List of tips (SSBU)
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This page lists all of the tips present in Super Smash Bros. Ultimate.
Fighters
Mario
- Mario's Origins – Mario made his debut in the arcade game Donkey Kong. He wore a blue shirt and red overalls—the opposite of his current outfit.
- In His Series – When you think of Mario, you might think of his signature phrases like "Mamma mia!" and "It's-a me, Mario!" These classic Mario phrases were first uttered by Mario in Super Mario 64.
- The Gold Standard of Action Games – The Super Mario series has released 35 titles, appeared on at least 15 systems, and it's sold more than 340 million copies worldwide!
- Luigi's Air Superiority – The title Super Mario Bros. 2 refers to different games in the West and in Japan, but both games introduced Luigi's ability to jump higher than Mario!
- Mario's Name – When Mario first appeared in the arcade version of Donkey Kong, he was known as Jumpman. The kidnapped woman was called "Lady," but she was later given the name Pauline.
- A Familiar Face – In Punch-Out!!, released on the NES in 1987, the referee was none other than Mario! His outfit was a bit different, but he still wore his trademark cap.
- F.L.U.D.D. from Super Mario Sunshine – A device in Super Mario Sunshine made by Gadd Science, Inc. It's a handy partner that can defeat enemies with water or change attributes by changing the nozzle.
- Builder Mario – Select the seventh color variation to play as Builder Mario from Super Mario Maker.
- Wedding – Select the eighth color variation to play as Wedding Mario from Super Mario Odyssey.
- Cape's Effect (Side Special) – This move has the effect of turning your opponents around. This can really mess them up if they're trying to get back onto the stage!
- Dodging with Cape (Side Special) – Use this in midair to slow down Mario's falling speed for a moment. In particular, the first time you use it, he'll float up a bit—great for dodging!
- Reversing Controls with Cape (Side Special) – Mario's Cape doesn't just flip an opponent's body around. It also reverses an opponent's controls for a short period of time.
- Super Jump Punch (Up Special) – Sometimes the coins that appear will become the regional coins from Super Mario Odyssey. When that happens, Mario's cap will turn into Cappy.
- F.L.U.D.D.ing a Recovery – F.L.U.D.D.'s water is great for stopping fighters like Ness and Ike from recovering with their up specials. Try to keep it charged and ready!
- F.L.U.D.D. (Down Special) – A blast of water is an effective way to disrupt your opponents. It doesn't hurt, but it can slide them around.
- F.L.U.D.D.ing Items – F.L.U.D.D. isn't just for pushing fighters—it can also push some items, like capsules and crates, and even deflect incoming Bob-ombs.
- Water from F.L.U.D.D. (Down Special) – Tilt the stick up or down to change the angle of the water spray. The more water you charge up, the more forcefully it will spray out.
- Mario Finale (Final Smash) – Unleash a wave of fire that damages and pushes opponents. Hit opponents when they are close to deal big damage. It's perfect for stopping opponents from returning to the stage.
- Mario Finale Warning (Final Smash) – You'll slide backward little by little when releasing Mario Finale. Trigger it too close to an edge, or while on a narrow platform, and you might find yourself in midair!
- Lead Headbutt (Up Smash Attack) – A powerful upward headbutt. Mario's head is invulnerable while performing it. Useful against opponents moving in to attack from above.
- Meteor Knuckle (Forward Air Attack) – It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins.
- Airplane Swing (Back Throw) – When grabbing opponents and swinging them around, you can hit other fighters with the move as well. Use this to deal damage to an entire group of fighters.
Donkey Kong
- In His Series – Donkey Kong first wore his signature red necktie with the initials DK in Donkey Kong Country. In that game, he sets off on an adventure to recover his banana hoard that was stolen by King K. Rool.
- Donkey Kong's Origins – Donkey Kong, the arcade classic, was released in 1981. In that game, the heroine known as Lady was kidnapped and Donkey Kong tried to stop Mario from rescuing her.
- Giant Punch (Neutral Special) – You can tell this move is fully charged from the steam and the look on Donkey Kong's face. It's a powerful blow, but it leaves you wide open.
- Headbutt Effect (Side Special) – Use this move to bury your opponents if they're on the ground or meteor smash them in midair.
- Headbutt's Traits (Side Special) – Headbutt grants super armor at the beginning of the move, allowing you to fight through incoming attacks. It's also useful when returning to the stage, landing, and against opponents waiting for you to land.
- Spinning Kong Movement (Up Special) – This move doesn't offer a ton of lift, but it can carry Donkey Kong a fair distance left or right.
- No Pushing during Spinning Kong (Up Special) – When the move is activated, things that push fighters (like water) will have no effect on Donkey Kong. When used on the ground, you'll get super armor at the beginning of the move.
- Hand Slap (Down Special) – When used on the ground, DK's Hand Slap affects a large area around him, but it won't hit airborne fighters. When used in midair, it has a meteor effect on opponents.
- Jungle Rush (Final Smash) – Repeatedly punch the opponent and finish off by launching them with an uppercut. The move won't activate if the first punch misses, but it's super powerful.
- Slouch Slap (Down Tilt Attack) – Hit an opponent that doesn't have much damage to make them fall over. Follow up with a dash attack or dash grab!
- Comboing with Kong Karry (Forward Throw) – You'll toss opponents diagonally upward when throwing forward, toss them high when throwing backward, and launch them low when tossed down. Throwing them up is a great start to a combo.
- Forward Throw Info – Donkey Kong can pick up opponents and carry them around! Try to throw them before they shake free, though.
- Shield Break – Donkey Kong can use his side special Headbutt and his down special Hand Slap to damage or even shatter his foes' shields.
- Moves with Meteor Effect – Four of Donkey Kong's moves have a meteor effect—his forward air attack, down air attack, midair side special, and the second hit of his midair down special.
Link
- Link's Origins – Link first appeared in The Legend of Zelda on the NES. Even back then, he had a wide inventory of items, including the Bow, Boomerang, and Bombs.
- In His Series – Link is the main protagonist of the series The Legend of Zelda. He has pointy ears and wields a sword and shield. In the Zelda games, Link uses items like bombs and arrows to defeat enemies and solve puzzles.
- Who Is the Hero? – Despite being the hero, Link's name only appears in the title of five games. Can you name them? One might be trickier to remember than others!
- Clothing "of the Wild" – Link's second color vartiation is his Hero of the Wild armor, which dresses him in his traditional green garb. You can obtain this armor in Breath of the Wild by completing all of the shrines.
- Bow and Arrows (Neutral Special) – The power and distance of the arrow increases as it's charged. Arrows can stick in the ground or walls, and if you pick one up and use this move again, you can fire off two arrows at once.
- Boomerang (Side Special) – The Boomerang is the strongest the moment it's thrown. Flick the control stick quickly when you press the button to increase distance and power. If you don't catch the returning Boomerang, it will fly off.
- Remote Bomb Recovery (Down Special) – If you are launched off the stage, you can use the Remote Bomb to blast yourself back toward the stage. It's very hard to pull off, but it might work as a last resort!
- Remote Bomb's Traits (Down Special) – You can detonate whenever you want, but keep in mind that Link will be damaged by the explosion too. The bomb will explode after a certain period or when hit with a fire attack.
- Ancient Bow and Arrow (Final Smash) – Link shoots a powerful, blue glowing arrow that explodes on contact and launches opponents. The arrow will still explode if it hits a wall or the ground, and it can hit multiple opponents.
- Sword Slice (Side Smash Attack) – If Link's damage is at 0% or he has full stamina in a Stamina battle, he can shoot a sword beam by using his side smash attack.
- Double Sword Slice (Side Smash Attack) – Press the button again to attack a second time. The second attack has more launching power.
- Link's Air Attacks – Link's down and up air attacks, Downward Thrust and Jump Thrust, are from Zelda II - The Adventure of Link. In that game, they're learned from town swordsmen.
- Jump Slash (Dash Attack) – Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful.
- Hylian Shield's Strength – Link's Hylian Shield is capable of stopping even the most powerful of projectiles. This means you won't take any damage at all.
- Hylian Shield's Limits – Link's Hylian Shield can block projectiles, but it won't block anything while you're in the middle of attacking.
Samus
- Samus's Origins – Samus Aran made her debut in the NES title Metroid, released in North America in 1987. It is a science-fiction action-adventure game with a focus on exploration.
- In Her Series – Equipped with many weapons, such as beams and missiles, Samus the galactic bounty hunter wears a Power Suit designed by the Chozo. She makes full use of the suit and techniques learned from the Chozo.
- Multiple Endings – In the original Metroid, the ending would change slightly depending on your clear time. The better endings revealed the secret of Samus's identity!
- A Parental Bond? – The baby Metroid that appeared in Super Metroid imprinted on Samus before being left in the care of the Galactic Research Station at Ceres.
- Charge Shot (Neutral Special) – This is devastating when fully charged. It can be unleashed instantly, and fired repeatedly when not charging. You can also charge it in midair.
- Missile (Side Special) – Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile
- Super Missile (Side Special) – Flick the control stick quickly as you press the button to fire a Super Missile. When fired, they pause briefly before rocketing ahead. Mix things up with homing missiles to make your foe's life tough.
- Screw Attack (Up Special) – When recovering with Screw Attack, you can't grab edges behind you until you've finished rising. Make sure to face the right way when you use it!
- Bomb (Down Special) – Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
- Zero Laser (Final Smash) – Before the laser fires, it'll pull in nearby fighters a little bit. While the laser is firing, you can change the firing angle by tilting the control stick up or down.
- Straight and Cannon Hammer (Neutral Attack) – Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee.
- Midair Grapple Beam (Grab Attack) – Hop backward with a short hop, and then fire the Grapple Beam by using a grab in midair. Retreat while keeping your foes at bay!
Dark Samus
- Dark Samus's Origins – Dark Samus made her debut in 2002 in Metroid Prime. She was born from Metroid Prime cells merged with Samus Aran's DNA. She is highly intelligent.
- In Her Series – Dark Samus is a living Phazon entity with the radioactive substance Phazon as her energy supply. She has a wide range of abilities, like being able to teleport, cloak herself, and attack with an arm cannon.
- Charge Shot (Neutral Special) – Devastating when fully charged, it can be unleashed instantly and fired repeatedly. You can also charge it in midair.
- Missile (Side Special) – Holding a direction when you press the special-move button will fire a homing missile, and quickly inputting a direction as you press the special-move button will fire a Super Missile!
- Screw Attack (Up Special) – When recovering with Screw Attack, you can't grab edges behind you until you've finished rising. Make sure to face the right way when you use it!
- Bomb (Down Special) – Dark Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
- Phazon Laser (Final Smash) – Unleash an enormous laser beam that goes through the stage. You can change the angle of the beam with the control stick. The beam will repeatedly hit opponents caught in its blast.
Yoshi
- In His Series – Yoshi has kept busy appearing in many titles since debuting in Super Mario World. Yoshi can flutter jump and has a long tongue that can gobble up apples and enemies. Yoshi can be a variety of colors.
- Mario's Loyal Ally – Yoshi made his debut in Super Mario World, where Yoshi was trapped inside an egg by Bowser and freed by Mario.
- Yoshi's Puzzle Games – Yoshi is the namesake of the NES title Yoshi. Yoshi later appeared in Yoshi's Cookie and Tetris Attack, both for the SNES.
- Egg Lay (Neutral Special) – This move grabs opponents with Yoshi's tongue and traps them in an egg. They'll take less damage while trapped, but you can hit them all you like!
- Egg Lay off the Edge (Neutral Special) – Opponents that have taken a lot of damage have more trouble escaping from eggs. This means you may be able to swallow them and lay them in an egg off the edge of the stage.
- Egg Form (Neutral Special) – The more damage Yoshi's foes have accumulated, the longer they'll be stuck as an egg. They can escape faster by wiggling around.
- Egg Roll (Side Special) – This move turns Yoshi into an egg that rolls along the ground. The faster it goes, the more powerful it'll be.
- Egg Roll in the Air (Side Special) – You can start this move in the air, but you won't deal any damage until you hit the ground.
- Egg Throw's Power (Up Special) – How hard Yoshi throws the egg depends on how long you hold the button down. Tap for a light throw or hold for a powerful one.
- Upward Eggs (Up Special) – You can throw the egg straight up by inputting the direction Yoshi's facing away from just before throwing. Fake out your foes with this technique.
- A Little Eggstra Boost (Up Special) – Unlike other fighters, Yoshi doesn't have a vertical move used mainly for recovering. However, Yoshi will flutter a little bit if this move is used in midair.
- Yoshi Bomb's Power (Down Special) – The damage and launching power of the Yoshi Bomb are both a little higher when used on the ground.
- Break Shields with Yoshi Bomb (Down Special) – Yoshi Bomb is great for breaking shields. Start off with multiple neutral attacks, and then use Yoshi Bomb to finish that shield off.
- Platforms and Yoshi Bomb (Down Special) – At the start of the move, Yoshi will automatically pass through platforms. During the move, keep the stick tilted down to pass through all platforms until Yoshi lands.
- Yoshi Stampede (Final Smash) – A mighty Yoshi army stampedes through the stage. Fighters hit by the stampede will be launched. You can hit up to three fighters.
- Noggin Dunk (Forward Air Attack) – Yoshi charges up for a moment and then delivers a powerful headbutt. If you hit opponents from above, they'll fly down with a meteor effect.
- Flutter Kick (Down Air Attack) – This attack is very powerful if the foe is directly beneath Yoshi. It can hit an opponent multiple times, so try your best to catch them right at the start of the attack for maximum damage!
- Egg Shield – Unlike other fighters, Yoshi's shield is an all-protecting egg. Even if the shield blocks attacks, it won't get smaller and Yoshi's body won't poke out from the shield.
- Midair Jump – Yoshi's midair jump won't stop if a foe attacks Yoshi in the middle of it. It's more difficult to withstand attacks with high launching power, though, so be careful if your damage is high!
Kirby
- Kirby's Origins – Kirby made his debut in 1992 in Kirby's Dream Land for the Game Boy. The goal of his journey was to recover stolen food from King Dedede.
- In His Series – Kirby is a big eater who inhales any and everything. If he inhales an enemy, he can copy and use one of their abilities. He's also good at hovering by flapping his arms and puffing up like a balloon.
- Kirby's Copy Abilities – Kirby hasn't always been able to copy the abilities of the enemies he inhaled. That power debuted in his second title, Kirby's Adventure.
- Beginners and Experts Alike – The original Kirby game, Kirby's Dream Land, was designed to be easy for beginners to play, but finishing it unlocks a more challenging mode.
- Multiplayer Kirby – Kirby Super Star on the SNES was the first Kirby game where two players could team up.
- Inhale (Neutral Special) – If you press the attack button after sucking enemies in, you'll spit them back out. Use enemies to attack other enemies!
- Inhale Items (Neutral Special) – In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt!
- Inhale's Projectiles (Neutral Special) – After Kirby inhales a fighter, he'll spit them out as a star-shaped projectile. The heavier the fighter, the more attack power the projectile will have.
- Hammer Flip (Side Special) – If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge.
- Charged Up Hammer Flip (Side Special) – When Hammer Flip is fully charged and used on the ground, Kirby is invincible for a brief moment at the start of his swing.
- Final Cutter (Up Special) – Kirby slices up into the air and then slices straight down again. The shock wave that appears when you land can also damage your opponents.
- Canceling Stone (Down Special) – While falling, you can cancel the attack by pressing the special-move button again. It's a perfect way to trick other players!
- Stone Transformation (Down Special) – Kirby's form is different each time he uses this, but the move's effect is the same.
- Ultra Sword (Final Smash) – This Final Smash uses Ultra Sword to lay into opponents with a flurry of slashes. It cuts through terrain and covers a huge area, making it easy to catch nearby opponents.
- Squish Kick (Down Tilt Attack) – This attack can sometimes cause an opponent to take a tumble. Watch your opponent carefully. If they start to fall over, follow up with a grab or smash attack.
- Burning (Dash Attack) – Kirby twists through the air like a flaming screw as he charges into an opponent. He's not a reckless fellow, so he'll automatically stop at edges instead of going over them.
- Lucario Copy Ability – Kirby gains the ability to use Aura Sphere from Lucario. No matter how high his damage gets, though, the attack won't get any stronger.
- Rosalina & Luma Copy Ability – Kirby gets a Luma of his very own after inhaling Rosalina! It doesn't stay long enough to team up with him, though—it flies forward and then vanishes.
- Miinhale – When Kirby inhales and copies a Mii Fighter, he'll wear a mask that looks like the Mii Fighter's face. Only the face itself is taken, though—headgear not included.
- Copy Copying – Kirby can steal a Copy Ability from another Kirby who's already copied someone else's ability. Confused yet?
- Copying Another Kirby – If Kirby inhales another Kirby that doesn't have a Copy Ability, nothing will happen. However, if Kirby inhales another Kirby that does have a Copy Ability, Kirby can steal the inhaled Kirby's ability.
- Taunt – Taunt to discard your current Copy Ability. Find the most opportune moment to change your ability!
- Jump – Kirby's light body lets him jump six times—more than most other fighters. If Kirby gets launched but not KO'd, you can almost bet he's coming back!
- The Jump Masters – #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four.
Fox
- Fox's Origins – Fox made his debut in 1993, in the SNES game Star Fox. In his fighter craft, the Arwing, he fought to take down the evil scientist Andross.
- In His Series – Fox is the leader of the mercenary group Star Fox. He cares about his team and has a strong sense of justice. He heads to Venom to defeat Andross, the scientist responsible for the disappearance of his father.
- Blaster (Neutral Special) – The Blaster fires quickly, and its shots go a long way, but enemies won't flinch when they're hit, so use this at a safe distance.
- Fox Illusion (Side Special) – When you use this move on the ground, Fox will always stop if he reaches an edge. When used in the air, you need to be a little more careful.
- Using Fox Illusion Effectively (Side Special) – A shielded opponent will stop Fox in his tracks, leaving him open to counterattack. Try to use this move when your opponent can't anticipate it.
- Reflector (Down Special) – This move can reflect projectiles, and it also damages nearby opponents when activated.
- Reflector in the Air (Down Special) – Using Reflector in midair slows down Fox's fall back to the ground. Using this when an enemy is about to attack from below can throw off their timing.
- Launching with Reflector (Down Special) – A direct hit from Reflector will launch opponents at a low angle. You can use this to disrupt an opponent trying to make their way back to the stage.
- Team Star Fox (Final Smash) – The full force of Team Star Fox engages the targeted opponents. If Wolf is one of the opponents, Fox will deliver a special line.
- Tornado Kick (Forward Air Attack) – Time your attack so that you land before hitting your opponent for a fifth time. They'll bounce off the ground, and you can make follow-up attacks.
- McCloud Flip (Up Air) – A two-part attack where Fox kicks and swats opponents with his tail. It's great for doing damage and launching opponents.
Pikachu
- Pikachu's Origins – Pikachu debuted in Pokémon Red and Pokémon Blue for the Game Boy. Consider yourself a very lucky Trainer if you catch one in Viridian Forest.
- In Its Series – Pikachu is an Electric-type Mouse Pokémon with a low appearance rate in Pokémon Red & Pokémon Blue. In Pokémon Yellow Version: Special Pikachu Edition, you could get one from Professor Oak at the start.
- Pikachu Libre – Pikachu Libre fights with a mask on. You can tell from the tail shape that this Pikachu is female.
- Thunder Jolt (Neutral Special) – Pikachu's Thunder Jolt bounces along the surface of the stage. It can even attack foes who are hanging from edges.
- Skull Bash (Side Special) – Execute this move like a smash attack, and it'll start off slightly charged already. This way, fully charging it doesn't take as long.
- Quick Attack (Up Special) – Pikachu is vulnerable before landing after using Quick Attack in midair. However, if you direct the attack at the ground, the recovery time shortens a little.
- Controlling Quick Attack (Up Special) – This move allows you to quickly attack while moving in the direction of your choice. You can move twice, but you can't continue moving in the same direction.
- Thunder (Down Special) – The bolt of lightning has a meteor effect. Use it after throwing a foe upward for a powerful combo.
- Electric Discharge with Thunder (Down Special) – Hit yourself with Thunder to cause a discharge that damages nearby foes. Using Thunder quickly after falling will pass through terrain, so it can be used below platforms in this way, too!
- Volt Tackle (Final Smash) – Pikachu wreathes itself in lightning and dashes all over the place. It's possible to escape Pikachu's wrath by moving outside of the bounds of the screen.
- Headbutt (Neutral Attack) – Press and hold the button to attack repeatedly. Be careful, though, because Pikachu shifts slightly as it attacks. You'll eventually end up out of attack range!
- Electric Flower (Down Smash) – Pikachu's spinning down smash draws in nearby opponents, launching them in the direction Pikachu is facing. This makes it a powerful move to use at the edge of a stage.
- Neutral Air Attack – Pikachu's neutral air attack has short reach, but it hits in all directions. It's a handy move since it attacks quickly and easily allows for follow-up hits after you make contact.
- Glider (Back Air Attack) – This move can be triggered quickly and it hits multiple times, but it doesn't have a long reach, so you won't hit an opponent unless you're very close to them.
- Electric Screw (Down Air Attack) – This move has a meteor effect at the beginning. Pikachu has great recovery skills, so using it to dunk someone off the edge of the stage is a viable option.
Luigi
- Luigi's Origins – Luigi made his debut in the 1983 arcade classic Mario Bros. At the time, he wore a white shirt and cap with green overalls.
- In His Series – In Mario games, Luigi usually appears as the character for player 2. He's Mario's younger twin brother. A little cowardly at times, but he'll always fight hard to help Mario.
- First Starring Role – Luigi's first big break as a main protagonist was in the 2001 release Luigi's Mansion. This is also the first appearance of the Poltergust. While Luigi can normally jump, he couldn't jump in that game.
- Fireball (Neutral Special) – Luigi's fireballs don't travel as far as his brother's, but they're slightly more powerful and they can bounce off of walls.
- Green Missile's Vulnerability (Side Special) – This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful!
- Overzealous Green Missile (Side Special) – This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases.
- Exhausting Green Missile (Side Special) – If you charge this for too long, he'll get worn out and give up. Let him catch his breath, and then try again.
- Super Jump Punch (Up Special) – Get close to your enemy before using this. Hit them right at the start of the uppercut for maximum damage and launching power.
- Using Luigi Cyclone (Down Special) – Press the button repeatedly while using this attack to move upward. It has an invincibility window while winding up, and it pulls in nearby opponents, too!
- Landing Luigi Cyclone (Down Special) – If you land during Luigi Cyclone after using it in midair, you can slide left or right. This is a great way to suddenly avoid an opponent's follow-up attacks.
- Poltergust G-00 (Final Smash) – With the Poltergust G-00 on his back, Luigi sucks in nearby fighters and items. The move wraps up with just the fighters being launched out of the vacuum cleaner.
- Lead Headbutt (Up Smash Attack) – Hit an enemy in front to launch them backward. Hit an enemy behind you to launch them forward. The green guy's kooky like that!
- Luigi Kick (Neutral Air Attack) – This attack launches opponents almost straight upward. Since you know which way they're going, it's easy to move in and attack again.
- Down Taunt – If your foe's clinging to an edge for dear life, try using Luigi's down taunt. That meteor smash will be VERY satisfying!
- Luigi's Air Superiority – The title Super Mario Bros. 2 refers to different games in the West and in Japan, but both games introduced Luigi's ability to jump higher than Mario!
Ness
- Ness's Origins – Ness first appeared in the SNES title EarthBound, released in North America in 1995. He might look like your average kid, but he can use a variety of PSI powers. He's also got a younger sister.
- In His Series – Ness is the main character of EarthBound. In that game, a messenger from the future entrusts him with the fate of the world, and Ness heads out to stop the evil plans of an invader named Giygas.
- Homesickness – In EarthBound, Ness occasionally gets homesick, which weakens him in battle. This can be cured by his going home or by just phoning his mom!
- Ness's Little Sister – Ness has a little sister named Tracy. She works part-time at Escargo Express, answering Ness's calls when he needs to have items delivered.
- Ness's PSI Powers – Ness always had a variety of PSI powers, but he couldn't actually use PK Fire or PK Thunder in EarthBound. His friend Paula could, though.
- Enlarging PK Flash (Neutral Special) – The power and radius of the charge grow as you hold down the button. You can also move it by tilting the stick left and right.
- PK Fire (Side Special) – If this attack connects, a big pillar of fire appears. "I feel the burn!" your opponents will yell.
- Aerial PK Fire (Side Special) – There's less of a gap between PK Fire and your next move when used in the air instead of the ground. In midair, the attack flies down diagonally, so use it right before landing to keep opponents at bay.
- PK Thunder's Bolt (Up Special) – You can guide the bolt of lightning around and hit yourself for propulsion—but this leaves you defenseless, so be careful!
- PK Thunder's Characteristics (Up Special) – The lightning won't disappear if an opponent hits its tail. It's also invulnerable for a very brief moment after Ness initially fires it.
- Sneaky PK Thunder Play (Up Special) – Since you can move the attack yourself, you can stop enemies from recovering by moving it near an edge and waiting for them to climb up.
- PK Thunder Tackle (Up Special) – Ness can hit himself with the ball of electricity to launch himself like a missile. If you're good with the angle, it can be used for recovery.
- PK Thunder Usage (Up Special) – If you hit yourself with PK Thunder and run into an obstacle like a wall or the ground, you can immediately use your up special again to trigger PK Thunder without continuing to fall.
- PSI Magnet (Down Special) – This move absorbs energy-based projectiles and heals Ness as a result.
- PK Starstorm (Final Smash) – With help from Paula and Poo, countless meteors fall from the sky. You can make slight adjustments to where the meteors fall by tilting left or right.
- Batter Up! (Side Smash Attack) – Ness's bat leaves him open to attack, but it has epic launching power. He can even hit projectiles with it!
- Around the World (Up Smash Attack) – Ness's yo-yo flies forward and then swings up and around to the back for a wide-ranging, heavy-hitting attack.
- Reverse PK Throw (Backward Throw) – Enemies with a higher damage percentage are much easier to launch with this. You can knock them out completely if they're damaged enough!
- Yo-yo Attack with Charged Smash – While charging the up smash or down smash attacks, it's still possible to do damage with the yo-yo.
- Pursuing off the Stage – When an enemy is trying to get back on the stage, you can ruin their day with your side or down air attack. But try not to self-destruct!
- Aim for the Fences – When hitting an opponent with a bat, the tip will launch them the farthest. This is true of both the Home-Run Bat item and Ness's side smash.
Captain Falcon
- Captain Falcon's Origins – Captain Falcon's first appearance was in the SNES launch title F-Zero, released in North America in 1991. You couldn't see him in the game itself, but he was in the manual.
- In His Series – He's the main character of the F-Zero series. Known for being a skilled bounty hunter, he's also an exceptional pilot and racer of high-speed F-Zero machines.
- Captain Falcon's Machine – The Blue Falcon racing machine first appeared in the original F-Zero. Captain Falcon uses it in Smash Bros. for his Final Smash!
- Turn Around and Attack with Falcon Punch (Neutral Special) – After pressing the attack button, quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns.
- Raptor Boost (Side Special) – Used in midair, his hand has a meteor effect on the downswing. The trick is to hit the foe when they're below Captain Falcon.
- Raptor Boost Techniques (Side Special) – Grants super armor at the beginning of the move if performed on the ground. Drive into opponents with Raptor Boost, and then follow up when they're floating in the air.
- Continuous Falcon Dives (Up Special) – A leaping grab that sends the opponent flying with explosive force. If it connects, you're free to use the same attack again without landing.
- Falcon Dive's Direction (Up Special) – Press left or right the moment Captain Falcon crouches to adjust the angle of the attack. By holding forward, you can greatly increase the range at which you can grab enemies.
- Falcon Kick (Down Special) – The attack is at its most powerful right after pressing the button and loses power as it goes. However, it loses less power when it is used in the air.
- Blue Falcon (Final Smash) – The summoned Blue Falcon hits an opponent and sends them flying to an F-Zero course. There, Captain Falcon rams his beloved vehicle into an opponent at high speed, launching them into the air.
- Blue Falcon Animation (Final Smash) – Depending on if he used it in the air or on the ground, Falcon's pose after striking will change. Of course, he won't be happy if he didn't hit anyone...
- Wheel Kick (Up Tilt Attack) – If Falcon's heel hits an airborne enemy during this attack, it will dunk them. Try standing on the edge of the stage and using it on an opponent trying to grab the edge.
- Knee Smash (Forward Air Attack) – There's a violent knee jab at the start of this move. Connect with that for some serious launching power.
- Overhead Kick (Up Air Attack) – It's easy to use this move with a combo or as a diversion. Depending on the hit, you may be able to connect it with a forward air or down air attack to secure a KO.
Jigglypuff
- Jigglypuff's Origins – Jigglypuff has been singing its opponents to sleep in North America since its debut in the 1998 Game Boy games Pokémon Red and Pokémon Blue.
- In Its Series – Jigglypuff, a Balloon Pokémon, first appeared in Pokémon Red and Pokémon Blue. Starting with Pokémon X and Pokémon Y, Jigglypuff gained the new Fairy-type classification as well.
- Rollout's Vulnerability (Neutral Special) – When you hit a foe with this, you'll bounce up and then only be able to move sideways until you land. Try to avoid hitting foes with it if you're trying to recover!
- Turning with Rollout (Neutral Special) – While rolling on the ground, press in the opposite direction to make a quick turn. It won't work if you're airborne, but it'll slow you down.
- Pound (Side Special) – A simple punch that travels horizontally. You can use it repeatedly in midair—combine it with jumps to stay aloft for a very long time.
- Using Pound (Side Special) – This move can lay waste to opponents' shields. You can adjust the direction slightly by inputting up or down in the air right before attacking.
- Sing (Up Special) – Enemies on the ground who hear this song will fall asleep. The more damage they have, the longer they'll nap.
- Pursue with Sing (Up Special) – If Jigglypuff uses Sing in midair, it can move left or right slightly. You can use this to chase after an opponent who evaded your attack or use it to get back onstage when the edge is just out of reach.
- Rest (Down Special) – This move is hard to hit but can really send opponents flying! You'll need to get very close or use it right when your opponent tries to attack.
- Rest Techniques (Down Special) – Jigglypuff can move again just a little sooner when it hits something compared to when it misses. This means that landing a hit instead of whiffing makes it harder for your opponent to counterattack.
- Farewell Gift (Down Special) – Opponents launched by Rest will get a flower on their heads. Talk about insult to injury.
- Puff Up (Final Smash) – Jigglypuff grows huge before launching nearby opponents. It's easy to escape on some stages, but it's a force to be reckoned with on stages with no place to escape, such as Battlefield.
- Jiggly Split (Down Smash Attack) – This move attacks in front of you and behind you at the same time, and your legs are invincible as they kick. It launches foes horizontally.
- Jiggly Ram (Dash Attack) – When done on an opponent who hasn't taken much damage, you might find yourself open to counterattack, but when done on an opponent who's taken a lot of damage, you might get a KO.
- Shield – If its shield is shattered, Jigglypuff will get launched and KO'd no matter its damage.
- Aerial Expert – Once in the air, Jigglypuff can jump five times, allowing it to move much quicker than running on the ground. Try to keep opponents in the air and build an advantageous scenario for yourself during battles.
Peach
- Princess of the Mushroom Kingdom – Peach first appeared in Super Mario Bros., where she was known as Princess Toadstool. This was also the first of her many run-ins with Bowser...
- In Her Series – Peach was the star of Super Princess Peach, released in North America in 2006. Mario and the others get kidnapped by Bowser and it's up to Peach to save them with the help of her friend Perry.
- Nurse Peach – When Mario took up a new career as Dr. Mario, Peach joined him as a nurse. But she didn't get to appear in the game itself—only in the manual!!
- Peach Parasol Descent (Up Special) – Press up and down to open and close your parasol and adjust your fall speed.
- Open and Shut Peach Parasol (Up Special) – Peach can't grab the ledge if she's facing away from it and her parasol is open. Tap down to close it, though, and she'll grab on safely.
- Vegetable (Down Special) – Of the eight types, the wrinkle-faced vegetable is the strongest. If you throw it while tapping a direction, it can do over 30% damage!
- Rare "Vegetables" (Down Special) – Rarely, Peach will pull up a Bob-omb or Mr. Saturn. How rarely? Well, you have a 1/250 chance of a Bob-omb and a 1/166 chance of a Mr. Saturn!
- Peach Blossom (Final Smash) – Peach's charming dance puts nearby opponents into a deep sleep and causes three healing peaches to appear. It also does damage. The closer Peach is to her opponents, the greater the effect.
- Diverse Weapons (Side Smash Attack) – While preparing a side smash attack, moving the control stick up or down will produce a different weapon. Up for a frying pan, down for a tennis racket, or no direction for a golf club.
- A Tool for Every Job (Side Smash Attack) – The frying pan does the most damage, the tennis racket launches opponents at a low angle, and the golf club has the best reach.
- Ribbon Dance (Up Smash) – Peach unleashes a powerful attack directed straight above her. In addition to opponents above her, it can also hit nearby opponents on the ground.
- Attacking with Toad (Grab) – If your grab is successful, Peach's protector, Toad, will appear. He'll perform a combination attack with Peach during grab attacks and throws.
- Gliding – Holding the jump button will let Peach hover in the air for a short time. She can even attack as she floats!
- Low Gliding – Hold jump while crouching to float just above the ground. You can use air attacks quickly that way!
- Floating with Vegetables – When floating in the air and holding an item, it's possible to attack without throwing the item. Your battle options can increase if you think about how to use this tip in combination with Vegetable.
Daisy
- Daisy's Origins – Daisy debuted in Super Mario Land released in 1989. Mario saved her from a space alien named Tatanga, and the two escaped riding the Sky Pop.
- In Her Series – Sarasaland's Princess. She's more down-to-earth and energetic than Peach. She gives it her all at sporting events and parties, but tries to keep the mood friendly.
- Toad (Neutral Special) – A Toad will risk its life to protect Daisy. If an attack hits the Toad, it will unleash a counter and launch opponents in front of Daisy.
- Daisy Bomber (Side Special) – Attack an opponent with a powerful hip bash. You can use it as many times as you want in the air, so it's helpful for returning to the stage.
- Daisy Parasol (Up Special) – Jump up, open the parasol, and slowly float down. It's great to use for returning to the stage, but the parasol can hit opponents too, so you can use it for attacks.
- Vegetable (Down Special) – Of the eight types, the wrinkle-faced vegetable is the strongest. If you throw it while tapping a direction, it can do over 30% damage!
- Daisy Blossom (Final Smash) – Daisy's Final Smash puts opponents to sleep with a hypnotic dance. Pick up the daisies that appear to recover some health.
Bowser
- King of the Koopas – Mario's eternal rival, Bowser, debuted in Super Mario Bros. He appeared as the boss of every world, but they were all fake except for in World 8.
- In His Series – As the King of the Koopas, Bowser lives to disturb the peace. He's the eternal archenemy of Mario. Bowser attempts to fulfill his own ambitions by leading his minions to attack the Mushroom Kingdom.
- A Bowser Impostor?! – In Super Mario Bros.: The Lost Levels, Mario fights a blue fake Bowser before the real thing. That blue fake is his eighth color in this game!
- Aim Fire Breath (Neutral Special) – You can change the angle of Bowser's flame. Try aiming it slightly above the enemy to make it harder for them to escape! Bowser's not above dirty tricks.
- The Power of Fire Breath (Neutral Special) – Once Bowser's used up his fire once, he needs time to recharge. Give him 12 seconds, and he'll be ready to roast!
- Flying Slam (Side Special) – Bowser's target has a bit of control over their direction in the air, too. The lower their damage, the more influence they have (but still not too much).
- Flying Slam Entanglement (Side Special) – The grabbed opponent is smashed onto the ground under Bowser. While falling, Bowser can also catch other nearby opponents. But if you fall off the edge, you'll be KO'd before the grabbed opponent is!
- Whirling Tip for Whirling Fortress (Up Special) – Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly.
- Counter with Whirling Fortress (Up Special) – Try using this right after shielding an enemy attack. Cancel the shield and whirl toward the enemy to counterattack!
- Bowser Bomb (Down Special) – Bowser will leap into the air hornsfirst. Hitting opponents on the way up makes it much easier to clobber them again on the way down.
- Bowser Bomb the Ledge (Down Special) – You can grab on to an edge while bombing, but only if you're really close to it. It's a quick albeit risky way to descend quickly.
- Bowser Bomb—the Shield Breaker (Down Special) – If you land this on a shielding enemy, you can break their shield in one hit. Just make sure you capitalize afterward with a dropkick!
- Giga Bowser Punch (Final Smash) – Giga Bowser's massive punch will launch opponents depending on where it lands. If an opponent has taken a lot of damage, they'll be launched for a guaranteed KO.
- Tough Guy – Bowser's a real tough guy. When he's only lightly damaged, weaker attacks won't make him flinch.
