Super Smash Bros. 4
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Character customization: Difference between revisions

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(Undid edit by MetaKnight47: it's actually pretty relevant. The whole community constantly makes references to this.)
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*Taking the first letter of each category of custom parts available to Miis (Equipment, Specials, Headgear, Outfit, Powers) yields the word "eShop".
*Taking the first letter of each category of custom parts available to Miis (Equipment, Specials, Headgear, Outfit, Powers) yields the word "eShop".
*When copying a character, Kirby will always copy that character's default neutral special, even if that character has it set to a custom move.<ref>[https://www.youtube.com/watch?v=vrqVGNpBB3M GameXplain: "Can Kirby Copy Custom Moves?"]</ref>
*When copying a character, Kirby will always copy that character's default neutral special, even if that character has it set to a custom move.<ref>[https://www.youtube.com/watch?v=vrqVGNpBB3M GameXplain: "Can Kirby Copy Custom Moves?"]</ref>
*If all custom outfits are unlocked, it references the meme "My body is ready" from Reggie-Fils Aime in E3 2006. The game shows a message that says "You have unlocked all outfits, your body is ready!"


==References==
==References==

Revision as of 11:51, October 16, 2014

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The reason given for the split is: Page is very big. The whole 'custom special move' concept looks pretty big, so it might need its own page. (Discuss)
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The character customization interface on an amiibo

Character customization, officially character creation (キャラ作り, character creation), referred to as Custom Move Sets (カスタマイズ必殺ワザ, Customize Special Techniques) in the Smash Direct, is a feature in Super Smash Bros. 4. It appears to allow players to alter several fundamental properties of characters' special moves. All characters have 1 standard and 2 variations of each special move to choose from, with the exception of Palutena and the Mii Fighters, who instead have a selection of completely different specials, which are all unlocked from the start. Certain characters, such as Mega Man, have moves that appear to function significantly differently as well.

Before the Super Smash Bros. Direct where the feature was officially announced, in June 2013, Masahiro Sakurai had stated that players will be able to customize characters in the 3DS game and transfer those customizations to the Wii U game. He had also stated that the customizations will not be alternate costumes (Mii Fighters are, apparently, an exception), and that they would not have to be unlocked through repeated tasks.[1]

It is possible to save up to 10 custom versions of each character. From the Character Select Screen, upon selecting a character, all customized versions of that character will show up, and the player can choose which version to play as or against. The same goes for Mii Fighters, with which every Mii Fighter ever created by the player will appear in a list for the player to choose from. Character customization can be enabled when playing locally or when playing online with friends, but not when playing online with anyone.

General

The options for customizing movesets appear in the form of "Custom parts", which come in multiple types[2]:

  • Equipment: Collected through the games' numerous game modes, these items can be equipped to characters as to boost three potential stats: speed, attack, and defense. Some of these items may be identical in appearance in menus, but offer different stat boosts. They do not affect the appearance of fighters in-game.
  • Specials: Lets players change the special attacks of various characters. Details are shown in a later section.
  • Headgear: Head accessories for Miis that behave similar to outfits. The available headgear shown so far are:
    • 1-Up Mushroom Hat
    • Barbara the Bat Wig
    • Bear Hat
    • Beehive Wig
    • Captain Falcon Helmet
    • Cat Ears
    • Chef Hat
    • Chicken Hat
    • Chomp Hat
    • Cow Skull Hat
    • Cowboy Hat
    • Daisy's Crown
    • Devil Horns
    • Dog Ears
    • Doggy Cap
    • Dragon Hat
    • Fancy Pirate Hat
    • Floral Hat
    • Football Helmet
    • Frog Hat
    • Gentlewoman's Hat
    • Hibiscus
    • Hockey Mask
    • Kabuto Helmet
    • Lacy Headband
    • Lion Hat
    • Luigi's Cap
    • Magic Hat
    • Mario's Cap
    • Master Gardener's Crown
    • Meta Knight Mask
    • Mii Force Helmet
    • Mini Top Hat
    • Morikami Hat
    • Ninja Headband
    • Panda Hat
    • Peach's Wig
    • Pirate Hat
    • Prince's Crown
    • Princess Zelda Wig
    • Princess's Crown
    • Red Ribbon
    • Red Shell Hat
    • Regal Crown
    • Samurai Helmet
    • Samus's Helmet
    • Sheik Mask
    • Shy Guy Mask
    • Spartan Helmet
    • Spiny Hat
    • Straw Hat
    • Super Mushroom Hat
    • Swimming Cap
    • Top Hat
    • Waluigi's Cap
    • Wario's Cap
    • Wedding Veil
    • Western Hat
    • Woman's Headdress
  • Outfits: Can be used to customize the outfits and accessories of Mii Fighters. Costume parts can be earned from Classic Mode and, in the 3DS game, Smash Run. Some costumes also alter the appearance of the weapon held by Swordfighters and Gunners (such as a leather bodysuit changing a Swordfighter's sword into a beam sword, or a tuxedo giving a Gunner's arm-cannon a smaller, sleeker appearance). Most costumes are exclusive to one class of Mii Fighter. The available outfits shown so far are:
Swordfighter Brawler Gunner
Cybernetic Suit Biker Gear Dragon Armor
Neon Suit Fighter Uniform Fancy Suit
Ninja Suit Mecha Suit High-Tech Armor
Pirate Outfit Protective Gear Mage Robe
Plate Armor Standard Outfit Standard Outfit
Samurai Armor Tracksuit Steampunk Getup
Standard Outfit Vampire Garb Wild West Wear
  • Powers: Assorted powers implied to only take effect in Smash Run. A similar system was earlier used in Kid Icarus: Uprising. Most if not all powers have multiple levels; higher levels grant a greater number and/or more effective uses, but take up more of the total weight limit [3]. The total weight limit is determined by a character's weight and speed, including equipment affecting their speed; the faster and lighter they are, the lower the weight limit.

List of custom specials

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Character Custom neutral specials Custom side specials Custom up specials Custom down specials
Mario Fast Fireball: Throws a faster, slightly weaker fireball straight ahead. Fire Orb: Throws a big ball of fire. Slow, but hits repeatedly before disappearing. Shocking Cape: Whips out a cape that zaps opponents. Doesn't reflect projectiles. Gust Cape: Create a gust of wind with low attack power that can push opponents. Super Jump: More jump than the Super Jump Punch, but with none of the punch. Explosive Punch: Less jump than the Super Jump Punch, but with an explosive punch at the top. Scalding F.L.U.D.D.: Shoots hot water a short distance. Burns opponents on contact. High-Pressure F.L.U.D.D: Takes a while to fully charge, but blasts opponents with torrents of water.
Luigi Bouncing Fireball: Throw a fireball that bounces along the ground. Gradually loses power. Iceball: Throw a slow-moving, icy ball at your foes. Floating Missile: Flies sideways in a straight line. Charges up quickly, but doesn't do a lot of damage. Quick Missile: Fly faster and farther than normal, sliding across the ground if you miss. Fiery Jump Punch: Easier to get a critical hit at the start, but you don't jump as high. Burial Header: Can bury opponents on the way down, but no critical hits on the way up. Mach Cyclone: A spin that pushes opponents. Not much sideways movement, but can rise quite far. Clothesline Cyclone: A slow but powerful whirlwind slap that sends opponents flying sideways.
Peach Sleepy Toad: A counter that puts opponents in front of you to sleep. Launches airborne opponents. Grumpy Toad: Not a counterattack. Releases spores that deal minor damage. Flower Bomber: A hip bash that plants flowers on enemies' heads. If you miss, you're left open to attacks. Flying Peach Bomber: Rise into the air and deliver a hip bash. Harder to land, but it's more powerful. Parasol High Jump: Jump high into the air quickly, but you can't open your parasol. Light Parasol: The jump isn't very high, but opening the parasol lifts you a little bit higher. Light Veggie: Pluck a slow-flying veggie from the ground. Can only be used so many times in a row. Heavy Veggie: Pluck a heavy veggie that doesn't go far but can launch opponents.
Bowser Fire Shot: Spit out a fireball. Power won't change even if used in rapid succession. Fire Roar: More powerful than Fire Breath, but it runs out quickly and takes longer to recharge. Dash Slam: Dash and grab an opponent. The jump isn't high, but there's more sideways movement. Dash Slash: Charge and slash opponents with your claws. Low damage, but high launch power. Flying Fortress: Spins high into the air but doesn't deal damage. Sliding Fortress: Spin while sliding quickly to send opponents flying. Less vertical range. Turbulent Bomb: Jump up diagonally, and push opponents with a gust of wind when you land. Slip Bomb: Drop down and shake the ground, causing nearby opponents to fall over.
Yoshi Lick: Jump forward and attack with your tongue. Surprisingly effective. Egg Launch: Turn a foe into an egg and launch them. This egg is easier to break out of. Heavy Egg Roll: Slow, but deals a lot of damage when you roll into opponents. Light Egg Roll: A bouncing version of Egg Roll. Doesn't last very long. High Jump: Jump really high. In midair, you can use the move more than once. Timed Egg Throw: Lob an egg that goes right through opponents as it flies and then explodes. Star Bomb: Deals less damage with the bombing motion, but the stars are powerful and fly far. Crushing Bomb: A full-power slam attack. So powerful, in fact, that the stars forget to fly out.
Rosalina Luma Warp: Warp Luma forward. What this move lacks in attacking power it makes up for in sheer speed. Power Luma Shot: Send Luma spinning forward like a drill. He travels slowly but has serious power. Floaty Star Bit: Luma fires one slower Star Bit that doesn't go far but is good at getting in the way. Shooting Star Bit: Luma fires a single, high-powered Star Bit in a straight line. Travels far. Launch Star Plus: More vertical recovery. Launch Star Attack: You travel a shorter distance than normal, but hitting opponents will launch them. Catch & Release: Similar to Gravitational Pull, but fighters are drawn in instead of items. Guardian Luma: Causes Luma to grow bigger and protect you from attacks. Also does a bit of damage.
Bowser Jr. Piercing Cannon: Fire a smaller, less-powerful cannonball that can bash through multiple fighters. Air Cannon: Blast opponents with wind. In the air, you can also use it to move backward quickly. Koopa Drift: When spinning, the kart careens forward, hitting opponents multiple times. Grounding Dash: A Clown Kart Dash that buries foes. Doesn't go far, and ends in an auto spin. Meteor Ejection: Jump out of the Junior Clown Car, and send it crashing to the ground. This sacrifices height in exchange for a meteor smash on the start up of the move. Koopa Meteor: Launch high into the air before the Junior Clown Car explodes, firing you downward. Impatient Mechakoopa: Launch a Mechakoopa a fair distance. It explodes shortly after landing. Big Mechakoopa: A large, powerful Mechakoopa. Walks past enemies, so throw it to make it go boom!
