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{{ | {{DISPLAYTITLE:''Super Smash Bros. Ultimate ''}} | ||
{{articleIcons|ultimate=y|featured=y}}{{Cquote| | {{articleIcons|ultimate=y|featured=y}}{{Cquote|Everyone is here!|cite=''Super Smash Bros. Ultimate'' tagline}} | ||
{{Infobox Game | {{Infobox Game | ||
|title = '''Super Smash Bros. Ultimate''' | |title = '''Super Smash Bros. Ultimate''' | ||
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|publisher = [[Nintendo]] | |publisher = [[Nintendo]] | ||
|designer = [[Masahiro Sakurai]] | |designer = [[Masahiro Sakurai]] | ||
|engine = | |||
|version = | |||
|released = December 7, 2018 (worldwide) | |released = December 7, 2018 (worldwide) | ||
|genre = [[wikipedia:Fighting game|Fighting]]<br>[[wikipedia:Platform game|Platforming]] | |genre = [[wikipedia:Fighting game|Fighting]]<br>[[wikipedia:Platform game|Platforming]] | ||
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|ratings = {{vgratings|ESRB=E10+<ref>[https://www.esrb.org/ratings/35839/Super+Smash+Bros+Ultimate/ ESRB website]</ref>|PEGI=12|OFLCA=PG|USK=12|CERO=A}} | |ratings = {{vgratings|ESRB=E10+<ref>[https://www.esrb.org/ratings/35839/Super+Smash+Bros+Ultimate/ ESRB website]</ref>|PEGI=12|OFLCA=PG|USK=12|CERO=A}} | ||
|media = ROM Cartridge<br>Digital distribution <small>(Nintendo eShop)</small> | |media = ROM Cartridge<br>Digital distribution <small>(Nintendo eShop)</small> | ||
|requirements = | |||
|input = [[Joy-Con]], [[Nintendo Switch Pro Controller]], [[GameCube controller]] <small>(via adapter)</small> | |input = [[Joy-Con]], [[Nintendo Switch Pro Controller]], [[GameCube controller]] <small>(via adapter)</small> | ||
}} | }} | ||
'''''Super Smash Bros. Ultimate''''' ({{ja|大乱闘スマッシュブラザーズ SPECIAL|Dairantō Sumasshu Burazāzu Supesharu}}, ''Great Fray Smash Brothers Special''), often shortened to "'''''SSBU'''''" or "'''''Ultimate'''''" | '''''Super Smash Bros. Ultimate''''' ({{ja|大乱闘スマッシュブラザーズ SPECIAL|Dairantō Sumasshu Burazāzu Supesharu}}, ''Great Fray Smash Brothers Special''), often shortened to "'''''SSBU'''''" or "'''''Ultimate'''''", is a crossover action fighting game for the [[Nintendo Switch]]. The game was first teased at the end of a [[Nintendo Direct]] on March 8th, 2018, and fully revealed on June 12th at E3 2018. It is the fifth installment in the ''{{b|Super Smash Bros.|series}}'' series (sixth if the two versions of ''[[Super Smash Bros. 4]]'' are counted as separate titles). The game was released worldwide on December 7th, 2018. | ||
''Super Smash Bros. Ultimate'' received universal acclaim from both critics and players, with some critics calling it the best installment in the series. It received praise for its large amount of content and fine-tuning of existing ''Smash'' gameplay elements, although its online mode was widely criticized. ''Ultimate'' | ''Super Smash Bros. Ultimate'' received universal acclaim from both critics and players, with some critics calling it the best installment in the series. It received praise for its large amount of content and fine-tuning of existing ''Smash'' gameplay elements, although its online mode was widely criticized. As of June 30, 2020, ''Ultimate'' had sold over 19.99 million copies worldwide, making it the best-selling ''Super Smash Bros.'' game and also the best-selling fighting game of all time, beating ''[[Super Smash Bros. Brawl]]'' and ''{{s|wikipedia|Street Fighter II}}'', which previously held each title respectively. Its massive success has caused it to be nominated for, and win, multiple awards. | ||
==Opening movie== | ==Opening movie== | ||
The [[opening movie]] of ''Super Smash Bros. Ultimate'' is composed of the cutscenes from [[World of Light]] and | The [[opening movie]] of ''Super Smash Bros. Ultimate'' is composed of the cutscenes from [[World of Light]] and [[gameplay]] footage from the game set to the tune of [[Lifelight]], featuring all the [[characters]] in the base game. | ||
{{#widget:YouTube|id=yA-oD5hen4I}} | {{#widget:YouTube|id=yA-oD5hen4I}} | ||
== | ==Characters== | ||
[[File:SSBU Panoramic.png|thumb|center|700px|Panoramic artwork of all fighters]] | [[File:SSBU Panoramic.png|thumb|center|700px|Panoramic artwork of all announced fighters as of October 1st, 2020.]] | ||
<!--Remember: Pokémon Trainer is counted as 3 separate fighters by the | <!--Remember: Pokémon Trainer is counted as 3 separate fighters by the Sakurai number, when Lucina and Dark Pit are added the total becomes 65, NOT 67--> | ||
All 63 characters (65 if counting the | All 63 characters (65 if counting the {{SSBU|Pokémon Trainer}} as three fighters<!--Mii FIGHTERS ARE ALWAYS COUNTED SEPARATELY. DISCUSS BEFORE CHANGING.!-->) from all previous ''Smash Bros.'' games return as playable fighters. As well as the returning cast, the game features 23 newcomers. 11 characters are available in the base game, with 12 characters (eight known and four unknown) planned as {{SSBU|downloadable content}}. In total, 74 characters (76) are playable in the base game and 86 (88) characters will be playable overall, the most for any ''Smash Bros.'' game. Each character is numbered based on the order in which they first joined the series, with the exception of [[Echo Fighters]] (who share a number with the character they are based on) and Pokémon Trainer (whose Pokémon are numbered instead). | ||
[[File:SSBU Character Select DLC. | [[File:SSBU Character Select DLC.jpeg|300px|thumb|right|The [[character selection screen]] in ''Ultimate'' with all characters unlocked and all current downloadable characters available.]] | ||
{{SSBU|Inkling}}, with various Girl and Boy designs from the original ''{{s|inkipedia|Splatoon}}'', was the first character confirmed to appear in the game as a new playable fighter. {{SSBU|Ridley}}, a central villain from the {{uv|Metroid}} series, was confirmed to be playable during [[E3]] 2018, with [[Meta Ridley]] as an alternate costume. {{SSBU|Simon}} of the {{uv|Castlevania}} series was announced as the game's first third-party newcomer along with his echo {{SSBU|Richter}}. {{SSBU|King K. Rool}}, arch-enemy of Donkey Kong and Diddy Kong from the {{uv|Donkey Kong}} series, was confirmed to be a playable newcomer as well, with his move-set drawing on his appearances as a boss in the ''Donkey Kong Country'' games onward. {{SSBU|Isabelle}} from the {{uv|Animal Crossing}} series, who previously appeared in ''Smash 4'' as an [[Assist Trophy]], makes her playable debut as the second ''Animal Crossing'' fighter. Finally, in the November Nintendo Direct, {{SSBU|Incineroar}} from ''{{s|bulbapedia|Pokémon Sun & Moon}}'' was announced as the title's last base roster newcomer. | |||
In addition, most full [[clones]] | In addition, most full [[clones]] are now labelled as "Echo Fighters" and are marked with an epsilon (ε) next to their [[fighter number]]s, which they share with the character they are based on. Returning characters {{SSBU|Lucina}} and {{SSBU|Dark Pit}} have been given this title (as they are Echo Fighters of {{SSBU|Marth}} and {{SSBU|Pit}}, respectively), while new characters {{SSBU|Daisy}}, {{SSBU|Richter}}, {{SSBU|Chrom}}, {{SSBU|Dark Samus}}, and {{SSBU|Ken}} are Echo Fighters of {{SSBU|Peach}}, {{SSBU|Simon}}, {{SSBU|Roy}}, {{SSBU|Samus}}, and {{SSBU|Ryu}}, respectively. Aside from an option allowing these characters to be displayed on the same slot as their counterpart on the [[character select screen]] exclusively during [[Vs. Mode]], [[Tourney]], [[Custom Smash]], [[Super Sudden Death]], and [[Quickplay]], there is no special distinction between most of them in-game, and the name is used mostly for marketing purposes. | ||
{{SSBU|Piranha Plant}} from the {{uv|Mario}} series touches new ground as the first mob character in ''Smash'', and as an early purchase bonus DLC character, released on January 29, 2019. It was also confirmed that five more unique newcomers would be added as DLC by January 2020. With the exception of Piranha Plant, all of these DLC characters can be bought together as part of a [[Fighters Pass]]. For Fighters Pass Vol. 1, {{uv|Persona}}'s {{SSBU|Joker}} is part of Challenger Pack 1 (announced on December 6, 2018, one day before ''Ultimate''{{'}}s release; released on April 17, 2019), the {{SSBU|Hero}} from {{uv|Dragon Quest}} is part of Challenger Pack 2 (announced on June 11, 2019; released on July 30, 2019), {{SSBU|Banjo & Kazooie}} from their namesake series {{uv|Banjo-Kazooie}} are part of Challenger Pack 3 (announced on June 11, 2019; released on September 4, 2019), {{uv|Fatal Fury}}’s {{SSBU|Terry}} is part of Challenger Pack 4 (announced on September 4, 2019; released on November 6, 2019), and {{SSBU|Byleth}} from {{uv|Fire Emblem}} as part of Challenger Pack 5 (announced on January 16, 2020; released on January 28, 2020), finishing Fighters Pass Vol. 1. | |||
During the September 4, 2019 Nintendo Direct, after revealing Terry, it was announced that even more DLC Fighters beyond the five in the Fighters Pass Vol. 1 are in development, as Fighters Pass Vol. 2 will include 6 more playable characters. This number of newcomers was announced during the January 16, 2020 Presentation revealing Byleth. Challenger Pack 6 includes {{SSBU|Min Min}} from {{uv|ARMS}} (announced on March 26, 2020; revealed on June 22, 2020; released on June 29, 2020). Challenger Pack 7 includes {{SSBU|Steve}} from {{uv|Minecraft}} (announced on October 1, 2020; released on October 13th, 2020). The rest of the characters from the Fighters Pass Vol. 2 remain unannounced and are set to be released by the end of 2021, though their specific release dates are unknown. | |||
As in ''Smash 4'', further "characters" exist as alternate costumes for preexisting characters. In this game, fourteen characters have such costumes: [[Alph]] is accessible as a playable character via {{SSBU|Olimar}}'s [[alternate costume]]s; the seven [[Koopalings]] are available as playable characters via {{SSBU|Bowser Jr.}}'s alternate costumes; one of {{SSBU|Pichu}}'s costumes depicts the specific "spiky-eared" Pichu variant; [[Alex]], a [[Zombie]] and an [[Enderman]] appear as [[Steve]]'s alternate costumes; {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Robin}}, {{SSBU|Corrin}}, and {{SSBU|Byleth}} each have opposite-gendered variants as alternate costumes; {{SSBU|Pikachu}} possesses both an opposite-gendered variant and a costume depicting the specific "Cosplay" Pikachu variant; each of {{SSBU|Villager}} and {{SSBU|Inkling}}'s costumes represent different customization options for the character, including gender; the [[Hero]] has three other protagonists from across the ''Dragon Quest'' series as palette swaps and the {{SSBU|Ice Climbers}} swap the playable Ice Climber from Popo to Nana in half of their alternate costumes. Additionally, the {{SSBU|Mii Brawler}}, {{SSBU|Mii Swordfighter}} and {{SSBU|Mii Gunner}} also have alternate gender options depending on the created Mii used for them. However, these characters are not treated as separate characters in-game. | |||
Only the [[Original 8]] characters from ''[[Super Smash Bros.]]'' are available from the start. Like in ''Smash 4'', the {{SSBU|Mii Fighter}}s are also available from the start via customization, but are otherwise locked upon initial startup of the game. The rest of the cast must be unlocked; however, the unlocking process and conditions are much simpler than in past games. Fighters will challenge the player in ten minute intervals or by clearing {{SSBU|Classic Mode}} with a prerequisite character, and can also be unlocked by being rescued in [[World of Light]]. | |||
{{clr}} | {{clr}} | ||
===Fighters=== | |||
{{SSBU character table}} | {{SSBU character table}} | ||
===Bosses=== | |||
{{SSBU boss table}} | |||
All [[Light Realm]] and [[Dark Realm]] bosses, except for Galeem and Dharkon, are also featured as {{SSBU|Classic Mode}} bosses. The stage bosses listed above are found in [[Gaur Plain]], [[Wily Castle]], and [[Find Mii]] respectively. | |||
==Stages== | ==Stages== | ||
