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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 = ''' | |title = '''For some reason, it logs me out: game.''' | ||
|image = [[File:Super Smash Bros Ultimate Box Art.png|250px]] | |image = [[File:Super Smash Bros Ultimate Box Art.png|250px]] | ||
|caption = North American box art. | |caption = North American box art. | ||
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|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'''''" ({{ja|スマブラSP|Sumabura esupī}}), is a crossover action fighting game | '''''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'''''" ({{ja|スマブラSP|Sumabura esupī}}), 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 March 31, 2022, ''Ultimate'' had sold over 28.17 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, including winning "Best Fighting Game" at The Game Awards 2019.<ref>[https://m.imdb.com/title/tt5370130/awards/?ref_=tt_awd IMDb page]</ref> | ||
==Opening movie== | ==Opening movie== | ||
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[[File:SSBU Panoramic.png|thumb|center|700px|Panoramic artwork of all fighters]] | [[File:SSBU Panoramic.png|thumb|center|700px|Panoramic artwork of all fighters]] | ||
<!--Remember: Pokémon Trainer is counted as 3 separate fighters by the fighter number, when Lucina and Dark Pit are added the total number of veterans becomes 65, NOT 67--> | <!--Remember: Pokémon Trainer is counted as 3 separate fighters by the fighter number, when Lucina and Dark Pit are added the total number of veterans becomes 65, NOT 67--> | ||
All 63 characters (65 if counting the [[Pokémon Trainer]]'s Pokémon as three fighters<!--Mii FIGHTERS ARE ALWAYS COUNTED SEPARATELY. DISCUSS BEFORE CHANGING!-->) from all previous ''Smash Bros.'' games return as playable fighters. | All 63 characters (65 if counting the [[Pokémon Trainer]]'s Pokémon 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 (24 if counting [[Pyra]] and [[Mythra]] as two fighters). 11 of these characters are available in the base game, with the remaining 12 (13) characters available as {{SSBU|downloadable content}}. In total, 74 characters (76) are playable in the base game and 86 (89) characters are playable overall, the most for any ''Smash Bros.'' game. Each character is [[Fighter number|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 downloadable characters available.]] | ||
An [[Inkling]] from the {{uv|Splatoon}} series, with various | An [[Inkling]] from the {{uv|Splatoon}} series, 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. [[Ridley]], a central villain from the {{uv|Metroid}} series, was confirmed to be playable during [[E3]] 2018, with [[Meta Ridley]] as an alternate costume. [[Simon Belmont]] of the {{uv|Castlevania}} series was announced as the game's first third-party newcomer along with his descendant and echo fighter, [[Richter Belmont]]. [[King K. Rool]], arch-nemesis of the Kong family 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. [[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, [[Incineroar]] from ''{{s|bulbapedia|Pokémon Sun & Moon}}'' was announced as the title's last base roster newcomer. | ||
In addition, most full [[clones]] and one semi-clone are now labeled as "Echo Fighters" and are marked with an epsilon (ε) next to their fighter numbers, which they share with the characters they are based on. Returning characters [[Lucina]] and [[Dark Pit]] are given this title (as they are Echo Fighters of [[Marth]] and [[Pit]], respectively), while new characters [[Princess Daisy]], Richter, [[Chrom]], [[Dark Samus]] and [[Ken Masters]] are Echo Fighters of [[Princess | In addition, most full [[clones]] and one semi-clone are now labeled as "Echo Fighters" and are marked with an epsilon (ε) next to their fighter numbers, which they share with the characters they are based on. Returning characters [[Lucina]] and [[Dark Pit]] are given this title (as they are Echo Fighters of [[Marth]] and [[Pit]], respectively), while new characters [[Princess Daisy]], Richter, [[Chrom]], [[Dark Samus]], and [[Ken Masters]] are Echo Fighters of [[Princess Peach]], Simon, [[Roy]], [[Samus]], and [[Ryu]], respectively. Aside from an option allowing these characters to be displayed on the same slot as their counterpart on the [[character selection 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. | ||
