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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 | |[[Cloud]]||[[Limit (status)|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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|[[Hero]]||[[MP Gauge]]|| All of Hero's special moves consume 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. | |[[Hero]]||[[MP Gauge]]|| All of Hero's special moves consume 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 | |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 computer-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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|Special [[traction]]||Normally, most characters have decreased traction on slippery surfaces. With the Ice Climbers, their traction is unaffected when stepping on slippery surfaces, due to them wearing ice cleats. | |Special [[traction]]||Normally, most characters have decreased traction on slippery surfaces. With the Ice Climbers, their traction is unaffected 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. | |[[Inkling]]||[[Ink Tank]]||Inkling's rapid 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 her 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=3|[[Kazuya]]||Omnidirectional tilt attacks||Kazuya has eight tilt attacks instead of the usual three, with the inputs including both diagonal and backward control stick movements. | |rowspan=3|[[Kazuya]]||Omnidirectional tilt attacks||Kazuya has eight tilt attacks instead of the usual three, with the inputs including both diagonal and backward control stick movements. | ||
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|Crouching and Standing Attacks||Kazuya also has four additional attacks he can only use while crouching, separate from his standard down tilt | |Crouching and Standing Attacks||Kazuya also has four additional attacks he can only use while crouching, separate from his standard down tilt, three of which use control stick inputs, while the fourth is inputted by standing back up immediately afterwards. | ||
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|{{b|Rage|Kazuya}}||When Kazuya is at either 100% damage or 1/4 of his maximum stamina, he enters Rage mode, which multiplies his attack power by 1.1, and allows him to use a Rage Drive (a stronger version of [[Heaven's Door]]) by either inputting it normally, with a grab, or a command input (→ ↓ ↘ + held attack/special, stronger than the previous two). Rage mode does not have a time limit, although it will end if Kazuya takes more than a certain amount of damage. This is calculated with '''((Number of missed grabs or down specials × 110) + (Damage taken during Rage × {{rollover|17.6|11.22 outside of 1v1 battles|?}})) >= 650'''. In context, with no missed grabs or down specials, it will take 36.93% to force Kazuya out of Rage<ref>https://twitter.com/Meshima_/status/1410142189804351488</ref><ref>https://docs.google.com/spreadsheets/d/1vb0eC-FfdNd46xoBaX-i8mSbSKUNstge41C1A5iN59I/edit#gid=1392188402</ref>. Can only be triggered once per stock. | |{{b|Rage|Kazuya}}||When Kazuya is at either 100% damage or 1/4 of his maximum stamina, he enters Rage mode, which multiplies his attack power by 1.1, and allows him to use a Rage Drive (a stronger version of [[Heaven's Door]]) by either inputting it normally, with a grab, or a command input (→ ↓ ↘ + held attack/special, stronger than the previous two). Rage mode does not have a time limit, although it will end if Kazuya takes more than a certain amount of damage. This is calculated with '''((Number of missed grabs or down specials × 110) + (Damage taken during Rage × {{rollover|17.6|11.22 outside of 1v1 battles|?}})) >= 650'''. In context, with no missed grabs or down specials, it will take 36.93% to force Kazuya out of Rage<ref>https://twitter.com/Meshima_/status/1410142189804351488</ref><ref>https://docs.google.com/spreadsheets/d/1vb0eC-FfdNd46xoBaX-i8mSbSKUNstge41C1A5iN59I/edit#gid=1392188402</ref>. Can only be triggered once per stock. | ||
