Fighters: Captain Falcon.
Stages: Mute City (Melee), Big Blue, Port Town Aero Dive, Mute City (3DS), and Sand Ocean.
Assist Trophies: Samurai Goroh.
What's on your mind?
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POLL
Fighters: Captain Falcon.
Stages: Mute City (Melee), Big Blue, Port Town Aero Dive, Mute City (3DS), and Sand Ocean.
Assist Trophies: Samurai Goroh.
Fighters: Ness, and Lucas.
Stages: Onett, Fourside, New Pork City, Magicant, and Cave of the Past.
Assist Trophies: Jeff, Starman, and Ultimate Chimera,
Fighters: Pikachu, Jigglypuff, Pichu, Mewtwo, Pokémon Trainer (Squirtle, Ivysaur, and Charizard), Lucario, Greninja, Incineroar, Eevee, Raichu, Sceptile, and Cinderace
Stages: Saffron City, Pokémon Stadium, Pokémon Stadium 2, Spear Pillar, Unova Pokémon League, Prism Tower, Kalos Pokémon League, Pokémon Stadium 3, and Mesagoza.
Pokéballs: way too many of them
Fighters: Fox, Falco, Wolfy, Peppy, Slippy, and Krystal.
Stages: Corneria, Venom, Lylat Cruise, Orbital Gate Assault, and Sauria.
Assist Trophies: Andross, and Tricky
Fighters: Kirby, Meta Knight, King Dedede, and Bandana Waddle Dee
Stages: Dream Land (64), Green Greens, Fountain of Dreams, Halberd, Dream Land (3DS), The Great Cave Offensive, and The Forgotten Land
Assist Trophies: Knuckle Joe, Nightmare, Chef Kawasaki, and Clawroline
Fighters: Yoshi, and Kamek.
Stages: Super Happy Tree, Yoshi's Island (Melee), Yoshi's Story, Yoshi's Island (Brawl), Woolly World, and Crafted World.
Fighters: Samus, Zero Suit Samus, Ridley, Dark Samus, and Sylux.
Stages: Planet Zebes, Brinstar, Brinstar Depths, Norfair, Frigate Orpheon, Pyrosphere, and Ferenia.
Assist Trophies: Metroid, Mother Brain, and E.M.M.I.
Fighters: Link, Zelda, Sheik, Young Link, Ganondorf, Toon Link, Impa, and Midna.
Stages: Hyrule Castle, Great Bay, Temple, Bridge of Eldin, Pirate Ship, Gerudo Valley, Spirit Train, Skyloft, Great Plateau Tower, and Sky Islands.
Assist Trophies: Tingle, Skull Kid, Ghirahim, Moon, Fi, and Master Mohga.
Fighters: Donkey Kong, Diddy Kong, King K. Rool, Funky Kong, and Dixie Kong.
Stages: Kongo Jungle, Jungle Japes, Kongo Falls, Rumble Falls, 75m, Jungle HiJinxs, and Mangrove Cove.
Assist Trophy: Klaptrap and Rambi.
If you want to ask, why are their fourth parties? Well, we keep in mind Sakurai is not adding them, but it’s fanon, means unofficial actually. The original image is made by King Gamer BTW
Fighters: Mario, Luigi, Peach, Bowser, Rosalina & Luma, Bowser Jr., Daisy, Toad/Toadette, Paper Mario/Luigi, and Geno.
Stages: Peach's Castle (64), Mushroom Kingdom, Peach's Castle (Melee), Rainbow Ride, Mushroom Kingdom 2, Delfino Plaza, Luigi's Mansion, Mushroomy Kingdom, Figure-8 Circuit, Mario Bros., 3D Land, Golden Plains, Rainbow Road, Paper Mario, Super Mario Maker, Mushroom Kingdom U, Mario Galaxy, Mario Circuit, New Donk City, Super Bell Hill, Lake Lapcat, Mushroom Gorge, Bowser's Castle, The Last Resort, Sarasaland, Dr. Mario, The Star Carnival, Forest Maze, and Flower Kingdom.
Assist Trophies: Hammer Bro, Lakitu, Chain Chomp, Thwomp, Flies & Hand, Blooper, Birdo, Boom Boom, King Bob-omb, and Nabbit
Please tell me what you think.