[[File:Stage Select Ultimate Normal. | [[File:Stage Select Ultimate Normal.jpg|thumb|300px|The stage selection screen in ''Ultimate'' with all current downloadable stages available.]] | ||
With the exception of the ''Super Smash Bros.''-original stages, all stages are ordered | With the exception of the ''Super Smash Bros.''-original stages, all stages are ordered in chronological appearance and for the first time ever, all stages are available immediately from the start. Additionally, all stages can be played with up to 8 players, rather than just a select few as in ''SSB4''. All stages have both a [[Battlefield form]] and [[Ω form]]. ''Ultimate'' features 103 stages (306 if counting Battlefield forms and Ω forms separately) at base game. | ||
In update 3.0.0, the [[Stage Builder]] | 96 stages from previous games have returned overall: 7 from ''[[Super Smash Bros.]]'', 19 from ''[[Super Smash Bros. Melee]]'', 26 from ''[[Super Smash Bros. Brawl]]'', and 44 from ''[[Super Smash Bros. 4]]'' (18 from the 3DS version, 18 from the Wii U version, 8 from both versions), adding 7 completely new stages. In update 3.0.0, ''Ultimate'' gained the option to create custom stages with the [[Stage Builder]] and can be selected from the "Custom" tab. In update 8.1.0, a free downloadable stage was added, [[Small Battlefield]], which resembles Battlefield with the middle platform removed and the side platforms slightly closer to one another. The same update also allows any ''Super Smash Bros.''-original stages to play music from any series, instead of just the ''Super Smash Bros.'' series. | ||
Five additional | Five additional stages were added to the game as part of the Fighter Pass Vol. 1 DLC alongside the respective fighters, which brought the number of stages up to 109 (321 if counting Battlefield forms and Ω forms separately) with an additional six more to be released as part of Vol. 2 bringing the number up to 115 (339 if Battlefield and Ω forms were to be counted). The seven DLC stages that have been released so far are [[Mementos]], [[Yggdrasil's Altar]], [[Spiral Mountain]], [[King of Fighters Stadium]], [[Garreg Mach Monastery]], [[Spring Stadium]], and [[Minecraft World]] which released alongside {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Terry}}, {{SSBU|Byleth}}, {{SSBU|Min Min}}, and {{SSBU|Steve}} respectively. | ||
Only 15 stages featured in previous games are | Only 15 stages featured in previous games are not available in ''Ultimate'' (excluding single player-only stages or previous forms of Battlefield and Final Destination). These stages are: [[Planet Zebes]] and [[Sector Z]] from ''Smash 64''; [[Icicle Mountain]], {{SSBM|Mushroom Kingdom}}, [[Poké Floats]] and {{SSBM|Mute City}} from ''Melee''; [[Rumble Falls]] and [[PictoChat]] from ''Brawl''; [[Rainbow Road]] and [[Pac-Maze]] from {{for3ds}}; and [[Jungle Hijinxs]], [[Pyrosphere]], [[Woolly World]], [[Orbital Gate Assault]] and [[Miiverse]] from {{forwiiu}}. While [[Flat Zone]] and [[Flat Zone 2]] are also absent, [[Flat Zone X]] incorporates all elements of both of those stages. The {{iw|mariowiki|World 1-2|Super Mario Bros.}} version of [[Mushroomy Kingdom]] is also absent. | ||
{{ | {{clrr}} | ||
{{SSBU stage table}} | {{SSBU stage table}} | ||
==Development== | ==Development== | ||
Towards the end of ''[[Super Smash Bros. 4]]'' | Towards the end of ''[[Super Smash Bros. 4]]'''s post-launch development, [[Masahiro Sakurai]] announced that his next project had been finalized, unbeknownst as the next ''Super Smash Bros.'' game, and that he would be taking a small vacation following the completion of ''Smash 4''{{'}}s DLC content.<ref>{{citeweb|url=https://sourcegaming.info/2016/01/06/famitsu-news-sakurai-catching-a-breather/|title="Famitsu News — “Sakurai Catching a Breather”" - Source Gaming}}</ref> Sakurai had been inspired to work on the next ''Smash Bros.'' game as a request from Iwata before he passed away.<ref>https://twitter.com/PushDustIn/status/1121075766169522176</ref> | ||
Unlike previous ''Smash'' titles, which had their development studios built from the ground up, [[Bandai Namco]] returned | Unlike previous ''Smash'' titles, which had their development studios built from the ground up, [[Bandai Namco]] returned to help game development. Before starting development, the team had a choice between completely overhauling the game's system and feel or working off of what was established in the last game. The team ultimately went with the latter. Had the team gone with the former, the game would have likely only had a third of its characters.<ref name="special">{{citeweb|url=https://sourcegaming.info/2018/07/02/smash_special_complete/|title="“Smash is Special” COMPLETE Translation" - Source Gaming}}</ref> Despite deciding to base the game off of the previous installment, Sakurai still increased the overall speed of the game, but only by an amount that wouldn't be too alienating to people unfamiliar with the series.<ref name="special" /> Sakurai notes that he had wanted to make these changes in previous titles, but was unable to because it was easy for one to lose track of their character's position on screen, especially on the [[Nintendo 3DS]].<ref name="special" /> When Sakurai had revealed to his development team that he intended to bring back every previously playable character, he was met with silence.<ref>{{citeweb|url=https://www.theverge.com/2018/6/12/17453214/super-smash-bros-ultimate-nintendo-switch-masahiro-sakurai-e3|title="Why Super Smash Bros. Ultimate was such a daunting game for its creators to build" - The Verge}}</ref> The project plan was later finished by December 16, 2015,<ref>https://twitter.com/AllSourceGaming/status/1062725619270762496</ref><ref>https://twitter.com/PushDustIn/status/1121079749550297088</ref> and development officially began in February 2016, immediately after DLC wrapped up for ''SSB4''.<ref>https://www.sourcegaming.info/2018/12/12/sakurai-tells-more-details-about-smash-ultimates-development/</ref> As Sakurai revealed in volume 542 of his Famitsu article, his work schedule had been cut down significantly, citing strict regulations regarding work hours.<ref>{{citeweb|url=https://sourcegaming.info/2018/05/02/compliance-and-labor-vol-542/|title="“Compliance and Labor” – Sakurai’s Famitsu Column, Vol. 542" - Source Gaming}}</ref> | ||
Various characters had been considered to be added to the roster. | Various characters had been considered to be added to the roster. Alucard was originally considered to be a playable character for {{uv|Castlevania}} before Sakurai decided to choose [[Simon]] and [[Richter]] instead.<ref>https://twitter.com/AllSourceGaming/status/1074578854134439936/</ref> {{pkmn|Decidueye}} was also considered to be a playable character from Generation VII of Pokémon, but Sakurai picked [[Incineroar]] instead.<ref>https://twitter.com/PushDustIn/status/1087124581867958273/</ref> Due to the timing of the finalized plans for ''Super Smash Bros. Ultimate'', fighters from {{uv|ARMS}} or ''Xenoblade Chronicles 2'' had failed to arrive to the base game. In compensation, [[Rex]], [[Nia]], [[Spring Man]], and [[Ribbon Girl]] would be made as [[Alternate costume (SSBU)/Mii Fighter|Mii Fighter costumes]], with Rex's Mii costume being bundled as part of the first Fighters Pass, and various ''ARMS'' and ''Xenoblade Chronicles 2'' character would be represented by spirits.<ref>http://www.japanesenintendo.com/post/182181277319</ref> ''ARMS'' would eventually get a playable character with {{SSBU|Min Min}} as DLC, who was a request from ''ARMS'' director Kosuke Yabuki, after Sakurai had to decide to choose either Min Min or Ninjara. | ||
[[ | ''Super Smash Bros. Ultimate'' was later officially teased on March 8, 2018 via a [[Nintendo Direct]], albeit the name would not be revealed until [[E3]] of that year. Without explicitly confirming the playable status of any characters, the teaser trailer hinted the [[Inklings]] would be debuting in the game as newcomers, while also suggesting that [[Mario]], [[Link]], and several other series veterans would be returning. Shortly after the reveal, Sakurai explained in a tweet that he had been working on the game "in silence, day after day".<ref>{{citeweb|url=https://twitter.com/Sora_Sakurai/status/971885028245307392|title=Sakurai announces that he has been working on ''Smash for Switch''}}</ref><ref>{{citeweb|url=https://twitter.com/AllSourceGaming/status/971901365826940928|title=Translation of Sakurai's ''Smash for Switch'' tweet}}</ref> | ||
At E3 2018, an extended look into the game [https://www.youtube.com/watch?v=L93H7YC-83o was livestreamed], with Masahiro Sakurai directing the presentation. The presentation revealed that every character from the ''Super Smash Bros.'' series, even characters that have previously been previous cut such as the [[Ice Climbers]] and [[Snake]] or were DLC fighters like [[Cloud]] and [[Bayonetta]], would return to the roster as playable fighters. The presentation also highlighted several changes made to the ''Smash Bros.'' roster, such as [[Zelda]] having her look based off her ''A Link to the Past'' and ''A Link Between Worlds'' design, or certain clone characters now being designated as [[Echo Fighters]], with a new clone fighter [[Daisy]] joining the battle under this label. The presentation ended with the reveal of [[Ridley]] from [[Metroid (universe)|''Metroid'' series]] - long requested by fans for inclusion in the series but rebuffed by Sakurai due to his large size - being confirmed as a playable character. The following Nintendo Treehouse also included additional info about the game that was not mentioned during the presentation, such as the stage hazard toggle. Following the Nintendo Treehouse, the {{Trn|Super Smash Bros. Invitational 2018}} took place on June 12th where invited professional players like {{Sm|MkLeo}} and {{Sm|ZeRo}} played ''Super Smash Bros. Ultimate'' for the first time. Immediately following the presentation, the [[Super Smash Bros. Ultimate Official Site|official ''Super Smash Bros. Ultimate'' website]] was published, and would serve as the primary source for new details about the game. | |||
The following months saw Simon, Richter, [[Chrom]], [[Dark Samus]], and [[King K. Rool]], the latter being a very popular request, being revealed during an [https://www.youtube.com/watch?v=P-kQWJrjRV4 ''Smash Ultimate''-focused Nintendo Direct] presentation on August 8, 2018. The [https://www.youtube.com/watch?v=CRuHg1dv8MI Nintendo Direct of September 13, 2018] revealed [[Isabelle]] from ''Animal Crossing'' would be joining the roster, and in a [https://youtu.be/fccgHnBQ0YM November 1, 2018 Direct], [[Ken]] and Incineroar had been formally revealed, including the new [[Spirits (menu)|Spirits mode]] and [[Adventure Mode: World of Light]]. The direct also announced the first Fighters Pass, featuring five fighters that had been selected by Nintendo that would be added to the game with their own stage, music tracks, and spirits.<ref>[https://twitter.com/Sora_Sakurai/status/1059958604818657282?s=19]</ref> This would soon be followed by Fighters Pass Vol. 2, with six additional fighters, each with their own stage, music, and spirits. | |||
During development on downloadable content for ''Super Smash Bros. Ultimate'', there were considerations to include [[Slime]] from {{uv|Dragon Quest}} had [[Square Enix]] not allowed the team to use [[Hero]].<ref>https://www.siliconera.com/2019/09/26/masahiro-sakurai-and-yuji-horii-discuss-smash-ultimates-hero-dlc-director-philosophy-and-more/</ref> Due to time constraints, only four of the ''Dragon Quest'' heroes were finalized for the game.<ref>https://www.siliconera.com/2019/09/26/masahiro-sakurai-and-yuji-horii-discuss-smash-ultimates-hero-dlc-director-philosophy-and-more/</ref> In addition, one character that was not realized until Fighter Pass Vol. 2 was [[Steve]] from the popular video game {{uv|Minecraft}}. Negotiations between [[Mojang Studios]] and the team working on ''Smash Bros.'' had begun somewhere during 2014/2015, during the period when ''SSB4'' post-content development was ongoing<ref>https://twitter.com/Kappische/status/1311756854847041543</ref><ref>https://twitter.com/Kappische/status/1311774160650199043</ref>, however said negotiations went nowhere until 2020, as {{SSBU|Steve}} would join the roster as DLC. As Sakurai explained, developing Steve required immense work, having to readjust every stage to allow Steve to use his [[Mine / Craft / Create Block|Create Block]] move.<ref>https://youtu.be/TaDhtEcX1TM?t=250</ref> | |||
