Super Smash Bros. series

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(→‎Item drop chance: Master Ball was added in late 2017 with other mined data and was changed to a note in 2021 with more data. I tested in Smash 4 (when the note was added) with 1000 hits at 10% as well as 20% and they converged to d/70. Did 100 hits with 30, 40, and 50% each that also converged to d/70. Maybe it has a specific value assigned that is the same as normal ones, who knows. no more test, my hand hurts)
Line 15: Line 15:
===Item drop chance===
===Item drop chance===
In all games, the chance of a character with a held item dropping it when hit by an attack depends on the damage dealt by said attack. In ''Smash 64'' and ''Melee'', the formula is <code>base damage / 60</code>, so for example, an attack that deals 6% damage has a 10% chance of causing the target to drop their held item, while {{SSBM|Roy}}'s fully charged [[Flare Blade]] in ''Melee'' (which deals 50% damage) has a 83.333% chance of doing so.
In all games, the chance of a character with a held item dropping it when hit by an attack depends on the damage dealt by said attack. In ''Smash 64'' and ''Melee'', the formula is <code>base damage / 60</code>, so for example, an attack that deals 6% damage has a 10% chance of causing the target to drop their held item, while {{SSBM|Roy}}'s fully charged [[Flare Blade]] in ''Melee'' (which deals 50% damage) has a 83.333% chance of doing so.
 
In ''Brawl'', ''Smash 4'', and ''Ultimate'', this probability was decreased; normal items use the formula <code>base damage / 70</code>, with the base damage rounded up. In addition, a few items use non-standard formulas for their drop chance:
In ''Brawl'', ''Smash 4'', and ''Ultimate'', this probability was decreased; normal items use the formula <code>base damage / 70</code>, with the base damage rounded up. In addition, a few items use non-standard formulas for their drop chance:
*The chance of a character dropping a [[Smash Ball]] is <code>(base damage * 2 + handicap) / 100</code>, with the base damage rounded down. '''handicap''' changes depending on the user's stock difference relative to the target (or score in a time battle), being equal to 30 if the user has a stock deficit, -30 if they have a stock lead, and 0 if they are equal in stocks with the target. As a result, players at a disadvantage have a better chance to steal [[Final Smash]]es from opponents, while being less prone to dropping their own.  
*The chance of a character dropping a [[Smash Ball]] is <code>(base damage * 2 + handicap) / 100</code>, with the base damage rounded down. '''handicap''' changes depending on the user's stock difference relative to the target (or score in a time battle), being equal to 30 if the user has a stock deficit, -30 if they have a stock lead, and 0 if they are equal in stocks with the target. As a result, players at a disadvantage have a better chance to steal [[Final Smash]]es from opponents, while being less prone to dropping their own.  

Revision as of 22:38, June 29, 2022

A Party Ball breaks open releasing various items in Super Smash Bros. Brawl.
For the CPU Mode, see ITEM.

An item is an object that either randomly appears on-stage during a match or is summoned by a character's special move, that can be picked up and used by characters. Many items can be wielded once picked up, while others apply an effect, and almost all can be thrown at opponents. Items are a large part of the gameplay of the Super Smash Bros. series, particularly on a casual level where chaotic fun is prioritized over serious competition. However, items cause problems at a competitive level and, with some exceptions, are universally banned from tournaments.

Overview

  • Items appear from stage-dependent designated locations at various times throughout a match, based on the frequency set in the Item Switch.
  • Characters can pick up items by standing near one and pressing the attack button. Aside from heavy items and Grass, they can also be grabbed in midair with the grab button starting in Melee. Brawl onward further ease item grabbing by allowing it during the start of air dodges, dash attacks, and aerial attacks, with a window of 5 frames for each, causing the user to obtain the item while proceeding with their action. In Ultimate, this is further expanded to tilt attacks, though with a shorter window of 2 frames.
  • Characters can only hold one item at a time (if Villager's Pocket ability is discounted). If an item is left alone, it will eventually disappear, flashing briefly beforehand (Pitfalls and Green Shells being exceptions).
  • Items picked up by characters can be dropped or thrown with the grab button, and may be dropped if the character takes damage. The damage done by a thrown item depends on how fast it is moving. Most items can also be swallowed starting in Brawl, and starting in Smash 4, can even heal these characters when they do so, unless the item is explosive.
  • In Smash 64, items (except for Super Stars) have a small triangular indicator above them. This feature was dropped in Melee and reintroduced in Smash 4 (except for Food, Smash Balls, and a complete Daybreak). Starting in Super Smash Bros. for Wii U, Olimar can also use Pikmin Throw to have Pikmin bring most items to him.
  • Some items are designated as heavy. These items, when held, put the character in a special state where they appear to struggle to hold the item up. Characters move slower in this state and the throwing animation is longer than normal.

Item drop chance

In all games, the chance of a character with a held item dropping it when hit by an attack depends on the damage dealt by said attack. In Smash 64 and Melee, the formula is base damage / 60, so for example, an attack that deals 6% damage has a 10% chance of causing the target to drop their held item, while Roy's fully charged Flare Blade in Melee (which deals 50% damage) has a 83.333% chance of doing so.

