Post by The Qu on Jul 11, 2014 5:45:51 GMT -5
A bit back, someone (I think Shrikeswind) asked if we should go ahead and make a reference guide, presumably so we don't have to do the entire thing when the game comes out. And you know we're gonna do something like this. Well, I'm going to go ahead and try my hand at it. It's going to look messy at first and it'll be a WIP updated in bursts, so hang with me.
Characters
Mario Series
Mario
Unchanged from Brawl. Assume Vets are all unchanged save for when mentioned. (This is just in terms of references, not meaning completely unchanged)
Luigi
Luigi now uses his scuttle jump from the Mario games, which first appeared in Super Mario Bros. 2 USA.
Neutral Special Custom 2: Ice Ball: The Ice Flower was introduced in Mario & Luigi: Partners in Time, and entered the main series with Super Mario Galaxy. However, it didn't become a true analogue for the Fire Flower until New Super Mario Bros. Wii, wherein it started to give the fire ball-esque power showcased here.
Taunt: The taunt where Luigi makes different poses in rapid succession now includes this pose from Mario & Luigi 2: Partners In Time artwork, in addition to the Luigi's Mansion cover art pose that was in last game.
Final Smash: Luigi's Final Smash was completely re hauled into the Poltergust 5000 from Luigi's Mansion: Dark Moon.
Peach
Peach's run animation is now based on her run form Super Mario 3D World.
Up tilt: Peach's up-tilt now has a ribbon flowing around it. This might be a reference to the Rhythmic Ribbon
from the Mario & Sonic At the Olympic Games London 2012. It's a weird, weird reference, but it does seem to look like it.
Bowser
Bowser just flat out looks different. This is more inline with his actual game appearance than his previous Smash designs.
Neutral Special Custom 2: Fireball: This is much more reminiscent of the way Bowser shot fire in the castles in Super Mario Bros than his regular flame breath.
Rosalina
Neutral Special:Luma Shot: Rosalina summons a Luma if she doesn't have one and shoots it foreword if she does. Colors can include the standard Yellow, the Red Luma (Controls the Red Star in Galaxy 1), Green (guard the Green Stars & Trial Galaxies in Galaxy 1), Blue (Transform into Pull Stars in both Galaxies) and Apricot (Baby Luma, the Luma that Mario has in both Galaxies). The move is specifically based on a scene early in Galaxy where Rosalina summons Baby Luma for Mario using her wand.
Side Special: Star Bits: Shoots Star Bits foreword. Though their primary use were coin-esque collectables in the Galaxy games, the second player could shoot them at enemies to stun them.
Up Special: Launch Star: It's a Launch Star from the Galaxy games.
Down Special: Gravitational Pull: The spin seems to be based on the spin attack in the Galaxy games; the blue trail that orbits is the Star Cursor, what the second player controls in the Galaxy games.
Final Smash: Power Star: Power Stars have been the macguffin to collect in the 3D Mario games since Super Mario 64, sans Mario Sunshine. Rosalina doesn't have much connection with them barring them powering her Comet Observatory. She is space themed though.
Bowser Jr.
Bowser Jr. appears in the Junior Clown Car, which first appeared in Super Smash Bros. Wii and was named in Mario & Luigi: Dream Team.
Neutral attack and neutral aerial: Bowser Jr. uses the boxing gloves the Junior Clown Car was equipped with in the Meringue Clouds level "Boarding the Airship"'s boss battle in New Super Mario Bros. Wii U.
Foreward tilt and up tilt: Not a reference as far as I'm aware, but Bowser Jr. uses a fork for these moves. Is there a reason? It's just really odd.
Foreward aerial, back aerial, and up aerial: These all use a hammer to attack. While Bowser Jr. has never used these hammers, they're the same as the ones used by Bowser in the boss fights in the original Super Mario Bros.
Foreward Smash: This smash attack uses iron balls that are probably a reference to the Big Steelies Bowser dropped out of the original Koopa Clown Car in the final fight in Super Mario World.
Dash attack: Bowser Jr. uses a Grinder from Super Mario World. While neither he, his father nor any Clown Car are really associated with these obstacles, they are a fairly iconic obstacle in Super Mario World, where the Clown Car originates.
Forward Special: This causes the Junior Clown Car to grow wheels and twin exhaust pipes. To me, this looks like the Clown Car kart in Mario Kart 7- the pipes are pretty much the same.
Down Special: Bowser Jr. throws out some Mecha Koopas. They first appeared in Super Mario World, which is the design used for them, and are tossed out by Bowser in the final fight from the Koopa Clown Car. They're also used to beat him by picking them up and throwing them back at him.
Final Smash: Bowser Jr. turns into Shadow Mario and uses the Magic Paintbrush to paint an X with electric Goop, damaging enemies. These are all from Bowser Jr.'s debut, Super Mario Sunshine, where he was arguably the primary antagonist.
Dr. Mario
As far as I can tell, no allusions have been added to Doc since Melee.
Donkey Kong Series
Donkey Kong
Donkey Kong now has a dash attack based on the roll from the Donkey Kong Country games.
Crowd Chant: The "DK Dong-key Kong" chant is based on similar chant from the DK Rap that opens Donkey Kong 64.
His Final Smash, Konga Beat, returns, but with an indicating bar reminiscent of the bars in Donkey Konga.
Diddy Kong
Completely unchanged from what I can tell.
Yoshi Series
Yoshi
Yoshi's appearance is more inline with his design from recent Mario games. In addition, his egg color now matches his palette color.
Wario Series
Wario
Doesn't look like Wario got any additional references since Brawl.
Zelda Series
Link
Unchanged.
Zelda
Down B: Phantom Slash: This borrows from the Phantoms the Spirit Zelda can possess in Legend of Zelda: Spirit Tracks. Interestingly, it's the only thing Zelda has that comes from the cartoonier Wind Waker sub-series.
Sheik
Sheik was pretty much made up anywho, so she's mostly unchanged in terms of references.
Toon Link
Taunt: Now has a taunt where a fairy flies around.
Ganondorf
Ganondorf's execution scar from The Legend of Zelda: Twilight Princess is now fully visable and glowing, unlike Brawl.
Neutral Special Custom Move ?: Sword: This uses the sword so wanted for Ganondorf. Ganondorf first used a sword in the Spaceworld 2001 3D Zelda tech demo. He later used twin swords in The Legend of Zelda: Wind Waker. This appears to be his sword from The Legend of Zelda: Twilight Princess' final battle, however, fitting his design.
Metroid Series
Samus
Samus' design is now based on the armor design in Metroid: Other M.
Down Special Custom 2: Power Bomb: Power Bombs (also known as Super Bombs) originate in Super Metroid. Similar to this move, they were limited to just one on screen at a time. They got a large showcase in Metroid: Other M.
Up Special Custom 1: Boost Ball: The Boost Ball upgrade for the Morph Ball first appeared in Metroid Prime and recurred in all three games as well as the Hunters spinoff. It didn't really work like this in game, instead being a sort of charge attack in morph ball form.
Up Special Custom 2: Shinespark: Super Metroid introduced this advanced technique, using the Speed Booster, then crouching and jumping. Its an advanced technique in the Metroid games its in (Super, Fusion and Zero Mission) and is commonly used to sequence break by speed runners. In fact, there's a hidden room and message in Metroid Fusion only accessible by advanced Shinesparking.
Zero Suit Samus
Final Smash: Gunship: The gunship first appeared in Metroid II. The way it's used brings to mind the ship in Metroid Prime 3: Corruption, which Samus could use to shoot missiles.
Kid Icarus Series
Pit
Side Special: Upperdash Arm: Arms are a class in Kid Icarus: Uprising; the Upperdash Arm is a specific example of them. Strong in both physical and ranged attacks, but with slow speed.
Up Special: Power of Flight: Pretty much the same as Brawl, but with a new name and feature: The wings burning up after a certain amount of time is a reference to Kid Icarus: Uprising, as shown in Chapter 21.
Down Special: Guardian Orbitars: Another weapon class from Kid Icarus: Uprising, these orbit around you. The Guardians in particular are basically shields that orbit.
Final Smash: Three Sacred Treasures: The treasures originate from the original Kid Icarus: The Arrow of Light, the Mirror Shield and the Wings of Pegasus. This Final Smash is based on its appearance in Kid Icarus: Uprising, where it's the macguffin used to beat Hades, the primary villain. Of note, the armor Pit wears may be a reference to the Silver Armor from Kid Icarus: Of Myths and Monsters, where it replaced the Mirror Shield. But that game wasn't released in Japan so who knows.
