Super Smash Bros. Ultimate
- "SSBU" redirects here. For the Wii U version of Super Smash Bros. 4, see Super Smash Bros. for Wii U. For the team, see Team:Super Smash Bros. University.
Super Smash Bros. Ultimate | |
---|---|
North American box art. | |
Developer(s) | Bandai Namco Sora Ltd. |
Publisher(s) | Nintendo |
Designer(s) | Masahiro Sakurai |
Projected release date | December 7, 2018 |
Genre(s) | Fighting Platforming |
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) is an upcoming fighting game for the Nintendo Switch. It was first announced on March 8th, 2018 at the end of the Nintendo Direct released the same day. It will be the fifth installment in the Super Smash Bros. series (sixth if both versions of Super Smash Bros. 4 are counted as two games). The game is scheduled to release on December 7, 2018.
Trailer
The first teaser trailer was revealed at the end of the Nintendo Direct on March 8th, 2018. Without explicitly confirming the playable status of any characters, the teaser trailer hinted that Inklings would be debuting in the game as newcomers, while also suggesting that Mario, Link, and several other series veterans would be returning.
The next two trailers would be unveiled at Nintendo's E3 Direct on June 12th. In the first trailer, several past stages such as Green Greens from Melee and Shadow Moses Island from Brawl would be announced to return as the trailer showed off one or two veterans (sans Inkling) at a time, revealing that Zelda would be based on her Link to the Past design, all the DLC fighters from Smash 4 would return as part of the launch roster, Ike would have both his Path of Radiance and Radiant Dawn designs from the two previous games and all the formerly "lost" veterans including Ice Climbers, Pichu, and Young Link from Melee, as well as Squirtle, Ivysaur, Pokémon Trainer, Wolf, and Snake from Brawl. The game's finalized name was also revealed at the end: Super Smash Bros. Ultimate.
The third trailer came at the end of the Direct in which Ridley from the Metroid franchise - after several years of being rejected entry into the pantheon of playable fighters because of his immense size - finally "hits the big time" as he joined the roster as a playable character.
Confirmed elements
Characters
All 63 characters (65 if counting the Pokémon Trainer's Pokémon) from all previous Smash Bros. games return as playable characters.
Inkling, with various Boy and Girl designs from the original Splatoon, was the first character confirmed to appear in the game as a playable character. Ridley, a central villain from the Metroid series, is also confirmed to be playable, with Meta Ridley as an alternate costume, as well as King K. Rool from the Donkey Kong series.
Simon Belmont of the Castlevania series has been announced as a new third-party character.
Playable clone characters are now described as "Echo Fighters" and are marked with an epsilon symbol (ε). Returning characters Dark Pit and Lucina are given this title, while new characters Daisy, Richter Belmont, Dark Samus, and Chrom are confirmed to be Echo Fighters of Peach, Simon Belmont, Samus, and Roy, respectively.
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.
Stages
Unlike previous games in the series, all stages are ordered in chronological appearance and for the first time ever, all stages are available immediately from boot-up. It was also stated that all stages can play with 8 players. All stages have both a Battlefield form and Ω form.
New Items
- For the entire confirmed list of items, see Items page.
Item | Type[1] | Heavy[1] | Notes | Universe |
---|---|---|---|---|
Banana Gun | Shooting | Ejects the banana out of the peel and the player is left with the banana peel after using it. | Super Smash Bros. | |
Black Hole | Throwing | Creates a massive black hole, dragging all items and players nearby in. Throws the opposite side of user's orientation. | Super Smash Bros. | |
Bomber | Special | Explodes in the player's hand when used, which only affects enemies. Will also explode after a short amount of time or if it falls off a ledge, affecting everyone. | Kirby | |
Death's Scythe | Battering | Instantly KOs opponents at high percentages. | Castlevania | |
Fake Smash Ball | Special | 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. | |
Healing Field | Throwing/Recovery | Can be thrown on the ground. Once thrown, it will open up and will heal anyone standing on it. | Super Smash Bros. | |
Killing Edge | Battering | Will occasionally glow, causing it to do more damage. | Fire Emblem | |
Super Launch Star | Throwing | 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 | |
Rage Blaster | Shooting | Deals more damage the higher the player's percentage. | Super Smash Bros. | |
Ramblin' Evil Mushroom | Shooting | Emits spores that, when they hit an opponent, cause a mushroom to grow on that opponent's head, reversing their controls. | EarthBound | |
Staff | Shooting | Fires a projectile that does more damage the further it travels. | Kid Icarus |
Development
Towards the end of Super Smash Bros. 4's post-launch development, Masahiro Sakurai announced that his next project had been decided and that he would be taking a small vacation following the end of development.[2] Unlike previous Smash titles, which had their development studios built from the ground up, Bandai Namco returned to help develop the game. Prior to 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.[3] 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.[3] 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.[3] When Sakurai had revealed to his development team that he intended to bring back every previously playable character, he was met with silence.[4] Prior to leaving Bandai Namco, presumably sometime in 2016, Tiago Sonobe, then a software engineer and graphics programmer for the company, started development on the game's rendering engine. On November 12th, 2017, Nintendo filed a number of trademarks, notably including a Japanese Super Smash Bros. logo.[5]
A Super Smash Bros. title for Nintendo Switch was later officially revealed on March 8th, 2018 via a Nintendo Direct. Shortly after, Sakurai confirmed in a tweet that he had been working on the game "in silence, day after day".[6][7] On March 22nd, 2018, Nintendo announced the Super Smash Bros. Invitational 2018, a tournament taking place on June 12th where invited professional players will play the upcoming game. Later, in volume 542 of his Famitsu article, Sakurai revealed that his work schedule had been cut down significantly, citing strict regulations regarding work hours.[8] On April 18th, 2018, Nintendo again filed a number of trademarks for several game logos, including the Super Smash Bros. logo. Most of these game logos originate from games with some relationship to the Smash series, including Pikmin, Star Fox, and F-Zero. These trademarks were approved on May 14th, 2018.[9]
The game was finally unveiled at E3 2018 via a Nintendo Direct. The 25-minute trailer featured in the Nintendo Direct confirmed the title of the game as Super Smash Bros. Ultimate, revealed that every previously playable character would return, introduced Daisy and Ridley as new playable characters, and showcased new and returning gameplay features. Following the end of the presentation, a Nintendo Treehouse event went live. During the Treehouse event, several matches were streamed and some new features were revealed and discussed. In addition to the Treehouse livestream, a playable demo of the game was opened to the public at E3 2018 and at the Nintendo Store in New York. Following the end of the Splatoon 2 World Championships, the Super Smash Bros. Invitational 2018 began. During the match pitting MkLeo as Bayonetta against Plup as Ridley, Masahiro Sakurai reportedly shook his head after MkLeo had performed a successful ladder combo on Plup.[10] At the end of the invitational, the Nintendo Treehouse livestream resumed, further showcasing more gameplay elements and matches. In addition to this, the official Super Smash Bros. Ultimate website was published. This would serve as the primary source for new details about the game.
A demo of the game would later be playable at certain tournaments and events including Rage 2018 Summer, Next Generation World Hobby Fair ’18 Summer, CEO 2018, Jump Victory Carnival 2018, and EVO 2018.
Changes from SSB4
As Super Smash Bros. Ultimate is still in development, the information listed below has been taken from the E3 Demo version and gameplay trailers and may be subject to change after the official release of the game.
Menu and UI changes
- In Vs. mode, the stage selection screen now appears before the character selection menu, making players select a stage before selecting characters. This could be interpreted as fairer to the losing player in a set of matches.
- The rule selection screen appears before the stage selection screen.
- All stages now have a Battlefield form. Ω forms are also standardized to have the same underside shape akin to Final Destination, with none of them having vertical walls.
- Stage hazards can be turned off for the first time in the series, allowing players to remove intrusive elements from gameplay. What constitutes as a "hazard" is not yet clear, but seems to include even mild elements such as tilting or platform movement.
- A "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.
- Alternate costumes are now shown at the bottom of the player's portrait, with at least 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 5).
- In timed matches, characters in the lead will occasionally flash with a gold sparkle.
- While a match is loading, an intense versus splash screen will appear, showing the combatants in their CSS renders and alternate costume. Consequently, this seems to remove tips - at least from where they were in Smash 4.
- 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 onscreen whenever a stock is lost.
- 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.
- The closer a fighter is to a blast zone, the smaller their "magnifying glass" camera becomes. It will start flashing when they are almost touching the blast line.
- Like Little Mac in Smash 4, several characters now sport additional UI elements next to their damage meter, such as Villager's Pocketed item, Robin's durability counters, or Inkling's Ink Tank gauge.
- 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.
- 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. An option to create playlists from My Music is also present; playlists can be played in handheld mode while the screen is off like a music player.
- Two new battle modes are present:
- Squad Strike is a 5-on-5 or 3-on-3 team battle mode that can be played with either two players controlling each set of fighters or one player for each fighter.
- 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.
Gameplay changes
- To increase gameplay speed, all damage taken in one-on-one fights with no items is increased to 1.2x.
- Short hop aerial attacks now have a damage multiplier of 0.85x. This is presumably to offset the aforementioned 1.2x damage increase.
- While knockback itself might be unchanged, the physics of launch movement are different from all previous games - characters have a much higher initial speed and deceleration, resulting in being launched at very high speeds yet slowing down to nothing very quickly. This new knockback behavior is unofficially known as "balloon knockback" by the fanbase.
- Rage only becomes noticeable with damages of 120% or above, and its knockback increase has been toned down.
- Perfect shields are performed in reverse: instead of pressing the shield button several frames before an attack connects, players have to release the shield button when an attack connects on their shield instead. This also causes the screen to pause briefly, with the fighter's eyes flashing to signify a perfect shield. This updated mechanic makes perfect shielding a much riskier tactic, but allows a perfect-shielding fighter to retaliate much faster against attacks when successful.
- It is currently unknown if this new method of perfect shielding forces shields to take damage before a player can retaliate.
- It now takes 11 frames to shield drop, making the game less defense-focused.[11]
- Hitting a shield now contributes to staling.
- If two grabs collide, both characters take minimal damage and act as if grab released. This removes the effect of port priority in determining who gets the grab.
- Edge sweet spots have become smaller.
- Footstools have been nerfed, with opponents being able to tech on the ground during the footstool animation.
- Reeling can be teched on the ground, like in previous Smash games.
- Locks can now only be performed twice in a row.
- Characters can no longer run through shielding characters and instead push them backwards, 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). As of now, it is unknown if this is a bug.
- Screen KOs are much faster, making them once again faster than Star KOs.
- 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. If the screen has finished zooming in, Bob-ombs will start falling after a while.
- Timed battles can last 2 and a half minutes, which signifies more precise time limit options for versus mode.
- Stamina battles are now part of the basic rule selection.
- Rage can now be turned off on the basic rule selection.
- Final smash meters are now part of the basic rule selection. Characters will fill the bar as they get enough damage. However only one final smash can be used at time.
Mobility changes
- The jumpsquat timing of every character has been standardized to 3 frames.
- Full hops and midair jumps are sped up across the cast. However, this does not apply to extra midair jumps (such as Kirby's or Pit's).
- Landing lag for aerials and helplessness has been significantly reduced overall. For some characters, the landing lag of these moves is even less than in Melee with L-canceling.
- Rolling and sidestepping repeatedly now penalizes the user with increased startup and ending lag and less intangibility frames, leaving them more vulnerable.
- Perfect pivoting can no longer be performed, as characters no longer enter their standing animation when turning around out of their initial dash.
- Air dodges now contain elements from all previous incarnations of the technique: airdodging to the left and right grants fighters a quick momentum boost in said direction like in Melee, but without making them helpless. However, fighters can only air dodge once before landing or getting hit, and the directional version has roughly a full second of ending lag. Landing while neutral airdodging does not incur landing lag, like in Brawl, while directional airdodging does, like in Smash 4.
- Fighters suffer from almost no landing lag should they attempt a standard air dodge too close to the ground; however, directional air dodges cause more landing lag.
- Wavedashing has made a return from Melee, but has been nerfed due to the new mechanics added to directional air dodging as well as increased landing lag. Techniques associated with wavedashing, like wavelanding, are also back, but to what extent is unclear.
- Initial dashes seem to have been lengthened, allowing some aspects of dash-dancing to return. However, characters cannot turn around until the entire dash animation is finished, making it more similar to fox-trotting.
- Being sent into hitstun by any attack from behind 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 instantly turn around to input any grounded attack in the other direction, a technique unofficially named "Reversed Run Canceling" by fans.
- Short hop aerial attacks can be performed by pressing the jump and attack buttons at the same time. This will assist players who have difficulty performing short hops because of the new universal 3 frame jumpsquat.
- Rapid-jab neutral attacks no longer push the user off edges when hitting opponents.
- Smash attacks can be charged about three times longer than previous games. Unlike in previous games, the damage increase from charging caps after a set period, but knockback continues to increase until the move is unleashed.
- Aerial attacks can be performed while hanging onto a ladder, a property known officially as a "ladder attack".
- Pummels have been universally sped up, but deal less damage.
- Edge attacks have been buffed, now granting intangibility until the hitboxes cease rather than until 2 frames before the hitboxes come out, allowing them to beat out opposing attacks.
- Most chargeable neutral specials that can't be stored are now reversable, whether for the duration of the charge or right before they are unleashed.
- Taunts can now be canceled, and are performed much faster.
- The effectiveness of every tether recovery has been nerfed, as they cannot be performed out of airdodges quickly, brought on by increased lag, and the amount of getup is the same as regular up specials.
- Final Smashes are quicker, with versions granting a controllable transformation being removed, so players can return to fighting quickly. As a result, many fighters receive new Final Smashes or have returning Final Smashes with altered functionalities, such as Landmaster being replaced by an Arwing cutscene, and Octopus dragging opponents offstage immediately after transforming.
Aesthetic changes
- The particle effects of the game are significantly more cartoony, with a solid-color or cel-shaded aesthetic. 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.
- Most returning fighters feature a more subdued color scheme, but with slightly more detail in their models than from previous games.
- 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 infamous "ping".
- 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.
- 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.
- Grab immunity after a character is thrown or released from a grab is visually indicated by their model flashing yellow until it wears off.
- Blast KOs cause a burst of confetti on the screen alongside the standard colorful blast.
- Star KO'd characters now use a tumbling animation similar to Brawl's Screen KOs, rolling away from the screen as they fly away.
- Final Smashes now cause a segment of the screen to show the upper portion of the summoner's face, which is taken entirely from the summoner's official artwork, before the move begins, similar to Chrom's appearance in Pair Up.
- In Mr. Game & Watch's case, the close up is of where his eyes would be.
- Any characters standing too close to a Final Smash will visibly react to it.
- 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.
- While Rage is in effect, smoke will constantly come out of the damage meter.
- Many Assist Trophies and Final Smashes now affect the background of the stage.
- On the Results screen, the Announcer now says "(Character name/Team) wins!", instead of saying "The winner is... (character name/team)!" as in the past three installments. 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 games.
- In addition to some characters with a mirrored stance, 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.
- Moves with Reflection now display shining hexagon effects, similar to Fox's Reflector, upon reflecting projectiles.
- Music within a given franchise is shared across that franchise's stages, rather than each stage having its own music.
Item changes
- Certain types of items, such as banana peels, are now able to be picked up by tilt attacks.
- There can now be more than one Assist Trophy active at any given time. Additionally, characters summoned by an Assist Trophy can be KO'd, granting a point to whoever KO'd said character. If multiple players summon an Assist Trophy each, they will proceed to fight one another if close enough.
- When an Assist Trophy or Poké Ball is used at the edge of a stage or ledge, they no longer immediately fall off the stage/ledge.
- Fake Smash Balls were introduced, with inverted lines as their design. When broken, these explode into a colorful X-shaped explosion, causing heavy knockback and damage to nearby fighters. Unlike the standard Smash Ball, Fake Smash Balls tend to drift towards players and general action instead.
- Smash Balls and Fake Smash Balls have a chance of spawning with Soccer Ball physics, rolling around the stage and respawning once they drop offstage. These despawn after a set time.
- The Boss Galaga causes a black background to cover the screen when it catches an opponent, complete with pixel stars. Additionally, if the Boss Galaga Star KOs a character, it can now be seen with the character in the distance. The star also becomes larger.
- The Hammer and Golden Hammer have a unique 8-bit-styled hit particle, resembling the particle effect used when Mario destroys a barrel in the original Donkey Kong.
- The Warp Star's descent can now be stalled by the user.
- The Timer now creates a dark warping background alongside its usual slowdown effect.
- There is now an option to acquire Final Smashes through a meter called the "FS Meter". When this option is turned on, a gauge will appear under players character icons. The more damage the player takes, the more the FS Meter is filled. It is currently unknown if the player can build up FS Meter by dealing damage. When filled, the player can use a weaker version of their Final Smash.
Gallery
Miscellaneous
- SSBU Panoramic.jpg
Panoramic Artwork
Characters
Trivia
- This is the first Super Smash Bros. game since the original Super Smash Bros. to not be announced alongside new hardware. 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. Moreover, unlike the latter two games, this is the first time since Super Smash Bros. Melee that a Smash Bros. game is not announced years in advance, as Super Smash Bros. Brawl was announced in 2005 and revealed a year later, and Super Smash Bros. 4 was announced in 2011 and revealed two years later, with both released in 2008 and 2014 respectively.
- This is the first Super Smash Bros. game to:
- Not feature the involvement of Satoru Iwata, as he passed away in July of 2015.
- Have no veteran characters cut since Melee.
- Have a planned simultaneous worldwide release.
- Have the announcer's English-language voice actor unchanged, with Xander Mobus reprising his role from Super Smash Bros. 4.
- Feature unlockable characters and only one newcomer on the box art.
- Have all of its veterans announced prior to launch and at the same time.
- Have none of its newcomers as starter characters.
- Feature more unlockable characters than starter characters.
- Have no unlockable stages.
- Because of the size of the USK icon on the game's box art, the German version has a slightly different variation of said box art: Pikachu is moved upwards, Yoshi is completely missing, and the logo is off-centered.[12]
- Super Smash Bros. Ultimate marks the first time in the series where long-running veterans Peach, Bowser, Ice Climbers, Zelda, Sheik, Meta Knight, Pit, Zero Suit Samus, Ike, Charizard, Diddy Kong, King Dedede, and Olimar are unlockable characters.
- The Ultimate logo features the same curved line under the game title as Super Smash Bros. 4, though it is no longer hidden behind the series name.
- 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).
- This is the second Super Smash Bros. game to feature 2D illustrations on the box art, with the first being the original Super Smash Bros.
References
- ^ a b Types of items
- ^ "Famitsu News — “Sakurai Catching a Breather”" - Source Gaming.
- ^ a b c "“Smash is Special” COMPLETE Translation" - Source Gaming.
- ^ "Why Super Smash Bros. Ultimate was such a daunting game for its creators to build" - The Verge.
- ^ “Nintendo Apply for a Number of Trademarks” - Japanese Nintendo.
- ^ Sakurai announces that he has been working on Smash for Switch.
- ^ Translation of Sakurai's Smash for Switch tweet.
- ^ "“Compliance and Labor” – Sakurai’s Famitsu Column, Vol. 542" - Source Gaming.
- ^ Several trademarks from Nintendo are approved for use.
- ^ Bear witnessing Sakurai shaking his head.
- ^ https://www.reddit.com/r/smashbros/comments/8rgc3i/did_a_framebyframe_breakdown_of_the_invitational/?st=jii2wdxz&sh=4cc5fc06
- ^ https://twitter.com/ZeldaUniverse/status/1009908072205160450
External links
Super Smash Bros. series | |
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Super Smash Bros. · Super Smash Bros. Melee · Super Smash Bros. Brawl · Super Smash Bros. 4 (for Nintendo 3DS · for Wii U) · Super Smash Bros. Ultimate |