- Altering Landing Timing – When you're in the air prior to landing and it looks like an opponent is going to try to hit you from below, you can alter your landing timing by using a down air attack or a down special.
- Super Armor – Weak attacks won't cause him to flinch while his damage is low. He also gets super armor at the start of his tilt attacks and smash attacks.
- The Three Heaviest Fighters – #1 is Bowser, #2 is King K. Rool, and #3 is Donkey Kong and King Dedede. The heavier a fighter, the stronger their attacks and the harder they are to launch.
Ice Climbers
- Ice Climbers' Origins – Ice Climbers first appeared in the 1985 release Ice Climber. The boy is Popo and the girl is Nana. They jump with hammers in hand as they aim for the summit.
- In Their Series – In Ice Climber, Popo and Nana are identical outside of their clothing. Two players can play at the same time, and the game can be cooperative or competitive depending on how you play.
- Ice from Ice Shot (Neutral Special) – Popo and Nana both shoot ice from their hammers. If both climbers are present, there are two hunks of ice, but only one hunk if only one of them is present.
- Ice Shot Reflected (Neutral Special) – Ice Shot will be sent back at you if hit by an opponent or blocked by their shield. If an opponent's attack sends it back your way, it can damage you, so stay alert.
- Squall Hammer (Side Special) – Move left and right with the control stick and rise into the air by repeatedly pressing the button. When both Popo and Nana are present, you can launch opponents with the final hit.
- Belay (Up Special) – Popo tosses Nana upward, and Nana then pulls Popo up with a rope. The rope is a lifeline that connects the two climbers.
- Blizzard (Down Special) – The Ice Climbers unleash a snowstorm from their hands that freezes opponents. If this move is used on opponents that are already frozen, they will stay frozen for longer.
- Iceberg (Final Smash) – A Final Smash where the Ice Climbers summon an iceberg from the bottom of the screen. The iceberg can be spun left and right, but you will move as well, so be smart.
- Iceberg's Condor (Final Smash) – A condor will appear along with the iceberg. Only the Ice Climbers can grab on to its legs.
- Polar Bear in Iceberg (Final Smash) – The Polar Bear will be in the middle area of the iceberg trying to maintain its balance. If you touch the Polar Bear, it will launch you farther than the iceberg. Quite dangerous.
- Hammer Sweep (Down Smash) – Popo attacks in front of himself and Nana attacks behind. When Popo is alone, his attack range will become smaller.
- Hammer Slam (Forward Air Attack) – Roll forward in the air and slam down the hammer. Popo's attack can launch opponents far, and Nana's attack has a meteor effect if it hits just right.
- Grab – Popo will be the only one that grabs. When throwing an opponent, Nana will raise her arms and cheer!
- Grabbing Popo – If Popo is grabbed, Nana will panic and be unable to move. Once Popo is freed, Nana will begin moving again.
- Nana – Nana is slightly easier to launch than Popo. When Nana is gone, the Special moves and normal attacks will become weaker and Belay won't be as effective for recovery.
Sheik
- Sheik's Origins – Sheik first appeared in the 1998 N64 title The Legend of Zelda: Ocarina of Time. Her true identity is Ze— I won't spoil it for you.
- In Her Series – After Link pulls the Master Sword and ages over time, this mysterious youth appears before him. Sheik appear before Link a number of times after that, teaching him various songs using a harp.
- Breath of the Wild – If you use the Sheik amiibo in The Legend of Zelda: Breath of the Wild, you can sometimes obtain Sheik's Mask. You can re-create Sheik's look by wearing that with pieces from the Stealth series.
- Needle Storm (Neutral Special) – You can start charging this attack in the air. The more charged it is, the more needles are fired, but they lose power the farther they get from Sheik.
- Burst Grenade (Side Special) – Hold the special-move button to throw the grenade farther. It doesn't move much once it lands, but it can travel three times as far in the air.
- Burst Grenade as an Item (Side Special) – If Burst Grenade is hit before the pin is removed, it'll fly off and explode. If Sheik is hit before the pin is removed, Burst Grenade will become an item and fall to the ground.
- Bouncing Fish's Potential (Down Special) – Press the button again to make Sheik use the axe kick faster. Use it again right after the first kick hits, and you won't freeze up when you land.
- Bouncing Fish's Reach (Down Special) – Hold left or right to greatly affect the range of this attack. In this way, you can use the attack as a feint or really surprise an opponent!
- Sheikah Dance (Final Smash) – Sheik advances forth and slices through the opponent she hits. She can catch only one opponent with this move, but catching an opponent is pretty easy and the move is very powerful.
- Cycle Kick (Side Tilt Attack) – This attack is fast and can lift the enemy up a short distance, making it easier to strike the enemy multiple times in a combo.
- Razor Wing (Up Smash Attack) – Landing this attack while Sheik's hand is coming up will launch opponents upward. Landing it when her hand comes down will launch them sideways.
- Hatchet (Forward Air) – This move doesn't have much attack power, but you can trigger it quickly and it doesn't leave Sheik vulnerable for long. It's also great for combos on opponents that haven't taken much damage yet.
Zelda
- Zelda's Origins – Zelda first appeared in the NES title The Legend of Zelda, released in North America in 1987. In that title, the evil Ganon kidnaps Zelda and steals the Triforce of Power.
- In Her Series – Zelda is the princess from the game series The Legend of Zelda. With a few exceptions, the Zelda in each game is a unique individual who shares the name Zelda, and the setting is different in each title.
- Special-Move Names – The names of Zelda's special moves come from the goddesses who created Hyrule. They are Din, the Goddess of Power; Nayru, the Goddess of Wisdom; and Farore, the Goddess of Courage.
- Nayru's Love (Neutral Special) – This move summons a magical barrier that reflects enemy projectiles. It's not just for defense, either—it also deals direct damage!
- Nayru's Love's Traits (Neutral Special) – Zelda is invincible at the start of this move, and the move can also reflect projectiles. It comes out very quickly, making it useful in a wide variety of situations.
- Din's Fire (Side Special) – This explodes when you release the button. Hold it longer to get more range and a stronger explosion.
- Din's Fire's Traits (Side Special) – You can adjust the flame's path while the button is pressed. The flame will explode if it hits the stage, too much time passes, or you let go of the button.
- Farore's Wind (Up Special) – Zelda will deal damage to those nearby when she disappears and reappears. Hold a direction to control where she teleports to.
- Aiming Farore's Wind (Up Special) – Hold a direction before disappearing to warp that way. Zelda will follow the direction of any platforms she encounters during the warp, as well.
- Feint with Farore's Wind (Up Special) – If you direct the move downward while standing on the ground, you'll reappear in the same place. It can really throw your opponent for a loop!
- Charged Phantom Slash (Down Special) – Charge this attack to make the Phantom travel farther. It'll attack differently based on how long the attack is charged.
- Phantom Slash's Traits (Down Special) – It's possible to attack by pressing the special-move button even before the Phantom is complete. The attack power and range increase depending on how complete the Phantom is.
- Destroying the Phantom (Down Special) – If Zelda takes damage or the Phantom takes serious damage before it is complete, it will collapse before your eyes.
- Triforce of Wisdom (Final Smash) – A gigantic triangle swallows up one opponent and seals them away. The suction becomes progressively stronger. If an opponent has over 100% damage, it's an immediate KO.
- Lightning Kick (Forward Air / Back Air) – The tip of Zelda's foot is packed with launch power at the beginning of the move. It has good KO potential but leaves you vulnerable, and only the tip has good launch power.
- Meteor Heel (Down Air Attack) – A move with a meteor effect. The beginning of the move has the most power, but you can use it to disrupt somebody from recovering even if you don't get a clean hit.
Dr. Mario
- Dr. Mario's Origins – Dr. Mario made his debut in 1990 in the puzzle game of the same name. He was developing vitamins to combat some nasty viruses.
- In His Series – The game Dr. Mario was released for the NES and the Game Boy in the same year. It's a puzzle game where Mario tries to eradicate viruses using vitamin capsules.
- Capsules (Neutral Special) – The capsules bounce higher than Mario's fireballs. Also, since they're physical projectiles, energy-absorbing specials won't work on them.
- Capsule Types (Neutral Special) – The capsules Dr. Mario throws are selected at random from nine different combinations of red, blue, and yellow. The difference is only cosmetic.
- Super Sheet (Side Special) – This move doesn't have as much horizontal range as Mario's Cape, but it has more range vertically, so lure your foes in and then strike!
- Super Jump Punch (Up Special) – It won't hit multiple times, but it does do a lot of damage. The beginning has good launching power too. It's good for mix-ups since it triggers quickly and you can initiate it while shielding.
- Dr. Tornado (Down Special) – Press the button repeatedly midattack to rise into the air. However, after it ends you are vulnerable, so be careful using it to recover.
- Doctor Finale (Final Smash) – Two giant vitamin capsules catch opponents and send them flying. Dr. Mario is invincible while using the move, and he'll float in the air for a short while if you use the move in midair.
- Ear, Nose, and Throat (Up Smash) – Launches opponents a great distance backwards at an upward diagonal. If it lands while you're on a tall platforms, you may be able to KO opponents through the top of the screen.
- Dr. Kick (Neutral Air) – A rare move in that the end of the move is stronger than the beginning. Time your movement well so you hit opponents near the end of the move to launch them.
- Dr. Punch (Forward Air Attack) – Unlike Mario's similar move, this will never have a meteor effect regardless of your timing, but it is strongest when his fist is directly in front of him.
- CLEAR! (Down Air Attack) – Unlike Mario's down air attack, Dr. Mario's down air has a meteor effect. It's powerful, but Dr. Mario's recovery is limited, so be careful with your aim.
- Hospital Bed (Downward Throw) – Unlike Mario's downward throw, Dr. Mario's always sends the foe bouncing upward, so you can follow it up more easily with an air attack.
Pichu
- Pichu's Origins – Pichu debuted in Pokémon Gold and Silver, released in North America in 2000. If you leave two Pikachu or two Raichu of the opposite sex at the Daycare, Pichu can hatch from the Egg that is found.
- In Its Series – Pichu isn't a professional at charging electricity like Pikachu. The slightest touch can make Pichu discharge its electricity and shock itself.
- Thunder Jolt (Neutral Special) – Pichu's Thunder Jolt is smaller, faster, and stronger than Pikachu's, but it also does damage to Pichu.
- Skull Bash (Side Special) – It takes a while to charge up to the max, but the power unleashed at max is incredibly powerful. This comes at a risk of self-destructing from the force.
- Agility (Up Special) – Pichu's up special travels farther than Pikachu's, but it causes Pichu to take damage, and it doesn't deal damage to opponents on contact.
- Thunder (Down Special) – A lightning strike from above that unleashes a bolt of electricity. If the bolt hits Pichu, Pichu will take damage.
- Volt Tackle (Final Smash) – Become an electric ball and bounce around the screen. It does more damage and has more launch power than Pikachu's Final Smash, but it also does a lot of damage to Pichu.
- Damage from Electricity – Any move where Pichu is engulfed in electricity will deal damage to Pichu. However, Pichu's moves also have significant power and are great for launching opponents.
- The Three Lightest Fighters – #1 is Pichu, #2 is Jigglypuff, and #3 is Mr. Game & Watch and Squirtle. Light fighters are easy to launch but can easily escape from combos.
Falco
- Falco's Origins – Falco debuted alongside Fox in the 1993 SNES title Star Fox. He may be hotheaded and a little cocky, but his skills are the real deal.
- In His Series – Falco—full name Falco Lombardi—has appeared in Star Fox games starting with the first one, Star Fox. He's as skilled an Arwing pilot as Fox. His design is based on a pheasant.
- Blaster (Neutral Special) – Unlike Fox's Blaster, Falco's Blaster can make opponents flinch. It fires faster when airborne.
- Additional Attacks with Blaster (Neutral Special) – After throwing an opponent up, down, or backward, you can follow up with a shot from Blaster. If the opponent has already taken a lot of damage, the shot might not hit them, though.
- Falco Phantasm (Side Special) – Falco Phantasm can send an airborne enemy straight down—use it to dunk them into the abyss!
- Low Air Phantasm (Side Special) – You can use Falco Phantasm at low altitude by jumping while running and immediately pressing the special-move button. I hear he prefers the air, anyway.
- Fire Bird (Up Special) – Inertia affects this move more than it affects Fox's Fire Fox. If you use it while moving horizontally in midair, you'll slide along in midair for a moment.
- Reflector (Down Special) – The energy shield can be used to slow an opponent down in addition to reflecting projectiles.
- Team Star Fox (Final Smash) – Falco jumps into a fighter craft called an Arwing and joins Team Star Fox for a full-on assault. Falco's line changes depending on if he's attacking one opponent or a group of opponents.
- Tail Cutter (Down Tilt Attack) – This move can launch an enemy off the stage with one hit if their damage is high enough. You're not left vulnerable, so it's a low-risk way to KO foes.
- Spinning Falco Chop (Neutral Air Attack) – If you land just before the final attack in Falco’s midair combo, you can move straight into a neutral combo on the ground.
- Corkscrew Meteor (Down Air Attack) – Compared to Fox, the move is slow to attack and doesn’t hit multiple times, but the first kick has a meteor effect.
- The Three Highest Jumpers – #1 is Falco, #2 is Greninja, and #3 is Zero Suit Samus. The difference was very slight, but it was enough to place Luigi as #4.
Marth
- Marth's Origins – Marth debuted in the first Fire Emblem game in 1990, but that game wasn’t released in North America until the Nintendo DS remake in 2009.
- In His Series – Marth is the protagonist of the first Fire Emblem series game, Fire Emblem: Shadow Dragon and the Blade of Light. He's the prince of Altea and was driven from his homeland.
- Shield Breaker (Neutral Special) – This move leaves you wide open, but if you charge it to maximum, it can break an enemy's shield in a single hit.
- Midair Shield Breaker (Neutral Special) – Marth will move forward slightly if the move is used midair, so it can be used to recover when trying to get back to the stage. He'll move farther when the move is fully charged.
- Shield Breaker Techniques (Neutral Special) – By entering up or down the moment the move starts, you can change the direction the blade strikes. You can do just a little bit more damage by hitting an opponent's head.
- Dancing Blade Combo (Side Special) – Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike!
- Dancing Blade's Color (Side Special) – Marth's sword leaves a trail as he swings it, and the color reflects the attack's height. Blue is high, red is middle, and green is low.
- Dancing Blade's Sideways Swing (Side Special) – Hold toward the foe you’re attacking on the fourth swing for an attack that launches foes much farther than the up or down versions.
- Dancing Blade Up (Side Special) – Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs!
- Dancing Blade Down (Side Special) – During Marth's Dancing Blade combo, tilt the control stick down on the fourth swing to finish the combo with a powerful series of blows to your opponent's feet!
- Aerial Dancing Blade (Side Special) – Use Dancing Blade midjump to make Marth rise slightly in the air. Even during short hops, you'll be able to use the attack multiple times with this method.
- Dolphin Slash (Up Special) – Just before the attack comes out, Marth will be invincible, but it works a little faster in the air than when on land. Once you get used to using it, you can even use it to break up an opponent's combo.
- Counter (Down Special) – The counter depends on the attack it is countering. A countered smash attack may KO an opponent!
- Critical Hit (Final Smash) – In this Final Smash, Marth rushes forth with blazing speed. If you go too far, you can press the button again to stop on the spot.
- Dragon Killer (Side Smash) – The tip of the blade has astounding launch power. It's a bit hard to aim for a hit with it, but that just means the rush you get from landing a clean hit feels even better.
- About Face (Back Air) – This is a unique move in that Marth can change his direction while attacking. After the beginning part of the move, he'll change direction in midair.
- Sword Characteristics – For moves that use Marth's sword, the base is weak and the tip is strong. Try to maintain a good distance when fighting so you hit your opponents with the tip.
- The Three Fastest Walkers – Marth and Lucina are tied for #1, with Fox at #3. Walking doesn't leave you as open as running; patience can be a virtue in battle!
Lucina
- Lucina's Origins – Lucina made her debut with the 2013 release of Fire Emblem Awakening. At first, she went by Marth, but she later revealed her true identity.
- In Her Series – Chrom's daughter who comes from the future wielding Parallel Falchion. The Brand of the Exalt is located in her left eye. When she first appears, she wears a mask and calls herself Marth, after the legendary Hero-King.
- Critical Hit (Final Smash) – Lucina dashes forward and launches any foes in her path. It goes quite far if nothing gets in its way, so swing your sword before you go off-screen!
- Anti-air Slash (Up Tilt Attack) – Lucina cuts an arc through the air with her sword. This does the most damage at the back, so try using it on foes standing close behind you!
- Vs. Marth – Marth's sword deals more damage at the tip, but Lucina's is the same all the way along. That aside, their moves are fundamentally pretty similar.
Young Link
- Young Link's Origins – Young Link debuted in The Legend of Zelda: Ocarina of Time released in 1998. He lived in the Kokiri Forest, until the Great Deku Tree, guardian of the forest, informs him of danger approaching Hyrule.
- In His Series – To stop Ganondorf, the Great King of Evil, Young Link travels with his fairy companion Navi. He pulls out the Master Sword, and after a seven-year slumber, emerges as the Hero of Time.
- Fire Arrow (Neutral Special) – Young Link's arrows will burn anything they hit. They can be used to detonate explosives from far away.
- Boomerang (Side Special) – The Boomerang will also hit when returning, making it useful to keep opponents at bay. The Boomerang Young Link uses is the one from The Legend of Zelda: Ocarina of Time.
- Boomerang's Flight Distance (Side Special) – The distance the Boomerang flies depends on how far you tilt the control stick, but it can't fly as far as the other Links' boomerangs. However, it deals heavy damage the moment it's thrown.
- Spin Attack (Up Special) – Spins around and hits opponents repeatedly. Hold down the button while on the ground to increase the power. The launching power is low, but you can get combos with an air attack.
- Bomb (Down Special) – Fighters caught in the bomb's explosion can be hit a maximum of four times. Since it hits multiple times, the damage it deals is higher than Link's or Toon Link's bombs.
- Bomb Blast (Down Special) – Your bombs are special ones—the explosion from hitting an enemy won't hurt you.
- Triforce Slash (Final Smash) – If the Triforce hits an opponent, the opponent will be bound and hit with the sword multiple times. The final blow can hit multiple enemies.
- Down Taunt – Young Link drinks the famous product of Lon Lon Ranch, Lon Lon Milk. Drinking it won't heal any damage, but it sure is delicious!
- Differences from Other Links – Young Link's launch power is the weakest of the Links, but that makes it easier to perform combos. He's quicker in the air, can unleash moves faster, and is less vulnerable when landing.
Ganondorf
- In His Series – He appears in The Legend of Zelda: Ocarina of Time as the king of the Gerudo. He pretends to pledge his loyalty to the King of Hyrule while plotting to make the kingdom his own.
- Ganon, The Demon King – Ganon appears as the final boss in The Legend of Zelda. In that title, he looks more beast than human, making him a sharp contrast to Ganondorf.
- Warlock Punch (Neutral Special) – After pressing the attack button, quickly turn around to make Ganondorf unleash an even more powerful attack as he turns.
- Midair Warlock Punch (Neutral Special) – This attack is much more powerful when used in the air. However, you'll have to use a Bunny Hood or high platforms to find enough time to pull it off.
- Midair Flame Choke (Side Special) – An enemy hit by this in the air will be slammed to the ground and can't recover quickly. It's also slightly more powerful than when used on the ground.
- Flame Choke Travels (Side Special) – You can use this to grab an enemy and drag them offstage with you. However, the point will go to the last person to strike that enemy before you grab.
- Escaping from Flame Choke (Side Special) – If you get caught by Flame Choke in midair, you can try to wriggle about to escape. However, it's harder to escape if you've taken more damage than Ganondorf.
- Wizard's Foot (Down Special) – Used on the ground, this move is a horizontal flying kick. In the air, it goes downward instead and has a meteor effect at the very start.
- Aerial Wizard's Foot (Down Special) – When done in the air, this move has immense launching power. Sometimes it can also be effective to use against a fighter who is waiting below.
- Ganon, The Demon King (Final Smash) – After transforming into Ganon, the Demon King, he rushes forward with his swords to obliterate the enemy. The first swing stuns foes. Hit with that, and it'll be easier to hit with the finishing rush.
- Smash Attacks – All of Ganondorf's smash attacks use a sword. They leave him vulnerable, but the moves are very powerful.
- Volcano Kick (Up Tilt Attack) – It's a slow attack, but it can do more damage than a smash attack. Even if defended against, the attack can break all but a perfect shield.
- Leg Sweep (Down Tilt Attack) – A crouching kick that sends opponents flying upward. It has good reach and is one of Ganondorf's faster attacks.
Mewtwo
- Mewtwo's Origins – Mewtwo first appears in Pokémon Red and Pokémon Blue. After the trainer comes out victorious in the Pokémon League, Mewtwo can be found in a cave on the outskirts of Cerulean City.
- In Its Series – Mewtwo was born from recombined genes of a Mythical Pokémon, Mew. Its fighting ability is incredibly high, and it's said to have the most savage heart among Pokémon.
- Mega Mewtwo Y – In its Final Smash, Mewtwo Mega Evolves into Mega Mewtwo Y. In the Pokémon games, it can Mega Evolve into this form if it holds on to Mewtwonite Y.
- Charging Shadow Ball (Neutral Special) – This move does more damage the longer it's charged...but it also has more recoil. The recoil is stronger when this move is used in midair.
- Holding Charge on Shadow Ball (Neutral Special) – Mewtwo won't automatically attack when this move is fully charged. You can press the shield button to cancel the move and keep the charge.
- Confusion (Side Special) – This special grabbing move lets Mewtwo repel foes with telekinesis. It can also reflect enemy projectiles.
- Confusion's Traits (Side Special) – This move sends the opponent spinning, and sometimes you can get in follow-up attacks since the time it takes for an opponent to be able to move again is affected by how much damage they've taken.
- Teleport (Up Special) – Mewtwo will disappear for a moment, reappearing elsewhere on the stage. Mewtwo is completely invulnerable while teleporting.
- Teleport Landing Position (Up Special) – If Mewtwo finishes this move on the ground, Mewtwo will stop in place, but if the move finishes in the air, Mewtwo's momentum will carry it a bit farther.
- Teleport's Traits (Up Special) – If Mewtwo hits a platform while teleporting, it will slide across it. You can adjust its destination with directional inputs.
- Disable (Down Special) – The higher the target's damage, the longer they'll be stunned for. However, if the move is reflected, Mewtwo will be stunned instead.
- Warnings for Disable (Down Special) – This powerful move requires eye contact to work. If the enemy is looking, it can stun them, but if not… Well, it's not much of a staring contest.
- Disable Techniques (Down Special) – Immediately after unleashing this move, you'll be invincible for a quick moment, allowing you to avoid attacks. It's a powerful move to use just as an opponent begins their attack.
- Psystrike (Final Smash) – Mewtwo transforms into Mega Mewtwo Y and fires a projectile that penetrates terrain and opponents. It'll stop the movement of any opponent it touches, and then launches them.
- Tail Sweep (Down Tilt Attack) – You can change the direction you launch enemies in by hitting them with different parts of Mewtwo's tail.
- Shadow Blast (Side Smash Attack) – The shock wave does more damage at the very edges than at the core. Watch what you're doing, and try to attack with the edge of the wave.
- Galaxy Force (Up Smash Attack) – This attack can strike an enemy multiple times if you can hit them at the right time. It's very difficult to escape this attack before it's over.
- Shadow Bomb (Down Smash Attack) – This attack only strikes right beside Mewtwo's feet and doesn't do much damage, but it has a high launching ability to make up for it.
- Body Spark (Neutral Air Attack) – Hitting an enemy with this doesn't do much damage, but it hits multiple times. If you time it right, it can even launch foes.
- Shadow Scratch (Forward Air Attack) – This attack might be short range, but it's fast and has a lot of launch power. Use it while ascending to get the most out of it!
- Shadow Cannon (Forward Throw) – Mewtwo will throw an enemy and quickly fire Shadow Ball five times. Each projectile doesn't do much damage, but it can hit multiple foes.
- Psychic Whirlwind (Up Throw) – Mewtwo's up throw boasts top class launching power compared to all of the other fighters' throw moves. It's super effective in situations where there is no ceiling.
- Mewtwo's Launchability – Despite Mewtwo's fierce appearance, Mewtwo is very light and easy to launch. When playing as Mewtwo, you'll need to prioritize your defense and evasion as much as your offense.
Roy
- In His Series – Roy, known as the Young Lion, is the main protagonist of Fire Emblem: The Binding Blade. His father, Eliwood, was the main protagonist of the 2003 Game Boy Advance game, Fire Emblem.
- Boosting Flare Blade (Neutral Special) – As you hold down the button, the attack gradually grows in strength. It's unleashed when you let go of the button or when the move is fully charged.
- Overpower with Flare Blade (Neutral Special) – Try charging this move right after launching a foe off the stage, and then smack them with it when they try to recover!
- Flare Blade Techniques (Neutral Special) – While holding the button, you can use the control stick to turn around and release your charged attack in the other direction. This is a good way to surprise unsuspecting opponents.
- Double-Edge Dance Patterns (Side Special) – Press the button repeatedly for a four-hit combo. You can change the finishing move by pressing up or down during the combo.
- Double-Edge Dance Techniques (Side Special) – If you aim up on the third hit and to the side on the fourth, the power of the fourth hit increases and it will be easier to hit with the full blade.
- Blazer's Traits (Up Special) – Roy is momentarily invincible when he uses this move. Unleash it while on the ground to absorb a few hits, and then launch opponents.
- Turning Blazer (Up Special) – Roy can lash out in the opposite direction with this move if you quickly tap backward before he begins his ascent.
- Blazer's Angle (Up Special) – By pushing left or right during Roy's ascent, you can adjust the angle of the move. However, this stops him from climbing as high.
- Counter (Down Special) –When Counter is used in midair, it has less launching power than when it's used successfully on the ground. For a match-deciding moment, you're probably better off getting into stance on the ground.
- Counter's Attack Power (Down Special) – The move is a little slow to start and only lasts a short while, but if used successfully on an incoming attack, it can deal 1.35x damage back at the enemy.
- Using Counter (Down Special) – One sneaky strategy is to counter an opponent in midair as they try to stop you from recovering. Roy falls pretty quickly, though, so it's risky!
- Critical Hit (Final Smash) – A blade surrounded by fire swings through nearby opponents. If you jump into a pack of enemies, you can take them all out in one shot.
- Slash (Neutral Attack) – A backhanded, upward sword slash. Unlike most neutral attacks, it doesn't include any follow-ups, but it has speed and power to make up for it.
- Sharp Edge (Side Tilt Attack) – Roy takes a step forward as he unleashes the move, making it easier to strike with the whole blade and do a lot more damage.
- Low Stab (Down Tilt Attack) – This fast, crouching sword strike has low power, but it turns Roy into a small target. It's great for disrupting enemy attacks.
- Flame Sword (Up Smash Attack) – Roy's up smash, Flame Sword, is an upward jab of his fiery blade. His sword arm is invulnerable during this, making the move good against air attacks.
- Double Slash (Neutral Air Attack) – Roy performs a double sword slash in midair. This attack's speed makes it ideal for disrupting enemy attacks and getting in close.
- Half Moon (Down Air Attack)– If you can hit the foe with the full blade, this move has a meteor effect. It's powerful straight down, but aim carefully, because it lacks horizontal range.
- Slam (Downward Throw) – Enemies thrown by this move will bounce and then monetarily float in front of Roy. That's a good time for a follow-up attack!
- Sword Characteristics – Unlike Marth, Roy's attacks are more powerful the closer you get to the base of his blade. If you can get up close and personal with your opponent, you can deliver some powerful blows.
Chrom
- Chrom's Origins – Chrom made his debut in Fire Emblem Awakening released in 2013. He wields the Falchion that belongs to the royal family and has the Brand that proves he is a descendant of the Hero-King Marth.
- In His Series – The prince of the Halidom of Ylisse can be clumsy at times, but he cares deeply for his comrades. With Falchion in hand, he fights off the neighboring country of Plegia. Lucina is his daughter.
- Flare Blade (Neutral Special) – Slashes opponents with a sword. You can change direction while charging up the attack, but if you overcharge it, you will receive damage.
- Double-Edge Dance (Side Special) – Repeatedly attack up to four times, with additional input. The repeated attacks will change if you input up, sideways, or down on the control stick.
- Soaring Slash (Up Special) – Slash upward and then slam down into the ground. You can't cancel the move until you land, so be careful to use it near edges.
- Counter (Down Special) – Use this move right before an opponent's attack hits you to launch a quick and powerful counterattack.
- Awakening Aether (Final Smash) – Get close to an opponent and hit them with a technique called Sol. Then, follow up with the piercing Luna technique for a perfect combination.
Mr. Game & Watch
- Mr. Game & Watch's Origins – Mr. Game & Watch first appeared in the early '80s in the Game & Watch handheld game series—predating even the NES and Game Boy!
- In His Series – This game character is older than Mario, coming from a series of handheld Nintendo games with LCD screens. Within the Game & Watch series, he took on various shapes and roles.
- Move Names – Mr. Game & Watch's moves Chef, Judge, Fire, Oil Panic, and Octopus are all named after games released in the Game & Watch series.
- Chef (Neutral Special) – Food jumps out of Mr. Game & Watch's frying pan in all directions. Use this to protect yourself.
- Chef Techniques (Neutral Special) – You can change the timing of the flying food by varying the length of time you hold the button. Push it repeatedly to throw more food more quickly.
- Judge (Side Special) – This move's power depends on the number displayed. Swinging a 1 is nearly useless, but a 9 has incredible launching power!
- Judge (Side Special) – Three apples appear if the number seven shows up. You can eat these to heal up, but if you're not careful, an opponent might snap them up.
- Fire (Up Special) – A pair of firemen launch Mr. Game & Watch high into the air. Nearby opponents will also be pushed back a bit.
- Launching with Fire (Up Special) – You can launch enemies sideways by hitting them on your ascent. This is a good way to turn the tables on someone waiting for you to pop up from a ledge.
- Oil Panic (Down Special) – This bucket can hold all manner of projectiles. Once filled, unleash the contents on an unsuspecting foe.
- Oil Panic and Projectiles (Down Special) – This will only absorb energy-based projectiles. Physical projectiles, like Link's arrows, will be reflected instead.
- Oil Panic's Gauge (Down Special) – Absorbing a particularly powerful energy blast can fill the gauge in one go. However, even the weakest of attacks will always fill it by one segment.
- Oil Panic and Bombs (Down Special) – You can use this to absorb explosions from Link's bombs or from Bob-ombs. Don't try it with the Bob-ombs that fall during Sudden Death, though.
- Oil Panic and Getting KO'd (Down Special) – The gauge doesn't reset when Mr. Game & Watch is KO'd. Try surprising enemies with a bucket full of boiling-hot oil as soon as you respawn!
- Oil Panic (Down Special) – This move can reflect items and physical projectiles that can't be absorbed. If something comes flying at you, give it a try!
- Octopus (Final Smash) – For his Final Smash, he'll turn into a giant octopus and catch opponents in his tentacles. If an opponent doesn't escape by pressing buttons rapidly, they'll be dragged offstage.
- Octopus and Obstacles (Final Smash) – An opponent caught in the giant octopus's tentacles will be dragged off-screen. If it seems like they might escape, you could purposefully hit a floor or wall to flick them away.
- Octopus Tentacles (Final Smash) – You can extend the giant octopus tentacles farther by pressing the special-move button. They'll extend and retract even if you don't do anything, but pressing the button speeds up the movement.
- Spitball Sparky (Up Air Attack) – Release a puff of air right above you to push opponents. You can even try to KO an opponent with this if you can hit them from a high position onstage.
Meta Knight
- Meta Knight's Origins – Meta Knight debuted in Kirby's Adventure on the NES as a mysterious figure who stood in Kirby's way as a boss but also sometimes helped him.
- In His Series – Meta Knight first appeared in Kirby's Adventure. He leads the Meta-Knights. He wears a mask, but when he loses to Kirby, you can see a glimpse of his true face when his mask cracks.
- Galacta Knight – Meta Knight's seventh color variation is based on Galacta Knight, who makes an appearance in Kirby Super Star Ultra and is said to be the strongest warrior in the galaxy.
- Dark Meta Knight – Meta Knight's eighth color variation is based on a shadow version of Meta Knight, Dark Meta Knight, who appears in Kirby & The Amazing Mirror.
- Mach Tornado (Neutral Special) – The tornado created around Meta Knight can destroy any weak projectiles it hits.
- Drill Rush (Side Special) – While Meta Knight's rushing through the air like a drill, you can adjust his direction.
- Drill Rush Techniques (Side Special) – If you direct Meta Knight toward the ground, he'll cancel the move and do a little hop. Use that to avoid an enemy who is about to counter you.
- Shuttle Loop (Up Special) – Meta Knight thrusts his sword upward, loops in midair, and then thrusts upward once more. A swift and powerful attack, useful against falling foes.
- Shuttle Loop with Care (Up Special) – This powerful attack is useful for pursuing enemies directly above you. However, you're vulnerable during the postmove descent.
- Shuttle Loop's Characteristics (Up Special) – You can use this attack slightly more quickly in the air. However, the first strike is more powerful when executed from the ground.
- Dimensional Cape (Down Special) – Meta Knight wraps himself in his cape and disappears. If you keep holding the button, he'll strike when he's back!
- Dimensional Cape Techniques (Down Special) – While Meta Knight is invisible, he'll move in the direction you input. He won't move if you don't input a direction, which is useful as a feint.
- Dimensional Cape Warning (Down Special) – While unseen, you can move in a direction you input, but if you move backward, your attack and launch power will be reduced.
- Darkness Illusion (Final Smash) – Lightning strikes and catches nearby opponents for a multi-hit attack. It wraps up with a side slice that sends opponents flying.
- Flurry Attack (Neutral Attack) – Press the attack button to unleash a flurry of strikes. Meta Knight doesn't care for the singular "attack".
- Third Attack's Launch Power (Side Tilt Attack) – Keep pressing the button to unleash three attacks! The third strike of Meta Knight's side tilt is powerful enough to launch opponents.
- Midair Up Sweep (Up Air Attack) – Use this move to launch an opponent at an upward diagonal angle, then follow up with another of the same attack. If you then land an up special, you can launch your opponent up even further into the air.
- Trample (Downward Throw) – Your enemy will fly diagonally upward after this, so that's a good time to use a combo. If their damage is low, try a dash attack and then a forward air attack.
- Falling Defenseless – If Meta Knight uses any of his special moves in the air, he'll fall to the ground in a defenseless state afterward. He's an adept midair fighter, but you have to be careful when using his specials.
Pit
- Pit's Origins – Pit's debut was in Kid Icarus, released in North America in 1987. His goal was to collect the Three Sacred Treasures and defeat the evil Medusa.
- In His Series – The protagonist of Kid Icarus, Pit is an angel who serves Palutena, the Goddess of Light, as the captain of her royal guard. He aims to defeat Medusa, the Goddess of Darkness, by retrieving the Three Sacred Treasures.
- Pit vs. Dark Pit – Pit and Dark Pit are similar in some ways, but they both summon different weapons and both celebrate victory to a different tune.
- Pit and the Hammer – When Pit grabs a Hammer, he swings it from the wrist, with only two frames of movement—just like how he used the mallets in the original Kid Icarus!
- Palutena Bow (Neutral Special) – Press up before firing to aim the arrow that way. Also, you can guide the arrow while it's in the air.
- Palutena Bow's Direction and Timing (Neutral Special) – This arrow fires automatically once it's fully charged, but it won't fire while Pit's changing his aim. You can delay firing that way.
- Upperdash Arm (Side Special) – A dash forward followed by an uppercut. While Pit is dashing, the Upperdash Arm deflects projectiles! Cool!
- Upperdash Arm Techniques (Side Special) – When used in midair, it has less launching power, but you're not vulnerable for as long after the uppercut. When recovering from offstage, you can use it to rush a waiting opponent.
- Power of Flight (Up Special) – Pit's wings glow and then send him flying in the direction you choose. This move travels a long way, making it an excellent recovery move.
- Power of Flight's Vulnerability (Up Special) – This move travels far, making it great for recovering. However, what goes up must come down, so use it wisely.
- Guardian Orbitars (Down Special) – These handy items will block enemy attacks as well as reflect projectiles. They'll even push back foes who touch them!
- Guardian Orbitars' Recovery Time (Down Special) – If the shields take too much damage, they'll break. When that happens, it'll be 10 seconds before they can be used again.
- Lightning Chariot (Final Smash) – Pit summons the Lightning Chariot and flies offstage. Use the reticle to aim at opponents. When the gauge inside the reticle runs out, he'll come rushing back and launch any opponents that he hits.
- Lightning Chariot Timing (Final Smash) – For Pit's Final Smash, take aim at an opponent and then come rushing in. If you don't want to wait for time to pass, you can trigger the move instantly with the attack or special-move buttons.