Palutena
ALL of Palutena's specials are enhancements from Kid Icarus: Uprising, where they were single use powers you could equip Pit with before a level.
Neutral Special 1: Autoreticle: Like its power in Uprising, this summons a reticle that targets enemies. Unlike its origin, it instead automatically attacks enemies.
Neutral Special 2: Explosive Flame: Like in Uprising, it makes a big explosion. In Uprising, it was bigger though.
Neutral Special 3: Heavenly Light: This one is just like in Uprising. It makes a pillar of light with no knockback.
Side Special 1: Reflect Barrier: This is mostly the same in Smash, although the barrier it summons in Uprising was stationary.
Side Special 2: Angelic Missile: This works the same as in Uprising, and honestly reminds me of the Luigi Missile move from Smash.
Side Special 3: Super Speed: This gives the user super speed that damages on contact with enemies.
Down Special 1: Counter: This was a sort of buff you could activate in Uprising. It automatically countered any attacks for a short period of time.
Down Special 2: Lightweight: This was another buff, this one lowering defense but increasing speed. This carries over into Smash as increased damage intake and knockback.
Down Special 3: Celestial Firework: This is a damaging ability in Uprising that does small damage. As an interesting note, Pit would call the name of whichever Goddess was assisting him in the story mission it is used on.
Up Special 1: Warp: This is actually a power exclusive to Together Mode, a multiplayer battle mode. It allows a fighter to teleport to a random part of the map.
Up Special 2: Jump Glide: This is pretty much the same. It allows Pit to leap in the air and glide a short distance.
Up Special 3: Rocket Jump: Pretty much the same. It allowed the user to rocket into the air, damaging enemies.
Final Smash: Black Hole & Surge Beam: These are two seperate abilites. Black Hole was exclusive to Together Mode and created a huge, damaging black hole that sucked in players. Surge Beam is available in both modes and is a big laser.
Dark Pit
Neutral Special: Dark Pit uses the Silver Bow instead of the Palutena Bow. This was his signature weapon in Kid Icarus: Uprising.
Side Special: Dark Pit's side special uses the Electroshock Arm instead of Upperdash Arm. This is a fusion weapon from Kid Icarus: Uprising.
Final Smash: For his final smash, Dark Pit uses the Dark Pit Staff, which he uses in Chapter 6 when he's attacking atop a hill.
Punch-Out!! Series
Little Mac
Power Meter: The unique Power Meter Little Mac has is a reference to the Power Meter from Super Punch-Out!!, one of very few direct references to the game. It's appearances- numerous <<<<<<- is mostly the same as that game.
Neutral Special: Straight Lunge: The straight lunge is the most basic of attacks in Punch-Out!! games. However, when you have a full Power Meter, the Straight Lunge is upgraded to the Star Uppercut, a special move from Punch-Out!! and Punch-Out Wii that Mac obtains when he has a Star, which he gets by countering foes at specific times.
Up Special: Rising Uppercut: Borrows from the aforementioned uppercut. In the NES Punch-Out!!, Mac visibly jumps to uppercut. The 3-Star Uppercut from Punch-Out Wii adds the spin that this move has.
Down Special: Slip Counter: Dodging and countering has been the basis of Punch-Out games since the arcade original.
Final Smash: Giga Mac: Giga Mac originates in Punch-Out Wii's two player mode, where either player can power up to become Giga Mac, a more powerful version of Mac.
Kirby Series
Kirby
Down B: Stone Kirby: Now the Thwomp is based on the appearance as of NEw Super Mario Bros. instead of the previous Super Mario 64.
Final Smash: Ultra Sword Kirby: Kirby's new final Smash is the Ultra Sword ability from Kirby's Return to Dreamland.
King Dedede
Mostly unchanged. Waddle Dee Toss is now Gordo Toss, since it only throws Gordos.
Star Fox Series
Fox
Nothing changed here.
Falco
Doesn't look like anything's new.
Pokemon Series
Pikachu
Nothing changed here.
Lucario
He now has his Mega Evolution from Pokemon X/Y, but we're not sure in what capacity.
Charizard
His down B is replaced with the pre-existing Rock Smash in order to make way for:
Side Special: Flare Blitz: Flare Blitz is a fire-type variation of Double Edge introduced in Pokemon Diamond/Pearl. Like in it's origin, it deals damage to the user.
Down Special Custom 2: Rock Throw: Rock Throw is a rock-type move originating in Generation 1 and does damage with no secondary effects. Note I'm not 100% this particular one is a reference, given that throwing rocks is hardly unique to Pokemon.
Final Smash: Mega Charizard X: Charizard's Mega Form from Pokemon X is replaces Triple Finish.
Greninja
Neutral Special: Water Shuriken: Greninja's signature move, he learns this at level 36, when he evolves. It's basically a water-type Fury Swipes. Like it's origin, it can hit multiple times.
Side Special: Shadow Sneak: Shadow Sneak is a ghost-type move introduced in Pokemon Diamond/Pearl. It's a variation of Quick Attack, meaning it always hits first. Oddly, Greninja 'learns' this move before it evolves, meaning you have to take it to a move relearner to teach it the move.
Down Special: Substitute: Substitute is a move going to back to the original Pokemon Red/Green/Blue. The user cuts its own HP by a quarter to summon a Substitute doll. The doll takes attack damage, but has a quarter of the user's health. The doll's appearance is based on its appearances in the games, dating to the original generation. It had the generic Pokemon sprite there, but it's been kept in all generations since.
Final Smash: (unnamed): Unnamed right now, but it starts with Matt Block, a variation of Protect only Greninja learns. It has to be taught at a move relearner, though.
Jigglypuff
Up Special Custom Move 2: Hyper Voice: Hyper Voice is a damaging move introduced in Generation 3. It does damage with no other effects. Jigglypuff can indeed learn it.
Animal Crossing Series
Villager
Neutral attack: The Villager punches with Boxing Gloves. Probably a reference to how the NES Punch-Out!! was obtainable in Animal Crossing, though there is a Boxing Theme furniture set. The set dates back to the original Animal Crossing.
Foreword tilt: Uses an umbrella. Umbrellas have been in the series since the original. They can protect you from bees, rain and the sun.
Down tilt: Pulls a weed from the ground. Weeding your town has always been an important part of town maintenance.
Foreword Smash: Drops a bowling ball. Bowling balls do appear as part of the Sports set, a recurring furniture set originating from Animal Crossing: Wild World.
Up Smash: Launches a firework. Fireworks can be obtained in various Animal Crossing games, usually on July 4th or on weekends in August. Seems to be the Fountain Fireworks from Animal Crossing New Leaf.
Down Smash: Uses a shovel to dig enemies into the ground. Shovels are one of the most important tools in Animal Crossing and have been in the series since the original. Maybe the most important.
Forward and Back Air: Shoots a slingshot. The Slingshot was a new tool introduced in Animal Crossing: Wild World and used to shoot down balloons.
Up and Down Air: Hits with a turnip. Turnips are a form of stock market (a 'stalk market') and can be bought from Joan and sold the next week for varying prices.
Grab: The Villager has a tether grab in the Bug Net. This is a classic tool in the series, dating back to the original. You use it to catch bugs, as bug collecting is a major sidequest in the series. You can also annoy villagers by hitting them in the head with it.
Neutral Special: Pocket: Based on picking up items in Animal Crossing. Pretty much anything can fit in the Villager's pocket, apparently. It actually uses Tanooki magic to wrap the item in a leaf, but it's still pretty funny.
Side Special: Lloid Rocket: Riding the Gyroid Lloid is made up for the game, but Lloid isn't. Gyroids have been used as decorations and banks since the original Animal Crossing, but Lloid himself first appeared in City Folk/Let's Go to the City. He runs the Auction House in CF and Public Works Projects in New Leaf.
Up Special: Balloon Trip: This is an odd one. Balloon Fight was another NES game obtainable in Animal Crossing. Beyond that, there's little connection. Red balloons similar to the Balloon Fight balloons do fly around the town as well. They're the ones you can shoot with the aforementioned slingshot. It could also just be a way to work in Balloon Fight, as the Balloon Fighter was a candidate for original NES representative in Melee.