<!--If you plan on adding anything about future DLC fighters, please add them below in this paragraph. Having certain paragraphs dedicated to DLC reveals and the content will only flood this section more and more.--> | <!--If you plan on adding anything about future DLC fighters, please add them below in this paragraph. Having certain paragraphs dedicated to DLC reveals and the content will only flood this section more and more.--> | ||
As of October 2020, DLC content so far has included the Fighters Pass, with [[Joker]] from the {{uv|Persona}} series, [[Hero]] from the {{uv|Dragon Quest}} series, [[Banjo]] & [[Kazooie]] from {{uv|Banjo-Kazooie}}, [[Terry Bogard]] from {{uv|Fatal Fury}}, and [[Byleth]] from {{uv|Fire Emblem}}; the ongoing Fighters Pass Vol. 2, with [[Min Min]] from {{uv|ARMS}}, [[Steve]] from {{uv|Minecraft}}, and four other unrevealed fighters; and [[Piranha Plant]] from the {{uv|Super Mario}} series being a bonus DLC character and offered for free for a limited time. In addition, modes like [[Stage Builder]] and [[Home-Run Contest]] were brought back in the game by post-content updates. New modes like [[Video Editor]] and [[Rematch]] and a new stage called [[Small Battlefield]] were also implemented. | |||
==Version history== | ==Version history== | ||
{{main|List of updates (SSBU)}} | {{main|List of updates (SSBU)}} | ||
==Changes from ''SSB4''== | ==Changes from ''SSB4''== | ||
===Menu and UI changes=== | ===Menu and UI changes=== | ||
[[File: | [[File:StockCounter1-on-1.jpg|thumb|The stock counter in a one-on-one stock match.]] | ||
* | *In Vs. mode, the stage selection screen now appears before the character selection menu, making players select a stage before selecting fighters. | ||
**The rule selection screen appears before the stage selection screen. Players can now save rulesets for quick access. | **The rule selection screen appears before the stage selection screen. Players can now save rulesets for quick access. | ||
*[[8-Player Smash]] | *On the character select screen, the number of player slots can be adjusted with the + and - buttons on the right side. [[8-Player Smash]] had been merged with Standard Vs. Mode, with matches having 2 to 8 slots, while other game modes have different limits. | ||
*[[Alternate costume]]s are | *[[Alternate costume]]s are now shown at the bottom of the player's portrait, with eight small stock icons representing each palette swap. Additionally, each color is now listed with a name from the numbers 1-8 (e.g. Color 7). | ||
*While a Smash | *While a Smash Mode match is loading, an intense [[versus splash screen]] will appear, showing the combatants. [[Tips]] still appear regularly on loading screens in other modes, and can appear on the splash screen when loading takes long enough. | ||
*The [[damage meter]] now displays tenths of a damage [[percent]]age (e.g. 10.5%). Note that while all games since ''Melee'' have used decimal percentages, this is the first game to reveal that fact instead of simply rounding down for display. | *The [[damage meter]] now displays tenths of a damage [[percent]]age (e.g. 10.5%). Note that while all games since ''Melee'' have used decimal percentages, this is the first game to reveal that fact instead of simply rounding down for display. | ||
*In one-on-one stock fights, the stock count of both fighters will be briefly displayed on-screen whenever a stock is lost ( | *In one-on-one stock fights, the stock count of both fighters will be briefly displayed on-screen whenever a stock is lost (With the exception of the final stock). | ||
*The character | *The character select screen is now similar in appearance to the original ''Super Smash Bros.'' menu when starting the game, with the other fighters unlocked later on. | ||
**Instead of being roughly organized by series, the character select screen now organizes characters by | **Instead of being roughly organized by series, the character select screen now organizes characters (with the exception of Echo Fighters and Mii Fighters) by when they were first officially announced for a ''Super Smash Bros.'' game. | ||
*While a fighter is knocked off the stage, a | *While a fighter is knocked off the stage, a minimap which shows the character locations, [[blast zone]], and camera zoom will appear on the corner of the screen. | ||
*Like {{SSB4|Little Mac}}'s [[Power Meter]] and {{SSB4|Shulk}}'s [[Monado Arts]] in ''Smash 4'', several characters now sport additional UI elements next to their damage meter, such as {{SSBU|Villager}} and {{SSBU|Isabelle}}'s [[Pocket]]ed item, {{SSBU|Robin}}'s Durability Counters, {{SSBU|Inkling}}'s Ink Tank gauge, {{SSBU|Cloud}}'s [[Limit Gauge]], {{SSBU|Joker}}'s [[Rebellion Gauge]], {{SSBU|Hero}}'s [[MP Gauge]], {{SSBU|Terry}}'s GO symbol, {{SSBU|Steve}}'s resources | *Like {{SSB4|Little Mac}}'s [[Power Meter]] and {{SSB4|Shulk}}'s [[Monado Arts]] in ''Smash 4'', several characters now sport additional UI elements next to their damage meter, such as {{SSBU|Villager}} and {{SSBU|Isabelle}}'s [[Pocket]]ed item, {{SSBU|Robin}}'s Durability Counters, {{SSBU|Inkling}}'s Ink Tank gauge, {{SSBU|Cloud}}'s [[Limit Gauge]], {{SSBU|Joker}}'s [[Rebellion Gauge]], {{SSBU|Hero}}'s [[MP Gauge]], {{SSBU|Terry}}'s GO symbol, and {{SSBU|Steve}}'s resources. | ||
*Some stages that once shared names now have been renamed. For example, the ''Smash 64'' version of Yoshi's Island is now Super Happy Tree and the ''Brawl'' version of Mario Circuit is now Figure-8 Circuit. | *Some stages that once shared names now have been renamed. For example, the ''Smash 64'' version of Yoshi's Island is now Super Happy Tree and the ''Brawl'' version of Mario Circuit is now Figure-8 Circuit. | ||
*Echo Fighters can either be displayed in their own character slots or share their slot with the character they are based on, depending on user preference. | *Echo Fighters can either be displayed in their own character slots or share their slot with the character they are based on, depending on user preference. | ||
**Mii Fighters share a similar display, with a difference of either being displayed in their own character slots, or merged together as three fighters in one slot like in ''Smash 4''. | **Mii Fighters share a similar display, with a difference of either being displayed in their own character slots, or merged together as three fighters in one slot like in ''Smash 4''. | ||
*The main menu, [[character selection screen]], [[Notice|Milestones]], [[Sound Test]] and many other UIs now use | *The main menu, [[character selection screen]], [[Notice|Milestones]], [[Sound Test]] and many other UIs now use the new font, replacing the main text font from ''Melee'', ''Brawl'' and ''SSB4''. The font itself is FOT-RodinNTLG UB regular in the English version and FOT-RodinNTLG B regular in the Japanese version, both of which are identical to those used for ''{{s|mariowiki|Super Mario Odyssey}}''{{'}}s UIs. | ||
*The user can set | *The user can set up control settings for players who don't enter a name. | ||
===Game mode changes=== | ===Game mode changes=== | ||
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**[[Squad Strike]] has players battle with a squad of 3 or 5 fighters. Multiple formats of Squad Strike are available, including one where the entire team of fighters is used in a single continuous battle, similar to the final battle of [[Smash Tour]] in {{forwiiu}}. | **[[Squad Strike]] has players battle with a squad of 3 or 5 fighters. Multiple formats of Squad Strike are available, including one where the entire team of fighters is used in a single continuous battle, similar to the final battle of [[Smash Tour]] in {{forwiiu}}. | ||
**[[Smashdown]] renders the fighters selected in a given battle unavailable for use in following battles, forcing players to select a different fighter with every match they play. | **[[Smashdown]] renders the fighters selected in a given battle unavailable for use in following battles, forcing players to select a different fighter with every match they play. | ||
*{{SSBU|Classic Mode}} is loosely a combination of the versions seen in ''Brawl'' and ''for 3DS'', but now each fighter has a set series of opponents to face; many routes feature bosses other than [[Master Hand]] and [[Crazy Hand]], and some feature a fight against a boss outside of the boss fight, or even the boss fight does not feature a designated boss, instead fighting characters who are otherwise playable. | |||
*{{SSBU|Classic Mode}} is loosely a combination of the versions seen in ''Brawl'' and ''for 3DS'', but now each fighter has a set series of opponents to face; many routes feature bosses other than [[Master Hand]] and [[Crazy Hand]], and some feature a fight against a boss outside of the boss fight, or even the boss fight does not feature a designated boss, instead fighting characters who are otherwise playable | |||
*[[Multi-Man Smash]] and its [[100-Man Smash]] mode is now referred to as "Mob Smash" and "Century", respectively; [[All-Star Mode]] has been merged with Endless mode as "All-Star Smash". It also lacks [[10-Man Smash]] and [[3-Minute Smash]], making Mob Smash themselves harder. | *[[Multi-Man Smash]] and its [[100-Man Smash]] mode is now referred to as "Mob Smash" and "Century", respectively; [[All-Star Mode]] has been merged with Endless mode as "All-Star Smash". It also lacks [[10-Man Smash]] and [[3-Minute Smash]], making Mob Smash themselves harder. | ||
*There is no longer a [[Stadium]] menu; Mob Smash and [[Home-Run Contest]] (as of version 5.0.0) are now placed directly in the "Games & More" menu. | *There is no longer a [[Stadium]] menu; Mob Smash and [[Home-Run Contest]] (as of version 5.0.0) are now placed directly in the "Games & More" menu. | ||
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===Gameplay changes=== | ===Gameplay changes=== | ||
*All stages now have a [[Battlefield form]]. Additionally, all stages (including Battlefield and [[Ω form]]s) can now be played with up to eight players, as opposed to having different limits between stages. | *All stages now have a [[Battlefield form]]. Additionally, all stages (including Battlefield and [[Ω form]]s) can now be played with up to eight players, as opposed to having different limits between stages. | ||
*All Battlefield/Ω form stages now reshape the main platform and [[blast line]]s to be identical to those in {{SSBU|Battlefield}}/{{SSBU|Final Destination}}, making some Battlefield/Ω forms such as those of [[Golden Plains]], [[Wily Castle]], and [[Kalos Pokémon League]] having larger bottom blast lines and no vertical walls. | *All Battlefield/Ω form stages now reshape the main platform and [[blast line]]s to be identical to those in {{SSBU|Battlefield}}/{{SSBU|Final Destination}}, making some Battlefield/Ω forms such as those of [[Golden Plains]], [[Wily Castle]], and [[Kalos Pokémon League]] having larger bottom blast lines and no vertical walls. | ||
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** The "Nintendo" music category, now named "[[List of SSBU Music (Other series)|Others]]" to reflect the inclusion of third-party content, encompasses the {{uv|Ice Climber}} and {{uv|Duck Hunt}} universes (represented through the [[Summit]] and {{b|Duck Hunt|stage}} stages, respectively) as well as the non-playable universes (represented through the [[Hanenbow]], [[PictoChat 2]], {{b|Balloon Fight|stage}}, [[Living Room]], [[Find Mii]], [[Tomodachi Life]], [[Wrecking Crew]], [[Pilotwings]], and [[Wuhu Island]] stages). | ** The "Nintendo" music category, now named "[[List of SSBU Music (Other series)|Others]]" to reflect the inclusion of third-party content, encompasses the {{uv|Ice Climber}} and {{uv|Duck Hunt}} universes (represented through the [[Summit]] and {{b|Duck Hunt|stage}} stages, respectively) as well as the non-playable universes (represented through the [[Hanenbow]], [[PictoChat 2]], {{b|Balloon Fight|stage}}, [[Living Room]], [[Find Mii]], [[Tomodachi Life]], [[Wrecking Crew]], [[Pilotwings]], and [[Wuhu Island]] stages). | ||