In Brawl, Smash 4, and Ultimate, this probability was decreased; normal items use the formula base damage / 70, with the base damage rounded up. In addition, a few items use non-standard formulas for their drop chance:

  • The chance of a character dropping a Smash Ball is (base damage * 2 + handicap) / 100, with the base damage rounded down. handicap changes depending on the user's stock difference relative to the target (or score in a time battle), being equal to 30 if the user has a stock deficit, -30 if they have a stock lead, and 0 if they are equal in stocks with the target. As a result, players at a disadvantage have a better chance to steal Final Smashes from opponents, while being less prone to dropping their own.
  • The chance of a character dropping a Dragoon or Daybreak part is (base damage * 2 + handicap) / 100 in Brawl, and (base damage + handicap) / 100 in Smash 4 and Ultimate, with the base damage rounded down. handicap works the same way as in the Smash Ball formula, but with a value of 15 instead of 30.
  • In Smash 4 and Ultimate, shooting items (such as the Ray Gun and Super Scope) that have run out of ammo have a nearly guaranteed drop chance, using the formula base damage / 2, in addition to always disappearing upon touching the ground if dropped. This causes them to be removed from play more easily after they have been used up.

Types of items

Items can be grouped into several categories based on their effects.

  • Container items release other items once broken open, which can be done either by attacking them or by picking up and throwing them. In general, container items have a 12.5% (1 in 8) chance of exploding instead of releasing items.
  • Battering items are wielded by characters once picked up, turning their neutral attack, forward tilt, dash attack, and forward smash into an item swipe.
  • Shooting items fire projectiles when used, typically replacing the neutral attack and neutral aerial of the user. They all have limited ammunition and will merely shoot blanks once it runs out. In SSB4 and Ultimate, trying to shoot an empty item will instead simply throw it.
  • Throwing items can only be thrown at opponents. Holding a throwing item means that a character cannot use most of their attacks, as pressing the attack button will simply throw the item.
  • Explosive items cause an explosion when activated, then disappear from the field. Most explosive items are also throwing items, but there are exceptions.
  • Status items apply some sort of effect to the user, often beneficial but not necessarily. Some status items only need contact to be used (instead of needing to be grabbed). The ones that do need to be grabbed can be picked up even if the character is already holding an item; no such items exist in the original Super Smash Bros.
  • Recovery items decrease the damage of the user (or increase their HP in Stamina mode). Starting in Melee, recovery items can be picked up even when the character is already holding an item.
  • Summoning items release an ally that fights alongside whoever activates the item.
  • Collectible items do not affect the match but instead are added to the player's collection once picked up. They can be picked up even if the character is already holding an item. Computer players will not attempt to pick up collectible items, but if they do so accidentally they will not count.
  • Special items do not fit into the above categories.

In addition to the above, certain items can be heavy, which limits those that pick them up into walking slowly (or not at all in SSB) and throwing. Only Donkey Kong can move quickly or jump while carrying a heavy item.

Regular items

These items are available in the item switch menu. Some items like containers are grouped together, but the player can toggle all of these items on or off.