Down Special: Timber: Planting trees has been super important since the original Animal Crossing. The Axe is another of the main tools in the series. Cutting down a tree does indeed take two hits in the first Animal Crossing and Animal Crossing: City Folk; the other two games require three hits.
Final Smash: Dream Home: Tom Nook (First appearance: Animal Crossing) and Timmy & Tommy (First appearance: Animal Crossing +, Japan only) have always strong armed the player into buying a house. It's a pretty old joke to make Nook out to be a loan shark- a joke that fits in well here. In most games, the Tanooki run an item shop, though in New Leaf, Nook runs a real estate office, while the Nooklings run the item shop.
Fire Emblem Series
Marth
Marth's design is now based on the Japan only remake of the third game, Fire Emblem: New Mystery of the Emblem, Heroes of Light and Shadow.
No new changes in terms of move reference, though Shield Breaker is now better at breaking shields.
Ike
Ike's design is now based on his second game, Fire Emblem: Radiant Dawn.
Robin
Robin is the player character in Fire Emblem: Awakening, and as such, could be customized in their game of origin. He uses Tomes, which first appeared in the original Fire Emblem: Shadow Dragon and the Blade of Light.
Robin also uses weapon durability, which is a standard feature of Fire Emblem games. When you use a weapon too much, it breaks.
Smash Attacks: For their Smash Attacks, Robin uses a Levin Sword, which first appeared in Fire Emblem: Shadow Dragon and the Blade of Light. The sword attacks using thunder magic. When the sword breaks, Robin is left using the Bronze Sword, the lowest tier of Swords in Fire Emblem.
Neutral Special: Thunder: Thunder Magic is one of the many branches of magic in Fire Emblem, and a path available to Robin through Tomes in Fire Emblem: Awakening. The four spells are, in order of strength, Thunder, Elthunder, Arcthunder, and Thoron. The tiers first appeared in Shadow Dragon and the Sword of Light, Genelogy of the Holy War, Radiant Dawn and Shadow Dragon.. again, but characterized as a thunder tome in Genelogy.
Side Special: Arcfire: The third tier of magic was introduced in Radiant Dawn. The pose Robin makes when they cast the spell is the same as the one mages use in the Gameboy Advance era of Fire Emblem games.
Up Special: Elwind: The second tier of wind magic.
Down Special: Nosferatu: This shadow magic was introduced in Shadow Dragon..., although it wasn't classed as a Shadow Magic until the Binding Blade. It's been a light magic too, for some reason. Note that Tacticians, Robin's class, actually can't use this tome in the Fire Emblem games, similar to Ness and his PK abilities.
Final Smash: Double: Double attacks were introduced in Fire Emblem: Awakening, and consist of two units attacking at once. The cut in portraits are derived from that game. Chrom is one of the main characters from Awakening as well.
Voice clips: "Time to tip the scales!" and "I'll change the situation!" are Robin's battle cries when they unleash a critical hit or occult skill on an enemy.
Lucina
Taunt and Kirby Hat: Lucina's taunt puts on her mask, which hides her identity in Fire Emblem: Awakening.
Pikmin Series
Olimar & Pikmin
Pikmin can now bring Olimar items, just like in the games.
Up B: Winged Pikmin: Pikmin Chain is now replaced by the Winged Pikmin that made their debut in Pikmin 3.
MOTHER Series
Ness
Neutral Special Custom Move ?: PK Freeze: Not a new move to the series, but new to Ness. In Brawl, Lucas had this mainstay of the MOTHER series. Once again, Ness has a move he can't learn in the actual games. It's sort of funny, really.
Game & Watch Series
Mr. Game & Watch
Mr. G&W doesn't have anything new.
ROB Series
ROB
ROB has a new final smash, but I have no idea what it could be referencing.
Duck Hunt Series
Duck Hunt
Entrance, taunt and Victory Pose: These are all based on the infamous snickering the Dog does if you miss a shot completely in Duck Hunt.
Forward Smash, Up Smashand Down Smash: These all use a reticle, implying a light gun is shooting at the screen, similar to Duck Hunt. Humourously, it appears to be targeting the Dog. Many players have lamented over the years not being able to shoot the Dog, though you could in the arcade port, Duck Hunt Vs.
Neutral Special: This appears to use a clay pigeon, a mode available in Duck Hunt.
Side Special: This uses a tin can as a nod to Hogan's Alley, a Zapper game. One mode available in that game was a mode where you shot a tin can as it bounced around.
Down Special: The gunfighters here are from the Zapper game Wild Gunman.
Final Smash: This uses the Ducks from Duck Hung, the Wild Gunmen from Wild Gunman and the target cutouts and tin cans from Hogan's Alley.
Wii Fit Series
Side and Down Smashes: The Warrior and Tree yoga poses, respectively. Both are poses in Wii Fit.
Up Smash: The Arm & Leg Lift exercise, one of the exercises in Wii Fit.
Up Special: Hula Hoop: Based on one of the mini games in Wii Fit, where you keep hula hoops spinning by balancing on the Wii Balance Board.
Side Special: unnamed soccer: Based on a mini game in Wii Fit. You balance left and right on the Balance Board to head soccer balls.
Down Special: Deep Breathing: Based on the actual breathing prompts that appear in the yoga sections of Wii Fit.
Final Smash: Wii Fit: The silhouettes are poses you do in Wii Fit.
Third Party Characters
Sonic
Apparently his spin attacks now emit a lower pitched sound, similar to Sonic Lost World.
Mega Man
Animations: Pretty much all of Megaman's animations are from the NES games. Walk, run, jump animation, they're all from the original games.
Entrance & taunt: Mega Man warps in, similar to how he enters most, if not every, level in the series.
Neutral attack: Mega Buster: Mega Man's standard attack since Mega Man 1. The ability to charge didn't come around 'till Mega Man 3, though. That's also where the name Mega Buster comes from- it was just the Arm Cannon prior to that.
Dash attack: Top Spin, Top Man's weapon from Mega Man 3.
Down tilt: The slide that first appeared in Mega Man 3.
Up tilt: The Mega Upper that first appeared in Marvel Vs. Capcom, which in turn is a Shoryuken from Street Fighter. A predecessor appeared in Mega Man X, where X could obtain it.
Foreword air: Flame Sword, Sword Man's weapon from Mega Man 8.
Back air: Slash Claw, Slash Man's weapon from Mega Man 7.
Up Air: Air Shooter, Air Man's weapon from Mega Man 2.
Down air: Hard Knuckle, Hard Man's weapon from Mega Man 3.
Up Smash: Spark Shot, Spark Man's weapon from Mega Man 3.
Down Smash: Flame Blast, Flame Man's weapon from Mega Man 6.
Side Smash: Charge Shot, as mentioned, first appeared in Mega Man 3.
Grab: Super Arm, Guts Man's weapon from Mega Man 1. Mega Man's pose is the same as his from Mega Man 1 when he picks up the blocks he can pick up with the weapon.
Neutral Special: Metal Blade: Metal Man's weapon from Mega Man 2. Iconic because of its utility- its the only weapon in Mega Man 2 that can fire in eight directions- and being broken- three bosses are weak to it, and it is extremely energy efficient.
Neutral Special Custom 1: Hyper Bomb: This is Bomb Man's weapon in Mega Man 1.
Neutral Special Custom 2: Shadow Blade: This is Shadow Man's weapon in Mega Man 3.
Side Special: Crash Bomb: Crash Man's weapon from Mega Man 2.
Side Special Custom 1: Ice Slasher: This is Ice Man's weapon in Mega Man 1.
Side Special Custom 2: Danger Wrap: This is Burst Man's weapon in Mega Man 7.
Up Special: Rush Coil: Rush first appeared in Mega Man 3. Rush Coil is his most recurring form.
Up Special Custom 1: Tornado Hold: This is Tengu Man's weapon in Mega Man 8.
Up Special Custom 2: Beat: Beat first appeared in Mega Man 5 when the player found all the Beat plates. However, in that game, as well as 6 and Rockman World IV, he attacked enemies. Him acting as a guard against pits comes from Mega Man 7, 9 and 10.
Down Special: Leaf Shield: Wood Man's weapon from Mega Man 2.
Down Special Custom 1: Skull Barrier: Skull Man's weapon in Mega Man 4.