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|[[King K. Rool]]||[[Belly Super Armor]]||Several of King K. Rool's attacks—namely his [[forward tilt]], [[dash attack]], [[up smash]], [[down smash]], [[neutral aerial]], [[up aerial]], and [[down aerial]], as well as his [[side taunt]]—have a special kind of [[HP]]-based [[armor]] on his belly during certain frames, negating knockback and halving the damage he takes if hit in that section, with the other half depleting HP from the armor instead. When the armor runs out of HP, King K. Rool is popped into the air (if on the ground), falls straight down, and becomes [[stun]]ned upon landing, similarly to a [[shield break]]. The armor starts with 18.01 HP (effectively 36.02 due to taking half damage), and recovers 0.08 HP every 16 frames King K. Rool spends without using belly attacks. | |[[King K. Rool]]||[[Belly Super Armor]]||Several of King K. Rool's attacks—namely his [[forward tilt]], [[dash attack]], [[up smash]], [[down smash]], [[neutral aerial]], [[up aerial]], and [[down aerial]], as well as his [[side taunt]]—have a special kind of [[HP]]-based [[armor]] on his belly during certain frames, negating knockback and halving the damage he takes if hit in that section, with the other half depleting HP from the armor instead. When the armor runs out of HP, King K. Rool is popped into the air (if on the ground), falls straight down, and becomes [[stun]]ned upon landing, similarly to a [[shield break]]. The armor starts with 18.01 HP (effectively 36.02 due to taking half damage), and recovers 0.08 HP every 16 frames King K. Rool spends without using belly attacks. | ||
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|[[Kirby]]||[[Copy Abilities]]||Much like in his home series, Kirby can copy a character's [[neutral special move]] by using his own neutral special move, [[Inhale]], and swallowing them. Kirby additionally dons a hat based upon the character he swallowed. However, some Copy Abilities function differently than the copied character's own neutral special, usually when said neutral special is linked to another fighter ability. Kirby can discard a Copy Ability anytime by [[taunt | |[[Kirby]]||[[Copy Abilities]]||Much like in his home series, Kirby can copy a character's [[neutral special move]] by using his own neutral special move, [[Inhale]], and swallowing them. Kirby additionally dons a hat based upon the character he swallowed. However, some Copy Abilities function differently than the copied character's own neutral special, usually when said neutral special is linked to another fighter ability. Kirby can discard a Copy Ability anytime by [[taunt]]ing, or otherwise randomly loses it after taking damage (following a short "grace period"), or running out of resources (for Robin and Inkling's neutral specials only). Kirby can also gain some other fighter abilities, like Hero's MP Gauge, when he copies their moves. | ||
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|[[Little Mac]]||[[Power Meter]]||Little Mac has a meter that visually and functionally resembles the power meter mechanic found in the arcade and SNES installments of the ''[[Punch-Out!!]]'' franchise. The meter is shown above his damage percentage and fills by dealing or taking damage, with either 333.3% damage dealt or 100% damage taken filling it. When the Power Meter is full, his neutral special, [[Straight Lunge]], is replaced by [[KO Uppercut]], a much faster and stronger attack that can KO at very low percents if used on the ground, but is substantially weaker in the air. KO Uppercut is an [[unblockable attack]] (except for the aerial version in ''Ultimate'') that ignores [[armor]] and cannot be [[Counterattack|counter]]ed, and it also grants Little Mac brief super armor, much like his smash attacks. The meter is emptied after KO Uppercut is used, or if Little Mac is sent [[tumbling]] by an attack. | |[[Little Mac]]||[[Power Meter]]||Little Mac has a meter that visually and functionally resembles the power meter mechanic found in the arcade and SNES installments of the ''[[Punch-Out!!]]'' franchise. The meter is shown above his damage percentage and fills by dealing or taking damage, with either 333.3% damage dealt or 100% damage taken filling it. When the Power Meter is full, his neutral special, [[Straight Lunge]], is replaced by [[KO Uppercut]], a much faster and stronger attack that can KO at very low percents if used on the ground, but is substantially weaker in the air. KO Uppercut is an [[unblockable attack]] (except for the aerial version in ''Ultimate'') that ignores [[armor]] and cannot be [[Counterattack|counter]]ed, and it also grants Little Mac brief super armor, much like his smash attacks. The meter is emptied after KO Uppercut is used, or if Little Mac is sent [[tumbling]] by an attack. | ||
