|
|
Line 1: |
Line 1: |
| {{DISPLAYTITLE:''Super Smash Bros. 4''}}{{ArticleIcons|ssb4=y|unofficial=y}}
| | TWO WONGS DONT MAKE A WHITE!!! |
| {{Infobox Game
| |
| | title = '''Super Smash Bros. 4''<br><small>(unofficial title)</small>'''
| |
| | image = [[Image:SSB4 Logo.png|250px]]
| |
| | caption = Collective logo for the game.
| |
| | developer = [[Bandai Namco]]<br>[[Sora Ltd.]]
| |
| | publisher = [[Nintendo]]
| |
| | distributor =
| |
| | designer = [[Masahiro Sakurai]]
| |
| | engine = [[Havok_(company/engine)|Havok]]
| |
| | version =
| |
| | released = '''Nintendo 3DS'''<br>September 13, 2014 {{flag|Japan}}<br>October 2, 2014 {{flag|Germany}} <br>October 3, 2014 {{flag|North America}} {{flag|Europe}}<br>October 4, 2014 {{flag|Australia}}<br>July 24, 2015 {{flag|Hong Kong}} {{flag|Taiwan}}<br>September 10, 2015 {{flag|South Korea}}
| |
| '''Wii U'''<br>November 21, 2014 {{flag|North America}}<br>November 28, 2014 {{flag|Europe}}<br>November 28, 2014 {{flag|South Africa}}<br>November 29, 2014 {{flag|Australia}}<br>December 6, 2014 {{flag|Japan}}
| |
| | genre = [[wikipedia:Fighting game|Fighting]]
| |
| | modes = Single player, Multiplayer, Online multiplayer
| |
| | platforms = [[Nintendo 3DS]], [[Wii U]]
| |
| | ratings = {{vgratings|CERO=A|PEGI=12+ (provisional)|ESRB=E10+<ref>[http://www.nintendo.com/games/detail/zC34HnrON-_wV0ZUkSfQFC6ub3Ea8DQ6 Nintendo.com's page for the 3DS version]</ref>|OFLCA=PG<ref>http://www.classification.gov.au/Pages/View.aspx?sid=baAYDzOrSLTJS31kqfUnSQ%253d%253d&ncdctx=kY4ZcmxpzFiR75%252faQboRyhefdrcxUukb9ZDwrHw7sGSByd%252fNX2SA4QwXLhHqWtIb</ref>}}
| |
| | media =
| |
| | requirements =
| |
| | input =
| |
| }}
| |
| '''''Super Smash Bros. 4''''' (also referred to by shorthands such as '''''Smash 4''''', '''''SSB4''''', or more informally '''''Sm4sh''''', and officially as '''''Super Smash Bros. for Nintendo 3DS/Wii U''''') is a term used to collectively refer to '''{{For3ds}}''' and '''{{Forwiiu}}''', two games in the ''{{b|Super Smash Bros.|series}}'' series created by [[Bandai Namco]]<ref name="ign-namco">[http://www.ign.com/articles/2012/06/22/namco-bandai-developing-next-smash-bros IGN: "Namco Bandai Developing Next Smash Bros."]</ref> and [[Sora Ltd.]] However, in an interview with Kotaku, [[Masahiro Sakurai]] has stated he considers the ''3DS'' version the fourth installment and the ''Wii U'' version the fifth installment. The games feature mostly identical gameplay, but with several differences in other areas. The ''3DS'' version is the first game of the series to be released on a handheld.
| |
| | |
| The ''3DS'' version launched in Japan on September 13th, 2014 and in most other parts of the world on October 3rd, 2014. The ''3DS'' version was released in stores one day earlier in Germany on October 2nd, 2014 to avoid coinciding with {{S|wikipedia|German Unity Day}}, and was released one day later in Australia on October 4th, 2014 because of time zone differences. Hong Kong and Taiwan received a release of the game over 10 months later, on July 24th, 2015, while South Korea got its release on September 10th, 2015, nearly a full year after the game's initial launch in Japan. The ''Wii U'' version was released in North America on November 21st, 2014, and was released on November 28th, 2014 in Europe, November 29th, 2014 in Australia, and on December 6th, 2014 in Japan.
| |
| | |
| Both versions received positive reviews; critics applauded the fine-tuning of existing gameplay elements but criticized some issues with online play. Both versions sold quickly, with the ''3DS'' version selling over 7.92 million copies worldwide as of February 2016, and the ''Wii U'' version selling over 4.61 million copies during the same time period.
| |
| | |
| ==Characters==
| |
| Both games feature identical [[character]] rosters. The roster contains a total of 58 characters, 34 of which return from ''Brawl'', 3 of which return after being cut in the transition from ''Melee'' to ''Brawl'' ({{SSB4|Dr. Mario}}, {{SSB4|Mewtwo}}, and {{SSB4|Roy}}), and 21 of which are new to the series. Of these 58, 39 are [[starter character]]s in both versions and 8 are [[unlockable character]]s in both versions, while 4 characters are unlockable in the ''3DS'' version but starters in the ''Wii U'' version. Additionally, 7 characters appear as [[downloadable content]]. A further 8 "characters" exist as alternate costumes for other preexisting characters, [[Alph]] as a palette swap of {{SSB4|Olimar}}, and each of the seven [[Koopalings]] as palette swaps of {{SSB4|Bowser Jr.}}.
| |
| | |
| {{SSB4 character table}}
| |
| | |
| ==Stages==
| |
| The two games feature considerably different stage selections, which is one of the primary differences between the two games. The ''3DS'' version features a total of 42 stages with 7 unlockable stages and 8 DLC stages, 30 of which are new and 12 of which are familiar. The ''Wii U'' version features a total of 55 stages with 6 unlockable stages and 9 DLC stages, consisting of 34 new stages and 21 familiar ones. Only 13 stages are shared between the two versions.
| |
| | |
| In general, the ''3DS'' version features more stages based on handheld console games, while the ''Wii U'' version features more stages based on home console games. However, several stages in both games ignore this distinction.
| |
| | |
| [[Past Stages]] in both games are now known as "Familiar Stages". Three [[DLC]] Familiar Stages are shared between the two games.
| |
| | |
| ===3DS version===
| |
| {{SSB4-3DS stage table}}
| |
| | |
| ===Wii U version===
| |
| {{SSB4-U stage table}}
| |
| | |
| ==Modes==
| |
| ===Multiplayer===
| |
| *[[VS Mode]]
| |
| *[[8-Player Smash]] (''Wii U'' exclusive): In this mode, up to eight players can play in Smash battles, compared to the standard limit of four. Due to system resources, some stages have their behavior modified while in this mode, while other stages cannot be used at all.
| |
| *[[Special Smash]] (''Wii U'' exclusive): The successor to [[Special Brawl]], in this mode players can create custom battles by changing a variety of options, such as making all the fighters [[metal]]. Up to 4 players can play in this mode. This mode does not affect records and stats.
