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(→List of fighter abilities: Kirby: Previous phrasing made it sound like there was a hard threshold, when in reality it's RNG-based) |
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|[[Bowser Jr.]]||[[Junior Clown Car]]||Bowser Jr. takes 0.88× of the damage that an attack would usually deal if the Junior Clown Car is hit. However, if his body is hit, he takes 1.15× of the usual damage instead. In ''SSB4'', Bowser Jr.'s hurtbox takes priority over that of the Clown Car, but this is reversed in ''Ultimate''. | |[[Bowser Jr.]]||[[Junior Clown Car]]||Bowser Jr. takes 0.88× of the damage that an attack would usually deal if the Junior Clown Car is hit. However, if his body is hit, he takes 1.15× of the usual damage instead. In ''SSB4'', Bowser Jr.'s hurtbox takes priority over that of the Clown Car, but this is reversed in ''Ultimate''. | ||
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|[[Cloud]]||[[Limit Charge|Limit Gauge]]||Cloud possesses a meter that fills up by dealing damage, taking damage, or using his down special, [[Limit Charge]]. Dealing 250% damage (150% in ''Ultimate''), taking 100% damage, or using Limit Charge for 400 frames (6.67 seconds) will fill an empty meter. When the Limit Gauge is full, Cloud enters | |[[Cloud]]||[[Limit Charge|Limit Gauge]]||Cloud possesses a meter that fills up by dealing damage, taking damage, or using his down special, [[Limit Charge]]. Dealing 250% damage (150% in ''Ultimate''), taking 100% damage, or using Limit Charge for 400 frames (6.67 seconds) will fill an empty meter. When the Limit Gauge is full, Cloud enters the Limit Break status, which enhances his mobility while active, and causes the next special move he uses to become much more powerful, emptying the meter afterwards. In ''Ultimate'', the gauge is now visible on the [[Damage meter]] at all times; however, the Limit Break status now disappears if a special move is not used for 15 seconds after its activation, and Cloud actually loses some of the Limit Gauge if he is hit while charging it with Limit Charge. | ||
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|rowspan=2|[[Donkey Kong]]||Kong Karry||Donkey Kong's [[forward throw]] allows him to walk and jump while carrying an opponent, and it also provides him with four additional "cargo throws". | |rowspan=2|[[Donkey Kong]]||Kong Karry||Donkey Kong's [[forward throw]] allows him to walk and jump while carrying an opponent, and it also provides him with four additional "cargo throws". | ||
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|Heavy [[Item]] Resistance||When carrying heavy items like [[crate]]s, Donkey Kong can jump, fall off edges without dropping them, and prior to ''Smash 4'', could walk faster than every other character could while carrying heavy items. In ''Smash 64'', he is the only character that can walk at all while holding a heavy item. | |Heavy [[Item]] Resistance||When carrying heavy items like [[crate]]s, Donkey Kong can jump, fall off edges without dropping them, and prior to ''Smash 4'', could walk faster than every other character could while carrying heavy items. In ''Smash 64'', he is the only character that can walk at all while holding a heavy item. | ||
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|[[Hero]]|[[MP Gauge]]| All of Hero's special movies consume an MP, and the move can not be used if there is not enough MP. It regenerates automatically when he has less than 100 MP, or when he attacks, recharging based on 0.8x the amount of base damage the attack deals. His down special gives a menu of four random spells out of 21 that pauses the MP regeneration and has a set MP cost for each spell, while his other three specials can be charged into three variants each, with the stronger variants requiring more MP. | |||
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|rowspan=2|[[Ice Climbers]]||Nana/Popo||The player takes full control of one Ice Climber. The other one—Nana by default and Popo in specific alternate costumes—acts as a CPU-controlled clone of the leader, who usually follows the player's actions and attacks alongside the leader with a slight delay, but acts on their own and attempts to return to the leader if they are separated. This further allows for an advanced technique exclusive to the Ice Climbers, [[desynching]], that allows the player to independently control both characters. | |rowspan=2|[[Ice Climbers]]||Nana/Popo||The player takes full control of one Ice Climber. The other one—Nana by default and Popo in specific alternate costumes—acts as a CPU-controlled clone of the leader, who usually follows the player's actions and attacks alongside the leader with a slight delay, but acts on their own and attempts to return to the leader if they are separated. This further allows for an advanced technique exclusive to the Ice Climbers, [[desynching]], that allows the player to independently control both characters. | ||
