The leader of the Wonderful 101, Wonder Red jumps into battle! He's brought along the other 100 Wonderfuls as well, through a new wrist device built by Professor Shirogane named the "Wonder Brace". As Wonder Red strikes foes and builds up %, the "Wonderful Counter" next to his icon slowly rises from 0 to 100...this allows him to utilize miniature Unite Morphs by tapping into the power of the rest of his team! By charging Smash Attacks and Specials, Wonder Red can make them more powerful. The stronger they are, the more the Wonderful Counter drops, so mind it at all times!
Every 1% of damage inflicted is equivalent to 2 Wonderful, and damage inflicted with Unite Moves do not count. He also steadily gains 1 Wonderful every 10 seconds. Each Unite has a different Wonder Counter requirement to move up tiers, but you can tell which one is possible as when you begin charging, the line drawing appears that's either small, medium, or large, depending on the max you can charge too.
Wonder Red's taunts are quite long, but have a unique element...when a Taunt is done successfully, Wonder Red is temporarily surrounded by an aura, increasing his damage output by 1%.
Grab: Red's grab is unique, as he summons the Unite Whip, and can charge it...this increases its range, but the start-up time also goes up. He cannot pummel, instead foes caught by the whip are automatically damaged by its spikes as long as they're held, the bigger whip hurting them more. The move has start-up time, and is telegraphed so it's hard to capture foes unless they're not paying attention.
Forward Throw: Red snaps the whip, and throws the foe at a slightly diagonal forward angle. Weak knockback, but does a decent amount of damage.
Back Throw: Red whips the whip behind his back, and delivers a swift kick to the foe, sending them flying straight. Has highest knockback out of all the throws.
Up Throw: Red whips the foe into the air like a tornado, sending slightly into the air. Doesn't do a lot of damage, but leaves them open for a combo.
Down Throw: Red pulls whip into the air, and then slams the foe into the ground, a meteor smash, and does a signifcant amount of damage.
Forward Smash: Unite Hand Stinger! You can charge this up the higher your Wonderful Counter is, which extends its range and power. Red's fist morphs into a giant fist and punches straight forward, with powerful knockback. At higher levels, it also slides along the ground slightly, as well as has an initial "super-armor".
Up Smash: Unite Hand Rising! Works like the Unite Hand Stinger, but does an uppercut instead. At higher levels, also slightly rises through the air. Lacks the super-armor property, however, and has less knockback, but is faster.
Down Smash: Unite Hand Cyclone! Works like the other Unite Hands, but instead creates a fist and quickly spins around on the ground. Getting hit by the beginning of the spin hurts the most. At higher levels, draws nearby foes in. Medium speed and strength, but the weakest in terms of knock-back.
Neutral Special: Unite Gun! Red summons a green gun, and fires a strong projectile across the screen. The more the Wonderful Counter is and the longer it's charged, the more powerful the blast is, however start-up time increases. There are three tiers...the first is a basic rounded blast that goes about halfway across the screen, with little knock-back, but can be fired at a decent speed. Second is a beam that stretches across the screen, little knockback still, but hits multiple times. Third is a giant missile that shoots straight forward and picks up speed, with powerful knockback, but slow start-up.
Side Special: Unite Claw! Red summons white claws, and jumps forward and delivers a powerful slash. It's quick, does a lot of damage, but has little knock-back. There are three-tiers to it, and need to be charged, but charges quite fast. It actually gets faster the more its charged, and does more damage, but jumps farther so you may overshoot it. The final tier also freezes the foe upon striking them.
Up Special: Unite Sword! Red summons a blue sword, and does a spin akin to Link that lifts him up into the air. The tip of the sword causes the most damage, and has decent knock-back. Based on the Wonderful Counter, the recovery and size are increased, however it can't be charged, so it automatically uses the highest amount possible. Start up time goes down the higher level, as does the speed. Afterwards Red is helpless.
Down Special: Unite Hammer! Red summons a yellow hammer above his head, and slams it down to the ground. The hammer does the most damage when the head is parallel to the ground, and has a meteor effect. Using this in the air causes Wonder Red to fly downward, uncancellable, when the hammer drops. Chargeable, and has three tiers...range and strength increases, but start-up time and speed drop.
Final Smash: Unite Bomb! Red summons a black bomb, which explodes and creates a black field. Anyone caught by the explosion enters a rainbow-colored room, where a cinema plays where the main Wonderful 101 Team! Unite Up! and deliver a powerful combination attack. It quickly builds up damage, and at the end, anyone over 100% will probably be KO'd. Afterwards, the Wonderful Counter drops to 0.
Despite being Wonder Red, each of his costumes change his color...except the black markings and the red scarf always remain! His final color is a unique costume that depicts him in his civilian clothes!
1. Red 2. Blue 3. Green 4. Pink 5. Yellow 6. White 7. Black 8. Will Wedgewood