Item Super Smash Bros. Super Smash Bros. Melee Super Smash Bros. Brawl Super Smash Bros. 4 Super Smash Bros. Ultimate Type Heavy Notes Universe
Assist Trophy No No Yes Yes Yes Summoning No When picked up, after the character lands on the ground, they will perform a short animation and summon a random character to aid them in the fight. Super Smash Bros. (universe)Super Smash Bros.
Back Shield No No No Yes Yes Status No Defends the wearer from attacks towards their back. Kid Icarus (universe)Kid Icarus
Banana Gun No No No No Yes Shooting No Ejects the banana out of the peel and the player is left with the banana peel after using it. Super Smash Bros. (universe)Super Smash Bros.
Banana Peel No No Yes Yes Yes Throwing No Once thrown, trips opponents that touch it. Diddy Kong can summon these by using his down special, Banana Peel, leading into deadly mindgames and combo/KO setups. Mario (universe)Mario
Barrel Yes Yes Yes Yes Yes Container Yes Once thrown, struck, or landed on a slope, may roll across the stage and damage what it hits before breaking. Has a one-in-eight chance of exploding. Super Smash Bros. (universe)Super Smash Bros.
Barrel Cannon No** Yes No* No** No** Throwing Yes Once thrown or it lands on a hill, grabs and launches the first character it hits. Disappears very quickly. Donkey Kong (universe)Donkey Kong
Beam Sword Yes Yes Yes Yes Yes Battering No Starting in Melee, gets longer when swung depending on character. Peach has a rare chance of plucking one when using Vegetable. Super Smash Bros. (universe)Super Smash Bros.
Beastball No No No No Yes Throwing No Reappears near an opponent after being thrown and targets them, covered in flames. Super Smash Bros. (universe)Super Smash Bros.
Beehive No No No Yes Yes Throwing No Can be thrown at opponents. If attacked or thrown at a player, it summons bees that attack the player that attacked it or was hit by it. Animal Crossing (universe)Animal Crossing
Beetle No No No Yes Yes Throwing No Can be thrown towards an opponent, and the item will grab the opponent and fly off into the air with them. Can be reversed by hitting it. The Legend of Zelda (universe)The Legend of Zelda
Black Hole No No No No Yes Throwing No Creates a massive black hole, dragging all items and players nearby in. Throws the opposite side of user's orientation. Super Smash Bros. (universe)Super Smash Bros.
Blast Box No No Yes Yes Yes Explosive Yes Very poor throwing distance. Explodes upon taking 30% damage or a flame attack. Super Smash Bros. (universe)Super Smash Bros.
Bob-omb Yes Yes Yes Yes Yes Explosive/Throwing No Very powerful explosive. If not grabbed within a few seconds of its appearance, it lights its own fuse and begins walking around, exploding on any character it meets. If it doesn't meet a character it will blow itself up after a while. Peach has a rare chance of plucking one when using Vegetable. Mario (universe)Mario
Bombchu No No No Yes Yes Explosive/Throwing No Can move up walls and across floors and ceilings. Explodes on contact with opponent. The Legend of Zelda (universe)The Legend of Zelda
Bomber No No No No Yes Explosive No Explodes in the player's hand when used. Only affects enemies. Kirby (universe)Kirby
Boomerang No No No Yes Yes Throwing No Can be thrown at and grabbed by opponents. Returns to the thrower unless intercepted. Gains power when caught. Mario (universe)Mario
Boss Galaga No No No Yes Yes Special No Carries foes upward to the top of the screen. Can be destroyed by attacking it. SpecialStagesSymbol.svgGalaxian
Bullet Bill No No* No* Yes Yes Transformation No Transforms the user into a Bullet Bill and launches them in a specified direction, dealing big damage to anyone they hit along the way. After a set distance, the user returns to normal. Can be reflected. Mario (universe)Mario
Bumper Yes No Yes Yes Yes Throwing No Can be placed on the stage or (starting in Brawl) set in midair, where it will knock away characters that touch it. If two or more are present, they can be used to momentarily trap characters by bouncing them back and forth. Super Smash Bros. (universe)Super Smash Bros.
Bunny Hood No Yes Yes Yes Yes Status No Increases the user's movement speed, jump height, and falling speed. The Legend of Zelda (universe)The Legend of Zelda
Capsule Yes Yes Yes Yes Yes Container No Contains a single item. Has a one-in-eight chance of exploding. Super Smash Bros. (universe)Super Smash Bros.
Cloaking Device No Yes No No No Status No Renders the user mostly invisible and makes them immune to damage (but not knockback). SpecialStagesSymbol.svgPerfect Dark
Cracker Launcher No No Yes No No Shooting/Explosive No Shoots explosive fireworks. Limits the user to walking and a single jump, and automatically dropped from any flinch. Super Smash Bros. (universe)Super Smash Bros.
Crate Yes Yes Yes Yes Yes Container Yes Contains many items. Has a one-in-eight chance of exploding when thrown, or hit with enough force to break. Super Smash Bros. (universe)Super Smash Bros.
Cucco No No No Yes Yes Throwing No Can be thrown at opponents. If attacked or thrown at a player, it summons various Cuccos that attack the player that attacked it or was hit by it. The Legend of Zelda (universe)The Legend of Zelda
Daybreak No No No Yes Yes Special/Shooting No Appears in three pieces that must be collected all at once; characters can lose pieces from their possession when hit or KO'd. Once one character has all the pieces the weapon assembles in their hands, which they can then use at their discretion to fire a giant laser across the stage, almost guaranteed to KO anyone it hits. Kid Icarus (universe)Kid Icarus
Death's Scythe No No No No Yes Battering No Instantly KOs opponents at high percentages. Castlevania (universe)Castlevania
Deku Nut No No Yes Yes Yes Throwing No When thrown, damaged, or after a short time (even if held), nearby characters are stunned (if grounded) or launched (if aerial). Used in the Rathalos battle. The Legend of Zelda (universe)The Legend of Zelda
Dragoon No No Yes Yes Yes Special No Appears in three pieces that must be collected all at once; characters can lose pieces from their possession when hit or KO'd. Once one character has all the pieces the Dragoon is assembled and flown into the stage for a one-hit KO ram attack. Kirby (universe)Kirby
Drill No No No Yes Yes Shooting No Allows the wearer to fire a large drill. Super Smash Bros. (universe)Super Smash Bros.
