Super Smash Bros. Ultimate
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Super Smash Bros. Ultimate

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Super Smash Bros. Ultimate
Super Smash Bros Ultimate Box Art.png
North American box art.
Developer(s) Bandai Namco
Sora Ltd.
Publisher(s) Nintendo
Designer(s) Masahiro Sakurai
Released December 7, 2018 (worldwide)
Genre(s) Fighting
Platforming
Mode(s) Single player, Multiplayer, Online multiplayer
Ratings CERO: A
ESRB: E10+[1]
OFLC: PG
PEGI: 12
USK: 12
Platform(s) Nintendo Switch
Media ROM Cartridge
Digital distribution (Nintendo eShop)
Input methods Joy-Con, Nintendo Switch Pro Controller, GameCube controller (via adapter)

Super Smash Bros. Ultimate (大乱闘スマッシュブラザーズ SPECIAL, Great Fray Smash Brothers Special), often shortened to "SSBU" or "Ultimate", is a crossover action fighting game for the Nintendo Switch. The game was first teased at the end of a Nintendo Direct on March 8th, 2018, and fully revealed on June 12th at E3 2018. It is the fifth installment in the Super Smash Bros. series (sixth if the two versions of Super Smash Bros. 4 are counted as separate titles). The game was released worldwide on December 7th, 2018.

Super Smash Bros. Ultimate received universal acclaim from both critics and players, with some critics calling it the best installment in the series. It received praise for its large amount of content and fine-tuning of existing Smash gameplay elements, although its online mode was widely criticized. As of September 30, 2020, Ultimate had sold over 21.10 million copies worldwide, making it the best-selling Super Smash Bros. game and also the best-selling fighting game of all time, beating Super Smash Bros. Brawl and Street Fighter II, which previously held each title respectively. Its massive success has caused it to be nominated for, and win, multiple awards.

Opening movie

The CGI opening movie of Super Smash Bros. Ultimate is composed of the cutscenes from World of Light and some gameplay footage from the game set to the tune of Lifelight, featuring all the characters in the base game.

Characters

 
Panoramic artwork of all announced fighters as of December 10th, 2020.

All 63 characters (65 if counting the Pokémon Trainer's Pokémon as three fighters) from all previous Smash Bros. games return as playable fighters. As well as the returning cast, the game features 23 newcomers. 11 characters are available in the base game, with 12 characters (nine known and three unknown) planned as downloadable content. In total, 74 characters (76) are playable in the base game and 86 (88) characters will be playable overall, the most for any Smash Bros. game. Each character is numbered based on the order in which they first joined the series, with the exception of Echo Fighters (who share a number with the character they are based on) and Pokémon Trainer (whose Pokémon are numbered instead).

File:SSBU Character Select DLC.jpeg
The character selection screen in Ultimate with all characters unlocked and all current downloadable characters available.

Inkling, with various Girl and Boy designs from the original Splatoon, was the first character confirmed to appear in the game as a new playable fighter. Ridley, a central villain from the Metroid series, was confirmed to be playable during E3 2018, with Meta Ridley as an alternate costume. Simon of the Castlevania series was announced as the game's first third-party newcomer along with his echo Richter. King K. Rool, arch-enemy of Donkey Kong and Diddy Kong from the Donkey Kong series, was confirmed to be a playable newcomer as well, with his move-set drawing on his appearances as a boss in the Donkey Kong Country games onward. Isabelle from the Animal Crossing series, who previously appeared in Smash 4 as an Assist Trophy, makes her playable debut as the second Animal Crossing fighter. Finally, in the November Nintendo Direct, Incineroar from Pokémon Sun & Moon was announced as the title's last base roster newcomer.

In addition, most full clones are now labelled as "Echo Fighters" and are marked with an epsilon (ε) next to their fighter numbers, which they share with the character they are based on. Returning characters Lucina and Dark Pit have been given this title (as they are Echo Fighters of Marth and Pit, respectively), while new characters Daisy, Richter, Chrom, Dark Samus, and Ken are Echo Fighters of Peach, Simon, Roy, Samus, and Ryu, respectively. Aside from an option allowing these characters to be displayed on the same slot as their counterpart on the character select screen exclusively during Vs. Mode, Tourney, Custom Smash, Super Sudden Death, and Quickplay, there is no special distinction between most of them in-game, and the name is used mostly for marketing purposes.

Piranha Plant from the Mario series touches new ground as the first mob character in Smash, and as an early purchase bonus DLC character, released on January 29, 2019. It was also confirmed that five more unique newcomers would be added as DLC by January 2020. With the exception of Piranha Plant, all of these DLC characters can be bought together as part of a Fighters Pass. For Fighters Pass Vol. 1, Joker from Persona is part of Challenger Pack 1 (announced on December 6, 2018, one day before Ultimate's release; released on April 17, 2019), the Hero from Dragon Quest is part of Challenger Pack 2 (announced on June 11, 2019; released on July 30, 2019), Banjo & Kazooie from their namesake series Banjo-Kazooie are part of Challenger Pack 3 (announced on June 11, 2019; released on September 4, 2019), Fatal Fury’s Terry is part of Challenger Pack 4 (announced on September 4, 2019; released on November 6, 2019), and Byleth from Fire Emblem as part of Challenger Pack 5 (announced on January 16, 2020; released on January 28, 2020), finishing Fighters Pass Vol. 1.

During the September 4, 2019 Nintendo Direct, after revealing Terry, it was announced that even more DLC Fighters beyond the five in the Fighters Pass Vol. 1 are in development, as Fighters Pass Vol. 2 will include 6 more playable characters. This number of newcomers was announced during the January 16, 2020 Presentation revealing Byleth. Challenger Pack 6 includes Min Min from ARMS (announced on March 26, 2020; revealed on June 22, 2020; released on June 29, 2020). Challenger Pack 7 includes Steve from Minecraft (announced on October 1, 2020; released on October 13th, 2020). Challenger Pack 8 includes Sephiroth from Final Fantasy (announced on December 10, 2020; releasing the same month). The rest of the characters from the Fighters Pass Vol. 2 remain unannounced and are set to be released by the end of 2021, though their specific release dates are unknown.

As in Smash 4, further "characters" exist as alternate costumes for preexisting characters. In this game, fourteen characters have such costumes: Alph is accessible as a playable character via Olimar's alternate costumes; the seven Koopalings are available as playable characters via Bowser Jr.'s alternate costumes; one of Pichu's costumes depicts the specific "spiky-eared" Pichu variant; Alex, a Zombie and an Enderman appear as Steve's alternate costumes; Pokémon Trainer, Wii Fit Trainer, Robin, Corrin, and Byleth each have opposite-gendered variants as alternate costumes; Pikachu possesses both an opposite-gendered variant and a costume depicting the specific "Cosplay" Pikachu variant; each of Villager and Inkling's costumes represent different customization options for the character, including gender; the Hero has three other protagonists from across the Dragon Quest series as palette swaps and the Ice Climbers swap the playable Ice Climber from Popo to Nana in half of their alternate costumes. Additionally, the Mii Brawler, Mii Swordfighter and Mii Gunner also have alternate gender options depending on the created Mii used for them. However, these characters are not treated as separate characters in-game.

Only the Original 8 characters from Super Smash Bros. are available from the start. Like in Smash 4, the Mii Fighters are also available from the start via customization, but are otherwise locked upon initial startup of the game. The rest of the cast must be unlocked; however, the unlocking process and conditions are much simpler than in past games. Fighters will challenge the player in ten minute intervals or by clearing Classic Mode with a prerequisite character, and can also be unlocked by being rescued in World of Light.

Fighters

Veterans (65)
 
Mario
 
 
Luigi
 
 
Peach
 
 
Bowser
 
 
Dr. Mario
 
 
Rosalina & Luma
 
 
Bowser Jr.
 
 
Yoshi
 
 
Donkey Kong
 
 
Diddy Kong
 
 
Link
 
 
Zelda
 
 
Sheik
 
 
Ganondorf
 
 
Young Link
 
 
Toon Link
 
 
Samus
 
 
Zero Suit Samus
 
 
Kirby
 
 
Meta Knight
 
 
King Dedede
 
 
Fox
 
 
Falco
 
 
Wolf
 
 
Pikachu
 
 
Jigglypuff
 
 
Mewtwo
 
 
Pichu
 
       
Pokémon Trainer (Squirtle, Ivysaur, Charizard)
 
 
Lucario
 
 
Greninja
 
 
Captain Falcon
 
 
Ness
 
 
Lucas
 
 
Ice Climbers
 
 
Marth
 
 
Roy
 
 
Ike
 
 
Robin
 
 
Lucinaε
 
 
Corrin
 
 
Mr. Game & Watch
 
 
Pit
 
 
Palutena
 
 
Dark Pitε
 
 
Wario
 
 
Olimar
 
 
R.O.B.
 