A [[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, announced on November 1st, 2018, pre-released on January 29th, 2019 and fully released on February 1st, 2019. It was also confirmed that five more unique newcomers would be added as DLC by January 2020, all of whom are purchased in numbered 'Challenger Packs' that also contains a [[stage]] and several music tracks. These five Challenger Packs can be bought together as part of the [[Fighters Pass]]. For Fighters Pass Vol. 1, [[Joker]] from the {{uv|Persona}} series is part of Challenger Pack 1 (announced on December 6th, 2018, one day before ''Ultimate''{{'}}s release; released on April 17th, 2019), an amalgamation of several [[Hero]]es from the {{uv|Dragon Quest}} series is part of Challenger Pack 2 (announced on June 11th, 2019; released on July 30th, 2019), [[Banjo]] and [[Kazooie]] from [[Banjo-Kazooie (universe)|their namesake series]] are part of Challenger Pack 3 (announced on June 11th, 2019; released on September 4th, 2019), {{uv|Fatal Fury}}’s [[Terry Bogard]] is part of Challenger Pack 4 (announced on September 4th, 2019; released on November 6th, 2019), and [[Byleth]] from the {{uv|Fire Emblem}} series is part of Challenger Pack 5 (announced on January 16th, 2020; released on January 28th, 2020). | |||
During the September 4th, 2019 Nintendo Direct, after revealing Terry, it was announced that even more DLC fighters beyond the five in the Fighters Pass Vol. 1 was in development. Fighters Pass Vol. 2 was fully revealed during the January 16th, 2020 [[Mr. Sakurai Presents|presentation]] revealing Byleth and includes 6 more Challenger Packs. Challenger Pack 6 includes [[Min Min]] from {{uv|ARMS}} (announced on March 26th, 2020; revealed on June 22nd, 2020; released on June 29th, 2020). Challenger Pack 7 includes [[Steve]] from the {{uv|Minecraft}} series (announced on October 1st, 2020; released on October 13th, 2020). Challenger Pack 8 includes [[Sephiroth]] from the {{uv|Final Fantasy}} series (announced on December 10th, 2020; pre-released on December 17th, 2020; fully released on December 22nd, 2020). Challenger Pack 9 includes [[Pyra]] and [[Mythra]] from the {{uv|Xenoblade Chronicles}} series (announced on February 17th, 2021; released on March 4th, 2021). Challenger Pack 10 includes [[Kazuya Mishima]] from the {{uv|Tekken}} series (announced on June 15th, 2021; released on June 29th, 2021). Challenger Pack 11 includes [[Sora]] from the {{uv|Kingdom Hearts}} series (announced on October 5th, 2021; released on October 18th, 2021). No further DLC characters are planned to be released. | |||
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 [[Olimar]]'s [[alternate costume]]s; the seven [[Koopalings]] are available as playable characters via [[Bowser Jr.]]'s alternate costumes; one of [[Pichu]]'s costumes depicts the specific "Spiky-eared" Pichu variant; [[Alex]], a [[Zombie]], and an [[Enderman]] appear as Steve's alternate costumes; Pokémon Trainer, [[Wii Fit Trainer]], [[Robin]], [[Corrin]], and Byleth each have opposite-gendered variants as alternate costumes; [[Pikachu]] possesses both an opposite-gendered variant and a costume depicting the specific "Cosplay" Pikachu variant; each of [[Villager]]'s and 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 [[Ice Climbers]] swap the playable Ice Climber from Popo to Nana in half of their alternate costumes. Additionally, the [[Mii Fighter]]s have alternate gender options depending on the created Mii used for them. However, none of these characters are treated separately in-game. | |||
Only the [[Original 8]] characters from ''[[Super Smash Bros.]]'' and any DLC fighters that have been purchased are available from the start. Like in ''Smash 4'', the Mii Fighters are also available via customization without needing to be unlocked traditionally but are still technically 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 after completing a basic activity, such as a battle, or by clearing {{SSBU|Classic Mode}} with a prerequisite character, and can also be unlocked by being rescued in [[World of Light]], rather than having unique unlock criteria for each character. | |||
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{{SSBU character table}} | {{SSBU character table}} | ||
==Stages== | ==Stages== | ||
[[File:Stage Select Ultimate Normal. | [[File:Stage Select Ultimate Normal.jpg|thumb|300px|The stage selection screen in ''Ultimate'' with all downloadable stages available.]] | ||
With the exception of the ''Super Smash Bros.''-original stages, all stages are ordered chronologically like the fighters are, based on their first appearances in the series (excluding the stages that were introduced in both versions of ''SSB4'', which are listed among the stages introduced in the Wii U version). For the first time in the series, all stages are available immediately from the start, with none that need to be unlocked first. Additionally, due to [[8-Player Smash]] no longer being a separate mode from regular [[Versus Mode|Smash]], all stages can be played with up to eight players, rather than just a select few as in '' | With the exception of the ''Super Smash Bros.''-original stages, all stages are ordered chronologically like the fighters are, based on their first appearances in the series (excluding the stages that were introduced in both versions of ''SSB4'', which are listed among the stages introduced in the Wii U version). For the first time in the series, all stages are available immediately from the start, with none that need to be unlocked first. Additionally, due to [[8-Player Smash]] no longer being a separate mode from regular [[Versus Mode|Smash]], all stages can be played with up to eight players, rather than just a select few as in ''SSB4''. All stages have both a [[Battlefield form]] and [[Ω form]]. In its base game, ''Ultimate'' features 103 stages (305 if counting Battlefield forms and Ω forms separately); if DLC is included, the total is 115 (339 counting Battlefield and Ω forms separately). There is an [[Training (stage)|additional stage exclusive to Training Mode]], which replaces the Random Stage option on the stage selection screen for said mode. | ||
