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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 freeze frame.
  • The shieldstun formula has changed from d * 1.75 + 3 (rounded up) to d * 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.
  • Completely different sound effects for attacks landing on characters. The Japanese version has more violent hitting sounds, while the NTSC/PAL has Bowling ball-like hitting sounds.
    • 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 NTSC 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 dashes 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).
  •   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

  •   Down smash has more range on both sides as its clean hit's hitboxes have been repositioned to cover the space past Jigglypuff's feet rather than its legs.
  •   Rest deals 6% more damage (14% → 20%) significantly improving its KO potential.

Kirby

  •   Kirby is about 3% smaller (0.94 → 0.91) without compensation on his hitboxes making him harder to hit and making his attacks more disjointed.
  •   Rolls are shorter.
  •   Neutral attack's loop hits have smaller hitboxes.
  •   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.
  •   Forward throw has a more upward diagonal angle instead of a horizontal angle (40° → 70°).
  •   Forward throw has increased base knockback (70 → 100).
  •   Final Cutter covers less distance.
  •   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 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 smash's first two hits deal 1% damage making it deal 2% less damage overall (24% → 22%).
  •   Down aerial deals 2% less damage (18% → 16%) and has decreased base knockback (30 → 25).
  •   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).
  •   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.
  •   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 travel a shorter distance.
  •   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.

Mario

  •   Mario is bigger (1.0x → 1.12x).
  •   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) and travel a shorter distance.
  •   Super Jump Punch covers more distance.

Ness

  •   Up tilt deals less damage (8% → 7%) although its base knockback was compensated (70 → 80).
  •   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 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.
  • {{nerf|PK Thunder 2 has a shorter duration (frames 1-28 → 1-18), less invincibility (frames

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 forward and it has gained a third hitbox which covers Pikachu's body, increasing its range.
  •   Clean Thunder Jolt deals more damage (8% → 10%).
  •   Thunder Jolt covers less distance.
  •   Thunder Jolt deals less knockback (30 (base), 50 (scaling) → 50/30 (clean), 20/50 → 10/20 (late)).

Samus

  •   Up smash has increased base knockback (10 → 22).
  •   Up smash's hitboxes have been repositioned to make it 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).

Yoshi

  •   Yoshi's double-jump has increased armor.
  •   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).
  •   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

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).

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

  •   Rest has a much smaller hitbox (more similar to Melee).

PAL (AUS) to PAL (EUR) changes

General

  • The language can be set to English, French, or German.
  • In the European version of the game, when set to the German language, 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 in the German version of Super Smash Bros.

Gameplay

Link

  •   Link 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%/16%), improving its KO potential.

Stage names

 
English French German Chinese (Simplified)
Peach's Castle Château de Peach Toadstools Schloß
Congo Jungle Jungle du Congo Tiefster Kongo
Hyrule Castle Château d'Hyrule Schloß Hyrule
Planet Zebes Planète Zebes Planet Zebes
Yoshi's Island Île Yoshi Yoshi-Insel
Dream Land Pays des Rêves Dream Land
Sector Z Secteur Z Sektor Z
Saffron City Safrania Saffronia City
Mushroom Kingdom Royaume Champignon Donut-Ebene

See also

References