| |
| *[[Smash Run]] (''3DS'' exclusive): In this mode, up to 4 players have 5 minutes to traverse a large dungeon-like environment, collecting various power-ups and facing enemies from various games. After the time limit, the players fight in a battle utilizing their boosted powers, and can then do subsequent matches with those power-ups. Sakurai mentioned in the April 2014 Nintendo Direct video that this mode was inspired by ''{{s|wikirby|Kirby Air Ride}}'''s {{S|wikirby|City Trial}} mode, which has a similar premise.
| |
| **Players are also able to have items set to their characters via [[character customization]].
| |
| *[[Smash Tour]] (''Wii U'' exclusive): Players take control of Miis moving along a game board, collecting characters and power-ups in order to win the final match, with each fighter collected acting as one stock.
| |
| *[[Tourney (SSB4-Wii U)|Tournament Mode]] (''Wii U'' exclusive): A competitive elimination mode returning from ''Melee'' and ''Brawl'', which was released as a downloadable online feature.
| |
| | |
| ===Single Player===
| |
| *[[Classic Mode]]
| |
| *[[All-Star Mode]]
| |
| *[[Home-Run Contest]]
| |
| *[[Trophy Rush]]
| |
| *[[Target Blast]]
| |
| *[[Multi-Man Mode]]
| |
| *[[Training Mode]]
| |
| *[[StreetSmash]] (''3DS'' exclusive)
| |
| *[[Event match|Event Mode]] (''Wii U'' exclusive)
| |
| *[[Special Orders]] (''Wii U'' exclusive)
| |
| *[[Trophy Box]] (''Wii U'' exclusive)
| |
| | |
| ==Development==
| |
| ''SSB4'' was announced in passing at E3 2011; however, the game's development was not slated to begin until sometime after October 2011, after the completion of Sakurai's other project, ''Kid Icarus: Uprising''.<ref>[http://andriasang.com/comw79/ Andriasang.com: "Smash Bros. U & 3DS development appears to be very early"]</ref> He had stated, in response to a fan asking him about whether a "child Link" would appear in the game, that he had not at the time decided on who would appear in the game. However, he had also said that he "can't say that it's entirely out of the realm of possibility that some [[Capcom]] character could appear in the next ''Smash Bros.''"<ref>[http://nintendoeverything.com/67219/sakurai-capcom-character-could-appear-in-next-smash-bros/ Nintendo Everything: "Sakurai: Capcom character could appear in next Smash Bros."]</ref> Indeed, Capcom's [[Mega Man]] was ultimately confirmed as playable, and [[Ryu]] was made available as DLC. The paired versions of the game were officially revealed at [[E3 2013]] in the form of a trailer on June 11, 2013, with a projected release in 2014.
| |
| | |
| Development of the game began in early 2012<ref>[http://www.cubed3.com/news/16506 Cubed<sup>3</sup>: "Sakurai Begins Work on New Smash Bros for Wii U and 3DS"]</ref>, but it went unmentioned during E3 2012, something which many fans were disappointed about despite the known extremely early state of the game; the "first step of the process" was taken shortly after in mid-June. Sakurai expressed disappointment that fans would be waiting for longer than expected for the game to be released due to the earliness of the initial announcement.<ref>[http://nintendoeverything.com/91807/next-smash-bros-in-first-step-of-the-process-sakurai-worried-about-long-wait/ Nintendo Everything: "Next Smash Bros. in “first step of the process”, Sakurai worried about long wait"]</ref> Shortly afterward, it was revealed during a Nintendo Direct that Namco Bandai (as Bandai Namco was previously named) was the primary developer alongside [[Sora Ltd.]], and had already completed a working prototype.<ref name="ign-namco" />
| |
| | |
| [[Image:SSB4 whiteboard.jpg|thumb|left|200px|The whiteboard drawing posted by Sakurai.]]
| |
| On July 2nd, 2012, Sakurai posted a whiteboard drawing on Twitter which was drawn by the game's staff. It depicts [[Donkey Kong]], [[Fox]], a [[Heart Container]], [[Kirby]], [[Link]], [[Luigi]], [[Mario]], [[Marth]], [[Meta Knight]], [[Mr. Game & Watch]], a [[Mr. Saturn]], [[Pikachu]], a {{b|Pikmin|species}}, [[Pit]], [[Sandbag]], [[Wario]], and [[Zero Suit Samus]]; some argue that the curved lines in the background form the shape of {{SSB4|Master Hand}}. The sketch also has what appears to be large block letters hidden below the visible area. While the post came with no explicit confirmation of any of these characters or elements as reappearing, it did show that they were in some sense acknowledged by the staff; everything depicted would in fact turn out to appear in the final game. The image itself was later removed from the original Twitter post.<ref>[http://twitter.com/Sora_Sakurai/status/219759606463864832/photo/1 Jul 2, 2012 Tweet by Sora_Sakurai] ([[Masahiro Sakurai]])</ref>
| |
| <br clear=left>
| |
| Sakurai had remarked that one feature of the ''3DS'' ''Smash Bros.'' title would be that players can improve their character through battles and rewards, then transfer them to the ''Wii U'' ''Smash'' title to play against friends; such a function was ultimately made possible through [[character customization]]. He also said the ''3DS'' title was intended to offer a new experience for veteran ''Smash Bros.'' fans, and that neither the ''3DS'' game nor the ''Wii U'' game would simply be sequels like ''Melee'' and ''Brawl'' were, and that they would do more than just add characters and stages. It had also been revealed that they were looking towards co-operative play for the ''Wii U'' title. Official Nintendo Magazine said "''there is merit in having skilled and unskilled players play together, so one emphasis will be on elements of players helping one-another''". They also stated that the graphics would be significantly stepped up, as the ''Wii U'' can handle high quality graphics, dynamic effects and smooth character movements in HD at 60 frames per second.<ref>[http://www.officialnintendomagazine.co.uk/27806/smash-bros-wii-u/3ds-how-theyll-work-together/ Official Nintendo Magazine: "Smash Bros Wii U/3DS: How they'll work together"]</ref> Sakurai was also quoted as claiming that the new game was unlikely to emphasize new playable characters, focusing instead on gameplay balance and distinctiveness of its characters. <ref>[http://www.officialnintendomagazine.co.uk/39783/smash-bros-wii-u-may-not-feature-more-characters/ Official Nintendo Magazine: "Smash Bros Wii U may not feature more characters"]</ref> Indeed, ''SSB4'' initially introduced less newcomers than ''Brawl'' did.
| |
| | |
| Shortly after the initial [[E3 2013]] trailers, Sakurai said there would be a single-player story mode included in the new ''Smash Bros.''<ref>[http://mynintendonews.com/2013/06/17/smash-bros-wii-u-and-3ds-story-mode-wont-be-like-brawl/ My Nintendo News: "Smash Bros Wii U And 3DS Story Mode Won’t Be Like Brawl"]</ref>, but that it would be different from ''Brawl'''s [[Subspace Emissary]] in that there would be no cutscenes, since he did not want said cutscenes to be uploaded to the Internet. However, he would later recant this, and announce that he decided to cut any sort of story mode altogether <ref>http://kotaku.com/the-next-super-smash-bros-wont-have-a-story-mode-or-c-906856304</ref>.