Ninety-six stages from previous games have returned overall: seven 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, and eight from both versions), with an additional seven new stages (in the base game). All returning stages from ''Melee'', ''Brawl'', and ''for 3DS'' were visually updated to HD, as well as ''for Wii U'' stages receiving minor touch-ups to match the game's overall visual style, though ''Smash 64'' stages retain their primitive polygonal aesthetic for nostalgia. In update 8.1.0, another new stage was added as a free download: [[Small Battlefield]]. This update also made it possible for any ''Super Smash Bros.''-original stages to play music from any series, instead of just music from the ''Super Smash Bros.'' series. | Ninety-six stages from previous games have returned overall: seven 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, and eight from both versions), with an additional seven new stages (in the base game). All returning stages from ''Melee'', ''Brawl'', and ''for 3DS'' were visually updated to HD, as well as ''for Wii U'' stages receiving minor touch-ups to match the game's overall visual style, though ''Smash 64'' stages retain their primitive polygonal aesthetic for nostalgia. In update 8.1.0, another new stage was added as a free download: [[Small Battlefield]]. This update also made it possible for any ''Super Smash Bros.''-original stages to play music from any series, instead of just music from the ''Super Smash Bros.'' series. | ||
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Five additional new stages were added to the game as part of the paid Fighters Pass Vol. 1 [[Downloadable content (SSBU)|DLC]], bringing the total number of stages up to 109 (321 if counting Battlefield forms and Ω forms separately). An additional six new paid DLC stages released as part of Fighters Pass Vol. 2, bringing the number up to 115 (339 if Battlefield and Ω forms are counted). Each of the eleven Challenger Packs contains one of these stages, alongside their corresponding fighters and [[Music (SSBU)|music]]. The eleven paid DLC stages are [[Mementos]], [[Yggdrasil's Altar]], [[Spiral Mountain]], [[King of Fighters Stadium]], [[Garreg Mach Monastery]], [[Spring Stadium]], [[Minecraft World]], [[Northern Cave]], [[Cloud Sea of Alrest]], [[Mishima Dojo]], and [[Hollow Bastion]], which released alongside {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Terry}}, {{SSBU|Byleth}}, {{SSBU|Min Min}}, {{SSBU|Steve}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}}, respectively. | Five additional new stages were added to the game as part of the paid Fighters Pass Vol. 1 [[Downloadable content (SSBU)|DLC]], bringing the total number of stages up to 109 (321 if counting Battlefield forms and Ω forms separately). An additional six new paid DLC stages released as part of Fighters Pass Vol. 2, bringing the number up to 115 (339 if Battlefield and Ω forms are counted). Each of the eleven Challenger Packs contains one of these stages, alongside their corresponding fighters and [[Music (SSBU)|music]]. The eleven paid DLC stages are [[Mementos]], [[Yggdrasil's Altar]], [[Spiral Mountain]], [[King of Fighters Stadium]], [[Garreg Mach Monastery]], [[Spring Stadium]], [[Minecraft World]], [[Northern Cave]], [[Cloud Sea of Alrest]], [[Mishima Dojo]], and [[Hollow Bastion]], which released alongside {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Terry}}, {{SSBU|Byleth}}, {{SSBU|Min Min}}, {{SSBU|Steve}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}}, respectively. | ||
Only 15 stages featured in previous games are absent from ''Ultimate'' (excluding stages exclusive to single-player modes and previous forms of [[Battlefield]], [[Big 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]] from ''Melee'' and [[Flat Zone 2]] from ''Brawl'' are also technically absent, [[Flat Zone X]] incorporates all elements of both of these stages. The {{iw|mariowiki|World 1-2|Super Mario Bros.}} version of [[Mushroomy Kingdom]] is also absent, as is the | Only 15 stages featured in previous games are absent from ''Ultimate'' (excluding stages exclusive to single-player modes and previous forms of [[Battlefield]], [[Big 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]] from ''Melee'' and [[Flat Zone 2]] from ''Brawl'' are also technically absent, [[Flat Zone X]] incorporates all elements of both of these stages. The {{iw|mariowiki|World 1-2|Super Mario Bros.}} version of [[Mushroomy Kingdom]] is also absent, as is the monochrome version of [[Dream Land GB]]. | ||
