit) is a great tool for close encounters. You can grab the enemy and throw him down to the pit. It's not a "GTFO" but it's more of a move you'll use so that the enemy is stuck which means you can run with out being worried about anything.

Retreating, buffing and healing

For retreating, spore grapple (b-air) and mushroom charger are his main options.... The end.

Time to go to the buffing and healing part :Life mushroom. Remember that item. Use the item because most of the moves are mainly used for defending, buffing and healing yourself.... You can do this while staying in one spot as your enemies struggle against the defenses, traps, projectiles and turrets he's facing.

You only need to know what moves to use when healing and buffing. I really don't have to get into detail with this:

Forward special : Spore shot (Life mushroom)
Downward special - forward : Mushroom charger (Life mushroom)
Downward tilt : Spore emit (Life mushroom)
Downward smash : Spore repulse (Life mushroom)
Neutral aerial : Spore emit (Life mushroom)
Upward aerial : Toad spin (Life mushroom)


2 on 2

Toad's array of projectiles and tools for traps and defense can really help teammates. He also has the ability to buff and heal his teammate. If Toad's teammate is great at defense, then I guess good defense + good defense = godly defense. However, there's not really much use to broadening defense when it's good enough already (Looks at the Snake and Falco doubles). Toad would be of great help to rush down characters. Once Toad or his teammate racks up enough damage, both of them can go for the kill but I suggest Toad to just stay and continue spamming projectiles and constructing defensive obstacles.

Overall, Toad is a great partner to be with thanks to his defensive capabilities and support. It only gets troublesome if one of you screws up.

Against Toad

This is gonna be kind of hard to deal with even with balanced characters such as Mario or Kirby. You'll need a rush down demon. Seriously... Toad's defense is gonna be hard to break. It's either you challenge him to a defensive fight but the problem is Toad can even heal and buff himself while defending himself using his moves. That's why it's best to use a rush down demon. To stop Toad from doing any move! Once you get to Toad, he's gonna be in a quite iffy situation. He doesn't have much options when he's up close other than retreating. Avoid letting him escape. He'll most likely use his mushroom charger to get out and rebuild his defenses.

Toad's recovery is quite standard. It's not easy or hard to edgeguard. Just use the moves with long range and I guess that's it. Unless of course, Toad uses his upward aerial with the golden mushroom effect then I guess you'll have to find another way other than just out ranging Toad.


Alternate costumes​



:troll::troll::troll::troll::troll:Taunts:troll::troll::troll::troll::troll:

Upward Taunt - I'm the best!

Toad says "I'm the best"

Downward Taunt - Shout

Toad shouts "Yahooo!!!"

Side Taunt - Spin!

Toad spins with glee!

:muffin::muffin::muffin:Extras:muffin::muffin::muffin:


Victory:


Lose:


Entrance:


Kirby hat:


Codec conversation:
Snake: Otacon, there's a talking mushroom here! Is it edible?
Otacon: It's not edible. That's Toad, Snake. Toad serves as the Royal guard of Peach.
Snake: Well, he's not doing a good job at it. Bowser still kidnaps Peach all the time. This guy looks easy.
Otacon: Hold it right there. Toad isn't what you think he is. He has superhuman strength that enables him to carry anything no matter how heavy it is. He can also emit spores and summon mushrooms to come to his aid
Snake: Can't I just eat the mushrooms?
Otacon: I don't think that's the type of mushroom you'd eat. They're used for combat, not meals.
Snake: I see where those super mushrooms come from...
Otacon: Don't get the wrong idea Snake....


Stage






New Super Mario Land! A weird name, but I think you get the point. This stage will keep the tradition of Yoshi's Island and the two Mushroom Kingdom stages. In that this stage is modeled after a general field theme. Except this time it will be in a mold reflecting the New Super Mario Bros. series and the Super Mario 3D Land game. This stage would also be the possible home field for a playable Toad.

The stage design itself will be based around the athletic areas in New Super Mario Bros. Wii.



Which means you will be up in the clouds, so clouds will pass along the back ground and floors. You will also see Bullet Bill turrets firing their signature ammo (Bullet Bills) as they strafe along the background sky line. Sometimes the occasional Bullet Bill won't want to linger just in the background and will find it's way going from one end of the stage to the other. Paratroopa's will occasionally fly into the stage from the side, allowing you too jump atop them (or attack them some other way), "de-winging" them and making them a standard Koopa. Further attack will cause them to retreat into their shell, allowing them to be used as an item.

On both sides of the stage are solid ground, in the middle are the large mushroom platforms that lower under weight. Above the platforms are a line of standard brick boxes. To keep the platforms going higher all you need to do is break the boxes.

Also above is another "floor" of standard ground, since in most Mario games there are normally multiple layers to a platform. The blocks will act as a kind of bridge between the second floor of platforms. Above that will be the famous music blocks that act as a spring, you can hop on one to launch you into the air. Or hit one and be repelled back, kind of like a mild bumper.

To the end of every floor will be a pipe, jumping in one will send you to the pipe of another platform. Beyond the stage to the right, acting as a small island of it's own, will be three pipes that you can move on. Going down into one of them will only send you to another pipe somewhere on the stage

Stage Example:


...........
............
........................
...____■■■■■■■■______
++____...--..--...____++--_

Stage Name: New Super Mario Land
Stage Icon: Mushroom

-Tracks-
New Super Mario Bros. Wii - Overworld
New Super Mario Bros. Wii - Athletic
New Super Mario Bros. Wii - Beach
Super Mario 3D Land - Main Theme
Super Mario Bros. 3 - Athletic (Super Mario Galaxy)
Super Mario Bros. 3 - Super Mario Bros. 3 (Melee)
Super Mario Bros. 2 - Overworld (Melee)
Super Mario World - Yoshi's Island (Melee)
Super Mario 64 - Bob-omb Battlefield (Brawl)
Super Mario Sunshine - Delfino Plaza (Brawl)
Super Mario World - Title / Ending (Brawl)
Wario's Woods - Versus


Want to see the animations?

http://ssf2expansions.motionforum.net/t915-toad-the-civillian-of-the-mushroom-kingdom-update-6-17-11

-----------------------------------------------------

Credits:
Berserker 01 - Moveset and pictures
StarPhoenix - Stage : New Super Mario Land
Medvock - Toad sprites
AEM - Toad animations
CheddarX - Sonic sprites
AJ Nitro - Mario sprites
Boo - Mushrooms


------------------------------------

Note: This is my first moveset in this thread....
 
Joined
Jun 8, 2009
Messages
18,990
Toad's moveset:
By berserker 01. Animations made by AEM and sprites by medvock

Toad

"I'm the best!"

Toad is one of the main protagonists in the Mario series. Just like Yoshi, he is a singular character from the other toads. He's appeared in various mario games such as the spin-offs, super mario bros 2, new super mario bros wii and mario galaxy. He also had his own game, Wario Woods, where in he was the main character.

Stats:

Toad is known for his quick speed and superhuman strength that surpasses even Mario and Luigi's! Unfortunately, his size and weight make him easy to KO however which also shortens his range. Good thing he has powerful and quick attacks! He's a combo character plus a quick character with the tools to camp which shows his superior item using skills plus he uses his power over the mushrooms by emitting spores and summoning mushrooms. He's also a demonic mix up monster. Those who want to use Toad will be challenged to learn one of the most deep characters in the game.

STR:
(As powerful as Kirby)
WEIGHT:
(As light as Olimar)
SPEED:
(As fast as Meta Knight)
ATK SPD:
(As fast Toon Link)
SHIELD:
(As small as Olimar)
SIZE:
(Slightly bigger than Kirby)
JUMP:
(As low as Link's)
RANGE:
(Almost as worst as Jigglypuff's range overall)
AIR MOBILITY:
(As fast as Lucas)
FALLING SPEED:
(As fast as Meta Knight)

Wall jump: Yes

Crawl: No

Pros and cons:

Pros:
+ Excellent projectiles (Bob-omb buddy)
+ Incredible mix up game
+ Quite strong and fast attacks for his size
+ Small size makes him hard to hit
+ Great grab game
+ Mushroom summon has multiple uses
+ Overall great normals
+ Fast speed


Cons:
- Small shield
- Easy to KO
- Requires a lot of skill and mastery
- Horrible crouch/duck
- Short/horrible range
- Unfortuantely, his grab range is short
- Recovery is to edgeguard
- Low jump


MOVESET

Specials


Neutral special : Mushroom summon

Toad gets surrounded by some sort of green aura. In this state, Toad has access to another sub-moveset.

Toad's mushrooms have a lot of uses. You can use it in all sorts of situations and it has a lot of uses. It will be explained in this part. Yes, you can interact with it even with out Toad's "green aura". It will still remain there for a few seconds. Here are the controls while you're surrounded by the aura

B: Change back - Toad's green aura disappears. He's back with his normal specials such as the Toad rush and the other special moves.


Forward B: Mushroom lunge - Toad summons a mushroom behind him which makes him boost towards the enemy. The mushroom disappears right away. It damages 8%


Down B: Mushroom bumper - Toad summons a mushroom bumper in front of him. At close range, it pushes the opponent way like a bumper, minus the hitstun (but there is some if you do it as a counter). It has some invincibility start up but it has enough recovery so that it's unsafe if baited, meaning someone could do a quick jump over and punish Toad. It damages 6%


Up B: Mushroom trampoline - Toad summons a mushroom that serves as a trampoline. It can stay on ground and in the air unlike the other mushroom techniques. It works like Sonic's spring jump except it does not appear below his feet. It is limited to five to ten seconds (300-600 frames), with two or three jumps per mushroom. It damages 9%



Forward Special : Toad rush

When in the running state, Toad has Golden Mushroom aftershadows behind him (as a reference to the MK games and the SF supers by coincidence). In this state, he has something never before seen in a Smash game: Followup attacks. By putting these inputs in, you have access to a sub-moveset for Toad.

Toad's bread and butter in his play style. This move has a huge role in Toad's playstyle. This is a great move to use in both offensive and defensive situations. Most importantly, it adds a lot more variety in Toad's mix up game. You'll find yourself using this move a lot since it has a lot of benefits to Toad.

B: Stop - Stop in place.


Side B: Nothing in the direction you're facing, but the other way around lets you turn around.



Down B: Slides in and then tosses them on the ground, ground bouncing them. All throws damage 10%. Once you grab them, there is a brief period where you must input the direction of the throw which can be 4 directions:
Up - This is where you sacrifice chain grab damage potential and mixups for damage.
Down - No DI and fixed knockback to ensure a tech chase exists at all damage levels.
Left and Right - The high knockback moves. You get little to no damage mixup potential, but these are good K.O. moves.



Up B: Super Jump - Does a high jump forward, backward, or neutral depending on the input.


Origin: Was used by Toad in SMB 2.

Downward B : Friendly Bob-Omb

Toad throws 1, 2 or 3 friendly bob ombs. The Bob-ombs follow it's closest enemy and when touches the enemy, it explodes. It can also be detonated by Toad if Toad commands them to. Press B to leave it on the ground. You can have only one out at a time. If you do B again, the last bomb disappears in a harmless explosion. Side, Down, and Up B allow you to toss them in those directions. You can use the Side up inputs to toss them like a catapult. Time for the bomb to explode is around 3-5 seconds. Each bob omb deals 8% damage

These guys are your allies and your main tool for camping. You can hold down the B button to summon more bob-ombs until 3. To control the direction, hold the analog to whatever direction you want to throw it. These guys pack a punch but they explode when they even touch the enemy's shield. Use them properly and avoid HITTING them.

Origin and defense: Was used by Toad in Super Mario Bros. 2. No seriously.

Upward B : Propeller Cap

Toad pulls out his propeller cap and flies into the air dealing 2% per hit (Total of 6%). He can drill downwards by holding the analog down dealing damage until the ground impact.

Toad's main recovery and a good one! He can use his ice flower while recovering but he can't use his bob-omb pals! The recovery goes as high as ROB's recovery. Unfortunately, he's pretty vulnerable to attacks. It has an extremely quick start up by the way.

Origin and defense: Was used by Toad in New Super Mario Bros Wii. Then again, Mario uses a fire flower and a CAPE. Why can't Toad use an ice flower and a propeller cap?


Attacks

Neutral combo : The usual punch - punch - kick combo

Toad does 2 punches then kicks! Simple but it packs a punch however, it lacks range. It damages 12% (3% - 4% - 5%).

All around great move. The punches can be cancelled and followed up to another attack while the kick does impressive but subpar knockback on the enemy. This is usually one of Toad's main combo starters so use it if your rushing down the opponent.

Dash attack : Mushroom charge

Toad slowly gets ready and bashes his head dealing high damage. It deals 13% damage

Very strong attack but one of Toad's slow attacks. It's best used to punish enemies. It poses high priority that can clank with Mach tornado so this counts as an approach.

Forward tilt : The Toad Kick!

Toad tries to stretch his kick! It may be short but it hits hard.... Damages 10%

Great attack for spacing and finishing combos on the ground. It's actually one of Toad's longer ranged moves but it's still short either way.

Upward tilt : The Toad upper

Toad bashes his head upwards and does an uppercut dealing 8 damage!

Quick, short ranged and weak but what makes up for all of this is that you can chain this attack depending on the weight of the character:

Super heavy - 6 times
Bowser
Donkey Kong
Snake
King Dedede
Charizard
Ganondorf


Heavy - 5 times
Samus
Yoshi
Wario
ROB
Ike
Captain Falcon
Link

Medium - 4 times
Wolf
Lucario
Ivysaur
Mario
Luigi
Sonic
Ness
Lucas

Light - 3 times
Pit
Diddy Kong
Ice Climbers
Toon Link
Peach
Marth
Shiek
Zelda

Super Light - 2 times
Falco
Olimar
Zero Suit Samus
Fox
Meta Knight
Pikachu
Kirby
Mr. Game and Watch
Squirtle
Jigglypuff

You can also combo this with another move instead of repeating it. This makes it more helpful for Toad to deal with close combat situations.


Downward Tilt : The "Clap"


Toad ducks and claps causing unusually strong knockback if the enemy is hit by Toad's hands but weak knockback if the enemy is hit by the small waves of the attack. It deals 11% damage sweetspotted and 6% if sourspotted

One of Toad's better combo finishers. It's not a great move for spacing since it's short ranged even compared to Toad's attacks. The knockback of this is somewhat huge showing the superhuman strength beneath Toad.


Smashes

Forward smash : Spores


Toad gets ready and spits his spores onto the enemy dealing extremely high damage, high range and high knockback however, it's really, really slow... It deals 22 - 30% damage

A move that should be used in caution. Luckily, this move poses high priority, range, power and damage but the sluggish start up is what makes this move really hard to use in combat. It's a good move to use to punish enemies or to outprioritize their rush attacks.

Origin: Was used by Toad in Super smash bros.

Upward smash : Rising mushrooms!

Toad summons his mushroom in front of him and sends the enemy upwards! Deals 11 - 19% damage...

Toad's surprise attack. It has normal knockback, damage and range so it's an average smash. You can use this to surprise your enemy especially if they're close to you since the mushroom comes out of no where. This makes the enemies fear going close to you since they don't know when Toad uses the U-smash.....

Origin: Was used by Toad in Mario Sports mix.

Downward smash : Double Mushroom

Toad summons 2 mushrooms around him and spins it around him dealing 10 - 18% damage

Toad's quickest smash attack and arguably the best way for him to space. The long range and normal knockback helps Toad really well in camping or in finishing combos. The priority isn't much but it's still pretty high but it doesn't deal that much damage. It's still one of Toad's greatest assets.

Origin: Was used by Toad in Mario Sports mix.


Aerials

Neutral aerial : Toad star!

Toad stretches his hands and legs around damaging 10% sweetspotted or 6% sourspotted.

Toad's main combo finisher in the air. This is one of the moves that can be followed up from his upward attack. The range is what makes this attack risky as an individual attack so this attack must be accompanied with a quick attack or a combo starter.

Forward aerial : Toad smash

Toad smashes his head on the enemy sending him/her downwards. Deals 14% damage

Another of Toad's combo finishers but it's ending lag is sluggish. It's one of the stronger meteor smashes in the game but be precise with it because if you miss with Toad's forward aerial, you will be harshly punished.