Fairy Bottle No No No Yes Yes Throwing/Recovery No Recovers an excess of 100% damage, but only if the user's damage is 100% or more. Otherwise, can be thrown, but will heal anyone hit who meets the prior requirement. The Legend of Zelda (universe)The Legend of Zelda
Fake Smash Ball No No No No Yes Explosive No Flies around the stage, similar to the Smash Ball. Characters can break it in order to activate. Once broken, it will explode. Super Smash Bros. (universe)Super Smash Bros.
Fan Yes Yes Yes No No Battering No Fastest-swinging battering item. High shield damage. Super Smash Bros. (universe)Super Smash Bros.
Fire Bar No No No Yes Yes Battering No Causes fire damage. Grows shorter with each successful attack. Mario (universe)Mario
Fire Flower Yes Yes Yes Yes Yes Shooting No Produces a continuous stream of short-range fire. Mario (universe)Mario
Flipper No Yes No No** No** Throwing No Once thrown, halts in the air and bops characters that run into it. Balloon Fight (universe)Balloon Fight
Food No Yes Yes Yes Yes Recovery No Each type of food recovers a different amount of damage. Can be produced in large numbers by Peach Blossom. Super Smash Bros. (universe)Super Smash Bros.
Franklin Badge No No Yes Yes Yes Status No Temporarily makes the wearer immune to projectiles by automatically reflecting them. Can be knocked off. EarthBound (universe)EarthBound
Freezie No Yes Yes Yes Yes Throwing No Slides across the stage, freezing characters when struck by it. Can be destroyed before being picked up. Mario (universe)Mario
Golden Hammer No No Yes Yes Yes Special No Acts the same as the regular Hammer, though faster, more powerful and with the ability to float. May be a dud Squeaky Hammer that deals no damage at all. Wrecking Crew (universe)Wrecking Crew
Gooey Bomb No No Yes Yes Yes Explosive/Throwing No When thrown, attaches to characters and can transfer to other characters that pass by. Explodes after a certain time or if attacked when not on a character. Super Smash Bros. (universe)Super Smash Bros.
Grass No No No Yes Yes Special No When picked up, another item appears in its place. Mario (universe)Mario
Green Shell Yes Yes Yes Yes Yes Throwing No When thrown, attacked, or landed on, slides across the stage and damages everything it hits. Can be stopped by jumping on it. Mario (universe)Mario
Gust Bellows No No No Yes Yes Shooting No Blows gusts of wind at other players to push them away. The Legend of Zelda (universe)The Legend of Zelda
Hammer Yes Yes Yes Yes Yes Special No One of the most feared items in the game due to its range, damage, and knockback. However, it limits the user to walking and a single jump; the user cannot even choose to drop the item. May randomly lose its head and become useless. Donkey Kong (universe)Donkey Kong
Healing Field No No No No Yes Throwing/Recovery No Can be thrown on the ground. Once thrown, it will open up and will heal anyone standing on it. Super Smash Bros. (universe)Super Smash Bros.
Healing Sprout No No No No Yes Throwing/Recovery No Sticks to fighters and gradually heals them. Can be transferred on contact like the Gooey Bomb. Super Smash Bros. (universe)Super Smash Bros.
Heart Container Yes Yes Yes Yes Yes Recovery No Strongest recovery item, recovering up to 100% damage (in the original Super Smash Bros., it can reset player health to 0%). The Legend of Zelda (universe)The Legend of Zelda
Hocotate Bomb No No No Yes Yes Explosive/Throwing No A bomb shaped like the Hocotate Ship that will fly off, and then crash down after a set time. Pikmin (universe)Pikmin
Home-Run Bat Yes Yes Yes Yes Yes Battering No An extremely powerful item. Its forward smash is among the most powerful attacks in all games, being a one-hit KO in every one. As a throwing item, it maintains its high knockback and is a semi-spike. In Brawl, forward smash uses a unique animation. It becomes stronger when hit on the tip. Super Smash Bros. (universe)Super Smash Bros.
Hothead No No Yes Yes Yes Throwing No Follows the contours of the stage once thrown. Grows in size and damage but lasts for a shorter time when hit by flame or electric attacks. Mario (universe)Mario
Killer Eye No No No Yes Yes Throwing No When placed, can fire energy beams in the direction it faces. Hitting it flips it around. Kid Icarus (universe)Kid Icarus
Killing Edge No No No No Yes Battering No A sword that deals x2 more damage and knockback when glowing. Fire Emblem (universe)Fire Emblem
Lightning Bolt No No Yes Yes Yes Status No When touched, shrinks all opponents. Can backfire and shrink the user or enlarge all opponents. Mario (universe)Mario
Lip's Stick No Yes Yes Yes Yes Battering No Flowers opponents. Has a limited supply of short-range spore projectiles produced on f-tilt or f-smash. SpecialStagesSymbol.svgPanel de Pon
Master Ball No No No Yes Yes Throwing/Summoning No Just like the Poké Ball, but it is guaranteed to release a rare or Legendary Pokémon. Pokémon (universe)Pokémon
Maxim Tomato Yes Yes Yes Yes Yes Recovery No The third most powerful recovery item, healing up to 50% damage (in the original Super Smash Bros., it can heal up to 100% damage). Kirby (universe)Kirby
Metal Box No Yes Yes Yes Yes Status No Turns the user metallic, increasing their weight and falling speed, while also reducing the chances of flinching. Can be activated by pickup or by direct attack; indirect attacks will either destroy it (in Melee) or do nothing (other games). Mario (universe)Mario
Motion-Sensor Bomb Yes Yes Yes Yes Yes Explosive/Throwing No Attaches to the stage once thrown; characters that approach it after a short time cause it to explode. SpecialStagesSymbol.svgGoldenEye / Super Smash Bros. (universe)Super Smash Bros.
Mr. Saturn No Yes Yes Yes Yes Throwing No Walks around the stage and can be knocked about by attacks. Deals massive damage to shields when thrown, but only minor damage otherwise. EarthBound (universe)EarthBound
Ore Club No No No Yes Yes Battering No An extremely powerful club made of stone that produces tornadoes when swung. Grants super armor when used as a forward smash. Kid Icarus (universe)Kid Icarus
Parasol No Yes No No* No Battering No Reduces the holder's falling speed, allowing them to glide slowly left and right, potentially improving recovery. Kirby (universe)Kirby
Party Ball No Yes Yes Yes Yes Container Yes Once activated by being thrown or damaged, it floats into the air and opens, dropping its items. Super Smash Bros. (universe)Super Smash Bros.
