Super Smash Bros Crusade Cmc V9 〈Editor's Choice〉

According to the CMC lead developer (known as "CrusadeCharlie" on Discord), v9 is not the end. Their roadmap includes:

Before we dissect CMC v9, a quick primer for the uninitiated. Super Smash Bros. Crusade is a free, fan-developed 2D platform fighter originally created in GameMaker. It first emerged in the early 2010s, inspired by Super Smash Bros. Melee and Project M. Unlike other fangames like SSF2, Crusade focuses on speed, advanced techniques (wavedashing, DACUS, momentum conservation), and a roster that pulls from not just Nintendo, but PlayStation, Xbox, Sega, anime, indie darlings, and internet culture.

The base game alone features over 80 characters. But the CMC—Community Mod Collection—takes that foundation and expands it into the realm of the absurd and the sublime.

The headline feature of Super Smash Bros Crusade CMC v9 is the injection of six brand-new fighters, alongside two "Echo" style semi-clones. These characters have been voted on, sprited, and balanced over the last 18 months.

The final major addition. Doom Slayer functions as a "resource" fighter. He has no ammo regen naturally; he must pick up ammo packs dropped by landing his Super Shotgun (Side Special). His Chainsaw (Down Special) is a command grab that insta-kills at 120% but has a 10-second cooldown. He is slow on the ground but devastating at close range.

Echo Fighters:

Previous CMC builds suffered from sprite inconsistency. You’d have a high-res 1080p Sonic next to a pixel-art Goku from a 2005 sprite sheet. v9 introduces the "Sprite Harmony Initiative." While not perfect, the CMC team has upscaled, recolored, or replaced over 60% of legacy sprites to match a unified 2D-HD aesthetic. Hit effects, auras, and Final Smashes now have particle effects that rival Rivals of Aether.

Absolutely. If you have ever been disappointed by the limited roster of official Smash Bros titles or want to see characters like Crash and Doom Slayer fight in a fast-paced engine, Super Smash Bros Crusade CMC v9 is the definitive platform fighter of 2025.

The new engine changes make the game feel more responsive than Melee, yet the roster size (over 100 characters including alternates) rivals Project M. While the learning curve is steep and the netcode is still experimental, the passion of the community shines through every sprite and combo string.

Final Score: 9.5/10 (minus half a point for Hatsune Miku’s broken hitboxes on her down-special).


Are you ready to Crusade? Download CMC v9 now and settle the debate: Who wins in a fight—Crash Bandicoot or The Knight?

Super Smash Bros. Crusade CMC+ V9: The Ultimate Fan-Game Evolution

Super Smash Bros. Crusade CMC+ V9 is the latest iteration of the massive, community-driven mod pack for the popular fangame Super Smash Bros. Crusade. While the base game is renowned for its expansive roster and classic Game Maker feel, the "CMC" (Character Making Community) version pushes the boundaries further by integrating hundreds of custom characters, stages, and overhauled mechanics. What is CMC+?

The Crusade Modding Community Plus (CMC+) is a standalone, forked build of Super Smash Bros. Crusade. It serves as a compilation that brings together the best of the community's modded content into a single, cohesive experience. Version 9 represents a significant leap in stability and content volume, following the highly successful CMC+ V8, which featured over 1,000 characters and 500 stages. Key Features of V9

The transition to V9 focuses on refining the chaos of previous versions while adding highly requested features:

Expanded Roster: CMC+ V9 continues to swell the roster beyond the vanilla game’s ~80 fighters, often exceeding 300+ unique characters including icons like Goku, Ronald McDonald, and Cloud Strife.

Engine Enhancements: Built on the foundations of SSBC v0.9.5 and v0.9.6, V9 includes smoother animations, updated final smashes (like Link’s Wind Waker finisher), and improved projectile physics.

The CMC Mod Manager: A dedicated CMC Mod Manager is typically compatible with these builds, allowing users to easily toggle specific fighters and stages without manually editing .txt files.

Diverse Stages: From classic Nintendo locales to bizarre community creations like the Windows XP Desktop, the stage list offers hundreds of competitive and "hazard-on" options. Gameplay and Mechanics

CMC+ preserves the core Smash formula while adding unique twists: CMC Mod Manager (CMC+ v8) - GameBanana

Super Smash Bros. Crusade CMC v9 is a major community-driven modpack for the fan-made fighting game Super Smash Bros. Crusade. Known as the Crusade Modding Community (CMC) expansion, this version significantly expands the base game's roster and content to offer one of the most comprehensive platform fighter experiences available. Key Features of CMC v9

Massive Expanded Roster: Building upon the 0.9.5 base, CMC v9 and its iterations (like CMC+) feature a roster that can reach over 1,000 characters through various mod integrations.