Down Special Custom 2: Plant Barrier: Plant Man's weapon in Mega Man 6.
Final Smash: unnamed as of now: Summons a bunch of other Mega Men: X (Mega Man X), Megaman.exe (Mega Man Battle Network), Mega Man Volnutt (AKA Mega Man Trigger, Megaman Legends) and Geo Stelar (Mega Man Star Force). The Black Hole Bomb, Galaxy Man's weapon from Mega Man 9, is used to initiate the attack.
KO: When knocked out, Mega Man explodes into energy spheres, the same as his games.
Win Pose: Based on the Japanese title screen to Mega Man 1.
Pac-Man
Up air: The flip kick from Pac-Man World 2.
Smash attacks: All three of Pac-Man smash attacks utilize the ghosts from Pac-Man- forward is Blinky (Red), up is Inky (blue) and down is Pink and Clyde (pink and orange).
Dash attack: Looks like his roll from the Pac-Man World series.
Neutral Special: Bonus Fruit: Cycles through the bonus fruits from the original Pac-Man, in order: Cherry, Strawberry, Orange, Apple, Melon, Galaga, Key and Bell.
Side Special: Power Pellet: Pac-Man turns into his circular form from the original Pac-Man and chomps a power pellet, a major mechanic in the original game. The dots he eats are the main goal in the original Pac-Man, though chains like he uses here are in the Pac-Man World series.
Down Special: Fire Hydrant: The Fire Hydrant was the first obstacle in Pac-Land. They sometimes shoot water that Pac-Man has to dodge.
Up Special: Pac-Jump: The trampoline originates from Mappy, where they were used to jump up levels. Like in Mappy, they break after three uses.
Final Smash: Super Pac-Man: Although Pac-Man was shown as super sized during a cut scene in the arcade original, he wasn't playable in this form until the 1982 Super Pac-Man, the first true sequel to the arcade original.
Up Taunt: Namco Roulette: This taunt works similar to Bonus Fruit and summons images from old arcade games. These include Mappy from Mappy, the Xevious from Xevious, the Galaga from Galaga and Taizo Hori from Dig Dug.
Palettes
Green is confirmed, yellow is possible, black is unknown.
Mario
Standard
White: Fire Mario
Light blue: Light blue overalls, pink undershirt. Looks like one of Wario's colors for some reason. Hate to dredge up the old theory, but it looks like the cover to NES Mario Bros. The few European covers I can find online look more pink? I know we discredited this idea, but I dunno.
Yellow: Wario
Black: Possibly still Foreman Spike. Looks closer than Brawl's.
Green: FC Mario Bros. boxart Luigi.
Striped: Mario's costume from the cover and title screen to NES Open Golf. Japan got the design on the cover to Family Computer Golf: US Course[/url]
Purple: Waluigi's color scheme. Possibly a reference to the W + L Emblem trick in Paper Mario: The Thousand Year Door.
Luigi
Standard
Orange: Possibly either NES SMB3 Fire Mario/Luigi or Pinball cover Mario. Neither are really that likely, though.
Pink: So, we accepted this one being Wrecking Crew Luigi, right?
Blue: Possibly NES Mario Bros. Mario.
White: Fire Luigi. In Smash 64 and Melee, this was instead SMB Mario.
Purple: Waluigi.
Blue & Yellow: Luigi's odd coloration in the 1986 OVA Super Mario Bros.: Pīchi-hime Kyushutsu Dai Sakusen.
Goldish-orange: No idea what this odd coloration is.
Peach
Standard
Yellow Daisy.
Red
Blue: Daisy's NES Open Tournament Golf dress. The Mario costume gives this some credit.
Green: Peach's NES Open Tournament Golf dress.
White: I'd put money on this being a non-game coloration, though it was used as Nurse Peach in Melee, which is neat. The Super Paper Mario wedding dress gets brought up occasionally, and the broach does match now, when it didn't in Brawl.
White/Red: Fire Peach from Super Mario 3D World.
Black/gold: I'm completely stumped for reasons we'll get too in a minute.
Bowser
Standard
Black:
Yellow:
Green Looks like SMB Bowser or SMW Bowser, with the all green body.
Grey: Some people are saying this is Dry Bowser. I don't see it.
Orange/pink My guess is Bowletta from Mario & Luigi: Superstar Saga.
Red/Pink Possibly Pom Pom.
Blue: The Fake Bowser from the NES version of SMB2: Lost Levels. Confirmed in-game through a Tip. This replaces the classic SMB1 Japanese Box Art Bowser from the last two games, though it's very similar.
Rosalina
Standard
Pink: Resembles Peach's dress.
Yellow: Seems to match the Luma quite a bit.
Green
Red Fire Rosalina from Super Mario 3D World.
Purple
Black/Gold: This is pretty much the same coloration as the aforementioned Peach dress. Why?
White/Red: Could be Fire Peach to match the Fire Rosalina.
Bowser Jr.
Bowser Jr has seven alternate costumes instead of palettes. They are,in order, Larry, Roy, Wendy O., Iggy, Morton Jr., Lemmy and Ludwig Von Koopa, the Seven Koopalings.
Link
Standard
Red: Based on the Goron tunic from The Legend of Zelda: Ocarina of Time.
Blue: Based on the Zora tunic from The Legend of Zelda: Ocarina of Time.
Purple:: Matches Toon Link's purple Four Swords alt.
Yellow:
Black: Dark Link, originally from Zelda II: The Adventure of Link, later LoZ:OoT, specifically the Dark Links used in the Dark Interlopers cutscene in The Legend of Zelda: Twilight Princess.
White A rather muddled attempt at Link's Skyloft clothing from the beginning of The Legend of Zelda: Skyward Sword.
Grey The Fierce Deity Mask from The Legend of Zelda: Majora's Mask.
Toon Link
Green, Red, Blue and Purple: The Link copies from The Legend of Zelda: Four Swords, as well as Four Swords Adventures and The Minish Cap.
Light Green: NES Era Link, complete with brown sleeves.
Black Based on Dark Link from TP and Shadow Link from FSA.
Purple: Seems to be based on the Blue Ring from the original Legend of Zelda- the periwinkle color matches fairly well.
Green: The Legend of Zelda: Link Between Worlds Link. It has precedence in NES era artwork as well as Link to the Past's artwork.
Zelda
Default purple: Zelda's appearance in Twilight Princess.
Red: Based on her appearance in the original Legend of Zelda if Link had the Red Ring.
Blue: Similar to the above, with the Blue Ring.
PurpleBased on her adult dress in Ocarina of Time 3D, updating from Brawl's original OoT.
GreenSimilar to the other ring dresses, but without a ring.
Black: Seems to be a take on a 'Dark Zelda'.
Pink:
White: Possibly a reference to Link to the Past Zelda's field sprite, which had a white-ish dress and a white crown.
Stages
3DS
Melee Jungle Japes, Brinstar, Corneria & Brawl Mushroomy Kingdom, Yoshi's Island, Flat Zone 2,WarioWare Inc., Distant Planet and Green Hill Zone return.
Battlefield & Final Destination
Not much to say here, frankly. There's the theory that they have allusions to the blue/red stuff from Soul Calibur, which is possible, but who knows?
3D Land
A big reference to Super Mario 3D World. The castle is based on 1-1, the valley is closest to 8-2, the downhill is 4-1. The rotating blocks are used in several levels, including 4-3. The water section is a cross of 1-4 with 6-1's scenery. The skewers originate in Super Mario World, but have their 3DL design. They aren't used in the two water levels, though.
Golden Plains
A big reference to New Super Mario Bros. 2, which was largely based around collecting coins. Instead of collecting 100 coins turning you into a Gold form, Gold Flowers did the job. The level design is based on 1-1 from that game. Even the coin counter font is based on the large font used in Mario games in recent years.
Rainbow Road
This is a tour level based on Mario Kart 7's Rainbow Road. Shy Guy's are used most likely because they were download play only characters in MKDS and Wii, meaning one guy could share a temporary download copy of the game to play with someone else.
Paper Mario
The windmill section (Hither Thither Hills) is from the most recent Paper Mario, Sticker Star. The fan sticker is used as it was in that game. The SS Flavio is from Paper Mario: The Thousand Year Door and is used to go to (and later from) Keelhaul Key. The Big Blooper isn't from a specific Paper Mario; rather, they are recurring boss fights fought at least once in each game. In fact, the first game had three distinct Blooper bosses! The Whale (Officially just known as the Whale) is the equivalent of the SS Flavio, going to and from Lavalava Island.
Characters
Mario Series
Mario
Unchanged from Brawl. Assume Vets are all unchanged save for when mentioned. (This is just in terms of references, not meaning completely unchanged)
Luigi
Luigi now uses his scuttle jump from the Mario games, which first appeared in Super Mario Bros. 2 USA.
Neutral Special Custom 2: Ice Ball: The Ice Flower was introduced in Mario & Luigi: Partners in Time, and entered the main series with Super Mario Galaxy. However, it didn't become a true analogue for the Fire Flower until New Super Mario Bros. Wii, wherein it started to give the fire ball-esque power showcased here.
Taunt: The taunt where Luigi makes different poses in rapid succession now includes this pose from Mario & Luigi 2: Partners In Time artwork, in addition to the Luigi's Mansion cover art pose that was in last game.
Final Smash: Luigi's Final Smash was completely re hauled into the Poltergust 5000 from Luigi's Mansion: Dark Moon.
Peach
Peach's run animation is now based on her run form Super Mario 3D World.
Up tilt: Peach's up-tilt now has a ribbon flowing around it. This might be a reference to the Rhythmic Ribbon
from the Mario & Sonic At the Olympic Games London 2012. It's a weird, weird reference, but it does seem to look like it.
Bowser
Bowser just flat out looks different. This is more inline with his actual game appearance than his previous Smash designs.
Neutral Special Custom 2: Fireball: This is much more reminiscent of the way Bowser shot fire in the castles in Super Mario Bros than his regular flame breath.
Rosalina
Neutral Special:Luma Shot: Rosalina summons a Luma if she doesn't have one and shoots it foreword if she does. Colors can include the standard Yellow, the Red Luma (Controls the Red Star in Galaxy 1), Green (guard the Green Stars & Trial Galaxies in Galaxy 1), Blue (Transform into Pull Stars in both Galaxies) and Apricot (Baby Luma, the Luma that Mario has in both Galaxies). The move is specifically based on a scene early in Galaxy where Rosalina summons Baby Luma for Mario using her wand.
Side Special: Star Bits: Shoots Star Bits foreword. Though their primary use were coin-esque collectables in the Galaxy games, the second player could shoot them at enemies to stun them.
Up Special: Launch Star: It's a Launch Star from the Galaxy games.
Down Special: Gravitational Pull: The spin seems to be based on the spin attack in the Galaxy games; the blue trail that orbits is the Star Cursor, what the second player controls in the Galaxy games.
Final Smash: Power Star: Power Stars have been the macguffin to collect in the 3D Mario games since Super Mario 64, sans Mario Sunshine. Rosalina doesn't have much connection with them barring them powering her Comet Observatory. She is space themed though.
Bowser Jr.
Bowser Jr. appears in the Junior Clown Car, which first appeared in Super Smash Bros. Wii and was named in Mario & Luigi: Dream Team.
Neutral attack and neutral aerial: Bowser Jr. uses the boxing gloves the Junior Clown Car was equipped with in the Meringue Clouds level "Boarding the Airship"'s boss battle in New Super Mario Bros. Wii U.
Foreward tilt and up tilt: Not a reference as far as I'm aware, but Bowser Jr. uses a fork for these moves. Is there a reason? It's just really odd.
Foreward aerial, back aerial, and up aerial: These all use a hammer to attack. While Bowser Jr. has never used these hammers, they're the same as the ones used by Bowser in the boss fights in the original Super Mario Bros.
Foreward Smash: This smash attack uses iron balls that are probably a reference to the Big Steelies Bowser dropped out of the original Koopa Clown Car in the final fight in Super Mario World.
Dash attack: Bowser Jr. uses a Grinder from Super Mario World. While neither he, his father nor any Clown Car are really associated with these obstacles, they are a fairly iconic obstacle in Super Mario World, where the Clown Car originates.
Forward Special: This causes the Junior Clown Car to grow wheels and twin exhaust pipes. To me, this looks like the Clown Car kart in Mario Kart 7- the pipes are pretty much the same.
Down Special: Bowser Jr. throws out some Mecha Koopas. They first appeared in Super Mario World, which is the design used for them, and are tossed out by Bowser in the final fight from the Koopa Clown Car. They're also used to beat him by picking them up and throwing them back at him.
Final Smash: Bowser Jr. turns into Shadow Mario and uses the Magic Paintbrush to paint an X with electric Goop, damaging enemies. These are all from Bowser Jr.'s debut, Super Mario Sunshine, where he was arguably the primary antagonist.
Dr. Mario
As far as I can tell, no allusions have been added to Doc since Melee.
Donkey Kong Series
Donkey Kong
Donkey Kong now has a dash attack based on the roll from the Donkey Kong Country games.
Crowd Chant: The "DK Dong-key Kong" chant is based on similar chant from the DK Rap that opens Donkey Kong 64.
His Final Smash, Konga Beat, returns, but with an indicating bar reminiscent of the bars in Donkey Konga.
Diddy Kong
Completely unchanged from what I can tell.
Yoshi Series
Yoshi
Yoshi's appearance is more inline with his design from recent Mario games. In addition, his egg color now matches his palette color.
Wario Series
Wario
Doesn't look like Wario got any additional references since Brawl.
Zelda Series
Link
Unchanged.
Zelda
Down B: Phantom Slash: This borrows from the Phantoms the Spirit Zelda can possess in Legend of Zelda: Spirit Tracks. Interestingly, it's the only thing Zelda has that comes from the cartoonier Wind Waker sub-series.
Sheik
Sheik was pretty much made up anywho, so she's mostly unchanged in terms of references.
Toon Link
Taunt: Now has a taunt where a fairy flies around.
Ganondorf
Ganondorf's execution scar from The Legend of Zelda: Twilight Princess is now fully visable and glowing, unlike Brawl.
Neutral Special Custom Move ?: Sword: This uses the sword so wanted for Ganondorf. Ganondorf first used a sword in the Spaceworld 2001 3D Zelda tech demo. He later used twin swords in The Legend of Zelda: Wind Waker. This appears to be his sword from The Legend of Zelda: Twilight Princess' final battle, however, fitting his design.
Metroid Series
Samus
Samus' design is now based on the armor design in Metroid: Other M.
Down Special Custom 2: Power Bomb: Power Bombs (also known as Super Bombs) originate in Super Metroid. Similar to this move, they were limited to just one on screen at a time. They got a large showcase in Metroid: Other M.
Up Special Custom 1: Boost Ball: The Boost Ball upgrade for the Morph Ball first appeared in Metroid Prime and recurred in all three games as well as the Hunters spinoff. It didn't really work like this in game, instead being a sort of charge attack in morph ball form.
Up Special Custom 2: Shinespark: Super Metroid introduced this advanced technique, using the Speed Booster, then crouching and jumping. Its an advanced technique in the Metroid games its in (Super, Fusion and Zero Mission) and is commonly used to sequence break by speed runners. In fact, there's a hidden room and message in Metroid Fusion only accessible by advanced Shinesparking.
Zero Suit Samus
Final Smash: Gunship: The gunship first appeared in Metroid II. The way it's used brings to mind the ship in Metroid Prime 3: Corruption, which Samus could use to shoot missiles.
Kid Icarus Series
Pit
Side Special: Upperdash Arm: Arms are a class in Kid Icarus: Uprising; the Upperdash Arm is a specific example of them. Strong in both physical and ranged attacks, but with slow speed.
Up Special: Power of Flight: Pretty much the same as Brawl, but with a new name and feature: The wings burning up after a certain amount of time is a reference to Kid Icarus: Uprising, as shown in Chapter 21.
Down Special: Guardian Orbitars: Another weapon class from Kid Icarus: Uprising, these orbit around you. The Guardians in particular are basically shields that orbit.
Final Smash: Three Sacred Treasures: The treasures originate from the original Kid Icarus: The Arrow of Light, the Mirror Shield and the Wings of Pegasus. This Final Smash is based on its appearance in Kid Icarus: Uprising, where it's the macguffin used to beat Hades, the primary villain. Of note, the armor Pit wears may be a reference to the Silver Armor from Kid Icarus: Of Myths and Monsters, where it replaced the Mirror Shield. But that game wasn't released in Japan so who knows.