Pitfall No No Yes Yes Yes Throwing No Embeds itself into the ground once thrown; characters that approach it after a short time will be buried or Meteor Smashed. Can also be thrown at an opponent directly for the same effect. Animal Crossing (universe)Animal Crossing
Poison Mushroom No Yes Yes Yes Yes Status No Slides across the stage. When touched, shrinks the character. Mario (universe)Mario
Poké Ball Yes Yes Yes Yes Yes Throwing/Summoning No Once thrown and lands on the ground, unleashes a Pokémon to aid the user. Pokémon (universe)Pokémon
POW Block No** No No** Yes Yes Throwing No When thrown, it causes an earthquake, launching all characters (including the player) straight up if on the ground. Can be used three times. Mario (universe)Mario
Rage Blaster No No No No Yes Shooting No Fires a blast of energy. The higher the percent a user has, the more damage it does. Super Smash Bros. (universe)Super Smash Bros.
Ramblin' Evil Mushroom No No No No Yes Shooting No A mushroom will grow on the opponent's head, reversing the left and right controls. EarthBound (universe)EarthBound
Ray Gun Yes Yes Yes Yes Yes Shooting No Fires blasts of energy that have infinite horizontal range. Super Smash Bros. (universe)Super Smash Bros.
Red Shell Yes Yes No No No Throwing No When thrown, attacked, or landed on, slides across the stage and damages everything it hits. Aims for nearby characters and avoids sliding off edges. Mario (universe)Mario
Rocket Belt No No No Yes Yes Status No Can be equipped and used to increase upward momentum at will, similar to R.O.B.'s up-special. Pilotwings (universe)Pilotwings
Rolling Crate No No Yes Yes Yes Container Yes When thrown, struck, or landing on a hill, it will roll across the stage and damage what it hits without breaking, though it will break with enough force. Can be stood on. Super Smash Bros. (universe)Super Smash Bros.
Sandbag No No* Yes Yes Yes Special/Container No When attacked, produces items. Super Smash Bros. (universe)Super Smash Bros.
Screw Attack No Yes Yes Yes Yes Throwing/Status No Turns the holder's jumps into Screw Attacks. In Melee, applies for as long as the holder keeps the item, and a forced Screw Attack will be applied to those the item is thrown at. In Brawl, applies until the item wears off and does not need to be held in-hand once picked up. Metroid (universe)Metroid
Smart Bomb No No Yes Yes Yes Explosive/Throwing No Produces a large explosion when thrown or attacked. Has a chance to be a dud, though it can still explode if hit or thrown again. Star Fox (universe)Star Fox
Smash Ball No No Yes Yes Yes Special No Flies around the stage. Characters must break in order to obtain. Once broken, player presses their neutral special button to use their Final Smash. Will fly off-stage after a short period if not obtained and used. Super Smash Bros. (universe)Super Smash Bros.
Smoke Ball No No Yes Yes Yes Throwing No Once thrown, spews smoke around its immediate area. May stick to opponents. Super Smash Bros. (universe)Super Smash Bros.
Soccer Ball No No Yes Yes Yes Special No Cannot be picked up. When attacked, it careens in the knockback direction with high damage and knockback. Mario (universe)Mario
Special Flag No No No Yes Yes Special No Can be held above the user's head for a long period to gain either a KO point in a timed match or a stock in a stock match. Unlike other items, this one will always be dropped if the user is hit while holding it. SpecialStagesSymbol.svgRally-X
Spiny Shell No No No Yes Yes Explosive/Throwing No Commonly known as the 'Blue Shell'. Hovers above a player before dropping onto them and exploding. Can be dodged, or it can hit someone other than its intended target on descent. Mario (universe)Mario
Spring No No Yes Yes No Throwing No When idle, repels characters when touched depending on whether it is upright or sideways. Donkey Kong (universe)Donkey Kong
Staff No No No No Yes Shooting No Shoots a beam. The farther the opponent is, the more damage it deals. Kid Icarus (universe)Kid Icarus
Star Rod Yes Yes Yes Yes Yes Battering/Shooting No Has a limited supply of long-range star shots produced on f-tilt or f-smash. Kirby (universe)Kirby
Steel Diver No No No Yes Yes Shooting No A smaller gun-like version of the Steel Diver from the self-titled game for the Nintendo 3DS. Fires a torpedo which travels slowly at first. Deals no shield damage whatsoever. SpecialStagesSymbol.svgSteel Diver
Super Launch Star No No No No Yes Throwing No Can be set in midair, where it will attract and launch any characters that get too close to it. The launch has the potential to KO fighters. Mario (universe)Mario
Super Leaf No No No Yes Yes Status No Gives the user raccoon ears and tail. Allows the user to float in mid-air using the jump button. Mario (universe)Mario
Super Mushroom No Yes Yes Yes Yes Status No Slides across the stage. When touched, enlarges the character. Mario (universe)Mario
Super Scope No Yes Yes Yes Yes Shooting No Can shoot a total of 48 small rapid-fire pulses of energy or charge 3 large blobs of energy. SpecialStagesSymbol.svgNintendo
Super Star Yes Yes Yes Yes Yes Status No Bounces across the stage, and makes whoever it touches invulnerable to all damage and knockback for a short time. Users can still be KO'd if they fall off the stage with it. Mario (universe)Mario
Superspicy Curry No No Yes Yes Yes Status/Shooting No Causes the user to constantly shoot short-range fireballs and be incapable of walking slowly. Kirby (universe)Kirby
Team Healer No No Yes Yes No Throwing/Recovery No Heals teammates when thrown at them. When thrown at opponents, can heal or damage them at random. Only appears during team battles. Super Smash Bros. (universe)Super Smash Bros.
Timer No No Yes Yes Yes Status No Slows down all opponents. Can backfire and slow down the user, or slow down the entire game. Super Smash Bros. (universe)Super Smash Bros.
Unira No No Yes Yes Yes Throwing No Attaches to the stage once thrown or attacked and pokes opponents that come near. Can be set or reset with a direct attack; indirect ones do nothing. SpecialStagesSymbol.svgClu Clu Land
Warp Star No Yes Yes Yes Yes Special/Explosive No Once picked up, the user flies into the sky and then crashes down with an explosion. Can be steered slightly, and if there are platforms above, will land there instead of the starting point. Kirby (universe)Kirby
X Bomb No No No Yes Yes Explosive/Throwing No Creates a cross-shaped explosion that spans most of the screen. Kid Icarus (universe)Kid Icarus