*To increase gameplay speed, all damage taken in one-on-one fights with no items is [[1v1 multiplier|multiplied by 1.2×]]. | *To increase gameplay speed, all damage taken in one-on-one fights with no items is [[1v1 multiplier|multiplied by 1.2×]]. | ||
* | *Smash Attacks can be charged significantly longer. Once the fighter stops moving, the damage output will cease scaling. However, knockback will continue to increase until the charge is completed. | ||
*[[Buffer]]ing has been strengthened, as actions can now be buffered by inputting them at any point during a previous action and holding the inputs until they are possible. The 10-[[frame]] buffer from ''Brawl'' and ''Smash 4'' is still present in case the inputs are not held. | *[[Buffer]]ing has been strengthened, as actions can now be buffered by inputting them at any point during a previous action and holding the inputs until they are possible. The 10-[[frame]] buffer from ''Brawl'' and ''Smash 4'' is still present in case the inputs are not held. | ||
*[[Short hop]] [[aerial attack]]s now have a damage multiplier of 0.85×. This applies until the player lands or uses a [[midair jump]]. | *[[Short hop]] [[aerial attack]]s now have a damage multiplier of 0.85×. This applies until the player lands or uses a [[midair jump]]. | ||
*[[Buried]] opponents no longer take less knockback from attacks. | *[[Buried]] opponents no longer take less knockback from attacks. | ||
* | *Opponents no longer take more knockback when hit while charging a [[smash attack]]. | ||
*The physics of launch movement has been overall sped up, with characters receiving [[knockback]] having a much higher initial speed and deceleration, resulting in being launched at higher speeds yet slowing down to nothing quickly. This was mainly done for aesthetic purposes to make moves feel more weighted and impactful. This does not affect moves with [[Knockback#Set knockback|fixed knockback]]. | *The physics of launch movement has been overall sped up, with characters receiving [[knockback]] having a much higher initial speed and deceleration, resulting in being launched at higher speeds yet slowing down to nothing quickly. This was mainly done for aesthetic purposes to make moves feel more weighted and impactful. This does not affect moves with [[Knockback#Set knockback|fixed knockback]]. | ||
**This change significantly | **This change significantly lessen the use of [[hitstun canceling]], as most hitstun and launch speed now wear off as soon as they are able to perform an [[air dodge]] or [[aerial attack]]s. | ||
**If a character is struck with enough knockback by either a [[meteor smash]] or stage spike, they will be KO'd as soon as they are off-screen, rather than reaching the bottom blast line. This makes | **If a character is struck with enough knockback by either a [[meteor smash]] or stage spike, they will be KO'd as soon as they are off-screen, rather than reaching the bottom blast line. This makes [[sacrificial KO]]s that rely on meteor smashes more reliable.<ref>https://twitter.com/notty_jirachi/status/1073305289519116289</ref> | ||
**[[Hitstun]] increases at a slower rate for knockback that causes [[tumbling]], decreasing it at higher percents compared to ''Smash 4''. However, this is compensated by characters being faster overall as described by the mobility changes below, still allowing for more combo opportunities below high percents. | **[[Hitstun]] increases at a slower rate for knockback that causes [[tumbling]], decreasing it at higher percents compared to ''Smash 4''. However, this is compensated by characters being faster overall as described by the mobility changes below, still allowing for more combo opportunities below high percents. | ||
*[[Fall speed]]s and [[gravity]] are now temporarily homogenized during hitstun from knockback which launches at angles | *[[Fall speed]]s and [[gravity]] are now temporarily homogenized during hitstun from knockback which launches at angles 70-110 degrees. This prevents fast fallers from being disproportionately susceptible to ladder combos but also prevents them from having improved vertical survivability while floatier characters have improved vertical survivability. | ||
*The base amount of [[freeze frame]]s has been increased. However, there is an additional freeze frames multiplier that is lower the more players are participating in a match, with a maximum of 1× for two players (effectively standardizing freeze frames in one-on-one matches) and a minimum of 0.75× for eight players. | *The base amount of [[freeze frame]]s has been increased. However, there is an additional freeze frames multiplier that is lower the more players are participating in a match, with a maximum of 1× for two players (effectively standardizing freeze frames in one-on-one matches) and a minimum of 0.75× for eight players. | ||
*[[Rage]] has had its knockback increase reduced to a maximum | *[[Rage]] has had its knockback increase reduced to a maximum 10% boost, down from 15%. Additionally, it no longer applies to hits that use [[set knockback]], preventing linking moves with high set knockback from KOing at disproportionately early percentages. | ||
*[[Stale-move negation]] uses higher damage reduction values, with a fully stale move dealing 0.4695× of its original damage (down from 0.5294×). Additionally, moves now stale when hitting a shield. | *[[Stale-move negation]] uses higher damage reduction values, with a fully stale move dealing 0.4695× of its original damage (down from 0.5294×). Additionally, moves now stale when hitting a shield. | ||
*[[Shield]]s deplete faster when held, now even surpassing ''Melee''{{'}}s shield depletion. | *[[Shield]]s deplete faster when held, now even surpassing ''Melee''{{'}}s shield depletion. | ||
*When holding a special move button or multiple shield buttons while shielding, moving the control stick allows for shield angling without triggering [[roll]]s, [[sidestep]]s, or [[jump]]s (with [[tap jump]] on), making it easier to perform. | *When holding a special move button or multiple shield buttons while shielding, moving the control stick allows for shield angling without triggering [[roll]]s, [[sidestep]]s, or [[jump]]s (with [[tap jump]] on), making it easier to perform. | ||
*[[Perfect shield]]s are performed in reverse: instead of pressing the shield button a few frames before an attack connects, players have to ''release'' the shield button when an attack connects on their [[shield]] instead. The window for the technique is also larger, lasting 5 frames instead of 3. A successful perfect shield causes the screen to pause briefly, with the fighter's eyes flashing yellow (similar to [[Final Smash]] standby) to signify a perfect shield, and no shield damage being taken as a result. This updated mechanic makes perfect shielding a riskier tactic, and less likely to be performed unintentionally, but allows fighters to retaliate much faster against attacks when successful. | *[[Perfect shield]]s are performed in reverse: instead of pressing the shield button a few frames before an attack connects, players have to ''release'' the shield button when an attack connects on their [[shield]] instead. The window for the technique is also larger, lasting 5 frames instead of 3. A successful perfect shield causes the screen to pause briefly, with the fighter's eyes flashing yellow (similar to [[Final Smash]] standby) to signify a perfect shield, and no shield damage being taken as a result. This updated mechanic makes perfect shielding a riskier tactic, and less likely to be performed unintentionally, but allows fighters to retaliate much faster against attacks when successful. | ||
*Shield dropping incurs 11 frames of lag, up from 7 in ''SSB4'', making the game less defense-focused.<ref>https://www.reddit.com/r/smashbros/comments/8rgc3i/did_a_framebyframe_breakdown_of_the_invitational</ref> However, the minimum time the shield must be held for before it can be dropped has been reduced from 11 frames to 3, assisting in the new perfect shield mechanic. | *Shield dropping incurs 11 frames of lag, up from 7 in ''SSB4'', making the game less defense-focused.<ref>https://www.reddit.com/r/smashbros/comments/8rgc3i/did_a_framebyframe_breakdown_of_the_invitational/?st=jii2wdxz&sh=4cc5fc06</ref> However, the minimum time the shield must be held for before it can be dropped has been reduced from 11 frames to 3, assisting in the new perfect shield mechanic. | ||
*[[Shield platform drop]]s are no longer possible. | *[[Shield platform drop]]s are no longer possible. | ||
*Grabbing an [[edge]] consecutively without landing or getting hit now decreases the [[intangibility]] of subsequent [[edge recovery|edge options]], to the point of granting no intangibility at all from the fourth edge grab onward. Additionally, in a similar vein to [[Aether]] in previous games, characters can only grab edges up to six times under these conditions. This further decreases the effectiveness of [[planking]] strategies. | *Grabbing an [[edge]] consecutively without landing or getting hit now decreases the [[intangibility]] of subsequent [[edge recovery|edge options]], to the point of granting no intangibility at all from the fourth edge grab onward. Additionally, in a similar vein to [[Aether]] in previous games, characters can only grab edges up to six times under these conditions. This further decreases the effectiveness of [[planking]] strategies. | ||
*"Magnet hands", a controversial element in ''Brawl'' and ''Smash 4'' that allowed some characters to evade [[Edgeguarding|edgeguarders]] while [[recovery|recovering]] much easier, have been toned down. [[Edge sweet spot]]s have become smaller, and recovery moves take longer to snap on ledges in general. This makes recovering overall more difficult. | *"Magnet hands", a controversial element in ''Brawl'' and ''Smash 4'' that allowed some characters to evade [[Edgeguarding|edgeguarders]] while [[recovery|recovering]] much easier, have been toned down. [[Edge sweet spot]]s have become smaller, and recovery moves take longer to snap on ledges in general. This makes recovering overall more difficult. | ||
*The window to [[tech]] has increased from 8 frames to 11 frames, and teching, in general, has mostly been restored to its state in ''Brawl'' (but the added leniency while already making contact with a wall or ceiling is retained), removing all of the untechable situations from ''Smash 4''; however, sustaining too much knockback from a certain distance from a surface can prevent characters from teching, making stage spikes guaranteed at high enough percents. This threshold is indicated by the visual shockwave of a rebounding character turning red. The threshold is also much smaller for characters that hit the ground, making meteor smashes more effective on-stage on aerial opponents.<ref>https://www.youtube.com/watch?v=Q-ge7VRRWUo</ref> | *The window to [[tech]] has increased from 8 frames to 11 frames, and teching, in general, has mostly been restored to its state in ''Brawl'' (but the added leniency while already making contact with a wall or ceiling is retained), removing all of the untechable situations from ''Smash 4''; however, sustaining too much knockback from a certain distance from a surface can prevent characters from teching, making stage spikes guaranteed at high enough percents. This threshold is indicated by the visual shockwave of a rebounding character turning red. The threshold is also much smaller for characters that hit the ground, making meteor smashes more effective on-stage on aerial opponents.<ref>https://www.youtube.com/watch?v=Q-ge7VRRWUo</ref> | ||