| |
| | |
| Sakurai had stated that there were no plans to implement downloadable content or touch screen controls of any variety. However, he also stated that once the game was released DLC was something they would take into consideration. <ref>[http://www.gamnesia.com/news/no-plans-for-dlc-or-touch-controls-in-the-new-smash-bros.-tripping-is-remov Gamnesia: "No Plans for DLC or Touch Controls in the New Smash Bros., Tripping is Removed"]</ref> Downloadable content was eventually implemented through several additional fighters, stages, and costumes for Mii Fighters.
| |
| | |
| ==Changes from ''Brawl''==
| |
| ===Gameplay changes===
| |
| [[Image:Greater Size diversity.png|thumb|200px|''Brawl'' character size comparison.]] [[Image:TheDanceClubSSB4.jpg|thumb|200px|''SSB4'' character size comparison.]]
| |
| *The size differences between bigger and smaller characters is somewhat more drastic, which can be seen when comparing the pictures on the right, with Sakurai remarking "''A group shot of the big guys. How much bigger are they compared to {{SSB4|Mario}}?''" for the latter image.<ref>https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlhFSRn7g</ref> This is most noticeable with {{SSB4|Bowser}}, who now stands much taller than Mario as opposed to being only slightly taller than him in ''Melee''/''Brawl''.
| |
| **In contrast, the range differences between characters are somewhat reduced. Characters with weapons, such as {{SSB4|Marth}}, had their range reduced with shorter weapons, while melee-oriented fighters, like {{SSB4|Diddy Kong}}, had their range increased as seen with their more exaggerated attack animations.
| |
| *The movesets and animations of returning characters went through a larger amount of change than the returning characters did from the transition of ''Melee'' to ''Brawl'', with many returning characters having completely new moves, and some characters being significantly altered (such as with {{SSB4|Bowser}}).
| |
| *Many newcomers have several standard attacks that consist of [[projectile]]s, a distinction previously held only by {{SSBB|Snake}}, debuting in ''Brawl''. Previously, the vast majority of projectiles were limited to characters' [[special move]]s. A notable example is {{SSB4|Mega Man}}, who has six projectiles in his standard moveset.
| |
| *Mid-match character changes, such as Zelda/Sheik's [[Transform]], no longer exist. This means that {{SSB4|Zelda}} and {{SSB4|Sheik}}, along with {{SSB4|Samus}} and {{SSB4|Zero Suit Samus}}, are now completely separate characters that are no longer able to transform to the other. This also means the [[Pokémon Trainer]] does not return as a playable character, though {{SSB4|Charizard}} returns as its own stand-alone character. This was mainly due to a combination of 3DS hardware limitations and Sakurai's wish for both versions to contain the same roster of characters.<ref>http://www.gameskinny.com/l9ilc/why-zelda-and-sheik-are-separate-characters-in-super-smash-bros-3ds-and-wii-u</ref>
| |
| *The game's speed is between that of ''Melee'' and ''Brawl'', in an attempt to appeal to both casual and hardcore gamers. Almost every veteran from ''Brawl'' has a faster [[dash]]ing (with {{SSB4|Charizard}} going from 1.8 to 2.0) and [[falling speed]] (with {{SSB4|ROB}} going from 1.2 to 1.6, and {{SSB4|Fox}} from 1.831 to 2.05), and every veteran from ''Brawl'' has a higher [[gravity]] value (with the exception of {{SSB4|Lucas}}). Comparably, the game is faster and considerably less floaty than ''Brawl,'' while ''Melee'' continues to surpass both games in terms of movement speed.
| |
| **In a similar appeal to both casual and hardcore gamers, there are now two distinct type of [[With Anyone]] [[Wi-Fi]] modes; one called [[For Fun]] which is similar to the previous game's casual-styled [[Basic Brawl]], and one called [[For Glory]], a mode explicitly catered to competitive-styled play.
| |
| **Additionally, every stage now has an "Ω Form", where the stage's layout is altered into that of [[Final Destination]]. These forms cannot be played on in the For Fun mode, while they are the only forms available in the For Glory mode.
| |
| *[[Fast falling]] now gives a standard increase of 60% to a character's normal falling speed. In ''Brawl,'' fast falling gave a standard 40% increase, and in ''Melee'' and ''64,'' it varied depending on the character. The exceptions to this rule are {{SSB4|Ryu}} and {{SSB4|Link}}, who gain a 40% and 90% increase, respectively. Combined with the higher falling speeds, this change makes air-to-ground movement much faster than in ''Brawl,'' and some aerials are more effective in a short-hop fast-fall, but it also makes it harder to [[Juggling|juggle]]. Finally, using an aerial while fast falling reverts the character to their normal falling speed, making it less technically demanding to perform certain aerial combos. Overall, fast falling gives a much more drastic increase than in past games, with Fox's fast falling speed now surpassing {{SSBM|Falco}}'s normal falling speed in ''Melee.''
| |
| *As in ''Brawl,'' characters barely conserve momentum from their dash after jumping. Likely as a compensation, many characters have had their [[air speed]]s increased (with {{SSB4|Sheik}} going from 0.846 to 1.1). However, the changes are not consistent across the cast, as a few characters have had their air speeds lowered.
| |
| *The mechanics of grabbing [[ledge]]s have undergone an unprecedented overhaul<ref>https://miiverse.nintendo.net/posts/AYMHAAACAABnUYngiZ2EwA</ref>. Most notably, [[edge-hogging]] has been removed entirely, as attempting to grab a ledge that someone else has already grabbed onto will now gently remove them from the ledge and "steal" it, a mechanic known as "ledge trumping". This changes the entire edge metagame, with players now having to attack opponents that they have ledge trumped instead of completely stopping their recovery by grabbing the edge, along with making edgeguarding more reliant on [[stage spike]]s and meteor smashes. On the other hand, ledge trumping itself can be used as an edgeguard, as it leaves the recovering opponent vulnerable. An additional overhaul is the elimination of most [[planking]] stall strategies, as the length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and no intangibility at all will be granted if a fighter grabs the ledge twice without touching the ground or being hit (making them more open to [[edgeguard]]ing). Finally, the difference between fast and slow edge options based on current damage has been removed.
| |
| *A new mechanic known as [[rage]] has been implemented; this increases the player's base [[knockback]] dealt (but not damage dealt) at higher damage percentages, starting at 30% and capping at 150%. This works similar to [[Lucario]]'s [[Aura]] effect, which rewards characters if they survive until high percentages – this is especially beneficial to heavyweights, who can easily survive to high percentages and use rage to full effect. The rage effect is made more visible after 100%, as characters begin emitting steam and flashing red.<ref>[https://www.youtube.com/watch?v=iZPxLLaL4N8 The "Rage Effect"]</ref>
| |
| *[[Grab]]bing an opponent will miss if the opponent has been thrown or has escaped from a grab within the past second. This mechanic mitigates against [[chain grab]]s, which were not only possible but readily exploitable in previous games.