Wario Inhaling Chomp: Pull enemies in, and then bite down. Slightly less powerful than normal. Garlic Breath: Long startup, but Wario exhales bad breath at his opponent. If they are next to Wario, they will be stunned as if their shield was broken. Farther opponents get knocked away and tripped. Speeding Bike: The bike is faster and lighter, but it does less damage and falls apart easier. Burying Bike: The bike is slower and heavier. Run over enemies to bury them. Widescrew: Less damage and range than Corkscrew, but you can change the angle. Corkscrew Leap: Wario jumps extremely high. This deals no damage. Rose-Scented Waft: Release noxious gas that makes flowers grow on opponents' heads. Quick Waft: The noxious gas charges more quickly, but it's less effective.
Mr. Game & Watch XXL Chef: Flings massive food (still inedible). Lower range and slower, but more powerful. Short-Order Chef: Quickly flings mini bits of food from a frying pan. Lower attack power, but longer range. Extreme Judge: Only "1" or "9" will appear, but the latter isn't quite as devastating as usual. Chain Judge: The number shown on the card equals the number of continuous hits dealt. Heavy Trampoline: Lower vertical distance, but you do more damage on the way up. Trampoline Launch: Launches you and any foes next to you into the air. No parachute included. Efficient Panic: The bucket fills more quickly, but it deals less damage. Panic Overload: The bucket has a smaller absorption area, but the attack area is larger.
Donkey Kong Lightning Punch: Charges up much faster, but isn't quite as mighty. Deals electrical damage. Storm Punch: A punch that's not very strong, but it pushes opponents away with a gust of wind. Jumping Headbutt: Jump up before headbutting. Buries opponents for a shorter time. Stubborn Headbutt: A slow but powerful headbutt. Being attacked won't interrupt this move. Chopper Kong: Has increased vertical recovery, but doesn't deal any damage. Kong Cyclone: Donkey Kong pulls in opponents with the initial flurry of punches, then launches them with the final hit. Focused Slap: Smaller shock waves, but opponents will be stunned and sent flying. Hot Slap: Creates flame pillars that can hit airborne fighters.
Diddy Kong Exploding Popgun: Charges quickly and explodes, damaging nearby enemies. Doesn't actually fire any peanuts. Jumbo Peanuts: Shoot giant peanuts that don't travel as far but pack a real punch. Back Flip: A backward leap that switches to a flying forward kick if you press the button again. Flying Monkey Flip: A higher jump with a weaker kick, but the grab attack is stronger. Rocketbarrel Attack: Hits harder than the Rocketbarrel Boost, but does not fly quite as well. More difficult to control. Rocketbarrel Kaboom: Charges faster and steers better, but you'll explode if you hit terrain. Shocking Banana Peel: A banana peel that paralyzes foes. More effective if stepped on. Battering Banana Peel: Throw a banana peel straight up. The peel launches foes straight up, as well.
Link Power Bow: Shorter-range arrows, but if you draw the bow fully, they'll deal a hefty blow. Quickfire Bow: Rapid-fire arrows that can pass through enemies to hit others. Boomerang: A normal boomerang with good attack power, but it won't pull opponents. Ripping Boomerang: A short-range boomerang that passes through opponents, dealing multiple hits. Shocking Spin: Strong and electrical, but sideways motion is reduced and it leaves you vulnerable. ? Giant Bomb: Pull out a huge bomb that makes a huge boom. (Where the heck does Link keep these things?!) Meteor Bomb: Pull out a short-fused bomb that has a meteor effect on airborne foes.
Zelda Nayru's Rejection: Similar to Nayru's Love, but instead of hitting the opponent, it spins them around. Nayru's Passion: Spin to pull opponents in, and then deal fire damage. Won't reflect projectiles. Din's Flare: Travels further, but can't be aimed up or down. Damage is the same at all distances. Din's Blaze: A steady fireball that floats in the air and explodes after a bit. Farore's Squall: Teleporting doesn't deal damage, but a gust of wind will push foes away. Farore's Windfall: Will only teleport upward, but foes hit when reappearing are meteor smashed. Phantom Breaker: The Phantom travels a set distance and wears down enemy shields rapidly. Phantom Strike: The summoned Phantom strikes harder than normal but will not move forward much.
Sheik Penetrating Needles: Needle goes through multiple opponents and projectiles, but can only charge up to three. Electric effect. Paralyzing Needle: Throw needles that deal slightly less damage but paralyzes opponents. Charges more slowly. Gravity Grenade: No draw in effect before explosion, but enemies hit by the blast are knocked towards Sheik. Skimming Grenade: Grenade bounces on the ground away from Sheik with a controllable delay before exploding. Gale: An ultra-swift teleport. No attacking ability at all, but makes up for it in sheer speed. Abyss: A stealthy leap that has a meteor effect on any opponents in its path. Jellyfish: Flip higher and slam downward with your heel. Land the kick to bounce straight up. Pisces: Flip lower and press the button again to kick. Land the kick to bounce forward.