**Opponents [[footstool]]ed in midair can now tech on the ground during the animation. However, footstools now also grant the user a few frames of intangibility upon leaping off the opponent. | **Opponents [[footstool]]ed in midair can now tech on the ground during the animation. However, footstools now also grant the user a few frames of intangibility upon leaping off the opponent. | ||
**Meteor smash attacks can no longer be teched when grounded regardless of their properties, much like in ''Smash Bros.'' titles | **Meteor smash attacks can no longer be teched when grounded regardless of their properties, much like in previous ''Smash Bros.'' titles minus ''Smash 4'', making them more reliable for starting combos. | ||
*[[Lock]]s can only be performed twice in a row, and no longer force the target to perform a standing getup, removing their guaranteed setups into powerful moves such as charged [[smash attack]]s. However, they can still be used to combo into faster attacks before the target can get up from the lock. | *[[Lock]]s can only be performed twice in a row, and no longer force the target to perform a standing getup, removing their guaranteed setups into powerful moves such as charged [[smash attack]]s. However, they can still be used to combo into faster attacks before the target can get up from the lock. | ||
*Characters that originally cannot swim or have a weakness to water in their home series now take slow, constant damage while [[swimming]]. The fighters affected include {{SSBU|Charizard}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}} and {{SSBU|Sonic}}. | *Characters that originally cannot swim or have a weakness to water in their home series now take slow, constant damage while [[swimming]]. The fighters affected include {{SSBU|Charizard}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}} and {{SSBU|Sonic}}. | ||
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*Waiting on a [[revival platform]] now gradually decreases the [[invincibility]] period of a character after they get off it, lasting only one second instead of two if they stay on it for the maximum duration. | *Waiting on a [[revival platform]] now gradually decreases the [[invincibility]] period of a character after they get off it, lasting only one second instead of two if they stay on it for the maximum duration. | ||
*[[Shield break]]ing does not grant the victim any intangibility if it happens during the [[Final countdown timer|last five seconds of a match]]. | *[[Shield break]]ing does not grant the victim any intangibility if it happens during the [[Final countdown timer|last five seconds of a match]]. | ||
*[[Sudden Death]] consists of the screen slowly zooming in, making the blast zones gradually shrink. It also appears to have a fixed camera angle, and the screen progressively gets covered in aesthetic flames, starting with the corners. This is presumably to balance the gameplay speed of Sudden Death across all stages, especially with large (such as [[Temple]] or [[New Pork City]]), autoscrolling (such as [[Mushroomy Kingdom]]), or [[Stage Builder]] stages. Raining [[Bob-omb]]s from ''Melee'' | *[[Sudden Death]] consists of the screen slowly zooming in, making the blast zones gradually shrink. It also appears to have a fixed camera angle, and the screen progressively gets covered in aesthetic flames, starting with the corners. This is presumably to balance the gameplay speed of Sudden Death across all stages, especially with large (such as [[Temple]] or [[New Pork City]]), autoscrolling (such as [[Mushroomy Kingdom]]), or [[Stage Builder]] stages. Raining [[Bob-omb]]s from ''Melee'', ''Brawl'' and ''SSB4'' is still present if the screen has finished zooming in and no one is KO'd. | ||
**All characters participating in Sudden Death are ranked based on what time they are KO'd rather | **All characters participating in Sudden Death are ranked based on what time they are KO'd rather all KO'd characters being automatically ranked 2nd, much like in previous ''Smash Bros.'' titles minus ''Smash 4''. | ||
*The length of a Timed Battle can be adjusted in 30-second increments between one and three minutes. | *The length of a Timed Battle can be adjusted in 30-second increments between one and three minutes. | ||
*[[Stamina Mode|Stamina]] battles are now part of the basic rule selection, allowing for combinations such as stamina with [[stock]]s. | *[[Stamina Mode|Stamina]] battles are now part of the basic rule selection, allowing for combinations such as stamina with [[stock]]s. | ||
*The [[Final Smash Meter]] is a new [[Rules]] option that enables fighters to charge up their [[Final Smash]] over time for use without a [[Smash Ball]]. When this option is turned on, a gauge will appear under each fighter's [[damage]] display. The more damage the player deals or receives, the more the meter is filled. When it is filled, the player can use a weaker version of their Final Smash. | *The [[Final Smash Meter]] is a new [[Rules]] option that enables fighters to charge up their [[Final Smash]] over time for use without a [[Smash Ball]]. When this option is turned on, a gauge will appear under each fighter's [[damage]] display. The more damage the player deals or receives, the more the meter is filled. When it is filled, the player can use a weaker version of their Final Smash. | ||
*The new [[Custom Balance]] menu allows assigning [[handicap]]s to individual characters. Intended for leveling the field between players of different skill levels, each character can be assigned a Custom Balance value between -3 and +3, with negative numbers reducing [[damage]] dealt, and positive numbers increasing damage dealt. These values are only applied when the Custom Balance [[rule]] option is enabled, which is not available in multi-console wireless or online play. | *The new [[Custom Balance]] menu allows assigning [[handicap]]s to individual characters. Intended for leveling the field between players of different skill levels, each character can be assigned a Custom Balance value between -3 and +3, with negative numbers reducing [[damage]] dealt, and positive numbers increasing damage dealt. These values are only applied when the Custom Balance [[rule]] option is enabled, which is not available in multi-console wireless or online play. | ||
*[[Self-destruct]]ing in online matches with stocks can take away two stocks instead of one ( | *[[Self-destruct]]ing in online matches with stocks can take away two stocks instead of one (unless it's one on one) | ||
*All [[Smash Taunt]]s now share some consistencies: | *All [[Smash Taunt]]s now share some consistencies: | ||
**Subtitles now use the aforementioned main text font, rather than matching those of their respective home series. | **Subtitles now use the aforementioned main text font, rather than matching those of their respective home series. | ||
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===Mobility changes=== | ===Mobility changes=== | ||
*In update 2.0.0, the ability to consistently perform a short hop by simultaneously pressing two jump buttons was added. | *In update 2.0.0, the ability to consistently perform a short hop by simultaneously pressing two jump buttons was added. | ||
*The [[jumpsquat]] timing of every character has been standardized to 3 | *The [[jumpsquat]] timing of every character has been standardized to 3 frames. This is most easily noticeable with {{SSBU|Bowser}} and {{SSBU|Snake}}, as both characters used to have highest jumpsquat frames in ''Smash 4'' and ''Brawl'' respectively. | ||
*[[Run]] speeds have been increased by about 10% for a majority of the cast, with some having larger increases, while [[walk]] speeds have had a similar 5% increase. | *[[Run]] speeds have been increased by about 10% for a majority of the cast, with some having larger increases, while [[walk]] speeds have had a similar 5% increase. | ||
*[[Air speed]]s have been increased by about 5% for a majority of the cast, with some having larger increases. | *[[Air speed]]s have been increased by about 5% for a majority of the cast, with some having larger increases. | ||
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*[[Air dodge]]s now contain elements from all previous incarnations of the technique: players can either perform a neutral air dodge by keeping the control stick in a neutral position (akin to a [[neutral aerial]]), which functions like ''Brawl'' and ''Smash 4''{{'}}s air dodges, or a directional air dodge by holding in a direction, which grants characters a quick momentum boost towards much like ''Melee''{{'}}s air dodges, but without making them [[helpless]]. | *[[Air dodge]]s now contain elements from all previous incarnations of the technique: players can either perform a neutral air dodge by keeping the control stick in a neutral position (akin to a [[neutral aerial]]), which functions like ''Brawl'' and ''Smash 4''{{'}}s air dodges, or a directional air dodge by holding in a direction, which grants characters a quick momentum boost towards much like ''Melee''{{'}}s air dodges, but without making them [[helpless]]. | ||
**Characters can only air dodge once before landing, grabbing an edge or getting hit, and both types of air dodges have much more ending lag, with directional ones lasting more than a full second. However, both have less landing lag than air dodges in ''Smash 4'' (10 frames in the case of neutral air dodges, down from 21), and unlike air dodges in ''Melee'', directional air dodges allow characters to grab edges during their ending lag. This significantly weakens defensive play by making air dodges more restricted and punishable but increases their effectiveness for escaping [[juggle]]s and recovering if used opportunely. | **Characters can only air dodge once before landing, grabbing an edge or getting hit, and both types of air dodges have much more ending lag, with directional ones lasting more than a full second. However, both have less landing lag than air dodges in ''Smash 4'' (10 frames in the case of neutral air dodges, down from 21), and unlike air dodges in ''Melee'', directional air dodges allow characters to grab edges during their ending lag. This significantly weakens defensive play by making air dodges more restricted and punishable but increases their effectiveness for escaping [[juggle]]s and recovering if used opportunely. | ||
**[[Wavedashing]] has made a return from ''Melee'', alongside techniques associated with it like wave landing. However, it is significantly weaker due to the new mechanics added to directional air dodges, compounded further by their higher landing lag, as well as the cast's increased traction. Furthermore, the universal buffs to dashing in general | **[[Wavedashing]] has made a return from ''Melee'', alongside techniques associated with it like wave landing. However, it is significantly weaker due to the new mechanics added to directional air dodges, compounded further by their higher landing lag, as well as the cast's increased traction. Furthermore, the universal buffs to dashing in general eliminates the need of this technique. | ||
*Initial dashes have been lengthened, allowing some aspects of [[dash-dancing]] to return. They have also been significantly increased across the cast and have much less range invariance, with the slowest being slightly above {{SSB4|Mario}}'s in ''SSB4'' and the highest being slightly above {{SSB4|Fox}}'s. | *Initial dashes have been lengthened, allowing some aspects of [[dash-dancing]] to return. They have also been significantly increased across the cast and have much less range invariance, with the slowest being slightly above {{SSB4|Mario}}'s in ''SSB4'' and the highest being slightly above {{SSB4|Fox}}'s. | ||