New Additions: Notable inclusions often found in these versions include characters like Cloud Strife, Diddy Kong, King K. Rool, Steve, and Inkling.

Crossover Icons: The roster spans multiple franchises beyond Nintendo, featuring Goku, Sora, Sans (from Undertale), and even unconventional choices like Windows 10.

Extensive Stage Selection: The pack includes approximately 500 custom maps, ranging from faithful recreations of official Smash stages to unique community-created environments.

Improved Graphics and Art: The update introduces new sprites, UI art, and visual touchups for existing fighters to bring them closer to modern standards while maintaining the game's signature pixel-art style. Advanced Game Modes: super smash bros crusade cmc v9

Standard Modes: Includes Classic, Training, Stadium, and Break the Targets.

Multiplayer: Supports up to 6-player free-for-alls or team matches, playable locally or online via tools like Radmin VPN or Parsec.

Gameplay Refinements: CMC v9 implements unique mechanics not found in official titles, such as Little Mac’s Star Meter and character-specific moves like ROB's Stack Up reference.

For a deep dive into the massive roster and stage additions included in the CMC updates: 00:00


Title: Super Smash Bros. Crusade CMC v9: The Chaos Cathedral of Fan-Dreams

There’s a peculiar magic in fan games that official titles can never replicate. Official Smash is a polished, corporate museum—carefully curated, legally sanitized, and chronologically respectful. Super Smash Bros. Crusade, specifically its CMC v9 (Community Made Content) build, is the opposite. It is the wild, untamed, beautiful chaos of the internet’s id given a playable form.

Let’s talk about v9.

By this point, the "Crusade" engine had matured. The core roster (the "vanilla" game) was already impressive: a love letter to the Flash-era Smash fangames. But CMC v9? That’s where the floodgates burst.

The Roster as a Psychotic Masterpiece

Open the character select screen in CMC v9. Just sit there for a minute. You’ll see Goku next to Sans, next to Shrek, next to a meticulously hand-drawn sprite of Reimu Hakurei, next to Ronald McDonald with a frame-perfect wavedash.

On paper, this is a meme graveyard. In practice, it’s the most democratic fighting game ever made.

The deep cut here isn’t the novelty; it’s the fidelity. The CMC team didn’t just slap JPEGs onto sprites. They coded mechanics. Goku has a ki meter. Shrek has a swamp-based zoning trap. Characters from obscure visual novels have movesets more intricate than Melee’s Fox. v9 represents the peak of "if it exists, someone will make a moveset for it."

The Mechanical Depth of Devotion

Where official Smash oscillates between casual party game and sweaty esport, CMC v9 is unapologetically hardcore. The engine borrows heavily from Melee’s physics—wavedashing, L-canceling, directional airdodges—but adds a layer of fan-game jank that becomes its own meta.

Because v9 is community-made, balance is secondary to expression. You will lose to a janky infinite from a character you’ve never heard of. You will discover a 0-to-death combo on a forgotten anime protagonist. The game doesn’t apologize. It dares you to break it.

The Nostalgia Trap vs. The Archive

Playing CMC v9 in 2025 (and beyond) is a melancholic experience. Many of the characters come from franchises that are now dormant, dead, or legally impossible to acknowledge. This build is a time capsule of early 2020s internet culture—peak "Smash Bros is for everyone" energy before the lawyers shut the parties down.

Unlike official Smash, which deletes old content to sell you new DLC, CMC v9 is an archive. It preserves the feeling of a forum poll deciding the next fighter. It remembers when "leaks" were forum threads with blurry screenshots. It remembers when sprite animation was an act of love, not a budget line item.

The Verdict: Why It Matters

Super Smash Bros. Crusade CMC v9 is not a "good" game in the traditional sense. It crashes occasionally. The hitboxes are sometimes invisible. The balance is a fantasy.

But it is an honest game.

It represents the purest form of fan culture: We wanted to see these characters fight, so we built the arena ourselves.

If official Smash is a museum, CMC v9 is the street fair outside—loud, messy, overcrowded, and filled with people who love the source material more than the copyright holders ever did. v9 is the last great wild west of platform fighters before the age of DMCA takedowns and corporate homogenization.

Play it. Embrace the jank. And when you lose to a fourth-party anime girl with a zero-to-death chain grab, smile. You just experienced the truest form of community.

