Welcome. This site is still a WIP - Stage downloads coming soon.

This website exists as a way for me to back up my content created for Super Smash Bros. Crusade. I recently took down my posts for said content on the other websites it was available on (GameBanana, Crusade Archives) for reasons I don't want to discuss. Below you will find my fighters, stages, and any other miscellaneous content when it gets uploaded.

All resources used, if they weren't created by myself, belong to their respectful owners. This includes characters, sprites, music, and sounds used.



FIGHTERS




Geo

Source: Original (Self)

Download HERE

Geo is a quick, mid-light weight fighter who's game plan mostly consists of comboing his opponents via his basic attack cancel system, allowing him to cancel his jab, tilts, and dash attack into one another, as well as into jump. Neutral air can cancel itself into itself, a small hop, or another aerial of your choice for further combos. Down B acts as a trap of sorts, slowly growing bigger, and can be launched with Neutral B to turn it into a damaging projectile that retains its stunning ability. Side B acts as a short-range projectile that can keep troubling opponents away from himself, and is more effective against larger, heavier targets.



Longhorn

Source: Original (Self)

Download HERE

Longhorn is a fast moving fighter with similar weight to Geo who can simply be described as chaotic, in a way. Longhorn's specials allow her to keep opponents at a distance with Neutral and Side B, and get opponents off of her with Down B's invulnerability frames. Longhorn has somewhat of a cancel system like Geo, but not nearly to the same level of complexity like he has, having jab and dash attack being the only cancellable moves. Despite this, many of the moves in Longhorn's kit tie nicely together even without cancelling into them.



Aquaria

Source: Original (Self)

Download HERE

Aquaria, much like the other originals above, is a somewhat quick but lightweight fighter with low damage output, but good ways to keep herself safe. Neutral B and Side B act as projectiles that she can use to distance herself from opponents, Up B can spike opponents caught under it, and Down B acts as a self-healing move that's best used when Aquaria is left in a state where she can't be hurt, such as after KO'ing an opponent. Her basic moves function very similarly to how Geo's does, being fast, cancellable moves that can tie into one another well.



Monsoon

Source: Original (Self)

Download HERE

Monsoon's play style is the most unique out of the cast of my original characters in my own opinion, being more of a heavyweight big-hitting fighter as opposed to fast combo-based gameplay. Monsoon's specials are helpful for opponents who typically bully heavyweights like the afformentioned above fighters. Neutral B launches a large chunk of hail with a considerable amount of hitstun to those it hits, Side B is a lunge that grabs opponents Monsoon runs into, slashing at them before launching them with a chomp, Up B is a simple jump move that also has high killpower, and Down B is the most unique of them all, summoning a storm cloud that strikes lightning below it occasionally. Up to 3 of these storm clouds can exist at one time. When Monsoon reaches 100% damage or higher, he will activate a special form known as "Storm Eye", in which his specials are all considerably buffed and may act slightly differently, including Final Smash. You can tell when Monsoon has this form activated by an after-image effect around himself.



Ember

Source: Original (Self)

Download HERE

Ember is a quick midweight fighter who is slightly heavier than the other originals above aside from Monsoon. Ember's best tool in his moveset (in my opinion, at least) is his dash attack, propelling himself forward with a hardly-launching hit that allows Ember to cancel into jab, any tilt, or a jump to use an aerial attack. Ember's specials consist of a chargeable barrage of fireballs on Neutral B, a spinning, trapping flame wheel on Side B, sprouting wings of fire for Up B, and Down B which is the main activator for Ember's special mechanic, Flare Boost, which functions very similar to SSBU Incineroar's Revenge mechanic. Flare Boost's level has 3 tiers, tier 1 indicated by blue fire, tier 2 with intense yellow, and tier 3, the max, with white. The level of Flare Boost can be increased by either taunting long enough, or having an opponent hit you while Down B is active. Flare Boost affects the power of most basic moves, and highly empowers Side Smash, Up Smash, Down B and Final Smash at tier 3, and Down Air, at the cost of removing some if not all of the currently built up Flare Boost tiers.



Gabe

Source: Original (Self, Old)

Download HERE

Gabe is a somewhat light brawler who can toy with his opponents in various ways, whether it be keeping them at a distance with Neutral B and Side B, or getting good damage in up close with his basics and Down B's poison effect, considering you hit the tipper of it. Gabe's basic attacks can easily tie into one another and can lead to easy kills when used properly, yet he is just as easily left vulnerable if you mess anything up. Slightly more in depth with Neutral B and Side B, Neutral B launches small, damaging but non-flinching projectiles similarly to Fox's lasers. You can either tap to launch a small volley or hold the button for a few extra shots on top of them. Side B grants you a few invulnerability frames, and throws either a damaging fireball, a freezing iceball, or rarely an energy ball with decent killpower and fast speed.