1 Fighters:
Deck Composition:Each player may have up to 8 Fighter cards in their deck.During gameplay, each player can deploy only 4 Fighters on the battlefield at any given time
Fighter Effects:Each Fighter card has unique effects that can impact the game. For instance:Little Mac: If a player has Little Mac on the battlefield, the opponent cannot use a Little Mac Assist Trophy card. This creates a strategic advantage and adds a layer of counterplay.
Other Fighters: Similar to Little Mac, other Fighters may have abilities or effects that interact with the game’s mechanics, such as increasing attack power, reducing damage taken, or altering how certain cards can be used.
Deployment:At the start of the game, each player will choose 4 Fighters from their deck to deploy to the battlefield.The remaining 4 Fighters in their deck are kept in reserve and can be swapped in as needed, based on game rules or card effects.
Fighter Status:Fighters can have different statuses or conditions that affect their performance. For example, a Fighter might be in a “Powered Up” state, dealing more damage, or be “Stunned,” reducing their effectiveness temporarily.
Interactions with Other Cards:
Assist Trophies: A Fighter on the battlefield might negate or be affected by Assist Trophies that are deployed by the opponent.
Stages: The Stage Card in play might have effects that influence how Fighters perform or interact with other elements of the game.
Items: Items can be used to boost a Fighter’s abilities or heal them.
Stickers/Spirits: These can modify a Fighter's stats or provide special abilities.
Fighter Cards in Gameplay:Each Fighter card should be played strategically, considering both their abilities and the potential interactions with the opponent’s Fighters, Items, and Stage Card.A well-chosen combination of Fighters can create a balanced and versatile team, adapting to different stages and opponents' strategies.
Example Scenario:
Player A deploys Little Mac and Mario on the battlefield.
Player B cannot use a Little Mac Assist Trophy due to Player A’s Little Mac.
Player A uses an Item to heal Little Mac.
The Stage Card in play might boost Mario’s attack but reduce Little Mac’s speed.
Feel free to ask if you need more details on any of these aspects or if you have specific scenarios you want to explore!
2 Pokémon Cards:
Types:Poké Balls: Allow you to summon a Pokémon to assist in battle.Master Balls: Have a higher chance of summoning rare or powerful Pokémon.
Usage:Summoning: When you play a Poké Ball or Master Ball, you draw a Pokémon card from your deck and place it onto the battlefield.Effects: Pokémon can provide various benefits, such as attacking opponents, providing support, or altering the game state in other ways.
Interaction with Fighters:Pokémon can interact with Fighters in different ways, potentially providing bonuses or hindering the opponent's Fighters.
Card Placement:Once used, Poké Balls and Master Balls go to the bottom of your deck or into the discard pile, depending on game rules.
Strategic Use:Choosing the right Pokémon and timing its deployment can significantly impact the outcome of the match, so strategize based on your deck and the current battlefield conditions.
Let me know if you need more details or have any specific questions!
3 Stage Cards:
Single Usage:Only one Stage Card can be in play per game.
Effects:Gameplay Impact: Each Stage Card affects the game by modifying how certain cards can be used. For example, some stages might restrict the use of Assist Trophies or Pokémon.
Strategic Influence: The Stage Card’s effects can alter the dynamics of the battle, giving advantages or disadvantages based on its properties.
Deployment:At the start of the game, one Stage Card is selected and placed into play.The chosen Stage Card stays active throughout the game, and its effects apply until the game ends.
Interaction with Other Cards:Assist Trophies/Pokémon: Certain stages may prevent or enhance the effectiveness of Assist Trophies or Pokémon cards.
Fighters: Some stages may boost or weaken specific Fighters’ abilities.
Choosing the right Stage Card can be crucial for gaining an edge in the game. If you need more details on specific stages or their effects, let me know!
4 Assist Trophies:
Purpose:Assist Trophies provide temporary help or advantages in battle, similar to their role in Super Smash Bros. games.
Usage:Activation: Assist Trophies can be activated during your turn to assist in various ways, such as attacking the opponent, providing buffs, or disrupting the opponent’s strategy.
Deployment: To use an Assist Trophy, you typically play the card from your hand, and it will provide its effect immediately.