Ganondorf Warlock Blade: Draw a sword and thrust it forward. The blade's tip deals the most damage. Warlock Thrust: A faster, explosive Warlock Punch. Make sure your fist hits home for max damage. Flame Wave: Dash forward to grab an enemy and blast them into the air into other enemies. Flame Chain: Dash forward and strike enemies repeatedly rather than grab them. Dark Fists: Punch opponents into the air, and then hit them in midair to send them higher. Dark Vault: Jump extra high, but you can only grab at the beginning or end of the attack. Wizard's Dropkick: Jump low into the air before doing the flying kick. Wizard's Assault: A faster flying kick that goes through foes. In the air, the kick goes straight down.
Toon Link Fire Arrow: Sets fire to the ground where the arrow lands, but the range is reduced. Piercing Arrow: Fire a piercing arrow at high speed. Does less damage than normal arrows Floating Boomerang: Flies slower with more control. Easier to return. High-Speed Boomerang: Throw a high-speed boomerang that passes through fighters. Deals less damage than normal. Sliding Spin Attack: More charge time but can move horizontally when spinning on the ground. Deals more damage than usual. Flying Spin Attack: A spin attack that ends in an upward slash, sending both you and the slashes into the air. Time Bomb: The bomb only explodes when its fuse runs out. Does less damage but launches foes. Short-Fuse Bomb: A powerful bomb with a very short fuse. The explosion sends fighters flying upward.
Samus Dense Charge Shot: A Charge Shot with even more power, but at the expense of range and speed. Melee Charge Shot: A point-blank Charge Shot that isn't a projectile. Charging expands its range. Relentless Missile: Launch a slower, more persistent missile. Also, the Super Missiles decelerate after a bit. Turbo Missile: Launch a missile that takes a second to get going. Its direction can be adjusted. Screw Rush: Spin forward through the air, launching opponents sideways. Apex Screw Attack: Hits at the start and peak of the jump. The force at the peak can launch foes. Slip Bomb: Drop a bomb that can knock foes over but does less damage. Mega Bomb: Drop a stronger bomb with a longer fuse. Only one can exist at a time.
Zero Suit Samus Blast Shot: Shoot farther and faster than normal, but it's slightly less powerful and won't stun. Electromagnetic Net: The energy blast expands after being fired, but it has reduced range. Plasma Dash: A dashing strike with your gun. Doesn't use the whip, so it can't grab on to edges. Whip Lash: Knock foes toward you with the very end of the whip. The rest of the whip does nothing. Impact Kick: Kick opponents into the air, and then finish with a powerful spinning kick. Lateral Kick: Lift opponents into the air at an angle, and then dash forward with a spinning kick. Shooting Star Flip Kick: The flip itself doesn't attack, but press the button again to do a descending kick. Low Flip: A flip that doesn't go very high but quickly covers a lot of ground.
Pit Piercing Bow: Fire a stronger arrow that can pierce through foes. Charging takes longer, and cannot be guided. Guiding Bow: Fire an arrow that can be guided much more easily but has less power. Interception Arm: Acts as a counter, allowing you to uppercut enemies if they try to hit you. Quickdash Arm: A faster, longer dash that continues after the uppercut, making it hard to control. Striking Flight: The angle of flight cannot be controlled as much, but you deal damage at takeoff. Breezy Flight: Doesn't fly as far, but creates a whirlwind around Pit that can push enemies away. Impact Orbitars: The Orbitars damage foes and knock them back. Won't shield you or reflect projectiles. Amplifying Orbitars: Boosts the power of projectiles it reflects, but the Orbitars can be broken more easily.
Palutena Explosive Flame: Create a blast in front of you that can hit opponents multiple times. Heavenly Light: Surround yourself in rays of light that damage opponents. Angelic Missile': Hurtle forth and collide with enemies to send them flying. Super Speed: Dash headfirst into opponents. You can even jump and attack while dashing. Jump Glide: Jump into the air and glide around. Move faster by pressing left or right. Rocket Jump: Create an explosion at your feet that blasts you into the air. Also damages opponents. Lightweight: Makes you lighter and significantly faster, but you'll also be easier to launch as a result. Celestial Firework: Shoot a firework into the air. The firework explodes when hit or after a short time.
Marth Storm Thrust: Thrust your sword forward, creating a gust of wind that knocks opponents back. Dashing Assault: Thrust while dashing forward. Deals slightly less damage than normal. Effortless Blade: You can't change the combo type, but you can wait longer between attacks. Lower damage. Heavy Blade: Each strike is stronger but launches foes, making it hard to pull off a combo. Crescent Slash: Rise in an arc while attacking. Deals most damage at the midpoint. Doesn't go as high. Dolphin Jump: Jump really high, but you won't deal any damage. Easy Counter: Your counter stance lasts longer, but the attack power is lower. Iai Counter: A successful counter knocks opponents behind you. Faster but does less damage.