| |
| *Random [[tripping]] introduced in ''Brawl'' has been removed. However, forced tripping remains, as shown by the return of the [[banana peel]] item.
| |
| *The effect of [[stale-move negation]] on knockback has been drastically reduced, meaning it is no longer as important for players to avoid staling their finishing moves. The effect of staleness on damage dealt has been slightly lessened as well, and staleness is no longer applied to items.
| |
| *[[Directional influence]] works slightly differently. Holding a horizontal direction on the control stick while being hit can now directly increase or decrease knockback in that direction, not just change the launch angle. Holding a vertical direction on the control stick only changes the launch angle (since patch 1.0.4), as in previous games. These changes indirectly benefit characters with vertical combos and finishers, such as {{SSB4|Meta Knight}}, {{SSB4|Bayonetta}}, Ryu, and Fox.
| |
| *The ability to negate [[hitstun]] is now only possible after 40 frames for air dodging and 45 frames for aerials, significantly later than ''Brawl'''s 13/25 frames. This change makes true combos more prevalent, and many characters who were present in ''Melee'' have had their combo abilities largely restored, with {{SSB4|Captain Falcon}} being the most notable example, and this is further aided by the increased falling speeds and gravities. However, with the decreased damage on many moves and fall speeds, gravity increasing vertical knockback, and the continued ability to hitstun cancel, true combos generally do not work at higher percents. The inability to negate hitstun quickly also reduces characters' overall survivability, as they can no longer act right after they are launched to [[momentum canceling|cancel their momentum]].
| |
| *In a similar line, [[smash directional influence]] for multi-hitting attacks has been drastically reduced – this is most obviously seen when comparing the ease of escaping a [[Smart Bomb]] explosion in ''Brawl'' and ''SSB4''. This significantly buffs multiple-hitting attacks such as [[Drill (archetype)|drill]]s, which previously had an SDI multiplier that made it easier to escape from them, making it much harder to escape from a drill once trapped compared to previous games.
| |
| *[[Pivot]]ing has been fully reintroduced. As in ''Smash 64'' and ''Melee,'' characters can cancel the turnaround animation of a dash into an attack or grab while keeping some of their momentum, unlike in ''Brawl,'' where pivoting was limited to grabbing and otherwise impossible. This technique allows for tilts and smash attacks to be used more efficiently out of a dash, and thus opens up more approaching, spacing and comboing options. Characters who have longer initial dash animations and/or low traction benefit the most, with Captain Falcon having the longest pivot and {{SSB4|Jigglypuff}} having the shortest.
| |
| *[[Air dodge]]s have been heavily modified. They now have high landing lag (21 frames). To compensate, air dodges have reduced ending lag, from 10-20 frames in ''Brawl'' (30 for {{SSBB|Peach}}) to around 5-6 frames in ''Smash 4''; exceptions include {{SSB4|Bayonetta}}, with 10 frames of ending lag, and {{SSB4|Mewtwo}}, with 4 frames of ending lag. Also, air dodge intangibility can begin from anywhere between frame 2-4, rather than a standard 4 frames as in ''Brawl'' ({{SSB4|Bayonetta}} being an exception, with Bat Within triggering if struck at frame 1-4, and intangibility beginning at frame 5). Thus, air dodges are safer for aerial combat, but much riskier when done near the ground.
| |
| *In a similar line, [[sidestep]]s offer fewer invulnerability frames and have higher ending lag as a result (10 frames on average, compared to 5 frames in ''Brawl''). This enforces stricter timing when using sidesteps along with making them easier to punish. Additionally, sidesteps begin from anywhere between frame 2-4, unlike the standard frame 2-3 as in ''Brawl'' and ''Melee'' (Bayonetta again, being the sole exception with a frame 1-4 Bat Within).
| |
| *[[Roll]]s have slightly reduced ending lag (2 frames on average), making them better for quick repositioning. However, as of the current version of the game, they also offer fewer invulnerability frames (roughly 11 frames, down from an average of 15 in ''Melee'' and ''Brawl'').
| |
| *[[Shield]]s no longer take reduced damage from attacks, instead taking full damage. This makes shields more fragile than they were in previous games, as a fully charged smash attack can bring a shield to its last bar of health, whereas in previous games they would barely chip the shield. Additionally, many attacks do more [[shield damage]], making shield breaks much more common. To compensate, shields do not lose health as quickly when it is held up, allowing a player to hold up their shield for extended periods of time without draining their shield's health. As of the 1.1.1 update, shield stun was tremendously increased, which makes out-of-shield punishes less effective while making multi-hitting or powerful moves much safer on shield, along with making them break shields more easily.
| |
| *The window for [[tech]]ing is now larger due to characters "freezing" against a wall for half a second if they slam against it after getting knocked back with an extremely strong attack. This can happen multiple times if the player bounces off a wall onto another wall.
| |
| *The window for teching is now overlapped by [[hitlag]]. As a result, at higher percentages, certain stage-spikes are un-techable, making them almost guaranteed KO's.
| |
| *When an airborne character is hit by a meteor smash that sends them down onto the stage, that character will now bounce back up into the air instead of just landing on the stage as in previous games. However if a character [[tech]]s before hitting the ground, they will no longer bounce up and will just tech the move. This opens up opportunities for meteor smashes to KO opponents from the rebound if they possess high enough knockback scaling, an ability shown [[Pair Up|by]] [[Secret Ninja Attack|many]] [[Omega Blitz|new]] [[Final Smash]]es.
| |
| *[[Meteor canceling]] has been removed, making meteor smashes pragmatically equivalent to [[Spike|spikes]]. To compensate, many meteor smashes are now slower (such as {{SSB4|Falco}}'s down aerial, which had its start-up lag increased by 10 frames), and/or weaker (as with {{SSB4|Ganondorf}}'s down aerial, which deals 3% less damage and slightly weaker base knockback). Additionally, several moves that consistently meteor smashed in ''Brawl'' now have non-meteor sourspots (such as with {{SSB4|Ike}}, whose down aerial only meteor smashes if struck with the tip of the sword).
| |
| *[[Neutral attack]]s that previously ended in an indefinite number of weak hits (such as Fox's and Kirby's) now end with a finishing hit that knocks opponents away, making such moves safer to use (as simply ending the move no longer leaves the opponent nearby).<ref>https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA</ref> Rapid jabs can still be held indefinitely, but the user will be pushed back if they land too many hits on one opponent, making infinite combos against walls impossible.
| |
| **In a similar fashion, multi-hit attacks generally have much stronger knockback on the last hit, with most getting new animations to signify this (such as Sheik's up air or R.O.B.'s [[Arm Rotor]]).
| |
| *[[Grab]]s no longer have priority over regular attack hitboxes. If a grab hitbox collides with the hitbox of an attack, the character who attempted the grab will sustain the full damage and knockback of the opposing attack, while the character who attacked will only flinch slightly and take 3% damage.
| |
| *[[Pummel]]ing has been sped up dramatically, with many characters having a much faster pummel compared to their previous incarnations. This improves some fighter's damage racking abilities, though the increased pummel speed is not consistent with the entire cast; {{SSB4|Marth}} has one of the fastest pummels out of all three of his appearances, for example, while {{SSB4|Ganondorf}} still has his slow pummel.