- Anti-air Attack (Up Tilt Attack) – A two-part kick that sends opponents into the air. It'll send them up even if they haven't taken a lot of damage, so try to follow up with another attack afterward.
- Under-Arc Slash (Down Air Attack) – Pit swings his sword below him with a lot of power. If you hit the opponent when the sword is directly below him, it'll have a meteor effect.
- Smash Taunts – In the Palutena's Temple stage, you can trigger a special smash taunt if you use Pit's down taunt for a brief instant. It'll only work once per battle.
Dark Pit
- Dark Pit's Origins – Dark Pit debuted in Kid Icarus: Uprising, released in 2012. Created by the Mirror of Truth, he has the same abilities as Pit but a different personality.
- In His Series – Dark Pit appears in Kid Icarus: Uprising. He was created by the Underworld Army's Mirror of Truth. He's a copy of Pit, but was born incomplete. Palutena gave him the nickname Pittoo.
- Silver Bow – This divine weapon from Kid Icarus: Uprising was a prototype for the Palutena Bow. In that game, it had the unusual trait of doing more damage when fired from close range.
- Silver Bow (Neutral Special) – Compared to those from Pit's Palutena Bow, these arrows disappear more quickly and can't be steered as much. But they deal more damage in return.
- Electroshock Arm (Side Special) – Dark Pit charges forward and launches foes upward with great force at a lower angle than Pit's Upperdash Arm. This move also deals electrical damage.
- Dark Pit Staff (Final Smash) – This Final Smash shoots in a straight line, going through foes and terrain. If it hits more than one opponent, the closer foes will take more damage.
- Pit vs. Dark Pit – Pit and Dark Pit are similar in some ways, but they both summon different weapons and both celebrate victory to a different tune.
Zero Suit Samus
- Zero Suit Samus's Origins – Samus first donned her blue Zero Suit in the 2004 title Metroid: Zero Mission.
- In Her Series – Her blue suit, known as the Zero Suit, first appeared in Metroid: Zero Mission. In that game, Samus tries to infiltrate the Space Pirates' Mother Ship armed with nothing but a handgun.
- Paralyzer – Samus uses this in Metroid: Zero Mission when she's not wearing her Power Suit. In that game, she uses her handgun to temporarily paralyze enemies.
- Zero Suit Samus's 7th Color – Zero Suit Samus's seventh color variation is a unique orange outfit. This outfit first appeared in certain endings of Metroid: Zero Mission.
- Paralyzer (Neutral Special) – Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike!
- Plasma Whip (Side Special) – This move swings a whiplike stream of plasma directly in front of Zero Suit Samus. Hold down the button to raise the whip up. This move works as a follow-up attack, or a counter to aerial attacks.
- Grabbing Ledges with Plasma Whip (Side Special) – If the whip reaches an edge, you'll grab on to it. Handy! You can use the whip with either grabs or your side special.
- Flip Jump (Down Special) – Fighters struck while on the ground will be buried, while airborne fighters will be meteored.
- Flip Jump's Traits (Down Special) – If you hit an opponent in the air with this move, it has a meteor effect. Hit an opponent on the ground to bury them. You can also press the special-move button again for an extra kick with good launch power.
- Flip Jump's Meteor Effect (Down Special) – Press the attack button during this move to launch a kick. This kick deals a lot of damage and has a powerful meteor effect too.
- Zero Laser (Final Smash) – The laser gradually gains power and lets out a powerful burst at the end. Pay close attention to the way the reticle looks to judge when power has fully charged.
- Zero Laser Controls (Final Smash) – The reticle moves faster prior to the laser firing, so first decide where you want to aim it. For the last shot, the sight grows slightly larger.
- Slant Paralyzer (Down Smash Attack) – This attack fires Zero Suit Samus's Paralyzer diagonally down. Its victims will be stunned for a moment, leaving them open to another attack!
- Slash Dive (Down Air Attack) – This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her.
Wario
- Wario's Origins – Wario made his debut in 1992 as the villain of Super Mario Land 2: 6 Golden Coins, where he stole a castle from Mario.
- In His Series – He calls himself Mario's childhood friend and biggest rival, and he cares for nothing but money and treasure. He loves to eat, and is particularly fond of garlic.
- First Starring Role – Wario's first starring role was in Wario Land: Super Mario Land 3 in 1994. Its appeal was Wario's powerful abilities, powering up with garlic, and tackling enemies to defeat them.
- Chomp's Traits (Neutral Special) – Like his throw moves, Chomp can't be blocked by an opponent's shield. While chewing, Wario will slowly heal damage.
- Chomp's Healing (Neutral Special) – Can be used to bite opponents or eat items. If he eats food, it'll restore more health than usual!
- Chomping for Power (Neutral Special) – Eating items will make Wario more gassy. The gassier he is, the stronger his down special will be.
- Chomp Indigestion (Neutral Special) – Wario's hunger knows no bounds, but eating explosives will cause him a bit of damage. The blast will hurt those around him too!
- Repurposing Wario Bike (Side Special) – Wario's motorcycle can break into parts. You can't pick them up, but Wario can eat them to heal or fill his...gas tank.
- Controlling Wario Bike (Side Special) – Press up to do a wheelie and then down to lower the wheel again. Any enemy hit by that front wheel has a good chance of getting launched.
- Wario Bike Taunting (Side Special) – Wario does a special taunt when he's riding his bike. It doesn't have any particular effect on the bike's power, though.
- Wario Waft (Down Special) – Fully charged, it will rocket Wario into the air, launching nearby foes and totally grossing them out. This can be very handy while recovering.
- Wario Waft's Gas (Down Special) – When Wario's bursting at the seams with gas, he'll glow. Getting KO'd won't release the gas, either—there's only one way to let it out…
- Wario-Man (Final Smash) – After transforming into Wario-Man, he splits himself into copies that attack all at once. The final fart isn't affected by the charge of his down-special fart.
- Hand Slap (Up Air Attack) – While it only attacks directly above Wario, this move has a lot of power, and you aren't left vulnerable for long after landing. If you can mix this into a combo, you can expect to deal good damage.
- Shoulder Tackle (Dash Attack) – Wario often uses this move in the Wario Land series. It's still powerful in Smash Bros., and boasts serious launching power.
Snake
- Snake's Origins – Snake made his debut in Metal Gear, released in North America in 1988. It's a stealth-based game that has Snake acquiring weapons and equipment while on various missions.
- In His Series – Snake's job is to infiltrate enemy bases alone to stop terrorist organizations. The player has the option to stay quiet and sneak around, or go loud with guns and bombs.
- Hand Grenade (Neutral Special) – The hand grenade explodes in 2.5 seconds after the pin is pulled out. Opponents won't flinch even if the grenade hits when thrown. You can get caught in the explosion as well, so be smart.
- Holding Hand Grenade (Neutral Special) – Pressing and holding the special-move button will allow you to move around while holding the grenade. You can move forward, backward, jump, and even perform midair jumps.
- Throwing the Hand Grenade (Neutral Special) – Depending on the direction you tilt the control stick, you can throw the grenade near, medium, or far. Press the shield button to drop it at your feet.
- Remote Missile (Side Special) – You can control the missile freely, but you cannot move around. If opponents try to attack you, press the shield button to cancel.
- Cypher (Up Special) – Attack or dodge while rising up in the air to let go of the Cypher. If you take damage while airborne, you can use this move again.
- C4 (Down Special) – The C4 bombs that you've set can be detonated by using your down special again. When trying to recover, you can detonate it in midair to blast yourself back to the stage.
- C4 - Butterfly Form (Down Special) – Sometimes Snake will use a butterfly-shaped C3 explosive instead of a C4 bomb. They may look different, but both bombs behave identically.
- C4 Placement (Down Special) – You can attach C4 bombs to not only the ground, but to walls and opponents as well. The bomb will detonate automatically once enough time has passed. Don't blow yourself up!
- Covering Fire (Final Smash) – Snake's Final Smash allows him to lock on to opponents and shoot five missiles at them. The missiles will fire even if you are unable to lock on.
- Silent Takedown (Downward Throw) – Snake has a unique downward throw that puts opponents to sleep. If the opponent has high damage, this can be a great setup for a KO.
- Cardboard Box – Snake's taunt involves him hiding in his beloved cardboard box. When an opponent gets near and picks up the cardboard box...well..you'll just have to see for yourself.
- Attack with the Cardboard Box – The cardboard box you use during your taunt can also be used to deal damage to opponents when cast off. The box falls off Snake's back, so be mindful of the direction you use it.
Ike
- Ike's Origins – Ike debuted in Fire Emblem: Path of Radiance, a 2005 title for the Nintendo Gamecube. He's a strong fighter who wields a two-handed sword with ease.
- In His Series – Leader of the Greil Mercenaries. He's stoic and doesn't say much, but he's also kind and compassionate. He's the protagonist of Fire Emblem: Path of Radiance and appears in Fire Emblem: Radiant Dawn.
- Radiance and Radiant – Ike's odd-numbered costumes are from Fire Emblem: Path of Radiance, while the even-numbered costumes are from Fire Emblem: Radiant Dawn. The two look and sound different, but they're equally strong.
- Eruption (Neutral Special) – Charge this move by pressing and holding the button. Additional flames appear depending on the charge level. At full charge, it sends three pillars, allowing you to hit somewhat distant opponents.
- Eruption at the Edge (Neutral Special) – This attack reaches up and down as well as left and right. You can use it to ambush opponents who are trying to recover from offstage.
- Quick Draw (Side Special) – If you hit an opponent with Quick Draw in the air, you can quickly start your next action. But if you don't do anything afterward, Ike merely falls. Keep this in mind when trying to recover.
- Quick Draw's Traits (Side Special) – Using this move a bit before landing from a jump and you will reduce the amount of time you are vulnerable.
- Aether and Super Armor (Up Special) – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
- Meteor with Aether (Up Special) – During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well!
- Counter (Down Special) – If an opponent attacks while Ike's in his stance, it'll nullify the attack and Ike will counterattack. The power of the counterattack is based on the power of the opponent's attack.
- Great Aether (Final Smash) – This sweeping move can be used on the ground or in the air, and can catch opponents in front of Ike and above Ike. The final slash can also damage nearby opponents when it hits the ground.
- Neutral Attack – There are three levels of attack: a punch, a kick, and a sword swing. All pretty handy, since they're quicker than Ike's other moves!
- Cast Off (Down Smash Attack) – The backward strike of Ike's down smash is most powerful at the start of the move, dealing more damage and launching a foe farther than the forward strike.
- Repositioning Slash (Back Air Attack) – This is the quickest of all Ike's air attacks, and one of the most damaging too. A valuable weapon for a fighter whose attacks tend to be slow.
- Rising Swing (Up Air Attack) – This attack covers a wide vertical and horizontal range, allowing you to hit opponents even if they're a little ways away. Try to follow up with this attack after using neutral air, down throw, or up throw.
- Repeated Edge Grabbing – Certain moves, such as Ike's Aether, have limits on how many times they can be used to grab on to edges without touching the ground.
Pokémon Trainer
- Pokémon Trainer – The Pokémon Trainer stands in the background and instructs Squirtle, Ivysaur, and Charizard. You can play as a female Pokémon Trainer by changing Pokémon Trainer's costume when choosing your fighter.
- Pokémon Trainer: Mannerisms – Pokémon Trainer will react when taunting or when a Pokémon takes damage. The girl and boy Pokémon Trainer have different reactions.
- Pokémon Trainer: Pokémon Change (Down Special) – You can cycle through Pokémon from Squirtle → Ivysaur → Charizard. You can switch them as many times as you like, so choose your favorite Pokémon and get to Smashin'!
- Pokémon Trainer: Triple Finish (Final Smash) – The three Pokémon combine their powers for this Final Smash. The effect of the attack is the same for all three Pokémon.
- Squirtle's Origins – Squirtle debuted in Pokémon Red and Blue, released in North America in 1998. It's a Tiny Turtle Pokémon that excels at Water-type moves.
- Squirtle: In Its Series – Squirtle is one of three Pokémon you can get from Professor Oak in Pokémon Red and blue. Squirtle was one of the few Water-type Pokémon you could get until you got a Fishing Rod.
- Squirtle: Water Gun (Neutral Special) – Squirtle shoots water from its mouth to push opponents away. It doesn't do any damage, but it's great for interfering with opponents trying to return to the stage.
- Squirtle: Withdraw (Side Special) – Spin across the ground quickly to tackle opponents. Squirtle won't take damage while it is in its shell.
- Squirtle: Advancing with Withdraw (Side Special) – Tilt the control stick in the opposite direction of the movement to shorten the distance you slide. If you hit an opponent or their shield, you will be reflected.
- Squirtle: Withdraw's Weakness (Side Special) – If Squirtle gets stepped on from above, it will flip over and become completely vulnerable. Squirtle can't move until it gets back up, leaving you wide open to attack.
- Squirtle: Waterfall (Up Special) – Tilt the control stick forward or backward while rising to slightly change the angle you rise. It can be used as a recovery move, but it can also be used to attack opponents above.
- Squirtle: Triple Finish (Final Smash) – The three Pokémon combine their powers for this Final Smash. Squirtle's Hydro Pump is wide, covering the top and bottom, and can draw in opponents.
- Ivysaur's Origins – Ivysaur debuted in Pokémon Red and Blue, released in North America in 1998. Due to the favorable matchups, Ivysaur was very useful against Rock-type and Water-type opponents in the beginning Gyms.
- Ivysaur: In Its Series – Ivysaur is the evolved form of Bulbasaur, one of the three Pokémon you can choose in the beginning. Compared to the other two Pokémon, you can reach the third form, Venusaur, quickest.
- Ivysaur: Bullet Seed (Neutral Special) – Ivysaur's Bullet Seed move not only shoots seeds, but if an opponent touches its body while it's using the move, that opponent can get launched!
- Ivysaur: Bullet Seed Firing Time (Neutral Special) – Holding the special-move button will make Bullet Seed last longer. You'll be open to attack from the side, but if it hits, it deals a lot of damage.
- Ivysaur: Razor Leaf (Side Special) – Quickly flick the control stick to the side as you press the button to shoot the leaves farther. The trajectory of the leaves is random. They may fly diagonally instead of straight to the side.
- Ivysaur: Vine Whip (Up Special) – Vine Whip can be used as many times as you want in midair and the direction it shoots out can be changed slightly. It can be used to grab the edge when falling off the stage.
- Ivysaur: Triple Finish (Final Smash) – The three Pokémon combine their powers for this final smash. Ivysaur's Solar Beam has a long range and traps opponents hit by the attack.
- Ivysaur: Exploding Flower (Up Smash) – It has very high launch power, but the move is slow to activate. Use this move a bit early and try to predict where the opponent will land or where they will go after dodging.
- Ivysaur: Pollen from Bloom – Ivysaur's up smash, up air, and down air attacks all release pollen from the bud on its back. These moves excel at launching opponents.
- Charizard's Origins – Charizard made its debut in North America in the 1998 games Pokémon Red and Pokémon blue. It was even featured on the cover of Pokémon Red.
- Charizard: In Its Series – Charizard, the Flame Pokémon, graced the package cover of Pokémon Red. Its fiery breath can melt anything, but it never turns its flame on an opponent weaker than itself.
- Charizard: Flamethrower (Neutral Special) – Charizard will keep breathing fire as long as you hold the button down, but it'll get weaker and weaker as you use it.
- Charizard: Flare Blitz (Side Special) – This move engulfs Charizard in flames. It's extremely powerful, but it hurts Charizard too.
- Charizard: Flare Blitz (Side Special) – There's a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters too!
- Charizard: Fly (Up Special) – Fly doesn't have much horizontal movement, and it leaves Charizard vulnerable afterward, but it has great launch power. It can make a good counterattack after blocking an attack with your shield.
- Charizard: Triple Finish (Final Smash) – The three Pokémon combine their powers for this Final Smash. Charizard dishes out continuous Fire Blasts for massive damage.
- Charizard: Wing Thrust (Up Tilt Attack) – Charizard's wings won't take damage, making this attack good for overpowering foes who are attacking from above.
- Charizard: Aerial Tail (Back Air Attack) – In this aerial move, Charizard sweeps away opponents behind it with its long tail. The fiery tip of its tail has high attack and launch power.
- Charizard: Midair Jump – Charizard can perform two successive midair jumps. The second one doesn't get as much height as the first, though.
Diddy Kong
- Diddy Kong's Origins – The small and agile Diddy Kong first appeared in the SNES title Donkey Kong Country in 1994, where he was a valuable partner to DK.
- In His Series – Diddy Kong appears as Donkey Kong's best friend and trusted partner in Donkey Kong Country. He lacks the power to defeat some enemies, but there's something to be said for his quick dash and high jumps.
- Peanut Popgun (Neutral Special) – Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits!
- Peanut Popgun's Sign (Neutral Special) – While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire.
- Peanut Popgun Projectiles (Neutral Special) – The peanuts you fire can be caught by enemies if they time it right. Charge the move to make the peanuts harder to catch.
- Monkey Flip (Side Special) – If you grab foes in the air, you'll release them more quickly than if you grab them on the ground. Be ready to use a speedy follow-up attack.
- Monkey Flip to Flying Kick (Side Special) – While performing this move, you can press the attack button to launch a flying kick that deals considerable damage and has good launching power.
- Uses for Monkey Flip (Side Special) – After grabbing on to opponents with this move, press the attack button to launch them sideways or press up to jump off their head!
- Monkey Flip Technique (Side Special) – You can use this move again in the air after jumping off the first enemy you attack. Useful for when you're fighting a lot of enemies…
- Monkey Flip's Characteristics (Side Special) – If you use this move without triggering the flying kick part, you can use Rocketbarrel Boost! It's a great way to recover if you've been launched!
- Steering Rocketbarrel Boost (Up Special) – You can indicate a direction while this is charging to fly in that direction. You can even steer while flying!
- Rocketbarrel Boost (Up Special) – If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own.
- Warnings for Rocketbarrel Boost (Up Special) – You can also move horizontally. You'll go right through enemies even if they're shielding, but if you go over the edge, you're done for!
- Rocketbarrel Boost Techniques (Up Special) – If you fly up through a platform and land on it, the Rocketbarrel Pack will explode on contact with the platform, blasting nearby enemies.
- Rocketbarrel Boost Cut Loose (Up Special) – If Diddy Kong is hit while using this move, the Rocketbarrel will fly off on its own. You can control it slightly by using the control stick.
- Banana Peel (Down Special) – In this move, Diddy throws a banana peel behind him. Foes who step on it fall clumsily to the ground. Have a nice trip!
- Banana Peel (Down Special) – You can't whip out another banana peel if one of yours is still in play, but each one will vanish after being thrown twice.
- Items and Banana Peel (Down Special) – If you're holding an item when you throw the peel, you'll throw both at the same time. However, if it's a two-handed item, you won't throw it.
- Hyper Rocketbarrel (Final Smash) – Diddy Kong flies around the screen in all directions using the latest Rocketbarrel technology. For the final hit, it'll target the opponent who was hit the most, but it'll catch nearby fighters as well.
- Hand Clap (Down Tilt Attack) – It's a quick move that doesn't leave Diddy Kong vulnerable long, making it easy to use on the ground as a diversion. You also have a chance for a follow-up attack (such as an up smash) after it hits.
- Screw Kick (Forward Air Attack) – With long reach and long hit time, this move is good at restricting an opponent's actions. It can be used as a diversion in the air, or even as an attack after dashing into a short hop.
Lucas
- In His Series – The main protagonist from Mother 3. He lived in Tazmily Village with his parents and twin brother Claus, until a fire led to tragedy. He sets off on adventure with his telekinetic PSI powers.
- PK Freeze's Traits (Neutral Special) – The icy projectile can freeze enemies. Try using it to stop anybody returning to the stage!
- PK Freeze's Duration (Neutral Special) – Hold down the button and a direction to extend the projectile's arc, but remember, the ice only bursts once you let go, so plan carefully!
- PK Fire's Traits (Side Special) – Shoot a blast of fire straight forward. Once it connects, it will become pillars of fire. A short-range attack that is great for hitting and launching multiple enemies.
- A PK Fire Diversion (Side Special) – This move can disrupt incoming attacks and projectiles, but it leaves Lucas vulnerable for a time. Be careful!
- PK Thunder's Traits (Up Special) – This move can help you return to the battle. Be careful, though, since the orb vanishes if it runs into solid ground.
- Multiple Attacks with PK Thunder (Up Special) – The orb from this attack won't disappear when it hits your rivals. Shock multiple opponents!
- PSI Magnet (Down Special) – This move lets Lucas absorb energy-based projectiles and heal himself. It'll even slow his descent while airborne!
- PSI Magnet - Movement and Disruption (Down Special) – After grabbing a projectile with this move, Lucas can roll backward. By releasing the button at the right time, you can also disrupt enemy attacks.
- PK Starstorm (Final Smash) – With Kumatora and Boney, a shower of meteors descend toward Lucas. You can press up or down on the control stick to slightly raise or lower the position of where the meteors cross paths.
- PK Smash Geyser's Pros and Cons (Up Smash Attack) – This attack has very high launching power compared to many other moves. However, it will leave you wide open after using it, and envious enemies may punish you for missing.
- PK Smash Geyser's Traits (Up Smash Attack) – This attack will move upward when you use it. It's strongest if you catch an enemy with the start. Not even enemies hanging on an edge are safe!
- PK Blow (Down Smash Attack) – Lucas fires three PSI blasts that are good for foes on ledges or under you. Each one is weaker than the last, but the range increases.
- PK Meteor Kick (Back Air Attack) – This powerful kick has a meteor effect. Try to hit with Lucas's knee for the best result!
- PK Foot Stomp (Down Air Attack) – Unleash a sequence of four kicks downward. Start the attack at the peak of a jump to make it easier to land all four blows. The last kick has a meteor effect!
- Rope Snake's Traits (Grab Attack) – The Rope Snake extends Lucas's reach for grabbing foes and edges. It can reach especially far in midair.
- Midair Rope Snake (Grab Attack) – You can't grab and throw opponents in midair, but don't worry—this attack will still hurt them!
Sonic
- Sonic's Origins – Sonic's first appearance was a cameo in the 1991 arcade racing game Rad Mobile. You can see him dangling near the top of the windshield.
- In His Series – His first starring role was at blistering speeds in the side-scrolling action game Sonic The Hedgehog. The high-speed action unfolds using simple controls with only directional buttons and jumping.
- Homing Attack (Neutral Special) – Sonic rises into the air while charging the move. Once charged, it'll automatically attack. You can press the button midway to instantly attack, but if you miss an opponent, you're left vulnerable for a while.
- Spin Dash (Side Special) – When Spin Dash is used on the ground, Sonic becomes invincible for a brief period of time right after he starts rolling. You can use this to avoid an opponent's attack and counterattack!
- Spring Jump (Up Special) – Use this in midair to drop a spring on someone below. Give yourself a boost while disrupting your rivals!
- Spring Jump Care (Up Special) – Even after a Spring Jump, Sonic can still attack and dodge in the air. However, he can't perform a midair jump or use any more special moves.
- Spin Charge (Down Special) – If you jump while spinning forward, you'll keep spinning in the air. You can hit opponents like that or use other attacks.
- Boosting Spin Charge (Down Special) – If you hold down and keep tapping the button, you can charge up this move, making it faster and stronger.
- Spin Charge Care (Down Special) – Jump while charging a Spin Charge to do a Spin Jump. After a midair jump, you won't be able to Spin Jump until you hit the ground.
- Super Sonic (Final Smash) – Sonic transforms into Super Sonic and bashes into opponents at high speeds. The moment his transformation ends can also launch nearby opponents.
- Shooting Star Kick (Down Air Attack) – If you jump, Spring Jump, and then use an attack like this one in quick succession, it will end right before you land, which means no landing delay!
- The Three Fastest Fighters – #1 is Sonic, #2 is Captain Falcon, and #3 is Little Mac. In contrast, the slowest of all the fighters is Incineroar.
King Dedede
- King Dedede's Origins – King Dedede debuted alongside Kirby in the 1992 title Kirby's Dream Land. He's a big eater who wants all the food in Dream Land for himself!
- In His Series – The mastermind who stole all the food in Kirby's Dream Land. He calls himself the ruler of Dream Land and gets the Waddle Dees and others to serve him.
- Masked Dedede – King Dedede appeared in this form in Revenge of the King from Kirby Super Star Ultra. Rather than his usual wooden hammer, he's equipped with a mechanical New Dedede Hammer.
- Inhale (Neutral Special) – After inhaling opponents, press the button again to spit them out as a projectile. This way, you can hit your opponents with each other!
- Inhale (Neutral Special) – Dedede is already perfect, so his Inhale won't copy abilities. Instead, it has a longer range than Kirby's.
- Inhaling Projectiles (Neutral Special) – You can inhale an opponent's projectiles, then spit them back out at them. The projectiles you spit back out have higher attack power than normal.
- Inhale Techniques (Neutral Special) – The Gordo that appears when using a side special can also be inhaled and spit back out. You're not vulnerable for long after spitting it out, so you can use it for a combo too.
- Gordo Throw (Side Special) – Gordos will stick to any walls they hit. Try doing this on walls close to edges to cause serious trouble to enemies trying to climb up.
- Gordo Throw (Side Special) - When a Gordo connects, it will send in the direction the Gordo was moving. This change from Smash 4 to Ultimate has made Gordo more consistent, at the cost of amazing angles and "Calculated" combos when it does go at a weird angles.
- Returning Gordo (Side Special) – With the right timing, an opponent can hit a Gordo back at you. But then you can attack it or hit it with your side special again, and now a fierce battle has turned into a game of Gordo tennis.
- Gordo Throw's Many Tricks (Side Special) – Choose up, middle, or down right after starting this move to hit the Gordo in three different ways, changing how it bounces. You can also inhale the Gordo after angling it down right to send it at high speeds at the opponent.
- Super Dedede Jump (Up Special) – After leaping up high, Dedede crashes down in a crushing body slam. This move can be canceled by the special-move button or up on the control stick.
- Jet Hammer (Down Special) – It's possible to charge this move to deal more damage, but charging for too long will start to hurt Dedede too!
- Jet Hammer's Characteristics (Down Special) – If King Dedede's damage goes over 100%, he can keep charging this move past maximum without taking damage.
- Dede-rush (Final Smash) – Stuck in a cage match, an opponent is subjected to Dedede Missiles and then a powerful Hammer attack. It's an over-the-top Final Smash that launches the opponent as well as the chain-link cage.
- Rolling (Down Tilt Attack) – He can attack while prone by cartwheeling forward. This lets him attack while moving, like a dash attack.
- Belly Flop (Dash Attack) – This attack leaves King Dedede wide open to attacks, but it can also launch opponent's very far. King Dedede's been using this move since the first game in the series, Kirby's Dream Land.
- Hovering – King Dedede can float after taking in a big gulp of air. This move is the result of lots of hard work and training so he could put up a fight against Kirby after previously losing to him.
Olimar
- Olimar's Origins – Olimar made his first appearance in the original Pikmin, released in 2001. He's a hardworking space pilot for Hocotate Freight.
- Alph's Origins – Alph first appeared in the 2013 title Pikmin 3. He's a cheerful and optimistic engineer who loves his job.
- In His Series – The S.S. Dolphin runs into trouble during a space vacation, causing it to crash-land on an unexplored planet. Olimar tries to repair the ship using the help of the Pikmin he meets there.
- Origins of Name "Pikmin" – Olimar came up with the name "Pikmin" because the creatures look similar to a favorite vegetable of his, Pikpik carrots.
- Pikmin Pluck (Neutral Special) – Olimar will always pluck the Pikmin in this order: red, yellow, blue, white, purple.
- Pikmin Pluck's Limit (Neutral Special) – You can have up to three Pikmin in tow at any time. Plucking for more while three are already active is, sadly, futile.
- Pikmin Throw (Side Special) – Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, deal one heavy blow and then bounce off.
- Pikmin Hang Time (Side Special) – The less damage an opponent has accumulated, the longer the Pikmin can hang on to it.
- Pikmin Order (Down Special) – This move will change the order of your Pikmin. Use it to plan your attack strategy.
- Winged Pikmin (Up Special) – The number of Pikmin you have will affect how high you rise. Also, White Pikmin are light and Purple Pikmin are heavy. These characteristics affect how high you can go, too.
- Orderly Pikmin (Down Special) – Olimar's whistle calls back his scattered Pikmin. Even the ones that are goofing off.
- Super Armor with Pikmin Order (Down Special) – This move gives Olimar super armor at the start of the move, so it's great not only for calling Pikmin, but also to avoid being launched by an opponent's attacks.
- End of Day (Final Smash) – When Olimar jumps into the Hocotate Ship, nearby enemies will be buried. If the ship hits anyone while it's airborne, they'll be slammed to the ground.
- Starship Landing Site (Final Smash) – You can adjust the trajectory of the Hocotate Ship as it comes back down. If you aim it well, you can deal some serious damage to your opponents.
- Smash Attack – All three of Olimar's smash attacks count as projectiles, which can be reflected by moves like Reflector.
- Pikmin Left/Right Dash (Down Smash Attack) – If there are at least two Pikmin with Olimar, they'll attack on both sides of him. If there's only one, it'll attack in front of him.
- Tornado Attack (Neutral Air Attack) – Olimar attacks by twirling. It's his only aerial attack that doesn't use any Pikmin, so you can use it even if all your Pikmin are gone.
- Lead Pikmin – Olimar always attacks with the Pikmin at the front of the line. You can tell which one this is by the arrow pointing to it.
- Pikmin's Stamina – When separated from Olimar, Pikmin are vulnerable to enemy attacks.
- Pikmin Flowers – After being plucked, it takes some time for the flower on a Pikmin's head to bloom. As the flower grows, the Pikmin will move faster!
- Red Pikmin – Red Pikmin perform attacks that deal 1.4 times the standard damage. They're also immune to fire attacks, but their throw is weak.
- Purple Pikmin – Attacks performed by Purple Pikmin deal 1.6 times the standard damage and launch foes farther too! They're lacking in reach and speed, however.
- Yellow Pikmin – Yellow Pikmin attacks have 1.5 times the reach of the other colors. The Pikmin can't be killed by electric attacks.
- Blue Pikmin – Throws performed with Blue Pikmin deal 1.7 times the standard damage. The rest of their abilities are average, with no real weakness.
- White Pikmin – White Pikmin that stick to opponents will deal twice the normal amount of damage. They're quite speedy and can jump very high.
- Blue Pikmin - Strong in the Water – Blue Pikmin can survive water in Smash Bros., just like they can in games from the Pikmin series. Other colors of Pikmin? Not so much.
Lucario
- Lucario's Origins – Lucario first appeared in Pokémon Diamond and Pearl. Lucario has the power to detect its opponent's thoughts and actions by reading their Aura.
- In Its Series – Lucario is the evolved form of Riolu, the Emanation Pokémon, and can detect Aura from living things. It's said that Lucario can use this power to learn someone's hiding place or understand what people are saying.
- Aura Sphere (Neutral Special) – Aura Sphere can damage opponents while it's charging. Try dropping onto a foe from above while charging it!
- Force Palm (Side Special) – Force Palm deals more damage and has a greater range if Lucario's Aura is stronger.
- Force Palm Throws (Side Special) – If used close to opponents, it will become a throw. It has high launching power, so you might be able to land a one-hit KO if you have enough Aura charged up.
- Projectiles and Force Palm (Side Special) – Force Palm becomes a projectile against opponents when used from a distance. It has a risk of being reflected. The more Aura you have charged up, the more reach and power the move will have.
- Extreme Speed (Up Special) – This move will send Lucario flying in the direction you indicate. The more damage Lucario has taken, the farther it will fly.
- Launching with Extreme Speed (Up Special) – The end of this move launches nearby foes. With enough Aura, you can dash in and attack from far away, but try not to zoom right off the screen!
- Aura Storm (Final Smash) – Lucario will use Aura Storm downward from above. You can adjust the beam left or right while shooting it.
- Grab Attack – Thanks to Aura, an injured Lucario can pull off this move more quickly and do a lot more damage than other fighters can.
- Aura – Lucario's Aura power increases as it takes damage. At 190%, Lucario's attacks are 2.5 times normal strength, but it's possible to grow even stronger…
R.O.B.
- R.O.B.'s Origins – R.O.B. made his debut in 1985 as a peripheral for the NES. The ability to move a real robot using in-game actions made a splash with media and gamers alike.
- In His Series – A robot toy that worked with the NES using similar technology to the Zapper. It was supported by two games: Stack-Up and Gyromite. The robot's model number is HVC-012.
- Color Variations – R.O.B.'s red-and-white second color variation is based on the Japan version of R.O.B. In fact, it's even his default color when the language is set to Japanese!
- Robo Beam (Neutral Special) – After charging, R.O.B. fires a beam from his eyes. The red light on his head shows the charge level.
- Aiming the Robo Beam (Neutral Special) – The beam can be angled up or down. Also, if it hits the ground, it'll reflect and change direction.
- Pointblank Robo Beam (Neutral Special) – You can't fire a beam if you don't have any energy charged, but the sparks will still harm enemies right in front of you!
- Charging Robo Beam (Neutral Special) – The beam will constantly charge while it's not in use, reaching three levels of power. R.O.B. starts each battle at the second charge level.
- Robo Beam Path Changes (Neutral Special) – If the beam is fired at a low angle toward the terrain, it'll bounce once. If fired at a more extreme angle, the beam will disappear.
- Arm Rotor (Side Special) – The spinning arms can deflect enemy projectiles. Also, press the button repeatedly for a slightly longer attack!
- Robo Burner (Up Special) – The Robo Burner's fuel slowly replenishes while R.O.B. is on the ground. Be careful if you find yourself in the air a lot—it won't refill there.
- Robo Burner Fuel Consumption (Up Special) – R.O.B. will use his burner to fly up. Don't jump—just press the special-move button repeatedly to save fuel and let yourself fly longer.
- Robo Burner Care (Up Special) – The Robo Burner won't recharge while R.O.B. is hanging from an edge. You'll need to spend some time on the ground to make sure you're fueled!
- Canceling Robo Burner (Up Special) – Even if you stop midflight or attack, you can still use Robo Burner as long as it has fuel. Good for chasing foes off the edge to finish them!
- Gyro (Down Special) – If you shoot out a gyro, you won't be able to shoot out another gyro while the first one is still present in the stage. If it's still lying around, go and pick it up!
- Guided Robo Beam (Final Smash) – Shoot quick guided laser beams and then shoot an enormous laser beam. The laser beam can be moved up or down. Hit as many opponents as you can!
- AirN (Neutral Air Attack) – Attack 360 degrees with the burner. If the attack lands, you'll be able to act again quickly, so you can use it after short hopping to transition into the next attack.
- Air Boosters (Back Air Attack) – When R.O.B. fires the burner on his base, the force of the attack will move him forward a bit.
Toon Link
- Toon Link's Origins – Toon Link debuted in the Nintendo GameCube title The Legend of Zelda: The Wind Waker, released in North America in 2003. The cel-shaded art style cast Link in a whole new light.
- In His Series – The Legend of Zelda: The Wind Waker starts on Link's birthday on Outset Island. He rides a ship named The King of Red Lions and sets out on a journey across the sea.
- Hero's Bow (Neutral Special) – You can attack immediately after using this move, so take advantage of that to really surprise your opponents. Fire while in the air with no fear of downtime when you land.
- Hero's Bow Techniques (Neutral Special) – If you don't charge the attack, the arrow won't fly very far and will drop toward the ground. Do this to close to an edge to attack enemies below!
- Boomerang (Side Special) – The boomerang is able to go through enemies as it returns. It flies wherever you are, so move up or down after you throw it to hit more opponents!
- Bomb (Down Special) – If the bomb hits an opponent, Toon Link will not be damaged by the explosion. However, if the bomb hits the ground or time passes and the bomb explodes, Toon Link will be damaged by the explosion.
- Triforce Slash (Final Smash) – Toon Link shoots out the Triforce with his left hand to trap opponents, and then strikes them repeatedly with his sword. The attack won't hit if there is a wall between Toon Link and the opponent.
- Half-Moon Slash (Up Tilt Attack) – It doesn't leave you vulnerable and can be used repeatedly, so it's great for juggling. Once the opponent is in the air, follow up with an up smash or an air attack.
- Two Part Slash (Neutral Air Attack) – Toon Link swings his sword in front and behind. The attack doesn't have much power, but it's quick enough to use repeatedly in a short time frame.
- Sword Plant (Down Air Attack) – Unlike Link's and Young Link's down air attack, Toon Link's doesn't bounce up when it hits a foe. If you try to dunk someone with it, you're gonna have a bad time.
- Midair Hookshot (Grab Attack) – Using the grab button will fire the Hookshot even in midair, but you can't grab opponents with it. You can, however, use it to attack or grab edges.
- Midair Hookshot Techniques (Grab Attack) – Land with the Hookshot out, and you'll put it away quickly. It's handy as a feint—use it just before landing, and then surprise 'em with a different attack.
- Hero's Shield – Toon Link's shield blocks lower down than Link's and Young Link's and can better cover his smaller body. However, he can't guard while moving faster than a walk.