#SuperSmashBrosCrusade #CMCv9 #Fangame #PlatformFighter #SmashBros #FanGameCommunity According to the CMC lead developer (known as

It began on a morning when the island breathed differently. The sky over Crusade’s great stage—the floating archipelago known as the Arena—tinted with a pale gold as if someone had spooned dawn into a teacup and spilled it over the sea. That glow was not ordinary. It hummed, faint and warm, threading through the wind and setting the island’s flags fluttering in slow time. For those who had fought here a hundred times, it felt like the moment before a match starts: a heartbeat stretching to a second, a second to possibility.

Word had come by pigeon and rumors—through glitch-flickered NPCs and haunted arcade cabinets—that CMC v9, the community-made update both revered and feared, would manifest a new event. Some said it patched a legendary battleground; others whispered it had brought a character back from code. Tournaments and taverns buzzed with players tuning their controllers, not for fights of skill, but for the spectacle: a quest-line hidden in the v9 files called “The Last Light.”

Marth was the first to arrive where the glow was strongest. He had come out of courtesy and curiosity: a noble with reflexes that cut wind, sword ready as if it were still 10% stronger than the rest of the roster. He found the platform across from the ancient Tree of Spawn, where the rune-stones flickered in strange colors. The stones were inscribed with glyphs nobody recognized—no HUD prompt, no smash-ball, only a single glowing icon hovering above the trunk: a key made of fractured pixels.

“Feels… different,” Marth murmured. He touched the key with a fingertip. For a beat, the world shivered and rearranged; the platform’s horizon split like a widescreen tear. From that tear crawled not an enemy but a companion: a little glitch-sprite, all jitter and bright pixels, flattening and corrugating like a hand-puppet on a torch. It introduced itself with a chorus of sound effects that sounded suspiciously like a gameboy laughing.

“Name’s CMC,” it said, in a voice assembled from menu clicks. “I keep the versions. You broke one. Come fix it.”

Marth thought of patch notes and update logs and the way casual players pleaded for balance. He followed.

They walked through the Torn Level—an area from the game’s early beta where code had never settled. Columns of platforms folded in on themselves into Escher staircases. Opponents flickered in and out: a Kirby inhaled for a moment, spat out clouds, then was gone. Samus complained about her arm-cannon randomly swapping for a toaster. The sprite led Marth to the first anchor of v9: a small shrine that pulsed with light like the end of a perfect combo. Each anchor held a fragment of a lost stage, a memory of a match erased by time. The shrine wanted a champion; it demanded a fight of a different kind.

Instead of healing health or granting a smash-ball, the shrine asked for a tale. On a plaque beneath the light, the words etched in binary translated into human speech when Marth stood close: “Bring memory. Trade triumph for truth.”

“It’s asking for stories,” Marth said aloud. The sprite nodded.

“CMC stores versions. When players play, they leave echoes—laughs, curses, combos—little specters of themselves. v9 has been hoarding some. Release them; the balance will heal.”

So they began gathering memories.

First was the Memory of the Novice—a young trainer who had once toppled a seasoned Rosalina with a daring L-cancel, a fight that became a local legend. The memory lingered as a fog that smelled of sweat and victory, and Marth had to recreate the rhythm of that match: careful spacing, a well-timed counter, the flash of success. Recreating won’t bring the player back, but it allowed the memory to breathe. When released, it coalesced into a tiny shard of light and rose like a firefly, joining others that circled CMC and hummed into a constellation.

Next came the Memory of Loss, heavier and blue: an older man who had played years ago, holding onto a friend’s controller between chemo treatments, laughing while his side sighed and slipped into the music of the game. That one was harder. It could not be solved by a combo; it required patience, a match of consolation—gentle, merciful. Marth switched from aggressive edge-guarding to shielding, to bodying the hurt with time-outs and pauses that meant comfort. When the memory was set free it poured out a small, soft sound—like a lullaby mashed with a victory fanfare. It shimmered and joined the other lights.

Each memory demanded a different kind of match: a puzzle of emotion, an echo-match with no HUD, a tag-team that needed two strangers’ teamwork. The island reacted; characters who’d been in the background for years—Pichu, Hat Kid, and an experimental dancer from a dev-test room—emerged to help. Some memories were hostile: a rage fragment where a player had sworn never to lose at this stage again. Those fights were vicious; the shrine drew out the sharpest, meanest parts, forcing warriors to face the rage and transform it into something gentler. Marth learned that sometimes the only way to free a memory was to lose, intentionally, and then let the memory go in the wake of defeat.