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|Reverse [[traction]]||Normally, most characters have decreased traction on slippery surfaces. With the Ice Climbers, this is reversed; they normally have very low traction, but their traction is improved when stepping on slippery surfaces, due to them wearing ice cleats. | |Reverse [[traction]]||Normally, most characters have decreased traction on slippery surfaces. With the Ice Climbers, this is reversed; they normally have very low traction, but their traction is improved when stepping on slippery surfaces, due to them wearing ice cleats. | ||
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|[[Inkling]]|[[Ink Tank]]|Inkling's jab, smash attacks, special moves, and forward throw will consume ink from her Ink Tank and apply the {{b|ink|status}} status effect, which will cause fighters to take more damage depending on how much ink covers them. With the exceptions of down special and neutral special, she can continue using weaker versions of any moves that use ink if her Ink Tank is empty, though they will deal less damage and do not apply the ink effect. She can reload by either a shield + special input or by using neutral special with zero ink. | |||
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|[[Joker]]||[[Rebellion Gauge]]||Joker possesses a meter shown above his damage percentage that fills slowly over time, as well as with damage taken; the latter is more significant if his [[Down special move|down special]], [[Rebel's Guard]], is used to block attacks. If Joker is attacked while using Rebel's Guard, the Rebellion Gauge will fill up 2.5× faster while taking 0.4× regular damage. Taking 75% damage normally, blocking 30% damage with Rebel's Guard, or spending 3 minutes without getting damaged will fill an empty meter. (These are default values; the Rebellion Gauge fills more quickly if Joker is not in first place.) When the Rebellion Gauge is full, Joker summons [[Arsène]], who strengthens all attacks except for his [[pummel]], [[throw]]s, [[floor attack]]s, and [[ledge attack]]. Arsène also changes Joker's special moves to either be more powerful, like [[Gun Special]] and [[Eigaon]], or have different properties, like [[Wings of Rebellion]] and [[Tetrakarn]]/[[Makarakarn]]. After Arsène activates, the meter works in reverse, depleting over time and with damage taken, and causing Arsène to disappear when emptied, giving him a maximum duration of 30 seconds. | |[[Joker]]||[[Rebellion Gauge]]||Joker possesses a meter shown above his damage percentage that fills slowly over time, as well as with damage taken; the latter is more significant if his [[Down special move|down special]], [[Rebel's Guard]], is used to block attacks. If Joker is attacked while using Rebel's Guard, the Rebellion Gauge will fill up 2.5× faster while taking 0.4× regular damage. Taking 75% damage normally, blocking 30% damage with Rebel's Guard, or spending 3 minutes without getting damaged will fill an empty meter. (These are default values; the Rebellion Gauge fills more quickly if Joker is not in first place.) When the Rebellion Gauge is full, Joker summons [[Arsène]], who strengthens all attacks except for his [[pummel]], [[throw]]s, [[floor attack]]s, and [[ledge attack]]. Arsène also changes Joker's special moves to either be more powerful, like [[Gun Special]] and [[Eigaon]], or have different properties, like [[Wings of Rebellion]] and [[Tetrakarn]]/[[Makarakarn]]. After Arsène activates, the meter works in reverse, depleting over time and with damage taken, and causing Arsène to disappear when emptied, giving him a maximum duration of 30 seconds. | ||
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|rowspan=2|[[Min Min]]||[[ARMS Change]]||Min Min can switch her right ARM to Ramram, Megawatt, or Dragon via her down special, which in turn changes the power and range of her neutral and side specials. | |rowspan=2|[[Min Min]]||[[ARMS Change]]||Min Min can switch her right ARM to Ramram, Megawatt, or Dragon via her down special, which in turn changes the power and range of her neutral and side specials. | ||
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|Powered up Dragon||Min Min's left Dragon ARM can become stronger, indicated by its larger appearance and flames billowing from it. As in ''ARMS'', this happens after Min Min throws an opponent, though this can also happen once she gains access to [[ARMS Rush|her Final Smash]]. When powered up, her Dragon ARM's punch and laser will both become stronger for 20 seconds. | |Powered up Dragon||Min Min's left Dragon ARM can become stronger, indicated by its larger appearance and flames billowing from it. As in ''ARMS'', this happens after Min Min throws an opponent, though this can also happen once she gains access to [[ARMS Rush|her Final Smash]]. When powered up, her left Dragon ARM's punch and laser will both become stronger for 20 seconds. | ||