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|[[Lucario]]||[[Aura]]||The damage output and respective knockback of Lucario's attacks increase in proportion with its own percentage. In ''Brawl'', the damage multiplier ranges from 0.7× at 0% to 1.4× at 170%; in ''SSB4'' and ''Ultimate'', it ranges from 0.66× at 0% to 1.7× (in ''SSB4'') or 1.67× (in ''Ultimate'') at 190%. The damage multiplier is further affected by Lucario's placing or stocks compared to the opponents', increasing if it is behind and decreasing if it is ahead. The aura ability should not be confused with [[Aura (effect)]], which is a property of certain attacks where opponents temporarily emit blue flame-like energy after being hit. While attacks like Kirby's [[Copy ability]] of Lucario and {{SSBU|Richter}}'s [[Holy Water]] have an aura affect, Richter and Kirby themselves do not have the aura ability. | |[[Lucario]]||[[Aura]]||The damage output and respective knockback of Lucario's attacks increase in proportion with its own percentage. In ''Brawl'', the damage multiplier ranges from 0.7× at 0% to 1.4× at 170%; in ''SSB4'' and ''Ultimate'', it ranges from 0.66× at 0% to 1.7× (in ''SSB4'') or 1.67× (in ''Ultimate'') at 190%. The damage multiplier is further affected by Lucario's placing or stocks compared to the opponents', increasing if it is behind and decreasing if it is ahead. The aura ability should not be confused with [[Aura (effect)|the effect of the same name]], which is a property of certain attacks where opponents temporarily emit blue flame-like energy after being hit. While attacks like Kirby's [[Copy ability]] of Lucario and {{SSBU|Richter}}'s [[Holy Water]] have an aura affect, Richter and Kirby themselves do not have the aura ability. | ||
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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 left 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 his [[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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|[[Peach]] and [[Daisy]]||[[Floating]]||When the jump button is held in midair, Peach and Daisy can completely suspend their vertical momentum in midair and move entirely horizontally for up to 150 frames (2.5 seconds), giving them a shared unique aerial game and allowing for much greater horizontal recovery than most other characters. It is also possible to perform aerial attacks during this state, even while holding items such as Vegetables. Floating while near ground height allows both characters to perform aerial attacks where most other fighters cannot, and in ''Ultimate'', attacks performed when floating are not affected by the short hop aerial multiplier, even when the float is initiated directly from a short hop. | |[[Peach]] and [[Daisy]]||[[Floating]]||When the jump button is held in midair, Peach and Daisy can completely suspend their vertical momentum in midair and move entirely horizontally for up to 150 frames (2.5 seconds), giving them a shared unique aerial game and allowing for much greater horizontal recovery than most other characters. It is also possible to perform aerial attacks during this state, even while holding items such as Vegetables. Floating while near ground height allows both characters to perform aerial attacks where most other fighters cannot, and in ''Ultimate'', attacks performed when floating are not affected by the short hop aerial multiplier, even when the float is initiated directly from a short hop. | ||
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|[[Piranha Plant]]||[[Footstool]] attack||If Piranha Plant is [[footstool]]ed while [[crouching]], it will automatically stretch upward and perform a biting attack, which has 4% base damage with vertical knockback. | |[[Piranha Plant]]||[[Footstool]] attack||If Piranha Plant is [[footstool]]ed while [[crouching]], it will automatically stretch upward and perform a biting attack, which has 4% base damage with vertical knockback. | ||
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|rowspan=2|[[Pokémon Trainer]]||{{h2|Pokémon Change|Stamina}}<br>{{GameIcon|SSBB}}||Each of the Pokémon Trainer's Pokémon has stamina points, which starts at 100 and drops by 0.5 for every second they are in battle, while additionally losing 0.5 stamina points every time any attack is inputted. If their stamina drops below 40 points, the damage output and respective knockback of all their attacks is significantly lowered, with a damage multiplier starting at 0.779×, | |rowspan=2|[[Pokémon Trainer]]||{{h2|Pokémon Change|Stamina}}<br>{{GameIcon|SSBB}}||Each of the Pokémon Trainer's Pokémon has stamina points, which starts at 100 and drops by 0.5 for every second they are in battle, while additionally losing 0.5 stamina points every time any attack is inputted. If their stamina drops below 40 points, the damage output and respective knockback of all their attacks is significantly