Word spread as more players joined. Fox led a counter-offensive in the Gravity Well, where a memory of a speedrun had become a literal time-sink—levels looping back on themselves, combos impossible to land without rewinding. Kirby floated through the mirage and inhaled the repetition, swallowing the loop and regurgitating a new rhythm that corrected the timeline. Together, they freed decades of player-laughter and rage, cheers that sounded like cheering emotes and sporadic rage-quits stitched into songs.

But CMC v9 held a deeper secret: Anchored at the island’s center was a core—not code, not a sprite, but an old mechanic: The Last Light. It was a fragment of an earlier Smash engine where victory was measured not in stocks and percent but in the stories players left behind. Over time, people had started to treat the game like a sport of flawless tech, and the Last Light had dimmed, starved of variety. v9 wanted to balance that hunger by returning a sliver of the old way: a mode where memory and narrative shaped outcomes, where a player could win by restoring a story rather than breaking the opponent.

Restoring the core required a sacrifice at first: to re-light the Last Light, the community needed to make space for memory, to intentionally lose some matches and to play bizarre, off-meta roles—like ledge hugging for purpose, taunting with meaning, or letting a friend land that improbable KO. The idea frightened the competitive core of the island. Pride is a stubborn stat to patch. Tournaments worried scores would be undone. Players feared being memed. Yet when a tentative group of volunteers—streamers, locals, and players who had nothing left to prove—volunteered to play through the v9 ritual, everything changed.

The ritual asked for a mosaic: 1,000 small acts of kindness and absurdity recorded as echoes—drop your stock to pull a teammate back from a ledge; use a final smash as a signal of surrender; intentionally throw matches to teach a novice. Each act created a luminous tile. Days bled into nights as the Arena filled with ridiculousness: Fox tripping on a banana peel, Captain Falcon doing nothing but instinctively waving, Bowser Jr. playing babysitter for Jigglypuff. It felt like watching children build a fort with stolen trophies.

But you can’t make a ritual without consequences. The Last Light’s reawakening triggered stabilizers: old, forgotten characters streamed through the tear. They were beta fighters—odd, broken, beautiful. Their movesets were raw, unfinished, full of bugs that had once cursed developers and charmed communities. One such shadow stepped forward: the Dev Knight, a palette-swap character with a sword that reflected inputs as flickers. The Dev Knight wanted to be tested. It challenged the ritualists, not out of malice but obligation—the code had to be played for the last light to accept the repairs.

Battles took on a new tempo. Matches that might once have been crisp and efficient became improvisational theater. Plays turned into improvisations, into callbacks to matches no one had watched. Players told small stories mid-fight: the time they beat an old rival, the night they learned a shield-grab, the voice of a friend over voice chat. The island stored them as minor echoes, and in exchange the Last Light accepted their mosaics, brightening with each remembered kindness.

As the light climbed, an antagonist surfaced—NotAglitch, a sentinel of stability that had once tried to excise all “unreliable” code. It had been designed to keep the experience consistent, to eliminate exploits and anomalies that made developers nervous. But its methods were absolute. It saw the Last Light’s return as corruption, a fracturing of balance. It formed from system updates and anti-cheat patches, a titan of white-space and bland fonts. Its attacks were clean: regressions that rolled characters back to earlier, less interesting states; rollback frames that ate combo creativity; patches that flattened personality into numbers.

The first clash was a scrim beneath the rebuilt flag of the Arena. NotAglitch moved like a perfect frame-rate, removing human timing. It fired a barrage of “consistency rays” that dulled edge-guarding and cut off cancel windows. Some players panicked, reverting to pure textbook technique. But those dedicated to the ritual used the Last Light’s mosaic like a shield: a wall of memories that did not obey the titan’s rules. When someone deliberately tripped and then rose with a goofy recovery animation, the titan’s rays misfired—consistency couldn’t predict human humor.

NotAglitch adapted; it began to corrupt memories, turning a healed Memory of Loss into a mockery of itself—overloaded with taunts and ironic cheers. That was when Marth understood the core truth: the Last Light was not a simple mode, but a living archive of player humanity, and without it players risked becoming mere statistics.

So they fought. Not only with inputs, but with stories. A chorus of players gathered—those who had saved memories, those who had lost them, those who had nothing left but a long controller cord and a soft heart. They told the titan about late-night coaching sessions, of a match where a mother picked up a spare controller and cheered her child on, of the time a veteran intentionally taught a newcomer to ledge-cancel. Those words were not silent; they rearranged code. The titan’s anti-consistency sheen cracked when confronted by the semantics of humanity. NotAglitch could not reduce a lullaby to a sequence of perfect frames.

