List of regional version differences (SSB)
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There are many differences between the Japanese and North American releases of Super Smash Bros., which are listed on this page. The regional differences are much more significant than in Melee or Brawl, often resulting in considerable differences in matchups between characters.
NTSC-J to NTSC-U changes
Gameplay
- The distance traveled by Smash DI is 40% longer, allowing the defender to get out of combos much easier and making it so multi-hitting attacks are less reliable.
- All attacks have 1 extra frame of hitlag. The exact formula was changed from
⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋
to⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋
- The shieldstun formula has changed from
d * 1.75 + 3
(rounded up) tod * 1.62 + 4
(rounded down). This essentially means that most attacks have slightly reduced shieldstun unless they deal 1%, 2%, 4% or 5%. - The momentum slide has been removed for all characters.
Aesthetics
- Beam Sword given an altered sound to sound less like a lightsaber, presumably to prevent copyright infringement.
- Vs. Match changed from "Battle Royal" to "Free-for-all."
- Title screen changed from 'Dairantou Smash Brothers' to "Super Smash Bros." and has a brighter logo.
- The punch and kick sound effects are completely different. The Japanese version has more violent hitting sounds, while the US/PAL versions have Bowling ball-like hitting sounds. Other hit sounds effects such as the "Slash" and Ping sound effects remain unchanged, although some moves had their hit sound effects changed.
- The narrator has a few re-recorded lines in the Western version; samples such as "Fox", "Board The Platforms", and "Break the Targets" are spoken bolder and clearer. The re-recorded samples have a slightly different echo effect than the Japanese originals.
- Stage Select screen has a rough English translation for stage names placed over the series icon in the Japanese version, this was removed in the US version.
- The sign on the side of the Silph Co. headquarters building in Saffron City reads "Silph" in the US version as opposed to the Japanese version's "Silf"; in addition, the banner on the background building to the left, which contained the typo "Got a Catch 'em All!", was corrected to "Gotta Catch 'em All!".
Captain Falcon
- Captain Falcon runs faster (70 → 75).
- Captain Falcon keeps less horizontal momentum from a grounded jump (0.35 → 0.31).
- Captain Falcon has reduced jump power (grounded: 25 → 24; midair: 0.95 → 0.9).
- Captain Falcon's falling speed was increased (60 → 66), improving his endurance but making him more susceptible to combos.
- Falcon Dive covers less distance.
Donkey Kong
- Donkey Kong is slightly heavier (0.84 → 0.83).
- In Later Smash games' terms: 138 → 141
- Clean back aerial has increased base knockback (0 → 10).
- Down aerial deals more knockback (10 (base), 80 (scaling) → 15/90).
- Opponents require six less button inputs to escape from forward throw.
- Spinning Kong has more vertical lift (676.32 → 809.72).
Fox
- Down tilt deals 2% more damage (10% → 12%) and has increased base knockback (0 → 25).
- Down smash has a horizontal knockback angle instead of a vertical knockback angle (70° → 25°), making it worse for combos but better at edge guarding.
- Down smash deals less knockback (30 (base), 100 (scaling) → 35/80).
- Blaster deals more damage (5% → 6%).
- Blaster's angle has been altered (361° → 10°).
- Blaster has decreased set knockback (5 → 1).
- Fire Fox deals 3% more damage (13% → 16%) and has increased knockback (65 (base), 50 (scaling) → 60/60).
- Fire Fox now launches opponents vertically (361° → 80°).
- Fire Fox no longer has invincibility frames.
- Reflector has an increased reflection multiplier (1.5x → 1.8x).
Jigglypuff
- Jigglypuff has all new voice clips due to its name change from "Purin" to "Jigglypuff".
- Jigglypuff has a different blinking pattern while taunting.
- Taunt has less ending lag (FAF 67 → 61).
- Down smash has more range on both sides as its foot hitboxes have been repositioned to cover the space past Jigglypuff's feet rather than its legs (x offset: 100 → 200).
- Rest deals more damage (14% → 20%) and knockback (20 (base), 140 (scaling) → 60/120), significantly improving its KO potential.
- Rest now makes the ping sound effect when it connects rather than a heavy kick sound.
Kirby
- Kirby is about 3% smaller (0.94 → 0.91) This gives his attacks less range but also makes him harder to hit (granted he has not performed the bigger Kirby glitch).
- Rolls are shorter (without the bigger Kirby glitch) due to Kirby's smaller size.
- Neutral attack's second hit now uses a weak punch sound instead of a medium punch sound.
- Neutral attack's loop hits launch opponents at a slightly lower angle (70° → 65°).
- Neutral attack's loop hits have smaller hitboxes (90u → 50u) and the far hitbox has been moved closer to Kirby (x offset: 200 → 165).
- Up and down smash both deal 2% less damage (18% (up)/20% (down) → 16%/18%) and have decreased base knockback (24 (up)/40 (down) → 20/30).
- Up aerial deals less damage on the clean and mid hits (12% (clean)/9% (mid) → 10%/8%).
- Up aerial has a smaller hitbox (150u → 105u).
- Forward throw sends at a higher, more diagonal angle (45° → 70°), granting it vertical KO ability but hindering its horizontal KO potential and hindering its ability to set up edgeguards.
- Forward throw has increased base knockback (80 → 100).
- Forward throw has gained a collateral hit when Kirby lands.
- Kirby releases opponents from forward throw later (frame 56 → 58), decreasing its ending lag.
- Final Cutter covers less distance when used on the ground (without the bigger Kirby glitch) due to Kirby's smaller size.
- Stone deals 2% less damage (22% → 20%) and has decreased knockback scaling (78 → 70).
Link
- Link's Master Sword is slightly shorter, worsening his range.
- Link walks slightly slower (0.4 → 0.37).
- Link's gravity is higher (3.2 → 3.4). While this does improve his vertical endurance and his ability to land, it also makes him more susceptible to combos and more notably, it reduces the height of his jumps and his Spin Attack, hindering his recovery.
- Link's shield size is slightly larger (260 → 280).
- Up tilt deals 5% less damage (15% → 10%), hindering its KO potential and significantly reducing its shieldstun, making it much less safe when shielded. It also sends opponents at a more horizontal angle (90° → 79°), removing its ability to combo into itself at low percents for easy combos.
- However, this improves its combo potential at higher percents.
- Up tilt has smaller hitboxes (120u/90u → 100u/80u) and the far hitbox has been moved closer to Link (z offset: 260 → 240).
- Up smash's first two hits deal 1% damage (8% (hit 1)/4% (hit 2) → 7%/3%) making it deal 2% less damage overall (24% → 22%).
- Down aerial deals 2% less damage (18% → 16%), and has decreased base knockback (30 → 25), hindering its KO potential and reducing its shieldstun.
- Down aerial's tip has a smaller hitbox (180u → 150u).
- Boomerang covers less distance.
- Spin Attack deals 1% less damage in spots and covers less distance in the air, worsening his recovery.
- Bombs deal less damage when they explode (8% → 5%).
- Bombs deal more damage when thrown (4% → 5%).
- Bombs deal more knockback when they explode, improving their combo potential.
Luigi
- Luigi is bigger (1.0x → 1.12x). This improves his range but makes him easier to hit.
- Luigi's head hurtbox dimensions are marginally smaller ({155,200,150} → {155,160,150}).
- Air Speed is reduced (26.0 → 22.5).
- Rolls travel farther due to Luigi's larger size.
- Forward Throw does more damage (12% → 16%), making it much stronger despite its reduced base knockback (80 → 70).
- Back Throw does less damage (16% → 12%), hindering its KO potential despite its increased base knockback (70 → 80).
- Fireballs deal less knockback (22 (base), 50 (scaling) → 10/25) and have a shorter duration (frames 16-104 → 16-94).
- Fire Jump Punch's grounded sweetspot deals less knockback (100 (base), 78 (scaling) → 90/80), hindering its KO potential despite its altered angle (80° → 90°).
- Aerial Fire Jump Punch's sweetspot deals more damage (24% → 25%) and has more knockback scaling (78 → 80).
- Aerial Fire Jump Punch's sourspot deals less damage (2% → 1%).
- Super Jump Punch covers more distance due to Luigi's larger size.
Mario
- Mario is bigger (1.0x → 1.12x). This improves his range but makes him easier to hit.
- Mario's head hurtbox dimensions are marginally smaller ({148,160,138} → {148,140,138}).
- Rolls travel farther.
- Fireballs deal more damage (6% → 7%).
- Fireballs deal less knockback (22 (base), 50 (scaling) → 10/25), but travel a longer distance.
- Super Jump Punch covers more distance due to Mario's larger size.
Ness
- Up tilt deals less damage (8% → 7%) and has increased base knockback (70 → 80), hindering its combo potential when stale.
- Up tilt's angle has been altered (96° → 100°) improving its combo potential.
- Forward smash deals less damage (20% → 18%) and has decreased knockback scaling (67 → 65).
- Forward smash has an increased reflection multiplier (1.5x → 1.8x).
- Up smash's clean hit deals less damage (19% → 17%) and sends opponents at a less favorable angle (105° → 110°) hindering its KO potential despite its increased base knockback (0 → 20).
- However, these changes improve its combo potential.
- Mid and late up smash deal less damage (17% (mid)/14% (late) → 15%/13%) with the mid hit also sending opponents at a less favorable angle (90° → 78°).
- Down smash deals less damage (21% → 19%).
- Up aerial deals 2% less damage (17% → 15%) and has decreased knockback scaling (120 → 110), hindering its KO and shield pressuring potential.
- However, these changes improve its combo potential.
- Up aerial has a smaller hitbox (190u → 175u).
- PK Fire deals more damage (2% (fire & pillar) → 7% (fire), 3% (pillar), 16% → 25% (total)).
- PK Fire travels a shorter distance.
- PK Thunder 2 deals less damage (35% → 30%) and knockback (50 (base), 100 (scaling) → 40/84).
- PK Thunder 2 has a smaller hitbox (200u → 150u).
- PK Thunder 2 has a shorter duration (frames 1-28 → 1-18), less invincibility (frames 1-17 → 1-9), and more landing lag (30 frames → 42).
Pikachu
- Neutral attack has decreased base knockback (8 → 4).
- Up angled forward tilt deals more damage (9% → 11%).
- Down angled forward tilt deals less damage (10% → 9%).
- Dash attack has higher base knockback (20 → 40).
- Forward smash's late hit's hitboxes have been repositioned and it has gained a third hitbox which reaches further out, increasing its range.
- Clean Thunder Jolt deals more damage (8% → 10%).
- Thunder Jolt has a longer duration (98/99 frames → 118/119).
- Thunder Jolt deals less knockback (30 (base), 50 (scaling) → 50/30 (clean), 20/50 → 10/20 (late)).
Samus
- The second hit of neutral attack now has a medium punch sound instead of a heavy punch.
- Up smash has increased base knockback (10 → 22).
- Up smash's near hitbox is larger (185u → 200u), allowing it to hit grounded opponents more reliably.
- Up smash's hitboxes have a longer duration (2 frames → 3).
- Altogether, these changes make up smash connect more reliably, especially at lower percents.
- Grounded Screw Attack has fewer invincibility frames on startup (frames 1-11 → 1-5 frames).
- Screw Attack's loop hits now have a weak kick sound instead of a medium kick.
Yoshi
- Yoshi's double-jump has increased armor (110 → 140).
- Yoshi's double-jump has increased horizontal velocity (0.35 → 0.4).
- Yoshi has increased air speed (40 → 44).
- Yoshi has increased falling speed (55 → 58).
- Yoshi has increased gravity (2.7 → 2.8).
- Up tilt and down tilt now have a medium kick sound rather than a heavy kick.
- Down smash deals 1% more damage (13% → 14%) and launches opponents at a lower angle (35° → 30°), improving its KO and edgeguarding potential.
NTSC-U to PAL (AUS) changes
Aesthetics
- Kirby's Fun Pak referred to as Kirby's FAN PAK ('FAN' being a typo); Kirby's Fun Pak was the official PAL region title for Kirby Super Star
- Star Fox referred to as STARWING; Starwing was the game's official PAL region title
- Star Fox 64 referred to as LYLATWARS; Lylat Wars was the game's official PAL region title
Gameplay
- Teleports go a longer distance.
Link
- Link's air speed has been reduced (31 → 27).
- Link's Midair Jump Multiplier was given a very slight decrease (0.9 → 0.85).
- Link's starting horizontal air velocity multiplier for his midair jump was also given a slight decrease (0.35 → 0.34).
- Link's fast falling speed was significantly increased (102 → 110).
Samus
- Samus' air speed has been reduced (28 → 26).
- Back aerial has reduced knockback scaling (145 → 130).
- Down aerial has smaller hitboxes (125u/140u → 110u/125u).
Fox
- Forward tilt has smaller hitboxes (100u/100u → 80u/80u).
- Forward tilt's foot hitbox has been repositioned closer to Fox's foot (x offset: 140 → 120), giving it less range.
Pikachu
- Up tilt has increased base knockback (10 → 15).
- Late forward smash deals more damage (18% → 20%).
- Down aerial deals more damage (13% → 14%).
- Thunder deals more damage (12% (thunderbolt)/16% (shockwave) → 14%/18%).
Jigglypuff
- Down aerial has smaller hitboxes (180u/180u → 170u/170u).
- Down aerial auto-cancels later (frame 33 → 40).
- Rest has a much smaller hitbox (130u → 60u).
PAL (AUS) to PAL (EUR) changes
General
- The language can be set to English, French, or German. When set to French or German, the announcer is replaced with a French/German announcer.
- When the language is set to German, the German announcer does not have separate voice clips for "Captain Falcon", "Computer Player" or "Team Battle". Instead, the English announcer voice clips “Captain Falcon”, “Computer Player” and “Team Battle” are used.
Gameplay
Link
- Link's air speed was significantly increased (27 → 37).
- Link's air acceleration is higher (0.04 → 0.05).
- Link's Midair Jump Multiplier was given a very slight increase (0.85 → 0.88).
- Link is significantly heavier (0.96 → 0.9).
- In Later Smash games' terms: 108 → 122
- Forward smash deals more damage (20% (clean)/12% (late) → 24%/14%), improving its KO potential and increasing its shieldstun.
Jigglypuff
- Jigglypuff has all new voice clips when the game is set to French or German due to its name change from "Jigglypuff" to "Rondoudou" and "Pummeluff" respectively.
Stage names
English | French | German | Chinese (Simplified) |
---|---|---|---|
Peach's Castle | Château de Peach | Toadstools Schloß | 桃花城堡, Taohua Chengbao (lit. Peach Blossom Castle) |
Congo Jungle | Jungle du Congo | Tiefster Kongo | 刚果丛林, Gangguo Conglin (lit. Congolese) |
Hyrule Castle | Château d'Hyrule | Schloß Hyrule | 海拉鲁城堡, Hailalu Chengbao (lit. Hailaru Castle) |
Planet Zebes | Planète Zebes | Planet Zebes | 泽贝斯行星, Zebesi Xingxing (lit. Zebes Planet) |
Yoshi's Island | Île Yoshi | Yoshi-Insel | 耀西岛, Yaoxi Dao (lit. Yoshi Island) |
Dream Land | Pays des Rêves | Dream Land | 梦幻国, Menghuan Guo (lit. Dreamland) |
Sector Z | Secteur Z | Sektor Z | Z地区, Z Diqu (lit. Z Area) |
Saffron City | Safrania | Saffronia City | 金黄市, Jinhuang Shi (lit. Golden City) |
Mushroom Kingdom | Royaume Champignon | Donut-Ebene | 古代王国, Gudai Wangguo (lit. Ancient Kingdom) |
See also
- List of regional version differences (SSBM)
- List of regional version differences (SSBB)
- List of regional version differences (SSB4)
- List of regional version differences (SSBU)