 
Villager
 
 
Wii Fit Trainer
 
 
Little Mac
 
 
Shulk
 
 
Duck Hunt
 
 
Snake
 
 
Sonic
 
 
Mega Man
 
 
Pac-Man
 
 
Ryu
 
 
Cloud
 
 
Bayonetta
 
 
Mii Brawler
 
 
Mii Swordfighter
 
 
Mii Gunner
 
Newcomers (24)
 
Daisyε
 
 
Piranha Plant (DLC)
 
 
King K. Rool
 
 
Ridley
 
 
Dark Samusε
 
 
Incineroar
 
 
Chromε
 
 
Byleth (DLC)
 
 
Isabelle
 
   
Pyra/Mythra (DLC)
 
 
Inkling
 
 
Min Min (DLC)
 
 
Kenε
 
 
Sephiroth (DLC)
 
 
Simon
 
 
Richterε
 
 
Joker (DLC)
 
 
Hero (DLC)
 
 
Banjo & Kazooie (DLC)
 
 
Terry (DLC)
 
 
Steve (DLC)
 
 
Kazuya (DLC)
 
 
Sora (DLC)
 

Bold denotes starter characters.
"ε" denotes Echo Fighters.

Bosses

Template:SSBU boss table All Light Realm and Dark Realm bosses, except for Galeem and Dharkon, are also featured as Classic Mode bosses. The stage bosses listed above are found in Gaur Plain, Wily Castle, and Find Mii respectively.

Stages

 
The stage selection screen in Ultimate with all current downloadable stages available.

With the exception of the Super Smash Bros.-original stages, all stages are ordered in chronological appearance and for the first time ever, all stages are available immediately from the start. Additionally, all stages can be played with up to 8 players, rather than just a select few as in SSB4. All stages have both a Battlefield form and Ω form. Ultimate features 103 stages (306 if counting Battlefield forms and Ω forms separately) at base game.

96 stages from previous games have returned overall: 7 from Super Smash Bros., 19 from Super Smash Bros. Melee, 26 from Super Smash Bros. Brawl, and 44 from Super Smash Bros. 4 (18 from the 3DS version, 18 from the Wii U version, 8 from both versions), adding 7 completely new stages. In update 3.0.0, Ultimate gained the option to create custom stages with the Stage Builder and can be selected from the "Custom" tab. In update 8.1.0, a free downloadable stage was added, Small Battlefield, which resembles Battlefield with the middle platform removed and the side platforms slightly closer to one another. The same update also allows any Super Smash Bros.-original stages to play music from any series, instead of just the Super Smash Bros. series.

Five additional stages were added to the game as part of the Fighter Pass Vol. 1 DLC alongside the respective fighters, which brought the number of stages up to 109 (321 if counting Battlefield forms and Ω forms separately) with an additional six more to be released as part of Vol. 2 bringing the number up to 115 (339 if Battlefield and Ω forms were to be counted). The eight DLC stages that have been released so far are Mementos, Yggdrasil's Altar, Spiral Mountain, King of Fighters Stadium, Garreg Mach Monastery, Spring Stadium, Minecraft World and an as-yet to be known Final Fantasy VII arena which released alongside Joker, Hero, Banjo & Kazooie, Terry, Byleth, Min Min, Steve and Sephiroth respectively.

Only 15 stages featured in previous games are not available in Ultimate (excluding single player-only stages or previous forms of Battlefield and Final Destination). These stages are: Planet Zebes and Sector Z from Smash 64; Icicle Mountain, Mushroom Kingdom, Poké Floats and Mute City from Melee; Rumble Falls and PictoChat from Brawl; Rainbow Road and Pac-Maze from Super Smash Bros. for Nintendo 3DS; and Jungle Hijinxs, Pyrosphere, Woolly World, Orbital Gate Assault and Miiverse from Super Smash Bros. for Wii U. While Flat Zone and Flat Zone 2 are also absent, Flat Zone X incorporates all elements of both of those stages. The World 1-2 version of Mushroomy Kingdom is also absent.

New stages (19)
 
Battlefield
 
 
Final Destination
 
 
Big Battlefield
 
 
Small Battlefield (8.1.0)
 
 
New Donk City Hall
 
 
Great Plateau Tower
 
 
Garreg Mach Monastery (DLC)
 
 
Cloud Sea of Alrest (DLC)
 
 
Moray Towers
 
 
Spring Stadium (DLC)
 
 
Northern Cave (DLC)
 
 
Dracula's Castle
 
 
Mementos (DLC)
 
 
Yggdrasil's Altar (DLC)
 
 
Spiral Mountain (DLC)
 
 
King of Fighters Stadium (DLC)
 
 
Minecraft World (DLC)
 
 
Mishima Dojo (DLC)
 
 
Hollow Bastion (DLC)
 
Returning stages (96)
 
  Peach's Castle
 
 
  Mushroom Kingdom
 
 
  Princess Peach's Castle
 
 
  Rainbow Cruise
 
 
  Mushroom Kingdom II
 
 
  Delfino Plaza
 
 
  Mushroomy Kingdom
 
 
  Figure-8 Circuit
 
 
  Luigi's Mansion
 
 
  Mario Bros.
 
 
  3D Land
 
 
  Golden Plains
 
 
  Paper Mario
 
 
  Mushroom Kingdom U
 
 
  Mario Galaxy
 
 
  Mario Circuit
 
 
  Super Mario Maker
 
 
  Super Happy Tree
 
 
  Yoshi's Story
 
 
  Yoshi's Island (Melee)
 
 
  Yoshi's Island
 
 
  Kongo Jungle
 
 
  Kongo Falls
 
 
  Jungle Japes
 
 
  75m
 
 
  Hyrule Castle
 
 
  Great Bay
 
 
  Temple
 
 
  Bridge of Eldin
 
 
  Pirate Ship
 
 
  Gerudo Valley
 
 
  Spirit Train
 
 
  Skyloft
 
 
  Brinstar
 
 
  Brinstar Depths
 
 
  Norfair
 
 
  Frigate Orpheon
 
 
  Dream Land
 
 
  Fountain of Dreams
 
 
  Green Greens
 
 
  Halberd
 
 
  Dream Land GB
 
 
  The Great Cave Offensive
 
 
  Corneria
 
 
  Venom
 
 
  Lylat Cruise
 
 
  Saffron City
 
 
  Pokémon Stadium
 
 
  Pokémon Stadium 2
 
 
  Spear Pillar
 
 
  Unova Pokémon League
 
 
  Prism Tower
 
 
  Kalos Pokémon League
 
 
  Big Blue
 
 
  Port Town Aero Dive
 
 
  Mute City SNES
 
 
  Onett
 
 
  Fourside
 
 
  New Pork City
 
 
  Magicant
 
 
  Summit
 
 
  Castle Siege
 
 
  Arena Ferox
 
 
  Coliseum
 
 
  Flat Zone X
 
 
  Skyworld
 
 
  Reset Bomb Forest
 
 
  Palutena's Temple
 
 
  WarioWare, Inc.
 