Backward aerial : Back kick

Toad kicks backwards dealing 8% damage

Great combo attack from start to end in ground or air. You can short hop it to start a combo or spam it in the air. It doesn't deal much knockback but that's what the combo advantage is for anyway.

Upward aerial : Flip kick

Toad flips his feet and deals 10% damage with low knockback

Another of Toad's combo attacks and a great tool for juggling. The low knockback can make you chain it repeatedly. It's also a great asset to Toad's neutral aerial (The Toad star) and to Toad's backward aerial (Back kick).

Downward aerial : Toad meteor

Toad sends himself downwards to the ground. It deals 12% damage

One of Toad's staple and best combo finishers in his moveset. He can short hop this after a jab cancel or use it during a chain of back kicks or flip kicks. The strong knockback is what really supports this move. The landing lag though is quite punishable so this is a bit risky against heavy characters.

Grabs

Toad can grab in mid-air and ground

Pummel : Headbutt

Toad slowly gets ready headbutts the enemy dealing 3% damage

Forward Grab : Heavy Headbutt

Toad delivers a strong headbutt that stuns the enemy. It deals 10% damage.

This is like She-Hulk's command grab where she grabs the opponent, punching them into stun to set up a combo or KO move. This would be a high risk : high reward move thanks to shield dodging, but getting the opponent to endure pressure, make him afraid to leave, or waiting for him to shield dodge and catching him on the recovery make it easier.

Backward throw : Drop kick

Toad throws the enemy backwards and kicks him away! Deals 10% damage.

Upward throw : Headbutt upward

Toad uses the back of his head and hits the enemy upwards. Deals 9% damage.

Downward throw : Carry

Toad carries the enemy around. He can throw the enemy which deals 8% damage.

Origin: Was used by Toad in Super Mario Bros. 2, Wario woods and NSMB Wii.

Other attacks


Get up attack (Below 100%) : Double blow


Toad gets up and emits spore around him. It deals 11%

Get up attack (100% up) : Head bash

Toad struggles to get up and waves his head upwards. It damages 8%

Edge attack (Below 100%) : Breakdance

Toad climbs up the edge and does a break dance. It does 12%

Edge attack (100% up) : Head strike

Toad climbs up the edge and forcefully charges his head to the enemy. It does 11% damage.


FINAL SMASH
STARSHROOM!

Toad calls his starshroom and boards it! Now he's ready to crush enemies and shoot them down! Here are the controls of the starshroom:

Reticule:


A - Boost forward

B - Star shot



X/Y - Boost up (The starshroom boosts upwards)
C stick/R analog - Move target reticle
Control stick/L analog - Move ship


Playstyle


By Berserker (Me) and Kuma​

Toad has everything he needs in the battle field. He has quick attacks, a great mix up game, a terrifying grapple game plus the tools to camp. Toad's attacks support this playstyle in a very nice way that is bound to get a number of players hating you for your mixups (this means you're doing it right).

Be warned that Toad has short range. The range however is compensated by his bob-omb buddies. These allies of yours follow the nearest enemy and explodes. Be warned though that it cannot jump. Bob-omb buddies aren't solely for camping, it can also be used as a distraction. There's a difference between camping and distracting. Distracting is a type of "mind game". So while the enemies are being frightened by the bob omb buddies (That deals only 7% damage), you can rush them down. If you want to be on the safe side, just keep away from them.

Toad's mushroom summoning abilities can both help Toad in zoning and rushing situations. Mushroom bumper can be used as a barrier that will force opponents to jump over it. The good part is that it lasts long. The bad thing is that it can hit you so be careful. Toad's mushroom charge is a quick low damaging attack that automatically makes Toad lunge towards an enemy. When I meant towards, he attacks/lunges the nearest enemy in front of him. This attack is cancellable once you hit the enemy so follow it up to an attack. Toad's mushroom trampoline is Toad's "other recovery". It's not only a recovery but it is one of the biggest edge guarding mind games out there.

Toad Rush. This move will without a doubt be the most used move in Toad's arsenal as this starts his mixup game. When using this move, Toad has access to four followup attacks exclusive to the Toad Rush. The first attack is a simple stop which is useful for feints and comboing into normals. The second one is to have Toad run in the opposite direction. Aside from feinting, this keeps Toad in the Rush state and you can even dash dance with it with enough practice. The third move is Super Jump which is like Power Squat Jump, but not as high. This is best used for evasive purposes and to get in on zoning characters so you jump over their projectiles. The last move is probably the most important. The last attack is a sliding grab. Best used as a punishment move, this attack has Toad slide in and then toss the opponent in one of four directions of your choice. This is especially important as when the opponent lands from the attack, both of you must guess what happens next. Will he tech on the spot, to the left, to the right, or not at all. There is a brief moment when both of you must guess on each other. You guess right, you get to continue the chain grab. The only one of the four directions that doesn't do this is the Upward grab which has DI in place, but Toad's attacks like the FAir are deadly in this position if Toad reads correctly.

The propeller cap is Toad's main recovery. There's nothing much to say though. It's easy to edgeguard but at the starting frames as Toad rises up, the propeller damages the enemy and if you want to drill downwards, just hold the control stick downwards.

Toad's Headbutt is a grappling move, but at the same time, not. The purpose of this move is to get the opponent in a stunned state and unleash some deadly damage. With this move, you can your shield pressure, but you must be unpredictable with when you do this. This move's counter are the shield dodge and rolls so you must learn to wait for it come out before doing a headbutt. It's another risky move, but it's a highly rewarding move with the right combo.

Toad's normals come into play with his specials. Like said earlier, FAir is perfect for the followup on the sliding up grab as at high percents, this is Toad's big killing move. Another notable normal is his DAir. Combing this with the stop or Super Jump from Toad Rush, you have range for landing this attack. Toad also has a short hop so combine that his aerials and jump cancel from his normals for some nice pressure.


Alternate costumes​



:troll::troll::troll::troll::troll:Taunts:troll::troll::troll::troll::troll:

Upward Taunt - I'm the best!

Toad says "I'm the best"

Downward Taunt - Shout

Toad shouts "Yahooo!!!"

Side Taunt - Spin!

Toad spins with glee!

:muffin::muffin::muffin:Extras:muffin::muffin::muffin:

Victory:


Lose:


Entrance:


Kirby hat:


Codec conversation:
Snake: Otacon, there's a talking mushroom here! Is it edible?
Otacon: It's not edible. That's Toad Snake. Toad serves as the Royal guard of Peach.
Snake: Well, he's not doing a good job at it. Bowser still kidnaps Peach all the time. This guy looks easy.
Otacon: Hold it right there. Toad isn't what you think he is. He has superhuman strength that enables him to carry anything no matter how heavy it is. He can also emit spores and summon mushrooms to come to his aid
Snake: Can't I just eat the mushrooms?
Otacon: I don't think that's the type of mushroom you'd eat. They're used for combat, not meals.
Snake: I see where those super mushrooms come from...
Otacon: Don't get the wrong idea Snake....

Want to see the animations?

http://ssf2expansions.motionforum.net/t915-toad-the-civillian-of-the-mushroom-kingdom-update-6-17-11

-----------------------------------------------------

Credits:
Berserker 01 - Moveset and pictures
Medvock - Toad sprites
AEM - Toad animations
Boo - Mushrooms
Tebited15 - Starshroom
Chaofanatic - Boost FX
The Toad Brigade - For voting and suggesting


Reviews:
Wow, that Toad moveset... It's so perfect, but it looks so overpowered too. I mean, it's REALLY good, and it makes me want Toad even more.

I would nerf some things here and there, but he pretty much nailed it. I especially liked the special moves.
Zap tackle said:
Wow, that is quite an extensive moveset you made for Toad, and I really like your ideas. Good job! The only thing I worried about was the ice flower as it doesn't seem signature to Toad; however, since he did use it, it should work. Additionally, he's likely going to be using it in the New Super Mario Bros. MII game for the new wii console so I'm sure it will get more recognizable. Again, good moveset!
@Neutral B: Does it burst it is hit by other projectiles or is it's hitbox transcendent like Fox/Falco/Wolf's laser?

I like the toad rush better than the Kart.

I like the camping tools you give toad, it reminds me of Snake so I'll choose option one over two.

I'm guessing the hitbox on Up B option 2 is going to be exactly on toad, so it will still be possible to range and punish him correct?

Up Tilt can be SDI'd to escape the combo?

Pretty good moveset, I could see toad being up there in the next smash if he gets in and has this moveset.
KumaOso said:
Okay, I finally got around to it and here's what I think.

It seems like you're at conflict with how Toad should play. On one hand, it seems that you want to go with a zoning playstyle for Toad, but the Toad Rush potentially indicates that you want to go for a mix-up character. Personally, I think showing Toad's true potential lies in making him a rush-down mixup character. Toad is known for being three things, strong, fast, and being a good jumper (SMB 2). I don't think projectiles except for maybe one or two will do him justice. I always thought something akin to El Fuerte is the best thing for him.

Before I go into the moves, I think you should've given more detail about the moves.

Now, on to the specials.

Ice Flower - I don't feel this is really necessary as it's not something that only Toad can do which takes away the appeal.

Bombs - I like this one. You should be able to do the following though.

Should move around with it over his head.
Press B to leave it on the ground. You can have only one out at a time. If you do B again, the last bomb disappears in a harmless explosion.
Side, Down, and Up B allow you to toss them in those directions. You can use the Side up inputs to toss them like a catapult.
Time for the bomb to explode is around 3-5 seconds.


This gives him some nice compensation for his range allowing you to counter projectile and other defensive characters. What's also nice is that you can exploit the bomb laying as a mindgame. Keep them uncertain whether or not you'll let the bomb explode or make it disappear.

Toad Rush - This MUST stay. This is a big part of Toad's playstyle and would be the most heavily used move. As it is though, it's nothing too special. The impression I got with your description is that he rushes in a scripted animation and then tosses them in DI chains and that just seemed boring to me. Here's a suggestion.

When in the running state, Toad has Golden Mushroom aftershadows behind him (as a reference to the MK games and the SF supers by coincidence). In this state, he has something never before seen in a Smash game: Followup attacks. By putting these inputs in, you have access to a sub-moveset for Toad.

B: Stop - Stop in place.
Side B: Nothing in the direction you're facing, but the other way around lets you turn around.
Down B: Slides in and then tosses them on the ground, ground bouncing them. Once you grab them, there is a brief period where you must input the direction of the throw which can be four directions.
Up B: Super Jump - Does a high jump forward, backward, or neutral depending on the input.

Up B: I'd go with the Power Squat Jump one. It goes high than the Super Jump. The damage would come from going up, not down.

Down B - I'm thinking of something like She-Hulk's command grab where she grabs the opponent, punching them into stun to set up a combo or KO move. This would be a high risk : high reward move thanks to shield dodging, but getting the opponent to endure pressure, make him afraid to leave, or waiting for him to shield dodge and catching him on the recovery make it easier.

I have no problems with your normals. You created a very faithful moveset, going as far to show examples with actual sprites.

For the final smash, I'm not sure because these make sense, minus the controls for the first option, but I have different ideas for final smashes.

So with these changes, Toad is not a campy character, but an in your face character whose potential in unpredictability is like no other in the Smash series. His learning curve for being effective is rather high, but if you can learn the character, you learn a lot about the mechanics of Smash
Sonic Poke said:
This Moveset is Beautiful!
Old move suggestions:
[collapse=things]
Neutral B: Ice Flower

Toad brings out the ice flower and shoots an ice ball. The ice ball travels slower but longer than a fireball. When in contact or when it doesn't make contact with the enemy for a few seconds, it will burst and damage 9-12%

A great projectile that can be used for camping and mindgames. The slow speed but long travel distance can be used to Toad's advantage. This can't be clanked. If the opponent tries to clash with it, it explodes on the enemy.

Origin and defense: Was used by Toad in NSMB Wii. Why can't Toad use it if Mario can use a fire flower. I doubt that's his signature. That goes for Luigi.

2nd option Neutral B: Bomb

Toad pulls out a bomb from Wario’s Woods. Press B to leave it on the ground. You can have only one out at a time. If you do B again, the last bomb disappears in a harmless explosion. Side, Down, and Up B allow you to toss them in those directions. You can use the Side up inputs to toss them like a catapult. Time for the bomb to explode is around 3-5 seconds. It deals 15% damage

One of Toad's most useful moves. It's main purpose is for camping. It has a huge effect on shield and it kills at a moderately low percent. Just like the ice flower, you can't clank with the projectile.

Origin: Was used in Wario's Woods

3rd option neutral special : Friendly Bob-Omb

Toad throws 1, 2 or 3 friendly bob ombs. The Bob-ombs follow it's closest enemy and when touches the enemy, it explodes. It can also be detonated by Toad if Toad commands them to. Press B to leave it on the ground. You can have only one out at a time. If you do B again, the last bomb disappears in a harmless explosion. Side, Down, and Up B allow you to toss them in those directions. You can use the Side up inputs to toss them like a catapult. Time for the bomb to explode is around 3-5 seconds. Each bob omb deals 8% damage

These guys are your allies and your main tool for camping. You can hold down the B button to summon more bob-ombs until 3. To control the direction, hold the analog to whatever direction you want to throw it. These guys pack a punch but they explode when they even touch the enemy's shield.

Origin and defense: Was used by Toad in Super Mario Bros. 2 except it was black so I mixed it with the bob-omb buddies from Super Mario 64 and Super Mario Galaxy 2. There's nothing wrong with this move

2nd option Downward Special : Pluck

Toad plucks out an item from the ground. It's either a vegetable, a mushroom block or a shy guy.

It works like Peach's down special except with different items. The vegetable damages 9% and has an 60% chance of being plucked, a mushroom block deals 30% damage and has a 10% chance of being plucked and a Shy Guy works like a Waddle Dee except it's heavier and harder to kill. It deals 20% damage. It's one of Toad's main tools for camping.

Origin and defense: Was used by Toad in Super Mario Bros. 2. It works like Peach's Down B so there's no problem here

3rd option Downward Special : Heavy Headbutt

Toad delivers a strong headbutt that stuns the enemy. It deals 10% damage.

This is like She-Hulk's command grab where she grabs the opponent, punching them into stun to set up a combo or KO move. This would be a high risk : high reward move thanks to shield dodging, but getting the opponent to endure pressure, make him afraid to leave, or waiting for him to shield dodge and catching him on the recovery make it easier.

[collapse=Description that goes with the zoning/grapple playstyle]
Toad rushes to the enemy and grabs the enemy. He can throws the enemy up, down, left or right which deals 9% damage. He can spin the enemy around which deals 3% damage per second. If Toad misses the enemy, he'll fall into a helpless state.

Toad's most important move. He can combine this attack with his grabs such as Toad rush to down throw --> F-throw (Carry). Toad rush travels at a long distance. Toad can even chaingrab with this attack. You can do Toad rush's down throw repeatedly on the air so the enemy can bounce on the ground which leaves him open for another grab. There are a lot of things you can do with Toad rush.

- Spin

- Forward throw

- Upward throw

- Downward throw

- Backward throw


2nd option Forward B : Kart

Toad rides on a kart and smashes through his opponent dealing 6% damage. He can ride it as long as he doesn't get hit a lot or if he jumps out of it. Using this special air born will cause him to pull out a glider from his kart.

One of Toad's unique attacks. You can use your ice flower or friendly bob-ombs while riding. This can be also used to run from your opponent OR rush to your opponent. Be warned though, if you are hit by an attack that damages over 6%, you will be kicked off your kart. The glider can be used to help Toad's horizontal recovery.

Origin and defense: Was used by Toad in the Mario Kart series. I made it different from Wario's bike. It does not act as a recovery.

2nd option Upward Special : Super Jump

Toad charges then jumps in mid air!

The recovery is as high as Sonic's recovery. While rising up, it deals 10% damage. He's not helpless after but he can't jump or recover.

Origin: Was used by Toad in Super Mario Bros. 2.

Forward throw : Carry

Toad carries the enemy around. He can throw the enemy which deals 8% damage.

Origin: Was used by Toad in Super Mario Bros. 2, Wario woods and NSMB Wii.

Downward throw : Breakdance

Toad break dances and makes the enemy slide on the ground causing a trip/prat fall effect on him/her. It deals 8% damage.