| |
| *Holding a direction on the [[C-Stick]] or [[Control stick|right control stick]] is treated as a held button input. With the default control scheme, this allows players to charge a smash attack using only the C-Stick. A smash attack can also be performed by pressing the attack and special buttons with any controller, much like the control scheme used for a [[Wii Remote]] by itself in ''Brawl''.
| |
| *[[Recovery]] has been generally buffed, as most recoveries either travel a farther distance (such as Link's [[Spin Attack]] and Bowser's [[Whirling Fortress]]), are more versatile or less predictable (such as Marth's fully charged [[Shield Breaker]]), have better protection from edgeguarders (such as Donkey Kong's [[Spinning Kong]] and Zero Suit Samus's [[Boost Kick]]), and/or benefit from the mechanic changes introduced in ''Smash 4'' such as the reworked ledges and generally higher air speeds.
| |
| ** This isn't consistent across the cast however, as some recoveries like Meta Knight's, Dr. Mario's and Ganondorf's were nerfed, and some newcomers like Little Mac and Cloud were given very poor recoveries, causing ''Smash 4'' to have more polarized recoveries than in previous installments.
| |
| **[[Tether recoveries]] have been buffed, with their reach being improved. In addition, multiple tethers can grab onto the same edge at once, though the new mechanic of ledge-stealing still applies to said tether recoveries. Any character whose sole recovery move was a tether has received a different recovery move instead, making it so that no character is forced to rely on a tether to recover.
| |
| *[[Gliding]] is no longer possible.
| |
| *[[Counterattack]]s have been universally buffed, with all of them having higher base knockback scaling. This makes counterattacks KO much earlier than previous games, especially if a smash attack is countered.
| |
| *Campable projectiles were universally nerfed throughout the cast to make camping a less viable option. Changes include only allowing a certain amount of one type of projectile to be in play at the same time (like Samus' [[Missile]]), drastically reducing the range of the projectiles (such as Pit's [[Palutena's Arrow]]) or increasing the amount of ending lag for using the projectile (such as Falco's [[Blaster]]).
| |
| *As a possible effort to balance the game, [[Final Smash]]es have had their knockback and damage toned down, with many that could KO at extremely low percentages in ''Brawl'' getting [[nerf]]ed to the point that they only start taking stocks at middle percentages. However, this only applies to trapping and transformation type Final Smashes such as [[Triforce Slash]] and [[Super Sonic]]; directional Final Smashes such as [[Light Arrow]] and [[Critical Hit]] still retain their high power as a compensation for their need of accuracy.
| |
| *In a similar line, many attacks or items that have [[One-Hit KO]] potential have been nerfed, notably the knockback scalings of some [[Poké Ball]] Pokémon such as [[Deoxys]]. Some items are exempt from this however, such as the quintessential [[Home-Run Bat]] which can still OHKO.
| |
| *Characters with unique battering item swings that allow them to swing items like the [[Beam Sword]] twice in a single attack (such as {{SSBB|Ike}} or {{SSBB|Captain Falcon}}) now follow the single-hit swings of the rest of the cast.
| |
| *[[Star KO]]s and [[Screen KO]]s now do not always occur when a character is KO'd over the top [[blast line]]; in addition, the Screen KO animation has been lengthened to last the same amount of time as the Star KO animation. Additionally, they no longer occur near the end of a [[time]]d match or [[Sudden Death]]; being instead replaced by regular blast KOs. This makes said KOs more balanced in time-crucial matches due to Star and Screen KO's animations sometimes being able to affect who wins in the end.
| |
| *[[Swimming]] has been removed in the ''3DS'' version, possibly due to its rarity and the fact that it would take up unnecessary space on an already limited system. The mechanic returns in the ''Wii U'' version.
| |
| *All four [[special move]]s for all non-DLC characters can be switched out for two different preset variations with different properties, a feature of [[character customization]].
| |
| *The ''Wii U'' version is compatible with a set of [[amiibo]] figurines utilizing the Wii U GamePad and {{S|wikipedia|near field communication}}. By using their respective figurine, players can give a character custom moves and level them up to level 50. An update on February 10, 2015 added amiibo support on the ''3DS'' version.
| |
| *In the ''3DS version'', paths can be chosen by the player in {{SSB4-3DS|Classic Mode}}. Different CPU-opponents appear on different paths, with some paths being marked as easier or harder than others; harder paths grant the player more rewards such as more [[gold]] and a higher base [[trophy]] or custom part reward.
| |
| *In All-Star Mode, the order of characters fought is now based upon the character's personal first appearance.
| |
| **All-Star Mode is also now available from the start of the game, unlike ''Melee'' and ''Brawl'', where it had to be unlocked by unlocking every character.
| |
| *If a character runs off an edge and takes no action before landing on another platform, they will immediately continue running once they hit the ground. This is accompanied by a new "rolling" animation as they run off edges.
| |
| *When a Shooting Type item ([[Ray Gun]], [[Super Scope]], etc.) runs out of ammo, the player can press the attack button again to immediately dispose of the item, as opposed to previous games where they had to press the grab button to let go, and pressing the attack button would result in them replicating the motion of using the weapon though nothing would come out.
| |
| *Due to the sheer number of controllers and players that can be present at once, entering controllers into player slots is now implemented differently. In ''Brawl'', [[GameCube controller]]s would take precedence over [[Wii Remote]]s, and would automatically show up in the player slot corresponding to their physical port (e.g. the controller plugged into slot 1 would appear as P1 regardless of button input). In ''Smash 4'', when a button on a controller is pressed, that controller is set to the first available player slot (e.g. if a GameCube controller in Port 2 were to activate when P1 was empty, it would show up as P1 (If P1 was active, but P2 was not, it would show up as P2; if P1 and P2 were active, but P3 was not, it would show as P3; if P3 were active, but P1 and P2 were not, it would show up as P1, etc.)
| |
| | |
| ===Aesthetic and sound changes===
| |
| {{ImageCaption|File:Sudden Death (SSBB).PNG|File:Sudden Death (Super Smash Bros. for Wii U).jpg|width1=x150px|width2=x150px|align=right|caption=The aesthetic changes between ''Brawl'' and ''Smash Wii U''}}
| |
| *In general, the game is much more stylized and visually intense than previous entries, with the colors being bolder and brighter, sound effects being more cartoonish (though generally quieter) and many elements having been redone to stand out more.
| |
| *The characters' design styles are more distinct from each other and more in-line with their home series, in contrast to ''Brawl'' which gave the characters a more unified realistic look. For example, characters from cartoony franchises such as the ''{{uv|Mario}}'' and ''{{uv|Kirby}}'' series are much closer to their native styles, while those from more realistic-looking franchises such as ''{{uv|The Legend of Zelda}}'' (with the exception of Toon Link) and ''{{uv|Metroid}}'' series maintain more realistic appearances.
| |
| *Some characters will always stand facing the screen regardless of which direction they face, with the intent of having them face the screen more often.