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|[[Olimar]]||{{b|Pikmin|species}}||Olimar has up to 3 Pikmin (6 in ''Brawl'') following him, who take part in all his moves except [[neutral attack]], [[dash attack]], [[tilt]]s, [[neutral aerial]], [[floor attack]]s, and [[ledge attack]]. Each of the five types of Pikmin—red, yellow, blue, white, and purple—have different traits such as health, damage, effect, and range. Pikmin can be killed by enemy attacks, by entering [[water]] deep enough for Olimar to [[Swimming|swim]] in (with the exception of blue Pikmin, which do ''not'' die when Olimar begins swimming), or by crossing the bottom [[blast zone]] after being [[Pikmin Throw|thrown]], requiring Olimar to generate new ones by using [[Pikmin Pluck]]. | |[[Olimar]]||{{b|Pikmin|species}}||Olimar has up to 3 Pikmin (6 in ''Brawl'') following him, who take part in all his moves except [[neutral attack]], [[dash attack]], [[tilt]]s, [[neutral aerial]], [[floor attack]]s, and [[ledge attack]]. Each of the five types of Pikmin—red, yellow, blue, white, and purple—have different traits such as health, damage, effect, and range. Pikmin can be killed by enemy attacks, by entering [[water]] deep enough for Olimar to [[Swimming|swim]] in (with the exception of blue Pikmin, which do ''not'' die when Olimar begins swimming), or by crossing the bottom [[blast zone]] after being [[Pikmin Throw|thrown]], requiring Olimar to generate new ones by using [[Pikmin Pluck]]. | ||
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|[[Sephiroth]]||[[Winged Form]]||Sephiroth will unfurl his black wing when at high enough percents (with the activation percent being lower if Sephiroth has less stocks or points than his opponents, and higher if Sephiroth has more stocks or points). This gives him an increase to his horizontal mobility, makes his attacks deal more damage without any knockback compensation, gives him an extra midair jump, and grants damage-based armor to all of his smash attacks. He loses his wing upon being KOed, and might lose it after scoring a KO, though if his percentage is high enough or he is a significant enough stock or point disadvantage, the Winged Form remains active even after KOing an opponent. | |[[Sephiroth]]||[[Winged Form]]||Sephiroth will unfurl his black wing when at high enough percents (with the activation percent being lower if Sephiroth has less stocks or points than his opponents, and higher if Sephiroth has more stocks or points). This gives him an increase to his horizontal mobility, makes his attacks deal more damage without any knockback compensation, gives him an extra midair jump, and grants damage-based armor to all of his smash attacks. He loses his wing upon being KOed, and might lose it after scoring a KO, though if his percentage is high enough or he is a significant enough stock or point disadvantage, the Winged Form remains active even after KOing an opponent. | ||
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|[[Steve]]||[[Mine / Craft / Create Block|Crafting]]||Steve can upgrade his weapons at a crafting table, which starts off where Steve spawns, but can be moved with a shield + special input. The crafting table can be damaged and eventually destroyed by most non-projectile attacks, but will respawn after a short time or when Steve next performs a shield + special input; the shield + special input will also repair the crafting table if it is damaged. However, spawning or moving the crafting table will cost Steve some materials. The order of materials is wood, stone, iron, gold, and diamond, with each successive material being stronger than the last (except for gold, which is only as strong as wood, but is faster than the rest). Whenever Steve loses a stock and when the match starts, his weapons revert to wood. All weapons are crafted and upgraded simultaneously. | |rowspan=2[[Steve]]||[[Mine / Craft / Create Block|Crafting]]||Steve can upgrade his weapons at a crafting table, which starts off where Steve spawns, but can be moved with a shield + special input. The crafting table can be damaged and eventually destroyed by most non-projectile attacks, but will respawn after a short time or when Steve next performs a shield + special input; the shield + special input will also repair the crafting table if it is damaged. However, spawning or moving the crafting table will cost Steve some materials. The order of materials is wood, stone, iron, gold, and diamond, with each successive material being stronger than the last (except for gold, which is only as strong as wood, but is faster than the rest). Whenever Steve loses a stock and when the match starts, his weapons revert to wood. All weapons are crafted and upgraded simultaneously, and will prioritize the strongest available material to craft his weapons. | ||