Ike Tempest: Plunging the sword into the ground creates a wind gust that pushes opponents away. Furious Eruption: The eruption covers a wider area the more you charge it, but it also harms you. Close Combat: A faster forward lunge that ends with a body blow that launches foes. Unyielding Blade: Grants super armor during the charge and lunge, but the lunge is slower and shorter. Aether Drive: Ike throws his sword at approximately a 45 degree angle upwards, then rushes forward to catch it. Much better horizontal recovery. Aether Wave: Creates a shock wave when hitting the ground, but it's less powerful than normal. Paralyzing Counter: A counter that paralyzes enemies instead of dealing damage. Smash Counter: Delivers a slower, more powerful attack when countering.
Robin Thunder+: Cast stronger lightning magic. Can't be used as many times in a row as Thunder. Speed Thunder: Charges and travels faster than Thunder, but it isn't quite as strong. Arcfire+: Cast a spell that causes a large explosion when it lands. Slower to cast than Arcfire. Fire Wall: Cast a giant flame pillar in front of you that can be used to guard against attacks. Soaring Elwind: The first Elwind will send you higher than the second. Gliding Elwind: First Elwind pulse fired 45 degrees behind Robin, adding horizontal recovery. Distant Nosferatu: Can ensnare opponents farther away, but it's less powerful than normal. Goetia: Pulls opponents in before trapping them. No healing effect, but deals more damage.
Kirby Ice Breath: Breathe cold air to freeze nearby opponents. Jumping Inhale: Leap forward and inhale an opponent. The star you can spit out won't do damage, though. Hammer Bash: A hammer swing that sends victims flying skyward. Powerful, but can't be charged. Giant Hammer: Swing an enormous hammer. It's slow but deals a lot of damage. Wave Cutter: Jump high into the air, and then slam down to the ground, sending rocks flying. Upper Cutter: Strike powerfully as you rise through the air. You can't attack on the way down. Grounding Stone: Takes longer to transform, but can bury opponents. Meteor Stone: Has a meteor effect on foes you hit while falling, but it takes longer to transform back.
King Dedede Dedede Storm: A cyclone from King Dedede's mouth that pulls foes in, hits repeatedly, and launches upward. Taste Test: Inhale opponents quickly, and spit them out as stars instantly.. Topspin Gordo: Throw a Gordo that moves slowly at first, then kicks into high gear after it bounces. Bouncing Gordo: Throw a Gordo that bounces back and forth. Lasts awhile, but each hit doesn't hurt much. Rising Dedede: A big jump that attacks on the way up instead of the way down. Quick Dedede Jump: A jump and crash that's extra fast but doesn't go as high or hit as hard. Armored Jet Hammer: Charging gives you super armor, but charging fully hurts you more. Also deals less damage. Dash Jet Hammer: Pushes you backward while charging, and sends you dashing forward when you attack.
Meta Knight Entangling Tornado: Pull enemies in, and then hit them straight up into the air. Dreadful Tornado: A more powerful Mach Tornado, but the amount of spins can't be increased. High-Speed Drill: Faster than Drill Rush, but the angle can't be changed. Shieldbreaker Drill: A Drill Rush designed to break shields. Attack power and distance are reduced. Blade Coaster: Fly forward instead of up. Enemies hit will be launched at a lower angle. Lazy Shuttle Loop: Do a slow loop, and then strike hard while rising quickly. Shield Piercer: The attack penetrates shields, but the power and distance are lower. Stealth Smasher: Longer travel distance, but you're left vulnerable for longer.
Little Mac Flaming Straight Lunge: A flaming Straight Lunge with less charge time but less damage. Stunning Straight Lunge: Travels further and Paralyzes opponents, but deals less damage and lacks knockback resistance. Grounding Blow: A Jolt Haymaker variant that buries opponents but removes Mac's projectile immunity. Guard Breaker: Both the speed and range of the attack is reduced, but has knockback resistance and ignores shields, damaging the opponent directly. Tornado Uppercut: Increased recovery height at the cost of reduced damage. Rising Smash: Further sacrifices Mac's vertical recovery in exchange for greatly increased power and knockback. Compact Counter: Very low knockback but greatly reduces startup and increases speed, allowing for better follow-ups. Dash Counter: Mac lunges very far forward when counter-attacking, but cannot hit opponents directly next to him. Can be used as a recovery when countered against gimping.
Fox Impact Blaster: Fox fires slower blaster shots that deal more damage and knock opponents back. Charge Blaster: Charge to fire a single, powerful laser. It's slow but deals a lot of damage. Fox Burst: Fox cannot hit opponents with the dash itself, but will generate a large explosion wherever he stops. Wolf Flash: Dash into the air at an angle. When it hits, it sends opponents crashing downward. Flying Fox: Move can be used faster but deals no damage. Twisting Fox: Spin to pull opponents in, then rise into the air, hitting multiple times on the way. Big Reflector: A larger reflective shield that doesn't power up reflected projectiles. Amplifying Reflector: Has a longer startup time, but doubles the power and speed of reflected projectiles.
Falco Explosive Blaster: Blaster shots are slower and larger, but explode on impact. Burst Blaster: Works like Fox's Blaster. Falco Phase: Very little start up time. Increased distance and grants invincibility frames through the whole attack, but no longer causes damage. Falco Charge: Has high power, but the distance traveled is much lower. Fast Fire Bird: Slightly faster start up than the vanilla version, but slightly shorter reach and much less damage. Distant Fire Bird: Slower start up, But the vertical recovery distance is longer. Multiple damaging hitboxes added to the end of the fire trail. Reflector Void: The reflector is a purple-red color and does a decent amount of damage with sizable knockback. Slightly slower than the vanilla version. Accele-Reflector: The reflector is lime green in color and speeds up reflected projectiles, but only reflects as it travels forward.
Pikachu Thunder Wave: It stuns opponents for a very long time; however, it has considerably less range. Thunder Shock: Shoots a ball of electricity horizontally. Triggers a small blast as it disappears. Shocking Skull Bash: A flying headbutt that deals multiple hits. The last hit has added knockback. Heavy Skull Bash: Dives sideways. Deals more damage if it hits near the start of the attack. Meteor Quick Attack: A Quick Attack with a meteor smash effect. Quick Feet: Moves once, but moves much farther than Pikachu's other up specials. Thunder Burst: Unleashes an electric attack originating from Pikachu. Distant Thunder: Extended reach, as well as a sweet spot where it begins and a sour spot where it ends.
Jigglypuff Relentless Rollout: Rollout passes through foes rather than bouncing off. Raging Rollout: A much longer charge time, but high damage and hits shields hard. Sideways Pound: Cancels Jigglypuff's momentum, deals less damage and knocks enemies horizontally. Pound Blitz: Pounds multiple times, dealing more damage and moving Jigglypuff further forward. Hyper Voice: Damages rather than putting foes to sleep. Spinphony: Flips opponents around rather than putting them to sleep. Leaping Rest: Launches Jigglypuff upwards before falling asleep, knocking away foes. Wakie Wakie: Sleeps for less time and explodes on wake, dealing 5% damage to Jigglypuff itself.
Charizard Fire Fang: A short-range fire-breathing attack. Hits quickly and continuously to rack up damage. Fireball Cannon: Fires distinct balls of fire that travel far but do less damage than Flamethrower. Blast Burn: A slower version of Flare Blitz that deals more damage to both Charizard and its opponent. (Upwards of 23%) Dragon Rush: Has less power overall, but Charizard takes no recoil damage. Rising Cyclone: Recovery distance is reduced, but Charizard can suck in opponents and launch them. (Upwards of 20%) Fly High: Deals no damage, but has an increased vertical distance. Sinking Skull: Charizard headbutts an opponent, causing them to get stuck in the floor. Rock Hurl: The rock fragments fly further than Rock Smash, but deal less damage.
Lucario Snaring Aura Sphere: Aura Sphere travels slowly and draws in opponents. Piercing Aura Sphere: A low power, fast-moving piercing Aura Sphere that can be fired rapidly. Advancing Force Palm: Advances a large distance and released Aura. The Aura itself only travels a short distance. Long-Distance Force Palm: Increased range at the cost of power. Pushes the opponent away. Ride the Wind: Increases distance but removes damage. Extreme Speed Attack: Increases knockback, but also startup. Glancing Counter: Lucario parries and drives its fist into the opponent. Stunning Double Team: Counter-attack that causes paralysis.
Greninja Stagnant Shuriken: Fires a water shuriken that hovers in place wherever it is created. Shifting Shuriken: Fire two different types of shuriken, depending on whether the attack button is held or tapped. One type knocks opponents towards Greninja. Shadow Strike: Shadow moves slower through the ground. Shadow can move farther away, attack deals more knockback Shadow Dash: Teleport is instant, no moving shadow. It teleports a set distance equal to about 75% of Shadow Sneak's max range. Attack deals less knockback. High-Capacity Pump: Fire two jets for a bigger boost. Slower movement than Hydro Pump, but easier to control. Single-Shot Pump: Greninja only throws one pump instead of two so it can only go one direction. It gains significantly more distance. Exploding Attack: Greninja disappears for a brief moment and then reappears with an explosion around itself. This move does not counter. Substitute Ambush: Evade an enemy attack with a substitute; after a delay, attack with an extra-powerful counter. This move does heavy damage to shields.