| |
| **This applies to movement and attack animations as well, often involving them mirroring their stance and attacks. Due to this, there is a possibility that some attacks may behave slightly differently when they interact with each other from different directions. For example, if such an "ambidextrous" character and another character that does not use this feature attack each other, the attacks may clang in a different location or even connect with the opponent differently depending on what direction the two characters are facing.
| |
| *[[Damage]] percentage now rises through yellow shades before turning red in both versions, and are now displayed with a metallic gradient on the ''Wii U'' version, with the ''3DS'' version getting flat numbers.
| |
| *Several visual effects are significantly bolder and brighter:
| |
| **Attacks' visual effects (such as motion blurs) are in general more pronounced, with bright saturated blurs replacing the previous game's subtle ones.
| |
| **Many attacks have bright motion trails, making their range more obvious.
| |
| **Smoke trails of hit characters are now thick trails of light, colored according to which player would be credited with a potential [[KO]]. Should the KO occur, the attacker will flash with an aura of their own color.
| |
| **The design of KOs themselves closely resembles those in ''Brawl'', but the soundbite sounds much more like an actual explosion now.
| |
| **The Star KO has received a more high-pitched "ding" sound.
| |
| **A new visual effect referred to as '''Deadly Blow''' by the game; hits that deal enough knockback to KO the character before they can act afterwards produce a red-and-black lightning effect on contact. However, it does not guarantee an actual KO; if the move can just barely KO the character, [[DI]] can still prevent it from taking a stock. Likewise, there is a small chance that no lightning effect occurs but the character is still KO'd. In addition, the game does not consider stage walls, ceilings, or obstacles than can otherwise change the trajectory of knockback (thereby preventing or causing a KO) when determining whether the lightning appears. Meteor Smashes do not produce the lightning effect until high percentages.
| |
| *Certain items such as the [[Bumper]] and [[Home-Run Bat]] have been given new, more striking designs. The Home-Run Bat, for example, is more ornate and is now colored to match the new high-knockback lightning effect.
| |
| *A successful meteor smash that deals high [[knockback]] will play a distinct sound effect.
| |
| *Characters now have team colored outlines in [[Team Battle]]s, and can select a color normally.
| |
| *[[Revival platform]]s now have a section that changes color based on the time remaining before the platform disappears. This section starts out yellow before fading between orange and then turning red before disappearing.
| |
| *Characters with over 100% of damage now emit steam, presumably to make their vulnerability more clear. They also flash red, which is not very noticeable at 100%, but intensifies as their damage raises.
| |
| *In the ''3DS'' version, players can tap on a character's icon on the bottom screen to place a marker on that character on the top screen, in order to more easily follow their movements.
| |
| *[[Magic]] and [[PK]] attacks no longer have [[electric]]al properties and produce sparkle sounds if they hit.
| |
| *Victory scenes seem to be a cross between all of the previous three games. Like in ''Smash 64'', the screen has different animations that transition to the scene, instead of just cutting to it, while only the winner is shown in the main area like in ''Melee'', with the others applauding in small windows on the screen on the ''Wii U'' version. However, instead of a featureless black screen, the winner's area is an environment similar to that in ''Brawl''’s [[victory screen]]. Additionally, after the winner has been announced and the [[victory theme]] has finished playing, a remix of the character selection music from ''Smash 64'' is played with the exception of {{SSB4|Cloud}}.
| |
| *[[Screen KO]]s now feature characters hitting the screen and staying there ("splatting") for a moment before sliding off, whereas in preceding games, they either simply bumped into the screen and kept falling at their initial speed, or tumbled in front of the screen without hitting it. This serves to make Screen KOs take the same amount of time as Star KOs, though Screen KOs actually last a few frames longer.
| |
| *The Stock Icons for Stock Matches are now akin to those in ''Melee'', in which they appeared as the character's head, as opposed to ''Brawl'', where they were merely small circles colored depending on the player. Additionally, the stock icons are placed below the HUD that contains the character's damage percentage rather than on it.
| |
| *Assist trophies and Poké Ball Pokémon now come with a marker above them, in order to indicate which player activated them.
| |
| **Additionally, certain items come with white triangular markers above them to make them more noticeable, like in ''SSB64''.
| |
| *Some of the more realistic sound effects from ''Brawl'' have been eschewed in favor of sound effects which are inspired by the characters' home franchises, such as the one that plays when Kirby uses {{b|Inhale|Kirby}}.
| |
| *Like in the previous games, each character has a voice clip for whenever they take a fair amount of knockback. Though now, it plays right as they receive the blow, like in the original ''Super Smash Bros.'' and ''Melee'', and not during the knockback itself, like in ''Brawl''. In ''SSB4'', damage noises are no longer based purely on the amount of knockback taken, unlike in ''SSB64'' and ''Melee'', where characters had damage noises for medium damage and hard damage specifically. This means that certain attacks and items that repeatedly launch the character can make them repeat the voice clips constantly, such as the {{B|Drill|item}}.
| |
| *Most flash/tint effects (such as flashing white while invincible) do not display while the game is paused.
| |
| *Formerly a [[Beta elements (SSBB)|beta element]] of ''Brawl'', visual battle damage over the course of battle exists in the ''Wii U'' version. However, this only applies to {{SSB4|Little Mac}}, as bandages and bruises appear on his head after getting KO'd like in his appearance in the Wii version of ''{{Iw|wikipedia|Punch-Out!!|Wii}}''.
| |
| *On the ''Wii U'' version, most stages have constant subtle ambient noise in the background, such as wind (Onett and Mushroom Kingdom U) or animal sounds (Kongo Jungle 64). This is an addition for most returning stages.
| |
| *Many characters are much more expressive than in ''Brawl''; for example, Wario now scowls when performing an attack or in the Wii U version, Wario's mustache and eyebrows now stretch and grow to fit the situation.
| |
| **Each character's expressions are different for each version, mainly due to hardware limitations on the 3DS version. An example can be seen during victory scenes. If Marth, for example, were to win a match, his expression would vary; Marth would keep a serious face on ''for 3DS'', while he would slightly smile and look at the screen on ''for Wii U.''
| |
| | |
| ==Console differences==
| |
| {{main|Cross-platform comparison of Super Smash Bros. 4}}
| |
| The Wii U and 3DS versions of the game were shown to have distinct art styles from one another in that the 3DS version uses flatter shading and optional black outlines to make characters easier to see at a distance, a graphical style reminiscent of other 3DS games such as ''Fire Emblem: Awakening'' and ''Pokémon X/Y''. These outlines are customizable as Sakurai stated players can change the size of the outlines or get rid of them completely. As stated before, many of the stages are version specific, with the 3DS version having more stages based on handheld console games, and the Wii U having more stages based on home console games.<ref>[http://www.youtube.com/watch?v=vQD1yJinzeQ Nintendo's YouTube channel: "Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013"]</ref> There is no cross-platform gameplay between the Wii U and 3DS versions due to the exclusive stages to each version<ref>[http://www.joystiq.com/2013/06/13/wii-u-and-3ds-smash-bros-will-not-have-cross-platform-play-wil/ Joystiq: "No cross-platform play for Smash Bros on 3DS and Wii U"]</ref>; however, one can create customized fighters in the 3DS version using the character customization feature and send them to the Wii U version. In addition to this, by connecting the two games (or using [[Smash Controller|a special downloadable application]]), the 3DS can be used as a controller on the Wii U version. However, this doesn't apply vice-versa, as none of the Wii U's peripherals can act as a controller on 3DS hardware.