Produced by other items

Items found in the table below are to presence of other items. cannot be turned these items, only change it indirectly through other items.

Item Super Smash Bros. Super Smash Bros. Melee Super Smash Bros. Brawl Super Smash Bros. 4 Super Smash Bros. Ultimate Type Heavy Notes Universe
Bonsly No No Yes No No Throwing Yes Only appears from Poké Balls. Can be thrown to deal heavy damage and knockback. Pokémon (universe)Pokémon
Electrode No** Yes Yes Yes Yes Explosive/Throwing No Only appears from Poké Balls and can only be grabbed before it's about to detonate. Explosion deals extremely high knockback. Has a chance to be a dud. Pokémon (universe)Pokémon
Golden Hammer No No Yes Yes No Special No One of the Tingle's possible effects by Assist Trophy. Wrecking Crew (universe)Wrecking Crew
Hammer No No Yes Yes No Special No One of the Tingle's possible effects by Assist Trophy. Donkey Kong (universe)Donkey Kong
Hammer Head No Yes Yes Yes Yes Throwing No The Hammer may sometimes lose its head; the head can be picked up and thrown for massive damage. Donkey Kong (universe)Donkey Kong
Pyukumuku No No No No Yes Throwing No Only appears from Poké Balls. When thrown to an opponent, it hits the opponent with its hand-like organ. Pokémon (universe)Pokémon

Uncontrollable items

These items are still available in matches, but never have any feature to turn them on or off. If items are turned on, they all can appear in the games they're in regardless of fighters being used, the stage, or presense of other items. Additionally, they don't have an effect during the battle and/or help the fighter.

Item Super Smash Bros. Super Smash Bros. Melee Super Smash Bros. Brawl Super Smash Bros. 4 Super Smash Bros. Ultimate Type Notes Universe
CD No No Yes Yes No Collectible Unlocks a random piece of stage music when picked up. Disappears extremely quickly. Will stop appearing in game after all music is unlocked. Super Smash Bros. (universe)Super Smash Bros.
Custom Part No No No Yes No Collectible Adds customizable parts for characters. Super Smash Bros. (universe)Super Smash Bros.
Sticker No No Yes No No Collectible Adds to the player's sticker collection. Super Smash Bros. (universe)Super Smash Bros.
Trophy No Yes Yes Yes No Collectible Adds to the player's trophy collection. Super Smash Bros. (universe)Super Smash Bros.

Produced by fighters

Items found in the table below are exclusive to fighters.