**As a result, some characters now have initial dash speeds that outpace their running speeds, allowing [[fox-trotting]] to alleviate their low mobility; examples include {{SSBU|Ganondorf}} and {{SSBU|Incineroar}}. | **As a result, some characters now have initial dash speeds that outpace their running speeds, allowing [[fox-trotting]] to alleviate their low mobility; examples include {{SSBU|Ganondorf}} and {{SSBU|Incineroar}}. | ||
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*[[Down tilt]]s can be reversed by holding the control stick diagonally down and back, allowing characters to quickly use them in the opposite direction without the need to stand up from [[crouch]]ing and turn around. | *[[Down tilt]]s can be reversed by holding the control stick diagonally down and back, allowing characters to quickly use them in the opposite direction without the need to stand up from [[crouch]]ing and turn around. | ||
*[[Smash attack]]s can be delayed for 2 additional seconds after reaching full charge. This is indicated by characters freezing in the last frame of their charging animation until the smash attack is released. | *[[Smash attack]]s can be delayed for 2 additional seconds after reaching full charge. This is indicated by characters freezing in the last frame of their charging animation until the smash attack is released. | ||
*[[Up smash]]es and [[up special]]s | *[[Up smash]]es and [[up special]]s can be used [[out of shield]] without jumping. | ||
*[[Aerial attack]]s can be performed while hanging onto a {{b|ladder|stage element}}, a property known officially as a "ladder attack". | *[[Aerial attack]]s can be performed while hanging onto a {{b|ladder|stage element}}, a property known officially as a "ladder attack". | ||
*[[Frame cancel]]ing has been removed. | *[[Frame cancel]]ing has been removed. | ||
*All variations of regular [[grab]]s have more ending lag, making them easier to punish if missed. Conversely, extended grabs have less ending lag, no longer leaving characters as vulnerable compared to regular grabs. | *All variations of regular [[grab]]s have more ending lag, making them easier to punish if missed. Conversely, extended grabs have less ending lag, no longer leaving characters as vulnerable compared to regular grabs. | ||
*If two [[grab]]s collide, both characters take minimal damage and act as if | *If two [[grab]]s collide, both characters take minimal damage and act as if their [[grab release]]d. This event is known as "grab parrying" by the in-game tips and removes the effect of [[port priority]] in determining who gets the grab. | ||
*[[Shield grab]]s can no longer be used immediately after [[shieldstun]] from an attack ends, now forcing the character to hold their shield for 4 extra frames beforehand.<ref>https://twitter.com/ChirozDR/status/1070137066636435458</ref> | *[[Shield grab]]s can no longer be used immediately after [[shieldstun]] from an attack ends, now forcing the character to hold their shield for 4 extra frames beforehand.<ref>https://twitter.com/ChirozDR/status/1070137066636435458</ref> | ||
*The speed and damage of [[pummel]]s has been standardized, differing only by a few frames between characters, and generally dealing from 1% to 1.6% damage. As a result, characters such as {{SSBU|Ness}} and {{SSBU|Samus}} have slower pummels, but they deal more damage, while most other characters' pummels are faster, but deal less damage. | *The speed and damage of [[pummel]]s has been standardized, differing only by a few frames between characters, and generally dealing from 1% to 1.6% damage. As a result, characters such as {{SSBU|Ness}} and {{SSBU|Samus}} have slower pummels, but they deal more damage, while most other characters' pummels are faster, but deal less damage. | ||
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*The particle effects of the game are significantly more cartoony, with a solid-color or cel-shaded aesthetic, similar to particle effects used by [[Bowser Jr.]] and [[Duck Hunt]]. Compared to ''Smash 4'', hits are signified by spark-like blows instead of colorful stars, while attack [[effect]]s appear visually longer-lasting or possess far larger particle effects. | *The particle effects of the game are significantly more cartoony, with a solid-color or cel-shaded aesthetic, similar to particle effects used by [[Bowser Jr.]] and [[Duck Hunt]]. Compared to ''Smash 4'', hits are signified by spark-like blows instead of colorful stars, while attack [[effect]]s appear visually longer-lasting or possess far larger particle effects. | ||
*Continuing a trend from ''Melee'' and ''Brawl'', most returning fighters feature greater model detail than in ''Smash 4''. Character models also react to lighting more realistically, resulting in a soft white "glow" around their edges. Additionally, humanoid characters overall have slightly tanner skin tones. | *Continuing a trend from ''Melee'' and ''Brawl'', most returning fighters feature greater model detail than in ''Smash 4''. Character models also react to lighting more realistically, resulting in a soft white "glow" around their edges. Additionally, humanoid characters overall have slightly tanner skin tones. | ||
**However, hair and fur textures tend to use less complex shading and modeling techniques, resulting in a flatter appearance similar to ''Brawl'' and ''for 3DS'' | **However, hair and fur textures tend to use less complex shading and modeling techniques, resulting in a flatter appearance similar to ''Brawl'' and ''for 3DS''. | ||
*The characters' design styles are once again unified: cartoony franchises such as the {{uv|Mario}} and {{uv|Kirby}} series have slightly more realistic and subdued color schemes, while those from more realistic-looking franchises such as {{uv|The Legend of Zelda}} and {{uv|Metroid}} series have more vibrant color schemes. As a result, the overall color palette is slightly more subdued and less saturated than in ''Smash 4'', but still brighter than in ''Melee'' and ''Brawl''. | *The characters' design styles are once again unified: cartoony franchises such as the {{uv|Mario}} and {{uv|Kirby}} series have slightly more realistic and subdued color schemes, while those from more realistic-looking franchises such as {{uv|The Legend of Zelda}} and {{uv|Metroid}} series have more vibrant color schemes. As a result, the overall color palette is slightly more subdued and less saturated than in ''Smash 4'', but still brighter than in ''Melee'' and ''Brawl''. | ||
*Time slows down substantially and the camera zooms in with a colorful blue background at significant moments during a match, such as when landing a highly damaging special move (such as a fully charged [[Giant Punch]]) or when breaking a [[shield]]. The camera also does this for potential final hits of a match, dramatically pausing gameplay with intense sound effects and red lightning/background, while zooming in. These are referred to as "[[Special Zoom]]" and "Finish Zoom" by [[Masahiro Sakurai]] and the development team. | *Time slows down substantially and the camera zooms in with a colorful blue background at significant moments during a match, such as when landing a highly damaging special move (such as a fully charged [[Giant Punch]]) or when breaking a [[shield]]. The camera also does this for potential final hits of a match, dramatically pausing gameplay with intense sound effects and red lightning/background, while zooming in. These are referred to as "[[Special Zoom]]" and "Finish Zoom" by [[Masahiro Sakurai]] and the development team. | ||
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*The rattling effect during hit lag is now more exaggerated, and a crescent-shaped angle indicator now appears when the victim [[SDI]]s. | *The rattling effect during hit lag is now more exaggerated, and a crescent-shaped angle indicator now appears when the victim [[SDI]]s. | ||
*Knockback dealt by strong attacks will show a bright blue angle indicator, which visualizes the effect of [[directional influence]] along the character's final trajectory. This can be difficult to notice due to the effect being very brief, although moves with high hitstun or [[Paralyze|paralysis]] effects allow it to be seen for a decent timeframe. | *Knockback dealt by strong attacks will show a bright blue angle indicator, which visualizes the effect of [[directional influence]] along the character's final trajectory. This can be difficult to notice due to the effect being very brief, although moves with high hitstun or [[Paralyze|paralysis]] effects allow it to be seen for a decent timeframe. | ||
*After using up their [[midair jump]](s), characters leave behind a subtle, transparent trail when moving through the air until they regain their jumps. This aesthetic effect is difficult to notice unless the camera is zoomed onto a character or the scenery behind them is particularly bright. | *After using up their [[midair jump]](s), characters leave behind a subtle, transparent trail when moving through the air and until they regain their jumps. This aesthetic effect is difficult to notice unless the camera is zoomed onto a character or the scenery behind them is particularly bright. | ||
*Punching and kicking SFX on hit are different and sound harder-hitting compared to the previous game, with even weaker attacks playing loud "punch" effects. | *Punching and kicking SFX on hit are different and sound harder-hitting compared to the previous game, with even weaker attacks playing loud "punch" effects. | ||
*If two fighter's bladed weapons clash, they now produce a "clanging" noise, reminiscent of a similar effect in ''Melee''. The sound depends on the type of blades that clash; metal blades and energy-based swords both produce different sound effects. | *If two fighter's bladed weapons clash, they now produce a "clanging" noise, reminiscent of a similar effect in ''Melee''. The sound depends on the type of blades that clash; metal blades and energy-based swords both produce different sound effects. | ||
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*When [[button mash]]ing out of an unactionable state such as being grabbed or [[stun]]ned, characters display wind blade-like particles around them that increase in quantity depending on how fast they mash. | *When [[button mash]]ing out of an unactionable state such as being grabbed or [[stun]]ned, characters display wind blade-like particles around them that increase in quantity depending on how fast they mash. | ||
*Blast KOs cause a burst of confetti on the screen alongside the standard colorful blast. | *Blast KOs cause a burst of confetti on the screen alongside the standard colorful blast. | ||
* | *A character's KO voice clip no longer plays when a blast KO occurs and the current match ends. | ||
*[[Star KO]]'d characters now use a tumbling animation similar to ''Brawl''{{'}}s Screen KOs (except for several characters), rolling away from the screen as they fly away. | *[[Star KO]]'d characters now use a tumbling animation similar to ''Brawl''{{'}}s Screen KOs (except for several characters), rolling away from the screen as they fly away. | ||
*Phantom [[footstool]]s now play the footstool sound effect to indicate one being performed, and a yellow jump circle appears. | *Phantom [[footstool]]s now play the footstool sound effect to indicate one being performed, and a yellow jump circle appears. | ||
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**The announcer now calls Classic Mode's name when selecting the character in that mode, similar to ''Brawl''. Additionally, in the Japanese version, he now says "Survival Smash!" as opposed to "Classic!" in ''Brawl''. | **The announcer now calls Classic Mode's name when selecting the character in that mode, similar to ''Brawl''. Additionally, in the Japanese version, he now says "Survival Smash!" as opposed to "Classic!" in ''Brawl''. | ||