Captain Falcon Falcon Dash Punch: Greatly increases the horizontal distance traveled, but deals less damage. Mighty Falcon Punch: Increases the height of the fiery wing in Falcon Punch which "squishes" the rest of the bird. Captain Falcon also slides forward slightly when throwing the punch. Heavy Raptor Boost: Raptor Boost with less distance, but more damage. Falcon does a fake out, followed by the usual uppercut. Wind-up Raptor Boost: Captain Falcon's fist ignites as he uses the move, then there is a brief delay before charging forward. Falcon Strike: A move that sacrifices all damage at the cost of vastly improved vertical recovery. Explosive Falcon Dive: Sacrifices vertical recovery for damage. Looks to be chargeable and useful for KOing. Falcon Kick Fury: Turns Falcon Kick into a multi hit move. Lightning Falcon Kick: A faster, electric Falcon Kick that sends opponents upward at a slight angle. Characters hit with this move are automatically sent upwards with Captain Falcon passing through them.
Ness Rising PK Flash: PK Flash mostly goes straight up with minimal control. Less damage, but larger hitbox. PK Freeze: Operates as Lucas' did, freezing opponents at the cost of damage. PK Bonfire: PK Fire has a significantly reduced range, but the result flame is larger, lasts longer, and does more damage on contact. PK Fire Burst: Increased range, but only hits once on contact, similar to Lucas. Lasting PK Thunder: Functions identically to Lucas' counterpart, with tighter turning and both the projectile and Ness piercing enemies. Rolling PK Thunder: Slower, larger PK Thunder. Both the projectile and Ness do more damage and knockback. PSI Vacuum: Pulls opponents towards Ness, exploding when the button is released. Lacks absorption capabilities. Forward PSI Magnet: Ness holds PSI Magnet in front of him, also doing damage when the button is released, similarly to Lucas. Longer ending lag.
Olimar Hardy Pikmin Pluck: Pikmin take longer to pull but can soak more damage. Explosive Pluck: Pikmin create an explosion when plucked. Sticky Pikmin Throw: Thrown Pikmin deal less damage but attack faster, and are harder to shake off. Tackle Pikmin Throw: Pikmin do not latch on targets, but they deal stronger damage. Winged Pikmin Jump: Flying Pikmin carry Olimar farther for less air time. Mighty Winged Pikmin: You can fly just as far with Pikmin in tow as without, but you can't fly as far to begin with. Order Tackle: Pikmin deal one final hit before jumping back to Olimar. Dizzy Whistle: While whistling, Olimar spins nearby opponents, leaving him open to attacks.
R.O.B. Wide-Angle Beam: Laser breaks through defenses, and can be fired at a wider range of angles, but doesn't deal as much damage. Infinite Robo Beam: Recharge time is drastically lowered (never runs out of charge) at the cost of range and power. Reflector Arm: A longer arm spin that makes it easier to reflect projectiles, at the cost of forward movement. Backward Arm Rotor: Spins while knocking opponents behind R.O.B.. Has very long startup lag. Robo Rocket: Cannot use aerials or hover during the move but recover great vertical distance. High-Speed Burner: Easier horizontal movement and flies faster, but uses fuel more quickly. Fire Gyro: Deals fire damage on contact, and deals more damage but doesn't travel as far. Slip Gyro: Makes enemies slip on contact, and slides across the ground instead of bouncing.
Duck Hunt High-Explosive Shot: Can is only kicked once upon initial activation. Greater distance and speed. Pressing the special button again at any time will make it explode immediately. Zigzag Shot: The can alternates direction in the air for each press. Getting hit by the explosion sends the opponent straight upwards. Rising Clay: Dog throws a clay pigeon that rises into the air slowly. No additional effects. Clay Break: The pigeon can be shot at up to three times with varying accuracy, but the third shot definitely hits. Each shot is much stronger than the default move. Duck Jump Snag: Dog bites repeatedly as the duck carries him upward. Covers about the same vertical distance as the default up-special. Super Duck Jump: Short lag, then the duck and dog go up very quickly. Covers more vertical distance than the default up-special. Quick Draw Aces: Start-up lag before firing is reduced, but both power and shot distance is decreased. Mega Gunman: Large gunman acts as a shield. Fires after considerable delay if nothing hits it.
Villager Garden: If the opponent gets hit by the vortex, it puts a flower in their head. No damage multiplying for the projectiles reflected and the vortex is smaller. Flower falls almost immediately Pocket Plus: Bigger vortex. Damage multiplication for projectiles is less than regular Pocket. Liftoff Lloid: The Lloid/Rocket goes in a bell curve trajectory. Pushy Lloid: The Lloid/Rocket is bigger, causes more damage, but is slower. It will hit opponents multiple times, pushing them before exploding. Extreme Balloon Trip: Slower than the original. Press the attack button to explode the balloons one by one. If Villager lands, both balloons go to the sides and explode. Balloon High Jump: A really big jump, but no flight. Timber Counter: All phases are faster. Sapling trips enemies when they step on it. Watering can has a smaller windbox. Tree reflects projectiles and counters damage. Slower to wither, but is the weakest and cannot withstand lots of damage. Damages less when timbered. Super Timber: All phases are slower. Watering can has a longer range. Tree is significantly bigger and causes a lot of damage when timbered.