Palutena
ALL of Palutena's specials are enhancements from Kid Icarus: Uprising, where they were single use powers you could equip Pit with before a level.
Neutral Special 1: Autoreticle: Like its power in Uprising, this summons a reticle that targets enemies. Unlike its origin, it instead automatically attacks enemies.
Neutral Special 2: Explosive Flame: Like in Uprising, it makes a big explosion. In Uprising, it was bigger though.
Neutral Special 3: Heavenly Light: This one is just like in Uprising. It makes a pillar of light with no knockback.
Side Special 1: Reflect Barrier: This is mostly the same in Smash, although the barrier it summons in Uprising was stationary.
Side Special 2: Angelic Missile: This works the same as in Uprising, and honestly reminds me of the Luigi Missile move from Smash.
Side Special 3: Super Speed: This gives the user super speed that damages on contact with enemies.
Down Special 1: Counter: This was a sort of buff you could activate in Uprising. It automatically countered any attacks for a short period of time.
Down Special 2: Lightweight: This was another buff, this one lowering defense but increasing speed. This carries over into Smash as increased damage intake and knockback.
Down Special 3: Celestial Firework: This is a damaging ability in Uprising that does small damage. As an interesting note, Pit would call the name of whichever Goddess was assisting him in the story mission it is used on.
Up Special 1: Warp: This is actually a power exclusive to Together Mode, a multiplayer battle mode. It allows a fighter to teleport to a random part of the map.
Up Special 2: Jump Glide: This is pretty much the same. It allows Pit to leap in the air and glide a short distance.
Up Special 3: Rocket Jump: Pretty much the same. It allowed the user to rocket into the air, damaging enemies.
Final Smash: Black Hole & Surge Beam: These are two seperate abilites. Black Hole was exclusive to Together Mode and created a huge, damaging black hole that sucked in players. Surge Beam is available in both modes and is a big laser.
Dark Pit
Neutral Special: Dark Pit uses the Silver Bow instead of the Palutena Bow. This was his signature weapon in Kid Icarus: Uprising.
Side Special: Dark Pit's side special uses the Electroshock Arm instead of Upperdash Arm. This is a fusion weapon from Kid Icarus: Uprising.
Final Smash: For his final smash, Dark Pit uses the Dark Pit Staff, which he uses in Chapter 6 when he's attacking atop a hill.
Punch-Out!! Series
Little Mac
Power Meter: The unique Power Meter Little Mac has is a reference to the Power Meter from Super Punch-Out!!, one of very few direct references to the game. It's appearances- numerous <<<<<<- is mostly the same as that game.
Neutral Special: Straight Lunge: The straight lunge is the most basic of attacks in Punch-Out!! games. However, when you have a full Power Meter, the Straight Lunge is upgraded to the Star Uppercut, a special move from Punch-Out!! and Punch-Out Wii that Mac obtains when he has a Star, which he gets by countering foes at specific times.
Up Special: Rising Uppercut: Borrows from the aforementioned uppercut. In the NES Punch-Out!!, Mac visibly jumps to uppercut. The 3-Star Uppercut from Punch-Out Wii adds the spin that this move has.
Down Special: Slip Counter: Dodging and countering has been the basis of Punch-Out games since the arcade original.
Final Smash: Giga Mac: Giga Mac originates in Punch-Out Wii's two player mode, where either player can power up to become Giga Mac, a more powerful version of Mac.
Kirby Series
Kirby
Down B: Stone Kirby: Now the Thwomp is based on the appearance as of NEw Super Mario Bros. instead of the previous Super Mario 64.
Final Smash: Ultra Sword Kirby: Kirby's new final Smash is the Ultra Sword ability from Kirby's Return to Dreamland.
King Dedede
Mostly unchanged. Waddle Dee Toss is now Gordo Toss, since it only throws Gordos.
Star Fox Series
Fox
Nothing changed here.
Falco
Doesn't look like anything's new.
Pokemon Series
Pikachu
Nothing changed here.
Lucario
He now has his Mega Evolution from Pokemon X/Y, but we're not sure in what capacity.
Charizard
His down B is replaced with the pre-existing Rock Smash in order to make way for:
Side Special: Flare Blitz: Flare Blitz is a fire-type variation of Double Edge introduced in Pokemon Diamond/Pearl. Like in it's origin, it deals damage to the user.
Down Special Custom 2: Rock Throw: Rock Throw is a rock-type move originating in Generation 1 and does damage with no secondary effects. Note I'm not 100% this particular one is a reference, given that throwing rocks is hardly unique to Pokemon.
Final Smash: Mega Charizard X: Charizard's Mega Form from Pokemon X is replaces Triple Finish.
Greninja
Neutral Special: Water Shuriken: Greninja's signature move, he learns this at level 36, when he evolves. It's basically a water-type Fury Swipes. Like it's origin, it can hit multiple times.
Side Special: Shadow Sneak: Shadow Sneak is a ghost-type move introduced in Pokemon Diamond/Pearl. It's a variation of Quick Attack, meaning it always hits first. Oddly, Greninja 'learns' this move before it evolves, meaning you have to take it to a move relearner to teach it the move.
Down Special: Substitute: Substitute is a move going to back to the original Pokemon Red/Green/Blue. The user cuts its own HP by a quarter to summon a Substitute doll. The doll takes attack damage, but has a quarter of the user's health. The doll's appearance is based on its appearances in the games, dating to the original generation. It had the generic Pokemon sprite there, but it's been kept in all generations since.
Final Smash: (unnamed): Unnamed right now, but it starts with Matt Block, a variation of Protect only Greninja learns. It has to be taught at a move relearner, though.
Jigglypuff
Up Special Custom Move 2: Hyper Voice: Hyper Voice is a damaging move introduced in Generation 3. It does damage with no other effects. Jigglypuff can indeed learn it.
Animal Crossing Series
Villager
Neutral attack: The Villager punches with Boxing Gloves. Probably a reference to how the NES Punch-Out!! was obtainable in Animal Crossing, though there is a Boxing Theme furniture set. The set dates back to the original Animal Crossing.
Foreword tilt: Uses an umbrella. Umbrellas have been in the series since the original. They can protect you from bees, rain and the sun.
Down tilt: Pulls a weed from the ground. Weeding your town has always been an important part of town maintenance.
Foreword Smash: Drops a bowling ball. Bowling balls do appear as part of the Sports set, a recurring furniture set originating from Animal Crossing: Wild World.
Up Smash: Launches a firework. Fireworks can be obtained in various Animal Crossing games, usually on July 4th or on weekends in August. Seems to be the Fountain Fireworks from Animal Crossing New Leaf.
Down Smash: Uses a shovel to dig enemies into the ground. Shovels are one of the most important tools in Animal Crossing and have been in the series since the original. Maybe the most important.
Forward and Back Air: Shoots a slingshot. The Slingshot was a new tool introduced in Animal Crossing: Wild World and used to shoot down balloons.
Up and Down Air: Hits with a turnip. Turnips are a form of stock market (a 'stalk market') and can be bought from Joan and sold the next week for varying prices.
Grab: The Villager has a tether grab in the Bug Net. This is a classic tool in the series, dating back to the original. You use it to catch bugs, as bug collecting is a major sidequest in the series. You can also annoy villagers by hitting them in the head with it.
Neutral Special: Pocket: Based on picking up items in Animal Crossing. Pretty much anything can fit in the Villager's pocket, apparently. It actually uses Tanooki magic to wrap the item in a leaf, but it's still pretty funny.
Side Special: Lloid Rocket: Riding the Gyroid Lloid is made up for the game, but Lloid isn't. Gyroids have been used as decorations and banks since the original Animal Crossing, but Lloid himself first appeared in City Folk/Let's Go to the City. He runs the Auction House in CF and Public Works Projects in New Leaf.
Up Special: Balloon Trip: This is an odd one. Balloon Fight was another NES game obtainable in Animal Crossing. Beyond that, there's little connection. Red balloons similar to the Balloon Fight balloons do fly around the town as well. They're the ones you can shoot with the aforementioned slingshot. It could also just be a way to work in Balloon Fight, as the Balloon Fighter was a candidate for original NES representative in Melee.
Down Special: Timber: Planting trees has been super important since the original Animal Crossing. The Axe is another of the main tools in the series. Cutting down a tree does indeed take two hits in the first Animal Crossing and Animal Crossing: City Folk; the other two games require three hits.
