A Super Smash Bros Ultimate Moveset for The Princess
General Playstyle
The Princess can be considered a grappler. Her attacks do a lot of damage, but have significant startup, as she nearly always needs to change into one of chapter two or three forms to attack. She is a heavyweight character (that chain weighs her down), albeit one of the lightest heavyweights, having the weight of the sandbag*. She is decently fast on the ground (faster than R.O.B., but slower than Kirby), but slower in the air, having the same airspeed as Snake and Villager with a high falling speed (the same as Bowser), as well as being burdened with a somewhat small jump height (the same as Zelda). This generally makes her unable to go high over the stage, but she can go off it due to ridiculous up-special recovery. She does not have access to many useful projectiles, but has many command grabs.
Notes: The Princess is able to crawl.
Ground Attacks
Jab -- The Soft Princess: The Soft Princess continuously stabs downwards. Low damage, but hard to escape from.
Forward tilt -- The Witch: The Witch stabs the pristine blade forward and slightly up. This attack does significant extra damage if The Witch stabs the opponent’s back, and almost no damage if that is not the case.
Up tilt -- The Burned Grey: The Burned Grey throws a torch in an arc forward. Low range, but lights opponents that it hits on fire.
Down tilt -- The Thorn: The Thorn directs thorny vines from the ground to her body. One of The Princess’s quickest attacks, but does self-damage.
Dash attack -- The Eye of the Needle: The Eye of the Needle rushes forwards with her arms swinging.
Smash Attacks
Forward smash -- Heart-ripper (The Spectre): The Spectre reaches into the opponent’s body and takes out their heart. While this locks the opponent in place and does significant damage, she is vulnerable while her hand in the body. The opponent collapses to the knocked-down state once the heart is ripped out. Has significant endlag.
Up smash -- The Apotheosis: The Apotheosis grows to a massive size before quickly shrinking back to the Princess’s base form. Has significant knockback and startup.
Down smash -- The Fury: Command grab. The Fury grabs her opponent and rotates them so they are hidden from the camera, behind her body. They take damage and are knocked straight up.**
Aerial Attacks
Neutral aerial -- The Adversary: The Adversary elbow bashes forward.
Forward aerial -- The Beast: The Beast lunges forward, her mouth open, propelling the princess forward. If an opponent gets in range of the attack, they will be bitten.
Back aerial -- Let’s Go Again (The Adversary): The Adversary grabs an opponent behind her, twists and throws them, sending them flying in front of her.
Up aerial -- The Den: The Den flaps her wings and pounces upwards at an angle, her mouth open. If an opponent gets in range of the attack, they will be bitten.
Down aerial -- The Drowned Grey: The Drowned Grey summons her corpse to drag those directly below her down.
Grabs & Throws
Grab -- The Razor: The Razor unsheathes a sword from her right arm and attempts to skewer an opponent.
Pummel -- She Skewers You (The Razor): The Razor unsheathes her left arm and skewers hers opponent, then pulls out her left sword
Forward throw – The Empty Cup (The Razor): The Razor explodes into her final form and swings her left hand, knocking the opponent in a low angle, but taking self-damage, as her hand crumples.
Back throw -- No Way Out (The Razor): The Razor unsheathes her left arm sword and uses it to skewer and drag her opponent behind her. The knockback the opponent will take will be skidding on the ground.
Up throw -- Mutually Assured Destruction (The Razor): The Razor explodes into her final form and uses both blades to throw her opponent diagonally upwards. A kill-throw that isn’t that great at killing, but does significant damage to make up for it.
Down throw -- The Arms Race (The Razor): The Razor unsheathes her left arm and uses it to whack her opponent off her right sword, bouncing them off the ground in front of her.
Get-up Attacks
Floor attack (front) -- The Harsh Princess: The Harsh Princess gets up and attempts to slit where a human’s throats would be with the pristine blade. Slow, and has a small hurtbox.
Floor attack (back) -- The Prisoner: The Prisoner rolls onto her back, summons a chain that will latch onto an opponent the right distance away, and pulls them towards her, knocking them down and towards her.
Floor attack (trip) -- Roots of the Wild (The Witch): The Witch summons roots in front of her to crush the opponent’s legs or equivalent.
Edge Attack -- The Wraith: The Wraith grabs her opponent’s leg/bottom part and crushes it.
Special Attacks
Neutral special -- The Nightmare: The Nightmare floats next to her opponent and raises her index finger to their face, doing damage, but not paralyzing them. Can be canceled into Down Special.
Side special -- The Tower: The Tower points forward, forcing them to hurt themself (usually by punching themself), although they are still able to move. The opponent attacking will end this effect. Has decent range.
Up special -- The Spectre: The Spectre becomes invincible, and slowly floats upwards. She can go through the stage, which will extend the timer of the move until she is out of it. There is notable endlag when exiting from the stage, and The Princess will go into free fall when this move ends while she is in the air.
Down special -- The Moment of Clarity: The Nightmare takes off her mask and forces her opponent to look at her face, paralyzing them and doing damage. Must be canceled from neutral special, has no effect otherwise (The Princess will motion to take off a mask, and look confused). The most damaging of all her attacks, excluding final smash.
Final Smash -- The Shifting Mound. Opponents in The Princess’s surrounding area are taken to The Long Quiet, where the Shifting Mound bursts from the floor, sending opponents upwards and doing damage.
Animations & Aesthetics
On-screen appearance -- The Princess flickers in front of a halfway-open door*** before solidifying fully.****
Taunts
Up taunt -- The Damsel: The Damsel becomes more poorly drawn up to four times. The up taunt input must be pressed again for each time.
Side taunt -- The Stranger: The Stranger shatters and multiplies up to four times. If cancellation is attempted, The Stranger will instantly multiply into five Princesses before the taunt is canceled.
Down taunt -- The Networked Wild: The Princess becomes the Networked Wild. If attacked while performing this taunt, she will enter shield-break.
Shield-Break -- The Wounded Wild: The Wounded Wild is stuck in a small tree for the duration of shield-break.
Idle poses
Idle 1 -- The Princess sits down, adopting a slumped posture.
Idle 2 -- The Princess sits down, adopting a composed posture.
Victory poses
Left -- The Princess opens the door out of a cabin, holding hands with The Long Quiet.
Up -- The Shifting Mound opens the construct, holding hands with The Long Quiet.
Right -- The Stranger opens the door out of a cabin, holding hands with The Long Quiet.
Palutena’s Guidance
Palutena: You’re in Skyworld. And in Skyworld there is a temple. And in that temple is a princess. You’re here to KO here. If you don’t, it will be the end of the match.
Pit: Forget about that! Why does she fight like that!
Palutena: The Princess took most of her fighting style from when she was placed in a life-or-death situation, so the way she fights is…brutal.
Viridi: Well, you can avoid most of her attacks if you just don’t get grabbed! Her attacks have a lot of start-up and little range, so pepper her from a distance and zone her out!
Pit: That’s harder than you make it sound! She has a lot of dirty tricks!
Palutena: Pit, respect your great-great-grandmother.
Pit: WHAT?
*-Perception becomes her reality, and people are likely to perceive an average fighter as the weight they are most familiar fighting against.
**-What happens here is not appropriate to be shown in a game with an E10 rating.
***-Door frame is included.
****-This is a reference to events preceding The Nightmare.

