 
  Gamer
 
 
  Distant Planet
 
 
  Garden of Hope
 
 
  Smashville
 
 
  Tortimer Island
 
 
  Town and City
 
 
  Wii Fit Studio
 
 
  Boxing Ring
 
 
  Gaur Plain
 
 
  Duck Hunt
 
 
  Shadow Moses Island
 
 
  Green Hill Zone
 
 
  Windy Hill Zone
 
 
  Wily Castle
 
 
  Pac-Land
 
 
  Suzaku Castle
 
 
  Midgar
 
 
  Umbra Clock Tower
 
 
  Hanenbow
 
 
  PictoChat 2
 
 
  Balloon Fight
 
 
  Living Room
 
 
  Find Mii
 
 
  Tomodachi Life
 
 
  Wrecking Crew
 
 
  Pilotwings
 
 
  Wuhu Island
 

Development

Towards the end of Super Smash Bros. 4's post-launch development, Masahiro Sakurai announced that his next project had been finalized, unbeknownst as the next Super Smash Bros. game, and that he would be taking a small vacation following the completion of Smash 4's DLC content.[2] Sakurai had been inspired to work on the next Smash Bros. game as a request from Iwata before he passed away.[3]

Unlike previous Smash titles, which had their development studios built from the ground up, Bandai Namco returned to help game development. Before starting development, the team had a choice between completely overhauling the game's system and feel or working off of what was established in the last game. The team ultimately went with the latter. Had the team gone with the former, the game would have likely only had a third of its characters.[4] Despite deciding to base the game off of the previous installment, Sakurai still increased the overall speed of the game, but only by an amount that wouldn't be too alienating to people unfamiliar with the series.[4] Sakurai notes that he had wanted to make these changes in previous titles, but was unable to because it was easy for one to lose track of their character's position on screen, especially on the Nintendo 3DS.[4] When Sakurai had revealed to his development team that he intended to bring back every previously playable character, he was met with silence.[5] The project plan was later finished by December 16, 2015,[6][7] and development officially began in February 2016, immediately after DLC wrapped up for SSB4.[8] As Sakurai revealed in volume 542 of his Famitsu article, his work schedule had been cut down significantly, citing strict regulations regarding work hours.[9]

Various characters had been considered to be added to the roster. Alucard was originally considered to be a playable character for Castlevania before Sakurai decided to choose Simon and Richter instead.[10] Decidueye was also considered to be a playable character from Generation VII of Pokémon, but Sakurai picked Incineroar instead.[11] Due to the timing of the finalized plans for Super Smash Bros. Ultimate, fighters from ARMS or Xenoblade Chronicles 2 had failed to arrive to the base game. In compensation, Rex, Nia, Spring Man, and Ribbon Girl would be made as Mii Fighter costumes, with Rex's Mii costume being bundled as part of the first Fighters Pass, and various ARMS and Xenoblade Chronicles 2 character would be represented by spirits.[12] ARMS would eventually get a playable character with Min Min as DLC, who was a request from ARMS director Kosuke Yabuki, after Sakurai had to decide to choose either Min Min or Ninjara.

Super Smash Bros. Ultimate was later officially teased on March 8, 2018 via a Nintendo Direct, albeit the name would not be revealed until E3 of that year. Without explicitly confirming the playable status of any characters, the teaser trailer hinted the Inklings would be debuting in the game as newcomers, while also suggesting that Mario, Link, and several other series veterans would be returning. Shortly after the reveal, Sakurai explained in a tweet that he had been working on the game "in silence, day after day".[13][14]

At E3 2018, an extended look into the game was livestreamed, with Masahiro Sakurai directing the presentation. The presentation revealed that every character from the Super Smash Bros. series, even characters that have previously been previous cut such as the Ice Climbers and Snake or were DLC fighters like Cloud and Bayonetta, would return to the roster as playable fighters. The presentation also highlighted several changes made to the Smash Bros. roster, such as Zelda having her look based off her A Link to the Past and A Link Between Worlds design, or certain clone characters now being designated as Echo Fighters, with a new clone fighter Daisy joining the battle under this label. The presentation ended with the reveal of Ridley from Metroid series - long requested by fans for inclusion in the series but rebuffed by Sakurai due to his large size - being confirmed as a playable character. The following Nintendo Treehouse also included additional info about the game that was not mentioned during the presentation, such as the stage hazard toggle. Following the Nintendo Treehouse, the Super Smash Bros. Invitational 2018 took place on June 12th where invited professional players like MkLeo and ZeRo played Super Smash Bros. Ultimate for the first time. Immediately following the presentation, the official Super Smash Bros. Ultimate website was published, and would serve as the primary source for new details about the game.

The following months saw Simon, Richter, Chrom, Dark Samus, and King K. Rool, the latter being a very popular request, being revealed during an Smash Ultimate-focused Nintendo Direct presentation on August 8, 2018. The Nintendo Direct of September 13, 2018 revealed Isabelle from Animal Crossing would be joining the roster, and in a November 1, 2018 Direct, Ken and Incineroar had been formally revealed, including the new Spirits mode and Adventure Mode: World of Light. The direct also announced the first Fighters Pass, featuring five fighters that had been selected by Nintendo that would be added to the game with their own stage, music tracks, and spirits.[15] This would soon be followed by Fighters Pass Vol. 2, with six additional fighters, each with their own stage, music, and spirits.

During development on downloadable content for Super Smash Bros. Ultimate, there were considerations to include Slime from Dragon Quest had Square Enix not allowed the team to use Hero.[16] Due to time constraints, only four of the Dragon Quest heroes were finalized for the game.[17] In addition, one character that was not realized until Fighter Pass Vol. 2 was Steve from the popular video game Minecraft. Negotiations between Mojang Studios and the team working on Smash Bros. had begun somewhere during 2014/2015, during the period when SSB4 post-content development was ongoing[18][19], however said negotiations went nowhere until 2020, as Steve would join the roster as DLC. As Sakurai explained, developing Steve required immense work, having to readjust every stage to allow Steve to use his Create Block move.[20]

As of October 2020, DLC content so far has included the Fighters Pass, with Joker from the Persona series, Hero from the Dragon Quest series, Banjo & Kazooie from Banjo-Kazooie, Terry Bogard from Fatal Fury, and Byleth from Fire Emblem; the ongoing Fighters Pass Vol. 2, with Min Min from ARMS, Steve from Minecraft, Sephiroth from Final Fantasy and three other unrevealed fighters; and Piranha Plant from the Super Mario series being a bonus DLC character and offered for free for a limited time. In addition, modes like Stage Builder and Home-Run Contest were brought back in the game by post-content updates. New modes like Video Editor and Rematch and a new stage called Small Battlefield were also implemented.

Version history

Changes from SSB4

Menu and UI changes

 
The versus splash screen for a one-on-one match between Ryu and Samus.
  • In Vs. mode, the stage selection screen now appears before the character selection menu, making players select a stage before selecting fighters.
    • The rule selection screen appears before the stage selection screen. Players can now save rulesets for quick access.
  • On the character select screen, the number of player slots can be adjusted with the + and - buttons on the right side. 8-Player Smash had been merged with Standard Vs. Mode, with matches having 2 to 8 slots, while other game modes have different limits.
  • Alternate costumes are now shown at the bottom of the player's portrait, with eight small stock icons representing each palette swap. Additionally, each color is now listed with a name from the numbers 1-8 (e.g. Color 7).
  • While a Smash Mode match is loading, an intense versus splash screen will appear, showing the combatants. Tips still appear regularly on loading screens in other modes, and can appear on the splash screen when loading takes long enough.
  • The damage meter now displays tenths of a damage percentage (e.g. 10.5%). Note that while all games since Melee have used decimal percentages, this is the first game to reveal that fact instead of simply rounding down for display.
  • In one-on-one stock fights, the stock count of both fighters will be briefly displayed on-screen whenever a stock is lost (With the exception of the final stock).
  • The character select screen is now similar in appearance to the original Super Smash Bros. menu when starting the game, with the other fighters unlocked later on.
    • Instead of being roughly organized by series, the character select screen now organizes characters (with the exception of Echo Fighters and Mii Fighters) by when they were first officially announced for a Super Smash Bros. game.
  • While a fighter is knocked off the stage, a minimap which shows the character locations, blast zone, and camera zoom will appear on the corner of the screen.
  • Like Little Mac's Power Meter and Shulk's Monado Arts in Smash 4, several characters now sport additional UI elements next to their damage meter, such as Villager and Isabelle's Pocketed item, Robin's Durability Counters, Inkling's Ink Tank gauge, Cloud's Limit Gauge, Joker's Rebellion Gauge, Hero's MP Gauge, Terry's GO symbol, and Steve's resources.
  • Some stages that once shared names now have been renamed. For example, the Smash 64 version of Yoshi's Island is now Super Happy Tree and the Brawl version of Mario Circuit is now Figure-8 Circuit.
  • Echo Fighters can either be displayed in their own character slots or share their slot with the character they are based on, depending on user preference.
    • Mii Fighters share a similar display, with a difference of either being displayed in their own character slots, or merged together as three fighters in one slot like in Smash 4.
  • The main menu, character selection screen, Milestones, Sound Test and many other UIs now use the new font, replacing the main text font from Melee, Brawl and SSB4. The font itself is FOT-RodinNTLG UB regular in the English version and FOT-RodinNTLG B regular in the Japanese version, both of which are identical to those used for Super Mario Odyssey's UIs.
  • The user can set up control settings for players who don't enter a name.