**When a player [[Share stock|life steals]] in a team battle, the announcer now says "Restocked!", as opposed to "Stock player removed." in ''Melee'' or "Share (player) stock!" in ''Brawl'' and ''SSB4''. | **When a player [[Share stock|life steals]] in a team battle, the announcer now says "Restocked!", as opposed to "Stock player removed." in ''Melee'' or "Share (player) stock!" in ''Brawl'' and ''SSB4''. | ||
**On the [[results screen]], the announcer now says "(Character name/Team color) wins!" ("(Character name/Team color) win!" in the Japanese | **On the [[results screen]], the announcer now says "(Character name/Team color) wins!" ("(Character name/Team color) win!" in the Japanese version), instead of saying "The winner is... (character name/team color)!" (''Brawl''/''Smash 4'') or "This game's winner is... (character name/team color)!" (''Smash 64''/''Melee''). Additionally, after Team Battles, all teammates will perform their complete victory animation instead of only the player with the highest score/stock count, much like the first three installments. As a result, all victory poses now "freeze" at the same time point during their animations. | ||
***In ''Smash 64'', the announcer did say "(Team color) wins!", but this was changed in ''Melee''. | ***In ''Smash 64'', the announcer did say "(Team color) wins!", but this was changed in ''Melee''. | ||
***However, the Spanish, French, Italian and German versions still say the winner's name at | ***However, the Spanish, French, Italian and German versions still say the winner's name at end like in ''Smash 4'', such as "¡La victoria es para... (character name/team color)!" in Spanish; this also extends to the Dutch version, newly recorded for this game, which says "De winnaar is... (character name/team color)!" | ||
*Even more characters now face the screen regardless of the direction they turn towards, such as Donkey Kong and the Ice Climbers. | *Even more characters now face the screen regardless of the direction they turn towards, such as Donkey Kong and the Ice Climbers. | ||
**In addition, some Assist Trophies and Poké Ball Pokémon face the screen regardless of the direction they turn towards. | **In addition, some Assist Trophies and Poké Ball Pokémon face the screen regardless of the direction they turn towards. | ||
*[[Name]]s now override some instances of character names, such as underneath the damage meter | *[[Name]]s now override some instances of character names, such as underneath the damage meter. | ||
**If the player enters a name, any Poké Ball Pokémon or Assist Trophy character summoned by the player will be indicated by the player's name. In some cases, this may be harder to notice in stages with brighter lighting due to the name bar lacking the bordered background. | **If the player enters a name, any Poké Ball Pokémon or Assist Trophy character summoned by the player will be indicated by the player's name. In some cases, this may be harder to notice in stages with brighter lighting due to the name bar lacking the bordered background. | ||
*[[Reflection]] moves now display shining hexagon effects, similar to [[Fox]]'s and [[Falco]]'s [[Reflector]], upon reflecting projectiles. | *[[Reflection]] moves now display shining hexagon effects, similar to [[Fox]]'s and [[Falco]]'s [[Reflector]], upon reflecting projectiles. | ||
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*The [[flower]] effect's flower appearance was changed and now resembles the pink flowers seen on the title screen of ''{{b|Panel de Pon|universe}}''. | *The [[flower]] effect's flower appearance was changed and now resembles the pink flowers seen on the title screen of ''{{b|Panel de Pon|universe}}''. | ||
*As a fighter moves closer to the blast zone, their [[Magnifying-Glass Damage|magnifying glass]] shrinks. When a fighter is right next to the blast zone, the ring on their glass flashes yellow. | *As a fighter moves closer to the blast zone, their [[Magnifying-Glass Damage|magnifying glass]] shrinks. When a fighter is right next to the blast zone, the ring on their glass flashes yellow. | ||
===Item changes=== | ===Item changes=== | ||
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|IGN = 9.4 of 10<ref name="ign">{{cite web|url=https://www.ign.com/articles/2018/12/06/super-smash-bros-ultimate-review|title=IGN Super Smash Bros. Ultimate Review|first=Tom|last=Marks|accessdate=2019-12-10|publisher=IGN}}</ref> | |IGN = 9.4 of 10<ref name="ign">{{cite web|url=https://www.ign.com/articles/2018/12/06/super-smash-bros-ultimate-review|title=IGN Super Smash Bros. Ultimate Review|first=Tom|last=Marks|accessdate=2019-12-10|publisher=IGN}}</ref> | ||
| | | | ||
|MC = 93 | |MC = 93% (99 reviews)<ref name="metacritic">{{cite web|url=https://www.metacritic.com/game/switch/super-smash-bros-ultimate|title=Super Smash Bros. Ultimate Reviews|accessdate=2019-12-10|publisher=Metacritic}}</ref> | ||
|award1Pub = Famitsu | |award1Pub = Famitsu | ||
|award1 = Game of the Year<ref name="famitsugoty"> {{cite web|url=http://www.nintendolife.com/news/2019/04/super_smash_bros_ultimate_wins_famitsu_game_of_the_year_award|title=Super Smash Bros. Ultimate Wins Famitsu Game Of The Year Award|publisher=NintendoLife|accessdate=2019-12-10}}</ref> | |award1 = Game of the Year<ref name="famitsugoty"> {{cite web|url=http://www.nintendolife.com/news/2019/04/super_smash_bros_ultimate_wins_famitsu_game_of_the_year_award|title=Super Smash Bros. Ultimate Wins Famitsu Game Of The Year Award|publisher=NintendoLife|accessdate=2019-12-10}}</ref> | ||
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|award2 = Minister of Economy, Trade and Industry Award<br>Japanese Product Global Award<br>Best Sales Award<br>Award for Excellence<br>Grand Award<ref name="japanawards"> {{cite web|url=https://nintendoeverything.com/japan-game-awards-2019-results-announced-smash-bros-ultimate-wins-big/|title=Japan Game Awards 2019 results announced, Smash Bros. Ultimate wins big|publisher=NintendoEverything|accessdate=2019-12-10}}</ref> | |award2 = Minister of Economy, Trade and Industry Award<br>Japanese Product Global Award<br>Best Sales Award<br>Award for Excellence<br>Grand Award<ref name="japanawards"> {{cite web|url=https://nintendoeverything.com/japan-game-awards-2019-results-announced-smash-bros-ultimate-wins-big/|title=Japan Game Awards 2019 results announced, Smash Bros. Ultimate wins big|publisher=NintendoEverything|accessdate=2019-12-10}}</ref> | ||
|award3Pub = Golden Joystick Awards 2019 | |award3Pub = Golden Joystick Awards 2019 | ||
|award3 = | |award3 = Game of the Year<ref name="joystickgoty"> {{cite web|url=https://www.gamesradar.com/Super-Smash-Bros-Ultimate-Nintendo-Golden-Joystick-2019/|title=Super Smash Bros. Ultimate wins Nintendo Game of the Year at the 2019 Golden Joystick Awards|publisher=GamesRadar|accessdate=2019-12-10}}</ref> | ||
}} | }} | ||
''Super Smash Bros. Ultimate'' received universal critical acclaim from both critics and the audience, with several critics calling it the best installment in the series. They praised its large amount of content and fine-tuning of existing ''Smash'' gameplay elements, although its online mode received criticism. It was estimated that the game sold over 5 million copies worldwide within three days of release, making it the fastest selling Switch game (at the time). | ''Super Smash Bros. Ultimate'' received universal critical acclaim from both critics and the audience, with several critics calling it the best installment in the series. They praised its large amount of content and fine-tuning of existing ''Smash'' gameplay elements, although its online mode received criticism. It was estimated that the game sold over 5 million copies worldwide within three days of release, making it the fastest selling Switch game (at the time). | ||
The game has sold 12.08 million units as of December 31st, 2018, marking it as the fastest-selling Nintendo game in history (at the time).<ref>{{ | The game has sold 12.08 million units as of December 31st, 2018, marking it as the fastest-selling Nintendo game in history (at the time).<ref>{{citeweb|url=https://www.vg247.com/2019/01/31/super-smash-bros-ultimate-is-the-fastest-selling-nintendo-game-ever/|title=Super Smash Bros. Ultimate is the fastest-selling Nintendo game ever}}</ref> In March 2019, that number reached 13.81 million, surpassing the total number of sales for the Wii U console in just 4 months. Since then, that number has reached 18.84 million units as of March 31st, 2020, making it the best selling game in the series, and also making it the best selling fighting game of all time (previously held by ''[[Super Smash Bros. Brawl]]'' with 13.30 million copies). | ||
''Super Smash Bros. Ultimate'' currently holds an aggregate review score of 93 | ''Super Smash Bros. Ultimate'' currently holds an aggregate review score of 93% on Metacritic,<ref name=metacritic></ref> tying it with ''[[Brawl]]'' as the highest-rated game in the series on the website, and held a score of 92.17% on GameRankings prior to its shutdown.<ref>{{citeweb|url=https://www.gamerankings.com/switch/234547-super-smash-bros-ultimate/index.html|title=GameRankings}}</ref> | ||
At {{s|wikipedia|The Game Awards 2019}}, ''Ultimate'' was nominated for Best Fighting Game, Best Family Game, and Game of the Year. It won Best Fighting Game, though it lost to ''{{s|mariowiki|Luigi's Mansion 3}}'' and ''{{s|wikipedia|Sekiro: Shadows Die Twice}}'', respectively, in the other two categories. In a first for the awards show, a separate, tournament-style nomination called Player's Voice allowed fans to vote on certain games that they deemed their favorite; ''Ultimate'' successfully made its way to the final round of voting, though it lost to ''{{s|fireemblemwiki|Fire Emblem: Three Houses}}''. | At {{s|wikipedia|The Game Awards 2019}}, ''Ultimate'' was nominated for Best Fighting Game, Best Family Game, and Game of the Year. It won Best Fighting Game, though it lost to ''{{s|mariowiki|Luigi's Mansion 3}}'' and ''{{s|wikipedia|Sekiro: Shadows Die Twice}}'', respectively, in the other two categories. In a first for the awards show, a separate, tournament-style nomination called Player's Voice allowed fans to vote on certain games that they deemed their favorite; ''Ultimate'' successfully made its way to the final round of voting, though it lost to ''{{s|fireemblemwiki|Fire Emblem: Three Houses}}''. | ||
==Staff== | ==Staff== | ||
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</gallery> | </gallery> | ||
=== | ===Characters=== | ||
====Artwork==== | ====Artwork==== | ||
<gallery> | <gallery> | ||
Inkling poster.jpg|Official illustration of {{SSBU|Inkling}}. | Inkling poster.jpg|Official illustration of {{SSBU|Inkling}}. | ||
Terry artwork.jpg|Official illustration of {{SSBU|Terry}}. | Terry artwork.jpg|Official illustration of {{SSBU|Terry}}. | ||
Min Min artwork.jpg|Official illustration of {{SSBU|Min Min}}. | Min Min artwork.jpg|Official illustration of {{SSBU|Min Min}}. | ||
Min Min artwork 2.jpg|Official illustration of Min Min. | Min Min artwork 2.jpg|Official illustration of Min Min. | ||
</gallery> | </gallery> | ||
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Pokémon Smash Bros.png|Official image of all playable {{uv|Pokémon}} characters, and the many [[Poké Ball]] Pokémon. | Pokémon Smash Bros.png|Official image of all playable {{uv|Pokémon}} characters, and the many [[Poké Ball]] Pokémon. | ||
The Legend of Zelda artwork.png|Official illustration of the playable {{uv|Zelda}} cast. | The Legend of Zelda artwork.png|Official illustration of the playable {{uv|Zelda}} cast. | ||
Fire Emblem Heroes Smash.png|Official illustration of all | Fire Emblem Heroes Smash.png|Official illustration of all playable {{uv|Fire Emblem}} characters and [[Assist Trophies]]. | ||
Fire Emblem Smash Bros.png|Official image of all | Fire Emblem Smash Bros.png|Official image of all playable ''Fire Emblem'' characters on [[Arena Ferox]]. | ||
Bayonetta Ultimate artwork.png|Official illustration of {{SSBU|Bayonetta}}, [[Rodin]], and [[Madama Butterfly]]. | Bayonetta Ultimate artwork.png|Official illustration of {{SSBU|Bayonetta}}, [[Rodin]], and [[Madama Butterfly]]. | ||
Snake Ultimate artwork.png|Official image of {{SSBU|Snake}}. | Snake Ultimate artwork.png|Official image of {{SSBU|Snake}}. | ||
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Mega Man Ultimate artwork.jpg|Official illustration of {{SSBU|Mega Man}}. | Mega Man Ultimate artwork.jpg|Official illustration of {{SSBU|Mega Man}}. | ||