Wolf
- Wolf's Origins – Wolf's debut was in Star Fox 64, released in 1997. His first appearance would have been Star Fox 2, but that title was delayed a bit.
- In His Series – Wolf is an ace pilot and leader of the elite team Star Wolf. He's been known to work for the evil Andross. Wolf not only has a connection to Fox, but also to Fox's father James.
- Blaster (Neutral Special) – A two-part attack where you first attack with the blade on the Blaster and then fire a shot. Use it near an opponent to hit with both. The attack is powerful, but you cannot continuously fire.
- Wolf Flash (Side Special) – Input up or down with the control stick to slightly change the direction you dash forward. If the claw makes contact, it hits hard. The center area has a powerful meteor effect!
- Fire Wolf (Up Special) – Input a direction to make Wolf move in that direction while attacking. He doesn't go far, but it has great launching power, making it great for KOs.
- Reflector (Down Special) – Projectiles opponents fire will be reflected back at them with more speed and power. Opponents directly hit with the Reflector will be thrown slightly upward.
- Team Star Wolf (Final Smash) – Team Star Wolf launch a coordinated attack on the targeted fighters. Wolf's dialogue changes if Fox or Falco have been targeted.
Villager
- Villager's Origins – The Villager debuted in Animal Crossing, released in North America in 2002. In Animal Crossing, players enjoyed a peaceful village life with a variety of animal neighbors.
- In Their Series – The main character from Animal Crossing. The Villager lives a free, slow life in a world populated by many different animals. These animals speak a unique language called Animalese.
- Pocket (Neutral Special) – The Villager uses this move to pocket items or incoming projectiles. Press the button again to bring the pocketed item back out.
- Lloid Rocket (Side Special) – Hold the button when using this move to ride on the Lloid Rocket.
- Lloid Rocket's Power (Side Special) – The Lloid Rocket is more powerful when you're riding it, but you can bail at any time just by pressing the button.
- Balloon Trip (Up Special) – The Villager's up special Balloon Trip is named after a mode from the NES game Balloon Fight.
- Balloon Trip's Balloons (Up Special) – Your balloons can be popped if hit. If you lose one, you'll lose lift. If you lose both, down you go!
- Timber (Down Special) – A three-stage move: planting a seed, watering it, and then chopping down the tree. Don't use the first stage in the air—it'll just leave you wide open.
- Timber Techniques (Down Special) – The Villager can move sideways while using the watering can. It's also possible to water and chop down trees planted by other Villagers.
- Timber (Down Special) – The axe is surprisingly powerful! You can swing it at your rivals as long as the tree is standing.
- If a Tree Falls in a Battle… (Down Special) – If the felled tree hits an opponent, it deals some serious damage. The wood that pops out as it falls can be thrown as a projectile, too.
- Dream Home (Final Smash) – Tom Nook rushes over and builds a house around the opponent. If you look closely, you can see the Villager giving Tom Nook Bells, the currency of the Animal Crossing games.
- Bowling Ball (Side Smash Attack) – If you stand next to a cliff above your opponent, you can use this smash attack to drop a bowling ball on them from above like a projectile.
- Dig (Down Smash Attack) – Attack forward and backward with a shovel, and bury any opponent hit with the attack in the ground. Once you bury them, follow up with a powerful attack.
- Downward Turnips (Down Air Attack) – One to three turnips will appear. More turnips means more damage, as well as a stronger meteor effect.
- Net (Grab) – Swing the net over an item to put the item in your pocket. You can then retrieve the item from your pocket at any time by pressing the special-move button.
Mega Man
- Mega Man's Origins – Mega Man made his 1987 debut in the NES game of the same name, in which the weapons acquired from defeating each boss were the key to victory.
- In His Series – Mega Man was created as a lab assistant by the scientist Dr. Light. He volunteered to be converted to a fighting robot to fight for justice. Solar energy powers his movement.
- Mega Man Series – Since its debut in 1987, the Mega Man series as a whole has sold more than 32 million copies worldwide.
- Metal Blade (Neutral Special) – Mega Man's neutral special, Metal Blade, can throw circular saws in any of eight directions. It was the special weapon of Metal Man in Mega Man 2.
- Metal Blade as an Item (Neutral Special) – The Metal Blade will deal less damage if it gets stuck in the ground and is picked up and used as a weapon. Also, your foes can pick it up!
- Crash Bomber (Side Special) – Mega Man's side special Crash Bomber fires an explosive that sticks to walls and fighters. It was originally Crash Man's special weapon in Mega Man 2.
- Crash Bomber Connection (Side Special) – This bomb is incredibly clingy, latching on to walls, floors, and even fighters! It can be given to other fighters by bumping into them.
- Rush Coil (Up Special) – Mega Man's up special Rush Coil lets him leap to great heights with a little help from Rush, his robot-dog partner. Rush debuted in Mega Man 3.
- Midair Jump after Rush Coil (Up Special) – After using Rush Coil you can move around freely and even perform a midair jump. When trying to return to the stage, you may want to use Rush Coil before using your midair jump.
- Rush Coil's Downtime (Up Special) – When Rush is standing there after you use this move, he'll bounce higher than when you first use it. Other players can jump on him too!
- Leaf Shield (Down Special) – Mega Man's down special is Leaf Shield, a rotating barrier of leaves. It was originally the special weapon of Wood Man, a boss in Mega Man 2.
- Mega Legends (Final Smash) – Mega Man, X, MegaMan Volnutt, MegaMan.EXE, Star Force Mega Man, Proto Man, and Bass all appear in Mega Man's Final Smash.
- Mega Legends Timing (Final Smash) – The Black Hole Bomb will explode when it hits a foe, or you can blow it up by pressing the special-move button. Use that method to draw in nearby foes.
- The Mega Buster (Neutral Attack / Side Tilt Attack / Neutral Air Attack) – Mega Man's neutral attack, side tilt attack, and neutral air attack all fire the Mega Buster—his main weapon ever since the first game.
- One Mega Buster at a Time – Mega Man fires solar bullets made of hyper-compressed solar energy from his Mega Buster. Both arms can transform into a Buster, but the energy is so powerful that only one Buster can be used at a time.
- Mega Upper (Up Tilt Attack) – Mega Man's up tilt attack is Mega Upper, a move he uses in games like Mega Man 2: The Power Fighters.
- A Clean Mega Upper (Up Tilt Attack) – The start of this attack strongly launches foes straight upward. It leaves you quite open if you miss, but a clean hit can really turn things around!
- Sliding (Down Tilt Attack) – Mega Man's down tilt attack is simply called Sliding. It's based on the nonoffensive technique he's been able to use since Mega Man 3.
- Charge Shot (Side Smash Attack) – Mega Man's side smash is the Charge Shot, an attack he gained in Mega Man 4 that lets his Mega Buster build up energy before firing.
- Charging Charge Shot (Side Smash Attack) – Mega Man unleashes a powerful Charge Shot. The damage and distance increase the longer you charge it!
- Spark Shock (Up Smash Attack) – Mega Man's up smash is the electrifying Spark Shock. He originally obtained this special weapon by defeating Spark Man, a boss in Mega Man 3.
- Flame Blast (Down Smash Attack) – Mega Man's down smash is Flame Blast, which creates twin pillars of fire from his hands. He got this special weapon from Flame Man in Mega Man 6.
- Flame Sword (Forward Air Attack) – Mega Man's forward air attack is a decisive strike with his Flame Sword. He obtained this special weapon by defeating Sword Man in Mega Man 8.
- Slash Claw (Back Air Attack) – Mega Man's back air attack is the multihitting Slash Claw. He obtained this special weapon by beating the boss Slash Man in Mega Man 7.
- Air Shooter (Up Air Attack) – Mega Man's up air attack is Air Shooter, which fires a tornado upward. He obtained this special weapon by defeating Air Man in Mega Man 2.
- Air Shooter's Tornado (Up Air Attack) – Mega Man can launch a little tornado upward. If opponents get caught in this minigale, they'll be carried up into the air!
- Hard Knuckle (Down Air Attack) – Mega Man's down air attack is Hard Knuckle, which fires his fist downward like a rocket. It was the special weapon of Hard Man in Mega Man 3.
- Hard Knuckle Meteor (Down Air Attack) – After Mega Man's fist flies a little way from his body, it has a meteor effect. To send foes flying down, you'll want to leave a little distance.
- Top Spin (Dash Attack) – Mega Man's dash attack is a whirlwind of pain called Top Spin. It was originally a special weapon he acquired from Top Man, a boss in Mega Man 3.
- Super Arm (Grab Attack) – Mega Man's grab is the Super Arm, a special weapon that lifts the heaviest of foes with ease. He got it from Guts Man in the very first Mega Man game.
- Mega Man's Heat Release System – If you use a move where both of Mega Man's arms turn into Busters, his arms will overheat and Mega Man will release the heat from his arms after the move is complete.
Wii Fit Trainer
- Wii Fit Trainer's Origins – Wii Fit Trainer debuted in the title Wii Fit, released in North America in 2008. Players could choose a male or female trainer to guide them through their fitness routines.
- In Their Series – There is a female version and a male version of the Wii Fit Trainer. In the Wii Fit games, they act as a fitness coach. Sometimes they run late, oversleep, or have the other trainer fill in for them.
- Sun Salutation (Neutral Special) – Fully charge the attack before striking to recover a bit of health. Talk about flexible!
- Sun Salutation (Neutral Special) - As Sun Salutation charges, the projectile has a slight push effect, also known as a windbox. This might have situational use as an edge guard tool. Don't try this too often though!
- Header (Side Special) – The ball's trajectory depends on when you press the button again. You can also attack with the headbutt directly, which has a meteor effect.
- Canceling Header (Side Special) – Shield before hitting the ball to cancel your serve and let the ball fall, dejected, to the ground.
- Super Hoop (Up Special) – Press the button repeatedly to float up higher, making recovery easier. If foes are trying to stop you getting back to the stage, just fly out of reach!
- Deep Breathing (Down Special) – Deep Breathing can reduce stress. Oh, it also heals a small amount of damage and increases your attack power, launch power, and movement speed.
- Timing Deep Breathing (Down Special) – If you press the button again just as the outer circle meets the red inner circle, you'll give yourself a boost. However, the circle moves slower if used repeatedly, and it can leave you vulnerable.
- Wii Fit (Final Smash) – Wii Fit Trainer unleashes a wave of silhouettes that can push opponents off the stage. There are 10 different silhouettes.
- Lunge (Neutral Attack) – The third neutral attack in the sequence can bury your opponents in the ground for a time.
- Dancer (Side Tilt Attack) – It's not just the front arm thrust that deals damage—the leg raised up behind is also a powerful attack that launches foes straight up.
- Tree (Up Smash Attack) – You're invincible for a moment just before unleashing this. Try using it to launch foes attacking from above.
- Arm & Leg Lift (Down Smash) – Launch opponents at a low angle. If these moves have been strengthened, you can sometimes even KO opponents who aren't significantly damaged.
- Single-Leg Extension (Forward Air Attack) – You can deal damage with the extended back leg. It actually has a small meteor effect.
Rosalina & Luma
- Rosalina & Luma's Origins – Rosalina and Luma made their debut in the 2007 title Super Mario Galaxy. Rosalina is a mysterious galactic traveler, and the Lumas her companions.
- In Their Series – The keeper of the Comet Observatory, which floats in the middle of the galaxy. She has a mysterious backstory and travels with the Lumas until they turn into shooting stars.
- Luma's Color – Lumas come in various colors, but their abilities are identical. The six colors you can get are yellow, red, green, blue, cream, and Polari.
- Luma Shot (Neutral Special) – This sends Luma hurtling forward with a high chance of launching opponents. Charge up this move to send Luma flying farther.
- Luma Shot Charges Forth (Neutral Special) – Luma keeps going for a bit after it hits a foe, but it slows down and deals less damage.
- Robust Luma (Neutral Special) – It's harder to launch Luma when it's sent out with Luma Shot than it is when Luma is near Rosalina. Try sending Luma away occasionally.
- Luma's Direction (Neutral Special) – Luma sent out with Luma Shot will automatically face a nearby opponent and attack them when using moves such as neutral attack.
- Rebound Blows (Neutral Special) – When it's on the way back after Luma Shot, Luma can attack as normal. Use this to surprise fighters heading for Rosalina or as a diversion.
- Star Bits (Side Special) – Luma fires Star Bits that can scatter in three directions: high, middle, and low.
- Launch Star (Up Special) – If you input backward just before Rosalina takes off, she'll fly straight up. Useful when you need as much height as possible.
- Gravitational Pull (Down Special) – This move pulls in projectiles from a wide area around Rosalina. Use it to pull Ness's PK Thunder off course when he's trying to recover!
- Pulling in Items (Down Special) – Rosalina and Luma's down special draws in items so Rosalina can pick them up. It can be used to nullify a number of projectiles, but it's especially useful for gaining ownership of items thrown at you.
- Grand Star (Final Smash) – The Grand Star scatters shooting stars across the stage. Eventually, the Grand Star will increase in size and explode. Opponents hit with the shooting stars will be drawn closer to the Grand Star.
- Controlling Luma – You can attack with Luma even when Rosalina can't move, but you won't be able to while being thrown or right after being launched.
- Luma Regeneration – If Luma is KO'd, the time it takes for Luma to regenerate depends on how many opponents are in the match. It takes longer when it's 1 vs. 1, and shorter when it's a four-player battle.
- Luma at Low Health – When Luma has only a little bit of health it will look down and act tired. In this state, Luma will travel back slower to Rosalina when she uses a neutral special.
- Luma's Reactions – When Luma is next to Rosalina, it starts dancing if she grabs an opponent. When she gets hurt, you can see it flailing its little arms in panic!
Little Mac
- Little Mac's Origins – Even though Punch-Out!! Was released in 1984, Little Mac didn't receive his name until the 1987 NES release.
- In His Series – The main character from the Punch-Out!! Game. Little Mac is 17 years old and from the Bronx in the United States. He aims to be the champion and trains to defeat opponents bigger than him.
- Unique Traits – At high damage levels, bruises and a bandage appear on Little Mac's face. Also, since he's a boxer, he never attacks using his legs.
- Straight Lunge (Neutral Special) – This attack gives you super armor while charging up and while dashing forward. This is especially prominent when it's fully charged.
- Flipped Straight Lunge (Neutral Special) – When unleashing a Straight Lunge, tilt the control stick toward Little Mac's backside to change the direction of the move regardless of how much it's been charged.
- Charging KO Uppercut (Neutral Special) – Little Mac's KO meter builds up when he deals or receives damage. Once it's full, he can use the KO Uppercut to deal some serious hurt!
- Jolt Haymaker (Side Special) – You get a window of invincibility if you start this move on the ground, but not in the air. So be careful!
- Jolt Haymaker Warning (Side Special) – You can move around after using the move in the air, but you can't use it again until you land. Be careful when using it to return to the stage.
- Jolt Haymaker's Movement Range (Side Special) – Press the button during the jump, and you can deliver the punch more quickly. You won't move as far, though, so consider that before using it.
- Rising Uppercut (Up Special) – Little Mac zooms upward with a powerful uppercut. He travels farther when used on the ground than when used in the air.
- Slip Counter (Down Special) – Just when you think you've got him, Little Mac socks you with a nasty counter. He's invincible during the attack, so there's no stopping him!
- Giga Mac Rush (Final Smash) – Transform into Giga Mac and unleash a rapid series of punches. The final uppercut is incredibly powerful.
- Straight Smash (Side Smash Attack) – If you press up when performing Little Mac's side smash, it will change into an uppercut that sends enemies flying upward.
- Angled Straight Smash (Side Smash Attack) – Little Mac's side smash changes if you tilt the stick up or down immediately after inputting the command. Tilting the stick up will launch opponents upward, and tilting it down will deal more damage.
- Weak Jab (Neutral Air Attack) – Little Mac's neutral air attack is the fastest of his aerial attacks. It doesn't deal much damage, and it has low launch potential, but it's quick and doesn't leave you vulnerable after using it.
- Power Meter – If you get launched after the Power Meter is full or some time has passed, the Power Meter will be emptied. Use it or lose it!
Greninja
- Greninja's Origins – Greninja, the final evolved form of Froakie, made its debut in 2013's Pokémon X and Pokémon Y. What looks like a scarf is actually its tongue!
- In Its Series – Greninja is a Ninja Pokémon that uses attacks like Spikes and Double Team. Water Shuriken, an attack using compressed water, was created specifically for Greninja.
- Water Shuriken (Neutral Special) – The longer this attack is charged, the shorter its range is. The uncharged version can be more useful for keeping a foe from approaching.
- Shadow Sneak (Side Special) – Greninja instantly travels to the location of the shadow and ambushes nearby opponents. Press and hold the button to make the shadow travel faster.
- Hydro Pump (Up Special) – Aim the water jets by tilting the stick in a particular direction. You can then quickly tilt the stick in a different direction to go that way with the second burst.
- Hydro Pump's Flow (Up Special) – The water flow doesn't just cause damage—it can also push your foes if you hit them just right.
- Substitute (Down Special) – This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack!
- Substitute (Down Special) – After successfully countering with this, input a direction, and you'll reappear while attacking in that direction.
- Secret Ninja Attack (Final Smash) – Greninja uses Battle Bond to transform and unleash its Final Smash. An opponent hit with the Mat Block will be slashed repeatedly and smashed downward, while the moon glows in the background.
- Down Taunt – Greninja's down taunt involves Greninja performing water tricks. Opponents hit by the water will take damage and float a bit.
Palutena
- Palutena's Origins – Palutena debuted in Kid Icarus for the NES. She only appeared in the ending sequence, but the Japanese version had her name in the title!
- In Her Series – The goddess that rules over Angel Land in Kid Icarus. Pit serves Palutena, the Goddess of Light and protector of humankind.
- Explosive Flame (Side Special) – This move causes an explosion a short distance away from Palutena. It deals multiple hits to any opponents in its vicinity and then sends them flying.
- Explosive Flame Positioning (Side Special) – Flick the control stick when you press the button to make the explosion occur farther away. Gauge the distance between you and your opponent, and try to make the explosion occur at the right spot.
- Warp (Up Special) – Palutena disappears and then warps to a location a short distance away. Warp will take Palutena in the direction you press.
- Counter/Reflect Barrier (Down Special) – Used as a shield, this move can counter attacks, or reflect barrier can reflect projectiles! It is automatic, but both can't happen at once.
- Black Hole Laser (Final Smash) – Palutena's Final Smash traps opponents in a Black Hole before Palutena fires a laser beam to launch them. The beam's angle can be slightly adjusted.
- Purging Kick (Down Air Attack) – Compared to other attacks that have a meteor effect, Palutena's down air can be used very quickly. Going for a dunk is always a risky proposition, though.
- Attacks Using a Shield – The shield used during her dash attack and back air attack will nullify incoming attacks. This means that you're unlikely to lose a face-off between these attacks and attacking opponents.
PAC-MAN
- PAC-MAN's Origins – PAC-MAN made his debut in 1980. His debut title was later recognized by Guinness World Records as the "Most Successful Coin-Operated Arcade Game."
- In His Series – PAC-MAN, released in 1980, is both the name of the arcade game and its main character. In that game, PAC-MAN navigates a maze, dodging ghosts while trying to gobble up Power Pellets.
- Cutscene Easter Egg – In PAC-MAN, players were rewarded with an intermission after clearing a set number of rounds. In one of them, Blinky shows a little bit of...leg?!
- Highscore Battle – If you got a perfect score on all 256 stages, the highest score you could get would be 3,333,360 points. Once you get a perfect score, it's time to start racing your friends!
- Cherry Bonus Fruit (Neutral Special) – Cherries fly in a low arc. After hitting the floor, they'll bounce only once.
- Orange Bonus Fruit (Neutral Special) – Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them.
- Strawberry Bonus Fruit (Neutral Special) – PAC-MAN's strawberry flies a little farther than other fruit and bounces twice when it lands.
- Melon Bonus Fruit (Neutral Special) – PAC-MAN's melon moves slowly through the air, making it difficult to hit opponents. But when it does hit, it deals big damage.
- Apple Bonus Fruit (Neutral Special) – PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance!
- Key Bonus...Fruit? (Neutral Special) – The key flies forward at high speed while spinning. It deals the most damage of all the Bonus Fruit items.
- Boss Galaxian (Neutral Special) – The Boss Galaxian Bonus Fruit moves forward a little, twirls around once, and continues forward. It's great for combos since it can hit the same opponent at least two times.
- Bell Bonus Fruit (Neutral Special) – The Bell Bonus Fruit can stun opponents. It's a great opportunity to follow up with a smash attack or a powerful move.
- Canceling Bonus Fruit (Neutral Special) – You can cancel charging Bonus Fruit with a jump or by shielding. Press and hold the button again to resume charging. However, if you press and release the button immediately, you will throw the fruit.
- Power Pellet (Side Special) – If an opponent attacks the Power Pellet, this attack will be canceled. It's a useful move for recovery, but be careful when foes are around!
- Pac-Jump (Up Special) – This move sets up a trampoline for PAC-MAN to jump on. If you jump on it repeatedly, you'll go higher with each bounce!
- Fire Hydrant (Down Special) – PAC-MAN places a fire hydrant on the ground. The water that it spurts will push fighters back.
- Aerial Fire Hydrant (Down Special) – If you use this attack in the air, the falling hydrant itself becomes a form of attack. Try dropping it on an opponent trying to return to the stage!
- Attack Using Fire Hydrant (Down Special) – The water that sprays from the hydrant will even push PAC-MAN himself. You can use this to sneak up on a foe while charging an attack!
- Tumbling Fire Hydrant (Down Special) – If you drop a hydrant on a steep slope, it'll go tumbling down. The tumbling hydrant can deal damage to enemies it hits.
- Launching Fire Hydrant (Down Special) – The direction the fire hydrant is launched depends on the last move that hits it. Try to learn what moves make the fire hydrant fly in certain directions.
- Super PAC-MAN (Final Smash) – A Final Smash where PAC-MAN becomes Super PAC-MAN and eats opponents to launch them. He'll loop around the other side of the screen and speed up as time goes on!
- PAC Dash Bite (Dash Attack) – Opponents can easily predict this move since it travels straight forward, but the move doesn't leave you vulnerable to attack, so it's safe to use almost anytime.
- About the Trampoline – The durability of the trampoline will be reduced when attacked by other fighters. The more powerful the attack, the more the durability will suffer.
Robin
- Robin's Origins – Robin debuted in Fire Emblem Awakening, a 2013 release in North America. As the customizable avatar of the player, he or she fought alongside Chrom.
- In Their Series – The avatar from Fire Emblem Awakening. You can set the avatar's personality and appearance. In Awakening, Robin is saved by Chrom and joins his militia as a tactician.
- Nosferatu – In Fire Emblem Awakening, Robin wasn't able to use Nosferatu in his or her base class of Tactician—only by reclassing into a Dark Mage.
- Thunder (Neutral Special) – If you launch this move without charging it up, Robin will cast Thunder. It's not very powerful, but its fast speed can take foes by surprise.
- Thunder Types (Neutral Special) – Robin will use one of four magic spells, depending on how long you charge Thunder. The color the tome glows indicates which spell can be used.
- Thunder Charge Level 1 (Neutral Special) – Once the tome starts glowing yellow, you can cast Elthunder. It's more powerful than Thunder and travels farther, but it's not quite as fast.
- Thunder Charge Level 2 (Neutral Special) – A reddish purple glow means that Thunder has charged Arcthunder! A current with high attack power appears when this move connects.
- Thunder at Max Charge (Neutral Special) – When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once.
- Reaching Thunder's Limits (Neutral Special) – Thunder can be used up to 20 times in a row, but stronger tomes use it up faster. Elthunder counts as 3 uses, Arcthunder as 5, and Thoron as 8.
- Reaching Arcfire's Limits (Side Special) – Arcfire can be used up to six times in a row. Once it's used up, it'll be about 12 seconds before you can use the move again.
- Elwind (Up Special) – The first Elwind has a meteor effect right after it comes out. When the Elwinds hit the ground, they create a gust of wind that pushes opponents back.
- Reaching Elwind's Limits (Up Special) – Elwind causes two blasts to propel you upward, and it also uses your tome twice. If you've only got one tome use left, you won't be able to double Elwind!
- Reaching Nosferatu's Limits (Down Special) – Nosferatu is a useful technique that can recover health, but it can only be used three times in a row and takes up to 30 seconds to recharge.
- Pair Up (Final Smash) – If Chrom's attack connects and you perform this successfully, all of Robin's tomes and the Levin Sword will be fully recovered afterward.
- Neutral Attack – If the third hit is fire, it will launch opponents with great force. The wind flurry attack repeatedly slashes opponents and deals a lot of damage. Both will use up a tome charge.
- Undercut (Down Air Attack) This attack doesn't have a meteor effect with the Bronze Sword, but it does with the Levin Sword.
- Neutral Air Attack with the Levin Sword – Press the special move and attack buttons at the same time in the air to switch to a Levin Sword even when holding a Bronze Sword. You can perform a neutral air attack by doing this.
- Reaching the Levin Sword's Limits – After eight uses of the Levin Sword, you'll throw it away and be unable to use it for 10 seconds. Use a neutral attack while grounded to draw a Bronze Sword.
- Levin Sword's Recovery Time – When you've used up the Levin Sword, perform smash attacks with the Bronze Sword or directional air attacks to reduce the wait.
- Using the Levin Sword – You cannot use the Levin Sword at the start of the battle, but once time passes, it will be available to use. On the other hand, tomes can be used from the start.
- Throwing Tome and Levin Sword – When Robin discards tomes and Levin Swords after using them up, they can hurt opponents they hit. They can even be grabbed and thrown!
- Tome and Levin Sword Recovery – As a general rule, the remaining uses of tomes and Levin Swords won't reset until they're all used up or Robin gets KO'd.
- Tome Care – The third strike of Robin's neutral attack combo uses the same tome as Arcfire. When you run out of one attack, you also run out of the other.
- Tome Changes – It's difficult to notice in the middle of a battle, but the cover of the tome Robin uses actually changes depending on the spell being used.
- Flurry Attack and Elwind – If you've used up a tome or your Levin Sword, try KO'ing some opponents. That'll shorten the time you have to wait to use them again.
Shulk
- Shulk's Origins – Shulk made his debut in North America with the 2012 release of Xenoblade Chronicles. A budding scientist, this young man has a kind and curious heart.
- In His Series – The main character from Xenoblade Chronicles. Shulk is a gentle young man who hopes for peace, but he also has the courage to confront any opponent.
- Up Taunt – The line Shulk speaks when he uses his up taunt, "Now it's Shulk time!" is a reference to Shulk's childhood friend Reyn.
- Summertime Shulk – Shulk's eighth color variation puts him in a pair of swimming trunks! In the original game, this is how he appeared with all his equipment removed.
- Monado Arts (Neutral Special) – Shulk switches between five modes—Jump, Speed, Shield, Buster, and Smash—that change his abilities for a short time.
- Monado Arts - Speed (Neutral Special) – In Speed mode, you'll sacrifice damage and jump height in order to move faster.
- Monado Arts - Shield (Neutral Special) – In Shield mode, the power of your shield is boosted but you can't move as fast, jump as high, or deal as much damage.
- Monado Arts - Buster (Neutral Special) – In Buster mode, you deal more damage than usual, but you can't launch opponents as fare and you'll receive more damage.
- Monado Arts - Smash (Neutral Special) – In Smash mode, you can launch opponents more effectively, but you deal less damage and can be launched more easily yourself.
- Monado Arts - Jump (Neutral Special) – In Jump mode, it's not just Shulk's standard jump and midair jump that go higher—his Air Slash gives him more height than usual, too.
- Monado Arts and Being Launched (Neutral Special) – Shulk can switch between Monado Arts even while being launched. If you get launched off a cliff, switching to Jump mode might save you!
- Limitations of Monado Arts (Neutral Special) – You can't use a Monado Art immediately after it's run out. If you wait a certain period of time, it will become available for use again.
- Canceling Monado Arts (Neutral Special) – To cancel the current Monado Art, press the special-move button quickly three times in a row.
- Chain Attack and Monado Arts (Neutral Special) Shulk's Monado Arts even affect his Final Smash. If you select Buster, your launch power will go down but your attack will go up, causing you to deal more damage!
- Shortcuts for Monado Arts (Neutral Special) – Press and hold the special-move button to see all the Monado Arts. Select the Monado Art you want with the control stick, and let go of the button to confirm your selection.
- Back Slash (Side Special) – Shulk leaps forward and performs a vertical slice downward. As the name implies, it deals more damage if you hit the enemy from behind.
- Back Slash Details (Side Special) – After using Back Slash, you won't be able to grab stage edges until enough time has passed. While swinging the Monado downward, you can move slightly left and right by tilting the control stick.
- Air Slash (Up Special) – Press the attack button while using an Air Slash to perform another slash forward and rise a little farther. It won't work after you start falling.
- Length of Vision (Down Special) – Shulk's Vision is a powerful counter move, but its activation timing becomes stricter when used repeatedly. It recovers slowly while not in use.
- Strike from Behind with Vision (Down Special) – Input toward your foe when you pull off a counter, and you'll swing around them to attack from the other side. This launches farther but won't work in the air.
- Shouts in Chain Attack (Final Smash) – There are variations on this attack, depending on whether Shulk calls for Dunban, Fiora, or Riki. They don't change anything but the lines spoken, though.
- Chain Attack (Final Smash) – Shulk's Final Smash hits opponents within a set radius. Dunban, Riki, and Fiora join in to deal repeated attacks.
- Behind Thrust (Back Air Attack) – Shulk's back air has tremendous reach, but the timing can be a bit tricky.
Bowser Jr.
- Bowser Jr.'s Origins – Bowser Jr. first appeared in the 2002 title Super Mario Sunshine. He's a bit of a brat, but he does have a lot of love for his daddy.
- Larry's Origins – Larry Koopa's debut was in Super Mario Bros. 3, released in North America in 1990. Hey's the youngest of the Koopalings.
- Roy's Origins – Roy Koopa's debut was in Super Mario Bros. 3, released in North America in 1990. If you see a big Koopaling wearing pink shades, that's him.
- Lemmy's Origins – Lemmy Koopa debuted in Super Mario Bros. 3, released in North America in 1990. He's the smallest and quickest of the Koopalings.
- Ludwig's Origins – Ludwig von Koopa first appeared in Super Mario Bros. 3, released in North America in 1990. You could call him the brains of the Koopalings.
- Morton's Origins – Morton Koopa Jr.'s debut was in Super Mario Bros. 3, released in North America in 1990. As the largest of the Koopalings, he's proudly more brawn than brains.
- Wendy's Origins – The stylish Wendy O. Koopa made her debut in North America with the 1990 release of Super Mario Bros. 3. She's the only female Koopaling.
- Iggy's Origins – Trickster Iggy Koopa debuted in Super Mario Bros. 3, released in North America in 1990. Fun fact: he's the only nearsighted Koopaling!
- In His Series – Bowser's openly selfish son Bowser Jr. made his first appearance in Super Mario Sunshine. He kidnaps Peach and calls her Mama.
- Clown Cannon (Neutral Special) – This move fires a cannonball from the Junior Clown Car. The longer this attack is charged, the faster and more powerful it will be.
- Clown Kart Dash (Side Special) – The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal.
- Clown Kart Dash and Jump (Side Special) – Input a jump while performing this, and you'll cancel the dash. This can be handy for recovery, as a lead-in to other moves, or as a feint.
- Abandon Ship (Up Special) – Bowser Jr. abandons his Junior Clown Car and performs a massive leap. After a short delay, the abandoned vehicle will self-destruct.
- Abandon Ship, then Hammer Attack (Up Special) – After leaping out of the Junior Clown Car, Bowser Jr. can swing a hammer with the neutral-attack button. This attack is great for launching.
- Mechakoopa (Down Special) – The Junior Clown Car spits out a Mechakoopa that explodes on contact with an enemy. It'll explode if you just leave it alone for a while too.
- Picking Up Mechakoopa (Down Special) – After taking out a Mechakoopa, Bowser Jr. can pick it back up himself. It's a versatile tool that can be used in a variety of ways to corner foes.
- Shadow Mario Paint (Final Smash) – Shadow Mario paints a big X across the screen. If opponents touch the X, they'll receive damage and be launched. Bowser Jr. can move around after painting, so follow up with an attack!
- Smash Twin Drills (Side Smash Attack) – Bowser Jr.'s side smash can hit multiple times, making it hard to dodge. Even if the attack is blocked by a shield, Bowser Jr. isn't left vulnerable, so it's hard for the opponent to counter.
- Junior Clown Car – The Junior Clown Car takes less damage than Bowser Jr.'s body. When you're under attack, try to get the opponent to hit the Junior Clown Car instead of Bowser Jr.
Duck Hunt
- Duck Hunt's Origins – Duck Hunt was released on the NES in North America in 1985, but did you know Nintendo release another toy in Japan with the same title in the '70s?
- In Their Series – Duck Hunt for the NES was played using the special NES Zapper. In that game, you hunted ducks that flew out of bushes, and the dog would collect them.
- Duck Hunt's Sales – The game Duck Hunt sold over 28 million copies worldwide. A big contribution to this was its inclusion as a pack-in title with the NES console.
- Trick Shot (Neutral Special) – This move kicks an exploding can toward your enemies. Keep pressing the button to fire shots that move the can forward.
- Risks with Trick Shot (Neutral Special) – If the Duck Hunt dog and duck are near the can when it's shot, the duo will crouch down and cover their eyes, leaving them vulnerable for a moment.
- Trick Shot Anytime (Neutral Special) – Even while grabbing opponents, being grabbed, or using Duck Jump, you can keep shooting the can.
- Trick Shot Techniques (Neutral Special) – You can move the can by shooting it with the special-move button or by hitting it with other attacks. Try to position the can in an advantageous position while you move around the stage.
- Clay Shooting (Side Special) – The clay pigeon's speed will change if you're on the move. Tap the special-move button a second time for the gunman to open fire, hurting nearby foes if he hits.
- Duck Jump (Up Special) – The duck grabs the dog and carries him through the air. You're very vulnerable while in the air. You can cancel with attacks or a midair dodge once a bit of time passes after initiating the move.
- Wild Gunman (Down Special) – This move summons a pixelated gunman who shoots straight ahead. The gunman selected is random, and each one works a little differently.
- Defeated Wild Gunman (Down Special) – The gunmen can be defeated if they take enough damage. For a surprise, hit the one in the black suit near the top or hit the lanky one near the bottom!
- Wild Gunman Order (Down Special) – The gunmen's order is random, but all five will take a turn before cycling. Remember the first four, and you can predict the last one!
- Wild Gunman Attack Power (Down Special) – The gunmen's firepower, from best to worst: the sombrero guy, the cool leader, the guy in a suit, and then a tie between the lanky and beardy ones.
- Wild Gunman Range (Down Special) – The lanky gunman has a longer range than any of the others, and the one in the sombrero has the shortest range. The others are pretty much equal.
- Wild Gunman Speed (Down Special) – The gunmen from fastest to slowest: the cool leader (earning that title!), the one in a suit, the one in a sombrero, the beardy one, and then the lanky one.
- NES Zapper Posse (Final Smash) – Three games from the Light Gun Series team up: Duck Hunt, Hogan's Alley, and Wild Gunman.
- Zapper (Side Smash) – You can charge it up to extend the range a bit, which may catch opponents off guard if they don't expect it to reach that far.
- Wild Duck (Up Air Attack) – The duck will peck upward three times. The last peck has good launch power, so use it as a finisher.
- Can and Clay Pigeons – While the clay pigeon is flying, you cannot take out the can with Trick Shot. However, you can use a clay pigeon after taking out a can.
Ryu
- In His Series – Of the characters in the Street Fighter series, Ryu is one of the most well-known. His goal is to be a true fighter. In the first game, his hair was red.
- Hadoken (Neutral Special) – A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. It'll disappear after a set distance.
- Hadoken (Neutral Special / Command-Input Move) – Input the commands from the original series to increase the Hadoken's power. Use it in midair to make Ryu glide slightly.
- Hadoken's Power (Neutral Special / Command-Input Move) – When facing right, quickly input ↓ ↘ → for 1.25x power. You might have to practice a bit to really get the hang of a Hadoken.
- Shakunetsu Hadoken (Neutral Special / Command-Input Move) – When facing right, input ← ↙ ↓ ↘ → to unleash a fiery Shakunetsu Hadoken that can deal multiple hits.
- Tatsumaki Senpukyaku (Side Special) – Ryu will float up slightly when using this move after a jump, making this spinning side kick great for recovering.
- Tatsumaki Senpukyaku (Side Special / Command-Input Move) – Input the commands from the original series to power up the attack. One thing to remember: you can't use it repeatedly in midair.
- Tatsumaki Senpukyaku's Power (Side Special / Command-Input Move) – When facing right, enter ↓ ↙ ← for 1.16x power. Increasing the strength also increases the move's speed and travel distance.