Game mode changes

  • Sound Test can be used to create music playlists. The option where the music plays in handheld mode while the screen is off like a music player from Super Smash Bros. for Nintendo 3DS also returns.
  • Two new battle modes are present:
    • Squad Strike has players battle with a squad of 3 or 5 fighters. Multiple formats of Squad Strike are available, including one where the entire team of fighters is used in a single continuous battle, similar to the final battle of Smash Tour in Super Smash Bros. for Wii U.
    • Smashdown renders the fighters selected in a given battle unavailable for use in following battles, forcing players to select a different fighter with every match they play.
  • Coin Battle is no longer featured as a playable mode, after being in the three previous games.
  • Classic Mode is loosely a combination of the versions seen in Brawl and for 3DS, but now each fighter has a set series of opponents to face; many routes feature bosses other than Master Hand and Crazy Hand, and some feature a fight against a boss outside of the boss fight, or even the boss fight does not feature a designated boss, instead fighting characters who are otherwise playable.
  • Multi-Man Smash and its 100-Man Smash mode is now referred to as "Mob Smash" and "Century", respectively; All-Star Mode has been merged with Endless mode as "All-Star Smash". It also lacks 10-Man Smash and 3-Minute Smash, making Mob Smash themselves harder.
  • There is no longer a Stadium menu; Mob Smash and Home-Run Contest (as of version 5.0.0) are now placed directly in the "Games & More" menu.
  • Super Sudden Death is now a separated battle mode, akin to Melee.
    • Furthermore, Special Smash from Brawl and SSB4 is now referred to as "Custom Smash"; the term "Special Smash" is instead used for a sub-menu which contains Super Sudden Death, Smashdown and Custom Smash, akin to the Special Melee mode in Melee.
  • Training Mode is now compatible with amiibo fighters, and can now be played on an exclusive stage, which allows the player to measure distances such as knockback range and jump height.
  • Spirits are introduced as a new feature with the merger of Trophies and Equipment; additionally, Spirit Battles also replace Event matches from the previous games.

Gameplay changes

  • All stages now have a Battlefield form. Additionally, all stages (including Battlefield and Ω forms) can now be played with up to eight players, as opposed to having different limits between stages.
  • All Battlefield/Ω form stages now reshape the main platform and blast lines to be identical to those in Battlefield/Final Destination, making some Battlefield/Ω forms such as those of Golden Plains, Wily Castle, and Kalos Pokémon League having larger bottom blast lines and no vertical walls.
  • Stage hazards can be turned off for the first time in the series, allowing players to remove intrusive elements, such as environment changes or enemy appearances from gameplay. The option is available in the advanced rules settings.
  • The new Stage Morph option allows two stages to be selected at once; the two stages will transition into one another either at random or on specified time intervals.
  • Tracks in My Music are now organized by series rather than by stage, such that all music from a given series will be available across the stages corresponding to that series.
  • To increase gameplay speed, all damage taken in one-on-one fights with no items is multiplied by 1.2×.
  • Smash Attacks can be charged significantly longer. Once the fighter stops moving, the damage output will cease scaling. However, knockback will continue to increase until the charge is completed.
  • Buffering has been strengthened, as actions can now be buffered by inputting them at any point during a previous action and holding the inputs until they are possible. The 10-frame buffer from Brawl and Smash 4 is still present in case the inputs are not held.
  • Short hop aerial attacks now have a damage multiplier of 0.85×. This applies until the player lands or uses a midair jump.
  • Buried opponents no longer take less knockback from attacks.
  • Opponents no longer take more knockback when hit while charging a smash attack.
  • The physics of launch movement has been overall sped up, with characters receiving knockback having a much higher initial speed and deceleration, resulting in being launched at higher speeds yet slowing down to nothing quickly. This was mainly done for aesthetic purposes to make moves feel more weighted and impactful. This does not affect moves with fixed knockback.
    • This change significantly lessen the use of hitstun canceling, as most hitstun and launch speed now wear off as soon as they are able to perform an air dodge or aerial attacks.
    • If a character is struck with enough knockback by either a meteor smash or stage spike, they will be KO'd as soon as they are off-screen, rather than reaching the bottom blast line. This makes sacrificial KOs that rely on meteor smashes more reliable.[21]
    • Hitstun increases at a slower rate for knockback that causes tumbling, decreasing it at higher percents compared to Smash 4. However, this is compensated by characters being faster overall as described by the mobility changes below, still allowing for more combo opportunities below high percents.
  • Fall speeds and gravity are now temporarily homogenized during hitstun from knockback which launches at angles 70-110 degrees. This prevents fast fallers from being disproportionately susceptible to ladder combos but also prevents them from having improved vertical survivability while floatier characters have improved vertical survivability.
  • The base amount of freeze frames has been increased. However, there is an additional freeze frames multiplier that is lower the more players are participating in a match, with a maximum of 1× for two players (effectively standardizing freeze frames in one-on-one matches) and a minimum of 0.75× for eight players.
  • Rage has had its knockback increase reduced to a maximum 10% boost, down from 15%. Additionally, it no longer applies to hits that use set knockback, preventing linking moves with high set knockback from KOing at disproportionately early percentages.
  • Stale-move negation uses higher damage reduction values, with a fully stale move dealing 0.4695× of its original damage (down from 0.5294×). Additionally, moves now stale when hitting a shield.
  • Shields deplete faster when held, now even surpassing Melee's shield depletion.
  • When holding a special move button or multiple shield buttons while shielding, moving the control stick allows for shield angling without triggering rolls, sidesteps, or jumps (with tap jump on), making it easier to perform.
  • Perfect shields are performed in reverse: instead of pressing the shield button a few frames before an attack connects, players have to release the shield button when an attack connects on their shield instead. The window for the technique is also larger, lasting 5 frames instead of 3. A successful perfect shield causes the screen to pause briefly, with the fighter's eyes flashing yellow (similar to Final Smash standby) to signify a perfect shield, and no shield damage being taken as a result. This updated mechanic makes perfect shielding a riskier tactic, and less likely to be performed unintentionally, but allows fighters to retaliate much faster against attacks when successful.
  • Shield dropping incurs 11 frames of lag, up from 7 in SSB4, making the game less defense-focused.[22] However, the minimum time the shield must be held for before it can be dropped has been reduced from 11 frames to 3, assisting in the new perfect shield mechanic.
  • Shield platform drops are no longer possible.
  • Grabbing an edge consecutively without landing or getting hit now decreases the intangibility of subsequent edge options, to the point of granting no intangibility at all from the fourth edge grab onward. Additionally, in a similar vein to Aether in previous games, characters can only grab edges up to six times under these conditions. This further decreases the effectiveness of planking strategies.
  • "Magnet hands", a controversial element in Brawl and Smash 4 that allowed some characters to evade edgeguarders while recovering much easier, have been toned down. Edge sweet spots have become smaller, and recovery moves take longer to snap on ledges in general. This makes recovering overall more difficult.
  • The window to tech has increased from 8 frames to 11 frames, and teching, in general, has mostly been restored to its state in Brawl (but the added leniency while already making contact with a wall or ceiling is retained), removing all of the untechable situations from Smash 4; however, sustaining too much knockback from a certain distance from a surface can prevent characters from teching, making stage spikes guaranteed at high enough percents. This threshold is indicated by the visual shockwave of a rebounding character turning red. The threshold is also much smaller for characters that hit the ground, making meteor smashes more effective on-stage on aerial opponents.[23]
    • Opponents footstooled in midair can now tech on the ground during the animation. However, footstools now also grant the user a few frames of intangibility upon leaping off the opponent.
    • Meteor smash attacks can no longer be teched when grounded regardless of their properties, much like in previous Smash Bros. titles minus Smash 4, making them more reliable for starting combos.
  • Locks can only be performed twice in a row, and no longer force the target to perform a standing getup, removing their guaranteed setups into powerful moves such as charged smash attacks. However, they can still be used to combo into faster attacks before the target can get up from the lock.
  • Characters that originally cannot swim or have a weakness to water in their home series now take slow, constant damage while swimming. The fighters affected include Charizard, Incineroar, Inkling and Sonic.
  • If a character lands in deep water while using a move with high downwards velocity (e.g. Stone, Aether, Bowser Bomb and Super Dedede Jump), they will keep most of their movement speed when diving. This now causes those moves to become self-destructs at certain heights.
  • Characters can no longer run through other characters and instead push them backward, preventing cross-ups or mixups revolving around moving through an opponent. This also seems to affect several momentum-based moves, which now stop on shield (such as Fox Illusion and Heel Slide). However, there are still a handful of moves that are still capable of crossing up, such as Simon and Richter's dash attack.
  • Screen KOs are much faster, making them once again faster than Star KOs. Additionally, the blast KO effect has been added at the end of animation.
  • Waiting on a revival platform now gradually decreases the invincibility period of a character after they get off it, lasting only one second instead of two if they stay on it for the maximum duration.
  • Shield breaking does not grant the victim any intangibility if it happens during the last five seconds of a match.
  • Sudden Death consists of the screen slowly zooming in, making the blast zones gradually shrink. It also appears to have a fixed camera angle, and the screen progressively gets covered in aesthetic flames, starting with the corners. This is presumably to balance the gameplay speed of Sudden Death across all stages, especially with large (such as Temple or New Pork City), autoscrolling (such as Mushroomy Kingdom), or Stage Builder stages. Raining Bob-ombs from Melee, Brawl and SSB4 is still present if the screen has finished zooming in and no one is KO'd.
    • All characters participating in Sudden Death are ranked based on what time they are KO'd rather all KO'd characters being automatically ranked 2nd, much like in previous Smash Bros. titles minus Smash 4.
  • The length of a Timed Battle can be adjusted in 30-second increments between one and three minutes.
  • Stamina battles are now part of the basic rule selection, allowing for combinations such as stamina with stocks.
  • The Final Smash Meter is a new Rules option that enables fighters to charge up their Final Smash over time for use without a Smash Ball. When this option is turned on, a gauge will appear under each fighter's damage display. The more damage the player deals or receives, the more the meter is filled. When it is filled, the player can use a weaker version of their Final Smash.
  • The new Custom Balance menu allows assigning handicaps to individual characters. Intended for leveling the field between players of different skill levels, each character can be assigned a Custom Balance value between -3 and +3, with negative numbers reducing damage dealt, and positive numbers increasing damage dealt. These values are only applied when the Custom Balance rule option is enabled, which is not available in multi-console wireless or online play.
  • Self-destructing in online matches with stocks can take away two stocks instead of one (unless it's one on one)
  • All Smash Taunts now share some consistencies:

Mobility changes

  • In update 2.0.0, the ability to consistently perform a short hop by simultaneously pressing two jump buttons was added.
  • The jumpsquat timing of every character has been standardized to 3 frames. This is most easily noticeable with Bowser and Snake, as both characters used to have highest jumpsquat frames in Smash 4 and Brawl respectively.
  • Run speeds have been increased by about 10% for a majority of the cast, with some having larger increases, while walk speeds have had a similar 5% increase.
  • Air speeds have been increased by about 5% for a majority of the cast, with some having larger increases.
  • Traction has been significantly increased across the cast, with all characters now having higher traction values than Smash 4's highest traction values.
  • The initial frames of full hops from the ground are sped up for all characters. Oddly, this can be bypassed by using a jump just before walking or running over the ledge.
  • Landing lag for aerials has been reduced by 40% for most of the cast, and landing lag from helplessness has been significantly reduced overall. For some moves, the landing lag is even less than in Melee with L-canceling.
  • Perfect pivoting can no longer be performed, as characters no longer enter their standing animation when turning around out of their initial dash.
  • Rolling and spot dodging repeatedly now penalizes the user with increased lag and less intangibility frames, in a similar vein to Deep Breathing, leaving them more open to punishments.
    • Backward rolls have more ending lag overall, hindering their utility further for retreating safely, and making them practically different from forward rolls again.
    • Spot dodges can be canceled earlier than usual (by 5 frames if fresh) into any grounded attack other than grabs and dash attacks, making them more effective for retaliation after dodging opposing attacks.
  • Air dodges now contain elements from all previous incarnations of the technique: players can either perform a neutral air dodge by keeping the control stick in a neutral position (akin to a neutral aerial), which functions like Brawl and Smash 4's air dodges, or a directional air dodge by holding in a direction, which grants characters a quick momentum boost towards much like Melee's air dodges, but without making them helpless.
    • Characters can only air dodge once before landing, grabbing an edge or getting hit, and both types of air dodges have much more ending lag, with directional ones lasting more than a full second. However, both have less landing lag than air dodges in Smash 4 (10 frames in the case of neutral air dodges, down from 21), and unlike air dodges in Melee, directional air dodges allow characters to grab edges during their ending lag. This significantly weakens defensive play by making air dodges more restricted and punishable but increases their effectiveness for escaping juggles and recovering if used opportunely.
    • Wavedashing has made a return from Melee, alongside techniques associated with it like wave landing. However, it is significantly weaker due to the new mechanics added to directional air dodges, compounded further by their higher landing lag, as well as the cast's increased traction. Furthermore, the universal buffs to dashing in general eliminates the need of this technique.
  • Initial dashes have been lengthened, allowing some aspects of dash-dancing to return. They have also been significantly increased across the cast and have much less range invariance, with the slowest being slightly above Mario's in SSB4 and the highest being slightly above Fox's.
    • As a result, some characters now have initial dash speeds that outpace their running speeds, allowing fox-trotting to alleviate their low mobility; examples include Ganondorf and Incineroar.
  • Being sent into hitstun by any attack from behind (except vertical hitstun) will preserve the direction the character is facing, like with Back Slash in Smash 4, having the effect of preserving the positions of their forward and back aerials.
    • As a result, all characters now have unique hitstun animations for taking hits from behind.

Attack changes

  • Characters can now perform any ground attack out of a run, including their neutral attack, tilt attacks, and all smash attacks. In previous games, only dash attacks, up smashes and special moves could be performed out of a run. Characters can also cancel a run turn in the same way to input any grounded attack in the other direction, which was previously only possible with forward tilts, forward smashes and side specials.
  • Short hop aerial attacks can be performed by pressing the jump and attack buttons at the same time. However, full hop aerial attacks are more difficult to perform as a result, and can no longer be performed on the first frame of a jump.
    • As a further aid, several ground attacks can now be canceled by jumping during their very first startup frames (with a maximum of 3 for most), in which case they will automatically transition into a short hop aerial attack.
  • The linking hits of all neutral attacks have been altered, using the Sakurai angle and a 180° angle alongside low knockback values so that opponents stay on the ground and are dragged close to the user. This allows for neutral attacks to connect much more reliably than before, and gives all of them the ability to jab lock (with the exception of Ganondorf, Meta Knight, Roy and Chrom). However, this removes guaranteed jab cancel setups for most characters.
    • Neutral infinites have been reduced in damage (with the exception of Mewtwo's), but are faster and inflict less freeze frames, allowing them to land far more hits in the same amount of time, and making them harder to escape in combination with the aforementioned changes. Their pushback from hitting opponents can also no longer drop the user off edges.
    • Neutral attacks also have decreased range across the cast. Characters no longer lunge to attack and the hitboxes were adjusted to match whatever limb or weapon each character uses almost perfectly.
  • The function of the 0° launch angle has been changed, now becoming 32° at knockback values greater than or equal to 120 units, similar to the Sakurai angle in SSB, but occurring later than said angle.
  • Down tilts can be reversed by holding the control stick diagonally down and back, allowing characters to quickly use them in the opposite direction without the need to stand up from crouching and turn around.
  • Smash attacks can be delayed for 2 additional seconds after reaching full charge. This is indicated by characters freezing in the last frame of their charging animation until the smash attack is released.
  • Up smashes and up specials can be used out of shield without jumping.
  • Aerial attacks can be performed while hanging onto a ladder, a property known officially as a "ladder attack".
  • Frame canceling has been removed.
  • All variations of regular grabs have more ending lag, making them easier to punish if missed. Conversely, extended grabs have less ending lag, no longer leaving characters as vulnerable compared to regular grabs.
  • If two grabs collide, both characters take minimal damage and act as if their grab released. This event is known as "grab parrying" by the in-game tips and removes the effect of port priority in determining who gets the grab.
  • Shield grabs can no longer be used immediately after shieldstun from an attack ends, now forcing the character to hold their shield for 4 extra frames beforehand.[24]
  • The speed and damage of pummels has been standardized, differing only by a few frames between characters, and generally dealing from 1% to 1.6% damage. As a result, characters such as Ness and Samus have slower pummels, but they deal more damage, while most other characters' pummels are faster, but deal less damage.
  • Weight dependency for throws has been removed: all throws now execute at their usual speed against the entire cast, much like in SSB.
  • Edge attacks deal 9% on average (up from 7%) and now grant intangibility until their hitboxes cease, instead of until 2 frames before their hitboxes come out, allowing them to beat out opposing attacks.
  • Chargeable special moves that can be stored for later use, such as Samus' Charge Shot and Donkey Kong's Giant Punch, can now be canceled by jumping. These moves can also be executed with the attack button while charging.
    • Most chargeable neutral specials that can't be stored are now reversible, whether for the duration of the charge or right before they are unleashed.
  • Many taunts have been sped up or shortened, with some longer taunts, such as Mario and Zelda's up taunts, have been replaced with entirely new ones altogether, allowing characters to act out of them much quicker, with universal interruptibility on frame 50. However, this does not apply to damaging taunts, such as Luigi's down taunt.
  • The effectiveness of every tether recovery has been nerfed, as they can no longer be performed at any point during air dodges, nor can they skip the lag incurred upon grabbing an edge.
  • Custom special moves have been removed (with exception of Mii Fighters).
  • All RCO lags on special moves have been removed.
  • Final Smashes are quicker overall, with versions granting a controllable transformation being removed, so players can return to fighting quickly. As a result, many fighters have either new Final Smashes altogether (such as the Landmaster being replaced by an Arwing cutscene) or different functionality to their returning Final Smash (such as Octopus dragging opponents offstage immediately after being activated).