FINAL SMASH(2nd option)
RAINBOW STAR!!!

Toad pulls out a rainbow star and abosorbs it's power turning more powerful and grants him the ability not to flinch no matter how powerful the enemy's attack is! It also enhances Toad's moveset! The form lasts for 10 seconds so make the most out of it!​

Changes in this form:

Speed change

Toad is capable of running as fast as Captain Falcon.

Neutral B : Triple Ice

Toad can now shoot 3 ice balls at the same time

Forward B : Cheep charger

Toad uses the cheep charger instead of a kart. Now, Toad can't be beaten off his ride plus he's faster and it damages 10%.

Upward B : Unlimited recovery

Toad can keep flying upwards as long as you hold the analog up.

Downward B: Giant Bob-omb

Toad can throw giant bob-omb! He can only throw one but it's HUGE. It can grab enemies and throw them and it can cause massive explosion!

Dash attack : Toad charge (Chargeable)

Toad's dash attack is now chargeable. Just hold the A button during the dash attack

All of Toad's attacks

Toad's attacks are faster, stronger and better!

The zoning/grapple style​

Toad may have potential for combos but he lacks the range to show off his combo skills. Fortunately, his array of projectiles, a kart and some long ranged attacks with mushrooms make him a great character for camping. His ice flower can be used for camping while his bob-omb buddies are used for mindgames. You can use his kart to retreat from enemies (It's better used that way) while using your bob-ombs and ice flower. His primary melee attacks are his downward smash, forward tilt and his backward aerial since all of them support Toad's defensive and campy playstyle. Toad can also be a rushdown character but it's not recommended to use it against long range characters. Toad's primary moves for approach are all his grabs, neutral combo, upward attack, backward aerial and upward aerial because they all support as combo attacks. To finish combos, toad can use Neutral aerial, Forward aerial, Downward aerial, Upward smash or Forward tilt due to their quick start and good knockback. Unfortunately, all these opportunities are hindered by his small range. That doesn't make it impossible for him to rush though but it's a major flaw. Toad's defensive play is safer and it is a better way to slowly rack up damage with out trying to use Toad's bear range. Toad's throws are extremely useful but it's hindered by the small/tiny grab range. His forward throw is carry which means he can carry the enemy around. His down throw makes enemies slip while his back throw does the huge knockback. What makes his grabs better are the fact that he can grab enemies in 2 ways both on ground and mid-air. This also gives Toad the ability to chain grab in the air if he uses Toad rush. Toad rush is Toad's special grab (Forward B). He can spin the enemy to rack up damage and hit opponents and he can throw enemies in any directions. If you're air born, you can Toad rush the enemy, thrown him down then Toad rush him again. His grabs are dangerous and that's what makes him hard to approach to.

Onto the competitive part, we know Toad's main play is grabbing and defense. He has potential for offense but lacks the range and safety to do it. Toad's ice flower can be used for camping. It's slow but that makes it a threat in the air. Not the ground. You can shoot out multiple ice flowers in the air while using your bob-omb buddies on the ground. That way, the opponent must be aware of the ice flowers that travel slowly in the air and the bob-ombs the follow him/her on the ground. Toad's grab can grapple both on ground and mid air. You can use grab followed after or before Toad rush. Toad rush is capable of chain grabbing enemies in mid air. You can throw the enemy downwards to make him bounce on the ground then grab him or do Toad rush then throw him down again. Toad's grab range is poor but Toad rush has long range since Toad charges to the enemy. You can grab the enemy then throw him forward then do Toad rush to regrab him again. You can incorporate his grab games with your defensive/zoning play. You can Toad rush the enemy and throw him to your bob ombs or ice shots. You can Toad rush the enemy, throw him down to the bob-ombs then he gets hit by the bob-ombs then you regrab him or Toad rush him again.

Rushdown and Mix-Up Style​

Thanks to Kuma for the write-up​

Toad is a small, speedy character. His damage isn't very high and his attack range is poor due to his short limbs, but his number of mobility options and insane mixup potential can make up for these weaknesses. Because of his insane mixup potential, Toad has quite possibly one of, if not the, highest learning curve when it comes to strategic play as playing Toad requires you to be adaptive and appear random to be good with him.

Toad's attacks support this playstyle in a very nice way that is bound to get a number of players hating you for your mixups (this means you're doing it right).

Toad's Bomb attack allows Toad to zone a little bit, but he's no Dhalsim or Lambda-11. In fact, it's highly recommended to exploit the fact that only one bomb can appear at a time. So, you can choose to either let it explode or do a bait and switch and trap the opponent in an unfavorable position of the stage. Another thing about Toad's bombs is that they compensate for Toad's lacking range in his attacks. With his ability to throw the bomb in different directions, including a catapult direction, you have yourself a couple of defensive options. Be warned though, your opponent can dodge these bombs and the recovery from throwing isn't pretty. It's somewhat of a high risk move, but keeping them off is worth it. It's best to use this move in a combo or as a counterattack.

Toad's Headbutt is a grappling move, but at the same time, not. The purpose of this move is to get the opponent in a stunned state and unleash some deadly damage. With this move, you can your shield pressure, but you must be unpredictable with when you do this. This move's counter are the shield dodge and rolls so you must learn to wait for it come out before doing a headbutt. It's another risky move, but it's a highly rewarding move with the right combo.

Toad's Power Squat Jump is probably the most standard looking move out of Toad's specials. This move has Toad do a high jump in any of the three aerial directions (up, up-forward, up-backwards) with the hitbox of the attack being Toad's heads. Anyone familiar with Balrog's headbutt will have an idea for what I'm talking about.

Now for the defining move of Toad's playstyle: Toad Rush. This move will without a doubt be the most used move in Toad's arsenal as this starts his mixup game. When using this move, Toad has access to four followup attacks exclusive to the Toad Rush. The first attack is a simple stop which is useful for feints and comboing into normals. The second one is to have Toad run in the opposite direction. Aside from feinting, this keeps Toad in the Rush state and you can even dash dance with it with enough practice. The third move is Super Jump which is like Power Squat Jump, but not as high. This is best used for evasive purposes and to get in on zoning characters so you jump over their projectiles. The last move is probably the most important. The last attack is a sliding grab. Best used as a punishment move, this attack has Toad slide in and then toss the opponent in one of four directions of your choice. This is especially important as when the opponent lands from the attack, both of you must guess what happens next. Will he tech on the spot, to the left, to the right, or not at all. There is a brief moment when both of you must guess on each other. You guess right, you get to continue the chain grab. The only one of the four directions that doesn't do this is the Upward grab which has DI in place, but Toad's attacks like the FAir are deadly in this position if Toad reads correctly.

Toad's normals come into play with his specials. Like said earlier, FAir is perfect for the followup on the sliding up grab as at high percents, this is Toad's big killing move. Another notable normal is his DAir. Combing this with the stop or Super Jump from Toad Rush, you have range for landing this attack. Toad also has a short hop so combine that his aerials and jump cancel from his normals for some nice pressure.

If you choose to play Toad, you will have one of the deepest, most challenging characters to learn in the game. If you like annoying your opponent into submission, enjoy fast characters, and enjoy a good thinking challenge, Toad is the character for you.
[/collapse][/collapse]


TOAD ESSAY v2
Credit to Spydr Enzo. Some parts were added by me (Berserker01)

Toad… one of the most iconic characters of the Mario series and a popular group that has been with the series since it’s beginning. Does Toad deserve a playable spot on the roster of a future Super Smash Bros. game? Of course!

First of all, I want to make this clear. I am not a Toad fanboy… I am simply defending Toad, a character that has been shot down by many throughout the years for many dumb, ignorant reasons. It bugs to to see that there are many people who believe that he literally has no chance of appearing at all, or that it is very unlikely compared to other Mario characters. I just want to clear up this misunderstanding.

NOW... why is Toad a perfectly viable (and likely) candidate for a future Super Smash Bros.?

-

First, let us discuss the history of the little Mushroom Retainer, and where he got his fame, popularity, and significance to the series.

Toad first appeared in the first ever Super Mario game Super Mario Bros. on the NES, the game that really kicked off the series toward the fame it claims today. Since this game, Toad has appeared in some way in pretty much every single one of the series' major titles since the very beginning of it's entire existence. That already is a lot more than many other characters from the series can say.

Throughout these games, Toad has taken on the role of the advice-giver, the distressed character in need of saving, and in at least two major Mario titles, Super Mario Bros. 2 for the NES and New Super Mario Bros. Wii for the Wii, he has been playable. Not to mention that he was the star of the NES/SNES puzzle game Wario's Woods. Toad's appears frequently in most of Mario's platformers, and has been especially frequent within the Super Mario Galaxy games, where the Toad Brigade joins Mario on many occasions throughout his adventures.

This doesn't even include the Mario Spin-off titles. Toad has appeared as a playable character in a big chunk of Mario spin-offs, and in a few others, he has taken the role of the game's host in one way or another. Toad is one of the "Mario Big Eight," (Mario, Luigi, Peach, Yoshi, Donkey Kong, Wario, Bowser, and Toad), the eight characters that have appeared in the majority of Mario spin-off titles since their beginning, and still appear quite frequently. Notice that Toad is the only character in the "Mario Big Eight" to not be represented in Smash.

Despite Toad's vast popularity, fame, and involvement with the series, many continue to argue that his "small roles" are what is bringing him down. They fail to even consider the idea that having "small roles" won't always hurt a characters chances. Toad may not have some of the biggest, most important roles in the games, but you definitely cannot say he is not important to the series. If you say this, you are ignoring the fact that he has appeared in pretty much every major Mario title and spin-off since the beginning of the series' entire existence. You are ignoring the fact that he has become an iconic character of the series and possibly even of Nintendo in general throughout his history.

It really baffles me how people can say that Fawful is more deserving because he is "more important." I also find find it funny that people who argue in favor of Fawful over Toad use the argument that he is newer and therefore more recognizable among younger fans. They seem to be neglecting the fact that Toad is well-known not only among younger fans, but of anyone who has ever played any major Mario game no matter how old they are. Sure, being newer doesn't hurt, and being the villain of three Mario games is an important role, but is that really important to the series as a whole? Is he iconic? Is he as well-known, familiar, recognizable or popular as Toad? Ask anyone even remotely familiar with Mario who Toad is, they will more than likely know. You can't do the same with Fawful. Imagine the reaction of Toad's removal from the series compared to the reaction of Fawful never returning again...

Another thing that I find strange is when people who support Bowser Jr. shoot down Toad because of his "diminishing, small roles" within the games. What about Bowser Jr.? The only major role he has ever had in any game was in Super Mario Sunshine for the GCN. Since then, he has been nothing but a mini-boss, and a character who occasionally shows up a taunts the player in games like New Super Mario Bros. Wii. Toad's role has actually grown quite a lot recently... he has had his first playable appearance in any mainstream Mario game since Super Mario Bros. 2 in New Super Mario Bros. Wii, and has appeared more (plus with a more interesting role) in the Super Mario Galaxy games then in any previous 3D Mario Platformer. Honestly, how can anyone that supports Bowser Jr. bash Toad's "diminishing role?" without blatantly ignoring these facts? Toad has everything he needs. Popularity, fame and importance to the Mario series. Toad was awarded with the "Character who needs his own spin-offs" award both in ign and game daily. His popularity is significantly bigger than Bowser Jr. In the Oricon Poll, Toad was voted to be the 8th most popular character in Japan. He's even more important than Jr. to the series. He was one of the most celebrated characters in the 25th anniversary of Mario. About comparing roles between Jr. and Toad. Why is it that people think Jr. has a bigger role than Toad? You guys know that being important in the series is better than having a big role in the series. Since when was Jr. popular? No one has shown a source about it. Sure I can see it in the discussion but is he more popular than Toad? Toad had the 4th highest number of votes among the Mario reps. Overall in the melee poll, he was 6th highest (Behind Bowser, Peach, Wario, Ganon and Dedede). That's probably the reason why he didn't appear. Wario took the newcomer slot first to him. Well... That's one of the reasons (Sort of). The reason why Diddy got first to Toad is because he has his own series. Since he got a pretty good number of votes, he was in SSBB. He is part of the Mario series but the truth is that he's part of the Donkey Kong series. According to Shortie's poll, Toad was the most requested asides from the 4 mario reps. I don't know if it's important but then again, Toad got the highest amount of votes. One more thing is that Toad had 2 spin-offs where he is the main character "Wario Woods NES and SNES". What does Bowser Jr. have? Nothing. What makes the Oricon poll a huge plus is that it came from Japan.

2011 update:

Toad's role is getting larger and larger by the moment.... New Super Mario Bros. Mii, Super Mario 3DS (Luigi's not in. Holy ****) and Luigi's mansion. He's also appearing in Mario Kart 7 and Mario Tennis (Not that it's a huge deciding factor). He's also gonna be a partner (Though it's a green Toad) in Paper Mario 3DS. He's also gonna be playable in Fortune Street and Mario Party 9. He also has a costume for Miis. No news about Bowser Jr. so far other than being a sub boss in Mario Party 9

Here's some stuff discovered by Propeller Toad

Propeller Toad said:
Mario Kart 7:

*As I said earlier, Toad is confirmed to be a returning driver. He was featured quite a lot in the last few trailers as well (signifying his notability to the series).

Super Mario 3D Land:

*Toads have been confirmed to appear in this game. They are seen in a few screenshots alongside Mario; however, their roles are not confirmed. A Toad with red spots and a blue vest (maybe THE Toad himself?) is seen during the Bowser battle where he is inside the castle. Who knows if this will be a repeat of Toad's role from SMB or something else. There is also mention that hidden Toads in the levels reward Mario with coins.

Summing it up, Toads are confirmed, but we still do not know their definite roles (despite their abundant appearances so far). This is big news considering that the Toads were confirmed, but Bowser Jr. is nowhere to be seen. Only Boom Boom and his new female counterpart are shown in the official artwork and not Jr. or even the Koopalings.

Later....

Apparently new screens and videos has been leaked for Super Mario 3D Land. However, the biggest thing about this is the fact that the intro previews Mario along with THREE Toads (Red, Blue, and Yellow) going on the adventure to rescuing Peach. We do not know if the Toads are playable; however, looking at the clues we have now (three Toads + Mario = 4, Toads ran with Mario to start the journey) may hint that Toad might be playable in this game. Regardless if they are playable or not, we know for a fact that these three will be playing some kind of role if they ran with Mario!

The video to the intro is below. NOTE: SPOILERS FOR THE GAME:
http://www.youtube.com/watch?v=z344M...layer_embedded

Also pics:


No word on Jr. however, and only on Boom Boom and his female counterpart. Toad also received new official artwork for SM3DL!

Good news for Toad so far!

Luigi's Mansion 2:

*Not much is revealed so far; however, a screenshot has been released showing Toad accompanying Luigi in a level. We do not know what Toad will be doing while he is journeying alongside Luigi other than the fact that he will be assisting him in some way.

Paper Mario 3DS:

*No new news so far about the Toad partner; however, many Toads were highlighted in appearances throughout the recent trailer. Their roles seem to be similar to the previous PM games; however, we are not yet sure as there is still a possibility that they may play a bigger role. Also there is also the Green Toad partner to look forward to.

Mario Party 9:
*No new news, but that does not matter. Toad is confirmed to be playable and that is all that matters!

Fortune Street Wii:
*We got new news, but we already know that Toad is a confirmed playable character. He is even positioned right behind Mario, Luigi, Peach, Bowser, and Yoshi in the character line-up, so even Nintendo and Square-Enix knows his importance to line him up right behind the five previous characters.

Future possibilities:

New Super Mario Bros. Mii
*There is still a possibility that this game might become an actual game. Blue Toad and Yellow Toad will both be returning as playable in this game.

Mario Tennis 3DS:

Look on the right end. Toad is the judge sitting on the seat. Note: Red Toads with red vests are seen in the background of other pics. Toad himself with a blue vest is perched on the chair
*Toad has a chance of returning as a playable character. He was already seen judging the match just like the N64 one (not Toadsworth); so, he could be returning !

Chase Mii Wii U:
Toad and Mario costumes again. Signifies Toad's importance.
Iconic + Major roles? What more do you want?

So, what have we learned so far? Being iconic and significant to a series in general is more important than being important to a small fraction of the series' games. We've also learned that having a small role in any specific game(s) of the series really doesn't matter when compared to the character's overall significance to the series, as well as their popularity and familiarity among all gamers and many non-gamers alike.

-

That last section was the big one. I think I made my point quite clear. Now, on to different subject. One argument in particular that still bugs me is the "generic species" argument.

The argument that Toad is a "generic species" is incredibly ignorant. First of all, we all know this. Toad is a part of a generic species, no one is trying to hide it. The fact is that in this case, it doesn't really matter. Take Yoshi for example. Besides in the Mario Spin-off titles, was there ever just a single Yoshi? No, the player has always controlled a Yoshi. Never THE Yoshi. Yoshi always appears as a generic species, and yet he has his place on the Smash Bros. roster. Why does the idea seem so ridiculous in Toad's case? Honestly, I'd like to know. It really baffles me.

Now just for a second, let's take a look at the Mario Spin-off titles. Obviously, being a part of the "Mario Big Eight," both Yoshi and Toad have appeared in the majority of these titles. When you see Yoshi in Mario Kart, you don't think "Hey, there's a Yoshi," do you? It's always "Hey, there's Yoshi." The same goes for Toad. In the spin-offs, and in games like Super Mario Bros. 2 and Wario's Woods it always seems as if you are playing as THE Toad rather than just any random Toad. This illusion of playing as THE Yoshi or THE Toad rather than a Yoshi or a Toad is what allows them to break free of their "generic species" status when it is appropriate. Having "broken free," Toad is able to appear alone in a game like Smash without being a Toad, but rather THE Toad.

Now, I know someone will argue that, by this logic, Goomba and Koopa are appropriate choices for a future Smash. This is not true... they have appeared in the spin-off titles, but not enough to have "broken free" of generic species status yet. The fact that they appear as generic baddies in large numbers in the majority of Mario games also keeps them within that "generic species" group, unlike Toad and Yoshi.


What have we learned from this? The "generic species" argument is a worthless, ignorant argument against Toad. Don't try it.

-

One final point that I'd like to address is the argument that Toad is an unoriginal, un-unique (is that a word???) character that lacks moveset potential. I find this laughably false.

First of all, Toad is probably one of the most unique Mario characters not represented in Smash. I can't even fathom how Bowser Jr. supporters can use this argument against Toad when Bowser Jr. is basically a mini Bowser. What other major character in the Mario universe resembles Toad? Toad looks like the other Toads? What about Yoshi? You can call the one and only green Yoshi "Yoshi". The same for Toad. You can call the one and only Toad "Toad". Plus, like Yoshi, he's one among the other species.

Toad is NOT generic. He's from a generic race but THE TOAD (Toad) is not generic. He's the one that started the whole concept of how a Toad should look like. You know, it's like some guy in the city looked unique and cool so you copied his style. That's what Shigeru did. He made multiple toads (and yoshis) and there! It became a species.

Toad is unique. More unique than Paper Mario and Jr. Paper Mario is simply a paper form of mario. Bowser Jr. is obviously a mini bowser or baby bowser clone. Toad does not resemble to anyone other than his fellow species of course. Paper Mario and Jr. is unique. Their abilities are extremely unique-- I don't know about Jr. though. He does exactly what Bowser does except he has that paint brush but that's the only thing that does not make him a full clone. He rides a clown car, he shoots fire balls and he does that spinny shell attack. Paper Mario is extremely unique. The character is not unique since it's just Mario but what he does is unique. Toad on the other hand is unique in both ways. Like I said, he does not resemble to any main or major mario character. He also has unique abilities such as running up walls, super human strength for a small guy, super speed and using spores and mushrooms as a weapon and defense. All of the 3 are unique in their own way. There's nothing wrong with adding Paper Mario or Bowser Jr. I wouldn't even mind if there were 6 characters in the Mario series. After all, the more, the merrier.

Second, let's talk about Toad's playstyle and moveset potential. Being a small character, Toad is known for being very quick, but he is also known for seeming to have superhuman strength as seen in Super Mario Bros. 2. Being a small and quick yet strong character is something not seen often, and could present a unique play-style. Now what about his moveset?

Many moves from the games he has been playable in can be looked at in determining this. Notice that in the three games where he appears as a playable protagonist (Super Mario Bros. 2, Wario's Woods, and New Super Mario Bros. Wii), the gameplay involves lifting things and throwing/dropping them. This is one obvious ability that Toad could acquire; lifting and throwing characters. The charged high-jump from Super Mario Bros. 2 is another possibility for a move, a move that would probably be utilized as an Up-B recovery move. In Wario's Woods, Toad is given bombs to throw, another possible move. He could also use the new power-ups found in New Super Mario Bros. Wii as an assortment of abilities, not to mention abilities found in Mario spin-off titles. And don't forget that there are many moves that could be designed specially for Toad without making him seem out of character. With this in mind, plus the fact that there are many different elements throughout the Mario series from which he could borrow his moves, you can't deny that Toad does indeed have moveset potential.

Toad's moveset could be comprised of items and mushrooms with melee attacks. Why is it that people do not allow Toad to use items when Mario, Luigi and Diddy use items? Fire Flower? Banana? Why can't Toad use an Ice flower or the propeller cap? Some people think Toad has nothing new to bring but mushrooms. That is a useless statement. Just like Kirby and Pikachu, he's fast and strong but he has low jumps. He channels his power through mushrooms. There are hardly any characters that use a mushroom as a power. So you're saying Ridley will offer nothing but Tail whipping action?

In fact, we have a comprehensive moveset for him already: (See the top hidden message)


There are also assumptions about Toad being a semi clone or clone if you think "NSMB" style. This is actually wrong despite how surprisingly right it sounds. All 3 candidates have unique potential to have a moveset but which one would seem to be least likely to be a clone or not even least likely, negligible chance. Lets find out.


First we take a look at Bowser Jr.


Bowser Jr.

Bowser Jr. is actually similar to his father. He breathes out fire and he uses his mini brute strength against his foes. Basically, he's a mini bowser which is why he's called Bowser Jr. however, what makes him quite apart from his father is his paint brush. His paint brush was emphasized ever since his debut in Mario Sports Mix. The paint can be used as an obstacle, obstruction or it can even form into enemies.

That's about it though. Other than him summoning monsters and riding in robots or vehicles, that's Jr's abilities in a nutshell.

Jr's moves:
- Mini brute strength
- Paint brush
- Fire

Chances of being a clone: High

I wouldn't say very high because as I said, the paint brush was emphasized in spin off games but since almost all his abilities are identical to Bowser's, he most likely will be a clone. I said most likely. Not will be.

Paper Mario

Paper Mario has a VAST amount of abilities. I'm too lazy to explain so I'll just list down all of them:

- 3D to 2D or 2D to 3D
- Hammer
- Partners
- Badge upgrades
- Jumping
- Power of the seven stars
- Special moves such as Supernova and show stopper
- Scissors
- Pixie helpers
- A lot more stuff. Like more than Toad for sure (Look down)

Chances of being a clone: Sort of High

Despite the vast amount of abilities, Paper Mario could be a clone. Sure Sakurai would just give himself a harder time but why not we look at his past actions. However, this all depends if Sakurai is seriously gonna work hard with this game.

Toad

Who says Sakurai doesn't like Ridley? Lol. I think he DOES like him. He's been in every Smash so far in some form.

Ridley was a boss because Sakurai knew he was popular and he wanted to accommodate him in some way. Really, even if a character isn't playable, he still tries to include characters on polls in some form. Probably why Toad is Peach's special move. It's just that NOW Ridley really needs to make the jump from boss to playable. He's one of the few high-profile characters left. There's just no way around that he's necessary.
The fact that Jr. did not make any appearance at all along with Paper Mario made it a bit weird...... I'm not against them. They gave a great chance

Remember the melee poll? Ridley had no sign of appearance in melee even with high votes. Toad appeared as a moveset. I found it reasonable why he did not get in... It was cause of Wario. One more note, he was requested since the melee speculation days you know.... Why is it that Sakurai would got through the trouble of making Toad the neutral b when he's not peach's FAITHFUL signature attack. There's no negative reason.... In fact..... It boosts his chances.

Why is it that people say that "Sakurai wouldn't break his back to make Toad". In fact, Toad is the easiest to make since there is a model for him already.

Remember, Paper Mario and Jr. were one of the most expected new comers but what happened? They did not appear. Not an assist trophy or even a cameo or moveset. Not even a boss. At least Toad and Ridley appeared in the game. This proves a lot of things. It proves that Sakurai did not care about Jr. and Paper Mario. They said it themselves that they can develop Ridley. The problem is they didn't. They had to make him a boss. Toad was a moveset for a reason. Not because Sakurai had no interest in him. I explained about this before but I'll say it again. If he really didn't care about Toad, he wouldn't have made him the neutral b. It would have been something else. It goes to show that he still is interested in Toad. Not saying Jr and Paper Mario are unlikely though.

What have we learned here? The moveset excuse is useless. Don't try it.

-

How about a quick recap. What have we learned?
-Being iconic and significant to a series in general is more important than being important to a small fraction of the series' games. We've also learned that having a small role in any specific game(s) of the series really doesn't matter when compared to the character's overall significance to the series, as well as their popularity and familiarity among all gamers and many non-gamers alike
-The "generic species" argument is a worthless, ignorant argument against Toad. Don't try it.
-We know that Toad is an original, unique character that could have a different sort of play-style as well as having good potential for a moveset.
-The moveset excuse is useless. Don't try it.


Any other concerns?


I think I just about covered everything. Please note, that while I did attack Bowser Jr. several times, I do not deny the great possibility of him joining the playable roster in a future Smash. I'd actually put him on or near the same level as Toad, and I wouldn't even be surprised to see both appear.

But I'm here right now to defend Toad.

Just look at everything Toad has going for him. You can't say he is unlikely, or has no chance... in fact it is quite the opposite. This is a character that is popular, familiar, and recognizable among anyone remotely familiar with Mario, as well as unique, original, and iconic of it's series and possibly even iconic of Nintendo itself. This is a character that has been a part of the series since the beginning of it's existence and is still going strong. If a character like this doesn't deserve to be in Smash, the really, I don't know who does.

One last thing I would like to state is this elimination round about who Mario rep while most likely be added:
[collapse= elimination rounds]
Lets do a process of elimination to see who are the best choices to market the Marioverse games to the customers and, at the same time, make the fans happy.

The majority of Marioverse games are spin-off games (Kart, Tennis, Golf, Party, etc.) because they sell. Lets start with the playable characters in those games.

Bumper
Cranky Kong
Baby Daisy
Baby Donkey Kong
Baby Luigi
Baby Mario
Baby Peach
Birdo
Blooper
Boo
Bowser
Bowser Jr.
Daisy
Diddy Kong
Dixie Kong
Donkey Kong
Donkey Kong Jr.
Dr. Mario
Drumstick
Dry Bones
Dry Bowser
Fly Guy
Funky Kong
Goomba
Hammer Bro.
Kalypso
Kass
King Boo
King K. Rool
Kip
Kludge
Klump
Koopa Kid
Koopa Paratroopa
Koopa Troopa
Kopter
Kritter
Krunch
Lanky Kong
Luigi
Magikoopa
Mario
Metal Mario
Monty Mole
Noki
Paragoomba
Peach
Petey Piranha
Pianta
Pipsy
Rosalina
Shy Guy
Taj the Genie
Timber
Tiny Kong
Tiptup
Toad
Toadette
Toadsworth
T.T.
Waluigi
Wanda
Wario
Wiggler
Wizpig
Wrinkly Kong
Yoshi

We have many characters who appeared exclusively in spin-off games. Lets make another list with characters who have appeared in canon games (platformers and RPGs).

Cranky Kong
Baby Donkey Kong
Baby Luigi
Baby Mario
Baby Peach
Birdo
Blooper
Boo
Bowser
Bowser Jr.
Daisy
Diddy Kong
Dixie Kong
Donkey Kong
Donkey Kong Jr.
Dry Bones
Dry Bowser
Fly Guy
Funky Kong
Goomba
Hammer Bro.
King Boo
King K. Rool
Klump
Koopa Paratroopa
Koopa Troopa
Kopter
Kritter
Lanky Kong
Luigi
Magikoopa
Mario
Metal Mario
Monty Mole
Noki
Paragoomba
Peach
Petey Piranha
Pianta
Rosalina
Shy Guy
Tiny Kong
Toad
Toadsworth
Wario
Wiggler
Wrinkly Kong
Yoshi

There are still many generic species on the list. So lets remove all the generic species who were never playable in canon games and see who are left.

Cranky Kong
Baby Donkey Kong
Baby Luigi
Baby Mario
Baby Peach
Bowser
Bowser Jr.
Daisy
Diddy Kong
Dixie Kong
Donkey Kong
Donkey Kong Jr.
Dry Bowser
Funky Kong
King Boo
King K. Rool
Lanky Kong
Luigi
Mario
Metal Mario
Peach
Petey Piranha
Rosalina
Tiny Kong
Toad
Toadsworth
Wario
Wrinkly Kong
Yoshi

There are some characters who have been in one or two canon games. Lets make another list with recurring characters who have been in three or more canon games.

Cranky Kong
Baby Luigi
Baby Mario
Bowser
Bowser Jr.
Diddy Kong
Dixie Kong
Donkey Kong
Funky Kong
King Boo
King K. Rool
Luigi
Mario
Peach
Petey Piranha
Toad
Toadsworth
Wario
Wrinkly Kong
Yoshi

Finally, we make a list with recurring playable heroes and recurring unplayable villains in canon games.

Baby Mario
Bowser
Bowser Jr.
Diddy Kong
Dixie Kong
Donkey Kong
King Boo
King K. Rool
Luigi
Mario
Peach
Petey Piranha
Toad
Wario
Yoshi

The majority of the Marioverse games are spin-off games. It is best to have the original Mario Big Eight because they market games to the customers and make fans happy. The major recurring characters from the Donkey Kong Country trilogy are in spin-off games because they market the games and make the fans happy. It is best to have these familar characters who can really resonate with customers and fans.

Mario Series
Mario
Luigi
Peach
Toad
Bowser

Donkey Kong Series
Donkey Kong
Diddy Kong
Dixie Kong
King K. Rool

Yoshi Series
Yoshi

Wario Series
Wario

[/collapse]


Thank you and please support Toad for SSB 4!​
 

SolarSkurge

Smash Journeyman
Joined
May 31, 2011
Messages
340
Location
Paducah KY, Southern IL
Vaati for the new zelda character?or maybe Skull kid. And for christ's sake, they should put in black shadow! give HIM a slower cf moveset! Am I right? Also, maybe Zoroark for the new pokemon?
 
Joined
Jun 8, 2009
Messages
18,990
Super Smash Bros 4​


SSB4 opening​
credit to javacroc
Super Smash Bros. 4
Opening Cinematic Script - Edited

I’m writing two scripts for my ideal SSB4 opening. It comes in two versions; one “normal” version that plays if the player has not unlocked every collectible in the game (that includes characters, stages, music, trophies, stickers, etc.), and a “full” version that only plays once all collectibles have been unlocked.

The following songs are cued throughout this script.

Brawl Main Theme
Melee Opening
Melee Opening (Smashing… Live! Version)
Super Smash Bros. Opening

The reason all three songs are used is because the ideal cinematic I have for SSB4 would include a merge of the Melee and Brawl themes, with elements of the original SSB overture at points. This would be done with, of course, a newly-composed song for SSB4. It would be composed so that the parts of all these songs merge together in a beautiful and coherent manner. I used the Smashing… Live! version of the Melee opening as well as the normal version because it had it’s beautiful opening (a remix of the original Smash Bros. opening, actually) as well as some useful differences from the original version.

Below is the complete script for the “full” version of the opening cinematic.

Note: The characters used in this opening are not necessarily who I expect to appear in SSB4, nor necessarily who I want to appear in SSB4. Many of the character appearances are only cameos. Those who are bolded are characters I think are potential SSB4 candidates.