Wii Fit Trainer Enriched Sun Salutation: Charges a ball of energy that condenses while charging, then launches it. The move does not heal. Sweeping Sun Salutation: The energy ball travels slowly but hits foes multiple times, pushing them away. Huge Header: Head a larger ball that's slightly slower and less powerful but easier to hit with. Weighted Header: Head a heavy ball that's more powerful but quick to drop to the ground. Jumbo Hoop: Gyrate into the air with larger hoops that deal damage over a wider area. Will not go as high. Hoop Hurricane: Pull in opponents while rising, and then knock them upward with the hoops. Volatile Breathing: A forbidden breathing method that causes an explosion. It will not heal or power up Wii Fit Trainer. Steady Breathing: If successful, Wii Fit Trainer briefly becomes impossible to launch. However, the move has a cooldown.
Shulk Decisive Monado Arts: The ability's time is extended, but it is impossible to change. Hyper Monado Arts: The abilities' benefits and drawbacks are both amplified. The abilities' time is also decreased. Back Slash Leap: Shulk jumps high in the air to slice the opponent. Back Slash Charge: Shulk leaps lower and longer and will not receive knockback while in the air. However, the attack deals less damage. Advancing Air Slash: Shulk goes upward in the first slash, then sideways in the second one. Mighty Air Slash: Shulk strikes the enemy with a powerful slash. However, the reach is short and the move is hard to control when falling down. Dash Vision: Shulk takes a big step forward and the counter's range is extended. The counter is faster, but lacks power. Power Vision: Shulk foresees the future for a longer time and counters with greater power. However, if used too much, the counter will become less and less effective.
Sonic Stomp: Upon activation, goes straight down without homing; can meteor smash. Surprise Attack: Enemy homing is fast and accurate. Hammer Spin Dash: The height of Spin Dash's initial "hop" is increased. Players that are hit on the hop's descent are buried. Burning Spin Dash: a fiery version of Spin Dash. Limited follow-up options. Double Spring: Sonic's Spring Jump does not send him as high, but can be performed twice before landing with controllable delay. It is possible to do regular aerial attacks between each spring jump. Springing Headbutt: The spring has a hitbox. Good vertical recovery that is increased further if Sonic hits an opponent. Auto-Spin Charge : Spin charge can be held indefinitely without tapping B, but no hitbox while charging. Gravitational Charge: Opponents are pulled towards or away from Sonic as he charges, depending on the direction he is facing.
Mega Man Hyper Bomb: Bomb Man's weapon. Explodes upon contact with the ground, walls, or opponents, but Mega Man can hold it indefinitely and it does not hurt him upon exploding. Has an unusual throwing arc. Shadow Blade: Shadow Man's weapon. Returns to Mega Man like a boomerang, but vanishes on hitting the stage. Ice Slasher: Ice Man's weapon. Freezes opponents at high enough percents. Danger Wrap: Burst Man's weapon. A bubble-encased bomb that floats upwards and explodes on contact. Tornado Hold: Tengu Man's weapon. Drops an upwards-facing fan that creates an uplifting cyclone. Beat: Carries Mega Man, granting more horizontal control but moving slower than Rush Coil's bounce. Skull Barrier: Skull Man's weapon. Does no damage when circling Mega Man, but reflects projectiles and pushes away close enemies. Plant Barrier: Plant Man's weapon. Petals do not disappear when hit, but moves slower and has less range when thrown.
Pac-Man Freaky Fruit: Gives all fruits different functions; cherries bounce and strawberries hit enemies towards Pac-Man. Lazy Fruit: Fruits take slower to cycle. Distant Power Pellet: The pellet trail takes a longer time to deploy, but can extend to much farther lengths. Enticing Power Pellet: Adds a pulling effect as the move starts up. Meteor Trampoline: The trampoline meteor smashes players when red, rather than putting them into helpless. Power Pac-Jump: Summon a trampoline that bounces Pac-Man higher than usual but does not stick around. On-Fire Hydrant: The hydrant spews short-ranged fire, causing damage to anyone including Pac-Man himself. Dire Hydrant: The hydrant explodes after hitting the ground, or a certain amount of time.

Trivia

  • Taking the first letter of each category of custom parts available to Miis (Equipment, Specials, Headgear, Outfit, Powers) yields the word "eShop".
  • When copying a character, Kirby will always copy that character's default neutral special, even if that character has it set to a custom move.[4]
  • If all custom outfits are unlocked, it references the meme "My body is ready" from Reggie-Fils Aime in E3 2006. The game shows a message that says "You have unlocked all outfits, your body is ready!"

References

External links