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{{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>{{cite web|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 by a request from [[Satoru 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 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">{{cite web|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 on 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 this change in previous titles, but was unable to because it was easy for one to lose track of their character's position on the 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>{{cite web|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 was finished 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>{{cite web|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. [[Alucard]] was originally considered to be a playable character | Various characters had been considered to be added to the roster. [[Alucard]] was originally considered to be a playable character for {{uv|Castlevania}} due to his recognizability before Sakurai decided to choose {{SSBU|Simon}} and {{SSBU|Richter}} instead as he felt they would please fans more.<ref>https://twitter.com/AllSourceGaming/status/1074578854134439936/</ref> {{pkmn|Decidueye}} was also considered to be a playable character from Generation VII of {{uv|Pokémon}}, but Sakurai picked {{SSBU|Incineroar}} instead because it would be the first wrestler character in the game.<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}} and ''Xenoblade Chronicles 2'' failed to appear in the base game; in compensation, [[Rex]], [[Nia]], [[Spring Man]], and [[Ribbon Girl]] had [[Alternate costume (SSBU)/Mii Fighter|Mii Fighter costumes]] made based on them, with Rex's Mii costume being bundled as part of the first Fighters Pass, while Spring Man also appears as an [[Assist Trophy]] and various ''ARMS'' and ''Xenoblade Chronicles 2'' characters appear as spirits.<ref>http://www.japanesenintendo.com/post/182181277319</ref> ''ARMS'' would eventually get a playable character with {{SSBU|Min Min}} as DLC in the second volume of the Fighters Pass, who was a request from ''ARMS'' director Kosuke Yabuki, after Sakurai had narrowed down potential ''ARMS'' fighters to Min Min and [[Ninjara]] (though the latter ended up being the basis for a DLC Mii Fighter costume). ''Xenoblade Chronicles 2'' would also end up getting its own playable DLC character - [[Pyra]]/[[Mythra]] - as part of the second volume of the Fighters Pass. | ||
[[ | ''Super Smash Bros. Ultimate'' was later officially teased on March 8, 2018 via a [[Nintendo Direct]], although the name would not be revealed until [[E3]] of that year. Without explicitly confirming the playable status of any characters, the teaser trailer hinted that the [[Inkling]]s 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>{{cite web|url=https://twitter.com/Sora_Sakurai/status/971885028245307392|title=Sakurai announces that he has been working on ''Smash for Switch''}}</ref><ref>{{cite web|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 cut such as the {{SSBU|Ice Climbers}} and {{SSBU|Snake}} or were [[DLC]] fighters like {{SSBU|Cloud}} and {{SSBU|Bayonetta}}, would return to the roster as playable fighters. The presentation also highlighted several changes made to the ''Smash Bros.'' roster, such as {{SSBU|Zelda}} having her look based off her ''A Link to the Past'' and ''A Link Between Worlds'' design, and certain [[clone]] characters now being designated as [[Echo Fighters]], with a new clone fighter, {{SSBU|Daisy}}, announced to be appearing under this label. The presentation ended with the reveal of {{SSBU|Ridley}} from the [[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, {{SSBU|Chrom}}, {{SSBU|Dark Samus}}, and {{SSBU|King K. Rool}}, the lattermost being a very popular request, being revealed as playable characters during a [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 {{SSBU|Isabelle}} from {{uv|Animal Crossing}} would be joining the roster, and in a [https://youtu.be/fccgHnBQ0YM November 1, 2018 Direct], {{SSBU|Ken}} and Incineroar were revealed as fighters, as well as 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]]s, music tracks, and spirits.<ref>[https://twitter.com/Sora_Sakurai/status/1059958604818657282?s=19]</ref> {{SSBU|Piranha Plant}}'s inclusion as an additional DLC fighter was also announced. This would be followed by Fighters Pass Vol. 2, with six additional fighters, each with their own stage, music, and spirits, though this was announced in [[Mr. Sakurai Presents|a different presentation]] in January 2020. | |||
