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Dracula (Smash Bros.)
From The Codex
Articles About Dracula
| |
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Main Timeline | Count Dracula - Dracula Wraith - Soma Cruz |
Alternate Timelines | Malus - Haunted Castle - Legends - Circle of the Moon |
Non-Canon | Netflix Castlevania - Gabriel Belmont - Smash Bros. |
Background
Dracula is one of the bosses of Super Smash Bros. Ultimate. He is found in the World of Light adventure mode, being fought in the Dark Realm as a requirement before the player can fight Galeem and Dharkon. He can also be found at the end of Classic mode for some characters like Simon Belmont.
Codex Statistics
Key: Vampire form | Demon form
Tier: 11-A | 11-A
Name: Dracula
Origin: Super Smash Bros. (Originally from Castlevania)
Sex: Male
Age: 735 years old (Seems to be based off his Symphony of the Night appearance during the initial boss fight with Richter Belmont which takes place during Rondo of Blood, thus making him this old)
Classification: Dark Lord/Demon King, Vampire | Demon
Key: Vampire form | Demon form
Attack Potency: Simple Lower Hierarchal level (Can trade blows with the fighters, who can fight Master Hand, fought and defeated Tabuu with the rest of the cast who one-shotted Master Hand and whose defeat caused the subspace realm to be destroyed the subspace realm contains worlds from the world of trophies including objects like the subspace gun which can infinitely render space. Fought Galeem and Dharkon the former of who commands hundreds of Master Hands. Master Hand Is the creator of the Smash Bros. universe, his equal Crazy Hand is the personification of destruction in the Smash Bros. universe. Is the link between the real world and the imaginary world of the Smash Bros. Universe. The Smash Bros. universe is the "World of Imagination", being noted to be imaginary in comparison to reality[1]. With the lower reality being this large) | Simple Lower Hierarchal level (Far stronger than before)
Durability: Simple Lower Hierarchal level | Simple Lower Hierarchal level
Striking Strength: Simple Lower Hierarchal Class (His blows can harm the fighters) | Simple Lower Hierarchal Class (Far stronger than before)
Travel Speed: Superhuman (Comparable to the fighters) | Superhuman
Combat Speed: Extra-Temporal (Can tag the fighters, like Kirby, who avoided beams from Galeem's, which can reach alternate space-times and seperate time periods) | Extra-Temporal
Reaction Speed: Extra-Temporal (Can react to the fighters) | Extra-Temporal
Lifting Strength: Unknown | Unknown
Stamina: Very High (Can fight with the Smash Fighters for a while)
Range: Standard Melee Range, Tens of Meters with Projectiles | Extended Melee Range physically (Via sheer size), Tens of Meters with projectiles
Intelligence: Unknown
Powers and Abilities
Notable Techniques
Move | Damage | Description |
---|---|---|
3-Way Bullet | Dracula takes a step back and wraps himself in his cape, then flings it open to launch a spread of three fireballs forward. This first appeared in the original Castlevania, and is referred to as Hellfire in the Castlevania series. | |
Straight Bullet | Dracula takes a step back, then holds out his arm as he launches a series of large dark fireballs forward. The fireballs alternate between being just above the ground and at about Dracula's height, which is high enough to miss short or crouching characters. This originates from Castlevania: Rondo of Blood, and is referred to as Dark Inferno in the Castlevania series. | |
Omnidirectional Bullet | Dracula wraps himself in his cape, then flings it open and holds his arm out to his side, launching multiple sets of red and blue magic orbs. These orbs either revolve around him with sets flying in an alternating clockwise and counter-clockwise fashion as they spread outward, or fly straight with sets alternating between all cardinal and diagonal directions. The red orbs are more powerful than the blue ones and can be absorbed. This move resembles one used by Graham Jones in Castlevania: Aria of Sorrow, which used Dark Inferno's fireballs instead of orbs. The move is known as Dark Inferno (Diffusion) in the Castlevania series. | |
Pillar of Flame | Dracula raises his arm, and harmless flames appear on the ground, either with many appearing at once or in a sequence. After a moment, these flames erupt into tall fire pillars that hit multiple times. At low health, he combines it with one of the above three moves. It resembles a combination of his primary attack in Castlevania III: Dracula's Curse, Dario's fire pillars in Castlevania: Dawn of Sorrow, and one of his attacks in Castlevania: Harmony of Despair. The attack is referred to as Pillar of Fire in the Castlevania series. | |
Bat Rush | Dracula thrusts his cape upwards, then transforms into a swarm of bats and rushes ahead to deal darkness damage. This originates from Castlevania: Portrait of Ruin, and is known as Bat Moon in the Castlevania series. Some characters, like Squirtle, can underneath this attack to dodge. |
Second form
Move | Damage | Description |
---|---|---|
Tracking Bullet | Dracula spits a series of three spirits, which initially float up in front of him before flying towards the player's current location. These spirits disappear upon reaching their destination, and they may inflict the Poison status upon hitting players. This move originates from Portrait of Ruin, and is known as Curse Chaser in the Castlevania series. | |
Fire Bullet | Dracula charges up, then spits a widespread of three fireballs aimed at the player, which explode on contact. It originates from his triple fireball attack in Castlevania, and is referred to as Hellfire in the Castlevania series. | |
Shockwave | Dracula charges up, then spits an electric wave forward, which is nearly as tall as him. This was one of his primary attacks in Rondo of Blood. Despite its appearance, it actually deals Aura damage. | |
Rip Apart | Dracula swipes in front of him with his claws, potentially doing so up to three times. He may either perform it in place or while taking a step forward. The first attack may inflict the Poison manipulation status. | |
Strike | Dracula does a wide overhead swing with his claws, which deals darkness damage and can meteor smash. He may either rear back and perform it in place or take a step forward. | |
Trample | Dracula jumps, then slams his fist into the ground, producing a shockwave that moves to both ends of the stage. The initial jump, falling punch, and shockwave all deal damage. | |
Dracula jumps to a different spot on the stage. His landing deals damage. |
Other
Standard Tactics: Dracula's attacks are overall random, however, he starts with orbs and fireballs first. Later on, he will unleash stronger orbs or cause fire pillars to erupt from the ground. Dracula will also either teleport or turn into a bat and move to another part of the stage | The main attacks are at first swipes with its claws. Later on, he may spit out fire or energy blasts. Dracula may also jump around the stage.
Weaknesses: His head is his weak spot. | None notable
Battle Records
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- ↑ "As time passes on this stage, the level appears to travel through a wormhole from the imaginary Super Smash Bros. Melee world into reality. You move through a cloud-filled sky over a vast mountain range, then into a deep-space vista of dark blues and purples. The scenery is as real as you get in this fantastical world."