Final Smash: Dream Home: Tom Nook (First appearance: Animal Crossing) and Timmy & Tommy (First appearance: Animal Crossing +, Japan only) have always strong armed the player into buying a house. It's a pretty old joke to make Nook out to be a loan shark- a joke that fits in well here. In most games, the Tanooki run an item shop, though in New Leaf, Nook runs a real estate office, while the Nooklings run the item shop.
Fire Emblem Series
Marth
Marth's design is now based on the Japan only remake of the third game, Fire Emblem: New Mystery of the Emblem, Heroes of Light and Shadow.
No new changes in terms of move reference, though Shield Breaker is now better at breaking shields.
Ike
Ike's design is now based on his second game, Fire Emblem: Radiant Dawn.
Robin
Robin is the player character in Fire Emblem: Awakening, and as such, could be customized in their game of origin. He uses Tomes, which first appeared in the original Fire Emblem: Shadow Dragon and the Blade of Light.
Robin also uses weapon durability, which is a standard feature of Fire Emblem games. When you use a weapon too much, it breaks.
Smash Attacks: For their Smash Attacks, Robin uses a Levin Sword, which first appeared in Fire Emblem: Shadow Dragon and the Blade of Light. The sword attacks using thunder magic. When the sword breaks, Robin is left using the Bronze Sword, the lowest tier of Swords in Fire Emblem.
Neutral Special: Thunder: Thunder Magic is one of the many branches of magic in Fire Emblem, and a path available to Robin through Tomes in Fire Emblem: Awakening. The four spells are, in order of strength, Thunder, Elthunder, Arcthunder, and Thoron. The tiers first appeared in Shadow Dragon and the Sword of Light, Genelogy of the Holy War, Radiant Dawn and Shadow Dragon.. again, but characterized as a thunder tome in Genelogy.
Side Special: Arcfire: The third tier of magic was introduced in Radiant Dawn. The pose Robin makes when they cast the spell is the same as the one mages use in the Gameboy Advance era of Fire Emblem games.
Up Special: Elwind: The second tier of wind magic.
Down Special: Nosferatu: This shadow magic was introduced in Shadow Dragon..., although it wasn't classed as a Shadow Magic until the Binding Blade. It's been a light magic too, for some reason. Note that Tacticians, Robin's class, actually can't use this tome in the Fire Emblem games, similar to Ness and his PK abilities.
Final Smash: Double: Double attacks were introduced in Fire Emblem: Awakening, and consist of two units attacking at once. The cut in portraits are derived from that game. Chrom is one of the main characters from Awakening as well.
Voice clips: "Time to tip the scales!" and "I'll change the situation!" are Robin's battle cries when they unleash a critical hit or occult skill on an enemy.
Lucina
Taunt and Kirby Hat: Lucina's taunt puts on her mask, which hides her identity in Fire Emblem: Awakening.
Pikmin Series
Olimar & Pikmin
Pikmin can now bring Olimar items, just like in the games.
Up B: Winged Pikmin: Pikmin Chain is now replaced by the Winged Pikmin that made their debut in Pikmin 3.
MOTHER Series
Ness
Neutral Special Custom Move ?: PK Freeze: Not a new move to the series, but new to Ness. In Brawl, Lucas had this mainstay of the MOTHER series. Once again, Ness has a move he can't learn in the actual games. It's sort of funny, really.
Game & Watch Series
Mr. Game & Watch
Mr. G&W doesn't have anything new.
ROB Series
ROB
ROB has a new final smash, but I have no idea what it could be referencing.
Duck Hunt Series
Duck Hunt
Entrance, taunt and Victory Pose: These are all based on the infamous snickering the Dog does if you miss a shot completely in Duck Hunt.
Forward Smash, Up Smashand Down Smash: These all use a reticle, implying a light gun is shooting at the screen, similar to Duck Hunt. Humourously, it appears to be targeting the Dog. Many players have lamented over the years not being able to shoot the Dog, though you could in the arcade port, Duck Hunt Vs.
Neutral Special: This appears to use a clay pigeon, a mode available in Duck Hunt.
Side Special: This uses a tin can as a nod to Hogan's Alley, a Zapper game. One mode available in that game was a mode where you shot a tin can as it bounced around.
Down Special: The gunfighters here are from the Zapper game Wild Gunman.
Final Smash: This uses the Ducks from Duck Hung, the Wild Gunmen from Wild Gunman and the target cutouts and tin cans from Hogan's Alley.
Wii Fit Series
Side and Down Smashes: The Warrior and Tree yoga poses, respectively. Both are poses in Wii Fit.
Up Smash: The Arm & Leg Lift exercise, one of the exercises in Wii Fit.
Up Special: Hula Hoop: Based on one of the mini games in Wii Fit, where you keep hula hoops spinning by balancing on the Wii Balance Board.
Side Special: unnamed soccer: Based on a mini game in Wii Fit. You balance left and right on the Balance Board to head soccer balls.
Down Special: Deep Breathing: Based on the actual breathing prompts that appear in the yoga sections of Wii Fit.
Final Smash: Wii Fit: The silhouettes are poses you do in Wii Fit.
Third Party Characters
Sonic
Apparently his spin attacks now emit a lower pitched sound, similar to Sonic Lost World.
Mega Man
Animations: Pretty much all of Megaman's animations are from the NES games. Walk, run, jump animation, they're all from the original games.
Entrance & taunt: Mega Man warps in, similar to how he enters most, if not every, level in the series.
Neutral attack: Mega Buster: Mega Man's standard attack since Mega Man 1. The ability to charge didn't come around 'till Mega Man 3, though. That's also where the name Mega Buster comes from- it was just the Arm Cannon prior to that.
Dash attack: Top Spin, Top Man's weapon from Mega Man 3.
Down tilt: The slide that first appeared in Mega Man 3.
Up tilt: The Mega Upper that first appeared in Marvel Vs. Capcom, which in turn is a Shoryuken from Street Fighter. A predecessor appeared in Mega Man X, where X could obtain it.
Foreword air: Flame Sword, Sword Man's weapon from Mega Man 8.
Back air: Slash Claw, Slash Man's weapon from Mega Man 7.
Up Air: Air Shooter, Air Man's weapon from Mega Man 2.
Down air: Hard Knuckle, Hard Man's weapon from Mega Man 3.
Up Smash: Spark Shot, Spark Man's weapon from Mega Man 3.
Down Smash: Flame Blast, Flame Man's weapon from Mega Man 6.
Side Smash: Charge Shot, as mentioned, first appeared in Mega Man 3.
Grab: Super Arm, Guts Man's weapon from Mega Man 1. Mega Man's pose is the same as his from Mega Man 1 when he picks up the blocks he can pick up with the weapon.
Neutral Special: Metal Blade: Metal Man's weapon from Mega Man 2. Iconic because of its utility- its the only weapon in Mega Man 2 that can fire in eight directions- and being broken- three bosses are weak to it, and it is extremely energy efficient.
Neutral Special Custom 1: Hyper Bomb: This is Bomb Man's weapon in Mega Man 1.
Neutral Special Custom 2: Shadow Blade: This is Shadow Man's weapon in Mega Man 3.
Side Special: Crash Bomb: Crash Man's weapon from Mega Man 2.
Side Special Custom 1: Ice Slasher: This is Ice Man's weapon in Mega Man 1.
Side Special Custom 2: Danger Wrap: This is Burst Man's weapon in Mega Man 7.
Up Special: Rush Coil: Rush first appeared in Mega Man 3. Rush Coil is his most recurring form.
Up Special Custom 1: Tornado Hold: This is Tengu Man's weapon in Mega Man 8.
Up Special Custom 2: Beat: Beat first appeared in Mega Man 5 when the player found all the Beat plates. However, in that game, as well as 6 and Rockman World IV, he attacked enemies. Him acting as a guard against pits comes from Mega Man 7, 9 and 10.
Down Special: Leaf Shield: Wood Man's weapon from Mega Man 2.
Down Special Custom 1: Skull Barrier: Skull Man's weapon in Mega Man 4.
Down Special Custom 2: Plant Barrier: Plant Man's weapon in Mega Man 6.