Inkling artwork.jpg|Official illustration of {{SSBU|Inkling}}. | Inkling artwork.jpg|Official illustration of {{SSBU|Inkling}}. | ||
Joker artwork.png|Official illustration of {{SSBU|Joker}}. | |||
SmashUltimateReleaseDayAllCharactersArtwork.jpg|Official illustration of all of the base game fighters. | SmashUltimateReleaseDayAllCharactersArtwork.jpg|Official illustration of all of the base game fighters. | ||
</gallery> | </gallery> | ||
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Zombie Spawns In.png|Splash art of Zombie. | Zombie Spawns In.png|Splash art of Zombie. | ||
Enderman Steps from the Shadows.png|Splash art of Enderman. | Enderman Steps from the Shadows.png|Splash art of Enderman. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*This is the | <!--The Nintendo Switch and Lite are both always marketed as a console by Nintendo. So please do not add that Ultimate is the second installment in the Super Smash Bros. series to be released on a handheld after Super Smash Bros. for Nintendo 3DS. Also, do not add blatantly obvious trivia like Ultimate being the second game to have DLC. See SW:TRIV for what else not to add.--> | ||
**Have | *This is the first ''Super Smash Bros.'' game to: | ||
** | **Not feature the involvement of [[Satoru Iwata]], as he passed away on July 11, 2015. | ||
**Be released in the same year it was announced since ''Melee''. | |||
**Feature the same starting roster as a previous ''Smash'' game (being the same as the original ''Super Smash Bros.''). | |||
**Not introduce a newcomer who held the title of longest time period between the character's debut in ''Smash'' and last appearance in their home series. The {{SSBM|Ice Climbers}} had this title in ''Melee'' at 16 years and eight months. {{SSBB|R.O.B.}} took the title from them having taken 22 years and five months to debut in ''Brawl'', before {{SSB4|Duck Hunt}} took the title with 30 years and five months in ''Smash 3DS''. | |||
**Have no characters cut from the previous game since ''Melee''. | |||
**Not have an Event mode since ''Smash 64''. | |||
**Have a simultaneous worldwide release. | |||
**Have both the English [[announcer]] and voice actor of {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}} unchanged, with Xander Mobus reprising his role from ''[[Super Smash Bros. 4]]'', as well as having the announcer use recycled voice clips from the previous game. | |||
**Include a character voiced by the English voice actor for the announcer, Master Hand, and Crazy Hand (albeit, via DLC), via [[Joker]]. | |||
**Feature native Dutch and Russian announcers for those translations. | |||
**Have Traditional Chinese translations for in-game texts available. | |||
**Allow [[Master Hand (SSBU)|a boss]] to be playable without hacks or [[Master Hand glitch|glitches]]. | |||
**Upgrade [[Ridley|a boss]] to be a playable character (excluding [[Giga Bowser]]'s limited playability from ''Brawl'' onwards as Bowser's Final Smash). | |||
**Have the enemy team remain unchanged from the previous game, with the [[Fighting Mii Team]] reprising their role from ''Smash 4''. | |||
**Directly reference the enemy team from a previous game, with the [[Fighting Alloy Team]] from ''Brawl'' appearing as [[List of spirits (Super Smash Bros. series)#Fighting Alloy Team|a spirit]]. | |||
**Have all of its veterans announced prior to launch and at the same time. | |||
**Feature more unlockable characters than starter characters. | **Feature more unlockable characters than starter characters. | ||
**Not feature newcomers as starter characters. | |||
**Have no unique unlocking criteria for unlockable characters, with any method for unlocking them being able to unlock all of them. | |||
**Feature [[Castlevania (universe)|third-party]] [[Street Fighter (universe)|universes]] with more than one character. | |||
**Feature a [[Sonic (universe)|third-party universe]] with more than one stage in the same game (counting both versions of ''Smash 4'' as separate). | |||
**Feature [[Sonic (universe)|third-party]] [[Mega Man (universe)|universes]] with more than one Assist Trophy. | |||
**Feature [[Rathalos|a character]] as both a boss and an Assist Trophy. | |||
**Feature [[Viridi|a character]] as both a background character and an easter egg character in two [[Reset Bomb Forest|different]] [[Palutena's Temple|stages]] (counting both versions of ''Smash 4'' as separate). | |||
**Upgrade stage background characters to be Assist Trophies, namely [[Knuckles]], [[Moon]], and [[Kapp'n]], who appear on [[Green Hill Zone]], [[Great Bay]], and [[Smashville]], respectively. | |||
**Have more returning stages than new stages. | **Have more returning stages than new stages. | ||
**Have no unlockable stages. | **Have no unlockable stages. | ||
** | **Not have a minigame featuring [[target]]s, such as [[Target Smash!]] and [[Target Blast]]. | ||
**Feature universes owned by a current console rival to Nintendo ( | **Not allow all playable characters to be used in all game modes (barring online multiplayer), as {{SSBU|Mii Fighter}}s are disallowed in Smashdown and Classic Mode. | ||
**Not | **Have {{SSBU|Marth}}, {{SSBU|Roy}}, and {{SSBU|Zelda}} receive English voice acting, albeit the lattermost only in the World of Light intro cutscene. | ||
*Because of the size of the USK's | **Not introduce new stages from the {{uv|Pokémon}} and {{uv|Kirby}} universes. | ||
***This also applies to {{uv|Donkey Kong}}, {{uv|Metroid}}, {{uv|Yoshi}} and {{uv|Star Fox}} if both versions of ''[[Super Smash Bros. 4]]'' are not counted as the same game. | |||
****Counting both versions of SSB4 as one game, this is also the first game since the [[Super Smash Bros.|original]] to not introduce a new stage from the {{uv|EarthBound}} and {{uv|F-Zero}} universes. | |||
**Feature Assist Trophies from third-party universes without playable characters, namely {{uv|Bomberman}}, {{uv|Shovel Knight}}, {{uv|Monster Hunter}}, and {{uv|Virtua Fighter}}. | |||
**Have a lyricized [[Lifelight|theme song]] in both English and Japanese. | |||
**Introduce more new third-party universes with playable characters than first-party universes (5 third-parties vs. 2 first-parties).<!--Update these numbers are more DLC characters are revealed.--> | |||
**Feature universes owned by a current console rival to Nintendo ({{uv|Banjo-Kazooie}} and {{uv|Minecraft}}, both owned by [[Microsoft]]). | |||
***However, ''Banjo-Kazooie'' was originally a second-party Nintendo property prior to Rare's acquisition by Microsoft in 2002. | |||
****As Rare is located in the United Kingdom and Microsoft is located in the United States, this also makes ''Ultimate'' the first game in the series to contain a major universe which is not created nor owned by a Japanese company. | |||
**Have the entire base roster revealed before launch. | |||
**Have more DLC newcomers than base-game newcomers. | |||
**Have more Assist Trophies than Poké Ball Pokémon. | |||
**Announce [[Min Min (SSBU)|a newcomer]] without revealing their identity, but [[ARMS (universe)|the series they represent]]. | |||
***This is also the first time that a newcomer that represents a new first-party universe is featured as DLC. | |||
**Feature unlockable ''Donkey Kong'', ''Metroid'', and ''Kirby'' characters. | |||
**Feature stages that can play any music from any series, being all four {{uv|Super Smash Bros.}} stages. | |||
*This is the second ''Super Smash Bros.'' game to: | |||
**Not be announced alongside new hardware, the first being the original ''[[Super Smash Bros.]]'' (counting both versions of ''Super Smash Bros. 4'' as the same game). ''[[Super Smash Bros. Melee]]'' was revealed alongside the final retail version of the Nintendo GameCube at E3 2001; ''[[Super Smash Bros. Brawl]]'' was announced alongside the Wii itself, then-codenamed Revolution at E3 2005; and ''[[Super Smash Bros. 4]]'' was announced alongside the Wii U at E3 2011. | |||
**Feature lyrics in its main theme, with ''Super Smash Bros. Brawl'' being the first. | |||
**Have characters able to be unlocked without battling them in their regular unlocking battle first, the first being ''Super Smash Bros. Brawl''; in both cases, characters can be unlocked directly through [[Adventure Mode (disambiguation)|Adventure Mode]]. | |||
**Have 2D hand-drawn artwork on the box art, the first being the original ''Super Smash Bros.'' | |||
**Have the announcer featuring unique, translated voice clips in the Korean version (the character calls for the {{SSBU|Ice Climbers}}, {{SSBU|Young Link}}, {{SSBU|Villager}}, {{SSBU|Rosalina & Luma}}, {{SSBU|Greninja}}, {{SSBU|Isabelle}}, and {{SSBU|Incineroar}}), the first being ''Super Smash Bros. Brawl''; although the announcer is voiced by Xander Mobus rather than a native Korean voice actor, unlike in ''Brawl'' and like in {{for3ds}}. | |||
**Upgrade [[Dark Samus|Assist]] [[Isabelle|Trophies]] and [[Chrom|a summonable character]] to be playable characters, with [[Little Mac]] and [[Palutena]] in ''SSB4'' being the first. | |||
**Have Simplified Chinese translations for in-game texts available, the first being ''Smash 64''. | |||
**Not feature [[Trophy|trophies]], with the first being the original ''Super Smash Bros''. | |||
*When not including DLC, ''Super Smash Bros. Ultimate'' has the lowest number of: | |||
**Newcomers at 11, beating ''Smash 64''{{'}}s [[original 12]]. | |||
**New stages at 7, beating ''Smash 64''{{'}}s 9. | |||
**New character-based universes introduced, with only two ({{uv|Splatoon}} and {{uv|Castlevania}}), beating ''Melee''{{'}}s three ({{uv|Ice Climber}}, {{uv|Fire Emblem}}, and {{uv|Game & Watch}}). | |||
***Counting DLC, however, it currently has the second highest amount of new character-based universes introduced, at eight (with {{uv|Persona}}, {{uv|Dragon Quest}}, {{uv|Banjo-Kazooie}}, {{uv|Fatal Fury}}, {{uv|ARMS}} and {{uv|Minecraft}} being added as DLC), surpassing ''Smash 4''{{'}}s base game, and has the second-lowest amount of new stages added, currently at 13. | |||
**Sub-modes for Mob Smash at 3. | |||
*Because of the size of the USK icon on the game's box art, [[:File:Super Smash Bros Ultimate German boxart.png|the German version]] has a slightly different variation of the said box art: [[Pikachu]] is moved upwards, [[Yoshi]] is completely missing, and the logo is off-centered. | |||
*''Ultimate''{{'}}s release date falls one day after the late Satoru Iwata's birthday, December 6 (which was also the release date of {{forwiiu}} in Japan). | |||
*Discounting ports of older games, this game marks the only appearances of [[King K. Rool]], all ''Metroid'' characters (except [[Samus]]), both ''Earthbound'' characters (being [[Ness]] and [[Lucas]]), [[Ice Climbers]], [[Roy]], [[Ike]], all three ''Kid Icarus'' characters (being [[Pit]], [[Dark Pit]], and [[Palutena]]), [[R.O.B.]], [[Wii Fit Trainer]], [[Little Mac]], [[Duck Hunt]], [[Richter Belmont]], [[Banjo]] and [[Kazooie]] on the Nintendo Switch as of 2020. | |||
**Of these characters, [[Ridley]], Ice Climbers, [[Pit]], [[Palutena]], and Little Mac all appear in ports via the [[Nintendo Entertainment System]]: [[Nintendo Switch]] Online software, while King K. Rool appears on the [[Super Nintendo Entertainment System]]: Nintendo Switch Online software. Little Mac also makes a cameo appearance in ''Luigi's Mansion 3'' in a framed poster of him in his victory pose with Doc Louis and Mr. Sandman in the background. | |||
**It also marks the first, but not last, appearances of Samus, [[Pichu]], [[Greninja]], [[Incineroar]], [[Olimar]], [[Joker]] and [[Hero]] on the Nintendo Switch. | |||
*This game marks the 100th performance credit of {{s|mariowiki|Charles Martinet}} as the voice of [[Mario]], a landmark for which he received a Guinness World Record for the most video game voice-over performances of a single character. | *This game marks the 100th performance credit of {{s|mariowiki|Charles Martinet}} as the voice of [[Mario]], a landmark for which he received a Guinness World Record for the most video game voice-over performances of a single character. | ||
==References== | ==References== |