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|Materials|Outside of crafting and Steve's weapon attacks, Steve's down aerial, down throw, and the start of his side special all consume one point of iron directly, and his aerial neutral special, down special, and continuous use of his side special will directly consume any of his materials, prioritizing the most common ones - specifically, the order is dirt, wood, stone, and iron. He cannot use these moves that if he does not have the sufficient materials, with the exception of his down throw, which becomes weaker. | |||
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|rowspan=2|[[Terry]]||[[Super Special Move]]s||When Terry's percentage is at least 100% in a stock or timed match, or he has no more than 30% of his starting HP in a Stamina battle, he can perform two super moves in the form of [[Power Geyser]] and [[Buster Wolf]]. Both moves can only be performed while grounded and with command inputs. A flashing "GO!" icon above his damage meter will appear when both moves are ready to use. | |rowspan=2|[[Terry]]||[[Super Special Move]]s||When Terry's percentage is at least 100% in a stock or timed match, or he has no more than 30% of his starting HP in a Stamina battle, he can perform two super moves in the form of [[Power Geyser]] and [[Buster Wolf]]. Both moves can only be performed while grounded and with command inputs. A flashing "GO!" icon above his damage meter will appear when both moves are ready to use. | ||
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|Dodge leniency||During some of the early [[frame]]s of a [[roll]], [[spot dodge]], or [[air dodge]], or in Bayonetta's case some of the late frames of [[Witch Time]] as well, certain fighters will perform unique dodging animations and take only half the usual [[damage]] with no [[knockback]]. Mythra's version will also inflict a brief slowdown effect on her opponent. The mechanic has different names depending on the fighter; Bayonetta's is called [[Bat Within]], while Mythra's is called [[Foresight]].||[[Bayonetta]], [[Mythra]] | |Dodge leniency||During some of the early [[frame]]s of a [[roll]], [[spot dodge]], or [[air dodge]], or in Bayonetta's case some of the late frames of [[Witch Time]] as well, certain fighters will perform unique dodging animations and take only half the usual [[damage]] with no [[knockback]]. Mythra's version will also inflict a brief slowdown effect on her opponent. The mechanic has different names depending on the fighter; Bayonetta's is called [[Bat Within]], while Mythra's is called [[Foresight]].||[[Bayonetta]], [[Mythra]] | ||
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|Durability||Certain fighters' moves can only be used a certain number of times before running out of durability. Robin's | |Durability||Certain fighters' moves can only be used a certain number of times before running out of durability. Robin's four tomes and Levin Sword lose durability once the required weapon is used, and replenish over time once that weapon runs out of durability. Once any of Robin's weapons lose durability, it becomes a throwable item, but special moves and jab finishes can not be used if the required tome is regenerating, and aerial and smash attacks can only use the Bronze Sword if the Levin Sword is regenerating. Banjo & Kazooie's [[Wonderwing]] also loses durability upon use, and may only be used five times per stock, only replenishing back to its maximum when the duo respawns after being KO'd. Steve's weapons and tools only lose durability if its hitbox connects, and can be replaced, repaired, or upgraded by crafting. Steve can use his fists as weaker versions of his regular attacks or a slower way to mine if a required weapon or tool runs out of durability.||[[Robin]], [[Banjo]] & [[Kazooie]], [[Steve]] | ||
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|[[Gliding]] {{GameIcon|SSBB}}||In ''Brawl'', holding the jump button while certain characters are in midair will cause them to glide. This allows them to have an additional "[[glide attack]]". In ''Ultimate'', [[SSBU|Steve]] has a pseudo-glide that functions similar to previous glides, but it is [[Elytra|his dedicated]] [[up special]] and he has no glide attack.||[[Meta Knight]], [[Pit]], [[Charizard]] | |[[Gliding]] {{GameIcon|SSBB}}||In ''Brawl'', holding the jump button while certain characters are in midair will cause them to glide. This allows them to have an additional "[[glide attack]]". In ''Ultimate'', [[SSBU|Steve]] has a pseudo-glide that functions similar to previous glides, but it is [[Elytra|his dedicated]] [[up special]] and he has no glide attack.||[[Meta Knight]], [[Pit]], [[Charizard]] | ||