TLOS (TrueLordOfSwag)

Source: Original (TrueLordOfSwag)

Download HERE

TLOS is certainly an anomaly, to put it simply. TLOS is a midweight fighter that always has a trick you're not expecting, given its nature of being more of a joke character. TLOS's basic moves can almost all cancel into one another upon hitting, allowing for quick combos to build up. Neutral B has TLOS grab the plungers it holds on its back to toss forward, and depending on how long you hold the button, it will throw more plungers. Side B has TLOS become the thing it loves more than anything: ponies, trotting forward and damaging anyone in the way as well as stomping out shields quickly. Down B has TLOS using some goofy magic to summon a small orb that flies in a random pattern and trips opponents it hits, and Up B has TLOS become SuperTLOS, flying up with a deadly punch. If it wasn't clear enough, TLOS is a joke character by nature and is much less balanced than the rest of my cast as a result, keep this in mind if you plan on using it in modpacks or whatever.



Gary the Jackal

Source: Original (TrueLordOfSwag)

Download HERE

Gary is a very powerful and quick fighter, and much like TLOS from before, is a joke character by nature. Gary's basics are very fast and powerful, being able to cancel many into other actions, and sometimes play some random sounds that I and TrueLord thought were funny. Neutral B has Gary's quills become bomb fuses, burning down and spawning an explosion around Gary, damaging himself while doing so but dealing high damage if the move hits an opponent successfully. Side B has Gary use Spoonthrad, a comically large spoon that Gary first swings forward, burying grounded opponents or launching aerial opponents, and then Gary throws the spook forward as a damaging projectile afterwards. Up B is Garycopter, spinning himself fast enough to rise up while damaging opponents in the way. Down B has Gary become Garychad, jumping up before slamming himself down with a powerful bum-rush that creates a shockwave on the ground it hits, launching opponents near the impact zone upwards. Much like with TLOS, Gary was created mostly as a joke character, and thus he is much more unbalanced than the rest of my cast, use him wisely if you plan on including him in modpacks and such.



Jimmy Neutron

Source: Jimmy Neutron: Boy Genius

Download HERE

Jimmy is a fast brawler who can deal high damage when he can manage to get up close to his opponents. While Jimmy's basic moves suffer from short range, his specials assist in helping them work. Neutral B is a freeze ray, but unlike it's name, doesn't outright freeze his opponents, moreso acting as a quick moving chipper projectile that can leave opponents vulnerable for Jimmy to approach. Side B has Jimmy use Goddard as a motorized scooter, boosting himself forward and ramming into whoever he comes into contact with before disappearing and launching Jimmy back. During the move, Jimmy can turn himself around and jump around. Hitting Side B successfully, as mentioned before, launches Jimmy back and applies a short cooldown to Side B indicated by Goddard's head on your HUD. This cooldown exists so Side B can't be repeatedly used in quick succession, allowing for opponents to be able to react to Jimmy's next move without being trapped in a loop. Down B is a basic stun move and funny reference, and Up B is a simple recovery with Jimmy's Jetpack, with the flames shooting out of it capable of spiking opponents down if Jimmy comes into contact with them on his way up.



Timmy Turner

Source: The Fairly OddParents

Download HERE

Timmy is a somewhat light brawler who specializes in getting up close and tricking his opponents out. Neutral B fires three slightly damaging stars that deal no knockback or stun, they're solely used for damage similar to Fox's lasers. Side B has Timmy use the Channel Chaser Remote to attack his foes from a distance in front of him, pausing them before launching them away with a play button. Down B creates a POOF effect around Timmy that launches opponents, even those in shields, into the air with a small bit of stun. Up B launches Timmy upwards in a jetpack, don't confuse this move for what Jimmy's does as the two function differently from each other. Timmy's is a quick burst of speed upwards with a launching hitbox while Jimmy's is a slower, longer ascent.



Mr. Krabs

Source: SpongeBob SquarePants

Download HERE

Eugene Krabs is a simple, semi-heavy brawler who specializes in getting close to his opponents in order to utilize his big meaty claws to the max. Krabs isn't the most interesting of the fighters I've done, but he's still got a solid moveset to work with anyways. Neutral B has Krabs repeatedly launch coins at his opponents, most of which don't flinch his opponents while a few do. This move is most useful for getting damage on your opponents, especially those who are offstage. Side B has Krabs lunge forward, being a quick burst movement option, and hitting the Special button again during the leap lets Krabs snap his pinchers, dealing good damage to those caught in it. Down B has Krabs admiring his money, and if any opponent tries to attack Krabs in the middle of it, Krabs's cash will scatter around himself and the attacker will be stunned, letting Krabs get revenge for his lost cash.