Final Smash: unnamed as of now: Summons a bunch of other Mega Men: X (Mega Man X), Megaman.exe (Mega Man Battle Network), Mega Man Volnutt (AKA Mega Man Trigger, Megaman Legends) and Geo Stelar (Mega Man Star Force). The Black Hole Bomb, Galaxy Man's weapon from Mega Man 9, is used to initiate the attack.
KO: When knocked out, Mega Man explodes into energy spheres, the same as his games.
Win Pose: Based on the Japanese title screen to Mega Man 1.
Pac-Man
Up air: The flip kick from Pac-Man World 2.
Smash attacks: All three of Pac-Man smash attacks utilize the ghosts from Pac-Man- forward is Blinky (Red), up is Inky (blue) and down is Pink and Clyde (pink and orange).
Dash attack: Looks like his roll from the Pac-Man World series.
Neutral Special: Bonus Fruit: Cycles through the bonus fruits from the original Pac-Man, in order: Cherry, Strawberry, Orange, Apple, Melon, Galaga, Key and Bell.
Side Special: Power Pellet: Pac-Man turns into his circular form from the original Pac-Man and chomps a power pellet, a major mechanic in the original game. The dots he eats are the main goal in the original Pac-Man, though chains like he uses here are in the Pac-Man World series.
Down Special: Fire Hydrant: The Fire Hydrant was the first obstacle in Pac-Land. They sometimes shoot water that Pac-Man has to dodge.
Up Special: Pac-Jump: The trampoline originates from Mappy, where they were used to jump up levels. Like in Mappy, they break after three uses.
Final Smash: Super Pac-Man: Although Pac-Man was shown as super sized during a cut scene in the arcade original, he wasn't playable in this form until the 1982 Super Pac-Man, the first true sequel to the arcade original.
Up Taunt: Namco Roulette: This taunt works similar to Bonus Fruit and summons images from old arcade games. These include Mappy from Mappy, the Xevious from Xevious, the Galaga from Galaga and Taizo Hori from Dig Dug.
Palettes
Green is confirmed, yellow is possible, black is unknown.
Mario
Standard
White: Fire Mario
Light blue: Light blue overalls, pink undershirt. Looks like one of Wario's colors for some reason. Hate to dredge up the old theory, but it looks like the cover to NES Mario Bros. The few European covers I can find online look more pink? I know we discredited this idea, but I dunno.
Yellow: Wario
Black: Possibly still Foreman Spike. Looks closer than Brawl's.
Green: FC Mario Bros. boxart Luigi.
Striped: Mario's costume from the cover and title screen to NES Open Golf. Japan got the design on the cover to Family Computer Golf: US Course[/url]
Purple: Waluigi's color scheme. Possibly a reference to the W + L Emblem trick in Paper Mario: The Thousand Year Door.
Luigi
Standard
Orange: Possibly either NES SMB3 Fire Mario/Luigi or Pinball cover Mario. Neither are really that likely, though.
Pink: So, we accepted this one being Wrecking Crew Luigi, right?
Blue: Possibly NES Mario Bros. Mario.
White: Fire Luigi. In Smash 64 and Melee, this was instead SMB Mario.
Purple: Waluigi.
Blue & Yellow: Luigi's odd coloration in the 1986 OVA Super Mario Bros.: Pīchi-hime Kyushutsu Dai Sakusen.
Goldish-orange: No idea what this odd coloration is.
Peach
Standard
Yellow Daisy.
Red
Blue: Daisy's NES Open Tournament Golf dress. The Mario costume gives this some credit.
Green: Peach's NES Open Tournament Golf dress.
White: I'd put money on this being a non-game coloration, though it was used as Nurse Peach in Melee, which is neat. The Super Paper Mario wedding dress gets brought up occasionally, and the broach does match now, when it didn't in Brawl.
White/Red: Fire Peach from Super Mario 3D World.
Black/gold: I'm completely stumped for reasons we'll get too in a minute.
Bowser
Standard
Black:
Yellow:
Green Looks like SMB Bowser or SMW Bowser, with the all green body.
Grey: Some people are saying this is Dry Bowser. I don't see it.
Orange/pink My guess is Bowletta from Mario & Luigi: Superstar Saga.
Red/Pink Possibly Pom Pom.
Blue: The Fake Bowser from the NES version of SMB2: Lost Levels. Confirmed in-game through a Tip. This replaces the classic SMB1 Japanese Box Art Bowser from the last two games, though it's very similar.
Rosalina
Standard
Pink: Resembles Peach's dress.
Yellow: Seems to match the Luma quite a bit.
Green
Red Fire Rosalina from Super Mario 3D World.
Purple
Black/Gold: This is pretty much the same coloration as the aforementioned Peach dress. Why?
White/Red: Could be Fire Peach to match the Fire Rosalina.
Bowser Jr.
Bowser Jr has seven alternate costumes instead of palettes. They are,in order, Larry, Roy, Wendy O., Iggy, Morton Jr., Lemmy and Ludwig Von Koopa, the Seven Koopalings.
Link
Standard
Red: Based on the Goron tunic from The Legend of Zelda: Ocarina of Time.
Blue: Based on the Zora tunic from The Legend of Zelda: Ocarina of Time.
Purple:: Matches Toon Link's purple Four Swords alt.
Yellow:
Black: Dark Link, originally from Zelda II: The Adventure of Link, later LoZ:OoT, specifically the Dark Links used in the Dark Interlopers cutscene in The Legend of Zelda: Twilight Princess.
White A rather muddled attempt at Link's Skyloft clothing from the beginning of The Legend of Zelda: Skyward Sword.
Grey The Fierce Deity Mask from The Legend of Zelda: Majora's Mask.
Toon Link
Green, Red, Blue and Purple: The Link copies from The Legend of Zelda: Four Swords, as well as Four Swords Adventures and The Minish Cap.
Light Green: NES Era Link, complete with brown sleeves.
Black Based on Dark Link from TP and Shadow Link from FSA.
Purple: Seems to be based on the Blue Ring from the original Legend of Zelda- the periwinkle color matches fairly well.
Green: The Legend of Zelda: Link Between Worlds Link. It has precedence in NES era artwork as well as Link to the Past's artwork.
Zelda
Default purple: Zelda's appearance in Twilight Princess.
Red: Based on her appearance in the original Legend of Zelda if Link had the Red Ring.
Blue: Similar to the above, with the Blue Ring.
PurpleBased on her adult dress in Ocarina of Time 3D, updating from Brawl's original OoT.
GreenSimilar to the other ring dresses, but without a ring.
Black: Seems to be a take on a 'Dark Zelda'.
Pink:
White: Possibly a reference to Link to the Past Zelda's field sprite, which had a white-ish dress and a white crown.
Stages
3DS
Melee Jungle Japes, Brinstar, Corneria & Brawl Mushroomy Kingdom, Yoshi's Island, Flat Zone 2,WarioWare Inc., Distant Planet and Green Hill Zone return.
Battlefield & Final Destination
Not much to say here, frankly. There's the theory that they have allusions to the blue/red stuff from Soul Calibur, which is possible, but who knows?
3D Land
A big reference to Super Mario 3D World. The castle is based on 1-1, the valley is closest to 8-2, the downhill is 4-1. The rotating blocks are used in several levels, including 4-3. The water section is a cross of 1-4 with 6-1's scenery. The skewers originate in Super Mario World, but have their 3DL design. They aren't used in the two water levels, though.
Golden Plains
A big reference to New Super Mario Bros. 2, which was largely based around collecting coins. Instead of collecting 100 coins turning you into a Gold form, Gold Flowers did the job. The level design is based on 1-1 from that game. Even the coin counter font is based on the large font used in Mario games in recent years.
Rainbow Road
This is a tour level based on Mario Kart 7's Rainbow Road. Shy Guy's are used most likely because they were download play only characters in MKDS and Wii, meaning one guy could share a temporary download copy of the game to play with someone else.
Paper Mario
The windmill section (Hither Thither Hills) is from the most recent Paper Mario, Sticker Star. The fan sticker is used as it was in that game. The SS Flavio is from Paper Mario: The Thousand Year Door and is used to go to (and later from) Keelhaul Key. The Big Blooper isn't from a specific Paper Mario; rather, they are recurring boss fights fought at least once in each game. In fact, the first game had three distinct Blooper bosses! The Whale (Officially just known as the Whale) is the equivalent of the SS Flavio, going to and from Lavalava Island.