Note 2: Any shouts or “sounds” noted in this script except for the explosion at the end do not exist in the music and cannot be heard.
[COLLAPSE=SSB4 Opening Cinematic Script]Melee Opening (Smashing…Live!) – 0:00 – 0:06

The screen dimly lights up (in a dark blue hue) and reveals a trophy display case (wood paneling, clear glass, 5 rows stacked). The camera zooms in. The case is empty but for one trophy in the center of the top row – Mario. The camera stops zooming in once Mario comes into clear view (only close enough that you can make out the Mario trophy).
Master Hand moves out in front of the screen from behind. He grabs the Mario trophy and takes it out, closing the case behind him. He turns with the Mario trophy in his hand and flies out behind the screen, the Mario trophy visibly right in front of the camera briefly. The now-empty trophy case lies alone

Musical Note: I used the opening lines of the Smashing… Live! version here as the opening lines are actually a slight remix of the original SSB opening lines in the overture.

Melee Opening (Smashing…Live!) – 0:07 – 0:12

The camera changes to a zoomed-in shot of a dimly-lit empty space on a clear table-like surface. Master Hand approaches from behind the screen with the Mario trophy in his hand (the camera is zoomed in very close to Master Hand and the Mario trophy). He gently places the Mario trophy in the empty space. Master Hand tilts the bottom of the Mario trophy to make it face forward. He flies out behind the camera. The Mario trophy is clearly right in front of the camera.

Melee Opening (Smashing…Live!) – 0:12 – 0:16

Camera zooms out from the Mario trophy and gradually reveals an entire row of trophies in which Mario was positioned. The trophies in order from left to right are:

Luigi, Fox, Captain Falcon, Yoshi, Samus, Kirby, Mario, Link, Pikachu, Donkey Kong, Ness, Jigglypuff

This row of trophies is dimly lit with a blue hue. Behind the trophies is complete darkness and shadow.

Melee Opening (Smashing…Live!) – 0:16 – 0:20

Image fades out to a black screen. The Nintendo and HAL Laboratory logos pop up – Nintendo on top, HAL at bottom.

The logos fade out.

Melee Opening (Smashing…Live!) – 0:21 – 0:26

The camera suddenly lights up with golden light. The shot has changed to a distant view of the first row of trophies at sky level. Light enters the room from a distant sunrise rising over mountain peaks. The light shines over the trophies, revealing they are located on a large rock island in a sea of water with the mountains and sun in the distance. (Think the setting of the first few seconds of the Brawl opening) There is a large distance between the location of the trophies and the shore of the island.

As the room lights up it reveals three more rows of trophies behind the first row. You see these trophies from the backside as with the first row.

Additional Note: The island in this opening segment would look something like this island here. The differences are that is longer, flatter, and the grass covering the island is sparse in numbers and hugs the ground (does not stick out like backyard grass or the shrubs in the image).

Melee Opening (Smashing…Live!) – 0:26 – 0:29

The camera changes to a view in front of the trophies from roughly half the height of the distant mountain peaks and sunrise and about a basic suburban house distance away. From the front, the light now reveals the faces of the trophies in the back rows.

Melee Opening (Smashing…Live!) – 0:29

The camera suddenly zooms in on the Mario trophy as it emits a blue, fiery aura around itself. (Think of the similar sequence in the Melee opening)

Melee Opening (Smashing…Live!) – 0:30

The screen turns black. Writing in the bottom-left corner; “All-Stars of Nintendo In”

Melee Opening (Smashing…Live!) – 0:31 – 0:33

Mario transforms as in the Melee opening. The camera is still focused on Mario, but is zoomed in on him than in the Melee opening. In the background and far sides, you can see the other characters transforming as well.

Melee Opening (Smashing…Live!) – 0:33 – 0:37

Mario is completely transformed from a trophy into a living being. The camera changes to a more zoomed-out position from a left angle, showing both Mario and the six closest trophies in his row (Yoshi, Samus, Kirby, Link, Pikachu, Donkey Kong) as they enter cool battle poses (imagine them as whatever you like). The camera slowly zooms out during his segment to show the rest of the trophies changing into battle poses.

Melee Opening (Smashing…Live!) – 0:37

A clawed foot stomps on the ground in front of the screen. Mario and his row of trophies are completely in battle poses now.

Melee Opening (Smashing…Live!) – 0:38 – 0:40

The camera quickly spins around 180 degrees to a right angle. The camera shows Bowser and a separate group of characters moving into battle positions. Visible in front of the camera showing off their battle poses are Bowser, Ganondorf, Ridley (in the air), King Dedede, King K. Rool, Wolf, and Victini (in the air). This sequence is in slight slow-motion.

Melee Opening (Smashing…Live!) – 0:41 – 0:43

Camera changes angle to the space in-between the two groups of characters from the side of the original trophy row while at just slightly above the height of the heads of the larger character (Ganondorf, Ridley). Now the characters from each side dash to the opposing side and charge up their attacks. As they prepare to attack, the camera enters slow-motion.

Brawl Theme – 0:05 – 0:06 (Vocals Only)

Audi fam…

The character are still about to attack and still moving in slow-motion. This segment, musically, is the transition from the Melee opening to the vocals and main Brawl theme.
Musical Note: Transition from Melee opening to Brawl theme and vocals.

Brawl Theme – 0:06 – 0:09 (Everything)


famam…

Bowser swipes at Mario with his claws, but Mario sidesteps him to the right (camera focused on Bowser as he slashes; changes position before where impact would occur to behind Mario from right angle). With claws still in the air after his unsuccessful attack, Bowser start spewing flames from his mouth. Mario rolls backwards from the flames (camera follows Mario as he rolls backwards with Bowser still in view). Mario then jumps towards Bowser and uses his Fair as he nears his arch enemy; Bowser looks upwards at Mario approaching from the air with his Fair and prepares to slash at Mario (camera switches 90 degrees to right to show other side of Mario as he jumps; camera follows Mario as he jumps and is about to strike Bowser with his Fair; Bowser is below Mario in the shot).

Brawl Theme – 0:09 – 0:12

Illius
Solus in hostes…


Link shoots an arrow from his bow at Ganondorf (camera zoomed in on Link from left angle as he shoots the arrow; camera follows arrow’s path until halfway; midway through, camera focuses on Ganondorf from right angle at midway point of arrow’s travel). Ganondorf sidesteps the arrow; the arrow falls to the ground and sticks into the soil (camera zoomed in on Ganondorf as he sidesteps the arrow).
Ganondorf grabs his sword with both hands, raises it to shoulder level and begins dashing at Link (camera zoomed in on front of Ganondorf as he raises his sword and start dashing). As Ganondorf dashes towards him, Link readies his shield to counter the attack. (camera positioned behind Ganondorf at shoulder height as he raises sword and dashes; landscape and surrounding fight blur except for Link while camera moves; Link clearly seen ahead of Ganondorf raising his shield).

Brawl Theme – 0:12 – 0:18

…ruit
et patriam servavit.
Audi fa…


(Camera at ground level from left angle showing lower bodies of the larger combatants fight in background) Olimar, with his loyal Pikmin following behind his footsteps, rushes between the feet of the combatants. (Camera still follows Olimar, but changes position to show Olimar and his Pikmin from the right side). As Olimar and his Pikmin disappear off the side of the screen, a hammer smashes onto the ground where they once were. (Camera moves upwards from hammer’s impact) King Dedede lifts his hammer from the ground into his hands (enters idle animation), waiting for someone to attack while wearing a look of villainous determination on his face (camera shows Dedede from shoulders upwards, with mostly sky in picture).
Kirby jumps up from behind Dedede and footstool jumps on Dedede’s head; Dedede’s head flattens down from impact. Kirby jumps off Dedede’s head and behind the camera; Dedede’s head returns to it’s normal form as Dedede raises a fist up in the air at Kirby, a villainous, vengeful look on his face.

Brawl Theme – 0:18 – 0:24

…mam.
Illius.


(Camera flies past Dedede’s head and through the brawl, showing images of the action blurred as it moves) Marth and Isaac pop up from sides of screen (camera stops, showing the two from their sides and zoomed in). Marth uses his Dancing Blade combo against Isaac. Isaac is struck by the first two slashes, but uses Move in front of him to push Marth back with a giant, magical hand. Marth’s sword strikes against Isaac’s hand and the hand disintegrates; Marth stumbles a little from the impact, but remains ready to strike back. Marth then takes his blade back and is about to stab forward with his Shield Breaker.

Brawl Theme – 0:24 – 0:27

Cucurrit quaeque…

Fox is fighting Ness; Ness is about to swing with his baseball bat at Fox, but Fox initiates his Fire Fox attack (camera at left angle behind Fox with Ness in front of and Fox and slightly obscured by Fox’s left shoulder). Taking Ness up with him, he shoots upwards, surrounded by flames as in his Fire Fox attack (camera follows Fox upwards into sky with Ness). A flash of light dashes at Fox in the air from somewhere in the distance behind Ness and sends Ness and Fox flying away, leaving embers behind (Ness and Fox fly behind camera’s vision). The flash of light loses it’s shine and reveals Wolf (Wolf had just used his Wolf Flash). Wolf falls back down to the ground, a villainous smile on his face (camera follows Wolf downards).

Brawl Theme – 0:27 – 0:29

…tetigit des…

Samus is shown firing consecutive beams at someone beyond the camera (camera focused on Samus from right angle at Samus’s abdomen up; above Samus, sky is mostly seen). While firing beams, Ridley flies in from behind Samus from up in the sky, grabs Samus with his talons, and flies off with him.

Brawl Theme – 0:29 – 0:30

…truens.

Victini is levitating high above the ground, pillars of flames forming around him and his V-shaped ears enshrouded in fire. On the ground watching up in awe at him are Pikachu, Little Mac, Toad, Yoshi, and Ike. (Camera at ground level at left angle showing Victini in sky and Pikachu, Little Mac, Toad, Yoshi, and Ike are in front on ground).

Brawl Theme – 0:30
Melee Opening (Smashing…Live!) – 0:44

Camera changes back to image of character about to fight each other from 0:05 – 0:06, but the image fades out into black. Meanwhile, Light floods the screen in bright green rays.
Musical Note: Transition between Brawl theme and next segment of Melee theme. It would use the strings decrescendo first before the brass note from this part of the Melee opening kicks in, acting as the transition.

Melee Opening (Smashing…Live!) – 0:44 – 0:49

Previous light quickly dissipates. Shot of Mushroom Kingdom from cloud level. Camera quickly zooms in in a curved fashion downwards to a battle between Mario, Luigi, and Bowser Jr. Bowser Jr. is inside his Koopa Clown Car at above ground level, while Mario and Luigi are in battle poses on the ground to the left of Bowser Jr. (camera’s position is above Bowser Jr. and shows Bowser Jr. in top right corner of screen while the Mario Bros. looking up at Bower Jr., are somewhere between center and bottom left corner of screen).

Camera zooms in on Luigi. Luigi jumps towards Bower Jr. and uppercuts his Koopa Clown Car in a Super Jump Punch-type manner. Camera stays at this position, watching the action from the side. Mario follows Luigi’s attack by jumping and using his sex kick (his Nair) to knock Bowser Jr. off his Clown Car and into the distance. Camera changes angle to the right as Bowser Jr. flies away. Princess Peach’s castle can be seen in the distance.

Melee Opening (Smashing…Live!) – 0:49 – 0:51

Camera zooms in on Peach’s castle onto a balcony below the iconic stained glass window. Peach is outside waving at the Mario Bros. with a smile on her face. There is an open, empty doorway behind Peach that leads onto the balcony.
While Peach waves, flames ignite in the empty doorway as the figure of Bowser emerges from the darkness, his face focused on the princess.

Melee Opening (Smashing…Live!) – 0:51 – 0:54

Camera changes shot to jungle floor from tree level and, without transition, begins moving rapidly to the bottom right corner with blur as the distorted image of Donkey Kong[ with Diddy Kong on his back runs through the plant growth.

Camera changes shot to edge of a Kremling ship with beach shoreline and jungle behind the ship. King K. Rool is right in front of the camera, tilted to the left so that the left side of his face is seen (including his red eye). He is carrying his Blunderbuss with him and is prepared to fire it. Donkey Kong & Diddy Kong jump up from behind the bottom of the ship at K. Rool. K. Rool aims his Blunderbuss upwards at them as Donkey/Diddy Kong are about to smash into K. Rool.

Melee Opening (Smashing…Live!) – 0:55 – 0:58

Shot of Norfair at a left angle from ground level on a chunk of volcanic rock floating in lava. Samus is in front of the camera in a prepared-for-battle pose, her arm cannon at ready.
Ridley falls down from above camera and lands on the opposite side of the rock, his head down. He lifts his head up, spewing flames out of his maw before he makes a lunge for Samus. Samus rolls into Morph Ball mode and uses the Boost Ball to roll under Ridley’s attack. Samus unrolls herself, turns around, and prepares to fire a charged beam of golden energy from her arm cannon.

Melee Opening (Smashing…Live!) – 0:58 – 1:01
Brawl Theme – 0:32 – 0:35 (Vocals Only)

Audi famam…

Camera changes shot to a green background with Link and Toon Link at front, Link at left and Toon Link at right (this following sequence is similar to the Zelda segment in the Melee opening). In the background, images of Link in his various games appear (examples: in wolf form with Midna on his back in Twilight Princess; riding a Loftbird in the clouds as in Skyward Sword). As camera scrolls through background, normal Link pulls out the Master Sword from it’s resting place and raises it above his head, while Toon Link is using his Wind Waker to guide his boat across some waves.
Musical Note – This section of the cinematic merges the second segment of the Melee opening theme with vocals from the Brawl theme. Parts might have to be changed to allow this; the main French horn part in this part of the Melee theme would probably be changed to better fit around the vocals or removed altogether. In addition, the vocals will probably be quicker given the tempo the Melee melody moves at.

Melee Opening (Smashing…Live!) – 1:01 – 1:04
Brawl Theme – 0:35 – 0:38 (Vocals Only)

… illius.

With background still moving through images, the images of Link and Toon Link disappear and Zelda’s image appears in front of the screen at the left side. The background is now colored purple and is scrolling through images of Zelda in her game appearances. In front of the camera, Zelda spins and magically transforms into Sheik, who appears from the smoke in a battle pose. She then straightens herself up, pulls out her harp, and begins playing it.

Melee Opening (Smashing…Live!) – 1:04 – 1:08
Brawl Theme – 0:38 – 0:41

Audi fam…

Sheik’s image disappears. Ganondorf’s image appears at the right side of the screen, and the background is now brown and scrolls through images of Ganondorf. Ganondorf lowers his head and back down before raising them and shouting out to above (this movement is similar to his up taunt, but without the spinning and levitating).

Melee Opening (Smashing…Live!) – 1:08 – 1:10
Brawl Theme – 0:41 – 0:43 (Vocals Only)

…man illius.

Ganondorf’s image disappears. The background changes to a panorama of Hyrule, with Hyrule Castle and the surrounding city in the center and distance and Hyrule Field surrounding it. At “illius”, Link, Zelda, Ganondorf, and Toon Link’s hands form the same pose seen in the Melee opening, with Toon Link’s hand now in front creating the Triforce symbol.
Musical Note: The transition-bringing woodwinds from this segment of the Melee theme are not heard to give emphasis to the vocals and french horn.

Melee Opening (Smashing…Live!) – 1:11
Brawl Theme – 0:44 (Vocals Only)

A Yoshi runs past the screen, bringing the transition as the Zelda sequence disappears behind his movement.
Musical Note: The french horn crescendo from this part of the Melee theme is used instead of Brawl’s rising cello line to bring the transition.

Brawl Theme – 0:44 – 0:47

Spes omnibus…

The Yoshi running across the screen transitions the camera shot to an image of Yoshi’s island. The iconic mountains from the Yoshi’s Island map are in the background, the “crayon” aesthetic is preserved in the depiction of the island, albeit made more 3D.
In front of the screen, a nest with a row three Yoshi eggs lies seemingly untended. Yoshi (THE Yoshi) then pops up from behind the middle egg with a smile on his face. Following him appearing, a herd of Yoshis rush out from beyond the sides of the nest and run towards and behind the camera, bringing the transition.

Brawl Theme – 0:48 – 0:51

…mihi quoque.

The Yoshis transition the camera to a shot of space. From out of the top right corner in the distance, an Arwing and a Wolfen fly out, Wolfen behind Arwing. The camera changes the shot to in front of the Arwing from a right angle, showing the Wolfen visibly trailing behind. In the cockpit of the Arwing behind the glass is Fox, steering his controls to dodge the missile fire of the Arwing. In the cockpit of the Wolfen farther behind is Wolf.
Suddenly, an Arwing flies straight at the Wolfen from it’s left side, forcing the Wolfen to dodge impact and get off Fox’s back. Fox shows an expression of surprise at this Arwing and looks to his right. The camera changes to show the other Arwing turn around in flight. Behind the glass in the Arwing cockpit is Falco.
The camera changes the shot into inside the cockpit of the Arwing with Falco in front of the camera at a right angle, showing his right side to the camera. Falco’s inner eyebrows curve downward and he smiles, ready to kick some Star Wolf butt.

Brawl Theme – 0:51 – 0:56

Terror omnibus, mihi quoque.

Camera changes to shot of boxing ring from a bottom left corner angle and at the level of the top-most ropes at the edges of the ring. Little Mac and Doc Louis are in front of the camera with their backs to it. On the opposite side of the boxing ring and facing at the camera, King Hippo is punching his gloves together with a glare on his face aimed at Little Mac.
Camera changes position to right in front of bruised and battered Little Mac as Doc Louis speaks to him. Little Mac stands up and leaves Doc Louis behind. Camera changes position to show Little Mac and King Hippo at the center of the ring.
Camera changes angle to show Little Mac behind the left side of King Hippo. Little Mac grinds his teeth together as he prepares to uppercut King Hippo.

Brawl Theme – 0:57 – 1:00

Ille.

The image of Little Mac uppercutting King Hippo blurs while the blurry figure of Kirby runs past the screen.
Image on screen changes to show Kirby land in the center of the screen, ready to attack, on one side of the massive structure that is the Fountain of Dreams. The camera is positioned at the edge of the Fountain of Dreams from a left angle, so Kirby is a little distant in this shot. (The Fountain of Dreams is similar to how it looked in Melee) The screen changes to an image of King Dedede standing in battle position on the opposite side of the Fountain.
Camera changes position to show the two rivals dash towards each other from the center of the Fountain of Dreams – King Dedede with his iconic hammer at ready and Kirby ready to attack with his dash attack.
In the distance in this shot, beyond the Fountain of Dreams, the Halberd can be seen. Before Kirby and King Dedede make impact with each other, the camera zooms in on the top of the front of the Halberd, showing Metaknight as he stares amused at the event occurring in front of him, wings at ready and arms crossed.

Brawl Theme – 1:01 – 1:03

Iuxta m…

A Pokeball flies across the screen in front of Metaknight, bringing the transition (much like how the Yoshi earlier in this cinematic created the transition). The camera moves right behind the Pokeball as it flies through the air towards the blurry image of Pokemon Stadium.
The Pokeball lands in the center of the stadium and the camera zooms out a bit at a left angle to catch a better view. The PokeBall opens up and releases Charizard in that fancy aura-like manner you see in the series. The camera changes perspective now to the left to show the Pokemon Trainer at the other edge of the stadium, issuing a command to Charizard as Charizard roars. From behind Charizard and his wings, Squirtle and Ivysaur pop out, facing towards the camera.

Brawl Theme – 1:04 – 1:07

…me…

The camera changes the image to a shot of Ike and the Black Knight about to strike each other with their claymores from a short distance away. Their swords stop each other, and Black Knight is about to push Ike away with his claymore when a flash of blue light with the figure of a human dashes towards Black Knight from behind Ike’s right-hand side and slashes at him with it’s own sword. Black Knight jumps backwards to avoid being struck(camera changes to left angle to show Black Knight jumping backwards).
Camera swings around back to show Marth kneeled down in a battle pose while Ike behind him gets into his own battle position.

Unique Section (Lasts roughly 3-5 seconds)

An image of the entire SSB4 roster appears (the image would look much like the complete Melee and Brawl roster photos) for a second or two. The image then fades out into pitch black.
Musical Note: This segment would be original to this song. It’s only purpose is to transition the song from the Brawl theme into the fourth part of the Melee theme, as the Brawl and Melee themes do not provide anything good that can be used to transition here. Currently, I envision this section as a grand cymbal crash followed by a single, deep note by the bass instruments, followed by the swirling of the string instruments that leads into the Melee melody.

Melee Opening (Smashing…Live!) – 1:20 – 1:29

An image fades in of Medusa in her temple looking into a crystal ball from a short distance from the left side of the fountain. The camera zooms in on the crystal ball as Medusa’s fingers crackle over it, her snakes writhing. Smoke forms in the reflection on the crystal ball, and the clear image of Pit flying through the clouds at night is visible in the ball now. (The temple setting is similar to that seen in the Pit’s Ascent cinematic in the SSE, seen here at 1:33 to 2:09, but the temple has a design more fitting for Medusa)
At 1:26, the image of Pit in the sky morphs, the reflection effect gone as it shows Pit in reality. He twirls through the clouds with his wings as the camera follows his movements from a short distance.
At 1:28, the camera changes perspective to above Pit. Pit flies off beyond the top of the camera’s sight, and at 1:29, the camera descends quickly down through the clouds towards ground, following the figure of a star.

Melee Opening (Smashing…Live!) – 1:30 – 1:36

The camera curves downwards to the left, under the figure that is revealed to be Starfy, dropping from his home of Pufftop. The camera curves back upwards to where it was as the clouds disappear and a deep blue ocean is revealed below.
At 1:35, Starfy dives into the water, leaving waves in diverse directions along the ocean surface.
The camera fades out to pitch black.

Unique Section (Lasts roughly 4-5 seconds)

The screen remains pitch black until the first cymbal begins rolling, at which point electric blue rays of light begin shining from the center of the screen in all directions. By the end of the segment, the light blinds the screen.
Musical Note: This section consists of the strings from the previous section dying down in a decrescendo. For a second or two, there is utter silence. This silence is followed by the rapid rolling of a suspended cymbal which quickly and abruptly stops almost as soon as it starts. A grand, loud cymbal crash follows.

Melee Opening (Smashing…Live!) – 1:20 – 1:23
Brawl Theme – 1:10 – 1:12 (Vocals Only)

Socii sunt…

The electric blue rays of light from the last segment dissipate. The camera is now positioned right above the water surface of the ocean. In the distance, a rock pedestal jutting out of the water with a figure poised on it.
The camera zooms in on the figure quickly – Lucario. Lucario is poised on the pedestal, meditating (much like he appears in this SSE cutscene from Brawl), his head down and his eyes closed. A half-second later after the camera zooms in on him, his eyes open and he turns his head to his right, staring at the distant shape of an island and a funnel of water forming from the ocean in front of the island.
Musical Note: The vocals from the Brawl theme are slightly slower in this segment while the Melee melody is sped up a bit so both can match up at the right tempo. In addition, the main string part in this section in the Melee melody is lower in volume than last time in this piece to emphasize the vocals.

Melee Opening (Smashing… Live!) – 1:23 – 1:24
Brawl Theme – 1:12 – 1:13

… mihi.

The camera zooms in on the water funnel Lucario was looking at with blur effects. While zooming in, we see Kirby flying past the camera on a Warp Star and Mario flying past using his Tanooki suit (neither are blurred like the landscape the camera is moving through is). The camera zooms onto the funnel and pushes through the water to reveal who’s inside the belly of the beast tornado.

Melee Opening (Smashing… Live!) – 1:24 – 1:28
Brawl Theme – 1:14 – 1:16 (Vocals Only)

Qui olim viri…

We now see Alex – one of the antagonists of the Golden Sun series – from the backside within the funnel of water. Alex is the person responsible for forming the water funnel. The camera, still moving, swirls around to show Alex’s front. Alex then lifts his hands and summons the water of the funnel to form a massive wave of concentrated water that crashes onto the shore of the island. However, the wave is blocked off, the water gushing backwards from the impact. We can now see Isaac, his hands out having just formed a magic wall to protect himself from the water’s impact. Once the wave dies down, Isaac summons spire of earth to form around him. One of the spires blocks off the camera’s vision acting as a transition to the next scene.

Melee Opening (Smashing… Live!) – 1:28 – 1:32
Brawl Theme – 1:16 – 1:20 (Vocals Only)

… fortes.
Rivalesque…


The camera moves to the right out of the way of the rock and shows a view of a barren desert with tumbleweed rolling through and a wooden tower on the right side of the screen (The camera is gradually moving to the right during this time and is looking straight into the distance at head level). There is a red object rolling rapidly towards the camera. As it approaches the camera and the side of the tower, the red object stops and unrolls itself – Jiro. Jiro, now unrolled, leans against the side of the tower, adjusting his belt as he does so and putting his head down.

Melee Opening (Smashing… Live!) – 1:32 – 1:36
Brawl Theme – 1:20 – 1:23 (Vocals, Harp, & Snare)

… erant.

As the camera moves past Jiro and the tower and they disappear off the side of the screen, Mr. Game & Watch jumps across the screen, followed by another Mr. Game & Watch, carrying a frying pan… and another one, with a scuba helmet on his head, as well as another one… and three more… four more… and so on. Eventually, the background changes to a view of an empty Flat Zone with a basic tan background. In the forefront, the entire horde of Mr. Game & Watches are doing their various actions. The camera zooms out to show everything here happening on a Game & Watch suspended in pitch black.
As the strings swirl again and return to the melody, bright pink light shines onto the camera, bringing the transition to the next shot.
Musical Note: The transition the next part of the melody and vocals includes both the rising sound of the string and woondwind instruments from Melee and the harp and snare from Brawl (the harp and snare are toned down in volume to emphasize the strings/woodwinds more).

Melee Opening (Smashing… Live!) – 1:36 – 1:38
Brawl Theme – 1:23 – 1:25 (Vocals & Percussion)

Saeve certan…

The camera changes to a shot of Captain Olimar getting up from the ground with face down, emerging from the wreck of his spaceship. He tilts his head up and looks in front of him, surprised. The camera zooms out quickly to show a large mob of Pikmin standing outside his spaceship remains, looking at him.
Musical Note: The previous segment is repeated with different vocals, but woodwinds and additional strings are added to support the Melee melody and the bass drum and gong cymbal from this part of the Brawl theme are retained.

Melee Opening (Smashing… Live!) – 1:39 – 1:43
Brawl Theme – 1:26 – 1:30 (Vocals & Percussion)

…do pugnandoque
splen…


The shot then changes to a full view of Murasame Castle from the outside. On the left edge of the top roof of Murasame Castle, a figure sits. The camera zooms in on a figure with face down, kneeling on the edge of the top roof of the castle – Takamaru. Takamaru lifts his face up, unsheathes his sword, stands up, and jumps right off the roof in an awesome ninja-type manner. The camera swirls around to Takamaru’s backside and shows Takamaru dropping off the castle roof to the ground.
As Takamaru falls, the screen blurs until the image is unidentifiable. The screen then clears up as a transition to the next location.

Melee Opening (Smashing…Live!) – 1:43 – 1:48
Brawl Theme – 1:30 – 1:34 (Vocals & Percussion)

… dor crescit.

As the blur disappears, it is seen that the camera is now looking at a ruined city – specifically, the ruined city seen in Sin and Punishment: Star Successor. We see some Keepers running amok on some platforms in the city. Then, beams fire out from the distance and knock one of the Keepers off the platform and into the abyss. The other Keepers, confused, turn back and see in the distance Saki flying in on a hoverboard. While on the hoverboard, Saki changes his cannon sword to sword mode, prepared to jump from his hoverbaord and slash at the Keepers. (The platforms the Keepers are on would look like the platforms seen in this image).

Melee Opening (Smashing… Live!)– 1:48 – 1:52
Brawl Theme – 1:34 – 1:36 (Vocals, Percussion, & Trumpet)

As Saki flies towards the Keepers, Ray MK III flies in front of the screen, transitioning the background to Robo Holosseum. Here, the camera is positioned behind Ray as he flies through the air, shooting missiles and bombs and whatnot at Hadron in the distance. Ray then flies speedily towards Hadron, weapons at ready, the camera following his flight path and blurring as Ray flies.
Musical Note: The trumpet blare and held vocals from Brawl are used here as the transition instead of the Melee snare drums and lower brass. The only part of the Melee opening even used here are the strings.

Brawl Theme – 1:36 – 1:40

Fog and ice form in front of the camera, obscuring the previous image of Ray and Hadron. The camera flies through the fog, the ice melting, and shows a scene of the edge of a snowy mountain. Here, Popo and Nana (the Ice Climbers) are climbing steadily up to the top when Nana falls. The camera flies over to show Popo falling downwards, her back to the abyss below her when a tether rope falls down to his height and he grabs it. He looks up, smiling, the image of Nana holding the rope (zoom-in on Nana). Fog again fades in and covers the screen.

Brawl Theme – 1:41 – 1:42

Camera changes the shot to that of a large room in Wario’s castle. A massive pile of treasures, gold, and Microgame cases takes up much of the space in the center of the room. Banners of Wario are dotted along the walls. Wario’s motorcycle is parked against the heap of treasure and microgames. Wario pops out of the top of the pile in his overalls attire, shouting out happily towards the screen.

Brawl Theme – 1:42 – 1:45

Image on screen changes to showing Professor Hector (from Gyromite) watch some red and blue gates close and shut in front of him in a laboratory setting, with technology and buttons and whatnot on the sides of the lab. The camera in this shot is positioned behind Professor Hector to the left from a short distance away at ground level. Professor Hector turns his head to his left and give a thumbs-up to an unknown figure. The camera rotates to the left to show R.O.B. handling the “gyros”, or the controls for the gates. R.O.B. raises his “eyebrows” and waves back at Professor Hector, supposedly happy.

Melee Opening (Original Version) – 1:02 – 1:05

The scene changes. We are looking at Onett from the side of a street at a right angle, watching the two Earthbound criminals walk across the opposite end of the street. Suddenly, a portal opens on one side of the street. Racing out with fire in their tracks are Ness and Lucas, surprising the criminals so much that they fall backwards. The camera follows Ness and Lcuas from it’s position as they race out to the other side of the street and stop. The camera zooms in on them as they run back with grins on their faces. Mr. Saturn and Rope Snake appear on Ness and Lucas’s backs respectively.

Melee Opening (Original Version) – 1:05 – 1:08

Change of scene. The camera, from a left angle, is moving past a long row of Pokemon. The camera then changes position to in front of the horde of Pokemon. In the front are Pikachu, Mewtwo, Pichu, Zoroark, and many more. After half a second or less, Jigglypuff and Victini pop out of the bottom two corners of the screen. Victini gives a peace sign like he does in his official artwork.

Melee Opening (Original Version) – 1:08 – 1:10

Change of scene. We are in space now. On the bottom left corner of the screen is a large planet – Zebes. Suddenly, we see a part of Zebes explode, the smoke shrouding the area from further view, and a small object rushing towards the front of the camera from where the explosion occured. As the object approaches, we see that it is Samus’s gunship flying rapidly toward the center of the screen. Once Samus’s gunship is completely in front of the screen, the camera zoom ins through the ship’s cockpit to show Zero Suit Samus at the controls, showing determination on her face as she drives her gunship elsewhere in the universe.

Melee Opening (Original Version) – 1:11 – 1:13

Change of scene. Camera is at a left angle and following the front of the Blue Falcon as it races down Port Aero Town Drive, Captain Falcon visible behind the cockpit. Goroh’s Fire Stingray races up besides Falcon’s aircraft, but Falcon bumps Goroh off the track. The camera then speedily moves backwards and along the track and zooms in on Black Shadow sitting in his Black Bull racing along the track, his fingers on his chin as he think on how to defeat his sworn enemy.

Melee Opening (Original Version) – 1:14

A flash of golden light brings the transition. Camera changes back to image of characters about to fight each other in slow-motion from 0:05 – 0:06.

Melee Opening (Original Version) – 1:14

Starfy uses his spin attack against Medusa, knocking Medusa slightly back (camera’s position is behind Medusa from abdomen up as Starfy spin-kicks against her head; Medusa’s head is knocked backwards).