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|Hydrophobia <!--name from the Tips--> {{GameIcon|SSBU}} ||Certain fighters will take continuous damage while [[swimming]], and will be in their drowning animation for as long as they swim. This does not affect how long they can swim.||[[Charizard]], [[Incineroar]], [[Inkling]], [[Sonic]] | |Hydrophobia <!--name from the Tips--> {{GameIcon|SSBU}} ||Certain fighters will take continuous damage while [[swimming]], and will be in their drowning animation for as long as they swim. This does not affect how long they can swim.||[[Charizard]], [[Incineroar]], [[Inkling]], [[Sonic]] | ||
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|Mid-battle transformation||Certain fighters are able to switch into a completely different fighter via one of their special moves. | |Mid-battle transformation||Certain fighters are able to switch into a completely different fighter via one of their special moves. Most of them switch via [[Transform|their]] [[Pokémon Change|down]] [[Swap|specials]], with the exceptions Samus and Zero Suit Samus, who switch after using their [[Zero Laser|Final]] [[Power Suit Samus|Smashes]], in addition to Samus being able to transform into her Zero Suit form by inputting a [[Smash Taunt]] (though she cannot transform back into her Power Suit form through this method). While {{SSB4|Zelda}}, {{SSB4|Sheik}}, {{SSB4|Samus}} and {{SSB4|Zero Suit Samus}} were all split into separate characters in ''SSB4'' along with Pokémon Trainer, Squirtle, and Ivysaur being absent, {{SSB4|Charizard}} appeared as a separate fighter before returning to the team in ''Ultimate''. In ''Ultimate'', despite all characters listed here being present, the only veteran who regained the ability to transform was Pokémon Trainer.||[[Zelda]]/[[Sheik]]{{GameIcon|SSBM}}{{GameIcon|SSBB}}, [[Samus]]/[[Zero Suit Samus]]{{GameIcon|SSBB}}, [[Pokémon Trainer]] ([[Squirtle]]/[[Ivysaur]]/[[Charizard]]){{GameIcon|SSBB}}{{GameIcon|SSBU}}, [[Pyra]]/[[Mythra]] | ||
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|Moving neutral attack||Certain fighters can use their [[neutral attack]] while moving and jumping, in effect acting as their [[side tilt]] and [[neutral aerial]] as well.<br>In the case of Min Min, [[Punch]] does not act as her neutral aerial, but rather as her [[forward aerial|forward]] and [[back aerial]], as well as her [[forward smash]], grounded held [[neutral special]], and [[side special]].||[[Mega Man]], [[Min Min]], [[Steve]] | |Moving neutral attack||Certain fighters can use their [[neutral attack]] while moving and jumping, in effect acting as their [[side tilt]] and [[neutral aerial]] as well.<br>In the case of Min Min, [[Punch]] does not act as her neutral aerial, but rather as her [[forward aerial|forward]] and [[back aerial]], as well as her [[forward smash]], grounded held [[neutral special]], and [[side special]].||[[Mega Man]], [[Min Min]], [[Steve]] | ||
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|[[Passive shield]]||Certain fighters are equipped with a special shield that passively blocks any [[reflect]]able [[projectile]] coming from their front while standing, [[walk]]ing, or [[crouch]]ing. The shield will not block projectiles if the fighter is holding an item. Link's shield in ''Smash 64'' is purely aesthetic.||[[Link]] (since {{GameIcon|SSBM}}), [[Young Link]], [[Toon Link]], [[Hero]] | |[[Passive shield]]||Certain fighters are equipped with a special shield that passively blocks any [[reflect]]able [[projectile]] coming from their front while standing, [[walk]]ing, or [[crouch]]ing. The shield will not block projectiles if the fighter is holding an item. Link's shield in ''Smash 64'' is purely aesthetic.||[[Link]] (since {{GameIcon|SSBM}}), [[Young Link]], [[Toon Link]], [[Hero]] | ||
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|Smash attack penalties {{GameIcon|SSBU}}||While most characters in ''Ultimate'' can hold fully-charged smash attacks for up to 120 frames, Min Min's forward smash can only be held for 30 frames, and all of Bayonetta and Olimar's smashes, Mega Man and Villager's forward smashes, and Ness's up and down smashes can only be held for 60 frames. Additionally, all of these attacks except Min Min and Mega Man's forward smashes have a 1.2x damage multiplier when fully charged instead of the usual 1.4x. Mega Man's forward smash has a 1.3x multiplier instead.||[[Bayonetta]], [[Mega Man]], [[Min Min]], [[Ness]], [[Olimar]], [[Villager]] | |Smash attack penalties {{GameIcon|SSBU}}||While most characters in ''Ultimate'' can hold fully-charged smash attacks for up to 120 frames, Min Min's forward smash can only be held for 30 frames, and all of Bayonetta and Olimar's smashes, Mega Man and Villager's forward smashes, and Ness's up and down smashes can only be held for 60 frames. Additionally, all of these attacks except Min Min and Mega Man's forward smashes have a 1.2x damage multiplier when fully charged instead of the usual 1.4x. Mega Man's forward smash has a 1.3x multiplier instead.||[[Bayonetta]], [[Mega Man]], [[Min Min]], [[Ness]], [[Olimar]], [[Villager]] |
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