Muscle Man

Source: Regular Show

Download HERE

Mitch "Muscle Man" is a semi-heavy brawler who, like many, thrives at rushing at his opponents and taking them down up close. Muscle Man's basics can tie into each other more easily at low percents, but struggle to do so when his opponent has taken a reasonable amount of damage already. Neutral B has High-Five Ghose join Muscle Man to play a mean piece of brass, giving Muscle Man a short invulnerability window and creating a blast in front of himself that deals more damage for each time you successfully hit the move (This counter resets upon losing a stock, so be careful). Side B has Muscle Man throw a paper airplane as a chipping projectile, dealing more damage if you hold the special button instead of just tapping it. Down B summons the Golf Cart, Muscle Man's favorite ride, letting him drive into his opponents to damage them for some time, and can be cancelled early by using Down B again during the move's duration. Be careful using this move as you're left vulnerable from above and can easily fall into the blast zone if you drive off an edge recklessly. Up B has Muscle Man use his shirt as a helicopter in a way, catching and damaging opponents caught in it.



James P. Sullivan (Sulley)

Source: Monsters, Inc.

Download HERE

Sulley is a somewhat large and heavier fighter who is best at attacking his opponents from a distance before getting closer to secure KO's. Sulley's basic moves aren't super slow, but aren't the fastest out there, either, but they do tend to pack a punch, and Sulley can tie some of these moves together at low percents. Neutral B has Sulley toss a scream-infused ball forward that bounces quickly and deals a decent amount of chipping damage. Side B has Sulley use a sled, hopping up onto it before lunging forward with it to launch opponents who get hit by it. Down B has Sulley roar, launching a stunning shockwave that's sure to fill your opponents with fear, and Up B has Sulley throw himself up with a hefty claw, though the jump doesn't go as high as other recoveries do.



Mike Wazowski

Source: Monsters, Inc.

Download HERE

Mike, in a way, is the polar opposite to Sulley, being a lightweight fast-hitting fighter while still retaining the keep-away playstyle that Sulley has. Mike's basics deal very little percent but are also some of the quickest moves in the game, letting you trap your opponent in combos before eventually launching them off. Neutral B tosses a soda can in an arc that deals a little chipping damage, Side B has Mike jump up before throwing himself forward and down with a punch that launches opponents at a nasty angle, Down B functions similarly to Sulley's above, yet stays close to Mike given he's a less intimidating lad, and Up B has Mike hold on to a scream canister that blasts up, being one of Mike's better killing options.



Mickey Mouse

Source: Mickey Mouse

Download HERE

Mickey is somewhat of a zoner version of Mario, having good all-around options while having more zoning options than many others. Mickey's Neutral, Side, and Down B moves, as well as Finah Smash, all utilize his paint and thinner seen in the Epic Mickey game series to keep his opponents at bay from a distance. As previously stated, Mickey's basics are good all-around options, not quite being the fastest or most strong attacks ever but being right about in the middle.



Shrek

Source: Shrek

Download HERE

Shrek is a semi-heavy brawler who's best option is getting in with big hits. Neutral B is similar to Little Mac's, a charging segment followed by a powerful lunging punch forward. Side B places an explosive earwax candle that damages and launches up anyone who touches it. Only one of these candles can be out at a time. Up B has Shrek break a jar of fairy dust, letting himself fly upwards for a short time. Down B has Shrek, well, fart, launching gas clouds around himself to repel his opponents.



Peter Griffin

Source: Family Guy

Download HERE

Peter is a heavyweight brawler who always seems to have a trick up his sleeve, having multiple burst options of speed to make up for his lack of zoning. Peter's normals are some of the more basic, yet best feeling out of my current cast of fighters at the moment in my opinion, they get the job done well. Neutral B has Peter chug a beer and toss it as a damaging projectile, Side B has Peter lunge forward in a Ronald suit and swing his blade, shattering any shield it hits, Down B has Peter jump up and forward with an anime kick, and Up B has Peter rise up a bit with a powerful corkscrew kick. Up B's recovery distance is quite short, so make sure you're careful not to fall too low off of the stage as Peter's recovery game is among the worst out of my cast.