lowered, with a damage multiplier starting at 0.779×, which decreases increasingly further the lower their stamina drops beyond this point, down to a minimum multiplier of 0.7× at 0 stamina. Their idle stances also change to a tired-looking stance to reflect this. Pokémon only recover stamina if they switch out of the battle with [[Pokémon Change]], regaining 0.8 points per second they are not in battle, or if they are KO'd, regaining a much larger variable amount (determined by a formula of 100 − (0.3 × (100 − previous stamina), which results in them gaining 70% of their missing stamina back). This mechanic did not return in ''Ultimate'', so each Pokémon can be kept out for an indefinite amount of time with no detrimental effects. | ||
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|[[Type effectiveness]]<br>{{GameIcon|SSBB}}||Much like in the ''Pokémon'' series, each of the Pokémon has a resistance and a weakness to a certain [[effect]], taking 0.9× and 1.1× knockback from them respectively. [[Ivysaur]] is resistant to [[water]] attacks and weak to [[flame]] attacks; [[Charizard]] is resistant to {{b|grass|effect}} attacks and weak to water attacks; and [[Squirtle]] is resistant to flame attacks and weak to grass attacks. This mechanic also did not return in ''Ultimate''. | |[[Type effectiveness]]<br>{{GameIcon|SSBB}}||Much like in the ''Pokémon'' series, each of the Pokémon has a resistance and a weakness to a certain [[effect]], taking 0.9× and 1.1× knockback from them respectively. [[Ivysaur]] is resistant to [[water]] attacks and weak to [[flame]] attacks; [[Charizard]] is resistant to {{b|grass|effect}} attacks and weak to water attacks; and [[Squirtle]] is resistant to flame attacks and weak to grass attacks. This mechanic also did not return in ''Ultimate''. | ||
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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 Attack||Pressing the attack button immediately after performing a [[spot dodge]] will make Terry perform a counterattack. This move is similar to his [[up tilt]], but renders his entire upper body intangible. | |Dodge Attack||Pressing the attack button immediately after performing a [[spot dodge]] will make Terry perform a counterattack. This move is similar to his [[up tilt]], but renders his entire upper body [[intangible]] and has a bit more endlag. | ||
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|[[Villager]] and [[Isabelle]]||Net-activated [[Pocket]] {{GameIcon|SSBU}} ||Villager and Isabelle's shared grab can pocket items similarly to their shared neutral special. However, the item can only be released by activating their neutral specials normally. Despite Villager having the same grab in ''SSB4'', it could not act as his neutral special. In ''Ultimate'', an icon representing the pocketed item will appear in the top-left corner of the [[damage meter]] as long as it is pocketed. | |[[Villager]] and [[Isabelle]]||Net-activated [[Pocket]] {{GameIcon|SSBU}} ||Villager and Isabelle's shared grab can pocket items similarly to their shared neutral special. However, the item can only be released by activating their neutral specials normally. Despite Villager having the same grab in ''SSB4'', it could not act as his neutral special. In ''Ultimate'', an icon representing the pocketed item will appear in the top-left corner of the [[damage meter]] as long as it is pocketed. | ||
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|[[Armor]]ed [[double jump]] ||In ''Smash 64'', ''Melee'', and ''Ultimate'', Yoshi possesses a special type of armor during the entire duration of his double jump that subtracts 120 units of knockback, with Yoshi not flinching at all if the result is negative, or otherwise only receiving the knockback difference. In ''Brawl'' and ''Smash 4'', this was replaced with standard knockback-based armor, with Yoshi instead taking the full knockback if this threshold is exceeded. Yoshi's double jump additionally lets him turn around without either multiple double jumps (covered below) or a B-reversible special move, giving him unique opportunities to use his forward and back airs. | |[[Armor]]ed [[double jump]] ||In ''Smash 64'', ''Melee'', and ''Ultimate'', Yoshi possesses a special type of armor during the entire duration of his double jump that subtracts 120 units of knockback, with Yoshi not flinching at all if the result is negative, or otherwise only receiving the knockback difference. In ''Brawl'' and ''Smash 4'', this was replaced with standard knockback-based armor, with Yoshi instead taking the full knockback if this threshold is exceeded. Yoshi's double jump additionally lets him turn around without either multiple double jumps (covered below) or a B-reversible special move, giving him unique opportunities to use his forward and back airs. | ||