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> For Fighters Pass Vol. 2, the set was originally going to come with five fighters, but thanks to a chance encounter with a [[Disney]] representative and for the reason of being the most-voted character from the [[Smash Bros. Fighter Ballot]], [[Sora]] was added to Fighters Pass Vol. 2 as an additional fighter.<ref>https://twitter.com/PushDustIn/status/1450855082203901954</ref> In addition, one character that was not realized until Fighters 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>, though 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.--> | ||
All of the DLC content for ''Ultimate'' has included the Fighters Pass, with {{SSBU|Joker}} from the {{uv|Persona}} series, Hero from the {{uv|Dragon Quest}} series, {{SSBU|Banjo & Kazooie}} from {{uv|Banjo-Kazooie}}, [[Terry (SSBU)|Terry Bogard]] from {{uv|Fatal Fury}}, and {{SSBU|Byleth}} from {{uv|Fire Emblem}} (specifically ''Three Houses''); and Fighters Pass Vol. 2, with Min Min from {{uv|ARMS}}, Steve from {{uv|Minecraft}}, {{SSBU|Sephiroth}} from {{uv|Final Fantasy}}, {{SSBU|Pyra}} and {{SSBU|Mythra}} as a 2-in-1 fighter from {{uv|Xenoblade Chronicles}}, {{SSBU|Kazuya}} from {{uv|Tekken}} and finally, {{SSBU|Sora}} from {{uv|Kingdom Hearts}}; plus Piranha Plant from the {{uv|Super Mario}} series being a bonus DLC character who was offered for free for a limited time. In addition, modes like [[Stage Builder]] and [[Home-Run Contest]] from past installments returned in the game via post-release content updates. New modes like [[Video Editor]] and [[Rematch]] and a new stage called [[Small Battlefield]] were also implemented. During the [[Mr. Sakurai Presents]] video for Kazuya, Masahiro Sakurai himself confirmed that Fighters Pass Vol. 2 is the last planned Fighters Pass for the game. | |||
==Version history== | ==Version history== | ||
{{main|List of updates (SSBU)}} | {{main|List of updates (SSBU)}} | ||
==Changes from ''SSB4''== | ==Changes from ''SSB4''== | ||
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[[File:SSBUVersusScreenRyuSamus.jpg|thumb|The versus splash screen for a one-on-one match between Ryu and Samus.]] | [[File:SSBUVersusScreenRyuSamus.jpg|thumb|The versus splash screen for a one-on-one match between Ryu and Samus.]] | ||
*The main menu has been redesigned to be in a wheel format. The icons on this menu are the following in clockwise order: '''[[Smash]]''', '''[[Games & More]]''', '''[[Vault]]''', '''[[Online]]''', and '''[[Spirits]]''', with a ''[[Nintendo eShop]]'' icon in the bottom-right corner. In the center is a circle that shows an image related to the highlighted icon. | *The main menu has been redesigned to be in a wheel format. The icons on this menu are the following in clockwise order: '''[[Smash]]''', '''[[Games & More]]''', '''[[Vault]]''', '''[[Online]]''', and '''[[Spirits]]''', with a ''[[Nintendo eShop]]'' icon in the bottom-right corner. In the center is a circle that shows an image related to the highlighted icon. | ||
*There is a new [[dashboard]] on the main menu that can be accessed by pressing the [[ZR button]]. | *There is a new [[dashboard]] on the main menu that can be accessed by pressing the [[ZR button]]. the icons in this dashboard are the following from top to bottom: '''Back to Top Menu''', '''Collection''', '''Local Wireless''', '''News''', '''Options''' and '''Help''', as well as the time according to the internal clock. | ||
*In | *In Vs. mode, the stage selection screen now appears before the [[character selection screen]], 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]] has been merged with standard Vs. Mode, with matches having 2 to 8 slots for players. On the character selection screen, the number of player slots can be adjusted with the "plus" and "minus" buttons on the right side. However, other game modes have different limits. | *[[8-Player Smash]] has been merged with standard Vs. Mode, with matches having 2 to 8 slots for players. On the character selection screen, the number of player slots can be adjusted with the "plus" and "minus" buttons on the right side. However, other game modes have different limits. | ||
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*While a Smash or Online match is loading, an intense [[versus splash screen]] will appear, showing the fighters. [[Tips]] still appear regularly on loading screens in other modes, and can appear on the splash screen when loading takes long enough. | *While a Smash or Online match is loading, an intense [[versus splash screen]] will appear, showing the fighters. [[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 selection screen is now similar in appearance to the original ''Super Smash Bros.'' menu when starting the game, with the other fighters unlocked later on. | *The character selection 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 [[radar]] that shows the character locations, [[blast zone]], and camera zoom will appear in the corner of the screen they were knocked towards. This radar can be enlarged, shrunk, or removed in the [[Options]] menu. | *While a fighter is knocked off the stage, a [[radar]] that shows the character locations, [[blast zone]], and camera zoom will appear in the corner of the screen they were knocked towards. This radar can be enlarged, shrunk, or removed in the [[Options]] menu. | ||