Melee Opening – 1:15

Donkey Kong, lifting King K. Rool on his back, smashes King K. Rool head-first into the ground, destroying his crown; Diddy Kong supports Donkey Kong from the side by clapping (camera’s position is in front of Donkey Kong from right angle at ground level, looking upwards as Donkey Kong smashes K. Rool against the ground and showing K. Rool’s impact on the ground. Diddy Kong is behind where K. Rool impacts).

Melee Opening – 1:16

Jigglypuff is singing in the midst of the battlefield, with Bowser Jr. and Wario subdued by her ability (camera’s position shows Wario and Bowser Jr. sleeping in front of right side of camera side-by-side as Jigglypuff in center of camera and from very short distance sings; camera moves to right towards Wario and Bowser Jr. as this occurs).

Melee Opening – 1:17

Captain Falcon is using his Falcon Kick against Ray, Metaknight, and Jiro knocking them to the sides as he kicks forward, flames enshrouding his leg. (camera’s position is at left angle at ground level and shows Captain Falcon kicking across ground with Falcon Kick in a right 45 degree direction; Ray, Metaknight, and Jiro are at sides of camera screen when they are knocked away.).

Melee Opening – 1:17

Ivysaur, Charizard, and Squirtle are in front of screen with Pokemon Trainer a short distance behind them giving commands. The three Pokemon together are using their Triple Finish attack against Saki (camera’s position shows Saki at far left side of screen taking damage from Triple Finish; the three Pokemon are at the center of the screen from short distance away, their Triple Finish aimed towards Saki at left side of screen from center of screen; Pokemon Trainer is in the distance from far right side of screen).

Melee Opening – 1:18

Link and Ganondorf have clashed with each other with their swords, staring into each other’s eyes with hate, attempting to push the other away (camera’s position is right in-between the two, zoomed in on both their faces with their swords pointed in opposite directions – Ganondorf’s away from screen, Link’s towards right side of screen).

Melee Opening – 1:19

Mario is rushing through the air at Bowser with his Nair, while Bowser jumps up towards Mario with his claws about to swipe at Mario (camera’s position shows Mario on right side of screen moving towards Bowser while Bowser is on left side of screen moving towards Mario; both are roughly in the center of the screen).

Melee Opening (Original Version) – 2:13

A Bob-Omb falls down from the sky, about to crash onto the ground in the middle of the epic brawl occurring.

Super Smash Bros. Opening – 1:11

Screen turns pitch black and music silences for less than a second. Then, the screen background changes to a golden color and the four third-party characters – Snake, Sonic, Megaman, and Slime on a Chocobo - are shown here moving in cool poses from the corners of the screen, with this sound effect from the original SSB opening playing. The third-party characters and background disappear within a second.

Melee Opening(Original Version) – 2:14 – 2:26

The camera is at sky level now; the sky itself is cloudy and blue. The Bob-Omb explodes, sending all the SSB4 characters flying upwards in trophy form and falling back down. The camera now quickly ascends upwards through the clouds as the Super Smash Bros. 4 logo fades in.
Meanwhile: “Super Smash Brothers. … Suubtitleeeeeeeeeee!!!!” (I’m sorry, but if you’re going to have the most awesome Smash Bros. game ever, you need the announcer shouting out the subtitle)
This version is an edited version of the original "full script"; made because people felt the camera and music cues distracted them from reading and visualizing the actual action. So here is a version that removes all music cues and most camera cues (some remain just to give a sense of what you're looking at, but they refer to "we" instead of "the camera" to make it more immersive).

[COLLAPSE=SSB4 Opening Cinematic Script - Edited]The screen dimly lights up and reveals a trophy display case. The camera zooms in. The case is empty but for one trophy in the center of the top row – Mario. The camera stops zooming in once Mario comes into clear view.

Master Hand moves out in front of the screen from behind. He grabs the Mario trophy and takes it out, closing the case behind him. He turns with the Mario trophy in his hand and flies out behind the screen, the Mario trophy visibly right in front of the camera briefly. The now-empty trophy case lies alone.

The image on screen changes to a zoomed-in shot of a dimly-lit empty space on a clear table-like surface. Master Hand approaches from behind the screen with the Mario trophy in his hand (the camera is zoomed in very close to Master Hand and the Mario trophy). He gently places the Mario trophy in the empty space. Master Hand tilts the bottom of the Mario trophy to make it face forward. He flies out behind the camera. The Mario trophy is clearly right in front of the camera.

We zoom out from the Mario trophy and gradually reveals an entire row of trophies in which Mario was positioned. The trophies in order from left to right are:
Luigi, Fox, Captain Falcon, Yoshi, Samus, Kirby, Mario, Link, Pikachu, Donkey Kong, Ness, Jigglypuff

This row of trophies is dimly lit with a blue hue. Behind the trophies is complete darkness and shadow.

Image fades out to a black screen. The Nintendo and HAL Laboratory logos pop up – Nintendo on top, HAL at bottom.

The logos fade out.

The screen suddenly lights up with golden light. The shot has changed to a distant view of the first row of trophies at sky level. Light enters the room from a distant sunrise rising over mountain peaks. The light shines over the trophies, revealing they are located on a large rock island in a sea of water with the mountains and sun in the distance.

As the room lights up it reveals three more rows of trophies behind the first row. You see these trophies from the backside as with the first row.

We now look at the trophies from the front. From the front, the light now reveals the faces of the trophies in the back rows.

We suddenly zoom in on the Mario trophy as it emits a blue, fiery aura around itself.

The screen turns black. Writing in the bottom-left corner; “All-Stars of Nintendo In”

Mario transforms as in the Melee opening. We're still focused on Mario, but is zoomed in on him than in the Melee opening. In the background and far sides, you can see the other characters transforming as well.

Mario is completely transformed from a trophy into a living being. We zoom out, showing both Mario and the six closest trophies in his row as they enter cool battle poses. The camera slowly zooms out during his segment to show the rest of the trophies changing into battle poses.

A clawed foot stomps on the ground in front of the screen. Mario and his row of trophies are completely in battle poses now.


We spin around and look to our right. The camera shows Bowser and a separate group of characters moving into battle positions. Visible in front of the camera showing off their battle poses are Bowser, Ganondorf, Ridley, King Dedede, King K. Rool, Wolf, and Victini. This sequence is in slight slow-motion.

We are now looking at the space in-between the two groups of characters. Now the characters from each side dash to the opposing side and charge up their attacks. As they prepare to attack, the camera enters slow-motion.

Bowser swipes at Mario with his claws, but Mario sidesteps him to the right. With claws still in the air after his unsuccessful attack, Bowser start spewing flames from his mouth. Mario rolls backwards from the flames. Mario then jumps towards Bowser and uses his Fair as he nears his arch enemy; Bowser looks upwards at Mario approaching from the air with his Fair and prepares to slash at Mario.

Link shoots an arrow from his bow at Ganondorf. Ganondorf sidesteps the arrow; the arrow falls to the ground and sticks into the soil. Ganondorf grabs his sword with both hands, raises it to shoulder level and begins dashing at Link. As Ganondorf dashes towards him, Link readies his shield to counter the attack.

Olimar, with his loyal Pikmin following behind his footsteps, rushes between the feet of the combatants. As Olimar and his Pikmin disappear off the side of the screen, a hammer smashes onto the ground where they once were. King Dedede lifts his hammer from the ground into his hands, waiting for someone to attack while wearing a look of villainous determination on his face.
Kirby jumps up from behind Dedede and footstool jumps on Dedede’s head; Dedede’s head flattens down from impact. Kirby jumps off Dedede’s head and behind the camera; Dedede’s head returns to it’s normal form as Dedede raises a fist up in the air at Kirby, a villainous, vengeful look on his face.


Marth and Isaac pop up from sides of screen. Marth uses his Dancing Blade combo against Isaac. Isaac is struck by the first two slashes, but uses Move in front of him to push Marth back with a giant, magical hand. Marth’s sword strikes against Isaac’s hand and the hand disintegrates; Marth stumbles a little from the impact, but remains ready to strike back. Marth then takes his blade back and is about to stab forward with his Shield Breaker.

Fox is fighting Ness; Ness is about to swing with his baseball bat at Fox, but Fox initiates his Fire Fox attack. Taking Ness up with him, he shoots upwards, surrounded by flames as in his Fire Fox attack. A flash of light dashes at Fox in the air from somewhere in the distance behind Ness and sends Ness and Fox flying away, leaving embers behind. The flash of light loses it’s shine and reveals Wolf. Wolf falls back down to the ground, a villainous smile on his face.

Samus is shown firing consecutive beams at someone beyond the camera. While firing beams, Ridley flies in from behind Samus from up in the sky, grabs Samus with his talons, and flies off with him.

Victini is levitating high above the ground, pillars of flames forming around him and his V-shaped ears enshrouded in fire. On the ground watching up in awe at him are Pikachu, Little Mac, Toad, Yoshi, and Ike.

Shot of Mushroom Kingdom from cloud level. Camera quickly zooms in in a curved fashion downwards to a battle between Mario, Luigi, and Bowser Jr. Bowser Jr. is inside his Koopa Clown Car at above ground level, while Mario and Luigi are in battle poses on the ground to the left of Bowser Jr.

Luigi jumps towards Bower Jr. and uppercuts his Koopa Clown Car in a Super Jump Punch-type manner. Mario follows Luigi’s attack by jumping and using his Nair to knock Bowser Jr. off his Clown Car and into the distance. Princess Peach’s castle can be seen in the distance.

Peach is outside her castle on a balcony, waving at the Mario Bros. with a smile on her face. There is an open, empty doorway behind Peach that leads onto the balcony.

While Peach waves, flames ignite in the empty doorway as the figure of Bowser emerges from the darkness, his face focused on the princess.

We see a jungle floor below and, moving rapidly through the treetops, see as the blurry image of Donkey Kong[ with Diddy Kong on his back runs through the plant growth.

We now see a Kremling ship with beach shoreline and jungle behind the ship. King K. Rool is right in front of us. He is carrying his Blunderbuss with him and is prepared to fire it. Donkey Kong & Diddy Kong jump up from behind the bottom of the ship at K. Rool. K. Rool aims his Blunderbuss upwards at them as Donkey/Diddy Kong are about to smash into K. Rool.

We’re in Norfair on a chunk of volcanic rock floating in lava. Samus is in front of the camera in a prepared-for-battle pose, her arm cannon at ready.

Ridley falls down from above and lands on the opposite side of the rock, his head down. He lifts his head up, spewing flames out of his maw before he makes a lunge for Samus. Samus rolls into Morph Ball mode and uses the Boost Ball to roll under Ridley’s attack. Samus unrolls herself, turns around, and prepares to fire a charged beam of golden energy from her arm cannon.

We see a green background with Link and Toon Link at front. In the background, images of Link in his various games appear. As the background moves by, normal Link pulls out the Master Sword from it’s resting place and raises it above his head, while Toon Link is using his Wind Waker to guide his boat across some waves.

With background still moving through images, the images of Link and Toon Link disappear and Zelda’s image appears in front of the screen at the left side. The background is now colored purple and is scrolling through images of Zelda in her game appearances. Zelda spins and magically transforms into Sheik, who appears from the smoke in a battle pose. She then straightens herself up, pulls out her harp, and begins playing it.

Sheik disappears. Ganondorf appears, and the background is now brown and scrolls through images of Ganondorf. Ganondorf lowers his head and back down before raising them and shouting out to above.

Ganondorf image disappears. The background changes to a panorama of Hyrule, with Hyrule Castle and the surrounding city in the center and distance and Hyrule Field surrounding it. Link, Zelda, Ganondorf, and Toon Link’s hands meet togeth in the air, with Toon Link’s hand in front creating the Triforce symbol.

A Yoshi runs past the screen, bringing the transition as the Zelda sequence disappears behind his movement.

The Yoshi running across the screen brings us to an image of Yoshi’s island. In front of the screen, a nest with a row three Yoshi eggs lies seemingly untended. Yoshi then pops up from behind the middle egg with a smile on his face. Following him appearing, a herd of Yoshis rush out from beyond the sides of the nest and run towards us.

We’re now in space. From the distance, an Arwing and a Wolfen fly out. We see the front of the Arwing, the Wolfen visibly trailing behind. In the cockpit of the Arwing behind the glass is Fox, steering his controls to dodge the missile fire of the Arwing. In the cockpit of the Wolfen farther behind is Wolf.
Suddenly, an Arwing flies straight at the Wolfen, forcing the Wolfen to dodge impact and get off Fox’s back. We see the other Arwing turn around in flight. Behind the glass in the Arwing cockpit is Falco.

We look inside the cockpit of the Arwing with Falco in front of the camera. Falco’s inner eyebrows curve downward and he smiles, ready to kick some Star Wolf butt.

We now see a boxing ring. Little Mac and Doc Louis are on opposing sides of the ring. King Hippo is punching his gloves together with a glare on his face aimed at Little Mac. We see bruised and battered Little Mac as Doc Louis speaks to him. Little Mac stands up and leaves Doc Louis behind. Little Mac and King Hippo are now standing in the center of the ring. Little Mac grinds his teeth together as he prepares to uppercut King Hippo.

Kirby runs past the screen. We see Kirby land, ready to attack, on one side of the Fountain of Dreams. We then see King Dedede standing on the opposite side of the Fountain.

The two rivals dash towards each other from the center of the Fountain of Dreams. In the distance in this shot, beyond the Fountain of Dreams, the Halberd can be seen. Before Kirby and King Dedede make impact with each other, we zoom in on the Halberd, seeing Metaknight as he stares amused at the event occurring in front of him.

A Pokeball flies across the screen in front of Metaknight. We follow behind the Pokeball as it flies through the air towards the blurry image of Pokemon Stadium.
The Pokeball lands in the center of the stadium and and opens up, releasing Charizard. We can see Pokemon Trainer at the other edge of the stadium, issuing a command to Charizard as Charizard roars. From behind Charizard and his wings, Squirtle and Ivysaur pop out.

We now see Ike and the Black Knight about to strike each other with their claymores from a short distance away. Their swords stop each other, and Black Knight is about to push Ike away with his claymore when a flash of blue light with the figure of a human dashes towards Black Knight from behind Ike and slashes at him with it’s own sword. Black Knight jumps backwards to avoid being struck. We turn back to see Marth kneeled down in a battle pose while Ike behind him gets into his own battle position.

An image of the entire SSB4 roster appears for a second or two. The image then fades out into pitch black.

We now see Medusa in her temple looking into a crystal ball. We zoom in on the crystal ball as Medusa’s fingers crackle over it, her snakes writhing. Smoke forms in the reflection on the crystal ball, and the clear image of Pit flying through the clouds at night is visible in the ball now. The image of Pit in the sky morphs, the reflection effect gone as it shows Pit in reality. He twirls through the clouds with his wings as the camera follows his movements from a short distance.

Pit flies off away from us, and we start descending quickly down through the clouds towards ground, following the figure of a star.

The figure is revealed to be Starfy, dropping from his home of Pufftop. We see the clouds disappear and an ocean below us. Starfy dives into the water, leaving waves in diverse directions along the ocean surface.

The image fades out to pitch black.

We’re now looking right above the water surface of the ocean. In the distance, a rock pedestal jutting out of the water with a figure poised on it.
We zoom in on the figure – Lucario. Lucario is poised on the pedestal, meditating, his head down and his eyes closed. A half-second later, his eyes open and he turns his head to his right, staring at the distant shape of an island and a funnel of water forming from the ocean in front of the island.

We zoom in on the water funnel Lucario was looking. While zooming in, we see Kirby flying past the camera on a Warp Star and Mario flying past using his Tanooki suit). We zoom onto the funnel and pushes through the water to reveal who’s inside the belly of the beast tornado.

We now see Alex – one of the antagonists of the Golden Sun series –within the funnel of water. Alex is the person responsible for forming the water funnel. Alex lifts his hands and summons the water of the funnel to form a massive wave of concentrated water that crashes onto the shore of the island. However, the wave is blocked off, the water gushing backwards from the impact. We can now see Isaac, his hands out having just formed a magic wall to protect himself from the water’s impact. Once the wave dies down, Isaac summons spire of earth to form around him. One of the spires blocks off our vision.

We move out of the way of the rock and see a view of a barren desert with tumbleweed rolling through and a wooden tower on the right side of the screen. There is a red object rolling rapidly towards us. As it approaches the camera and the side of the tower, the red object stops and unrolls itself – Jiro. Jiro, now unrolled, leans against the side of the tower, adjusting his belt as he does so and putting his head down.