Effects:
Attack: Some Assist Trophies might attack the opponent’s Fighters or affect their stats.
Support: Others may provide benefits such as healing, boosting attack power, or offering defensive bonuses.
Disruption: Certain Assist Trophies can cause status effects or disrupt the opponent’s ability to play their cards effectively.
Interaction with Fighters:
Counterplay: If an opponent has a Fighter on the battlefield with a specific ability, you may not be able to use Assist Trophies related to that Fighter. For example, if you have Little Mac on the battlefield, an opponent cannot use a Little Mac Assist Trophy.
Card Placement:After use, Assist Trophy cards go to the bottom of your deck or into the discard pile, depending on game rules.
Strategic Use:Timing the use of Assist Trophies is key to maximizing their effectiveness. Deploy them at moments that will provide the greatest advantage or disrupt your opponent’s plans.
Example Scenario:
Player A has an Assist Trophy card for a character like Saki.
Player B has a Fighter on the battlefield that is immune to Saki’s effects.
Player A uses the Saki Assist Trophy to deal damage to Player B’s Fighters, but it’s rendered ineffective due to the immunity.
Feel free to ask for more specific details about particular Assist Trophies or how they interact with other cards in the game!
5 Stickers:
Purpose:Stickers are used to modify or enhance the abilities and stats of Fighters.
Usage:
Application: Stickers are played onto a Fighter card to apply their effects. This can alter the Fighter’s status, such as increasing attack power, improving defense, or adding special abilities.
Effects:
Stat Changes: Stickers can boost a Fighter's stats (e.g., attack, defense, speed).
Special Abilities: They might grant new abilities or change how the Fighter interacts with other cards or game elements.
Interaction with Fighters:
Boosting: Stickers can make your Fighters more effective in battle.
Customization: They allow for strategic customization of your Fighters to better suit your game plan.
Card Placement:After use, Sticker cards typically go to the discard pile or are placed at the bottom of the deck, depending on specific game rules.
Example Scenario:
Player A applies a Sticker that boosts a Fighter's attack power.
Player A’s Fighter now deals more damage when attacking, giving Player A a strategic advantage in the match.
If you need more details on specific Stickers or how they work in different scenarios, just let me know!
6 Spirits:
Purpose:Spirits are used to enhance or alter a Fighter’s abilities, providing various buffs or changes to their performance in battle.
Usage:
Application: Spirits are played onto a Fighter card to apply their effects. This can involve changes to stats, abilities, or other aspects of how the Fighter interacts with the game.
Effects:
Stat Modifications: Spirits can modify a Fighter's stats, such as increasing their attack power, defense, or speed.Special Abilities: They may grant new abilities or change existing ones, such as adding elemental attacks or special defensive skills.Status Changes: Spirits might affect a Fighter’s status, such as making them temporarily immune to certain effects or conditions.
Interaction with Fighters:
Boosting: Spirits enhance a Fighter’s overall effectiveness by improving their attributes or providing new abilities.Strategic Benefits: Using Spirits strategically can shift the balance of the game, making your Fighters more versatile or resilient against opponents.
Card Placement:After use, Spirit cards typically go to the discard pile or the bottom of the deck, based on the specific rules of the game.
Game Integration:
With Fighters: Spirits are often chosen to complement the strengths and weaknesses of your Fighters, creating a more balanced or focused strategy.With Stages/Items: Spirits can also interact with other elements like Stage Cards or Items, potentially enhancing their impact or providing additional synergies.
Example Scenario:
Player A uses a Spirit card that increases a Fighter’s defense.
Player A’s Fighter becomes more resilient to attacks, reducing the damage taken from opponents and improving their chances of withstanding long battles.
Feel free to ask if you need more information on specific Spirits or their interactions with other game elements!
7 Smash Balls:
Purpose:Smash Balls provide a powerful, game-changing effect when used. They are similar to their role in the Super Smash Bros. games, where they trigger a special attack or transformation.
Deck Limits:Each player may include a maximum of two Smash Balls in their deck.Once both Smash Balls have been used during a game, no additional Smash Balls can be played or used for the remainder of that game.
Usage:
Activation: Smash Balls are played from your hand or deck when you choose to use them.