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|[[Zero Suit Samus]]||[[Power Suit Piece]]s<br>{{GameIcon|SSBB}}||In ''Brawl'', whenever Zero Suit Samus spawns into battle after the transformation animation, whether it be after using Zero Laser, using the special taunt input to transform into Zero Suit Samus mid-battle, or starting a match with her, she will spawn with three Power Suit Pieces next to her, which then behave as normal throwable items that can be picked up and used by anyone. However when Zero Suit Samus spawns into battle without the transformation animation, such as when played during single-player modes where the characters' [[entrance]] animations are skipped or when spontaneously spawning in during a multi-man battle, these items will not spawn with her. | |[[Zero Suit Samus]]||[[Power Suit Piece]]s<br>{{GameIcon|SSBB}}||In ''Brawl'', whenever Zero Suit Samus spawns into battle after the transformation animation, whether it be after using Zero Laser, using the special taunt input to transform into Zero Suit Samus mid-battle, or starting a match with her, she will spawn with three Power Suit Pieces next to her, which then behave as normal throwable items that can be picked up and used by anyone. However, when Zero Suit Samus spawns into battle without the transformation animation, such as when played during single-player modes where the characters' [[entrance]] animations are skipped or when spontaneously spawning in during a multi-man battle, these items will not spawn with her. | ||
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!data-sort-type="number"|Ability!!Description!!Characters | !data-sort-type="number"|Ability!!Description!!Characters | ||
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|1-on-1 facing {{GameIcon|SSBU}} ||When | |1-on-1 facing {{GameIcon|SSBU}} ||When certain fighters have one opponent remaining (counting teammates as foes if [[Team Attack]] is turned on), they will always automatically face the opponent, unless they turn around from a run or are in midair. These fighters have a unique ability where dashing away from an opponent causes them to briefly hop backwards before the proper dash starts, sometimes refered to as a back fade. This ability makes it easier to perform the desired [[command-input move]]s and allows them to punish [[roll]]s and [[cross up]]s more easily than other characters, but makes moves like their [[back aerial]] less practical and more niche. A quirk with this ability is that affected fighters while airborne do not automatically turn around when jumping over an opponent until landing. While not usually important, this does noticeably effect Terry with the player sometimes unintentionally activating [[Burning Knuckle]] or [[Crack Shoot]] because one would intuitively assume the other move would come out. This ability is also disabled when 3 or more players are in a game, reversing the aforementioned advantages and disadvantages, but if these characters are on a team against a single opponent, this ability is enabled. Luma has a somewhat similar mechanic that will make it automatically turn around to face another fighter within its proximity when separated from [[Rosalina]], though this is not affected by the total number of players.||[[Ryu]], [[Ken]], [[Terry]], [[Kazuya]], [[Luma]] (partial) | ||
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|[[Command-input move]]s||Certain characters can access upgraded versions of their special moves or unique special moves by moving the [[control stick]] in a specific motion, then pressing a button in a specific window of time. While these versions are more complicated to activate, they are more powerful to compensate. Additionally, certain characters may have command input moves that do not have a special move counterpart. Uniquely, Kazuya can perform a command input without pressing the attack or special button, which will simply make him perform a [[Crouch Dash]]; the Crouch Dash can be cancelled in certain command-input moves depending from the timing and the button pressed.||[[Ryu]], [[Ken]], [[Terry]], [[Kazuya]] | |[[Command-input move]]s||Certain characters can access upgraded versions of their special moves or unique special moves by moving the [[control stick]] in a specific motion, then pressing a button in a specific window of time. While these versions are more complicated to activate, they are more powerful to compensate. Additionally, certain characters may have command input moves that do not have a special move counterpart. Uniquely, Kazuya can perform a command input without pressing the attack or special button, which will simply make him perform a [[Crouch Dash]]; the Crouch Dash can be cancelled in certain command-input moves depending from the timing and the button pressed.||[[Ryu]], [[Ken]], [[Terry]], [[Kazuya]] | ||