Jiro and the tower disappear. Mr. Game & Watch jumps across the screen, followed by another Mr. Game & Watch, carrying a frying pan… and another one, with a scuba helmet on his head, as well as another one… and three more… four more… and so on. Eventually, the background changes to a view of an empty Flat Zone with a basic tan background. In the forefront, the entire horde of Mr. Game & Watches are doing their various actions. We zoom out to show everything here happening on a Game & Watch suspended in pitch black.

We now see Captain Olimar getting up from the ground with face down, emerging from the wreck of his spaceship. He tilts his head up and looks in front of him, surprised. The camera zooms out quickly to show a large mob of Pikmin standing outside his spaceship remains, looking at him.

We now see a full view of Murasame Castle from the outside. On the left edge of the top roof of Murasame Castle, a figure sits. We zoom in on the figure with face down, kneeling on the edge of the top roof of the castle – Takamaru. Takamaru lifts his face up, unsheathes his sword, stands up, and jumps right off the roof in an awesome ninja-type manner.

We are now looking at a ruined city – specifically, the ruined city seen in Sin and Punishment: Star Successor. We see some Keepers running amok on some platforms in the city. Then, beams fire out from the distance and knock one of the Keepers off the platform and into the abyss. The other Keepers, confused, turn back and see in the distance Saki flying in on a hoverboard. While on the hoverboard, Saki changes his cannon sword to sword mode, prepared to jump from his hoverbaord and slash at the Keepers.

As Saki flies towards the Keepers, Ray MK III flies in front of the screen, transitioning the background to Robo Holosseum. Here we see Ray as he flies through the air, shooting missiles and bombs and whatnot at Hadron in the distance. Ray then flies speedily towards Hadron, weapons at ready, us following him.

Fog and ice form in front of us, obscuring the previous image of Ray and Hadron. We fly through the fog and see the edge of a snowy mountain. Here, Popo and Nana are climbing steadily up to the top when Nana falls. We see Popo falling downwards, her back to the abyss below her when a tether rope falls down to his height and he grabs it. He looks up, smiling, the image of Nana holding the rope. Fog again fades in and blocks our vision.

We are now in a large room in Wario’s castle. A massive pile of treasures, gold, and Microgame cases takes up much of the space in the center of the room. Banners of Wario are dotted along the walls. Wario’s motorcycle is parked against the heap of treasure and microgames. Wario pops out of the top of the pile in his overalls attire, shouting out happily towards us.

We now see Professor Hector (from Gyromite) watch some red and blue gates close and shut in front of him in a laboratory setting. Professor Hector turns his head to his left and give a thumbs-up to an unknown figure. The camera rotates to the left to show R.O.B. handling the “gyros”, or the controls for the gates. R.O.B. raises his “eyebrows” and waves back at Professor Hector, supposedly happy.

We are looking at Onett from the side of a street, watching the two Earthbound criminals walk across the opposite end of the street. Suddenly, a portal opens on one side of the street. Racing out with fire in their tracks are Ness and Lucas, surprising the criminals so much that they fall backwards. We follow Ness and Lucas as they race out to the other side of the street and stop. They turn back with grins on their faces. Mr. Saturn and Rope Snake appear on Ness and Lucas’s backs respectively.

We’re now moving past a long row of Pokemon. Then we’re in front of the horde of Pokemon. In the front are Pikachu, Mewtwo, Pichu, Zoroark, and many more. Jigglypuff and Victini pop out of the bottom two corners of the screen. Victini gives a peace sign.

We are in space now. In the distance is a large planet – Zebes. Suddenly, we see a part of Zebes explode and a small object rushing towards us. As the object approaches, we see that it is Samus’s gunship flying rapidly toward us. Once Samus’s gunship is completely in front of the screen, we look through the ship’s cockpit to show Zero Suit Samus at the controls, showing determination on her face as she drives her gunship elsewhere in the universe.

We’re now following Captain Falcon’s Blue Falcon as it races down Port Aero Town Drive. Goroh’s Fire Stingray races up besides Falcon’s aircraft, but Falcon bumps Goroh off the track. Far behind Falcon on the track, Black Shadow is sitting in his Black Bull and racing along the track, his fingers on his chin as he think on how to defeat his sworn enemy.

We return to the earlier “epic” fight.

Starfy uses his spin attack against Medusa, knocking Medusa slightly back. Donkey Kong, lifting King K. Rool on his back, smashes King K. Rool head-first into the ground, destroying his crown; Diddy Kong supports Donkey Kong from the side by clapping.

Jigglypuff is singing in the midst of the battlefield, with Bowser Jr. and Wario subdued by her ability. Captain Falcon is using his Falcon Kick against Ray, Metaknight, and Jiro knocking them to the sides as he kicks forward, flames enshrouding his leg.

Ivysaur, Charizard, and Squirtle are in front of screen with Pokemon Trainer a short distance behind them giving commands. The three Pokemon together are using their Triple Finish attack against Saki.

Link and Ganondorf have clashed with each other with their swords, staring into each other’s eyes with hate, attempting to push the other away.

Mario is rushing through the air at Bowser with his Nair, while Bowser jumps up towards Mario with his claws about to swipe at Mario.

A Bob-Omb falls down from the sky, about to crash onto the ground in the middle of the epic brawl occurring.

Screen turns pitch black and music silences. Then, the screen background changes to a golden color and the four third-party characters – Snake, Sonic, Megaman, and Slime on a Chocobo - are shown here moving in cool poses from the corners of the screen, with this sound effect from the original SSB opening playing. The third-party characters and background disappear within a second.

We are now in the sky above the island. The Bob-Omb explodes, sending all of the characters flying upwards in trophy form and falling back down. We quickly ascend upwards through the clouds as the Super Smash Bros. 4 logo fades in.

Meanwhile: “Super Smash Brothers. … Suubtitleeeeeeeeeee!!!!” (I’m sorry, but if you’re going to have the most awesome Smash Bros. game ever, you need the announcer shouting out the subtitle)[/COLLAPSE]
[/collapse]​


The characters

Mario universe:
Mario
Luigi
Peach
Bowser
Toad

Zelda universe:
Link
Zelda/Shiek
Ganondorf
Toon Link

Donkey Kong universe:
Donkey Kong
Diddy Kong
K Rool

Yoshi universe:
Yoshi

Metroid universe:
Samus/Zero suit
Ridley

Kirby universe:
Kirby
Meta Knight
King Dedede

Star Fox universe:
Fox
Falco
Wolf
Krystal

Pokemon universe:
Pikachu
Jigglypuff
Zoroark
Victini
Pokemon trainer

F - Zero universe:
Captain Falcon

Earthbound universe:
Ness
Lucas

Fire Emblem universe:
Marth
Ike
Black Knight

Wario universe:
Wario

Pikmin universe:
Olimar

Punch-out universe:
Little Mac

Kid Icarus universe:
Pit
Medusa

Retro/Nintendo universe:
Game and Watch
Ice Climbers
ROB
Takamaru

Paper Mario universe:
Paper Mario

Sin and Punishment:
Saki

Star Tropics:
Mike Jones

3rd party:
Snake
Sonic
Mega Man

Newcomers:
Toad
K Rool
Ridley
Krystal
Black Knight
Zoroark
Victini
Little Mac
Medusa
Paper Mario
Saki
Takumaru
Mike Jones
Mega Man

Total number of newcomers: 14

Number of characters: 48 characters (Including transformations).

Stages


Starship Mario
Mario Circuit (Wii)
Luigi's Mansion
Bowser's Castle
Peach's Castle
Toad Town
Airship
Skyloft
Ganondorf's castle (OoT)
Linebeck's ship or Toon Link's train?
Sunset shore
Tiki Tong arena
Yoshi's Island (Smash 4 lol)
Skytown Elysia
Dedede's castle
Star Fox stage
N's castle
Pokemon stadium 3
Ruinous City
Cyber Holosseum
Gluglug Lagoon
Boxing Ring
Metal Gear
Casino Night zone
Robot museum
Zenithia

Change list​
[collapse=Changelist]
Gameplay:
  • Faster physics and pace
  • Melee air dodge adapted
  • Moon walking
  • Dash dancing
  • Remove tripping
  • Still no wave dashing lol
  • Balanced final smashes
  • No more error coding (Looks at Ganondorf)
  • Possibly promotes and emphasizes on both offense and defense
  • Aerial rave and smash special system implemented

Mario
  • Down B - Star spin
  • Heavier weight (His weight wasn't 100, it was 98)
  • Faster dash speed

Luigi
  • Neutral B - Thunder ball
  • Down B - Poltergust
  • Heavier Weight (His weight should be 98)
  • Change final smash: Hyper Polergust blow or Luigi Finale (It can have negative aura or lightning elements)?

Peach
  • Neutral B - Can be changed to Toadsworth or maybe remain to be a generic toad
  • Lighter weight (87 at most)

Bowser
  • Faster and stronger attacks
  • Faster dash speed
  • Drastically higher aerial mobility
  • Make him an offensive/rush down character

Link
  • Higher recovery
  • Increase range of aerial spin attack
  • Better aerial mobility
  • Quicker attacks
  • Faster execution of projectiles
  • Longer range
  • Tad weaker knockback overall
  • Make his n-air have the same attributes as his melee n-air

Zelda
  • Din's Fire should be like the one in Project M
  • Quicker Farore's wind
  • Nayru's love is like how it is in Project : M
  • Quicker dash speed
  • Increase number of sweetspot frames in her d-air, f-air and b-air
  • Throws are like how it is in Project M

Shiek
  • Simply restore her melee self.

Ganondorf
  • Revised sword based moveset

Donkey Kong
  • Is actually fine as is.

Diddy Kong
  • Weaken the meteor smash property of the D-air

Yoshi
  • Better second jump
  • Higher up B recovery
  • Faster and stronger attacks
  • Higher priority in all attacks
  • Longer range

Samus
  • Faster charge shot
  • Charge shot is now rapid fire and it acts like how it acts in Metroid prime
  • Chargeable. It damages from 4 - 14%
  • Homing missiles travel extremely fast. Super missiles travel slowly though
  • Homing missiles have poor tracking
  • Morph ball bomb is chargeable (6-25%)
  • Sense move as the new dodge animatino

Zero Suit Samus
  • No change

Kirby
  • Up-tilt is quicker and weaker
  • Up tilt has longer range
  • F-smash hitbox pops out at an ealier frame
  • Higher knockback but same damage
  • Quicker U-smash
  • Faster inhale
  • Aerial hammer works like how it works in melee

Meta Knight
  • N-air can kill at only 160% with no DI
  • D-smash can only kill at around 150% with no DI
  • Decrease knockback and killing power in MK's shuttle loop
  • Decrease the priority of mach tornado
  • Weight should be as light as Kirby (78)
  • Decrease the range of MK's attacks

King Dedede
  • Forward B - Dedede hammer spin
  • Down B - Waddle Dee throw

Fox
  • Fine as is

Falco
  • Fine as is

Wolf
  • Recovery is easier to control

Pikachu
  • Fine as is

Jigglypuff
  • Increase priority of attacks
  • Smash 64 restoration

Ice Climbers
  • Fine as is

Marth
  • Faster aerials
  • Faster ground attacks
  • In general, melee restoration

Ike
  • Actually, Fine. Maybe make his attacks faster

Game and Watch
  • Fine as is

Pit
  • Fine as is

ROB
  • Fine as is

Wario
  • Revamped Wario land moveset

Snake
  • Faster grenade execution
  • Decrease KO potential

Sonic
  • Homing attack is like how it is in Project M
  • Forward B - Slide/Tackle
  • Down B - Spin charge
  • Higher KO potential
  • Higher damage input and knockback
[/collapse]​

Modes​

Group modes:

Versus
  • Free for all
  • Stock match
  • Time match
  • Coin match
  • Team brawl
  • 1 - 6 players?

Special versus:
Remember when I mentioned the Special Brawl adjustments? Well, he's the in-depth adjustments that I had in mind...

Step 1
Match Type: Normal / 300% Damage / Stamina
Gravity: Normal / Light / Heavy
Game Speed: Normal / Fast / Slow
Camera: Normal / Fixed / Angled

Step 2
Character Select

Step 3
*Wii U Controller
**Size: Normal / Large / X-Large / Small / X-Small
**Body: Normal / Metal / Invisible / Both
**Head: Normal / Flower / Bunny Hood / Both
**Status: Normal / Curry / Franklin Badge / Screw Attack / Curry + Franklin Badge / Curry + Screw Attack / Franklin Badge + Screw Attack / All
*Player 1
**Size: Normal / Large / X-Large / Small / X-Small
**Body: Normal / Metal / Invisible / Both
**Head: Normal / Flower / Bunny Hood / Both
**Status: Normal / Curry / Franklin Badge / Screw Attack / Curry + Franklin Badge / Curry + Screw Attack / Franklin Badge + Screw Attack / All
*Player 2
**Size: Normal / Large / X-Large / Small / X-Small
**Body: Normal / Metal / Invisible / Both
**Head: Normal / Flower / Bunny Hood / Both
**Status: Normal / Curry / Franklin Badge / Screw Attack / Curry + Franklin Badge / Curry + Screw Attack / Franklin Badge + Screw Attack / All
*Player 3
**Size: Normal / Large / X-Large / Small / X-Small
**Body: Normal / Metal / Invisible / Both
**Head: Normal / Flower / Bunny Hood / Both
**Status: Normal / Curry / Franklin Badge / Screw Attack / Curry + Franklin Badge / Curry + Screw Attack / Franklin Badge + Screw Attack / All
*Player 4
**Size: Normal / Large / X-Large / Small / X-Small
**Body: Normal / Metal / Invisible / Both
**Head: Normal / Flower / Bunny Hood / Both
**Status: Normal / Curry / Franklin Badge / Screw Attack / Curry + Franklin Badge / Curry + Screw Attack / Franklin Badge + Screw Attack / All

Step 4
Stage Select
Tourney
  • Remains the same

Rotation
  • Same

Singe player mode

Adventure mode
  • Whatever story Sakruai gives us
  • More variety

Classic
  • Stage 1: The Legend of Zelda
  • Stage 2: Sub series of Mario (DK, Yoshi and Paper Mario)
  • Stage 3: Fire Emblem or Earthbound
  • Stage 4: Break the Targets
  • Stage 5: Kirby series
  • Stage 6: Metriod or Pikmin
  • Stage 7: Star Fox or F-Zero
  • Stage 8: Mario Bros.
  • Stage 9: Classic characters
  • Stage 10: New series
  • Stage 11: Board the platforms
  • Stage 12: Free for all
  • Stage 13: Master Hand/Crazy Hand battle

All Star
  • Game and watch
  • Mario Bros.
  • Donkey Kong
  • Ice Climbers
  • ROB
  • Legend of Zelda
  • Metroid
  • Kid Icarus
  • Metal Gear Solid (If Snake appears)
  • Mother
  • Fire Emblem
  • Yoshi
  • F-Zero
  • Sonic (If Sonic appears)
  • Kirby series
  • Star Fox
  • Warioware
  • Pokemon
  • Pikmin

New series:
  • Sin and Punishment
  • Paper Mario
  • Punch-Out!!
  • Muramasa
  • Star Tropics

Stadium:
  • Target Smash (All characters should have their own level)
  • Board the platforms (All characters have their own levels)
  • Homerun contest
  • Multi Man Brawl
  • Survival
  • Boss rush

Training
  • Stays the same
 

Oroxis

Smash Rookie
Joined
Jun 5, 2011
Messages
19
Location
Redmond, WA
taking away Marios FLUDD! Screw You! That's fantastic for edgeguarding and for mindgames onstage.
 

sonicplayer

Smash Rookie
Joined
Apr 16, 2011
Messages
0
Location
London
FLUDD SUCKS!!! it does no damage, takes long to charge, easy to avoid and even if it does hit
it doesn't push them back that far and it only work for edgegaurding agaist characters with really bad recovery and if they don't grab the edge before doing there up-B and you can just use a well-timed cape instead, the mario tornado is way better but it wasn't that good in melee, it should be more like how luigi cyclone is brawl
 
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