Aesthetic changes

  • The particle effects of the game are significantly more cartoony, with a solid-color or cel-shaded aesthetic, similar to particle effects used by Bowser Jr. and Duck Hunt. Compared to Smash 4, hits are signified by spark-like blows instead of colorful stars, while attack effects appear visually longer-lasting or possess far larger particle effects.
  • Continuing a trend from Melee and Brawl, most returning fighters feature greater model detail than in Smash 4. Character models also react to lighting more realistically, resulting in a soft white "glow" around their edges. Additionally, humanoid characters overall have slightly tanner skin tones.
    • However, hair and fur textures tend to use less complex shading and modeling techniques, resulting in a flatter appearance similar to Brawl and for 3DS.
  • The characters' design styles are once again unified: cartoony franchises such as the Mario and Kirby series have slightly more realistic and subdued color schemes, while those from more realistic-looking franchises such as The Legend of Zelda and Metroid series have more vibrant color schemes. As a result, the overall color palette is slightly more subdued and less saturated than in Smash 4, but still brighter than in Melee and Brawl.
  • Time slows down substantially and the camera zooms in with a colorful blue background at significant moments during a match, such as when landing a highly damaging special move (such as a fully charged Giant Punch) or when breaking a shield. The camera also does this for potential final hits of a match, dramatically pausing gameplay with intense sound effects and red lightning/background, while zooming in. These are referred to as "Special Zoom" and "Finish Zoom" by Masahiro Sakurai and the development team.
    • Special zoom is signified by a sound similar to landing a KO Uppercut or Finishing Touch, and finish zoom has SFX somewhat akin to the ping sound.
    • The slowdown and zoom do not take place when there are three or more characters on screen, though the blue background will still appear.
  • In timed matches, characters in the lead will occasionally flash with gold sparkles.
  • Stock icons have been given a simplified, 2D appearance, akin to those in Smash 64, and usually lack eyes (with the exception of Kirby, Meta Knight, Sonic, R.O.B., Zombie and Enderman). However, most humanoid characters' stock icons are still depicted with eyebrows, accessories, as well as some facial features (e.g. Mario, Luigi, Dr. Mario and Wario's mustache, Ness and the Ice Climbers' bangs, Bayonetta's glasses). Additionally, depictions of accessories in default stock icons no longer appears to be inconsistent with their actual colors; for example, Peach's crown now given its usual golden color instead of pink like in previous games, the latter of which matched the color of her dress.
  • The rattling effect during hit lag is now more exaggerated, and a crescent-shaped angle indicator now appears when the victim SDIs.
  • Knockback dealt by strong attacks will show a bright blue angle indicator, which visualizes the effect of directional influence along the character's final trajectory. This can be difficult to notice due to the effect being very brief, although moves with high hitstun or paralysis effects allow it to be seen for a decent timeframe.
  • After using up their midair jump(s), characters leave behind a subtle, transparent trail when moving through the air and until they regain their jumps. This aesthetic effect is difficult to notice unless the camera is zoomed onto a character or the scenery behind them is particularly bright.
  • Punching and kicking SFX on hit are different and sound harder-hitting compared to the previous game, with even weaker attacks playing loud "punch" effects.
  • If two fighter's bladed weapons clash, they now produce a "clanging" noise, reminiscent of a similar effect in Melee. The sound depends on the type of blades that clash; metal blades and energy-based swords both produce different sound effects.
  • Characters stunned after breaking their shield will have their voice clip play constantly instead of only once, much like in Smash 64 and Melee. This was exclusive to Roy in Smash 4.
  • Fighters sent flying now leave a colorful, lingering trail of solid-colored smoke behind them. If dealt enough knockback, they will also play a whistling sound while flying, akin to a jet plane, rather than the lower-pitched wind rushing sound from Smash 4.
  • Characters flash yellow when they are close to breaking out of a grab, as well as during their grab immunity period after being released.
  • When button mashing out of an unactionable state such as being grabbed or stunned, characters display wind blade-like particles around them that increase in quantity depending on how fast they mash.
  • Blast KOs cause a burst of confetti on the screen alongside the standard colorful blast.
  • A character's KO voice clip no longer plays when a blast KO occurs and the current match ends.
  • Star KO'd characters now use a tumbling animation similar to Brawl's Screen KOs (except for several characters), rolling away from the screen as they fly away.
  • Phantom footstools now play the footstool sound effect to indicate one being performed, and a yellow jump circle appears.
  • Similar to Lightning Kick and Knee Smash from previous games, as well as most of Mega Man and Wii Fit Trainer's movesets in Smash 4, even more non-special moves received nicknames, which can be seen on Tips.
  • Final Smashes now cause a segment of the screen to show the upper right portion of the summoner's face (in Mr. Game & Watch's case, the close up is of where his eyes would be; in Piranha Plant's case, the close up of its teeth), which is taken entirely from the summoner's official artwork, before the move begins, similar to Chrom's appearance in Pair Up, and the stage's background to display solid-colored pattern akin to the final hit of Shin Shoryuken when the opponent is dealt enough knockback to be KO'd.
  • Compared to Brawl and Smash 4, several fighter animations have been made significantly more dramatic and tailored to look better from the camera's perspective. Examples of this are Mario's Up Tilt, Bowser's Flying Slam, and Donkey Kong's Giant Punch.
  • Fighters are much more expressive than they were in Smash 4; most characters now sport a shocked/surprised expression when missing a grab and will scowl or frown when putting up their shield, and any characters standing too close to a Final Smash will visibly react to it by displaying a shocked facial expression.
  • While on Final Smash standby, the character's damage gauge will constantly spark with aqua-colored electricity. Upon use, one of the eyes on the fighter's character portrait will flash.
  • When a character has more than 120% damage, smoke will constantly come out of their damage meter.
  • Announcer-related changes:
    • When selecting characters in a time or stock match, the announcer now says "Timed battle!" and "Stock battle!" respectively, rather than "Free-for-all!/Battle royale!" and "Survival!"
      • In Brawl, the announcer did say "Timed battle" for Spanish and Italian, but it was changed in Smash 4.
    • The announcer now calls Classic Mode's name when selecting the character in that mode, similar to Brawl. Additionally, in the Japanese version, he now says "Survival Smash!" as opposed to "Classic!" in Brawl.
    • When a player life steals in a team battle, the announcer now says "Restocked!", as opposed to "Stock player removed." in Melee or "Share (player) stock!" in Brawl and SSB4.
    • On the results screen, the announcer now says "(Character name/Team color) wins!" ("(Character name/Team color) win!" in the Japanese version), instead of saying "The winner is... (character name/team color)!" (Brawl/Smash 4) or "This game's winner is... (character name/team color)!" (Smash 64/Melee). Additionally, after Team Battles, all teammates will perform their complete victory animation instead of only the player with the highest score/stock count, much like the first three installments. As a result, all victory poses now "freeze" at the same time point during their animations.
      • In Smash 64, the announcer did say "(Team color) wins!", but this was changed in Melee.
      • However, the Spanish, French, Italian and German versions still say the winner's name at end like in Smash 4, such as "¡La victoria es para... (character name/team color)!" in Spanish; this also extends to the Dutch version, newly recorded for this game, which says "De winnaar is... (character name/team color)!"
  • Even more characters now face the screen regardless of the direction they turn towards, such as Donkey Kong and the Ice Climbers.
    • In addition, some Assist Trophies and Poké Ball Pokémon face the screen regardless of the direction they turn towards.
  • Names now override some instances of character names, such as underneath the damage meter.
    • If the player enters a name, any Poké Ball Pokémon or Assist Trophy character summoned by the player will be indicated by the player's name. In some cases, this may be harder to notice in stages with brighter lighting due to the name bar lacking the bordered background.
  • Reflection moves now display shining hexagon effects, similar to Fox's and Falco's Reflector, upon reflecting projectiles.
  • Counterattacks that retaliate against sufficiently strong attacks will now cause the user to let out a large, bright yellow flash.
  • The flower effect's flower appearance was changed and now resembles the pink flowers seen on the title screen of Panel de Pon.
  • As a fighter moves closer to the blast zone, their magnifying glass shrinks. When a fighter is right next to the blast zone, the ring on their glass flashes yellow.