The climax unfurled like a grand final. The Arena’s skies opened, and the Last Light shone like a full-screen flash. Players—dozens, hundreds—stood on platforms in a choreography of memory. Each performed a small, intimate act: a throw to save a friend, a jab used to request a hug, a wavedie as an apology. The lights they had collected—those shards freed from shrines—rose and orbited the core, stitching together an ever-growing tapestry. Are you ready to Crusade

NotAglitch made one final, desperate push: it attempted to rewrite the input buffer, fast-forwarding the island into a blank slate. For a moment, every emotive input became mechanical. But CMC, the little sprite who had guided them, chose a different compromise. It offered to become the middle layer between players and the engine: a curator. It would keep the Last Light’s influence narrow, mediating the human tales that entered the engine to avoid destabilizing the competitive baseline entirely.

CMC’s sacrifice was a paradox: to preserve humanity, it had to anchor itself to the system. It took in the mosaic, folded it into its code, and with a final, joyous chirp, dispersed the Last Light as a steady glow across the Arena. NotAglitch, battered by the persistence of stories it could not quantify, didn't vanish. It learned to accept deviance as an occasional patch, like an unexpected wind that sometimes redirects a projectile.

The island’s sky settled; the glow remained—subtle, never blinding, like an extra post-process filter that made combos feel warmer. Players found new mechanics in the patch notes: a “memory slot” where you could save a match highlight that subtly altered a stage’s hazards for future casual matches; a “charity stock” option that let you gift a life to a teammate in local play; an “echo replay” that stitched your favorite match fragment into an ambient soundtrack. None of these were balance-breaking, but they reminded players of the ritual: sometimes you win by restoring someone else’s story.

Long after the code was stable, legends persisted. Tournaments adopted a side-event honoring the Last Light: for five minutes before final rounds, players had to perform an open-mic match—no trophies, no rankings—just stories. They called it the Lightbreak. Streamers found renewed joy in the unpredictability. Developers left one small line in the changelog, hidden as if in a wink: “v9: fixed crash. Also, don’t forget to play for each other.”

As for Marth, he kept a sliver of that restored memory in his hand—a tiny lantern sprite that pulsed when someone nearby performed a kindness. He would light it sometimes, walking the Arena between matches. When a novice climbed the stage and threw a nervous jab that landed purely by accident, Marth would nod, hand the lantern toward the sky, and the island would murmur with a fragment freed: a little echo to remind everyone that, in this patch of code and life, the best wins are the ones you give away.

And CMC? The sprite lived on, folded into updates, humming in the margins of patch notes. Players who pressed start could sometimes hear it in the boot chime: a soft, pixellated laugh that meant, simply, you matter. The Last Light did not make the game easier or kinder by decree. It asked only one thing: play like someone else’s story matters as much as your own.

On nights when the Arena’s lights dimmed and players logged off, the glow under the old Tree of Spawn pulsed faintly, waiting. Somewhere in the game files, tucked between balance data and hitbox corrections, lay the mosaic—patchwork of human noise and triumph—an insistence that within a world of frames and numbers there would always be room for stories.

And perhaps that is the most lasting fix v9 brought: not a nerf or a buff, but a reminder that an update can change more than movesets; it can change how people play, and through play, how they remember.

Super Smash Bros. Crusade CMC+ V9 is a massive fan-made expansion of the original SSB Crusade project. It is known for having one of the most bloated and diverse rosters in the "Smash fangame" scene, often exceeding 1,000+ characters through various mod packs. 🚀 Key Features of V9

Massive Roster: Includes hundreds of fighters from obscure indies to anime icons.

CMC+ Engine: Improved performance and physics over the base Crusade game.

Expanded Stages: Hundreds of new arenas with unique hazards and music.

Customization: High modularity allowing players to add or remove characters.

Online Play: Support for networking through external tools like Discord communities. 🎮 Gameplay & Performance

Visuals: Uses high-quality 2D sprites, blending various art styles.

Speed: Faster than Brawl but with more "floaty" physics than Melee.

Accessibility: Low system requirements—runs on most older PCs and laptops.

Controls: Fully remappable keys with native controller support for GameCube or Xbox. 🛠️ How to Get & Install Source: Download the main build from sites like GameBanana.

Extraction: Use a tool like 7-Zip or WinRAR to extract the .zip file.

Run: Open the Crusade.exe file (no installation usually required).

Updates: Check for "Public Release" patches to fix character-specific bugs.

🌟 Pro Tip: If the game lags, go to Options and turn off Dynamic Backgrounds or lower the Particle Effects. If you'd like, I can help you with: Finding the official download link for the latest patch. A list of the top-tier characters in the current build.

Instructions on how to add your own custom characters (mods).