*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, and {{SSBU|Sora}}'s [[Magic]]. | *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, and {{SSBU|Sora}}'s [[Magic]]. | ||
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*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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**[[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. | ||
*[[Coin Battle]] is no longer featured as a playable mode, after being in the three previous games. | *[[Coin Battle]] is no longer featured as a playable mode, after being in the three previous games. | ||
*{{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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** 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]]. | ||
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*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. | ||
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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'' are still present shortly after the screen has finished zooming in. | ||
**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 ''Smash Bros.'' titles before ''SSB4''. | ||
*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 (expect on 1v1 battles) | ||
*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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*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'' (better noticeable with {{SSBU|Incineroar | **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'' (better noticeable with {{SSBU|Incineroar}}). | ||
*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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*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, Korean, and Chinese versions | **On the [[results screen]], the announcer now says "(Character name/Team color) wins!" ("(Character name/Team color) win!" in the Japanese, Korean, and Chinese versions), 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 the 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)!" | ***However, the Spanish, French, Italian and German versions still say the winner's name at the 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)!" | ||
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''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>{{cite web|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 | 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>{{cite web|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 28.17 million units as of March 31st, 2022<ref>{{cite web|url=https://www.nintendo.co.jp/ir/en/finance/software/index.html|title=IR Information:Top Selling Title Sales Unit|publisher=Nintendo|accessdate=2021-05-30}}</ref>, 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). If all versions of a game are to be counted as a single entry, it would still be the best selling fighting game of all time (previously held by the combined sales of all versions of ''[[Street Fighter]] II'' with 15.5 million copies.)<ref>{{cite web|url=https://www.ign.com/articles/2019/11/04/super-smash-bros-ultimate-is-the-best-selling-fighting-game-ever/|title=Super Smash Bros. Ultimate Is The Best Selling Fighting Game Ever|publisher=IGN|accessdate=2020-11-14}}</ref> | ||
''Super Smash Bros. Ultimate'' currently holds an aggregate review score of 93 out of 100 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>{{cite web|url=https://www.gamerankings.com/switch/234547-super-smash-bros-ultimate/index.html|title=GameRankings}}</ref> | ''Super Smash Bros. Ultimate'' currently holds an aggregate review score of 93 out of 100 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>{{cite web|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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==Trivia== | ==Trivia== | ||
*This is the | <!--The Nintendo Switch family of systems, including the Nintendo Switch Lite, is 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 installment in the series to have DLC. See SW:TRIV for what else not to add.--> | ||
**Have | *This is the first ''Super Smash Bros.'' game to: | ||
** | **Not directly involve [[Satoru Iwata]] in development, as he passed away on July 11, 2015. | ||
***However, the game was inspired by a request made to Sakurai from Iwata shortly before he passed away. | |||
**Be released in the same year it was announced since ''Melee''. | |||
**Have a simultaneous worldwide release. | |||
**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 the longest time period between the character's debut in ''Smash'' and last appearance in their home series. {{SSB|Samus}} had this title in the original at 4 years and ten months, the {{SSBM|Ice Climbers}} took the title in ''Melee'' at 16 years and ten months,<!--Do not add Pit here. No matter how long the gap between Of Myths and Monsters and Brawl is, he never held the record in any way, as even without R.O.B., the gap would still be smaller than the Ice Climbers' gap between their game and their debut in Melee.