Item changes

  • Certain types of items, such as Banana Peels, can now be picked up by tilt attacks.
  • There can now be more than one Assist Trophy active at any given time. Additionally, some characters summoned by an Assist Trophy can be KO'd, granting a point to whoever KO'd said character. The summoner can also KO their own assist trophy to prevent the loss of a point. If multiple players summon an Assist Trophy each, they will proceed to fight one another if close enough.
  • Smash Balls now have a chance of spawning with Soccer Ball physics, rolling around the stage and respawning once they drop offstage. They despawn after a set time. This property is similarly present in Fake Smash Balls.
  • The Boss Galaga causes a black background to cover the screen when it catches an opponent, complete with pixel stars. Additionally, it now forces a Star KO on characters taken past the upper blast line, which can be seen attached above the character throughout the animation. The star also becomes larger.
  • The Beetle now forces a Screen KO on characters taken past the upper blast line. Additionally, it can be seen attached behind the character throughout the animation.
  • The Hammer and Golden Hammer have a unique 8-bit-styled hit particle, resembling the particle effect used when Mario destroys a barrel or a fireball in the original Donkey Kong. The corresponding sound effect is also taken from the original game. Additionally, the former's music is now taken directly from the arcade version of the game.
  • The Warp Star's descent can now be either stalled or hastened by the user.
  • The Timer now creates a dark warping background alongside its usual slowdown effect.
  • Blast Boxes now explode after some time if hit. This is signified by a dull orange flash around the box that slowly gets brighter.
  • The Beam Sword now creates an aesthetic trail from its blade when thrown or dropped.
  • Sandbag will now show a happy expression if left idle for long enough.
  • Shrinking and growing animations have been reverted to their Melee versions. As such, they are much faster and are no longer unique to each character.
  • Explosive items directly thrown at opponents no longer harm the thrower.
  • Characters can perform a midair jump while firing a Super Scope, Fire Flower, Gust Bellows, and Ramblin' Evil Mushroom and holding a completed Daybreak.
    • However, they can no longer dash forward while holding them.

Reception

Ultimate reviews
Publication Score
Edge Magazine 9 of 10
Electronic Gaming Monthly 5 of 5[25]
Famitsu 38 of 40[26]
Game Revolution 4.5 of 5[27]
GameInformer 9.5 of 10[28]
GameSpot 9 of 10[29]
IGN 9.4 of 10[30]
Compilations of multiple reviews
Metacritic 93 out of 100 (99 reviews)[31]
Awards
Game of the Year[32]
Minister of Economy, Trade and Industry Award
Japanese Product Global Award
Best Sales Award
Award for Excellence
Grand Award[33]
Game of the Year[34]

Super Smash Bros. Ultimate received universal critical acclaim from both critics and the audience, with several critics calling it the best installment in the series. They praised its large amount of content and fine-tuning of existing Smash gameplay elements, although its online mode received criticism. It was estimated that the game sold over 5 million copies worldwide within three days of release, making it the fastest selling Switch game (at the time).

The game has sold 12.08 million units as of December 31st, 2018, marking it as the fastest-selling Nintendo game in history (at the time).[35] In March 2019, that number reached 13.81 million, surpassing the total number of sales for the Wii U console in just 4 months. Since then, that number has reached 21.1 million units as of September 30th, 2020, making it the best selling game in the series, and also making it the best selling fighting game of all time (previously held by Super Smash Bros. Brawl with 13.30 million copies). If all versions of a game are to be counted as a single entry, it would still be the best selling fighting game of all time (previously held by the combined sales of all versions of Street Fighter II with 15.5 million copies.)[36]

Super Smash Bros. Ultimate currently holds an aggregate review score of 93 out of on Metacritic,[31] tying it with Brawl as the highest-rated game in the series on the website, and held a score of 92.17% on GameRankings prior to its shutdown.[37]

At The Game Awards 2019, Ultimate was nominated for Best Fighting Game, Best Family Game, and Game of the Year. It won Best Fighting Game, though it lost to Luigi's Mansion 3 and Sekiro: Shadows Die Twice, respectively, in the other two categories. In a first for the awards show, a separate, tournament-style nomination called Player's Voice allowed fans to vote on certain games that they deemed their favorite; Ultimate successfully made its way to the final round of voting, though it lost to Fire Emblem: Three Houses.

Staff

Main article: List of staff (SSBU)