| |
| | |
| In the 3DS version, there is up to the usual amount of fighters on one stage, with four. The Wii U version features up to eight players at once, though this is only available on a limited selection of the stages.
| |
| | |
| [[Trophies]] are different between the two versions, with the trophies in the 3DS version being mainly from handheld games, while the trophies in the Wii U being primarily from console games.<ref>http://miiverse.nintendo.net/posts/AYMHAAACAADRUqFpGGYsgQ</ref>
| |
| | |
| When it comes to music, each stage on the 3DS version has only two music tracks available, as was the case in ''Melee''. On the other hand, the Wii U version sees the return of ''Brawl''’s [[My Music]] option, with a large selection of tracks available for each stage.
| |
| | |
| ==Reception==
| |
| The 3DS version mainly received positive reviews, with a current rating of 85/100 on Metacritic<ref>http://www.metacritic.com/game/3ds/super-smash-bros-for-nintendo-3ds</ref> and 86% on GameRankings<ref>http://www.gamerankings.com/3ds/632937-super-smash-bros-for-nintendo-3ds/index.html</ref>. The game has been praised for its large and diverse character roster, its improvements to game mechanics, and its variety of multiplayer options. Some criticisms include a lack of single player modes and issues concerning the 3DS hardware, such as the size of characters on the smaller screen when zoomed out and latency issues during both local and online multiplayer. There were also reports of players damaging their 3DS Circle Pads while playing the game excessively, and to an extent the circle pad can easily fall off. The 3DS version sold over a million copies in its first weekend on sale in Japan, and had sold more than 3.22 million copies worldwide as of October 2014. The 3DS version was nominated for both "Best Fighting Game" and "Best Handheld/Mobile Game" at the 2014 Video Game Awards, but lost to the Wii U version and {{s|wikipedia|Blizzard Entertainment}}'s ''{{s|wikipedia|Hearthstone: Heroes of Warcraft}}'', respectively.
| |
| | |
| The Wii U version received critical acclaim, with a Metacritic score of 92/100<ref>http://www.metacritic.com/game/wii-u/super-smash-bros-for-wii-u</ref> and a GameRankings score of 92.39%<ref>http://www.gamerankings.com/wii-u/633202-super-smash-bros-for-wii-u/index.html</ref>, being among the highest rated games of 2014, is also awarded the Metacritic's Game of the Year and the second-highest rated game of the series after ''[[Brawl]]''. The 2014 Video Game Awards even awarded the Wii U version with the "Best Fighting Game" award. The game was lauded for improving everything the 3DS version offered and significantly improving the online experience.
| |
| | |
| ''Super Smash Bros. 4'' won "favorite video game" at the 2016 People's Choice Awards. As of February 2016 the Wii U version of ''Smash 4'' is the 5th best selling Wii U game and the 3DS version is the 7th best selling 3DS game.
| |
| | |
| ==Trailers==
| |
| {| border="0" cellpadding="0" cellspacing="15" align="center" width="100%"
| |
| | valign="top" width="50%"|
| |
| ===E3 2013===
| |
| <center><youtube>xvudMu-5kIU</youtube></center>
| |
| | valign="top" width="50%"|
| |
| ===E3 2014===
| |
| <center><youtube>oRq5bz6ZNYU</youtube></center>
| |
| |}
| |
| | |
| ==Gallery==
| |
| ===Miscellaneous===
| |
| <gallery>
| |
| SSB 3DS logo.png|3DS version logo.
| |
| SSB Wii U logo.png|Wii U version logo.
| |
| Boxart-3ds.png|3DS version Boxart.
| |
| Boxart-wiiu.png|Wii U version Boxart.
| |
| SSB3DS Transparent Group Art.png|Transparent version of the 3DS version's group artwork.
| |
| Wii U Boxart No Box.png|The Wii U version's group artwork.
| |
| CompleteSmashWiiUBoxArt.jpg|Complete Wii U version group artwork.
| |
| MiiverseSmash.jpg|Miiverse Community image.
| |
| DamageMeterSSB4.jpg|A three-way battle.
| |
| SSB4 daily image 26-07-2013.jpg|New KO ownership trails.
| |
| Fox and Toon Link "Strong Blow" Effect.jpeg|An image showing the new visual indication of an especially powerful blow.
| |
| Smash 4 - Fox's finishing jab.jpeg|The "finishing move" of Fox's consecutive jab.
| |
| Smash4 - First Three New Characters.jpg|The first three confirmed newcomers
| |
| SSB4 3DS outline comparison.jpg|The difference between outlines being set off and on in the 3DS version.
| |
| SSB4 - Team Outlines.jpg|The new Team Battle outlines.
| |
| </gallery>
| |
| | |
| ===Characters===
| |
| <gallery>
| |
| Villager Poster.jpg|Official illustration of Villager.
| |
| Mega Man Poster.jpg|Official illustration of Mega Man.
| |
| Wii Fit Trainer Poster.jpg|Official illustration of Wii Fit Trainer.
| |
| Rosalina Poster.jpg|Official illustration of Rosalina & Luma.
| |
| Little Mac Poster.jpg|Official illustration of Little Mac.
| |
| Greninja Poster.jpg|Official illustration of Greninja.
| |
| Palutena Poster.jpg|Official illustration of Palutena and Dark Pit.
| |
| Pac-Man Poster.jpg|Official illustration of Pac-Man.
| |
| Robin and Lucina Poster.jpg|Official illustration of Robin and Lucina.
| |
| Shulk Poster.jpg|Official illustration of Shulk.
| |
| Bowser_Jr_Poster.jpg|Official illustration of Bowser Jr.
| |
| Duck Hunt poster.jpg|Official illustration of Duck Hunt.
| |
| Ryu Poster.jpg|Official illustration of Ryu.
| |
| Cloud poster.jpg|Official illustration of Cloud.
| |
| Corrin poster.jpg|Official illustration of Corrin.
| |
| Bayonetta poster.jpg|Official illustration of Bayonetta.
| |
| Zero Suit Samus Zeroes In.png|Splash art of Zero Suit Samus.
| |
| Sheik Appears on the Scene.png|Splash art of Sheik.
| |
| Yoshi Rolls into Battle.png|Splash art of Yoshi.
| |
| Charizard Fires It Up.png|Splash art of Charizard.
| |
| SSB4 Newcomer Introduction Villager.png|Splash art of Villager.
| |
| SSB4 Newcomer Introduction Mega Man.png|Splash art of Mega Man.
| |
| SSB4_WiiFitTrainerNoBoard_SplashArt.png|Splash art of Wii Fit Trainer.