Homer Simpson

Source: The Simpsons

Download HERE

Homer is somewhat similar to how Peter is above, but lighter weight. Homer's moves tend to be pretty basic but tie together nicely if you know what you're doing. Neutral B has Homer throw a donut he didn't feel like finishing as a simple projectile, Side B has Homer don a superhero outfit and dash forward before hopping back at the end as a reference to his arcade adventure, Down B has Homer become a walrus that slaps its tail down forward, burying grounded opponents and spiking airborne opponents, and finally Up B has Homer jump up and forward with a powerful headbutt with good killpower.



Eggdog

Source: Internet Meme / zamsire

Download HERE

Eggdog is a lightweight fighter that excels at aerial fighting and tricking its opponents out. Eggdog's basics are decent and tend to launch somewhat upwards on the ground, and its aerials are where it really shines, especially considering how floaty Eggdog is and how many jumps it has, sort of like Jigglypuff in a way. Neutral B summons scissors a ways behind Eggdog that travel forward and fly across the stage, dealing a bit of damage and stun to help Eggdog continue combos, Down B summons a small Eggdog that bounces forward and stuns opponents it touches briefly, and can be turned into an explosive if its touched by Neutral B's scissors. Side B has Eggdog hop forward and spin quickly, bouncing off of any opponent it rams into, and Up B summons a cannon that blasts Eggdog a short distance upwards and falls downwards after, hitting any opponent it comes into contact with with a heavy spike.



Steve

Source: Minecraft

Download HERE

Steve is a midweight fighter who has a good amount of set-up options to give himself the upper hand. Steve's basic moves are somewhat slower than most, but benefit greatly from Steve's blocks, which are used via the AB (attack and special at the same time) input. Speaking of these blocks, they can't be destroyed by attacks, but only 4 can exist at once and they disappear after some time. For Steve's normal specials, Neutral B has Steve use a bow to launch an arrow at different power levels based on how long he holds the arrow ready. Side B summons a Wither Skeleton that slashes forward, inflicting anyone hit by it with the Wither effect, causing slow damage over time. Down B has Steve drop an anvil, a powerful spiking projectile, straight down in front of himself, this move works best with Steve's blocks or when he's at a ledge. Up B has Steve launch himself up and forward a bit using the Elytra, going further sideways than it does upwards.



Duster

Source: MOTHER 3

Download HERE

Duster is a swift fighter who utilizes his powerful kicks and thief trapping tools. Duster's basics can be empowered by his rhythm fighting mechanic, making every 16th hit deal increased damage and knockback. Neutral B throws a Wall Staple, stunning any opponent it hits briefly. Side B uses Duster's Blinding Speed, dashing forward and popping any opponent into the air that he runs into. This move gains a load of extra power if it is used with Duster's 16-hit mechanic. Down B throws a Smoke Bomb in an arc (or straight down in the air) that can freeze opponents for a short bit, and Up B has Duster grab onto the Birdie Cage, granting him some armor and letting Duster rise up. If you hit down during the move, Duster drops off of the birdcage, launching it up as a damaging projectile.



Denpa Man

Source: The Denpa Men (3DS)

Download HERE

Denpa man acts as a mage of sorts, utilizing the different elements used in his home series. Many of Denpa Man's basic moves are just that, basic, but many of them still use the elements. Neutral B uses Big Bang, creating a large vortex that pulls in fighters before creating a large explosion. This move had a cooldown indicated by a sound and wave effect appearing around your character once it becomes ready again. Side B tosses a paintball in an arc that poisons whoever it hits. Down B uses Dark Mist, summoning multiple weak dark clouds that can be used to extend combos by stopping knockback if a fighter gets launched into it. Up B uses Whirlwind, creating a wind gust that lifts Denpa Man and can damage opponents when it travels off.



Crazy Dave

Source: Plants vs. Zombies

Download HERE

Crazy Dave is a fighter whose set-up game helps him the most out of any other fighter. Dave's basic moves don't really have a whole lot to say about on their own, but shine when tied with Dave's specials. There's a lot to say about his specials considering he has more of them than any other fighter via the AB input system, so I recommend you check out Dave and figure out things for yourself.



Peppino Spaghetti

Source: Pizza Tower

Download HERE

Peppino is a semi-heavy rushdown fighter, taking inspiration from how he is in his home game. Peppino's basics are nothing too special to talk about, they work, Peppino's real worth is his specials and grabs. Neutral B is the Mach Run, having Peppino start running and bashing into anyone in his way. Holding forward while you run lets you run faster, dealing more damage, and tapping the opposite direction you're running lets you turn around. Side B summons Mort the Chicken who swipes forward three times, attacking from a distance as well as reflecting projectiles. Down B grants Peppino a suit of knight armor, dashing forward if used on the ground, or dropping down with heavy force if used in the air. Up B is the uppercut move that Peppino has in his home game, simple recovery that can kill if you hit it early. Peppino also has an AB move, jumping into a barrel and rolling forward, burying anyone he rolls over.