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|[[Crawling]]||While crouching, certain fighters can move while staying low to the ground, allowing them to potentially avoid some attacks or projectiles. As when crouching, crawling characters only have access to down tilt and down special as immediate offensive options.||See [[Crawling#Crawlers|this list]] | |[[Crawling]]||While crouching, certain fighters can move while staying low to the ground, allowing them to potentially avoid some attacks or projectiles. As when crouching, crawling characters only have access to their down tilt and down special as immediate offensive options.||See [[Crawling#Crawlers|this list]] | ||
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|[[Double jump#Delayed double jumps|Delayed double jumps]]||Certain fighters have double jumps that have a short pause before applying a slower and constant upwards boost, controlled by animation rather than an immediate velocity change. In many cases, the jump is launched at from an arc, rather than straight upward. Depending on the game, the floatiness of such second jumps allows for several techniques such as [[double jump cancel]]ing and rising aerials.||[[Ness]], [[Lucas]], [[Mewtwo]], [[Yoshi]] {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}, [[Peach]] {{GameIcon|SSBM}}, [[Kazuya]], [[Sora]] | |[[Double jump#Delayed double jumps|Delayed double jumps]]||Certain fighters have double jumps that have a short pause before applying a slower and constant upwards boost, controlled by animation rather than an immediate velocity change. In many cases, the jump is launched at from an arc, rather than straight upward. Depending on the game, the floatiness of such second jumps allows for several techniques such as [[double jump cancel]]ing and rising aerials.||[[Ness]], [[Lucas]], [[Mewtwo]], [[Yoshi]] {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}, [[Peach]] {{GameIcon|SSBM}}, [[Kazuya]], [[Sora]] | ||
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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 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 | |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 once the duo respawns after being KOed. Steve's weapons and tools only lose durability if their hitboxes connect against other opponents or if they are used to mine; they can be replaced, repaired, or upgraded by crafting. Steve can use his fists as weaker versions of his regular attacks or as 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'', | |[[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 his dedicated [[up special]], [[Elytra]], and he has no glide attack.||[[Meta Knight]], [[Pit]], [[Charizard]] | ||
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|[[Grab aerial]]||While no fighter can [[grab]] in midair (outside of [[command grab]]s), certain fighters can activate the grab in midair to attack instead of grab. This move is also sometimes referred to as a [[Zair]], due to players typically pressing the [[Z Button]] while airborne to | |[[Grab aerial]]||While no fighter can [[grab]] in midair (outside of [[command grab]]s), certain fighters can activate the grab in midair to attack instead of grab. This move is also sometimes referred to as a [[Zair]], due to players typically pressing the [[Z Button]] while airborne to perform the move. With the exception of [[Luigi]]'s, all grab attacks can also act as a [[tether recovery]]. Also unique to Luigi is that the projectile will still be launched if Luigi inputs grab in the air but lands before the projectile is launched.||See [[Grab aerial#List of grab aerials|this list]] | ||