Item Super Smash Bros. Super Smash Bros. Melee Super Smash Bros. Brawl Super Smash Bros. 4 Super Smash Bros. Ultimate Type Heavy Notes Universe
Apple No No No Yes Yes Recovery No Produced by Villager's down special move (This move has a very rare chance of dropping an edible apple which can be eaten to heal but it can damage opponents when its flying out of the tree). Animal Crossing (universe)Animal Crossing
Arrow No No* No* No* Yes Throwing No Produced by Link's neutral special move in Ultimate, Bow and Arrows. After being shot from the bow, arrows can be picked up from the ground and thrown. If Link uses his neutral special again while holding an arrow, he will fire two arrows at once. The Legend of Zelda (universe)The Legend of Zelda
Banana Peel No No Yes Yes Yes Throwing No Diddy Kong can summon these by using his down special, Banana Peel. Mario (universe)Mario
Beam Sword No Yes Yes No No Battering No Has a low probability of being produced by Vegetable. Super Smash Bros. (universe)Super Smash Bros.
Bob-omb No Yes Yes Yes Yes Throwing No Has a low probability of being produced by Vegetable. Mario (universe)Mario
Bomb Yes Yes Yes Yes Yes Explosive/Throwing No A Bomb that can be thrown at opponents and explodes when hitting one or after a set time. Summoned by Link (except in Ultimate), Young Link, or Toon Link. The Legend of Zelda (universe)The Legend of Zelda
Bonus Fruit No No No Yes Yes Throwing No Produced by Pac-Man's neutral special move. Damage, knockback, and flight pattern when thrown vary based on the fruit used. Pac-Man (universe)Pac-Man
Burst Grenade No No No Yes Yes Throwing No Produced by Sheik's side special move. If Sheik is hit before the grenade's vortex is activated, the grenade will drop to the ground and can then be picked up by any character and thrown, although it will not explode. The Legend of Zelda (universe)The Legend of Zelda
Cardboard Box No No Yes No Yes Throwing Yes Produced by Snake's taunts. Automatically thrown once picked up, unless the user is Donkey Kong, who can move around and jump with the box. Metal Gear (universe)Metal Gear
Crownerang No No No No Yes Throwing No Produced by King K. Rool's side special move. Other fighters can pick it up and throw it once it touches the ground. King K. Rool can't use his own crown as an item, automatically putting it back up on his head if coming in contact with it. Donkey Kong (universe)Donkey Kong
Daisy No No No No Yes Recovery No Produced by Daisy's Final Smash. Mario (universe)Mario
Gyro No No Yes Yes Yes Throwing No Produced by R.O.B.'s down special move. Lingers on the ground and damages opponents who touch it while it spins. R.O.B. (universe)R.O.B.
Hand Grenade No No Yes No Yes Explosive/Throwing No Produced by Snake's neutral special move. Does not explode on contact. If Snake shields, anyone who is holding one of his grenades instantly drops it. Metal Gear (universe)Metal Gear
Holy Water No No No No Yes Explosive/Throwing No Produced by the down special move of Simon and Richter. Normally, it is thrown onto surfaces in a low arc, which causes it to explode and leave a lingering flame. If the bottle is caught from its initial toss before it makes contact with an opponent or the ground, it can be held and thrown like a normal item, and will burst when it does make contact. Castlevania (universe)Castlevania
Levin Sword and tomes No No No Yes Yes Throwing No Produced by Robin after consuming all durability points for Levin Sword or a tome. The item will disappear after touching the ground or hitting an opponent, and Robin has to catch it after initially discarding. Fire Emblem (universe)Fire Emblem
Mechakoopa No No No Yes Yes Explosive/Throwing No Produced by Bowser Jr.'s down special move. Walks around briefly before exploding. Mario (universe)Mario
Metal Blade No No No Yes Yes Throwing No Can be thrown in 8 directions and pierces through enemies. If thrown into the ground it will be able to be grabbed and used by anyone including Mega Man. Mega Man (universe)Mega Man
Mr. Saturn No Yes Yes Yes Yes Throwing No Low probability of being produced by Vegetable. EarthBound (universe)EarthBound
Peach No No Yes Yes Yes Recovery No Produced by Peach's Final Smash. Mario (universe)Mario
Peanut No No Yes Yes Yes Throwing/Recovery (Brawl only) No Produced by Diddy Kong's Peanut Popgun and Rocketbarrel Barrage. Can be caught and re-thrown, or, in Brawl, left to hit the stage and possibly drop a food-like item. Donkey Kong (universe)Donkey Kong
Power Suit Piece No No Yes No No Throwing No Produced by the Zero Laser or by starting a match as Zero Suit Samus. Metroid (universe)Metroid
Power Pellet No No No Yes Yes Recovery No Produced by Pac-Man. If Pac-Man's Power Pellet gets hit during the animation of his side-b it falls and can be eaten to recover. Pac-Man (universe)Pac-Man
Rear Egg No No No No Yes Explosive/Throwing No Produced by Banjo & Kazooie's down special move. Banjo-Kazooie (universe)Banjo-Kazooie
Remote Bomb No No No No Yes Explosive/Throwing No Produced by Link's down special move in Ultimate. They can be picked up and thrown by any character, but can only be detonated by Link when an opponent is not holding one. The Legend of Zelda (universe)The Legend of Zelda
Vegetable No Yes Yes Yes Yes Throwing No Produced by Peach's and Daisy's down special move. Deals varying damage depending on its facial expression. Mario (universe)Mario
Wario Bike No No Yes Yes Yes Throwing Yes Produced by Wario's side special move when he falls off. Must be destroyed before Wario can use the move without being nearby. Wario (universe)Wario
Wario Bike wheels No No Yes No* No* Throwing No Produced by destroying the Wario Bike. Wario (universe)Wario
Wood chip No No No Yes Yes Throwing No Occasionally produced by Villager's down special move, Timber. Disappears as soon as it hits a solid surface, after it's first picked up. Animal Crossing (universe)Animal Crossing

Only in particular stages or modes

Items found in the table below are exclusive to stage or match rules. Some of them may be impossible to obtain in normal matches without hacking, and require the player to play another gamemode to find them.