Dynamite Anton

Source: ANTONBLAST

Download HERE

Anton is yet another fighter who's destructive power is at its peak when he's close to his enemy. Anton's basic moves tend to be quick and powerful, yet can leave him open if he gets caught off guard. Neutral B is the hammer vault, letting Anton spin his hammer around himself super fast and bouncing off of any ground he touches. Side B is the Clutch Dash, making Anton run forward quickly and building power in his hammer. Hitting the Special button while running swings your hammer with the force you built up, or you can cancel the dash with the shield button. Down B launches casino chips that deal decent damage, and if you hold the button, it launches a large chip that launches opponents away. Up B has Anton jump into a concrete cannon, shooting himself up before blasting back down with heavy force, almost like King Dedede's Up B.



Quote

Source: Cave Story

Download HERE

Quote is a fighter who specialized in fighting from a distance, much like his home game. Quote's basics, as well as most of his moveset in general, consists of using weapons to shoot or toss projectiles out at his foes from a distance. Neutral Special uses the Spur and charges up a beam that gets stronger if you charge it all the way, Side B uses the Fireball which is pretty much just Mario's fireball, Down B uses the Bubbler to shoot a stunning bubble, and Up B uses the Booster 2.0 to boost himself upwards, forwards, or backwards.



Max

Source: Mutant Mudds

Download HERE

Much like Quote, Max is a fighter who specializes in fighting from a distance, except Max emphasizes this much more, having much less options for opponents who get too close while having great options to keep distanced foes away. Neutral B summons a Muddy, a creature who walks forward and stuns whoever it touches, dealing a semi-random amount of damage. Side B summons a Sky-Eye, a large creature who flies forward, turns back, then turns forward again, dealing a good amount of damage. Down B summons a Hammerhead that crushes down after some time, spiking foes if they're hit directly or launching foes up if they're near it. Up B just has Max use his jetpack to fly upwards as a recovery, leaving himself vulnerable during and after it, this move should be used for recovery and nothing else.



Sylvanos

Source: Rivals of Aether

Download HERE

Sylvanos plays here mostly the same as he does in Rivals of Aether, acting as a trapper who can catch you in a combo if you leave your guard down. Neutral B fires a seedlet that hits foes multiple times if it lands on them, and the shot can be angled. Side B has Sylvanos turn his head into a vicious plant maw, chomping forward until the Special button is released. Up B has Sylvanos jump up and burrow once he reaches the ground, biting if you hold the attack button or just rising back up if you don't. Holding left or right moves you underground, and hitting shield during the jump phase lets you jump higher but puts you into freefall, so be careful. Down B activates the grass created by Sylvanos walking around to jab up and attack any target on top of it.



STAGES




Forgotten Fortress

Source: Original (Self)

A mid-sized stage with wide blastzones and a few platforms. Acts as Geo's home stage.



Purple Town

Source: Original (Self)

A large stage consisting of three main segments with two platforms on either side. Acts as Longhorn's home stage.



Stellar Shore

Source: Original (Self)

A mid-large sized stage with two platforms (the tree is a platform), and flowing water that covers your view if you fall into it. Acts as Aquaria's home stage, as well as Monsoon's to an extent.



Skyline Silhouette

Source: Original (Self)

A large stage with two platforms on either side, this stage makes every fighter appear as a silhouette just as the stage does.



Griffin House

Source: Family Guy

A large stage with a solid object in the middle, as well as two platforms connecting to it. Acts as Peter's home stage, and was previously included with Peter's download.



Blood-Stained Sanctuary

Source: Cave Story

A large stage with platforms separating layers of the stage, with a large ceiling. Can act as a home stage for Quote if you're not already using the Outer Wall stage that exists.



V-Land

Source: Mutant Mudds

A mid-large stage with wide blastzones and two platforms on either side, this stage tints you red somewhat to match with the background. Acts as Max's home stage.



Secret

Source: Pizza Tower

A mid-large stage with a strange layout, with sloped terrain and two main battle areas. Acts as Peppino's home stage.



Dreamland

Source: The Simpsons (Arcade)

A wide stage with a large platform on the schoolhouse. Acts as Homer's home stage.





You've reached the bottom, for now.