Master Cheif reports for duty! Master Chief has a widce variety of weaponry at his disposal and is a zoning genius. Cycle between various sets of both human and Covenant firearms to put pressure on opponents and rain fire upon them.
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—Description from the Super Smash Blog.
Master Chief is a playable character in Super Smash Bros. Infinite Beyond. He was officially revealed during a final pre-launch presentation as the last of seven fighters of the Beyond rerelease of the original game. Master Chief is classified as Fighter #123.
Steve Downes reprises his role in international versions of Super Smash Bros. Infinite, while Rikiya Koyama reprises his role in Japanese versions.
Master Chief has access to three sets of weapons; two firearms each. Each weapon has its own ammo. Once Chief loses ammo, he needs to switch to a different weapon. Holding down the Special button releases a volley of fire while double tapping the Neutral Special will cause the Chief to switch the weapon.
Set 1
M6D Pistol
Type 51-Carbine
A standard issue UNSC Pistol that is fast and packs a powerful punch at medium to long range.
The Carbine has 18 rounds and will fire by tapping B. Each round deals 4% damage and medium-low knockback. Side Smash with the Carbine locks onto the closest fighter in a cone in front of him and deals 16% damage with medium-high knockback on hit.
Ammo: 12
Ammo: 18
Set 2
M7 SMG
Type-33 Needler
Fires a continuous stream of ammunition at a high rate but with reduced damage. Not as accurate as other weapons.
An iconic Covenant weapon and a staple of the series. In Smash, Master Chief can fire up to 20 needles at a rapid rate. While they deal 1% damage initially, hitting a foe with 7 needles will cause them to explode, dealing 8% damage and medium-level knockback. Side Smash with the Needler unloads the entire magazine, the final explosion adding +1% per extra needle stuck in the fighter.
Ammo: 40
Ammo: 22
Set 3
Plasma Pistol
Spartan Laser
A covenant pistol that can be pressed rapidly to shoot a small weak projectile or held to charge up a very powerful blast
Fires a continuous blast of energy that melts through Shields. It will do continuous damage but letting the input causes the opponent to launch.
Ammo: 30
Ammo: 5
Side Special
Plasma Grenade
It functions much like Snake's grenade in theory but, instead of bouncing, it will stick onto a surface much like a Sticky Bomb. Players can shake off the Plasma Grenade if they struggle between being sticked and detonation which is 3 seconds. The blast can also damage Master Chief as well. The grenade is based on the Halo 1 variant.
Up Special
Gravity Lift
Debuting in Halo 3, Master Chief deploys a portable gravity lift right beneath his feet (unlike in a GIF) as it unfolds and quickly flings him vertically high into the air before he falls back down, able to move left or right and attack during that. It will then stay in place for about five seconds before disappearing, which other players/fighters can either use to propel themselves as well or attempt to destroy it. Chief can deploy only one gravity lift at a time. When performed in the air, the gravity lift will linger and drop down toward the ground, hitting opponents below it (6% damage), similar to Banjo & Kazooie's Shock Spring Pad and Sonic's Spring Jump.
Down Special
Drop Shield
Master Chief slams his fist down which erects a large dome shield which, when erected, prevents damage from reaching him. It does not prevent Chief from not being damaged while in the shield. If the shield takes too much damage, it will vanish. It also provides anybody who comes into the shield some slight regeneration of 1.3% per second.
Master Chief summons a WARTHOG which has a platoon of UNSC Marines. It will rush forward and hit anyone who is in front of it. This creates a cinematic Final Smash where the players find themselves on Installation 04 and the WARTHOG, with Master Chief present, turns around, revs, and blasts forward. It launches itself into the air and then crashes into the trapped opponent. It also comically causes the Warthog to roll which launches the Marines out of the Warthog. It then returns back to the battle while launching opponents. Finally, after the cinematic Final Smash ends, the Marines that were catapulted from the Warthog will pick themselves up and run off.
Taunts[]
Up Taunt: Master Chief reloads his gun. This does not have any change to the ammo loadout
Right Taunt: Master Chief points forward and says "Go go go!"
Left Taunt: Master Chief pulls a data crystal chip from the back of his helmet and briefly projects Cortana's hologram as she says "You look nice." or "Keep your head down." (from Combat Evolved) before he puts it back.
Down Taunt: Master Chief tea bags three times.
On-Screen Appearance[]
Arrives in a Pelican with other Spartan Marines and jumps off of it
Idle Poses[]
Master Chief taps his comms on his helmet.
Master Chief checks the ammo on his gun.
Victory Poses[]
Master Chief lies down in a cryopod and turns to Cortana, saying "Wake me...when you need me," before the cryopod shuts its door and puts Chief into cryosleep.
Master Chief would slide onto the screen and make this pose from the Halo 2 poster
An Unggoy Grunt is seen running away but is blasted down by Master Chief who appears and raises his gun.
Classic Mode Route: Hold the Line[]
Opponents are based on the mascots of their respective companies.