Item Super Smash Bros. Super Smash Bros. Melee Super Smash Bros. Brawl Super Smash Bros. 4 Super Smash Bros. Ultimate Type Heavy Notes Universe
Apple No Yes Yes No Yes Throwing/Recovery No Produced by Whispy Woods on Green Greens. Each apple can be either a throwing item or a recovery item, and in rare cases may explode when thrown. Kirby (universe)Kirby
Auroros No No Yes No No Throwing No Only appear in the Subspace Emissary. When Auroros dive and miss, they can be picked up and thrown at other enemies. Super Smash Bros. (universe)Super Smash Bros.
Chest No No No Super Smash Bros. for Nintendo 3DS No* Special/Container No Opens when attacked; produces items or an enemy. Super Smash Bros. (universe)Super Smash Bros.
Egg Yes Yes No No Yes Container No Produced by Chansey, Birdo, and Yoshi series stages. Essentially identical to Capsules. Super Smash Bros. (universe)Super Smash Bros.
Key No No Yes No No Throwing No Only appears in specific Subspace Emissary stages. Unlocks doors when thrown at them or the holding character touches them. Returns to original spot if it remains idle on the ground. Super Smash Bros. (universe)Super Smash Bros.
Pellet No No Yes Super Smash Bros. for Nintendo 3DS Yes Throwing No Produced by the Pellet Posies on Distant Planet. Can be thrown into stationary Onions to produce other items. Pikmin (universe)Pikmin
Red Shell No Yes Yes Super Smash Bros. for Nintendo 3DS No Throwing No A red shell can be obtained in Adventure Mode from a red Koopa Paratroopa but behaves like a green shell while being able to deal flame damage. It also appears in the Subspace Emissary and Smash Run by stomping on a red Koopa, but only functions like a green shell. Mario (universe)Mario
Sandbag No Yes Yes Yes Yes Special No Appears during Home-Run Contest and Online Practice Stage. Super Smash Bros. (universe)Super Smash Bros.
Shellcreeper and Sidestepper No No Yes No Yes Throwing No Creatures that appear on the Mario Bros. stage. Can only be picked up when on their back. Color determines knockback strength. Mario (universe)Mario
Shooting Spirit gun No No No No Yes Shooting No Only appear after Spirit Board battle. Super Smash Bros. (universe)Super Smash Bros.
Smash Coins and Bills No Yes Yes Super Smash Bros. for Wii U No Collectible No Only appear in coin battles. Adds to player's coin count. Bills first appeared in Brawl, supplementing coins. Super Smash Bros. (universe)Super Smash Bros.
Stat Boost No No No Yes No Status No Boosts the status of the character. Only appears in Smash Run and Smash Tour. Super Smash Bros. (universe)Super Smash Bros.
Stock Ball No No Yes No No Special No Only appears in specific Subspace Emissary stages at lower difficulties. Adds one stock to the player's total. Super Smash Bros. (universe)Super Smash Bros.
Target Yes Yes Yes Yes No Special No Only appear in Target Blast, Target Smash! and Smash Run. Super Smash Bros. (universe)Super Smash Bros.
Target Blast bomb No No No Yes No Explosive/Special No Only appear in Target Blast. Can't be picked up, only launched. Super Smash Bros. (universe)Super Smash Bros.
Tortimer Fruits No No No Super Smash Bros. for Nintendo 3DS Yes Throwing/Recovery No Produced on Tortimer Island, each fruit can be either a throwing item or a recovery item, and in rare cases may explode when thrown, similar to apples from Green Greens. Animal Crossing (universe)Animal Crossing
Trophy Stand No No Yes No No Throwing No Only appears in the Subspace Emissary. Causes weak or low-health enemies to turn into trophies; merely damages strong and healthy enemies. Super Smash Bros. (universe)Super Smash Bros.
Yoshi's Egg No* Yes No* No* No* Throwing No Only appears in Event 13: Yoshi's Egg. The event ends in failure if it breaks. Yoshi (universe)Yoshi

* Appears in Smash games but not as an item.

** Appears in Smash games but as a stage hazard.

Super Smash Bros. for Nintendo 3DS Only appears in Super Smash Bros for Nintendo 3DS.

Super Smash Bros. for Wii U Only appears in Super Smash Bros for Wii U.

In competitive play

All items that can be turned off or avoided are banned in most tournament rulesets due to the randomness of spawning and the usually unfair advantage the item user receives. This is done by setting random item spawn to "Off" in the Item Switch menu. All items spawned by fighters are allowed as they are effectively a part of the fighter's moveset and cannot be avoided without banning the fighter outright. All stages that spawn unique items are currently banned, and said items are often a major factor for the ban. While the ability to toggle stage hazards in Ultimate removes most of these items, the stages remain banned due to other factors.

Trivia

  • If all recovery items are turned off in Super Smash Bros. Melee, the chance of naturally occurring items like the apples dropped by Whispy Woods on Green Greens and Chansey's eggs recovering health is eliminated; the apples will all be projectiles and the eggs will either be explosives or drop other items. In Super Smash Bros. Brawl the same is true regarding the apples (since Chansey does not appear). Additionally, the vegetables on Summit will not appear if food is turned off.
  • In Ultimate's Training Mode, if "Fixed Damage" is enabled, characters will never drop items when taking damage.
  • In Ultimate, there is a universal item limit that when reached will cause some interesting results:
    • Pac-Man's Bonus Fruit will charge, but without the fruits physically appearing, and the sound effects will be messed up. Additionally, the Power Pellet for his side B will not spawn in, but the move will function as normal, with Pac-Man "eating" the none-existent pellet.
    • R.O.B. will charge up his Gyro as normal, but as soon as he attempts to fire it, its model will disappear, as the Gyro item cannot spawn.
    • Wario's Wario Bike will appear as normal, but when he attempts to dismount the bike, which turns the bike into an item, the game will crash.
    • Steve cannot place blocks, but will still use resources when attempting to do so.
    • Several other characters will perform the normal animations for the moves that summon items, rather than the animations for when their individual item limits have been reached, but no item will appear.