Gallery

Logos

Characters

Artwork

Part of Smash Bros. Countdown

Splash Art

Trivia

  • This is the first Super Smash Bros. game to:
    • Not feature the involvement of Satoru Iwata, as he passed away on July 11, 2015.
    • Be released in the same year it was announced since Melee.
    • Feature the same starting roster as a previous Smash game (being the same as the original Super Smash Bros.).
    • Not introduce a newcomer who held the title of longest time period between the character's debut in Smash and last appearance in their home series. Samus had this title in the original at 4 years and ten months, The Ice Climbers took the title in Melee at 16 years and eight months. R.O.B. took the title from them having taken 22 years and five months to debut in Brawl, before Duck Hunt took the title with 30 years and five months in Smash 3DS.
    • Have no characters cut from the previous game since Melee.
    • Not have an Event mode since Smash 64.
    • Have a simultaneous worldwide release.
    • Have both the English announcer and voice actor of Master Hand and Crazy Hand unchanged, with Xander Mobus reprising his role from Super Smash Bros. 4, as well as having the announcer use recycled voice clips from the previous game.
    • Include a character voiced by the English voice actor for the announcer, Master Hand, and Crazy Hand (albeit, via DLC), via Joker.
    • Feature native Dutch and Russian announcers for those translations.
    • Have Traditional Chinese translations for in-game texts available.
    • Allow a boss to be playable without hacks or glitches.
    • Upgrade a boss to be a playable character (excluding Giga Bowser's limited playability from Brawl onwards as Bowser's Final Smash).
    • Have the enemy team remain unchanged from the previous game, with the Fighting Mii Team reprising their role from Smash 4.
    • Directly reference the enemy team from a previous game, with the Fighting Alloy Team from Brawl appearing as a spirit.
    • Have all of its veterans announced prior to launch and at the same time.
    • Feature more unlockable characters than starter characters.
    • Not feature newcomers as starter characters.
    • Have no unique unlocking criteria for unlockable characters, with any method for unlocking them being able to unlock all of them.
    • Feature third-party universes with more than one playable fighter, namely Street Fighter, Final Fantasy and Castlevania.
    • Feature third-party universes with more than one stage in the same game (counting both versions of Smash 4 as separate), namely Sonic the Hedgehog and Final Fantasy.
    • Feature third-party universes with more than one Assist Trophy, namely Sonic the Hedgehog and Mega Man.
    • Feature a character as both a boss and an Assist Trophy.
    • Feature a character as both a background character and an easter egg character in two different stages (counting both versions of Smash 4 as separate).
    • Upgrade stage background characters to be Assist Trophies, namely Knuckles, Moon, and Kapp'n, who appear on Green Hill Zone, Great Bay, and Smashville, respectively.
    • Have more returning stages than new stages.
    • Have no unlockable stages.
    • Not have a minigame featuring targets, such as Target Smash! and Target Blast.
    • Not allow all playable characters to be used in all game modes (barring online multiplayer), as Mii Fighters are disallowed in Smashdown and Classic Mode.
    • Have Marth, Roy, and Zelda receive English voice acting, albeit the lattermost only in the World of Light intro cutscene.
    • Not introduce new stages from the Pokémon and Kirby universes.
    • Feature Assist Trophies from third-party universes without playable characters, namely Bomberman, Shovel Knight, Monster Hunter, and Virtua Fighter.
    • Have a lyricized theme song in both English and Japanese.
    • Introduce more new third-party universes with playable characters than first-party universes (5 third-parties vs. 2 first-parties).
    • Feature universes owned by a current console rival to Nintendo (Banjo-Kazooie and Minecraft, both owned by Microsoft).
      • However, Banjo-Kazooie was originally a second-party Nintendo property prior to Rare's acquisition by Microsoft in 2002.
        • As Rare is located in the United Kingdom and Microsoft is located in the United States, this also makes Ultimate the first game in the series to contain a major universe which is not created nor owned by a Japanese company.
    • Have the entire base roster revealed before launch.
    • Have more DLC newcomers than base-game newcomers.
    • Have more Assist Trophies than Poké Ball Pokémon.
    • Announce a newcomer without revealing their identity, but the series they represent.
      • This is also the first time that a newcomer that represents a new first-party universe is featured as DLC.
    • Feature unlockable Donkey Kong, Metroid, and Kirby characters.
    • Feature stages that can play any music from any series, being all four Super Smash Bros. stages.
  • This is the second Super Smash Bros. game to:
    • Not be announced alongside new hardware, the first being the original Super Smash Bros. (counting both versions of Super Smash Bros. 4 as the same game). Super Smash Bros. Melee was revealed alongside the final retail version of the Nintendo GameCube at E3 2001; Super Smash Bros. Brawl was announced alongside the Wii itself, then-codenamed Revolution at E3 2005; and Super Smash Bros. 4 was announced alongside the Wii U at E3 2011.
    • Feature lyrics in its main theme, with Super Smash Bros. Brawl being the first.
    • Have characters able to be unlocked without battling them in their regular unlocking battle first, the first being Super Smash Bros. Brawl; in both cases, characters can be unlocked directly through Adventure Mode.
    • Have 2D hand-drawn artwork on the box art, the first being the original Super Smash Bros.
    • Have the announcer featuring unique, translated voice clips in the Korean version (the character calls for the Ice Climbers, Young Link, Villager, Rosalina & Luma, Greninja, Isabelle, and Incineroar), the first being Super Smash Bros. Brawl; although the announcer is voiced by Xander Mobus rather than a native Korean voice actor, unlike in Brawl and like in Super Smash Bros. for Nintendo 3DS.
    • Upgrade Assist Trophies and a summonable character to be playable characters, with Little Mac and Palutena in SSB4 being the first.
    • Have Simplified Chinese translations for in-game texts available, the first being Smash 64.
    • Not feature trophies, with the first being the original Super Smash Bros.
  • When not including DLC, Super Smash Bros. Ultimate has the lowest number of:
  • Because of the size of the USK icon on the game's box art, the German version has a slightly different variation of the said box art: Pikachu is moved upwards, Yoshi is completely missing, and the logo is off-centered.
  • Ultimate's release date falls one day after the late Satoru Iwata's birthday, December 6 (which was also the release date of Super Smash Bros. for Wii U in Japan).
  • Discounting ports of older games, this game marks the only appearances of King K. Rool, all Metroid characters (except Samus), both Earthbound characters (being Ness and Lucas), Ice Climbers, Roy, Ike, all three Kid Icarus characters (being Pit, Dark Pit, and Palutena), R.O.B., Wii Fit Trainer, Little Mac, Duck Hunt, Richter Belmont, Banjo and Kazooie on the Nintendo Switch as of 2020.
  • This game marks the 100th performance credit of Charles Martinet as the voice of Mario, a landmark for which he received a Guinness World Record for the most video game voice-over performances of a single character.

References

  1. ^ ESRB website
  2. ^ "Famitsu News — “Sakurai Catching a Breather”" - Source Gaming.
  3. ^ https://twitter.com/PushDustIn/status/1121075766169522176
  4. ^ a b c "“Smash is Special” COMPLETE Translation" - Source Gaming.
  5. ^ "Why Super Smash Bros. Ultimate was such a daunting game for its creators to build" - The Verge.
  6. ^ https://twitter.com/AllSourceGaming/status/1062725619270762496
  7. ^ https://twitter.com/PushDustIn/status/1121079749550297088
  8. ^ https://www.sourcegaming.info/2018/12/12/sakurai-tells-more-details-about-smash-ultimates-development/
  9. ^ "“Compliance and Labor” – Sakurai’s Famitsu Column, Vol. 542" - Source Gaming.
  10. ^ https://twitter.com/AllSourceGaming/status/1074578854134439936/
  11. ^ https://twitter.com/PushDustIn/status/1087124581867958273/
  12. ^ http://www.japanesenintendo.com/post/182181277319
  13. ^ Sakurai announces that he has been working on Smash for Switch.
  14. ^ Translation of Sakurai's Smash for Switch tweet.
  15. ^ [1]
  16. ^ https://www.siliconera.com/2019/09/26/masahiro-sakurai-and-yuji-horii-discuss-smash-ultimates-hero-dlc-director-philosophy-and-more/
  17. ^ https://www.siliconera.com/2019/09/26/masahiro-sakurai-and-yuji-horii-discuss-smash-ultimates-hero-dlc-director-philosophy-and-more/
  18. ^ https://twitter.com/Kappische/status/1311756854847041543
  19. ^ https://twitter.com/Kappische/status/1311774160650199043
  20. ^ https://youtu.be/TaDhtEcX1TM?t=250
  21. ^ https://twitter.com/notty_jirachi/status/1073305289519116289
  22. ^ https://www.reddit.com/r/smashbros/comments/8rgc3i/did_a_framebyframe_breakdown_of_the_invitational/?st=jii2wdxz&sh=4cc5fc06
  23. ^ https://www.youtube.com/watch?v=Q-ge7VRRWUo
  24. ^ https://twitter.com/ChirozDR/status/1070137066636435458
  25. ^ Slead, Evan. EGM Super Smash Bros. Ultimate Review. EGM. Retrieved on 2019-12-10.
  26. ^ Famitsu Super Smash Bros. Ultimate Review - Translated. GoNintendo. Retrieved on 2019-12-10.
  27. ^ Faulkner, Jason. GameRevolution Super Smash Bros. Ultimate Review. Games Revolution. Retrieved on 2019-12-10.
  28. ^ Cork, Jeff. GameInformer Super Smash Bros. Ultimate Review. GameInformer. Retrieved on 2019-12-10.
  29. ^ Tran, Edmond. GameSpot Super Smash Bros. Ultimate Review. GameSpot. Retrieved on 2019-12-10.
  30. ^ Marks, Tom. IGN Super Smash Bros. Ultimate Review. IGN. Retrieved on 2019-12-10.
  31. ^ a b Super Smash Bros. Ultimate Reviews. Metacritic. Retrieved on 2019-12-10.
  32. ^ Super Smash Bros. Ultimate Wins Famitsu Game Of The Year Award. NintendoLife. Retrieved on 2019-12-10.
  33. ^ Japan Game Awards 2019 results announced, Smash Bros. Ultimate wins big. NintendoEverything. Retrieved on 2019-12-10.
  34. ^ Super Smash Bros. Ultimate wins Nintendo Game of the Year at the 2019 Golden Joystick Awards. GamesRadar. Retrieved on 2019-12-10.
  35. ^ Super Smash Bros. Ultimate is the fastest-selling Nintendo game ever.
  36. ^ Super Smash Bros. Ultimate Is The Best Selling Fighting Game Ever. IGN. Retrieved on 2020-11-14.
  37. ^ GameRankings.

External links