- Shoryuken (Up Special / Command-Input Move) – When you enter the original commands, Ryu is invincible for longer, the move is stronger and looks different...and his shout even changes!
- Shoryuken's Power (Up Special / Command-Input Move) – When facing right, input → ↓ ↘ for 1.2x attack power. Pull it off for some extra damage!
- Focus Attack (Down Special) – Ryu will hold his stance until you release the button or a certain amount of time has passed. Then he'll unleash the punch.
- Looking Back then Focus Attack (Down Special) – By turning the opposite way the moment Ryu punches, he will strike in that direction instead.
- Focus Attack Follow-ups (Down Special) – Hitting an opponent on the ground with the fully charged version of this move will make them slowly crumple. Time for a follow-up attack!
- Canceling Focus Attack (Down Special) – You can cancel this move by pressing left or right twice quickly, either while charging or right after the punch connects.
- Defend with Focus Attack (Down Special) – Ryu can take one hit while readying for this move. This is true until right before he attacks, even when charging the move to maximum power.
- Shin Shoryuken (Final Smash) – When an opponent is near, the move turns into Shin Shoryuken. It deals more damage than Shinku Hadoken, and if you land a KO, there will be flashy special effects in the background.
- Shinku Hadoken (Final Smash) – If the enemy is far away, it becomes Shinku Hadoken. This move penetrates through the stage, making it easy to hit multiple enemies at once.
- Final Smash between Attacks – Ryu's Final Smash can be used after canceling various attacks. It's perfect as a combo finisher.
- Collarbone Breaker (Side Tilt Attack - Heavy) – Keep up the pressure on a guarding enemy with Ryu's Collarbone Breaker, a double hit that's good for shield breaking.
- Light Ankle Kick (Down Tilt Attack - Light) – Use this attack by crouching and tapping the attack button. If you hit a downed opponent with it, you'll knock them back to their feet.
- Heavy Ankle Kick (Down Tilt Attack - Heavy) – You might have seen this kick in the original games. Just like in those, you can cancel the move after striking by going straight into a special.
- Canceling Heavy Ankle Kick (Down Tilt Attack - Heavy) – Hold down the attack button while crouching to use this move. You can cancel it into a special even if the foe is shielding, but only if you hit.
- Joudan Sokutogeri (Side Smash Attack) – Ryu steps forward and unleashes his Joudan Sokutogeri. The tip of his foot is the strongest part, but it won't hit a small crouching enemy.
- Tobigeri (Forward Air Attack) – Hitting an enemy with Ryu's foot has higher launch power, while his upper leg is perfect for shield breaking. It's a good move for combos.
- Sukui Tsuki (Up Air Attack) – This uppercut hits the enemy twice and has a deceptively large range. It's fairly easy to hit enemies directly above you.
- Straight Punch (Down Air Attack) – This is the only attack in Ryu's arsenal that has a meteor effect. If it hits, your victim will fly diagonally downward.
- Air Attack Cancel – Air attacks can be canceled immediately after they hit by pressing the special-move button just like some other attacks can. You can create powerful combos like Grab → Up Throw → Up Air → Shoryuken.
- Heel Drop (Up Throw) – This move kicks a grabbed opponent straight upward. As Ryu brings his leg back down, he'll hit anyone else unlucky enough to be in the way.
Ken
- Ken's Origins – Ken first debuted in 1987 in the arcade version of Street Fighter. He showed up as the P2 character. He was exactly the same as Ryu besides his looks.
- In His Series – Ken is friends with Ryu and also trained with him. He considers Ryu as his rival. He is the son of the well-known Masters family.
- Hadoken (Neutral Special) – Press the button longer to increase the speed, distance, and power. The Hadoken's shape is a bit different than Ryu's, and you can see the shape of Ken's hands within the Hadoken.
- Tatsumaki Senpukyaku (Side Special) – It can hit multiple times, so get all the hits in to do a lot of damage. Input ↓ ↙ ← + special-move button to increase the attack's power even more.
- Shoryuken (Up Special / Command-Input Move) – This version of the attack increases invincibility time at the start, and boosts attack power. The light version leaves you less vulnerable when you land, and the medium version hits foes twice.
- Flaming Shoryuken (Up Special - Heavy) – Press and hold the button to unleash a Shoryuken engulfed in flames. The launch power isn't as strong as Ryu's, but it can hit three times and does big damage.
- Focus Attack (Down Special) – Ken can take one hit without flinching while charging this spinning kick. If it lands at max charge, the opponent will fall slowly to the ground.
- Shippu Jinraikyaku (Final Smash) – If an opponent is nearby when you activate your Final Smash, you'll execute this flashy kick, rising into the air and hitting your opponent multiple times before launching them.
- Shinryuken (Final Smash) – If your opponent is far away, your Final Smash becomes Shinryuken. It does good damage and can hit opponents in front of you and around you.
- Hell Wheel (Backward Throw) – Unlike Ryu's Somersault Throw, Ken rolls backward once and then throws his opponent with Hell Wheel. Ken gains the distance he moved during the throw, making it easy to follow up quickly.
- Nata Otoshi Geri (Command-Input Move) – Input → ↘ ↓ + attack button while facing right to unleash a high spin kick. You can perform this immediately after canceling a neutral attack.
- Oosoto Mawashi Geri (Command-Input Move) – Input ← ↙ ↓ ↘ → + attack button while facing right to execute this move. You can perform this immediately after canceling a neutral attack.
- Inazuma Kick (Command-Input Move) – Hold down the button after entering → ↘ ↓ + attack button or ← ↙ ↓ ↘ → + attack button while facing right to execute this move. It does major damage to shields.
Cloud
- In His Series – Cloud is a former SOLDIER turned mercenary, hired by Avalanche—a group that stands against the Shinra Electric Power Company. Cloud's the strong, silent type, often using "not interested" as his go-to phrase.
- Limit Break – Fully charging your Limit Gauge lets you perform a Limit Break, which alters your special moves and gives them a boost.
- Limit Break's Charge – Once charged, Cloud's Limit Gauge can release when a special move is used, Cloud is KO'd, or a certain amount of time passes.
- Blade Beam (Neutral Special) – Cloud releases a shock wave along the ground. As you'd guess by looking, the attack range is quite wide, so you'll need to jump high to clear it.
- Blade Beam During Limit Break (Neutral Special) – The Limit Break version of this attack bursts on impact to hit multiple times. It can even KO opponents if their damage is high enough.
- Blade Beam and Projectiles (Neutral Special) – The Limit Break version of this move neutralizes projectiles and thrown items. Try using it just as you're about to be hit by a projectile!
- Cross Slash (Side Special) – If you press the button again when connecting with an enemy, you can hit them up to three times. Otherwise, Cloud only attacks once.
- Cross Slash During Limit Break (Side Special) – You only need to press the button once to unleash the full attack if you use your Limit Break. Even better, launching enemies becomes much easier.
- Climhazzard (Up Special) – Press the special-move button again on the way up to slash back down. You can't move sideways on the way down, so be careful during recoveries.
- Climhazzard During Limit Break (Up Special) – This move's Limit Break version allows you to climb even higher into the air, as well as letting you move sideways. It's great for recoveries!
- Limit Charge (Down Special) – The Limit Gauge's charge will drop if you're attacked while charging. Make sure you're in a safe spot before you begin charging.
- Canceling Limit Charge (Down Special) – You can cancel charging by pressing the shield button or dodging left or right, or jumping. Use this to get in a quick charge during quiet moments!
- Finishing Touch (Down Special) – This is Cloud's down special once the Limit Gauge is charged. The tornado doesn't do much damage, but it can KO enemies with its high launching power.
- Omnislash (Final Smash) – Toss opponents upward with the sword, unleash powerful slashes, and then send opponents flying downward. When the opponent impacts the ground, nearby fighters will be launched.
- Sliding (Down Tilt Attack) – Cloud does a sliding kick over a set distance. He slides so low that this move can be used to dodge some thrown items.
- Triple Buster (Side Smash Attack) – This quick three-hit smash has high launching power on the last hit. The first hit isn't so powerful, so the penalty for getting countered isn't high.
- Double Thrust (Down Smash Attack) – Cloud attacks a foe and then sends the foe flying off behind him. Use this when close to an edge to get out of sticky situations.
- Meteor Slash (Forward Air Attack) – Cloud takes a huge vertical swing at an enemy. Hitting an opponent with the tip of the sword has a meteor effect.
Corrin
- In Their Series – Corrin, the main character from Fire Emblem Fates, is of royal blood. As a descendant of the First Dragons, Corrin can transform into a dragon.
- Omega Yato – When Corrin's Yato blade resonates with the four other divine weapons, it will turn into its final form, the Omega Yato.
- Charging Dragon Fang Shot (Neutral Special) – The two stages of this move—shooting water and the bite attack—can both be charged by holding down the button at the right point.
- Dragon Fang Shot's Blast (Neutral Special) – The water projectile will paralyze whoever it hits, giving you the time you need to follow up with a fully charged biting attack!
- Dragon Lunge and Terrain (Side Special) – Skewering surfaces with this move allows for follow-up moves, such as recovering from falls by skewering a wall and then leaping to safety!
- Lockdown with Dragon Lunge (Side Special) – You can keep enemies from moving for a while if you pierce them while skewering a surface. Beware: opponents can escape by wiggling around!
- Dragon Lunge Tips (Side Special) – After launching this move from the ground, quickly press the attack button to instantly skewer the ground.
- Actions after Dragon Lunge (Side Special) – On the ground, Corrin won't thrust the spear until you press the button again after jumping. Once the spear is in the ground, tilt the stick to the side to kick, up to jump, and down to cancel.
- Dragon Ascent's Direction (Up Special) – You can slightly adjust your flight angle by pressing in the direction you're facing. Push in the opposite direction to fly straight up and to a greater height.
- Invincibility for Dragon Ascent (Up Special) – Corrin is invincible while charging up power at the start of this move. Practice with the timing and you'll be able to interrupt enemy attacks!
- Counter Surge (Down Special) This move will knock foes skyward with a fair amount of force, so try using it in a high-up place to really boot them off the stage.
- Area Attack with Counter Surge (Down Special) – This counter is a bit slow compared to others, but it can hit foes on both sides. It's great for when you're in the middle of a brawl!
- Torrential Roar (Final Smash) – Summon pillars of light and release a powerful torrent of water to launch opponents. The pillars of light will also hit opponents above you.
- Options for Dragon Fang Thrust (Side Smash Attack) – Charge this move to juggle foes with Corrin's sword Yato before unleashing the coup de grâce! It has long reach and can be aimed up or down a little!
- Tip on Dragon Fang Thrust (Side Smash Attack) – Try to get the hang of hitting opponents with the point of Corrin's lance-arm, as that part inflicts more damage than the rest.
- Vertical Dragon Fang Thrust (Up Smash Attack) – Corrin gets low and attacks straight up with lance-like arms. Try to hit enemies with the points for more damage.
- Yato Dragon Fang (Down Smash Attack) – Corrin strikes forward with a sword and backward with a lance-like foot. Try hitting sneaky backstabbers with the point of the lance!
- Dragon Fang Wings (Back Air Attack) – Propel yourself forward with a flap of the wings. You can deal more damage and get yourself out of tight spots.
- Dragon's Piercing Drop (Down Air Attack) – Transform both legs into a single lance and drop straight down. This move deals damage when landing but leaves you open if the enemy uses their shield.
- Dragon-Form Kick (Downward Throw) Hits in a wide radius, sending multiple foes skyward when Corrin stomps the ground, lining them up for a nice follow-up attack.
- Get Multiple Opponents with a Throw – Corrin's arms change into spears when performing a forward throw or a backward throw. You can hit other fighters with the spears. If you can hit opponents with the tip, you can launch them far.
Bayonetta
- In Her Series – Bayonetta was a witch that lost her memory. Her real name is Cereza. She uses her arms and legs to wield four guns, and has mastered the Bullet Arts fighting style.
- Rapid Fire with Bullet Climax (Neutral Special) – Bayonetta alternates which guns she fires each time you use this move. Keep hitting the button while she's firing to let off more shots.
- Bullet Climax's Charge (Neutral Special) – Hold down the button to unleash more powerful Charge Bullets. Only the first four shots are boosted; the follow-up shots won't be affected.
- Heel Slide (Side Special) – Performs a low, sliding kick. Hold down the button to get in a few gunshots, and then end with a flip attack for good measure.
- Two-Part After Burner Kick (Side Special) – If you land a hit with After Burner Kick, you'll have a one-second window to use the kick again. This allows you to travel long distances and combo opponents.
- After Burner Kick Angle (Side Special) – Tilt the control stick down immediately before or after using After Burner Kick to make the move go diagonally down.
- Witch Twist's Traits (Up Special) – This versatile move is great for combos or recovery! Do a midair jump after using the move and you can get in a sneaky extra Witch Twist.
- Witch Twist's Angle (Up Special) – The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation to get the best combos.
- Witch Time's Effect (Down Special) – A successful counter will cause time to slow down. The more damage the opponent has, the longer time will slow down for.
- Witch Time Confirmation (Down Special) – A clock will appear over an enemy to tell you how much Witch Time is left. Try to get your attacks in before the clock counts down!
- Witch Time's Traits (Down Special) – Witch Time won't last long if you keep using against every single attack. Keep it in reserve for when you really need it!
- Witch Time and Projectiles (Down Special) – If you can counter the opponent's projectile, you can slow the opponent down if you're not too far away from them.
- Infernal Climax (Final Smash) – For Bayonetta's Final Smash, she enters Witch Time. If you fill up the Climax Gauge by attacking opponents, you can summon Gomorrah. The Climax Gauge has a time limit, so don't dilly dally.
- Infernal Climax Additional Damage (Final Smash) – The Climax Gauge stays around even after Gomorrah is summoned. If you press attack and light up all eight symbols, you'll deal more damage. If the opponent has over 100% damage, they'll be KO'd.
- Launching with Consecutive Kicks (Side Tilt Attack) – Keep pressing the button and Bayonetta will do a three-kick attack. The last kick launches foes, so go for a quick midair attack right after!
- Against Aerial Attacks (Up Tilt Attack) – This move covers a big area above Bayonetta, and it also hits opponents in front of her. Like many other tilt attacks, it's a great setup for a follow-up attack.
- Kick Attack and Gun Fire (Down Tilt Attack) – Bayonetta quickly sweeps enemies off their feet and will shoot ahead and behind if you hold the button. The guns firing ahead deal more damage.
- Stomp to Meteor (Down Smash Attack) – Summon the crushing foot of a demon to slam down with a meteor effect, particularly effective in preventing foes from recovering from falls or climbing up edges.
- Consecutive Midair Attacks (Forward Air Attack) – Keep pressing the button for three shots in the air. Perfect for foes trying to recover. Or hold the button to pile on the pressure with a hail of bullets!
- Rapidly Descending Meteor (Down Air Attack) – Bayonetta drops straight down into a split kick. She'll constantly deal damage as she drops, and her foot has a meteor effect.
- Tetsuzankou (Forward Throw) – For Bayonetta's forward throw, she borrows Akira's infamous move from the Virtua Fighter series. When Bayonetta performs this move, she sometimes delivers his catchphrase along with it.
- Hold Attack to Keep Firing – Keep the button held down after any normal attack (and some specials) to fire your guns.
- Hold Attack to Steal KO – Even if an attack misses, you can still hold the button and get a few shots in. You can even steal a KO by hitting a launched foe on their way out! Cheeky.
- Bat Within – If Bayonetta is hit during the dodge or during her down special, she'll change into a burst of bats, taking half the damage.
- Filling the Witch Time Gauge – The gauge fills as you land attacks in Witch Time during Bayonetta's Final Smash. If you focus on a single target, you'll waste time chasing them each time they're launched, so try to attack multiple opponents.
Inkling
- Inkling's Origins – Inklings first appeared in Splatoon released in 2015. Inklings can change between human form and squid form. They battle by using weapons that shoot ink to cover the ground and walls.
- In Their Series – In the Splatoon series, Inklings cover the ground and walls in ink, and then swim through that ink as a squid. But if they fall into water, the ink in their bodies will diffuse and they'll dissolve.
- Splattershot (Neutral Special) – Hold down the button to shoot ink. Adjust the angle with up or down. The attack lacks power, but it can quickly ink opponents.
- Splat Roller (Side Special) – Run your Splat Roller along the ground to ink it. If you run into an opponent while rolling, they'll be buried.
- Super Jump (Up Special) – Squirt ink to rocket into the air. It's great for returning to the stage. Nearby opponents will be launched if hit by the ink spray during takeoff and landing.
- Splat Bomb (Down Special) – Charge the attack to throw farther, deal more damage, and have more ink in general. If the move is not charged, the bomb will land directly in front of you, which can be useful.
- Killer Wail (Final Smash) – Unleashes a laser that penetrates the landscape. While it's wailing, you can control the Inkling freely and adjust the angle of the laser. It can be set up on the ground or in the air!
- Killer Wail after Being KO'd (Final Smash) – Even if the Inkling is KO'd during the Final Smash, the laser will remain and can still be controlled.
- Slosher (Down Smash) – A down smash attack that splashes ink left and right with a Slosher. It's very effective at covering opponents with ink.
- Refilling Ink – Shield and press the special-move button to refill your ink tank. If you're totally empty, you can use neutral special or down special on the ground to refill your ink tank.
- Running Out of Ink – When you don't have enough ink, special moves and smash attacks will become less effective. Replenish ink by holding down the special-move button while shielding.
- "C'mon!" and "Booyah!" – The up taunt is the same as the "C'mon!" gesture used in the original Splatoon game. The down taunt, "Booyah!" is also from the original game.
- Hydrophobic Fighters – Don't talk to Charizard or Inkling about swimming. They'll take gradual damage while they're in the water.
Ridley
- Ridley's Origins – Ridley debuted in Metroid, released in North America in 1987. Ridley appeared as the boss in the depths of Norfair. He only attacked with a bouncing fireball, but he was still a fierce foe.
- In His Series – Ridley has taken many different forms as Samus's archnemesis. You can check out Ridley's transformation over time in Metroid: Other M.
- Plasma Breath (Neutral Special) – Charge up energy and spit out balls of plasma. The longer you charge, the more plasma balls you'll spit. However, if you get hit in the mouth while charging, you'll take a lot of damage.
- Space Pirate Rush (Side Special) – Rush forward and grab an opponent, then drag them across the ground while moving forward. Press the button while charging forward or reach the edge of the platform to toss the opponent.
- Airborne Space Pirate Rush (Side Special) – If performed in the air, Ridley lunges forward and grabs an airborne opponent before diving downward with them still in his clutches. Press the button again to release the opponent.
- Escaping from Space Pirate Rush (Side Special) – The opponent can move their control stick back and forth to escape from the move. The more damage the opponent has compared to Ridley, the harder it is to escape.
- Wing Blitz (Up Special) – Tilt the control stick up, down, left, or right to charge in that direction. When charging downward, Ridley can unleash a kick with a meteor effect.
- Skewer (Down Special) – Hit an opponent with the tip of the tail to land a critical hit that deals immense damage. It's easier to use when fighters are clustered together. It's super effective in Stamina mode.
- Plasma Scream (Final Smash) – Throw opponents against Samus's Gunship and fire a plasma beam. You can hit up to two fighters with this move. When it's finished, opponents with more than 100% damage will explode on the spot.
Simon
- Simon's Origins – Simon made his debut in Castlevania, released in North America in 1987. Armed with nothing but his legendary whip, he enters Dracula's Castle alone to slay all manner of foul beasts.
- In His Series – Simon is a vampire hunter of House Belmont. He uses not only whips, but also daggers, axes, Holy Water, crosses, and even stopwatches as weapons.
- Axe (Neutral Special) – A projectile that curves through the air when thrown. You can adjust the angle of the throw by moving the stick left or right. It can pass through the stage, hitting unsuspecting opponents!
- Cross (Side Special) – You can increase the distance and power by quickly moving the stick as you press the special-move button. It can hit while flying out and when flying back, but it's more powerful when flying out.
- Uppercut (Up Special) – A jumping punch that can hit repeatedly. The final hit has the most launch power.
- Holy Water (Down Special) – Throw a bottle of Holy Water forward. If it hits an opponent or the landscape, a red flaming pillar will appear, stopping the opponent's movements. Try following up with a whip attack!
- Grand Cross (Final Smash) – Summon a coffin that traps opponents who touch it. Using this on an opponent who is trapped in your Holy Water's fire or an opponent who's fallen down is a good strategy.
- Sliding (Down Tilt Attack) – Press the attack button again while sliding to perform an additional jump kick. Use it to catch your opponent off guard or as part of a combo.
- Holding the Whip – Press and hold the attack button to make the whip dangle. Rotate the control stick in a circular motion to swing the whip around.
Richter
- Richter's Origins – Richter debuted in Castlevania: Rondo of Blood in 1993. He heads to the castle defeat Count Dracula and rescue his kidnapped girlfriend, Annette.
- In His Series – Richter uses a whip passed down through generations, along with various subweapons. In Castlevania: Symphony of the Night, he can appear as the final boss if you take a certain route.
- Axe (Neutral Special) – A projectile that curves through the air when thrown. You can adjust the angle of the throw by moving the stick left or right. It can pass through the stage, hitting unsuspecting opponents!
- Cross (Side Special) – You can increase the distance and power by quickly moving the stick as you press the special-move button. It can hit while flying out and when flying back, but it's more powerful when flying out.
- Uppercut (Up Special) – A jumping punch that can hit repeatedly. The final hit has the most launch power.
- Holy Water (Down Special) – Throw a bottle of Holy Water forward. If it hits an opponent or the landscape, a blue flaming pillar will appear, stopping the opponent's movements. Try following up with a whip attack!
- Grand Cross (Final Smash) – Summon a coffin that traps opponents who touch it. Using this on an opponent who is trapped in your Holy Water's fire or an opponent who's fallen down is a good strategy.
King K. Rool
- King K. Rool's Origins – King K. Rool made his debut in 1994 in Donkey Kong Country. He is the leader of the Kremlings and his favorite hobby is stealing Donkey Kong's bananas.
- In His Series – King K. Rool appears as the last boss in Donkey Kong Country. He will pretend to be defeated during the fight. After the fake ending and "THE END?" shows up, he will get up and attack again.
- Blunderbuss (Neutral Special) – Shoots a slow but powerful iron ball from a pirate-themed firearm. If you continue to hold the special-move button, you can suck the iron ball back in and then shoot it back out.
- Blunderbuss Suck Up (Neutral Special) – Suck up not only fighters, but the iron ball that was shot out. After sucking something up, you can aim the shot forward, above, or backward with the control stick.
- Slipping through Platforms while Vacuuming (Neutral Special) – If you press down on the control stick while holding the special-move button to suck things up with the gun, you can fall through platforms.
- Crownerang (Side Special) – Throw the crown like a boomerang. While you're throwing it, you'll have super armor and can withstand weak attacks. If you don't catch the crown, you can't attack with it again until you retrieve it.
- The Crown as an Item (Side Special) – If your crown falls to the ground, it can be picked up by other fighters and used as an item. If your crown falls off the stage, it will reappear after a while.
- Propellerpack (Up Special) – Tilt the control stick to fly in that direction. You can travel pretty far, and you can also attack with the propeller.
- Gut Check (Down Special) – A counter move where King K. Rool sticks out his belly. If his belly is hit during this time, he'll counterattack not only direct attacks, but projectiles as well.
- Gut Check Behind (Down Special) – If you enter an input toward King K. Rool's backside right after successfully using this counter, he can quickly look back and counter.
- Blast-o-Matic (Final Smash) – Shoot Donkey Kong Island with the Blast-o-Matic from the island fortress. All opponents hit by King K. Rool's initial attack will be blasted.
- Piledriver (Downward Throw) – Throw a grabbed opponent downward to bury them in the ground. The more damage an opponent has, the longer they will stay buried.
- Belly Super Armor – Some attacks, like side tilt attacks and neutral air attacks, cause King K. Rool's belly to have super armor. This allows you to land attacks even when getting hit by incoming attacks.
- Belly Crack – His belly's super armor is very reliable, but once it takes damage, a crack will appear. The crack will grow as it takes more damage, until finally King K. Rool becomes stunned while his belly heals.
Isabelle
- Isabelle's Origins – Isabelle first appeared in Animal Crossing: New Leaf in 2013. She is a secretary that supports the main character, who happens to become the mayor of the town.
- In Her Series – Isabelle is loved by all the residents and is always happy to help. She loves festivals and changes her outfit depending on the season and event.
- Pocket (Neutral Special) – Use this move to put items or incoming projectiles into Isabelle's pocket. Press the button again to take the item or projectile back out of her pocket.
- Toss with Fishing Rod (Side Special) – Cast the fishing hook to catch opponents, then reel them in and launch them forward, backward, up, or down. Opponents and even items can be caught while reeling in the line as well!
- Fishing Rod's Hook (Side Special) – If the fishing hook catches the edge of the stage, you can pull yourself up with it. You can also catch nearby opponents with the hook and bring them down with you.
- Balloon Trip (Up Special) – Unlike the Villager, Isabelle will float up sitting on a swing-like seat attached to bunny-shaped balloons. The move is pretty much the same as the Villager's, but it's, like, super cute.
- Lloid Trap (Down Special) – If someone walks over the buried Lloid, it will rise up and deal damage. After burying Lloid, you can do another down special to make Lloid rise on command.
- Dream Town Hall (Final Smash) – Tom Nook and his gang will show up and build the town hall from Animal Crossing: New Leaf on top of an opponent. At the end, it will explode, launching anyone nearby.
Incineroar
- Incineroar's Origins – Incineroar's debut was in Pokémon Sun and Moon released in 2016. Incineroar has a pro-wrestler vibe going on, and can use the powerful Blaze ability.
- In Its Series – Incineroar is the final form of Litten, one of the three Pokémon you can choose at the beginning of Pokémon Sun and Moon. It's a well-balanced Pokémon with very high attack and defense.
- Darkest Lariat (Neutral Special) – Become invincible right after using the move and deal big damage. When Incineroar is swinging its arms, you can make it go forward or backward with the control stick.
- Alolan Whip (Side Special) – Grab an opponent and throw them into the ropes before following up with an attack. The follow-up attack will change depending on the timing you press the button when the opponent comes back.
- Controls during Cross Chop (Up Special) – When falling down, tilt the control stick left or right to slightly change your landing location. Also, you can go through platforms by tilting the control stick downward.
- Recovery after Cross Chop (Up Special) – Even after diving downward with Cross Chop, you can use your midair jump and side special. You might get lucky and make it back to the stage!
- Revenge (Down Special) – If hit shortly after using Revenge, the attack power of Incineroar's next move will increase and Incineroar will glow red. However, if Incineroar is thrown or gets hit hard, the effect will vanish.
- Max Malicious Moonsault (Final Smash) – Incineroar charges forward, grabs an opponent, and hits them with a series of attacks. It's easier to land the attack right after the opponent breaks free from a grab.
- Taunting after an Attack Hits – After certain attacks hit, Incineroar will pose and taunt like a pro wrestler. You can move doing these taunts, so they don't actually leave you vulnerable.
- The Three Slowest Walkers – #1 is Incineroar, #2 is Robin, and #3 is Jigglypuff. Incineroar may be slow, but has some serious launching power.
Piranha Plant
- Piranha Plant's Origins – Piranha Plants first appeared in Super Mario Bros., released in 1985 for the NES. Many of them live in pipes and like to suddenly pop out at regular intervals.
- Types of Piranha Plants – There are about 60 subspecies of Piranha Plant. Their biologies and personalities are unique.
- In Its Series – The first Piranha Plant was green with yellow dots. The red version with white spots first appeared in Super Mario Bros. 3.
- Ptooie (Neutral Special) – If you tilt the control stick left or right while blowing the spiked ball upward, you can launch it in that direction.
- Ptooie Height (Neutral Special) – Press and hold the special-move button to keep the spiked ball in the air. The closer it is to Piranha Plant's mouth, the farther you can launch it left or right.
- Repeated Ptooie (Neutral Special) – You can have only one spiked ball out at a time. If you try to use this move again before the first spiked ball disappears, you will be left vulnerable.
- Ptooie Power (Neutral Special) – The spiked ball loses power each time it hits the stage or a fighter. Also, once it loses enough speed and hits the ground, it won't deal damage to anyone.
- Charging Poison Breath (Side Special) – Press the special-move button to start charging Poison Breath, then press it again to spit out a poison cloud. The cloud's size, duration, and damage will increase the longer it's charged.
- Storing Poison Breath Charge (Side Special) – If you shield, dodge, or jump while charging the poison cloud, you can store the charge, move around, and unleash it later.
- Poison Breath Damage (Side Special) – The poison cloud can't be destroyed, but it can be countered or absorbed. Also, the center of the cloud deals the most damage.
- Poison Breath's Duration (Side Special) – The duration of the poison cloud becomes shorter as the number of fighters increases.
- Piranhacopter (Up Special) – Tilt the control stick left or right while rising to move slightly in that direction. The spinning leaves will hit and damage anyone they hit.
- Long-Stem Strike Charge (Down Special) – Press and hold the special-move button to charge up power. The longer you charge, the more distance the attack will have.
- Long-Stem Strike Duration (Down Special) – Tilt the control stick while charging to aim the attack. You can tilt farther in the air than on the ground.
- Long-Stem Strike Armor (Down Special) – Piranha Plant gains super armor while charging the move. You'll lose the armor as soon as you stop charging.
- Long-Stem Strike Bite (Down Special) – If a fighter is in range when Piranha Plant extends, it will automatically bite the fighter. If you press the special-move button while Piranha Plant is extending, you can bite before it fully extends.
- Petey Piranha (Final Smash) – Petey Piranha can trap up to two fighters in cages and deal a great amount of damage. You can't escape until the Final Smash ends or Petey Piranha is KO'd.
- Petey Piranha's Movement (Final Smash) – You can make Petey Piranha move left or right. You can also make Petey jump.
- Push and Pull (Side Tilt Attack) – Press the attack button after unleashing the move to perform an additional bite attack. But if you miss the first attack, missing the second attack as well may leave you open to counterattack.
- Pull Technique (Side Tilt Attack) – The second attack can be delayed to catch opponents off guard. If the first attack is blocked, you still may be able to land the second attack.
- Prickly Swing (Side Smash Attack) – When Piranha Plant unleashes a side smash attack, it turns into a Prickly Piranha Plant from Super Mario Galaxy 2, complete with red spikes on its head.
- Fire Breath (Back Air Attack) – Piranha Plant spits out an explosive flame. As with most explosions, it has great launch power.
- Flowerpot Meteor (Down Air Attack) – Piranha Plant swings the flowerpot (or pipe) downward quickly. The move comes out fast and may surprise opponents. It has a meteor effect at the beginning.
- Attack When Stepped On – Piranha Plant will automatically bite if it's crouching and an opponent steps on it. It's an involuntary reflex learned from other games Piranha Plant stars in.
- Costumes – Piranha Plant's odd-numbered costumes feature flowerpots, and its even-numbered costumes feature pipes.
Joker
- Joker's Origins – Joker made his debut in Persona 5, released in 2017. He's a young man with a strong sense of justice and is the leader of the Phantom Thieves of Hearts, a group who changes the hearts of evildoers.
- In His Series – Joker transferred to Shujin Academy after a certain incident and then acquired Persona skills. While in his thief form, he gives off a different vibe than his usual personality.
- Gun / Gun Special (Neutral Special) – Joker quickly fires a gun with his left hand. Press the button repeatedly or hold it to fire continuously. While Arsene is summoned, the number of shots fired and the power of the shots increases.
- Jumping during Gun / Gun Special (Neutral Special) – If you press the jump button immediately after firing your gun on the ground, you'll jump into the air and shoot straight down. You can also use the stick to move left and right in the air.
- Dodging during Gun / Gun Special (Neutral Special) – While holding the special-move button to fire your gun, quickly flick the stick to the left or right to make Joker dodge while continuing to fire.
- Vulnerability While Gun Dodging (Neutral Special) – Dodging while shooting makes you invincible for a shorter time than a normal dodge, and repeated dodging will slow your reaction time and leave you even more vulnerable.
- Gun / Gun Special in the Air (Neutral Special) – Once you fire a shot in the air, tilt the stick up and press the button to fire rapidly. If you tilt the stick down and press the button, you can continue your move by shooting downward.
- Eiha (Side Special) – Fire a bolt that explodes and deals continuous damage. If the bolt hits an opponent, it will knock the opponent into the air.
- Eigaon (Side Special) – While Arsene is summoned, Joker will use Eigaon, which is bigger and faster than Eiha and also has more launch power and higher continuous damage. When it hits the terrain, it explodes.
- Eiha/Eigaon Damage (Side Special) – The continuous damage after the bolt explodes is greater than the damage of hitting an opponent with the bolt itself.
- Grappling Hook (Up Special) – Shoot a grappling hook diagonally upward. If it hits an opponent, they'll be pulled closer and thrown. If it hits an edge while you're in midair, you'll cling to the edge. If it hits an item, you'll pull it toward you.
- Wings of Rebellion (Up Special) – When Arsene is summoned, you can use Wings of Rebellion to fly upward a long distance. It has great range, but it can't be used to attack.
- Wings of Rebellion and Moving Left and Right (Up Special) – If you tilt the stick left or right before rising up, you can slightly change the angle of ascent. Tilting the stick while falling will allow you to move slightly as well.
- Rebel's Guard (Down Special) – Joker will pose once using the move and take a hit from the opponent. You will take less damage from the attack, and your Rebellion Gauge will fill up greatly.
- After Rebel's Guard (Down Special) – Press and hold the button to extend the duration of the move. Once you're hit with an attack, release the button to unleash a force that pushes opponents.
- Tetrakarn / Makarakarn (Down Special) – A move that can be used while Arsene is summoned. You can counter direct attacks from opponents with Tetrakarn. Projectiles will be reflected with Makarakarn.
- All-Out Attack (Final Smash) – Joker dashes forward to attack. If it hits an opponent, the Phantom Thieves will perform an All-Out Attack. There are two versions and different members will appear. There are also six different spoken lines.
- Charging with All-Out Attack (Final Smash) – You can hit up to four opponents with the initial dash forward. Even if it doesn't hit anyone, you can tilt the stick the opposite direction immediately after missing to dash the other way.
- End the Battle with an All-Out Attack (Final Smash) – If an opponent is damaged enough by the end of the attack, they'll be instantly KO'd. If you end the battle with this KO, you might get to see a special cinematic.
- Down Air Attack – While Arsene is summoned, your down air attack gains a meteor effect.
- Rebellion Gauge – If you receive damage or get hit while using Rebel's Guard, the Rebellion Gauge will fill up. Once it's full, Joker will summon Arsene. Your special moves will change, and your attacks will be stronger.
- Rebellion Gauge and Arsene – While Arsene is present, the Rebellion Gauge will not charge. The gauge will deplete as time passes or if Joker takes damage, and once it's completely empty, Arsene will exit the scene.
- Rebellion Gauge in Team Battle – When your teammates are damaged or KO'd during Team Battle, the Rebellion Gauge will fill a little bit.
- Special Cinematics for When Arsene Is Summoned – When it's 1 vs. 1 or the opponent is a CPU, there is a cut-in when Arsene appears.
Hero
- Hero: (P1/P5 Costume) Origins - This hero first appeared in DRAGON QUEST XI: Echoes of an Elusive Age, released in 2018 in Europe and North America. He leaves his hometown to meet with the king before being labeled "The Darkspawn" and hunted.
- Hero: (P2/P6 Costume) Origins - This hero first appeared in DRAGON QUEST III: The Seeds of Salvation, released as Dragon Warrior III in 1992 in North America. The hero carries on his father's will and embarks on a journey to defeat the archfiend Baramos.
- Hero: (P3/P7 Costume) Origins - This hero first appeared in DRAGON QUEST IV: Chapters of the Chosen, released in 1992 in North America. A descendant of the Zenithians, the hero teams up with his friends to save the world after his hometown is destroyed.
- Hero: (P4/P8 Costume) Origins - This hero first appeared in DRAGON QUEST VIII: Journey of the Cursed King, released in 2005 in North America. A royal guardsman, he embarks on a journey to undo a curse placed upon his king and princess.
- Charging Up Specials (Neutral, Up, Side Special) - The more they're charged, the more powerful these moves become. If you have enough MP, you can charge them up to a maximum of three levels.
- Frizz/Frizzle/Kafrizz (Neutral Special) - Start charging with the special-move button. Press the button again to unleash a fireball spell. You can store your charge if you shield, dodge, or jump while charging.
- Zap/Zapple/Kazap (Side Special) - Press and hold the special-move button to imbue your sword with lightning magic. The move will be unleashed when you release the button or when it reaches maximum charge. The charge cannot be stored.
- Kazap (Side Special) - Charge it all the way to point the sword skyward and summon lightning. You'll then unleash a spin attack that has a wide range. Foes that you hit with the spin attack will be struck by a lightning bolt.
- Woosh/Swoosh/Kaswoosh (Up Special) - Use a wind spell to summon a tornado underneath you that will slash nearby enemies and lift you up. The more it's charged, the higher you will rise. If you don't have enough MP, you will hop slightly.
- Swoosh and Kaswoosh Characteristics (Up Special) - Swoosh allows you to move left or right easily, and Kaswoosh allows you to rise higher in the air. Choose which move to use depending on the situation.
- Canceling Command Selection (Down Special) - You can close the command window with the jump or shield buttons. However, you'll need to wait a little while before opening it again.
- Bang/Kaboom (Down Special) - A light spell that unleashes a bolt that explodes when it hits an opponent or after a time. Kaboom draws opponents near before exploding and causes a bigger explosion than Bang.
- Sizz/Sizzle (Down Special) - A fire spell that sends out a quick spark. When it hits the landscape or an opponent, it bursts into flames. Sizzle's shot is bigger than Sizz, and it is more powerful.
- Whack/Thwack (Down Special) - These moves have a chance to instantly KO opponents they hit. The KO success rate increases as you and your opponent take damage. Thwack has a wider range than Whack.
- Kamikazee (Down Special) - Deal damage to nearby opponents by self-destructing. You will be KO'd. Your opponent gets credit for the KO in a 1-on-1 battle.
- Magic Burst (Down Special) - Use all of your MP to create an explosion with you at the center. The power and size of the explosion grows with every point of MP used.
- Snooze (Down Special) - Shoot a projectile that puts opponents to sleep. The size of the projectile increases the longer it travels. However, the closer the opponent is, the deeper they'll sleep.
- Heal (Down Special) - Heal some of the damage you've taken. If you use it multiple times, it will not come up as a selectable command again until you get a KO.
- Oomph (Down Special) - Increase your launch power and melee attack power for a while. However, your defense will decrease a little.
- Acceleratle (Down Special) - Increase your movement speed and jump for a while. You will also become easier to launch.
- Bounce (Down Special) - Automatically reflects opponents' projectiles for a while. The reflected projectiles will be powered up after being reflected.
- Kaclang (Down Special) - Block attacks by becoming metal for a while. However, you cannot move until the status wears off, and you cannot cancel it yourself.
- Zoom (Down Special) - Rise straight upward in order to return to the stage. You can't be hit by opponents while rising, but you can still run into the stage's terrain.
- Hocus Pocus (Down Special) - Try your luck and hope for the best. This move may randomly trigger other commands, or it may change your status or size.
- Flame Slash / Kacrackle Slash (Down Special) - Wreathe your sword in flame for Flame Slash or in ice for Kacrackle Slash. When Kacrackle Slash hits, it freezes opponents for a short time.
- Hatchet Man (Down Special) - Slash opponents with full force. It takes a bit of time to attack, but if it hits, it lands a critical hit that deals massive damage.
- Metal Slash (Down Special) - Hit an opponent that is metal or has the Kaclang status to instantly KO them. However, nonmetal opponents will only receive one percent damage.
- Psyche Up (Down Special) - Charge up power to make your next melee attack stronger. The effect ends once you hit an opponent, but it will not end if you miss.
- Gigaslash (Final Smash) - Hero makes a wide sweep with his sword. If it hits an opponent, protagonists from different generations will lend you their strength so you can unleash a deadly blow.
- Side Tilt Attack - Press the attack button a second time to unleash an additional attack. The first attack uses the shield to repel incoming attacks.
- Down Air Attack - Jab the sword downward. The move has a meteor effect at the beginning of the move.
- MP - You will miss and become vulnerable if you try to use a special move without enough MP. You'll recover MP as time passes and as you deal damage to opponents.
- Critical Hit - Smash attacks have a 1/8 chance to be critical hits. If a critical hit strikes and opponent, it'll deal massive damage!
Banjo & Kazooie
- Banjo & Kazooie's Origins - The first time the duo appeared was in Banjo-Kazooie, released in 1998. Banjo first appeared in Diddy Kong Racing, which was released in 1997.
- In Their Series - The two set out on a journey to save Banjo's sister Tooty who was abducted by Gruntilda. They adventure through many stages that require them to work together to overcome obstacles.
- Egg Firing (Neutral Special) - Kazooie can fire eggs from her mouth. The eggs will bounce when they hit the ground and will explode if they hit an opponent.
- Breegull Blaster (Neutral Special) - Press and hold the button to make Banjo pick Kazooie up and rapidly shoot eggs. You can move and jump while firing eggs this way.
- Cancelling Breegull Blaster (Neutral Special) - Breegull Blaster will end if you try to crouch, shield, or use a different special move. However, the action you used to cancel Breegull Blaster won't happen unless you press and hold the inputs.
- Breegull Blaster Power (Neutral Special) - The egg's power will decrease if fired continuously. The power will drop up to two times, but it will start to return to normal power once you put the Breegull Blaster away.
- Wonderwing (Side Special) - Use a Golden Feather to become invincible and charge forward. The powerful tackle is useful for returning to the stage, but if you use up all the feathers, you can't use the move anymore.
- Wonderwing Tackle (Side Special) - You won't take damage or get knocked back by attacks while charging forward. However, being blocked by a shielding opponent will leave you vulnerable!
- Wonderwing Feather (Side Special) - You can use five Golden Feathers in standard battles and one during Sudden Death. Your Golden Feathers will not be replenished until you are KO'd.
- Wonderwing in Stamina Mode (Side Special) - In a stamina battle, the number of available Golden Feathers will vary depending on the initial stamina amount.
- Shock Spring Jump (Up Special) - Use a Shock Spring Pad to jump straight up. After using this ability, you can freely move and attack while in the air.
- Shock Spring Jump Charge (Up Special) - You can jump higher if you press and hold the button to charge up power before jumping off of the Shock Spring Pad.
- Attacking with Shock Spring Pad (Up Special) - The dropped Shock Spring Pad can hit opponents. The attack power won't change even if the move is charged.
- Rear Egg (Down Special) - Kazooie will shoot grenade eggs diagonally upward in the direction she isn't facing. Make sure to turn around before letting loose.
- Rear Egg's Characteristics (Down Special) - Grenade eggs aren't perfect circles and have an odd bounce as a result. You can pick one up to throw, but if the timed fuse runs out while you're still holding it, the explosion will damage you!
- Only One Rear Egg (Down Special) - Only one grenade egg can exist on the stage at any time. If you try to use the move again while your grenade egg exists, you'll be left vulnerable.
- The Mighty Jinjonator (Final Smash) - Summon a statue from the ground. If it hits an opponent, the Mighty Jinjonator will be awakened from the statue and unleash continuous high-speed strikes alongside other Jinjos to launch the opponent.
- Twirling Wing Whack (Neutral Air Attack) - Kazooie will spread her wings and twirl to attack in all directions. This attack will reach farther when used while moving to the side rather than up or down.
- Beak Buster (Down Air Attack) - This move has a meteor effect at the beginning. However you will dive quickly, so be careful of self-destructs.
- Downward Throw - Buries a grabbed opponent in the ground. The higher their damage is, the longer they will be buried.
- Midair Jump - You can perform up to two midair jumps. You can jump after using their up special too, making it easy to recover.
- Kazooie's Characteristics - Kazooie won't usually get hit by opponents' attacks. However, she will get hit while running.
- Talon Trot - Kazooie will come out of the backpack and carry Banjo while running. In the original game, you could run faster and run up steep hills with this ability.
Terry
- Terry's Origins - Terry first appeared in 1991 in the FATAL FURY: King of Fighters arcade game. The game was unique for its quirky characters and its two-lane fighting system!
- In His Series - To defeat Geese Howard and avenge his adoptive father, Jeff Bogard, Terry mastered martial arts. He joins and wins the ultimate martial arts tournament, The King of Fighters, to get near Geese.
- Special-Move Strength -How long the special-move button is held down will affect its strength. Attacks will reach farther and be more powerful the longer the button is held, but you'll also be open to attacks while you're charging up.
- Power Wave (Neutral Special) - Hit the ground with a fist to send a shock wave out ahead of you. The longer you hold down the special-move button, the farther the move will go and the faster it'll travel!
- Airborne Wave (Neutral Special) - Terry's neutral special isn't just for ground attacks. Use this ability while in the air or near an edge and the fire will continue forward. It has a short range, but it's great for keeping someone from returning.
- Power Wave Hang Time (Neutral Special) - The first time Terry's neutral special is used while airborne will cause Terry to stop descending for a moment. This is a good way to throw off an opponent who was expecting you to fall normally!
- Two Types of Side Specials - Terry has two different side specials at his disposal. You can trigger them by either tilting the stick forward or backward and then pushing the special-move button. Both moves make Terry charge forward.
- Burning Knuckle (Forward Tilt Special) - Terry will raise his hands then charge forward, fist extended. This move is most powerful right when he starts to charge. Be careful, though; Terry is vulnerable at the start and end of the attack!
- Burning Knuckle (Forward Tilt Special / Command-Input Move) - Quickly use command input ↓ ↘ → + attack button while facing right to increase the power of the attack. This command input will also make the extended arm invincible at the beginning of the move.
- Crack Shoot (Backward Tilt Special) - Perform a flying somersault forward, dropping the heel for a powerful blow. The tip of the foot is the strongest point, and the arch of the attack makes it a good counter to aerial attacks.
- Reversed Crack Shoot (Backward Tilt Special) - While airborne, tilt the stick away from the direction Terry is facing for a bit and he'll perform his Crack Shoot in that direction instead. Using the command input while airborne will still attack forward!
- Crack Shoot (Backward Tilt Special / Command-Input Move) - Quickly use the command input ↓ ↙ ← + attack button while facing right to deal more damage and increase the move's launch power.
- Rising Tackle (Up Special) - Raise up into the air with a combo of spinning arms and legs, damaging enemies above you. You can slightly control the direction of the attack by tilting the stick left or right as you ascend.
- Rising Tackle Traits (Up Special) - You will be invincible from the waist down at the beginning of the move, so it's easy to overcome attacks from above. However, you will be left vulnerable after the attack ends.
- Rising Tackle (Up Special / Command-Input Move) - Hold ↓ for a moment, then input ↑ + attack button to increase the power of the attack and how high up you'll travel. Also, your whole body will be invincible at the start of the move.
- Power Dunk (Down Special) - Hit the opponent into the air with your knee, then slam downward with a powerful punch. Land the first blow and it will become a combo. This continued attack can leave you vulnerable in the air, however.
- Power Dunk (Down Special / Command-Input Move) - Quickly use the command input → ↓ ↘ + attack button while facing right to increase the power of this move. Additionally, using this command input will make your whole body invincible when you first jump.
- Power Dunk's Meteor Effect (Down Special / Command-Input Move) - Unleashing this move using the command input will cause the end of the downward punch to have a meteor effect but only if the attack button is held. Otherwise the punch will not have a meteor effect.
- Super Special Moves - You can unleash a Super Special Move in a pinch using a command input. You must have 100% or more accumulated damage, or your stamina must be at 1/3 or less in Stamina Mode.
- Using Super Special Moves - When you see Go near your accumulated damage, that means you can use Super Special Moves! You won't be able to use them in the air, though, so be careful!
- Reversed Super Special Moves - Input the command with right and left reversed to unleash the move behind you instead!
- The Start of Super Special Moves - These moves have super armor at the beginning. They are also able to withstand and overwhelm neutral attacks.
- Power Geyser (Super Special Move) - You can unleash this move (after taking significant damage) by quickly using the command input ↓ ↙ ← ↙ → + attack button while facing right. The base of the attack deals more damage than its higher points.
- Buster Wolf (Super Special Move) - You can use this move only after taking significant damage. Quickly use the command input ↓ ↘ → ↓ ↘ → + attack button while facing right. Terry will charge forward, fist extended, dealing tons of damage if he connects.
- Easy Commands for Super Special Moves - You can use Super Special Moves with shorter inputs. Power Geyser is ↓ ← ↓ → + attack button while facing right. Buster Wolf is ↓ → ↓ → + attack button.
- Triple Wolf (Final Smash) - This powerful three-part move starts with Triple Geyser, continues with Power Dunk, and ends with Buster Wolf. Triple Geyser will launch opponents, then Terry will unleash his combo on the first person he hits.
- Triple Wolf's Pull - The initial three pillars of energy will hit multiple opponents and deal tons of damage. You can launch only one opponent with the final blow, but the three pillars of energy are great for a hectic battle.
- Combo into a Special - Avoid becoming vulnerable by using a special move the moment you hit an opponent with attacks like neutral attacks or tilt attacks. You can carry out some amazing combos!
- Neutral Attack into a Combo - The second stage of the neutral attack is actually two separate hits! You can execute a special move at the end of the second hit for even more damage!
- Up Throw - The launch power is weaker compared to other throws. However, you are less vulnerable after the throw, and it's easier to follow up with additional attacks.
- Dodge Attack - If you press the attack button while dodging in place, you can use the Dodge Attack! It works like Terry's up tilt attack; you'll be invincible from the waist up, making it easier to fight against airborne foes!
- Face Off 1-on-1 - In 1-on-1 fights, you will face the opponent automatically. Be aware of this when using your command-input moves!
Mii Brawler
- Shot Put (Neutral Special) – Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery.
- Flashing Mach Punch (Neutral Special) – Unleash a super-fast flurry of punches. If the rush of punches hits an opponent, you become invincible and unleash a powerful uppercut.
- Exploding Side Kick (Neutral Special) – Input the opposite direction right after pressing the button to turn around and deliver this kick the other way! It'll also deal more damage.
- Onslaught (Side Special) – The more damage you've taken, the harder your final kick will hit. Once used, it will take some time for this ability to be at full strength again.
- Burning Dropkick (Side Special) – This move combines a big forward leap with a drop kick. Also, it's on fire. If you hit an opponent, you'll gain some air from the recoil.
- Suplex (Side Special) – Dash forward and grab the opponent, and then throw them backward. If you grab the opponent in the air, you'll dive downward. If you dive off the stage, you'll be KO'd before the fighter you grabbed is KO'd.
- Soaring Axe Kick (Up Special) – Rise with a somersault kick. Hit the button right before the peak and you'll perform a falling heel kick. The heel kick has a powerful meteor effect, but it can carry you down to your doom if you aren't careful.
- Soaring Axe Kick Recovery (Up Special) – When recovering with this move, it often goes past the edge, leaving you open to attack. Try waiting until exactly the right height to grab on to the edge.
- Helicopter Kick (Up Special) – When performing this move, pressing left or right will let you change the direction of the kick.
- Thrust Uppercut (Up Special) – This powerful upward punch will drag in your opponents as you rise. You can also move a little to the right or left while attacking.
- Head-On Assault (Down Special) – When used in the air, this move becomes a descending headbutt. You can even grab an edge during your rapid descent, but if there's no edge or ground beneath you…
- Feint Jump (Down Special) – Invincible at the start, then becomes a rising backflip. Avoid attacks with it, then descend quickly with another button press. You'll kick at anyone nearby when you land.
- Counter Throw (Down Special) – Grab and throw the opponent if they attack you. You cannot counter projectiles or attacks aimed at your feet.
- Omega Blitz (Final Smash) – Kick opponents into the sky and follow up with a rush of strikes. At the end, deal a powerful downward strike that sends opponents hurtling toward the ground.
- Cartwheel Kick (Up Smash Attack) – An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's perfect for countering enemy attacks from above.
- Mii Fighters' Origins – Mii characters first appeared in 2006, with the debut of the Wii console and the Mii Channel. They can be used in a variety of games.
Mii Swordfighter
- Gale Strike (Neutral Special) – With Gale Strike, a wide swing of the sword creates a tornado that moves forward. Opponents hit by the tornado are thrown straight up into the air.
- Gale Strike's Traits (Neutral Special) – The tornado will become weaker as time passes, but you can follow this slow-moving projectile and attack along with it!
- Gale Strike's Path (Neutral Special) – A large swing of the sword that summons a tall, damaging tornado. The tornado's path sinks slightly just after it appears.
- Shuriken of Light (Neutral Special) – The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch.
- Blurring Blade (Neutral Special) – A flurry of sword stabs right in front of you, followed by a slash forward. Good for keeping your opponents at a safe distance!
- Charging Blurring Blade (Neutral Special) – Mii Swordfighter attacks with a flurry of fire stabs, then launches the opponent diagonally upward. Hold the button longer to charge the attack. The longer the charge, the greater the attack power.
- Airborne Assault (Side Special) – The Mii performs a somersault leap forward. If it strikes foes, they will be blasted back and the user will jump upward.
- Gale Stab (Side Special) – The more this move is charged, the faster you'll move and more power you'll have. After using it in midair, you'll descend helplessly down.
- Chakram (Side Special) – Throws a ring-shaped projectile. If it hits the stage, it'll stick there. You can adjust the angle of the throw by pressing up or down.
- Chakram's Traits (Side Special) – You can raise the speed and power of the chakram by flicking the stick as you press the button. You can adjust the angle of the attack with up or down right before it's thrown.
- Stone Scabbard (Up Special) – A rising upward slice followed by a plummeting stab down. The falling stab has a meteor effect.
- Piercing Stone Scabbard (Up Special) – At the end of this move, the sword sticks right through the ground. You can use it to attack unsuspecting enemies below the platform.
- Skyward Slash Dash (Up Special) – Slash repeatedly while dashing in the direction you've pressed. Use it in the air to ambush opponents waiting below!
- Hero's Spin (Up Special) – A spinning sword slice that attacks enemies on both sides. When used in midair it makes you rise upward, so you can use it for recovery.
- Blade Counter (Down Special) – This move counters an enemy attack. Succeeding with this move lets you move around quickly—perfect for launching a follow-up attack!
- Blade Counter Technique (Down Special) – You can use this move in midair to slow your fall. This can be useful for throwing off the timing of a foe waiting below you to attack.
- Reversal Slash (Down Special) – A gust of wind from the Mii character's sword sends projectiles back the way they came. It can also flip opponents around if they get too close.
- Power Thrust (Down Special) – This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword's tip is especially powerful.
- Final Edge (Final Smash) – Quickly swing the sword and unleash fan-shaped shockwaves. It cuts through the stage and has a long range.
- Mii Fighters' Origins – Mii characters first appeared in 2006, with the debut of the Wii console and the Mii Channel. They can be used in a variety of games.
Mii Gunner
- Charge Blast (Neutral Special) – This move is super powerful when fully charged. You can also charge it in midair. Jumping or shielding will cancel the charge.
- Laser Blaze (Neutral Special) – This move fires a beam from your arm cannon. It will cause the enemy to flinch slightly, and can be fired repeatedly.
- Grenade Launch (Neutral Special) – These grenades fly in an arc—perfect for foes returning to the stage. It's a predictable arc, though, so you'll have to be clever to surprise them.
- Flame Pillar (Side Special) – Once it hits the ground, it will erupt in a pillar of fire. It lasts a while, making it useful for blocking projectiles or serving as a shield.
- Stealth Burst (Side Special) – Hold the button down to get more distance, and release to detonate. Any enemies caught in the blast will be sent flying.
- Gunner Missile (Side Special) – Use this move normally to fire a missile that homes in on opponents. Deliver it like a smash attack to fire a stronger missile that will fly straight.
- Lunar Launch (Up Special) – The Mii fires straight down, using the recoil to gain height. How fortunate if an opponent gets caught in the blast as well!
- Cannon Jump Kick (Up Special) – Use your cannon to launch yourself upward. If the blast hits an opponent in the air, it will have a meteor effect. The move doesn't provide a lot of vertical movement, so don't hesitate before using it.
- Arm Rocket (Up Special) – This move fires a rocket jet from your arm cannon, carrying you upward. It doesn't deal damage, but you can adjust the direction while ascending.
- Echo Reflector (Down Special) – This move creates a Reflector that sends projectiles back the way they came. They'll be stronger than they were before too!
- Bomb Drop (Down Special) – The bomb can be detonated by pressing down and the special-move button again. Opponents can hit them back, so be careful!
- Absorbing Vortex (Down Special) – A barrier that absorbs energy-based projectiles. When you deactivate the barrier, you will deal damage for a brief second.
- Full Blast (Final Smash) – Shoot out a long-range laser that can be aimed up or down. It pushes opponents slowly, so use it on the edge of the stage for maximum effect.
- Mii Fighters' Origins – Mii characters first appeared in 2006, with the debut of the Wii console and the Mii Channel. They can be used in a variety of games.
Stages
Battlefield
- Battlefield – The Battlefield platform layout has been around since Dream Land in the original Super Smash Bros. It was first named Battlefield in Melee.
- Battlefield Form Stages – All stages can be played in a Battlefield form, causing them to have the same layout as the Battlefield stage. You can select this form on the Stage Select screen by pressing the X Button.
Big Battlefield
- Big Battlefield – This stage is simply a bigger version of Battlefield. With six platforms, it's perfect for 8-Player Smash. Its Ω Form is identical to the regular Battlefield's.
Final Destination
- Final Destination – When you start a battle with five or more fighters, the length of Final Destination's platform will increase by 1.5 times. The same is true of each stage's Omega form.
- Omega Form Stages – All stages can be played in Omega form, changing them to the same floating island shape as the Final Destination stage. You can select this form on the Stage Select screen by pressing the X Button twice.
Peach's Castle
- Peach's Castle – This stage is a revival of a stage from the original Smash Bros. for Nintendo 64. It features a sliding stone platform and a floating bumper.
- Bumper – This stage's bumper is a faithful re-creation of the bumper from the original Smash Bros. It does 1% damage to anyone who bumps into it.
- Sliding Platform – You can grab the edge of the sliding stone platform. When the platform is hidden, you can grab the edge of the center platform.
Kongo Jungle
- Kongo Jungle – The barrel cannon can help you recover even when all seems lost. Time your shot carefully, or you might launch off the screen instead! Oops!
Hyrule Castle
- Hyrule Castle – This is a revival of the Hyrule Castle stage from the original Smash Bros. The platforms on the castle tower are great for up smash attacks!
- Tornado – The tornado that appears will launch fighters vertically. If you've taken too much damage, it can launch you off the stage!
- Tornado's Effect – After being launched by the tornado, you'll be stunned for a moment. The more damage you have, the longer you'll be stunned.
Super Happy Tree
- Super Happy Tree – A stage based on the Super Happy Tree stolen by Baby Bowser in Yoshi's Story. Without this tree, the Yoshis are powerless.
- Clouds – The clouds on either side of the stage disappear if you ride them for too long. You can also fall through to the bottom of the clouds, so be careful with down inputs.
Dream Land
- Guests in the Background – If you look behind the stage, you might see a Bronto Burt or King Dedede. Of course, if Dedede is fighting, he won't be back there.
- Whispy Woods Winds – Whispy Woods will blow air at whichever side of the stage has more fighters. If both sides have the same number of fighters, Whispy Woods will randomly decide.
Saffron City
- Saffron City – A stage based on Saffron City from Pokémon Red & Pokémon Blue. Pokémon appear from the doorway of the building at the center of the stage.
- Pokémon – The Pokémon that appear during battle are Venusaur, Charmander, Porygon, Electrode, and Chansey. When the doorway glows, it's a sign that one will appear.
- Pokémon Attacks – Venusaur uses Razor Leaf, Charmander uses Flamethrower, Porygon uses Tackle, and there are other attacks as well. When Electrode appears, it will shake and then explode.
- Gaps Between Buildings – Fighters like Ness will have trouble recovering after falling between the buildings. Fighters like Fox, Pichu, and others who have angled jumps can get back easily.
Mushroom Kingdom
- Pipes – The three pipes located throughout the stage warp to one another. You can even enter the pipe at the edge of the cliff.
- Piranha Plant – A piranha plant sometimes sticks its head out of the pipe. You'll get hurt if you touch it, but you can send it flying by attacking it.
- POW Blocks – Attack the POW Block that appears on the stage to launch all fighters on the ground. Once it's been depleted, it will reappear in one of four places on the stage a short time later.
Princess Peach's Castle
- Banzai Bill – The giant Banzai Bill that flies toward the castle will damage you if you touch it. The blast when it detonates is even stronger and will send you flying if you're caught in it.
- Switch – Red, blue, and green switches appear at random. If you touch one, an ! Block will appear that produces an item when it's attacked.
- Floating Platforms – The floating platforms located on both sides of the stage rise slowly when boarded by fighters. If you stay on them, they'll rise to a fixed height.
Rainbow Cruise
- Cruise Course – Once you finish a full lap, the course moves downward to return to the ship. The ↓ arrow indicates when this will happen. The scrolling speeds up through the lap, so be careful not to get left behind.
Kongo Falls
- Barrel Cannon – Kongo Falls features a barrel cannon you can use to recover from off the stage. It goes back and forth under the platforms. The rotation and movement of the barrel stops occasionally, so pay attention.
- Floating Objects – Sometimes floating objects are carried down the rapids and wash up on the stage. Not only floating logs and wooden boxes, but Klaptraps!
- Floating Logs – The floating logs being carried by the water sometimes get stuck in the waterfall! When that happens, you can use the logs as platforms for a short time.
- Klaptrap – Take care: if you touch a Klaptrap (the red crocodile), you'll take damage. Attack them to send them flying into your opponents!
- Klaptrap and Barrel Cannon – When a Klaptrap enters the barrel cannon, the cannon can't be used until the Klaptrap is fired out. Try not to get hit by the Klaptrap!
Jungle Japes
- Jungle Japes – The river below the stage flows very quickly, so don't fall in! Try to knock foes into it instead!
Great Bay
- Great Bay – A stage based on Great Bay from The Legend of Zelda: Majora's Mask. As time passes, the Moon floating in the sky inches ever closer to the ground.
- Tingle – You can ride and grab the balloon attached to Tingle's back. If you stay on the balloon, it'll fall slowly until it pops. Attacks can also break it.
- Turtle – You can fight on the back of the turtle that emerges from the water with a great splash. He dives back under the water after a set amount of time.
- Platforms – You can't drop through the Marine Research Lab platform or the platforms floating on the water. The stone platform floating on the left side tilts depending on weight distribution.
- Moon – In the background, the Moon falls slowly as time passes. You can see the Four Giants rally to stop it right before it hits the surface.
Temple
- Temple – When your damage is high, try to fight in the cave around the middle of the stage. It's easy to break your fall against the walls and stay in the game.
Brinstar
- Acid Lake – The level of the acid lake rises and falls. When at its highest point, all platforms but the highest ones will be swallowed up.
Yoshi's Island (Melee)
- Yoshi's Island (Melee) – Attacking the Rotating Blocks makes them spin, and you can't stand on them until they stop. You can try, of course, if you like falling through.
Yoshi's Story
- Yoshi's Story – This stage is based on Page 1: Beginning from Yoshi's Story. A Pak E. Derm walks around in the background of the center platform.
- Shy Guy – During battle, a Shy Guy holding food will fly across the screen. If you attack the Shy Guy, it will drop the food, which you can then eat to heal yourself.
Fountain of Dreams
- Platforms – The platforms on the left and right move up and down due to the fountain. When the fountain stops, the platforms disappear.
Green Greens
- Green Greens – A stage based on Green Greens from Kirby's Dream Land. The tree in the center (Whispy Woods) was the boss of Stage 1. He cried when he was defeated.
- Whispy Woods – Whispy Woods blows wind right and left to interfere with the fighters. You can eat the apples that fall from the tree to recover damage, or throw the apples at other fighters.
Corneria
- Beams – The gun battery on the Great Fox can serve as a platform, but it will damage you while the beam is charging. You can destroy it by attacking it, but it won't come back once it breaks.
- Arwing – You can jump on the Arwings that fly by. They fire beams, which you can use to your advantage if you reflect them. Sometimes Wolfens fly by, too.
- Smash Taunts – If you're playing as Fox or Falco, quickly press the down taunt to see a Star Fox transmission conversation.
Venom
- Arwing – The Arwing fighters that fly through the stage every so often can be used as platforms. Also, fighters who are launched while in the cave section can fly into the ceiling or the walls.
Pokémon Stadium
- Stage Changes – There are four types of stage transformations outside of the normal stadium form—Fire, Water, Rock, and Grass.
Onett
- Store Sign – Step on the Drug Store's canopies five times, and the store's sign starts to come free. Do it twice more, and the canopies themselves collapse!
- Cars – The cars that zoom by from the right-hand side of the screen deal a whopping 30% damage. Use a counterattack on them to deal even more!
Mushroom Kingdom II
- Mushroom Kingdom II – The original Super Mario Bros. 2 also appeared in Super Mario All-Stars, released for the SNES. This stage re-creates that game's art style.
- Birdo – Birdo will show up periodically to spit eggs and get in the way. If this annoys you, you can attack Birdo.
- Pidgit – On this stage, Pidgits float through the air on flying carpets. You can ride on the flying carpet, but don't let the carpet take you off the screen!
- Floating Logs – The logs that drift down the waterfall can be used as platforms. Just make sure that you don't stay on them too long or you'll be swallowed by the waterfall.
Brinstar Depths
- Brinstar Depths – Kraid will attack from the center of the stage, and the platform will rotate. If Kraid attacks with his right arm, it will rotate clockwise. If he attacks with his left arm, then it rotates counter-clockwise.
Big Blue
- Falcon Flyer – The large ship at the center of the stage when the fight begins is known as the Falcon Flyer. It appears again after some time has passed. You can grab on to the front and back of the ship.
- Racers – The F-Zero racers flying over the course can be used as platforms. When three of them link together, they are long enough to run across. Don't fall onto the racetrack or you may get hit by a racer!
- Course – Big Blue, the inspiration for this track, is a course over water with a loop. If you fall onto the racetrack, you'll be left behind in a second, making it easy to get KO'd.
Fourside
- Fourside – A stage based on Fourside, the fourth city you visit in EarthBound.
- UFO – A UFO will sometimes appear from the sky above. You can jump up to it from below and fight on it.
- Crane Platform – The steel girder platform being held up by the crane slowly moves left and right. You can drop through it, so be careful when there's nothing below you.
- Gaps between Buildings – If you fall into the thin, long gap between buildings, it can be hard to recover. However, fighters such as Mario and Sheik can use wall jumps to get back up.
Delfino Plaza
- Delfino Plaza – This stage takes you on a tour of a sunny island town. You can even go for a swim if you like, but stay in the water for too long and you'll sink.
Mushroomy Kingdom
- Mushroomy Kingdom – This stage is based on World 1-1 from Super Mario Bros. The placement of the blocks and pipes is the same as the original game, but unlike the original, this stage scrolls automatically.
- Block Types – Attack the brick blocks to break them, or attack the ? Blocks to make items appear. Also, there's a block hidden where a 1-Up Mushroom was hidden in the original game. Can you find it?
- Pipes and Pole – This stage features the familiar pipes and goal pole from the original game, but you can't enter the pipes or grab the pole. Sorry.
Figure-8 Circuit
- Figure-8 Circuit – The karts on this stage do more damage than the ones in Mario Circuit. The helpful map in the background always shows where they are!
WarioWare, Inc.
- WarioWare, Inc. – When the microgame starts, follow the instructions to get items or other bonuses! You can become metal, giant, or other effects. It's really useful!
Bridge of Eldin
- King Bulblin – When King Bulblin is flinching after being attacked, fighters he rams into won't get hurt.
- Bulblin – Sometimes a Bulblin will appear, following along after King Bulblin. It won't really do much, but you can attack it and defeat it. You meanie.
- Present from King Bulblin – When the ground shakes, King Bulblin will come riding in from the left or right. The explosive he drops on the bridge is strong enough to blow it up.
- Restoration – After King Bulblin's explosive goes off, the bridge may look damaged beyond repair. Never fear! Soon enough, a portal will appear to fix it right up.
Norfair
- Magma – The magma that rises on this stage will gradually cover all but the topmost platforms. Seriously, the floor is lava.
- Shelter – Watch out for that wave of magma in the distance! Good thing there's a shelter on that platform. It's up to you if you want to share the space...
Frigate Orpheon
- 180 Degree Rotation – When the siren rings, the stage will flip upside down. It'll stop once it turns 180 degrees. The layout of the stage will be different after it flips.
Yoshi's Island
- Yoshi's Island – Fly Guys sometimes appear from the sky, carrying yummy food. Attack them to make them drop their tasty snacks!
Halberd
- Mechanical Arm – Next to the cannon is a mechanical arm that sometimes attacks fighters. It'll freeze for a second; that's your cue to dodge!
- Cannon Shots – The Halberd's main cannon fires shots that travel lazily through the air, exploding with surprising force when they hit a fighter or the ground.
- Laser Cannon – The Halberd's laser cannon is powerful but not very quick. Don't panic if it tries to target you—lead it toward your foes instead!
Lylat Cruise
- Smash Taunt – When using Fox, Falco, or Wolf on this stage, you can press the down taunt button very briefly to begin a smash taunt. It'll only work once per battle.
Pokémon Stadium 2
- Pokémon Stadium 2 – This stage randomly shifts into four elemental forms: Electric, Flying, Ice, and Ground. The Pokémon in the background match each theme.
- Electric – This stage's Electric form has conveyor belts on both sides. Their speed and direction are randomly decided, so be careful when using them.
- Flying – This stage's Flying form has a constant updraft, making fighters fall more slowly. However, the wind only extends above the platform...
- Ice – When the stage is in its Ice form, the floors are slippery. Changing direction will be more difficult, and you won't be able to attack while skidding.
- Ground – When the stage is in its Ground form, a small mountain appears just left of the stage's center. Mountains are great for stopping projectiles.
Port Town Aero Dive
- Port Town Aero Dive – The stage Port Town Aero Dive is based on a track from F-Zero GX. It's 16,690 meters long, and at its peak you can get a great view of Port Town from above.
- Watch Out for Racing Machines – When you descend onto the track, be careful of high-speed racing machines. In some places, they can even hit you on the floating platforms!
Castle Siege
- Stage Transformations – This stage shifts from atop the castle walls, to the castle interior, to a vast underground cavern, and finally back to the start of the sequence.
- Statues – The statues within the castle here don't stop attacks or projectiles. They are prone to collapsing after taking enough damage, though!
Distant Planet
- Beware the Red Bulborb – The Red Bulborb will appear on the right, opening its mouth and looking for food. Being eaten by the Red Bulborb counts as a KO.
- Rain's Effect – The slanted hill on the left side of the stage will flood with water when it rains. The strong current can sweep you off the edge. Watch out!
- Flower Numbers – The objects labeled with numbers that blossom in the center of the flowers are called Pellets. Bigger numbers deal more damage when thrown.
- Pellets and Onions – Occasionally you might see Onions float down. Hit them with Pellets to get items!
Smashville
- Residents – Different residents appear randomly in the background of this stage. You'll see as many as 34 different ones, depending on the time of day.
- Concerts – Thr background changes based on what time it is in real life. Play on Saturday night at any time from 8:00 PM to 11:59 PM to see K.K. Slider perform!
New Pork City
- New Pork City – This stage is based on New Pork City from Mother 3. It's a gigantic stage—one of the largest in the game!
- Ultimate Chimera – The Ultimate Chimera may sometimes appear and wander around the stage. It'll chomp on any fighters it finds. You'll be KO'd if it gets its jaws on you!
- Destructible Floor – Drop down below the ship that swings back and forth to find the only breakable floor in the stage. If you break it at the right time, you can send the Ultimate Chimera plummeting down.
- Flying Limousine – You may see a flying limousine moving around the stage from time to time. You can ride on it only when it appears below the platforms, but make sure it doesn't carry you off the screen.
Summit
- Summit – The peak that you fight on won't change, but the conditions will change drastically. You'll be floating on water, tilting diagonally sliding across slowdrifts, and plummeting.
- Platforms and Icicles – You'll slip if you run on the ice platforms, and icicles drop over the widest platform. Be sure to make good use of jumping and dodging when fighting here.
- Polar Bear – The polar bear wanders around in the background, sometimes jumping and causing the stage to sink. This will cause the lowest level to be submerged under the water, so be careful.
- Fish – If you get close to the water's surface, fish will sometimes suddenly appear. If even just the tail of the fish touches you, you'll take damage—and you'll be KO'd if it eats you!
Skyworld
- Skyworld – Skyworld's terrain is impenetrable, but you can grab the edges. Once destroyed, it leaves clouds that can't be grabbed but can be passed through.
Shadow Moses Island
- Shadow Moses Island – This stage is based on Shadow Moses Island from Metal Gear Solid. If you're spotted by the searchlight sweeping the stage, an "!" will appear and an alarm will sound.
- Watchtowers – Watchtowers stand tall on both sides of the stage. Break the watchtowers to open up new areas.
- Codec – While playing as Snake on this stage, it's possible to open codec communications by inputting a down taunt quickly. When you do, Snake's support team will share advice about a current enemy.
- Smash Taunt – On this stage, Snake has smash taunts that open codec communications with Colonel Campbell, Otacon, and Mei Ling. These conversations may reveal a side to these characters you don't normally see.
Luigi's Mansion
- Destroying a Mansion – Each pillar supports a part of the building that collapses when that pillar is destroyed. A first-floor pillar can't be destroyed before a second.
- Mansion Restoration – Wait a little while after the whole mansion is destroyed, and with a mighty rumble, it will rise up from the ground, good as new!
Pirate Ship
- Pirate Ship – Battles on this stage take place aboard a pirate ship traveling the Great Sea! Be careful—you never know what could happen at sea...
- Grounded – Everyone is too busy fighting to steer the ship! The ship might run around as you battle, but you can just carry the fight to the rocks if this happens.
- Tornado – Occasionally a tornado may appear and lift the ship into the air. This is the perfect time to KO opponents with meteor smashes!
- The Water's Flow – Any fighters that fall into the water will be swept from left to right. Watch out for the bow of the ship—it's an instant KO if you hit it!
- Projectiles – The ship will occasionally sail past a watchtower, which will fire projectiles as you pass by. The explosions can really hurt, so watch out!
- Changing Weather – The weather will change as the ship sails around. It can be sunny, cloudy, or rainy, but it'll only rain when a tornado is near.
- Catapult – The catapult that emerges on the deck can launch fighters. The catapult will fire quicker if a fighter is standing on it.
Spear Pillar
- Spear Pillar – A stage based on the ruins atop Mt. Coronet in the Sinnoh Region of Pokémon Diamond and Pearl.
- Pokémon – Pokémon appear in the throne area at the center of the ruins. Either Dialga, Palkia, or Cresselia will appear.
- Three Common Attacks – Dialga and Palkia share three attack methods: tilting the screen, breaking the floor with an earthquake, and using laser attacks.
- Dialga – Aside from the three commonly shared attacks, Dialga can slow down all the fighters and use Roar of Time to damage and launch any fighters it touches.
- Palkia – Aside from the three shared attacks, Palkia can cut all fighters' weights in half, flip the stage upside-down, or mirror the stage. If the stage direction changes, fighters' inputs also change directions.
- Cresselia – Cresselia attacks directly with sonic waves and boomerangs. Even if you hide in the cave, they will travel through the ground and attack you.
75 m
- Pests – If you touch the enemies that move around on the platforms and ladders, you'll be launched. Try throwing your opponents into them!
- Obstacles – Watch out when Donkey Kong steps forward. Jacks will come flying from the left, which can hit multiple times and launch you off the screen.
Mario Bros.
- Mario Bros. – A stage based on the arcade version of Mario Bros. The turtles are named "Shellcreepers", the crabs "Sidesteppers."
- POW Block – Shellcreepers and Sidesteppers can be flipped over by attacking or headbutting the POW Block from below. Do this three times to destroy it, but it will come back after a while.
- Enemy Characters – You can flip over Shellcreepers and Sidesteppers if you attack them or headbutt the ground below them. When they change colors, their movement speed increases.
- Flipped-Over Enemies – You can throw Shellcreepers and Sidesteppers that have been flipped over. Hit other fighters with them to send the fighters flying.
- Green Fireballs – The fireballs in this stage travel across the screen and launch anyone they touch. They can't be blocked but they can be dodged. You can also evade them using the left and right looping structure of the stage.
Hanenbow
- Hanenbow – A stage based on Electroplankton for the Nintendo DS. The Hanenbows that jump from the water's surface change the leaves' colors and make a distinct sound.
- The Hanenbows – This stage features Hanenbows that jump around the screen. When they hit a leaf, they make a sound, bounce off, and change the leaf's color.
- Leaves – The leaves serving as the stage's platforms change directions when attacked. This also changes the trajectory of the Hanenbows' jumps.
- Trees and Flowers – The leaves redden when attacked by fighters or jumped on by Hanenbows. If you turn the leaves on the right side of the screen red, a white flower will bloom.
- Water – You cannot swim in the water at the bottom of the screen, but the edge of the large leaf at the bottom can be grabbed, so make use of it.
Green Hill Zone
- Green Hill Zone – The object with the blue ball on top is called a Point Marker. A Point Marker will twirl when the ball is hit, dealing damage to anyone too close.
3D Land
- Blocks – The Brick Blocks that appear in the beginning can be easily broken by hitting them once from below.
- ? Blocks – ? Blocks give you items! Super Leaves will appear slightly more often than usual.
- Protruding Rocks – The mountain range partway through the stage has rocks sticking out from it. The platform tilts and pushes fighters, so watch out!
- Shrinking and Growing Pipes – Pipes that shrink and grow will appear throughout the stage. Time your jumps so you don’t fall down!
- Lifts on Rails – During the ocean scene, the lift will travel along rails. Look ahead to spot where the lifts are going next! Find the premium fighting spot!
- Spike Pillars – Spike Pillars will pop out of the ocean at random. They can break lifts and deal a lot of damage to unlucky fighters.
- Donut Blocks – As tasty as they may sound, the Donut Blocks are not for eating. You can, however, jump on top of them for a bit before they collapse from your weight.
- Flip Panels – The Flip Panels at the beginning of this stage will flip, gradually creating more places for you to stand.
- Note Blocks – Note Blocks appear at the beginning of the stage. Jumping on them will send fighters flying into the sky!
- Rotating Platforms – This rotating platform may seem like a good place to fight, but it’ll toss anyone who’s still on it when it rotates!
Golden Plains
- Gold Fighter – Collect 100 coins and you'll turn to gold! You'll deal more damage and can launch opponents more than usual!
- Red Ring – Touch the red ring to make eight red coins appear. One red coin is worth five regular coins!
- Scale Lifts – The Scale Lifts will tilt and fall if there is no one on the other side. Get two fighters on there to see who weighs more!
- Blue Coins – Step on the P Switch (or just hit it) to make blue coins appear. They won't stay around for long, so look lively!
Paper Mario
- Land Stage – Watch out for the gigantic fan on the part of the stage that is on land. It's much easier to be launched to the right when it spins!
- Air Stage – Bowser's metal face will appear and spin in the sky. If his eyes turn red, it's a good time to run!
- Ocean Stage – A Big Blooper will appear on the ocean stage. Don't worry—it won't attack. It will rock the ship, though, generating some waves.
Gerudo Valley
- Gerudo Valley – Sometimes the wooden bridge will break if you stand on it or attack it. It's a flimsy bridge and will break over time, too.
Spirit Train
- Spirit Train –This train travels at extremely high speed. You'll need more luck than any one fighter has if you want to survive falling off the back.
- Who's Driving? – If Link, Toon Link, or Young Link is busy in battle, Alfonzo will handle being the train's conductor.
- Cabooses – The Spirit Train can have several different cabooses. It could be Linebeck's shop, a coal car, a steel-frame car, or other cars!
- Dark Train – Keep an eye on the black smoke from the Dark Train! It will jump before exploding, landing in a random place on the stage.
- KO-Ready Armored Train – The Armored Train is pointy in front and will try to push the train you are on off the stage. Don't get pushed off during their conflict!
Dream Land GB
- Dream Land GB – This stage resembles a Game Boy loaded up with the first title of the Kirby series, Kirby's Dream Land. The battery light even turns off at the end of the battle!
- Situations – Starting with Green Greens, all five stages from the original game make an appearance. Seven events from the stages are re-created here.
- Scrolling Screen – Green Greens, Float Islands, and Bubbly Clouds sometimes have scrolling sections, so be mindful of the edges of the screen.
Unova Pokémon League
- Stairs – Stairs will sometimes appear and connect to N's Castle. The stairs will make the stage larger—change up your tactics with this new space!
- Background Pokémon – Sometimes Milotic, Whimsicott, and Shaymin will appear. Don't worry—these three are only here to watch.
- Legendary Pokémon – Reshiram and Zekrom will attack when they appear on this stage. You might see some other Pokémon, too!
- Stair-Breaking Flames – Reshiram's Fusion Flare move will unleash a burst of flames and then destroy the stairs, so be careful!
- Stage-Changing Lightning – Zekrom, the Dragon/Electric-type Legendary Pokémon, charges in using Fusion Bolt, which breaks the stairs or leaves platforms askew.
Prism Tower
- Prism Tower – Based on Prism Tower from Pokémon X & Y. The battle plays out in the surroundings of the tower, with time advancing through morning, noon, and night.
- Pokémon – Although they won't take part in the battle, Helioptile, Magnemite, Emolga, Zapdos, and Yveltal will appear. Can you spot them all?
Mute City SNES
- Mute City SNES – This fight takes place on F-Zero machines in the middle of a race! Falling onto the course will hurt and send you flying through the air!
Magicant
- Flying Man – Flying Man will fight alongside the first person who touches him. Get to him before anyone else has a chance!
- Number of Flying Men – There are only five Flying Men. If all five are defeated, no more will appear in the battle.
- Falling Obstacles – A giant tomato or iron octopus will fall into the clouds, slowly sinking in until it falls out the other side.
- Falling Time of Obstacles – Standing on a giant tomato or an iron octopus will cause it to sink through the clouds faster.
Arena Ferox
- Platform Types – Four types of platforms appear on this stage. Some of them can be destroyed! The statues too!
Reset Bomb Forest
- Reset Bomb Forest – A stage based on the concept of Chapter 11 of Kid Icarus: Uprising. In this stage's background you can see Viridi, the goddess of nature.
- Lurchthorns – You can't defeat the lurchthorns that drift below the platforms. If you touch them, you'll be launched upward...so you may be able to use them to your advantage when falling.
Tortimer Island
- Sharks – The shallow waters around the island are home to some vicious sharks. They'll swim close and try to make a meal of an unsuspecting fighter.
- Setting Sail – Kapp'n's boat will sail out to sea after some time has passed. Disembark before he sails you off the stage!
- Attack Fruit – Durians and coconuts have no healing power, but sometimes they can explode when thrown.
- Beehives from Trees – Beehives will occasionally fall from trees. Unless you like swarms of bees attacking you, be careful not to hit those beehives…
Balloon Fight
- Balloon Fight – This stage loops back on itself if you run to the left or right. However, getting launched can still KO you.
- Savage Fish – Beware the fish lurking beneath those pixelated waves—they'll surface and try to get a mouthful of Smash Bros. fighter.
Living Room
- Kinds of Puppies – Five different kinds of puppies appear in the background. The breed will change randomly. Sometimes a kitten will appear instead!
- Falling Blocks – The falling blocks are really painful if they land on you. Avoid damage by watching the shadows and moving before the blocks land.
Find Mii
- Destructible Platforms – The Dark Emperor is capable of destroying the platforms in this stage. There are only two, so watch out!
- Launch the Trapped Mii – The faster you can rescue the Mii trapped in the cage, the faster the Dark Emperor will leave the battle.
- Magic Effects Display – The Dark Emperor uses random magic during the battle. What effect his magic will have is displayed above the heads of the fighters.
Tomodachi Life
- Tomodachi Life – Normally, only rooms that fighters are currently in will be visible. Throwing an X Bomb into a room you can't see could work out in your favor.
PictoChat 2
- PictoChat 2 – The stages changes as the background changes. Adjust your tactics depending on the drawing shown in the background.
Mushroom Kingdom U
- Nabbit – If Nabbit catches you, he'll put you in his sack. Wriggle about to escape before he carries you off the screen!
- Stage Transformations – Kamek's magic totally transforms the stage. This can result in platforms sinking beneath your feet, so be careful you don't fall!
- Icicles – If one of the giant icicles hits you when it falls, you'll be frozen. If you notice any drops of water falling from above, get out from under them fast!
- Water Pillars – A spray of water from below is the sign that a pillar of water is about to erupt. If there's a Big Urchin on one, don't touch it or you'll get hurt!
Mario Galaxy
- Mario Galaxy – It's not just that are affected by this stage's curved gravity—many projectiles will travel in arcs as well, so aim carefully!
Mario Circuit
- Mario Circuit – At stationary points, a warning will indicate when there are karts approaching. Try to throw someone onto the track when the karts arrive!
Skyloft
- Skyloft – On the small island with a waterfall, you'll want to be careful of falling. That swift current can easily prevent you from recovering.
The Great Cave Offensive
- Treasure Chests – When treasure chests appear on this stage, break them to get items! Some chests explode, though, so it might be safer to use projectiles.
- Danger Zones – The burning red Danger Zones are as dangerous as their name implies. Touch them with more than 100% damage, and you'll be instantly KO'd.
- Mine Carts – On this stage, mine carts will sometimes appear. They start moving when someone gets inside or on their own after a while. Try not to get run over!
Kalos Pokémon League
- Kalos Pokémon League – This stage switches randomly between four different chambers. Each has Pokémon of a different type, causing a variety of effects.
- Fire-type Chamber – In the Fire-type chamber, geysers of flame lift up the platforms. When Ho-Oh appears, these blaze up with renewed intensity!
- Water-type Chamber – The flowing water in the Water-type chamber can push fighters off the edge. If Manaphy appears, a hole will open in the center and suck the water in.
- Steel-type Chamber – In the Steel-type chamber, swords stick out from the ground, damaging fighters who touch them. Registeel's Stomp will bury fighters in the ground.
- Dragon-type Chamber – In the Dragon-type chamber, energy surges can launch fighters. If electrical sparks fly at the edges of the stage, Rayquaza is about to appear.
Coliseum
- Coliseum – The floor of the stage will rise up to form various different platforms. Their layout is random, but they can all be passed through by fighters.
Flat Zone X
- Flat Zone X – This stage combines elements from Flat Zone in Melee and Flat Zone 2 in Brawl. Look closely, and you'll see that even the fighters are flat!
Palutena's Temple
- Palutena's Temple – The bridge in the middle of the stage will break when attacked. There are moving platforms below, so keep calm and land safely.
- Smash Taunts – In the Palutena's Temple stage, you can trigger a special smash taunt if you use Pit's down taunt for a brief instant. It'll only work once per battle.
Gamer
- 5-Volt – 9-Volt's mother, who appears in the Gamer stage, is named 5-Volt. Just like in Game & Wario, you have to make sure she doesn't catch you playing.
- Mother's Appearances – The mother doesn't just peek in from the door or through the window. She appears on TV too, and sometimes even as a drawing in the sketchbook!
- Hiding from Mother – The mother has her eyes peeled for any fighters. Hide in the shadows if you don't want to be discovered Smashing after bedtime!
Garden of Hope
- Peckish Aristocrab – Don't touch the Peckish Aristocrab when it slides across the stage—it'll launch you! It has no issue knocking over the plant pot and the climbing pole.
- Restoration by Pikmin – Parts of the stage are pretty fragile. Luckily, if fighters or the Peckish Aristocrab break anything, some Pikmin will be right along to fix it up.
Town and City
- Town and City – Like Smashville, this stage's background matches the time of day. While the main platform is on the move, the smaller ones will exit the screen.
Wii Fit Studio
- Wii Fit Studio – This stage's background demonstrates seven different poses, and the Wii Balance Board platforms can appear in 125 different ways!
Boxing Ring
- Original Version – When selecting the Boxing Ring stage, hold the L Button while pressing the A Button (with dual Joy-Con) to choose the original version.
- On the Ropes – Use the ropes around the ring to jump high into the air. These ropes let fighters who have no hops reach the lights overhead!
- Falling Lights – Reach those lights hanging above the ring! If you damage them enough, they'll come crashing down, launching anyone caught beneath them.
Gaur Plain
- Gaur Plain – When Metal Face shows up at night, you can attack and defeat him. Whoever finishes him off will get credit for the resulting KO.
Duck Hunt
- Ducks – Attacking the ducks will add to the score in the bottom right. The points are just for show, but the ducks will sometimes drop items after being attacked.
- Score and Rounds – If you down six or more ducks, you'll proceed to the next round. After Round 9, the score will reset and you'll start back at Round 1.
- Perfect Bonus – If you defeat all 10 ducks in a single round, you'll get a Perfect Bonus, which adds 10,000 points to the score! ...And that's all!
Wrecking Crew
- Falling Floors – You can attack the bombs to break the walls and ladders. Once all the walls and ladders on a floor are broken, the floor above will come crashing down.
- Oil Drums – If you get caught below an oil drum on a floor that's falling, you'll get trapped inside, leaving you vulnerable to attack. It'll break once it reaches a certain launching speed.
Pilotwings
- Pilotwings – In this stage, you fight atop a red biplane and a yellow monoplane. It's tough to aim projectiles straight when the plane keeps twisting and turning!
- A Classic Runway – The runway that the plane takes off from at the beginning of the Pilotwings stage is a faithful reproduction of the one in the SNES game!
Wuhu Island
- Wuhu Island – This stage is a tour of the setting of Wii Sports Resort. In some areas, like the Power Cruising starting line, fighters can even go for a swim!
Windy Hill Zone
- Rotating Platforms – The rotating platforms to the right will stop briefly, then change which way they're turning or how fast. Sometimes they'll just keep going, though!
- Springs on Both Sides – Springs appear just beyond the edges of this stage that will propel fighters in the direction a spring is pointing. Watch out—they can spin!
Wily Castle
- Wily Castle – The Yellow Devil explodes when defeated, which counts as your attack if you defeated it. Use this to KO other fighters!
PAC-LAND
- Water Hazard – Unlike in other stages, you can't float at all in the water here. You'll fall through it like it's not even there, so be careful not to belly flop to a KO!
- Magic Boots – When you reach Fairyland, you can obtain magic boots from the Mother Fairy. These let you jump higher for 30 seconds.
- Special Features – This stage includes various special features from the original PAC-LAND game. For instance, the Special Pac item will make you briefly invincible.
- Scroll Speed – The speed at which the stage scrolls depends on where the fighters are standing. Head forward to speed it up; lag behind to slow it down.
Super Mario Maker
- Super Mario Maker – The platforms on this stage will change every time you play! It's like playing a whole new stage every time!
- Various Hands – A hand will appear on the screen and build this stage for you before the battle starts. It might be a person's hand, a cat's paw, or Mario's hand!
- Platforms at Start – Fighters will start on a platform that disappears almost right away. Watch out!
- Stage Generation – This stage will generate a mixture of floating platforms and solid ground, but it favors creating floating platforms.
- Item Blocks – The ? Blocks are more likely to yield items from the Mario series than any other series. Makes sense, right?
- Stage Transformations and Music – The stage will occasionally change right in the middle of a battle. This can also change the music that is playing!
Suzaku Castle
- Suzaku Castle – This stage has a large platform on the right and two smaller ones on the left. Depending on how you like to fight, one side may be more ideal than the other.
- Breaking Signs – These flimsy signs can't stand up to a fighter being launched near them. If all the signs are broken, they will eventually repair themselves.
Midgar
- Summons – Grab the Summon Materia to call forth powerful beings that affect the stage in different ways.
- KO by Summons – If a Summon knocks out a fighter, the point is awarded to whoever grabbed the Summon Materia.
- Odin – Odin rides in atop his steed Sleipnir and, with a single slice, cleanly cleaves the stage in two. Be sure not to get slashed—this cut runs deep!
- Platform Restoration – The stage will return to normal soon after being sliced in two—try not to be between the halves when it does, or it's an instant KO!
- Ifrit – Ifrit blazes through the sky and unleashes an inferno forceful enough to shift the entire stage. Stand on the hot spots and you'll feel the burn!
- Bahamut ZERO – From high above the heavens, Bahamut ZERO blasts the stage with a devastatingly powerful beam, obliterating careless fighters.
- Leviathan – Leviathan rises from the ocean depths, sending a tidal wave crashing down around the stage. Steer clear of the deluge or it will sweep you away!
- Instant KO in Leviathan's Water – If you fall in the water and crash into the right of the stage, you can get to safety. But if your damage is over 100%, you're done for!
- Ramuh – Ramuh rains lightning onto the field, shuffling and electrifying the platforms. Fighters who land on a live surface are in for a nasty shock!
Umbra Clock Tower
- Umbra Clock Tower – In this stage you battle on the endlessly falling ruins of a clock tower. You can see angels watching from afar whenever the tower enters a magical portal.
- Debris Platforms – Sometimes debris from the tower can be used as platforms. The debris can fall in seven patterns.
- Floating Platforms – You can grab the edges that appear below the clock tower. Use them to your advantage to survive tough situations.
- Disappearing Platforms – Don't worry if you're still on a platform when it floats up and out of the stage area—you'll be dropped off rather than taken away with it!
- Clock Hands – The clock face on this stage actually tells the real time. Look at the clock long enough and you'll even see the hands move.
New Donk City Hall
- New Donk City Hall – Based on City Hall from New Donk City in Super Mario Odyssey. The stage starts at the building entrance before traveling upward on a lift along the outer wall.
- Band Event – A special band event will occur when the music is set to Ground Theme (Band Performance) - Super Mario Bros. or Jump Up, Super Star!
- Four Man Band – When the band event starts, four band members will appear in the background of the stage. When a fighter touches a band member, that band member's parts will be added to the song.
- Mayor Pauline – Mayor Pauline will appear if the song Jump Up, Super Star! is selected. Bumping into Mayor Pauline and the band members will cause them to start performing.
- Captain Toad – Captain Toad will appear on a certain part of the stage every third time the battle goes to that part of the stage, or when music related to Captain Toad plays.
Great Plateau Tower
- Great Plateau Tower – Based on the Great Plateau Tower from The Legend of Zelda: Breath of the Wild. In the distance, you can see Death Mountain and Hyrule Castle, which was attacked by Calamity Ganon 100 years prior.
- Guidance Stone – The spire above the guidance stone can be broken. Breaking the spire reveals a floating platform. After a time, the spire will repair itself.
- Old Man – Although he doesn't take part in the battle, an old man sometimes glides by using the Paraglider. He'll take his time passing by while watching the fight, and sometimes he'll land in the background.
Moray Towers
- Moray Towers – This stage is based on the Splatoon multiplayer map Moray Towers. Just as with the original map, battles play out on the diagonal platforms linking each floor of the parking garage.
- Splatfests – When the music is Ink Me Up, Ebb & Flow, Muck Warfare, or Acid Hues, the stage will appear as it does during Splatfests.
- Ink – Before the fighting starts, ink will fly from off-screen toward the stage. There are several colors of ink, with special colors appearing during Splatfests.
- Slopes – Most of the sloping paths on this stage are connected. The places split by platforms will definitely lead to a descending path.
- Judd – You may notice Judd and Li'l Judd relaxing near the center of the stage. When certain conditions are met, they'll raise flags matching the color of the fighter in first place.
- Judd's Decisions – Judd determines the fighter in first by raising a flag of their color. When he's raising two flags, two fighters are tied for first, and when he isn't raising a flag at all, three or more are tied.
Dracula's Castle
- Dracula's Castle – Based on Dracula's Room from the first game in the Castlevania series. Various characters from the history of the series will make appearances as guests.
- Candles – Candles are located at various areas of the stage. When you break one, an item will appear.
- Guest Characters – Every so often, special guests like Medusa will appear in the background of the stage, though they won't take part in the battle. Outside of the series, only Kid Dracula's shadow will appear.
Mementos
- Train - If you land on the train that passes through the bottom of the stage, you'll be launched upwards. If you get hit by the front of the train, you'll be badly damaged and will be launched sideways.
- Walls and Train - There are two different types of walls that sometimes appear from the left and right sides. When the walls appear, the train will not.
- Using the Terrain - If you use the angles of the ceiling and walls that appear to your advantage, you can bounce opponents off of them for a KO. If you get launched, be sure to break your fall.
- Music-Based Changes - If the song played is from Persona 3 or Persona 4, the stage color and background will change. It will also have an impact on Joker's Rebellion Gauge and the winning sequence.
Yggdrasil's Altar
- The Center Platform - The center platform is the rainbow bridge that leads to Yggdrasil, a great, mythical tree. Once the battle starts, it'll float upward. Be sure to hop on it.
- Tockles - Members of the Tockle tribe, said to be the embodiment of time, sometimes appear in the stage's background. When they appear, it's a sign a platform will soon appear or disappear.
- Treasure Chest - The platforms that appear on the left and right sometimes have a treasure chest. You can get items by attacking it, but sometimes it's a mimic pretending to be a treasure chest.
- Mimic - Defeating a mimic won't earn you any points, but you may get a good item.
- Liquid Metal Slime - Although extremely rare, a liquid metal slime will sometimes appear. It will not join the battle and will run away immediately.
Spiral Mountain
- Rotation - The whole stage will rotate after a set time, and the places you can stand will change. The rotation direction will be shown in the middle of the stage before it rotates.
- Platforms on the Left and Right - Once the whole stage rotates, there will be additional platforms on the left and right. The platforms will change depending on the direction of the stage.
- Downward Slope - The location of the slope leading down from the summit changes depending on the stage's orientation. The platform at the slope's base may also disappear depending on the orientation.
- Bridge - If you are on the bridge on the left and right while the stage rotates, you will be thrown off. Once the rotation direction is shown, return to the center platform.
- Jinjos - Sometimes a Jinjo will fly by in the background. If you see five of them fly in formation, you are really lucky.
- Guest Characters - Various characters from the original game, like Gruntilda the witch, Mumbo Jumbo the shaman, Bottles the mole, and Banjo's sister Tooty, will appear in the stage's background.
King of Fighters Stadium
- Invisible Wall - There are invisible walls to the right and left of the stage. Fighters launched at high speed risk breaking through the wall and being KO'd!
- Hitting the Wall - The invisible walls on the left and right will become visibly damaged on impact as the risk of breaking increases. This is very noticeable in 1-on-1 battles; movement may slow on hitting the wall if it's close to shattering!
- Projectiles and Walls - Projectiles and items will pass through the invisible walls on the left and right of the stage. Luma and Pikmin won't, though.
- Guest Characters - The characters in the background may be familiar to fans! Characters associated with the music that has been selected tend to show up more frequently too.
Techniques
- Simple Short-Hop Attack – If you press the jump button and attack button at the same time, you'll perform a jumping short-hop attack. It's very useful for catching an opponent off guard.
- Short-Hop Attack Power – If you use an aerial attack during a short hop, the attack power for the move will be a little less than normal. It's a low risk move, but also has low returns.
- Attacking from Ladders – When you're on a ladder, you'll react as if you were in midair. You can still attack while on the ladder but some moves will remove you from the ladder.
- Edge Attacks – If you attack while holding on to an edge, you'll be invincible until you attack. It's great for attacking opponents, but it's weak against shields and dodges.
- Grab Attacks – Grab opponents and press the attack button to perform a grab attack. You can deal extra damage to the opponent before throwing them, but make sure they don't escape!
- Changing Direction and Attacking – With most fighters, you can turn around while dashing and then quickly press a button to deliver a side tilt attack or a side smash.
- Attack to Pick Up Items – If you use a tilt attack near an item, you can attack while picking up the item. This is useful when battling others for items.
- Dash Flip Then Up Smash Attack – Look back while running and perform an up smash to flip around and do an up smash. It's easier to perform by using the right control stick.
- Charging Smash Attacks – You can charge up a smash attack by pressing and holding the button. One second is enough for max power, but you can hold it for up to three.
- Charge Canceling – You can cancel some special moves by pressing the shield button as you charge. Using the move again will start you where you left off!
- Reversing Side Specials – Input the opposite direction right after starting a side special to change direction and do the move the other way. This works in midair, too.
- Helpless Falling – After using certain specials in the air, you won't be able to attack or dodge until you hit the ground. You can still adjust the direction for your fall, though.
- Reflection Move Stamina – Reflection moves tend to break if an attack deals more than around 50 damage. Shots get stronger if reflected, so reflecting back and forth is risky!
- When Two Attacks Meet – Two attacks can cancel each other out if they connect at the same moment. With the right timing, you can even punch projectiles right out of the air!
- When Two Attacks Don't Meet – If two attacks connect at the same time and one is significantly stronger, that move will prevail. Some moves, like air attacks, are never canceled.
- Stale Moves – Using the same attack constantly will decrease its power. Add a little variety to your fighting to spice up your game!
- Deadly Blow – A red and black flash of lightning when an attack lands means that the victim has been hit with enough force to launch them off the screen.
- Easy Final Smash – Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO'd.
- Meteor Smash – Launching an opponent straight down is known as a meteor smash. Doing this when there isn't a platform below is a good one-hit KO method.
- While Shielding – You can't walk or do normal attacks while shielding, but you can jump out of it. Press an attack button just as you leave the ground to attack in the air!
- Shifting Your Shield – You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.
- Moving the Shield – When shielding, you can move the shield around to block more effectively. To do this, hold both shield buttns (or a shield button and the special-move button) and tilt the control stick.
- Downtime from Shielding – When you block an opponent's ground attack with a shield, it takes a moment to recover. This recovery time is shorter if you block an aerial attack.
- Shield Break– While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.
- Shield Break KOs – If a fighter is KO'd from falling off the stage after having their shield broken, the fighter that broke their shield will get the credit for that KO.
- Shield Breaks at the End of a Battle – When your shield is broken and you're launched, you normally get a short period of invincibility. However, you won't get this invincibility during the final countdown of a battle.
- Dangerous Shielding – If your shield breaks near an edge, a foe could casually push you off the stage while laughing. Be careful where you use your shield!
- Perfect Shield – Releasing your shield right when your opponent strikes results in a perfect shield. This doesn't damage your shield, and the small opening makes it easy to attack!
- Shieldstun Shuffling – Tilting the stick in a direction while blocking an attack with your shield will cause you to move a very short distance in that direction.
- Directional Air Dodge – During an air dodge, you can move toward the direction you tilt the control stick. However, this leaves you more vulnerable than a normal air dodge afterward.
- Air Dodge Limitations – You can only dodge once in the air until you land. However, if you take damage in midair, you can dodge again.
- Continuous Dodging Penalty – If you dodge too often, you'll move slower and be invincible for less time. Dodging away from an opponent has an even bigger penalty.
- On-the-Spot Dodge Into Counterattack – If you dodge on the spot, you can quickly cancel it with an attack. You can smoothly move from a dodge into a counterattack.
- Landing after Air Dodging – If you land after performing an air dodge, you won't be able to move for a moment. Dodging all the time can actually leave you more exposed!
- Breaking Your Fall – When you hit the wall, floor, or ceiling after being launched, press the shield button to break your fall and avoid follow-up attacks.
- Breaking Fall after Being Footstooled – If you're stepped on by an opponent in midair, you'll fall straight down. However, you can break your fall by pressing the shield button right before landing.
- Crouch Walking – Some fighters can move while crouched if you input diagonally down to the left or right.
- Crouching's Defensive Value – Going into a crouch will help protect you from being launched as far. Walking while crouched, however, won't help at all—but it looks pretty hilarious!
- Short Hop – If you press the jump button very briefly, you'll jump lower than usual, which lets you use air attacks against ground-level foes.
- Wall Jumping – Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this.
- Footstool Jump – You can jump on opponents' heads and use them as a springboard. If they're airborne, they'll fall down too.
- Grab – You have to wait a short time between letting go of opponents and grabbing them again, so be patient!
- Grab Resistance – After getting out of a grab or immediately after being thrown, you can't be grabbed again by an opponent. Fighters flash yellow when grabs won't work.
- Missing Grabs – Grabs can't be blocked by a shield. However, you're left vulnerable for a while if you miss a grab, so grab smartly.
- Grab Parrying – If you grab an opponent at the same time they grab you, the two grabs may cancel each other out. This can be useful if you can predict the grab.
- Turning and Grabbing – If you turn around while running and then grab, your grabbing range will be longer than usual.
- Juddging Escape Timing – If you get grabbed, you can shorten the amount of time you're caught by wriggling around. When you start to flash yellow, you'll soon be able to escape.
- Grabbing Edges – If you grab an edge that someone else is grabbing, you'll steal it from him or her. So much for first come, first served!
- Edge-Grabbing Invincibility – When you grab an edge, your fighter flashes and becomes briefly invincible. This won't happen if you grab an edge again before touching the ground.
- Repeated Edge Grabbing – Certain moves, such as Ike's Aether, have limits on how many times they can be used to grab on to edges without touching the ground.
- Clinging to Walls– Some fighters can temporarily stick to walls if you keep holding in the direction of the wall. Not every wall is good for this move, though...
- Super Armor – This is a state where you won't flinch even while taking damage. Some specials will trigger this.
- Hitstun Shuffling – If you input a direction while taking damage, you'll shift slightly in that direction.
- Magnifying-Glass Damage – When you move off-screen, you'll be shown in a little circle. You'll gradually take damage while off the screen, so don't linger!
- Ice and Damage – If you get frozen, you won't be able to move for a while. The more damage you've taken, the longer you will be frozen.
- Grab an Item while Airborne – You can grab an item in midair by dodging or attacking at just the right time.
- Throwing Items – Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction.
- Smash Throw – When you throw an item, quickly flick the stick in the same direction as your throw. You'll throw it farther than usual that way.
- Catching Items – You can catch items thrown at you by pressing the attack button at just the right time.
- Letting Go of Items – Press the grab button to drop the item you're holding. Even an item dropped like this deals a small amount of damage.
- Eating while Prone – Press the attack button while you're prone to eat a food item that's fallen nearby.
- Directional Taunts – Some taunts are different depending on which way the fighter is facing. Captain Falcon's down taunt and Rosalina & Luma's side taunt are examples.
- Canceling Taunt – Taunts can be canceled by any other action. However, taunts that also serve as attacks cannot be canceled.
- Hitstun Shrinks Based On Battle Participant Count – When an attack hits, the hitstun may stop an opponent from moving for a short while. But when fighting more people, the hitstun becomes shorter.
- Attack Power in 1-on-1 Battles – Attack power is increased slightly during 1-on-1 battles with no items. Launch rate remains the same.
- Special Presentation for 1-on-1 Smash – The camera will sometimes zoom in on the action during 1-on-1 Smash. It'll trigger if a powerful blow lands or if there's an attack that might lead to victory.
- Shoving Match – Fighters on the ground will push each other if they run into each other. The heavier fighter will have the stronger push.
- Telling Who's in First – In Smash mode, the fighter in first place will glow from time to time. You may want to focus on taking them down a peg.
- Recovery Platform and Invincibility Time – If you wait on the recovery platform after a KO, your invincibility time when descending from the recovery platform will be reduced.
Spirits
- Adventure: Rescuing Fighters – Captured fighters are used as tools to mass produce puppet fighters. They can become your allies if you defeat them and break the control over them.
- Adventure: Swapping Displayed Fighter – You can change the fighter who appears on the map by opening the menu and selecting Party.
- Adventure: Obstacles and Hazards – If a path is blocked and you can't continue, come back to it later. You may be able to get through using the help of spirits you've yet to meet.
- Adventure: Difficulty – The harder the difficulty, the bigger the reward you'll get by winning. You can change the difficulty setting at any time from the menu.
- Adventure: Stacking Adventure Skills – It's possible to stack some of the effects from skills given by spirits. It's a great way to really power up your fighter. Try stacking an Adventure Skill and a Support Skill!
- Adventure: Learning Adventure Skills – You can forget and learn Adventure Skills countless times. You'll need to use SP to reset them, though.
- Adventure: Slowpoke's Dojo – You can forget a style that you've learned. Once forgotten, you can return to that style's Dojo to remember it again.
- Adventure: Canceling Dojo Training – You can interrupt style training if necessary. If you enter the Dojo again, you can pick up training where you left off.
- Adventure: Treasure from Explore – Treasure changes based on the number of explorers, their ranks, levels, conditions, and even their styles!
- Adventure: Store Inventory (Pt. 1) – In Sheldon's store, it's easier to find spirits related to weapons. In Anna's store, you'll find more spirits with equipment, and in Beedle's store, you'll find more living creatures.
- Adventure: Story Inventory (Pt. 2) – In Funky Kong's store, it's easier to find transportation-related spirits. It's easier to find spirits related to items at Timmy and Tommy's.
- Adventure: Hazards and Stores – Don't have a spirit you need to get past an obstacle? Take a glance at the stores and see what they have in stock!
- Adventure: Skill Spheres – On rare occasions, you'll find skill spheres on sale, too. The frequency of their appearance differs from store to store.
- Adventure: The Final Battle – Things can change drastically in the final battle. The power of the forces of light and darkness will be affected by how many enemies remain.
- Adventure: New Game+ – Carry some things over, and have all spirits and bosses return! You can also obtain spirits and skill spheres again.
- Spirit Board: FS Meter – In Spirits, fighters can charge up a meter to use their Final Smash. The skill Fast Final Smash Meter allows this meter to charge faster than usual!
- Spirit Board: Experience – Spirits earn experience even if you lose. The more you battle with them, the more they'll gain.
- Spirit Board: Rewards – Defeating strong targets will net you strong rewards.
- Spirit Board: Autopick – Press the Y Button to equip recommended spirits based on the target you're fighting. Your spirit team will change each time you press the button.
- Spirit Board: Co-op – Work together with others to take down the target! The more players, the tougher the fight.
- Spirit Board: Co-op Spirit Teams – If you increase the number of players when selecting a fighter, you can play with up to four people. Everyone will use the same spirit team.
- Spirit Board: Co-op Rewards – Playing with others can net you more rewards than playing alone. However, if you use a team that's much stronger than your opponent's, the reward amount won't increase much.
- Spirit Board: KO's in Co-op – If one of your teammates gets KO'd, you'll instantly lose the battle. Don't let your guard down just because you have a numbers advantage.
- Collection: Activities – Spirits doing activities must be fully focused on their task. You can't use them until they're done, but you can pull them out of activities if necessary.
- Collection: Favorites – Mark your best spirits as Favorites to avoid accidentally dismissing them. Better safe than sorry!
- Collection: Level Up with a Core – Power up a spirit with a core that has the same type as the spirit to gain more experience.
- Collection: Dismiss – The stronger the spirit, the more SP you can earn by dismissing them. High-level and high-rank spirits are worth more.
- Collection: Summon – There are some spirits you can only get by summoning. Use Reverse Lookup to see which spirits can be summoned.
- Spirit List: Fighter Spirit – Once obtained, you might be able to look in the Spirit List to see what they looked like in their original game as well as in Smash Bros.
- Support Skill: Item Equipped – Try equipping two of these skills. If you do, the fighter will return from a KO holding the second item!
- Support Skill: Stacked Boosts – It's possible to equip multiple sources of the same effect. There are also boosting skills.
- Support Skill: Improved Escape – Allows a fighter to quickly escape from grabs or being buried. It's also effective against shock, sleep, dizzy, ice, and more!
- Support Skill: Ice-Floor Immunity – This skill can also disable freezing effects from things other than floors. For example, Lucas's PK Freeze, or the Freezie item!
- Trait: Initial Damage 30% – You'll start off with some damage, but pairing this with skills that give you advantages when damaged is a solid plan!
- Create Team: Saving a Team – If you save a spirit team, you can use the team in normal Smash mode too.
- Create Team: Save Slots – You can save up to 99 spirit teams. If you want to delete a team, select Create Team from Collection, select a team, and then press the X Button.
- Team Power and Power – The strength of your team is called Team Power. It's determined based on the power of your primary spirit and the support spirit skills.
- Effect of Primary Spirit Types – If your spirit's type has an advantage on the opponent's type, you'll be in a good place! Grab beats Shield, Shield beats Attack, and Attack beats Grab!
- Support Slots – Many primary spirits that can't team up with a support spirit make up for it with improved attack or defense.
- Series Bonus – If you use a fighter and primary spirit from the same series, you'll receive a slight power boost.
- Smash with Spirits – You can equip spirit teams even in regular Smash. Just make sure you've turned spirits on in the rules.
- Shield Damage – A spirit's defensive power affects shields too. If a fighter has low defense, their shield may break from a single strike!
Items
- Master Ball – A purple ball with the letter M on it. Unlike a regular Poké Ball, there's almost always a Legendary inside.
- Daybreak – After completing Daybreak, press the attack button to fire a beam. Sudden impacts before firing it will make you drop it, so be careful!
- Rolling Crate – A crate with wheels. When attacked, it rolls off and deals big damage to whomever it hits. Attack it while standing on top, and you can even ride it!
- Grass – If you see some grass growing out of the stage, walk over and pluck it to get a random item. You can only pluck it while you're on the ground.
- Bomber – The power of the Bomber decreases the farther you are from the center. Even if it's just about to go off, you're better off trying to get as far away as possible.
- Blast Box – This item can be risky, since fire attacks will detonate it right away. However, it's safe to hit or throw it.
- Fake Smash Ball – This item looks dangerously similar to a Smash Ball, but it explodes when broken. If you look closely, you'll notice that the vertical and horizontal lines are switched.
- Sandbag – Sandbag takes damage just like a fighter. The more it takes, the easier it is to launch.
- Food – You can eat food even when you're lying on the ground. It's not considered the best table manners, but at least it'll heal you.
- Fairy Bottle – This heals your damage by 100...unless you're below 100% at the time, in which case you can't use it.
- Healing Sprout – Just holding this will slowly heal you. Be careful though, because opponents can take it from you if they throw you or attack you.
- Healing Field – Set this on a floor, ceiling, or wall, and it will heal anyone who stands in it. It heals less if you are shielding. Due to the effect's size, more than one fighter can benefit at a time.
- Poison Mushroom – The sneaky Poison Mushroom, which hurts Mario instead of helping him, made its first appearance in Super Mario Bros.: The Lost Levels.
- Warp Star – While ascending, you can adjust the speed that you'll later descend. Press the attack button or tilt the control stick down to go faster. Press the shield button or tilt the control stick up to go slower.
- Timer – Collect this to make opponents move slowly. Every once in a while, it'll make everyone move slowly, including you!
- Lightning – Touch this to shrink your opponents. But every once in a while, it'll shrink you instead while making your opponents bigger!
- Bullet Bill – This item lets you transform into a Bullet Bill and charge across the screen. You can control the direction, but be careful not to self-destruct!
- Aim for the Fences – When hitting an opponent with a bat, the tip will launch them the farthest. This is true of both the Home-Run Bat item and Ness's side smash.
- Hammer – Hit an opponent with the Hammer to send them flying! If you're launched while holding the Hammer, hit the grab button as you start to spin to drop it!
- Golden Hammer – This sometimes turns into a Squeaky Hammer. It doesn't hurt much, but that sound sure is cute, eh?
- Lip's Stick – If you're hit by one of these, a flower blooms on your head and slowly does damage. It's so pretty, it's a shame it hurts...
- Traits of Lip's Stick – Using Lip's Stick to damage a foe will make a flower bloom. The more times an opponent is hit, the longer that flower will last.
- Fire Bar – Five fireballs are linked to the hilt of this weapon. As you attack with it, the number of fireballs decreases.
- Fire Bar Battle Strategy – You can use the Fire Bar both at short range and long range. The fireballs at the base of the weapon do the most damage.
- Ore Club – Use a side smash with the Ore Club to send a big whirlwind flying at your foes. Charge it up to make the whirlwind even bigger!
- Killing Edge – When the blade is glowing, it deals critical hits with high power. It will glow about every three seconds, so time your attacks well.
- Death's Scythe – You can KO opponents with high damage by hitting them with the tip of the scythe. If you use a smash attack from the correct distance, a black aura will surround your opponent, signaling an instant KO.
- Ray Gun – The Ray Gun fires semi-automatic blasts of energy. The shape of the barrel is a reversed Smash Bros. symbol. The idea is that you can burn the symbol into your opponents.
- Gust Bellows – This item blows a powerful gust of wind. It aims straight out in front of you if you're holding on to it, but when thrown, it blows wildly in all directions!
- Steel Diver – This submarine-shaped weapon fires small torpedoes that start slow and then speed up and zoom off. They explode when they hit a foe.
- Rage Blaster – The Rage Blaster becomes more powerful the more damage you've taken. Once the muzzle opens and the aura blast is let loose, opponents better watch themselves!
- Staff – The power of this item increases the farther you are from your target. At maximum power, a dramatic zoom effect will occur.
- Green Shell – Throwing this isn't your only option. You can also send it flying by attacking it or stomping on it. Sometimes it won't pass through opponents though, instead bouncing back in the other direction.
- Bumper – After throwing this item, it'll fly a short distance and then position itself in the air or on the ground. If you place it on the edge of a stage, it does a great job of getting in the way of fighters' recovery.
- Mr. Saturn – This item only does little damage when thrown. However, if it hits an opponent who's shielding, it'll instantly break their shield.
- Gooey Bomb – The Gooey Bomb sticks to fighters. If the fighter it's stuck to passes another fighter, it'll rub off and stick to them instead.
- Smart Bomb – Once thrown, it'll fly a short distance, exploding when it hits terrain. Occasionally, it'll misfire and explode a bit later.
- Deku Nut – Hit an opponent with this item to stun them. If it hits an opponent that's taken a lot of damage, it'll launch them instead of stunning them.
- Pitfall – If a Pitfall hits a fighter on the ground, it will bury the fighter in the ground. If it hits a fighter in the air or on a platform, they'll be launched straight down.
- Bombchu – Once it's rolling, the Bombchu won't stop for anything and can't be picked up! It'll eventually explode and can even hurt the player who used it first!
- X Bomb – As the name implies, this bomb's explosion takes the form of an X. Keep an eye on the bomb before it explodes to see which way it's pointing!
- Hocotate Bomb – The bomb detonates when it hits the ground. It has a big blast range, but the fighter who launched it is immune.
- Multiple Hits with Hocotate Bomb – While flying upward, it can hit enemies above it repeatedly and even launch them right off the screen.
- POW Block – Hitting the POW Block will shake the whole screen, injuring any foes currently on the ground. It can be used three times before vanishing.
- Spiny Shell – When you throw this shell, it will hover above an opponent's head before descending upon them and exploding. It targets whoever's in first.
- Boomerang – If you time it right and catch this on the way back, it'll deal more damage the next time you throw it.
- Beetle – If you attack an incoming Beetle, it'll do a U-turn. Beat foes who throw it at their own game!
- Cucco – Don't attack the poor Cucco! No really, don't do that, or it'll call its whole flock. If that happens, try to get other fighters mixed up in the mayhem.
- Cucco: Toss to Attack – If you hit another fighter with a Cucco, it'll get angry at them instead of you! The flock won't hurt you at all! Maybe being thrown doesn't ruffle feathers?
- Cucco: Indiscriminate Attack – If a Cucco is damaged by a stage hazard, it's not sure who to get angry with...so it calls the flock on EVERYONE. Not fair! Not fair!
- Beehive – Throw this item at an enemy, and the bees will swarm around them, dealing damage over time. Bees laugh at shields and attack right through them. Jerks.
- Killer Eye – Throw a Killer Eye at a wall or ceiling, and it'll stick there. It might not be the most effective attack strategy, but it could catch foes by surprise!
- Killer Eye's Attack – Once activated, this eye repeatedly fires shots, speeding up if it sees a foe. Attack it to make it change direction, though it might fall over instead.
- Boss Galaga – If you get caught up in Boss Galaga's tractor beam, you'll be pulled right off the stage. Wiggle back and forth quickly to escape!
- Defeating Boss Galaga – It's possible to defeat Boss Galaga! He'll turn blue once he's taken enough damage!
- Beastball – If you hit a target before the ball disappears, it'll suddenly change positions and fly toward the target. If it lands a direct hit, it'll hit multiple times after appearing again!
- Black Hole – The Black Hole pulls items and fighters to its center. You can escape its pull if you use a move that causes you to move quickly.
- Screw Attack – You can deliver air attacks while using the Screw Attack item. This can lead to powerful combos.
- Back Shield – The Back Shield protects you from attacks from behind. It will block attacks from battering items and projectiles, but it won't protect against throws. Its durability decreases each time it blocks an attack.
- Super Leaf – While you're all tailed up, hold the jump button to float in the air. This can be useful for heavy fighters or those that aren't great at recovering.
- Rocket Belt – Hold the jump button while wearing this item, and it will send you soaring skyward. This makes recovering easy for even the least agile of fighters.
- Rocket Belt's Departure – After you've worn the Rocket Belt for a set time, it'll fly off on its own. If it hits an opponent on its way up, it'll explode and damage them!
- Super Launch Star – The Super Launch Star launches fighters in the direction the star was thrown from. If you jump off the side and toss it toward the stage, you can use it to interfere with people trying to recover from offstage.
- Special Flag – Hold this up for a while to get +1 KO (in a time battle) or +1 stock (in a stock battle). Or use it as bait to lure your foes in for a beating!
- Assist Trophy – Some assist trophies can be KO'd. If you KO one, it will count towards your KO score.
- Assist Trophy Stamina – If an assist trophy is emitting an aura, they can be easily KO'd! In this state, the owner of the assist trophy can also KO them.
- Assist Trophy: Hammer Bro – The Hammer Bro won't move from side to side, so you'll be safe as long as you stay out of range.
- Assist Trophy: Chain Chomp – A Chain Chomp's chomp will deal more damage than just touching one. Be careful, though—even chained up, they've got a long range.
- Assist Trophy: Chain Chomp Recovery – If a Chain Chomp falls off the stage, it'll just jump right back up!
- Assist Trophy: Chain Chomp's Stake – If a Chain Chomp's stake is on a breakable platform, the Chain Chomp will fall off the stage if it breaks.
- Assist Trophy: Waluigi – Luigi's purple-clothed rival. He only ever jumps directly up so leaping left or right is a good way to avoid him.
- Assist Trophy: Skull Kid – Skull Kid calls on a variety of mystical powers when he appears in battle. Unfortunately, these powers affect whoever summoned him too!
- Assist Trophy: Skull Kid's Effect – Skull Kid has three different moves: make everyone invisible, flip the stage horizontally, or flip the stage upside down.
- Assist Trophy: Midna – Watch out for Midna's hand-shaped hair. She'll reach out and grab nearby fighters no matter how badly you wish your shield could stop it.
- Assist Trophy: Midna's Movement – Midna won't be abandoned in battle—she'll teleport to chase foes. She also uses her teleport to return if she gets launched.
- Assist Trophy: Ghirahim – Ghirahim moves gracefully through the battle, using swords and knives. He also deflects any projectiles that he is facing.
- Assist Trophy: Ghirahim's Characteristics – Ghirahim will use a dash attack at foes straight ahead. He moves swiftly—making it hard to dodge—and strikes hard enough to launch you.
- Assist Trophy: Mother Brain – Attack Mother Brain to defeat her! The glass around her will shatter after she fires lasers—that's your chance to strike!
- Assist Trophy: Mother Brain's Rinkas – Mother Brain will fire ring-shaped projectiles called Rinkas from off-screen. These are energy based, so they can be absorbed or reflected.
- Assist Trophy: Mother Brain's Lasers – Mother Brain will send colorful lasers shooting up and down the screen. They can't be absorbed or reflected, so you'll have to just avoid them!
- Assist Trophy: Mother Brain as a Shield – It's totally fine to use Mother Brain to shield yourself from the attacks of your rivals.
- Assist Trophy: Nightmare – When Nightmare has changed from his Power Orb to his true form, the screen will go completely black, obscuring the stage.
- Assist Trophy: Knuckle Joe – A fighter sporting a bandana. After a rapid-fire attack, Knuckle Joe will unleash Smash Punch or Rising Break, both very powerful moves.
- Assist Trophy: Starman – He will shoot either a PK Beam γ or a PK Beam Ω, stunning fighters. PK Beam γ targets one fighter, but Ω is less discerning.
- Assist Trophy: Starman's Characteristics – If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy too.
- Assist Trophy: Jeff – Jeff's bottle rockets explode when they hit obstacles, so hiding in a place with walls or ceilings will help to protect you from them.
- Assist Trophy: Lyn – Lyn is a swordfighter who has perfected her Quick Draw. After she has drawn her sword, she'll attack the nearest opponent.
- Assist Trophy: Dodging Lyn – Right before she strikes, Lyn will move slightly—this is your cue to dodge and avoid her attack!
- Assist Trophy: Black Knight – A knight in black armor. The Black Knight will slowly walk toward opponents and attack them. He can only be launched by very powerful attacks.
- Assist Trophy: Phosphora – Phosphora will teleport around the stage, dodging attacks and shooting lightning at everyone not fortunate enough to have summoned her.
- Assist Trophy: Phosphora's Characteristics – Phosphora can flinch and be defeated when she arrives on the battlefield. Her electric attacks can either be reflected or absorbed, too!
- Assist Trophy: Ashley – A dark field will appear around Ashley. Any foes inside the field will move slowly and take continuous damage.
- Assist Trophy: Ashley and Food – Unless you summoned Ashley, eating food while within her dark field will cause damage instead of healing it. It's Pit's worst nightmare!
- Assist Trophy: Ashley's Effect – Ashley causes an effect at random. She'll limit movement, flip the controls, or make all the fighters buried, shrunken, or invisible.
- Assist Trophy: Kapp'n – Even if you are forced to board the bus, you can wiggle the control stick to get out. However, Kapp'n will reappear multiple times.
- Assist Trophy: Riki – This fluffy little Nopon has six Arts he might use, picked at random, each with a different effect. Sadly, he might end up helping your opponents...
- Assist Trophy: Color TV-Game 15 – The paddles that appear to the left and right will try to keep a ball in play. You'll take damage and be launched if you touch them.
- Assist Trophy: Sheriff – Sheriff fires high-speed, powerful shots at fighters. It's impossible to reflect or absorb these shots!
- Assist Trophy: Devil – The Devil will begin pointing in various directions, and the stage will shift that way. If you get slid off the screen, you'll get KO'd!
- Assist Trophy: Prince of Sablé – The Prince of Sablé changes into a frog or snake and attacks opponents. When he transforms back into a prince, he can be KO'd.
- Assist Trophy: Dr. Kawashima – Numbers will fly in from off the screen. Attack them to make them change direction.
- Assist Trophy: Dillon – Watch out! This armadillo will attack without fear. His Arma-Charge is super powerful, so get to dodging if you see him spinning up!
- Assist Trophy: Spring Man – Spring Man unleashes punches from his springy arms while jumping and dashing around the stage. When he's in a pinch, he'll unleash a powerful rush attack.
- Assist Trophy: Ghosts – Blinky, Inky, Pinky, and Clyde will all appear on the stage! They each have their own movement patterns and will hurt opponents who touch them.
- Assist Trophy: Ghosts: Blinky & Inky – Blinky will always take the quickest route to a foe. Inky, meanwhile, prefers to move randomly in a direction opposite the foe.
- Assist Trophy: Ghosts: Pinky & Clyde – Pinky will try to catch her targets by getting in front and ambushing them. Clyde doesn't have a target—he just does whatever he likes.
- Assist Trophy: Bomberman – You can move the bombs by attacking them. But if you get too close to a remote bomb, Bomberman can detonate it.
- Assist Trophy: Rodin – Rodin can summon a giant arm that unleashes a devastating blow. He'll sometimes give you a powerful weapon when he leaves.
- Assist Trophy: Shovel Knight – While Shovel Knight is digging holes, he'll sometimes dig up food! He can also reflect projectiles with his shovel.
- Pokémon: Meowth – Meowth can use Pay Day to throw coins at enemy fighters. They don't do much damage, but the attack has a wide range.
- Pokémon: Abra – Abra teleports opponents to areas that don't have platforms below them. Depending on how Abra is feeling, it may teleport repeatedly and change the place it drops the opponent.
- Pokémon: Electrode – Right before an Electrode explodes, its body goes red. That's when you can grab it and throw it at your opponents!
- Pokémon: Goldeen – If damage was dealt with enthusiasm, then Goldeen would KO everyone with Splash. But it isn't. Not even when Goldeen comes from a Master Ball.
- Pokémon: Staryu – Staryu will pursue a target and shoot stars at high speed. For fighters with projectile-absorbing moves, this is like an early birthday present!
- Pokémon: Ditto – Ditto transforms into the fighter who used the Poké Ball, copying their special moves to fight as much like them as it can. Ditto can be KO'd after it transforms, though...
- Pokémon: Eevee – Eevee will use Take Down on any fighters nearby. If there aren't any, it'll just stand around looking a bit confused.
- Pokémon: Snorlax – Snorlax grows as it rises into the air. If the timing's right, you can get every other fighter in one fell swoop!
- Pokémon: Moltres – Moltres slowly rises after appearing. Even barely touching this Legendary Pokémon will send a fighter flying.
- Pokémon: Bellossom – Getting close to it will put you right to sleep! The more damage you've taken, the longer you'll be counting sheep.
- Pokémon: Entei – Fire Spin has a gravitational effect, sucking in anyone who touches it. Once you're trapped in the fiery pillar, it'll do huge damage.
- Pokémon: Suicune – Getting hit by Aurora Beam will give you a chance to cool off. Literally. Even touching Suicune right when it appears will freeze you.
- Pokémon: Lugia – Lugia will launch Aeroblast, a wide-range attack, from the back of the stage. This attack can't be blocked—do all you can to get clear!
- Pokémon: Gardevoir – Gardevoir uses a barrier that reflects projectiles. If you summoned it, your own projectiles won't be affected. Nice!
- Pokémon: Metagross – Only touch Metagross if you like being buried. Anyone too slow to flee will suffer this Pokémon's Earthquake attack.
- Pokémon: Latias & Latios – Latias and Latios fly across the screen from left and right, damaging anyone they hit and leaving gusts of wind in their wake as well.
- Pokémon: Kyogre – Hydro Pump pushes fighters off the stage. It's very difficult to escape the power of this current.
- Pokémon: Deoxys – Hyper Beam draws in fighters, but it won't hurt for you to launch them toward Deoxys too.
- Pokémon: Abomasnow – Abomasnow's Blizzard move will pull you toward the Pokémon. Once Blizzard ends, Abomasnow will unleash Ice Punch!
- Pokémon: Palkia – Everything gets flipped 180 degrees, changing the landscape. The controls stay true to the level's orientation; don't get confused and fall!
- Pokémon: Giratina – Giratina launches a massive gust of wind that hits multiple times. Be careful—this move is tough to avoid and can send you off the screen.
- Pokémon: Darkrai – Its Dark Void move has a strong gravitational pull and puts anyone who touches it to sleep. If you're caught in midair, you'll fall to the ground, sound asleep.
- Pokémon: Arceus – The attack Gravity will pull fighters out of the air. Anyone caught out beyond the edge will fall straight down.
- Pokémon: Snivy – Snivy's Razor Leaf rapidly fires at short range, but anyone caught in it will be hit over and over and over.
- Pokémon: Oshawott – Surf sweeps up anybody in its path. Try to intercept fighters as they jump to avoid Oshawott!
- Pokémon: Zoroark – Its Fury Swipes attack smacks its victim down hard. Wait for them to hit the ground—that's your chance to deliver a follow-up attack!
- Pokémon: Kyurem – Icy Wind freezes fighters in just one hit. Not only does the attack have a wide range, but Kyurem can keep it going for a long time.
- Pokémon: Keldeo – When it uses Secret Sword, it will rush up to a fighter and deliver a powerful, wide-range slash attack with its extended horn.
- Pokémon: Meloetta – Meloetta's song will bounce off walls and platforms. In smaller stages, the song will bounce unpredictably, making it tough to avoid.
- Pokémon: Genesect – Both Genesect's laser and its Techno Blast can penetrate walls, so all you can do is stay out of its line of sight.
- Pokémon: Chespin – Chespin will use Seed Bomb, causing explosions all around it that deal a large amount of damage to anyone hit by the attack.
- Pokémon: Fennekin – Incinerate creates a fire pillar reaching out in front of Fennekin. If it connects, it'll do repeated damage to fighters.
- Pokémon: Fletchling – Once Fletchling settles on a target, it can be a real pest. Strike while your foes are distracted by this little Pokémon's attacks!
- Pokémon: Spewpa – If attacked, it'll react with a blast of Stun Spore, so...you leave Spewpa alone, Spewpa leaves you alone.
- Pokémon: Gogoat – Gogoat will let you ride on its back. Charge down opponents to deal damage!
- Pokémon: Swirlix – Those who stray too close to Swirlix will have their movement reduced. Take advantage of this if you brought Swirlix into battle!
- Pokémon: Inkay – Inkay's Topsy-Turvy move knocks over nearby fighters. It doesn't work on anybody in the air, though, so try jumping!
- Pokémon: Dedenne – Its Discharge attack creates an electrical burst with Dedenne in the center. Fighters caught in this will take multiple hits.
- Pokémon: Xerneas – Xerneas will turn the fighter that summoned it gold, as well as powering them up in the battle.
- Pokémon: Pyukumuku – If a fighter steps on Pyukumuku, it will unleash a punch with a launching effect. It will do this every time it's stepped on. You can pick it up too, so throw it at opponents!
- Pokémon: Mimikyu – Mimikyu drags a nearby opponent into its body and attacks them. While inside Mimikyu, the opponent cannot move. If the opponent has more than 90% damage after the attack, they will be instantly KO'd.
- Pokémon: Marshadow – If you're targeted, Marshadow will emerge from the shadows to deal a powerful punch. When there are multiple opponents, it may change its target between punches.
Other
- Smash: Radar – When fighters go off-screen, a radar map will appear in the upper corner of the screen. This allows you to easily spot opponents who are hiding off of the screen.
- Launch-Trail Colors – When someone launches you strongly, the trail that follows you is color-coded: red if P1 did it, blue if it was P2, yellow for P3, or green for P4.
- Launch-Trail Colors (Team Battle) – In team battles, the trail that follows you when you're launched hard matches the color of the team that the player who launched you belongs to.
- Team Colors – There are four possible team colors: red, blue, green, and yellow. In 8-Player Smash, you can split into four teams of two for a serious scuffle!
- Rule Settings: Stage Morph – During battle, the stage will suddenly morph into another one! You can find the Stage Morph option under Advanced in Rule Settings.
- Classic Mode: Rewards – The higher the intensity, the stronger the opponents...and the better the rewards for winning!
- Classic Mode: Nice Play! – If you win a battle fairly quickly without taking much damage, you'll receive a "Nice Play!" compliment. This will cause the intensity to greatly increase.
- Classic Mode: Classic Ticket – Classic Tickets are very rare and extremely useful! They can increase your rewards or allow you to continue in Classic Mode without spending gold!
- Classic Mode: The Mural – A mural representing the intensity. The farther right you go, the more intense the battles will be...
- Classic Mode: Did You Lose? No Problem! – Losing in Classic Mode isn't the end of the world. You can jump back into the action by spending gold or a Classic Ticket.
- Classic Mode: Challengers – When you get to the end of your route, an intimidating challenger will appear! The challenger changes depending on the route.
- amiibo: New Experiences – The first time an FP battles with a fighter or FP, it gains more experience than usual. It'll also learn more if it is used on a friend's Nintendo Switch.
- amiibo: FP - Figure Player – A fighter will appear when you use an amiibo. This fighter is called a Figure Player or "FP" for short.
- amiibo: Initial State – New Figure Players have low attack power and defense. However, they can become stronger than your average fighter by raising their level.
- amiibo: Learning during Battle – Figure Players can learn as they watch how their opponents move. If you want your FP to stay as they are, you can set "Learn" to off.
- amiibo: Learning from Defeat – Figure Players earn more experience from losing a battle than from winning. Have them keep fighting, and they'll keep growing stronger.
- amiibo: Inheriting from Spirits – Figure Players can learn skills from support spirits. When gaining power from primary spirits, FPs not only grow stronger—they'll also inherit the spirit's type.
- amiibo: Send on a Journey - Send your FP on a journey through the Internet to fight other FPs. It will take time for the FP to return, so you may want to send it off before going to sleep or taking a break.
- amiibo: Gifts - You get more rewards when battling other FPs on the Internet than you do from a standard Smash battle. Even if the FP doesn't encounter an opponent, it will still bring back a small gift.
- Training: Special Training Stage – This stage was designed for battle practice. The right side of the stage is flat, while the left side has the same shape as the Battlefield stage.
- Training: Launch Prediction Lines – Lines appear when you strike your opponent in Training. These lines show how far that fighter would be launched if their damage was at 0%, 50%, or 100%.
- Mob Smash: Timing for Items – Items will appear in Century Smash and All-Star Smash. They'll appear faster if you use many different attacks and you move around a lot.
- Century Smash – A new, powerful opponent will appear after defeating 25 fighters. If you get through all 100, the fighter you used to win the battle will be marked.
- All-Star Smash – All of the fighters appear one after another to face you. The order the fighters appear is based on the Japanese release date of their source game.
- Mii Fighters: Purchase Outfits – The Shop contains outfits and headgear for Mii Fighters. However, they won't always be available there, so check what's available frequently.
- Mii Fighters: Color Settings – The color setting of Mii characters can affect the coloring of some of their Mii Fighters' outfits.
- Challenger's Approach – Head to Games & More if a challenger defeats you. Go through the door in the lower right to take them on again.
- Challenger's Approach: Meeting Challengers – New fighters join the fray when you play a lot in Smash mode or other parts of the game. Defeat them to unlock and play as them. It might be easier to meet them if you play with more people...
- Taunt Messages – Use the taunt buttons to broadcast short messages to other players both before and after battle. If you don't want to see messages from people you aren't friends with, there's a setting for that.
- Sounds – There are over 800 songs! There's also an option just to play your favorite songs.
- Sounds: Playback with Screen Off – It's possible to turn off the screen but still listen to the music. This allows you to carry the Nintendo Switch around and use it like a music player.
- My Music – You can set the playback ratio for the songs used during battle on a stage-by-stage basis. Maybe there's one song you feel really suits a specific stage, or maybe you want many different songs to play.
- My Music: Return to Normal – There's a "Reset to Default" button at the bottom of the list. Press this to reset the usage rates of all the songs.
- Challenges – The more difficult the panel is, the more likely it is you'll get a rare item. The Golden Hammer can be used once to open up an unfinished panel.
- Movies – In the Movies section, you can rewatch various cutscenes, like those from Adventure. You can also pause the cutscenes to take a closer look.
- Shop – The more items you buy, the better the quality of the items will be. Sometimes they have discount sales, so be sure to visit the Shop frequently.
- Menu: Dashboard – The thin vertical menu along the right side of the screen is the Dashboard. You can press the ZR Button to bring it up and go to different modes at any time.
- Menu: Help – Check out the "?" icon in the lower-right corner of the menu screen to see explanations of how to play, review rules, and learn about various modes.
- Options: Brightness – Go to the options menu to change your screen brightness. You can have separate settings for handheld mode and TV mode.
- Earning Gold – You can earn a good amount of gold in Mob Smash. If you want even more gold, play Classic Mode with the intensity increased!
- What's Global Smash Power? – Your Global Smash Power is the number of players you outrank globally. As the total number of players increases, the Global Smash Power limit will increase as well.
- Boss: Master Hand's Iron Ball – You can launch the iron balls with a powerful attack! If you time it right, you can pick the iron balls up.
- Boss: Master Hand's Spikes – When spikes grow from the ground while fighting Master Hand, that's a good time to deal a lot of damage! If you can get Master Hand to hit the spikes, he'll be rendered immobile for a while.
- Boss: When Crazy Hand Glares at You – When Crazy Hand makes eye shapes, you won't be attacked if you aren't seen. Dodge at the right time to avoid the searchlight!
- Boss: Crazy Hand's Gravity Balls – Crazy Hand's Gravity Balls suck in fighters and launch them down. Be careful—they'll launch you off the stage if there's no platform beneath you.
- Boss: Rathalos – You can damage Rathalos's tail! Succeed and an item will appear.
- Boss: Ganon, The Demon King – His tail is his weak point, and damaging it will make him flinch. Hit him in the head while he's flinching to do a lot of damage.
- Boss: Marx – When you get near him, he'll teleport far away, but he can't teleport while attacking, so get in there and launch a counterattack!
- Boss: Marx's Ice Bomb and Cutter – Marx's Ice Bombs and Cutter can be eaten or reflected.
- Boss: Galeem & Dharkon's Time Bombs – The time bombs explode after a set amount of time. Attacking the time bombs before they explode can break them.
- Stage Builder: Colorize Layers – When building a stage, you can turn layer colors on to colorize the layers, making it easy to see which elements are in which layers.
- Stage Builder: View Layer Depth from Above – Press the ZL or ZR buttons to get a different perspective that allows you to see the contents of each layer. In this view, you can move objects between layers with the up and down directional buttons.
- Stage Builder: Terrain Settings – If you tap terrain twice in the editing tool, you can open the terrain settings. Experimenting with the settings can lead to interesting stages!
- Stage Builder: Grouping – If you draw terrain that is stuck together in the same layer, you can move it all with gears and rails. If you don't want it grouped together, make sure to separate the terrain.
- Stage Builder: Press and Hold to Group Select – Stage elements that are stuck together can be selected all at once by selecting the editing tool and then pressing and holding on the group of elements. This won't work if the elements are on different layers.
- Stage Builder: Terrain Gravity – Some terrain can be set to fall freely. Once it falls and disappears from the screen, you can set it to respawn at its original location.
- Stage Builder: Grabbing Edges – If you make pointy corners on the terrain, fighters will be able to grab its edges. However, you can change the terrain settings to disable grabbable edges.
- Stage Builder: Smooth Setting – If you enable the Smooth Reverse and Smooth Movement settings of gears and rails, they'll smoothly speed up when starting to move and slow down when stopping or changing directions.
- Stage Builder: Change Test Fighter – If you would like to test the created stage with different fighters, go to Test, and then open the pause menu.
- Stage Builder: Warp Zone and Items – The Warp Zone can be used not only for fighters but also for some items. If you throw an item into one of the portals, it will come out the other end while maintaining its speed.
- Stage Builder: Wind Area – The Wind Area's effect can be negated with spirit support skills such as Strong-Wind Immunity.
- VR - You can play VR in Games & More using the Toy-Con VR Goggles to step into the world of Smash!
- VR: Playing in VR Mode - When playing in VR mode, you can freely look around the stage by turning your head. If you get close to the fighters and stage, you can feel the realistic scale of everything.
- VR: Viewing Angle While Spectating - You can move the camera around while spectating an all-CPU battle. Look around from different angles, and you might see things you didn't know existed!
- VR: Controlling P1 - Switch P1 to a player on the fighter-selection screen to battle in VR.
- Home-Run Contest - There's 10 seconds on the clock! Deal as much damage to Sandbag as you can, then wallop it with a side smash from the Home-Run Bat to send it flying!
- Home-Run Contest: Time Left - Even if the timer hits zero, you've still got time to finish a swing. Deal as much damage as you can, and launch Sandbag at the last possible moment!
- Home-Run Contest: Tips for a Strong Hit - Pay close attention to what part of the Home-Run Bat hits Sandbag. If you connect with the very end of the bat, you'll send Sandbag flying farther!
- Home-Run Contest: Rewards - Sometimes there are rewards along Sandbag's path after it lands. The farther Sandbag travels, the better the rewards may be!
- Online Tourneys - Find out who reigns supreme in an Internet battle of up to 64 people! Fight your way to the top and become the champion!
- Spectate: Cheering On Players - Try to predict which player will win before the battle begins. If your prediction is correct, you get points. You can then trade these points in for spirits, items, and more.
- Spectate: Surprising Victory Bonus - If you correctly predict the winner and the winner had only a small amount of cheers, you'll get a Surprising Victory Bonus. It might be worthwhile to pay attention to who's being cheered on.
- The Three Highest Jumpers – #1 is Falco, #2 is Greninja, and #3 is Zero Suit Samus. The difference was very slight, but it was enough to place Luigi as #4.
- The Jump Masters – #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four.
- The Three Heaviest Fighters – #1 is Bowser, #2 is King K. Rool, and #3 is Donkey Kong and King Dedede. The heavier a fighter, the stronger their attacks and the harder they are to launch.
- The Three Lightest Fighters – #1 is Pichu, #2 is Jigglypuff, and #3 is Mr. Game & Watch and Squirtle. Light fighters are easy to launch but can easily escape from combos.
- The Three Fastest Fighters – #1 is Sonic, #2 is Captain Falcon, and #3 is Little Mac. In contrast, the slowest of all the fighters is Incineroar.
- The Three Fastest Walkers – Marth and Lucina are tied for #1, with Fox at #3. Walking doesn't leave you as open as running; patience can be a virtue in battle!
- The Three Slowest Walkers – #1 is Incineroar, #2 is Robin, and #3 is Jigglypuff. Incineroar may be slow, but has some serious launching power.
Trivia
- Mario actually first said "Mamma mia" in Mario's Game Gallery/Mario's FUNdamentals.
- Luigi's "First Starring Role" tip seems to be specifically worded as to not mention Mario is Missing!, referring to Luigi's Mansion as his "first big break as a main protagonist".
- Link's "Who Is The Hero?" tip similarly ignores Link: The Faces of Evil.
- While correct for the previous game, the tip stating that Dancing Blade's up variation is great for netting KOs is not true at all, as its knockback has been significantly nerfed to the point where it cannot even KO at 300% when tipped.
- Onslaught's tip is incorrect: damage taken does not cause the move to do damage beyond its base damage, which is the amount it does at the beginning of a match.
- Lucina is the only character to not have Tips about any of her special moves, barring her Final Smash.
- Lucina also has the least amount of character tips, with a total of 5.
- Barring Echo Fighters, the only characters that don't have Tips with named non-special moves (neutral attacks, tilt attacks, smash attacks, aerials, grabs and throws) are Bowser, Pichu, Young Link, Squirtle, Lucario, Wolf, Rosalina & Luma, Greninja, Ridley, Isabelle, Incineroar, Mii Swordfighter, Mii Gunner, and Joker.
- Though a semi-clone, Isabelle has moves that function identically to her base counterpart (Villager).
- Dr. Mario is currently the only character to have the name of a move changed between patches, with his down aerial originally named Bone Drill changed to CLEAR! in patch 2.0.0.
- Dr. Mario is the only clone with a move that has a similar moveset but a different name from his counterpart (Mario and Luigi's up smashes are called Lead Headbutt, while Dr. Mario's is called Ear, Nose, and Throat).
- Mario, Link, Peach, Sheik, Lucina, Ganondorf, Dark Pit, Zero Suit Samus, Wario, Lucario, Toon Link, and Palutena are the only characters who don't have tips for all of their special moves.
- Luigi's attire in Mario Bros. is stated as a white shirt and cap, but this is actually how he appeared in the NES version. In the arcade version, he wore a brown shirt and his cap and overalls were green.
- Prior to the 4.0.0 update, Bowser Jr. and Olimar’s tips regarding The Koopalings and Alph would use Jr. and Olimar’s pictures instead.
- Oddly, the picture for Alph uses his green costume.