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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. Most of them switch via [[Transform|their]] [[Pokémon Change|down]] [[Swap|specials]], with the | |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 exception of Samus and Zero Suit Samus in ''Brawl'', who switch after using their respective [[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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|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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|Smash-inputted [[ | |Smash-inputted [[aerial attack]]s||Most fighters use the same aerial attacks, regardless of if the stick is inputted as a tilt attack or as a [[smash attack]]. However, using a smash input will allow Robin to use the Levin Sword for aerial attacks as long as it has durability (tilt inputs will make Robin use the Bronze Sword), and Min Min can charge her forward and backwards aerial attacks identically to a conventional smash attack.||[[Robin]], [[Min Min]] | ||
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|Special + Shield Input||By pressing the shield and special inputs, certain fighters can perform a unique special ability. [[Inkling]] refills the ink gauge, while [[Steve]] summons his crafting table.||[[Inkling]], [[Steve]] | |Special + Shield Input||By pressing the shield and special inputs, certain fighters can perform a unique special ability. [[Inkling]] refills the ink gauge, while [[Steve]] summons his crafting table.||[[Inkling]], [[Steve]] | ||
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|Tapped and held attacks||Ryu and Ken's neutral attacks and tilt attacks, as well as the neutral attacks of Min Min, Simon, and Richter, become completely different moves depending on if the attack button is tapped or held. In the case of Simon and Richter, their held neutral attack can be controlled manually to strike nearby opponents or cancel out weak projectiles, while their tapped neutral attack acts as a standard rapid jab. Bayonetta's | |Tapped and held attacks||Ryu and Ken's neutral attacks and tilt attacks, as well as the neutral attacks of Min Min, Simon, and Richter, become completely different moves depending on if the attack button is tapped or held. In the case of Simon and Richter, their held neutral attack can be controlled manually to strike nearby opponents or cancel out weak projectiles, while their tapped neutral attack acts as a standard rapid jab. Nearly all of Bayonetta's attacks activate [[Bullet Arts]] when the attack button is held, which causes her to shoot bullets that deal 0.5% each after the attack animation has ended, and any attack where Min Min uses either Dragon ARM will fire a laser if the respective attack button is held after the attack animation ends. Ken can transition both of his command-input roundhouse kicks into a neutral attack, Inazuma Kick, by holding the attack button mid-move. In ''Ultimate'', their held neutral attack and tapped forward tilt becomes a completely different moves depending on Ryu or Ken's proximity to their opponents as well.||[[Ryu]], [[Ken]], [[Bayonetta]], [[Simon]], [[Richter]], [[Min Min]] | ||
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|[[Taunt]] attack||Certain fighters have taunts with hitboxes, effectively making them double as an attack. While most taunts in ''Ultimate'' can be canceled, taunt attacks can not.||[[Luigi]], [[Snake]], [[Greninja]], [[Kazuya]] | |[[Taunt]] attack||Certain fighters have taunts with hitboxes, effectively making them double as an attack. While most taunts in ''Ultimate'' can be canceled, taunt attacks can not.||[[Luigi]], [[Snake]], [[Greninja]], [[Kazuya]] | ||
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===Other=== | ===Other=== | ||
*In [[Mr. Sakurai Presents#Mr. Sakurai Presents "Pyra/Mythra"|Mr. Sakurai Presents "Pyra/Mythra"]], Sakurai describes {{SSBU|Pyra}}'s [[Pyra (SSBU)/Forward smash|Flare Smash]] as her fighter ability and the counterpart to {{SSBU|Mythra}}'s [[Foresight]] | *In [[Mr. Sakurai Presents#Mr. Sakurai Presents "Pyra/Mythra"|Mr. Sakurai Presents "Pyra/Mythra"]], Sakurai describes {{SSBU|Pyra}}'s [[Pyra (SSBU)/Forward smash|Flare Smash]] as her fighter ability and the counterpart to {{SSBU|Mythra}}'s [[Foresight]]; in-game, the move is also treated as such, with its own dedicated section in Pyra's [[Move List]]. In practice, however, it is merely a powerful [[forward smash]] with long range. | ||
*In some gameplay footage used in the Mr. Sakurai Presents demonstrations, Ryu's automatic turnaround in 1-on-1 battles seems to be disabled using development tools.<ref>[https://youtu.be/_Sp5o1JJdDk?t=1090]</ref><ref>[https://youtu.be/L-q6Gz_4Yqc?t=1281]</ref> | *In some gameplay footage used in the Mr. Sakurai Presents demonstrations, Ryu's automatic turnaround in 1-on-1 battles seems to be disabled using development tools.<ref>[https://youtu.be/_Sp5o1JJdDk?t=1090]</ref><ref>[https://youtu.be/L-q6Gz_4Yqc?t=1281]</ref> | ||