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Marx (Smash Bros.

Background

Marx is one of the bosses in Super Smash Bros. Ultimate. It 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. It is also found at the end of Classic Mode for some characters like Kirby

Powers and Stats

Tier: 2-B

Name: Marx

Origin: Super Smash Bros. (Originally from Kirby)

Gender: Genderless

Age: Unknown

Classification: Boss, Cosmic Jester

Attack Potency: Multiverse level (Can trade blows with the fighters)

Dimensionality: 3-D

Travel Speed: Superhuman (Faster than the fighters)

Combat Speed: Extra-Temporal (Comparable to the fighters and can sometimes catch them off guard)

Reaction Speed: Extra-Temporal (Can react to the fighters)

Lifting Strength: Unknown

Striking Strength: Multiverse Class

Durability: Multiverse level

Stamina: Self-explanatory

Range: Tens of meters

Powers and Abilities: Superhuman Physical Characteristics, Flight (Can fly), Darkness Manipulation (Is able to hide in the shadows and other attacks are from darkness), Teleportation (Can teleport), Homing Attack, Body Control (Can control his wings and split his body into two), Ice Manipulation and Status Effect Inducement (Can create balls of Ice which freezes someone on contact), Black Hole Creation (Can create a Black Hole), Energy Projection (Can emit lasers from his body), Plant Manipulation (Can summon huge vines to come out of the ground)

Standard Equipment: None

Intelligence: Unknown

Standard Tactics: The usual behavior exhibited by a character during battles. For example, which actions a character will first perform when fighting an unknown opponent or which abilities they will use frequently, rarely, or never. If the character's behavior is too inconsistent to identify, they fall under "wildcard".

Weaknesses: Self-explanatory

Notable Attacks/Techniques:

Move Damage Description
4-Way Cutter Attack Sends out four Cutter boomerangs from his body that all circle back to him. At low health, he'll perform this move twice in a row, a reference to when Marx Soul does the attack. The blades can be reflected or eaten. This attack is referred to as {Shooter Cutter in the Kirby series.
Extra-Thick Laser Marx teleports to the player's vertical position. He charges up and fires a laser that crosses the entire stage. This attack can not be shielded, but can be blocked by attacks such as Kirby's Stone. This move is referred to as Marx Cannon in the Kirby series.
Ice Bomb Floats to the top of the screen and drops a large Ice Ball. The Ice Ball explodes into two icy shockwaves when it reaches the player's current vertical position, spreading out horizontally and freezing the player on contact. It can be reflected or eaten. The icy shockwaves can also be absorbed. This move is referred to as Ice Bowl in the Kirby series.
Makai Plant Flies offscreen and drops five to seven seeds that disappear into the ground. Afterwards, large, thorny vines will grow upward from where the seeds landed. At low health more seeds will fall; they will also fall and grow faster. Unlike in Kirby Super Star and Kirby Super Star Ultra, shielding the seeds does not destroy them. This move is referred to as Seed Attack in the Kirby series.
Jump Out of the Ground A shadow appears on the ground and follows the player. After a bit of time, the shadow doubles in size and Marx flies out of it. Marx often uses this attack after using another attack that puts him offscreen, doing so more frequently at low health. This move is referred to as Shadow Upper in the Kirby series.
Black Hole Marx splits in two, opening a Black Hole that will attempt to suck in the player. If the player gets caught, they will take massive damage and get spiked into the ground. Marx prefaces this attack with three teleports from side to side, until stopping at the exact center of the screen. Marx is can be damaged prior to splitting but is intangible afterwards.
Tracking Eye Marx's eyes go completely black, then black balls come out of them and start bouncing around the stage, homing on the player and dealing damage to the player upon contact. At low health, Marx will spawn more black balls, up to 6.
Capillary Expansion Moves to the middle of the screen and retracts his wings, where pink, branching appendages resembling blood vessels grow out instead, spreading across the screen and dealing damage to the player upon contact. The attack is vertically mirrored. There are two variations: one in which the appendages fill the center bottom of the screen while leaving the corners untouched and vice-versa.
Compound Eye Laser Grows large compound eyes that send out multiple laser beams from the eyes. The lasers are evenly spaced from each other but have a random rotation. This attack deals damage. At low health, more lasers will be sent from each eye. The lasers also move and do not remain in the same place

Battle Records

Notable Victories:

Notable Losses:

Inconclusive Matches:



Dracula (Smash Bros.)

Background

Dracula is one of the bosses of Super Smash Bros. Ultimate, It 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

Powers and Stats

Tier: 2-B | 2-B

Name: Dracula

Origin: Super Smash Bros. (Originally from Castlevania)

Gender: Male

Age: Hundreds of Years old (Seems to be based off his Symphony of the Night appearance, who was of this age)

Classification: DarkLord/Demon King, Vampire | Demon

Attack Potency: Multiverse level (Can trade blows with the fighters) | Multiverse level Far stronger than before physically

Dimensionality: 3-D | 3-D

Travel Speed: Superhuman (Comparable to the fighters) | Superhuman

Combat Speed: Extra-Temporal (Comparable to the fighters and can sometimes catch them off guard) | Extra-Temporal

Reaction Speed: Extra-Temporal (Can react to the fighters) | Extra-Temporal

Lifting Strength: Unknown | Unknown

Striking Strength: Multiverse Class (His blows can harm the fighters) | Multiverse Class (Far stronger than before)

Durability: Multiverse level | Multiverse level

Stamina: Self-explanatory

Range: Tens of meters with Projectiles | Extended melee range physically (Via sheer size), tens of meters with projectiles

Powers and Abilities:

Standard Equipment: None | None

Intelligence: Unknown (May be similar to original Game appearance) | Likely Animalistic

Standard Tactics: The usual behavior exhibited by a character during battles. For example, which actions a character will first perform when fighting an unknown opponent or which abilities they will use frequently, rarely, or never. If the character's behavior is too inconsistent to identify, they fall under "wildcard".

Weaknesses: Self-explanatory

Feats: List all of the character's amazing feats. Strength feats, speed feats, durability feats, etc. You can judge a person's power by their feats.

Notable Attacks/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.

Key: Vampire form | Demon form

Battle Records

Notable Victories:

Notable Losses:

Inconclusive Matches: