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Super Smash Bros. Ultimate

Super Smash Bros. Ultimate

Revision as of 20:39, July 26, 2018 by Hakannakah1 (talk | contribs) (→‎Gameplay changes: Moving this edit to "Item Changes" subsection)
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Super Smash Bros. Ultimate
Super Smash Bros Ultimate Box Art RP.png
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 Pichu and Young Link from Melee as well as Wolf and Snake from Brawl in addition to the previously leaked Ice Climbers. 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 the three different Pokémon of the Pokémon Trainer are treated as individual characters) from all previous Smash Bros. games return as playable characters. Inkling, with various Boy and Girl designs from the original Splatoon, has been confirmed to appear in the game as a playable character. Ridley is also confirmed to be playable, with Meta Ridley as an alternate costume. Playable clone characters are now described as "Echo Fighters" and are marked with an epsilon symbol (ε); Daisy is confirmed to be an Echo Fighter of Peach.

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

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
 

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
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.
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

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.

The game would later be playable at certain tournaments and events including Rage 2018 Summer, Next Generation World Hobby Fair ’18 Summer, CEO 2018, and Jump Victory Carnival 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.
  • 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.
  • 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.

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 - characters have a much higher initial speed and deceleration, resulting in being launched at very high speeds yet slowing down to nothing very quickly.
  • Rage only becomes noticeable when the opponent is at 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 allows a perfect-shielding fighter to retaliate much faster against attacks, though it is currently unknown if it forces shields to take damage before a player can retaliate.
  • It now takes 11 frames to shield drop, making the game less defensively focused.[11]
  • Moves now enter the staling queue when hitting shield.
  • 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.

Mobility changes

  • The universal jumpsquat timing of every character has been standardized to 3 frames.
  • Full hop and midair jump trajectory are sped up all across the board. However, this don't apply on multiple midair jumps (Like Kirby or Pit's multi jumps).
  • The landing lag of all aerials and up special are significantly reduced for all characters. In some cases, the landing lag of some characters are lower than their Melee's version with L cancel performed.
  • Dash can be cancelled into any attack, improving approach options, similar how crouch cancel works on Melee, but without the need to crouch.
  • Short hop aerials can be performed by holding jump and attack buttons at the same time. This wil help people who struggle to perform the universal 3 frame jumpsquat.
  • Rolling and sidestepping repeatedly now penalize the user by slowly causing grounded dodges to lag and lose intangibility frames, leaving them more vulnerable.
  • Perfect pivoting can no longer be performed, since characters no longer enter their standing animation when turning around out of their initial dash.
  • Air dodges now act as a combination of Melee and Smash 4: airdodging to the left and right grant fighters a quick momentum boost in said direction, 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.
    • 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.
    • Unlike in Melee, wavedashing is impossible due to the new mechanics added to directional air dodging as well as increased landing lag. Wavelanding can still be performed, but it is less practical by comparison.
  • 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 making it more similar to fox-trotting.

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 aerials can be performed by holding jump and attack buttons at the same time. This wil help people who struggle to perform a short hop 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.
  • Non-storable chargeable neutral specials can now be reversed 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 and the camera zooms in with an 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 from the previous game, while zooming in. These are referred to as "Special zoom" and "Finish zoom" by Masahiro Sakurai and the development team.
    • Apart from game-ending final hits, these moments are signified by a sound similar to landing a KO Uppercut.
  • 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.
  • All characters now have unique hitstun animations for taking hits from behind.
  • 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 percentage gauge will constantly spark with aqua-colored electricity. Upon use, one of the eyes on the fighter's character portrait will flash.
  • Many Assist Trophies and Final Smashes now affect the background of the stage.
  • Victory scenes appear identical to the ones in the previous installment. However, the winner's area now takes place on this game's Battlefield. Additionally, while playing 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.
  • On the victory screen, the Announcer now says "(Character name/Team) wins!", instead of saying "The winner is... (character name/team)!" as in the past three installments.
  • 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.

Item changes

  • 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.

Gallery

Miscellaneous

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.
  • 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

External links