--> {{SSBB|R.O.B.}} took the title in ''Brawl'' with 22 years and five months, and {{SSB4|Duck Hunt}} took the title with 30 years and five months in ''Smash 4''. | |||
**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 Mii Team from ''Smash 4'' returning and 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 third-party universes with more than one playable fighter, namely {{uv|Street Fighter}}, {{uv|Final Fantasy}} and {{uv|Castlevania}}. | |||
**Feature third-party universes with more than one stage in the same game (counting both versions of ''Smash 4'' as separate), namely {{uv|Sonic the Hedgehog}} and {{uv|Final Fantasy}}. | |||
**Feature third-party universes with more than one Assist Trophy, namely ''Sonic the Hedgehog'' and {{uv|Mega Man}}. | |||
**Feature [[Rathalos|a character]] as both a boss and an Assist Trophy. | |||
**Feature stage [[background character]]s as Assist Trophies, namely [[Knuckles]], [[Moon]], and [[Kapp'n]], who appear on [[Green Hill Zone]], [[Great Bay]], and all {{uv|Animal Crossing}} stages, 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!]] or [[Target Blast]]. | ||
**Not allow all playable characters to be used in all offline game modes, as {{SSBU|Mii Fighter}}s are disallowed in Smashdown and Classic Mode. | |||
**Have {{SSBU|Marth}}, {{SSBU|Roy}}, and {{SSBU|Zelda}} receive English voice acting, albeit the lattermost only in the World of Light intro cutscene. | |||
**Not introduce new stages from the {{uv|Kirby}} and {{uv|Pokémon}} 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 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 new stages 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 (with 8 third-parties compared to 2 first-parties). | |||
**Feature universes owned by a current console rival to Nintendo (namely {{uv|Banjo-Kazooie}} and {{uv|Minecraft}}, which are both owned by [[Microsoft]]). | **Feature universes owned by a current console rival to Nintendo (namely {{uv|Banjo-Kazooie}} and {{uv|Minecraft}}, which are both owned by [[Microsoft]]). | ||
**Not remove any | ***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, Microsoft is located in the United States, and Mojang is located in Sweden, this also makes ''Ultimate'' the first game in the series to contain a character-based 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. | |||
**Not remove any Poké Ball Pokémon from the prior installment. | |||
**Announce [[Min Min (SSBU)|a newcomer]] without revealing their identity, but instead [[ARMS (universe)|the series they represent]]. | |||
**Introduce a new first-party universe with playable characters as DLC, namely ''ARMS''. | |||
**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 have an [[Event match|Event]] mode, the first being ''Smash 64''. | |||
**Not have a traditional [[All-Star Mode]], instead having All-Star Mob Smash (''Smash 64'' being the first game to lack such a mode). | |||
**Not be announced alongside new hardware, the first being the original ''Super Smash Bros.'' ''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, 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 {{b|Adventure Mode|disambiguation}}. | |||
**Have no characters cut from the previous game, the first being ''Melee''. | |||
**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}}. | |||
**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 counting only the base game, ''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}}). | |||
**Sub-modes for Mob Smash at 3. | |||
*When counting DLC, ''Ultimate'': | |||
**Has the highest number of newcomers at 24, beating ''Smash 4'' and its DLC{{'}}s 21. | |||
**Has the second lowest number of new stages at 19. | |||
**Ties with ''Smash 4'' and ''Smash 64'' for the highest number of new character-based universes introduced at ten, two appearing in the base game (''Splatoon'' and ''Castlevania'') and eight being added as DLC ({{uv|Persona}}, {{uv|Dragon Quest}}, {{uv|Banjo-Kazooie}}, {{uv|Fatal Fury}}, {{uv|ARMS}}, {{uv|Minecraft}}, {{uv|Tekken}} and {{uv|Kingdom Hearts}}). | |||
*Because of the size of the USK's age rating icon, [[:File:Super Smash Bros Ultimate German boxart.png|the German version of the game]] has a slightly different variation of the box art: several fighters have their positions changed (such as [[Pikachu]], who is moved upwards), [[Yoshi]] is completely missing, and the logo is pushed to the right side. | *Because of the size of the USK's age rating icon, [[:File:Super Smash Bros Ultimate German boxart.png|the German version of the game]] has a slightly different variation of the box art: several fighters have their positions changed (such as [[Pikachu]], who is moved upwards), [[Yoshi]] is completely missing, and the logo is pushed to the right side. | ||
*''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). | |||
*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== |