Effect: Upon activation, a Smash Ball triggers a special ability or effect that can significantly impact the game. This might be a powerful attack, a major buff, or a substantial disruption to the opponent’s strategy.
Effect Examples:
Special Attack: A Smash Ball might allow you to perform a high-damage attack that targets multiple Fighters or disrupts the opponent’s setup.
Game-Changing Abilities: It could provide temporary invulnerability, a major boost to stats, or other dramatic effects that alter the course of the game.
Card Placement:After use, Smash Ball cards typically go to the discard pile or the bottom of the deck, depending on specific game rules.Since only two Smash Balls can be in play per game, careful timing is crucial for maximizing their impact.
Strategic Use:
Timing: The effectiveness of Smash Balls often depends on when they are played. Using them at a critical moment can turn the tide of the game.
Deck Building: Including Smash Balls in your deck requires balancing their powerful effects with other components of your strategy.
Example Scenario:
Player A uses a Smash Ball to activate a powerful special attack.
The attack deals significant damage to all of Player B’s Fighters, potentially clearing the field or putting Player B at a severe disadvantage.
If you have specific questions about how to best use Smash Balls or their interactions with other cards, feel free to ask!
8 Items:
Purpose:Items provide various effects that can help you in battle, either by attacking your opponent, healing your Fighters, or providing other advantages.
Usage:
Activation: Items are played from your hand or drawn from Item cards during the game.
Effects: Items can deal damage, heal Fighters, or provide temporary boosts or debuffs.
Card Placement:After an Item is used, it typically goes to the bottom of the deck or the discard pile.
Examples:
Health Recovery Items: Heal your Fighters or restore their stats.Attack Items: Deal damage to opponents or apply status effects.
9 Assist Pokémon:
Purpose:Assist Pokémon cards function similarly to Assist Trophies by providing temporary help during battles.
Usage:
Activation: Played from your hand or deck to summon a Pokémon for assistance
Effects: Can include attacking, providing buffs, or creating other beneficial effects.
Card Placement:After use, Assist Pokémon cards typically go to the bottom of your deck or into the discard pile.
Examples:
Pokémon Assistance: Calls on Pokémon to assist with attacks or provide healing effects.
10 Assist Trophies:
Purpose:Assist Trophies summon characters from the Assist Trophy series to provide various forms of aid.
Usage:
Activation: Played from your hand or deck to call an Assist Trophy onto the battlefield
.Effects: Assist Trophies can attack opponents, support your Fighters, or alter the battlefield conditions.
Card Placement:After use, Assist Trophy cards typically go to the bottom of the deck or into the discard pile.
Examples:
Character Abilities: Summons characters who perform actions that impact the game, such as launching attacks or providing buffs.
11 Stickers:
Purpose:Stickers are used to enhance or alter the abilities and stats of Fighters.
Usage:
Application: Played onto a Fighter card to apply their effects.
Effects:
Stat Changes: Increase Fighter’s attack, defense, or speed.
Special Abilities: Add new abilities or enhance existing ones.
Card Placement:Typically go to the discard pile or the bottom of the deck after use.
12 Spirits:
Purpose:Spirits enhance or alter the capabilities of Fighters by applying various effects.
Usage:
Application: Played onto a Fighter card to modify its stats or abilities.
Effects:
Stat Modifications: Increase attack, defense, or other attributes.
Special Abilities: Provide new abilities or change how the Fighter performs.
Card Placement:Typically go to the discard pile or the bottom of the deck after use.
13 Stages:
Purpose:Stages affect the game environment and can influence how certain cards are used.
Usage:
Deployment: One Stage Card is played at the start of the game and remains active throughout.
Effects:
Gameplay Impact: May restrict or enhance the use of Assist Trophies, Pokémon, and other cards.
Examples:
Stage Restrictions: Certain stages might prevent the use of specific Assist Trophies or Pokémon.
If you need details on any specific card or mechanic, or if you have more questions, just let me know!
I forgot to add on the poster, but Shy Guy's entrance animation is him climbing out of one of those weird ceramic pipes from SMB2.
(Please excuse the poor quality, I have no idea why it looks like that lmao)
I made these myself, tell me what you think.
GOKU
ARTHUR MORGAN
TAKAMARU
SHY GUY
What do you think?