| |
| SSB4 Newcomer Introduction Rosalina.png|Splash art of Rosalina & Luma.
| |
| SSB4 Newcomer Introduction Little Mac.png|Splash art of Little Mac.
| |
| SSB4 Newcomer Introduction Greninja.png|Splash art of Greninja.
| |
| SSB4 Newcomer Introduction Palutena.png|Splash art of Palutena.
| |
| SSB4 Newcomer Introduction Pac-Man.png|Splash art of Pac-Man.
| |
| SSB4 Newcomer Introduction Lucina.png|Splash art of Lucina.
| |
| SSB4 Newcomer Introduction Robin.png|Splash art of Robin.
| |
| SSB4 Newcomer Introduction Shulk.png|Splash art of Shulk.
| |
| SSB4 Newcomer Introduction Bowser Jr..PNG|Splash art of Bowser Jr.
| |
| SSB4 Newcomer Introduction Duck Hunt.jpg|Splash art of Duck Hunt.
| |
| Mewtwoisontheway.png|Mewtwo teaser.
| |
| SSB4 Fighter Introduction Mewtwo.png|Splash art of Mewtwo.
| |
| SSB4 Lucas SplashArt.jpg|Splash art of Lucas.
| |
| SSB4 Roy SplashArt.png|Splash art of Roy.
| |
| SSB4 Ryu SplashArt.png|Splash art of Ryu.
| |
| SSB4 CloudSplashArt.png|Splash art of Cloud.
| |
| SSB4 Corrin SplashArt.png|Splash art of Corrin.
| |
| SSB4 Bayonetta SplashArt.png|Splash art of Bayonetta.
| |
| Lincoln ssb4.png|Splash art of a Mii Gunner, based on {{Iw|wikipedia|Abraham Lincoln}}.
| |
| Elijah wood ssb4.png|Splash art of a Mii Swordfighter, based on {{Iw|wikipedia|Elijah Wood}}.
| |
| Ice-t ssb4.png|English splash art of a Mii Brawler, based on {{Iw|wikipedia|Ice-T}}.
| |
| Shinya Arino ssb4.png|Japanese splash art of a Mii Brawler, based on {{Iw|wikipedia|Shinya Arino}}.
| |
| SSB4 - AKB48 Intro 01.jpg|Japanese splash art of a Mii Brawler, based on {{Iw|wikipedia|Mayu Watanabe}} of AKB48.
| |
| SSB4 - AKB48 Intro 02.jpg|Japanese splash art of a Mii Swordfighter, based on {{Iw|wikipedia|Yuki Kashiwagi}} of AKB48.
| |
| SSB4 - AKB48 Intro 03.jpg|Japanese splash art of a Mii Gunner, based on {{Iw|wikipedia|Minami Takahashi}} of AKB48.
| |
| SSB4 Geno SplashArt.png|Splash art of the [[Geno]] Mii Gunner costume.
| |
| SSB4 Cast AKB48trailer.png|Characters from the {{Iw|wikipedia|AKB48}} trailer.
| |
| </gallery>
| |
| | |
| ==Trivia==
| |
| *''Super Smash Bros. 4'' is the only game in the series not to include a new {{uv|The Legend of Zelda}} and {{uv|Star Fox}} universe character.
| |
| **''Super Smash Bros. 4'' is also the only game in the series to not introduce more than one character from the {{uv|Pokémon}} universe.
| |
| *''Super Smash Bros. 4'' introduces three {{uv|Fire Emblem}} series newcomers, which is more series newcomers than any other universe has in the game.
| |
| **However, this is not the most introductions in a single universe in the series, as in ''Melee'', {{uv|The Legend of Zelda}} introduced four total newcomers, Zelda, Sheik, Ganondorf and Young Link.
| |
| *''Super Smash Bros. 4'' introduces the [[Mii Fighter]]s, making it the first game in the series to have playable characters representing the ''Super Smash Bros.'' universe.
| |
| *''Super Smash Bros. 4'' is the only game in the series to cut all playable characters within a universe, cutting both [[Ice Climbers]] and [[Snake]].
| |
| *''Super Smash Bros. 4'' introduces 10 new universes with playable characters, the most of any game in the ''[[Super Smash Bros. (series)|Super Smash Bros.]]'' series.
| |
| *''Super Smash Bros. 4'' marks the first time in the series where long-running veterans [[Luigi]] and [[Marth]] are starter characters. [[Jigglypuff]] and [[Ganondorf]] also have this distinction, though only in the Wii U version.
| |
| *''Super Smash Bros. 4'' marks the first ever playable appearance for [[Wii Fit Trainer]], [[Palutena]], and the [[Duck Hunt]] dog.
| |
| *''Super Smash Bros. 4'' is the second collaboration between [[Bandai Namco]], [[Capcom]], and [[Sega]], the first being ''{{s|wikipedia|Project X Zone}}'' and the third being its sequel ''{{s|wikipedia|Project X Zone 2}}''. One of ''Project X Zone'''s co-developers, [[Monolith Soft]], was involved in ''Brawl'' and ''SSB4''.
| |
| **{{SSB4|Ryu}} from ''Street Fighter'' series, [[X (Mega Man)|X]] and [[Zero (Mega Man)|Zero]] from the ''Mega Man'' series, [[Akira Yuki]] from the ''Virtua Fighter'' series, and [[Heihachi Mishima]] from the ''Tekken'' series, all appear in both ''Project X Zone'' and ''{{s|wikipedia|Project X Zone 2}}''.
| |
| **[[Lucina]], [[Chrom]] and [[Tiki]] from ''Fire Emblem '' series and [[Fiora]] and [[Metal Face]] from ''Xenoblade Chronicles'', appeared in ''Project X Zone 2''.
| |
| *''Super Smash Bros. 4'' is the first game in the series to receive "E10+" ESRB rating and a "Mild Suggestive Themes" content descriptor.
| |
| *''Super Smash Bros. 4'' is the second game in the series with a character debuting from a series containing an "M" ESRB rating, following ''Super Smash Bros. Brawl''.
| |
| *''Super Smash Bros. 4'' is the only game in the series to not have introduced any new {{uv|Yoshi}} stages named "Yoshi's Island" in either versions.
| |
| | |
| ==References==
| |
| {{reflist}}
| |
| | |
| ==External links==
| |
| *[http://www.smashbros.com/ Official site], [http://www.smashbros.com/us/dlc/index.html Official DLC site]
| |
| **[https://cp.nintendo.co.jp/us/ Official DLC Character Request Site]
| |
| *[https://miiverse.nintendo.net/titles/14866558073037299863/14866558073037300685 The "Director's Room", Sakurai's Miiverse community]
| |
| | |
| {{SSBSeries}}
| |
| | |
| [[Category:Games]]
| |
| [[Category:Super Smash Bros. 4| ]]
| |
| [[Category:Wii U]]
| |
| [[Category:Nintendo 3DS]]
| |
| [[Category:Super Smash Bros. series]]
| |
| [[Category:Super Smash Bros. universe]]
| |