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“Jake's Super Smash Bros. is the most ambitious crossover event in history.”
, also referred to simply as Super Smash Bros. or by the acronym of JSSB, is a reboot to 2015's author appeal project of the same name and a replacement to 2017's Super Smash Bros. Switch. The game is considered as both the seventh instalment of the Super Smash Bros. series, following 2018's Super Smash Bros. Ultimate, as well as a soft-reboot for it. Unlike previous titles in the series, the game is not directed by series creator Masahiro Sakurai but instead by the titular Jake, who also serves as the game's announcer.
Jake's Super Smash Bros. retains the same gameplay elements as previous Super Smash Bros. titles, such as being a 2.5D fighting game set within platformer-esque levels, as well as including a story mode that reimagines and builds on the plot of Super Smash Bros. Brawl's Subspace Emissary.
As with previous entries in the Super Smash Bros. series, Jake's Super Smash Bros. is a 2D mascot fighting game that foregoes many of the gameplay enements that "traditional" fighting games, such as Tekken or Street Fighter, utilize to instead focus on a more platformer-based gameplay style. The game features a number of different characters from various Nintendo-owned and third party franchises, and up to eight can fight at once on a single stage. Instead of the normal, flat stages found in most fighting games, Jake's Super Smash Bros. features ones with a variety of different platforms and hazards that may affect one's play style.
Unlike most fighting games, which utilize combo-based movesets for fighters, Jake's Super Smash Bros. simplifies this- all playable characters have a single 'standard attack' button, and a 'special attack' button, with the control stick's directional input determining what attack they perform. As such, all fighters have eight main attacks- up, down, side, and neutral standard and special moves. There are also tilt and smash attacks, which are more powerful versions of the fighters' standard moves; tilt attacks occur when a control stick is not tilted fully in a single direction and are generally more powerful than normal standard attacks, while smash attacks are even more powerful standard attacks that can be charged up by holding down the standard move button. When airborne, fighters are also granted a different set of standard moves, and some special moves may also act differently. Additionally, airborne fighters are granted another standard attack, as tilting the control stick forwards or backwards causes the fighter to perform a different attack. Finally, all fighters also have a Final Smash, a powerful special move that replaces the character's neutral special move once they have broken a Smash Ball.
Also unlike most other fighting games, the aim of a battle is not to deplete a foe's HP bar but instead knock them past the invisible blast lines located around the stage. Taking damage ups a fighter's "damage percentage", which increases the amount of knockback they take from the attacks of foes; a fighter whose damage percentage is at 20% will take far less knockback than one whose damage percentage is at 120%, for instance. Fighters with higher damage percentages also launch foes further from their attacks in a game mechanic called Rage. Rage steadily increases a fighter's knockback output, and the effect is signified by steam rising from both the character's model and portrait on the HUD. This takes effect starting at 35%, and Rage will build until it maxes its potential at 150%. When a fighter is KO'd their damage percentage is cleared, thus eliminating whatever Rage they had built up.
There are three main types of battle types present in Super Smash Bros., each with their own objectives. They are:
Stock Battles: Battles where every fighter has a limited amount of stocks (lives). While KOing enemies is important, the winner of the battle is not the one with the most amount of KO's at the end but rather the last character with any stocks remaining.
Coin Battles: Battles where the aim of the battle is not to KO characters but rather to collect coins, which drop from fighters every time they take damage. KOing an enemy will have them lose half of their coins (rounded up, though a fighter may never lose more than 100 coins at a time). There are three denominations of coin - Bronze, Silver, and Gold - that are worth one, three, and six points respectively. Though rare, fighters may also drop bills which are worth nine points. Coin Battles have a time limit.
Timed Battles: Battles that occur for a set amount of time where the aim is to KO the most amount of fighters. As there is no limited to stocks, each fighter may be KO'd an indefinite amount of times. Should multiple fighters have the same amount of KO's at the end of the battle, they are forced into a Sudden Death situation (see below). Both Stock and Coin Battles may have a time limit placed upon them with make them functionally similar to Timed Battles but with their respective goals remaining intact.
Sudden Deaths take place should two or more fighters be "tied" at the end of a match. Regardless of the game mode being played, a Sudden Death battle acts identically: all players have a single stock and the last character remaining is declared the victor. Unlike normal Stock Battles however, Sudden Death puts all fighters at 300% (effectively making it so that they will be KO'd in a single hit) and Bob-ombs will begin raining from the sky after 60 seconds have passed.
With the exception of Sudden Death, all battles may also be played in "Stamina" format. Stamina Battles act closer to other fighting games (such as Street Fighter) in that all fighters have a set amount of HP and are instantly defeated once their health reaches zero. By default, all characters begin a battle with 300HP, though this can be increased to as high as 999HP or lowered to 1HP. Characters retain a set amount of knockback in Stamina Battles (equal to if they were to be at 5%).
Compared to other Super Smash Bros. titles, the game aims to be more casual than most other titles. Characters generally move at a speed slightly slower than in Super Smash Bros. for Nintendo 3DS / Wii U, and have about as much weight as those in the former do. Because of the game's more-casual target audience, many of the series' techniques utilized in competitive play, such as directional air-dodging and the "wavedashing" glitch, are not present in the game. The game does not completely ignore changes made after Brawl however, as some of the gameplay elements from Ultimate - such as the ability to attack while climbing a ladder, the optional Final Smash Meter that fills up as you deal and take damage, and the fact that both fighters in a 1-on-1 match take more damage and knockback than in matches with more players - have been retained.
A new addition to the Super Smash Bros. formula are Critical Smashes. These attacks come out completely randomly and are essentially powered-up versions of a fighter's smash attacks; only a fighter's smash and tilt attacks can become a Critical Smash. These special critical hits increase the damage output of an attack by a very small amount. Critical Smashes are signified with a flurry of golden stars that appear out of the opponent the attack connects with.
Collectibles[]
There are three types of collectible items in the game: CDs, trophies, and stickers.
CDs, as implied by their name, unlock new music for stages upon being collected. CDs are the rarest type of collectible though, unlike trophies and stickers, players can not collect duplicates of one track; once all CDs have been collected they will cease spawning.
Trophies and stickers may spawn during matches (trophies rarely and stickers uncommonly), though can more easily be earned through other modes. Trophies are small figurines of characters, items, or other objects from various series, which have different descriptions that give details about the object or its usage in its original appearance, while stickers can be used to alter the statistics of a fighter.
Collected stickers and trophies can be viewed in the Gallery. For a complete list of all of the game's music, trophies, and stickers, click the corresponding button below. The buttons are listed in that order. There also exists a shop where players can purchase these collectibles with in-game currency earned by playing Classic Mode, All-Star Gauntlet, Smash Run, and Smash Tour.
Stickers are a gameplay mechanic that are very much comparable to the Custom Parts included in Super Smash Bros. for Nintendo 3DS / Wii U and the Spirits from Super Smash Bros. Ultimate. All collected stickers have certain powers bonded to them, which the player can place onto the base of a playable character's trophy in order to power them up in certain ways. Stickers use artwork depicting characters from various media, and the size of the stickers denote the amount or strength of the powers attributed to it. Whether or not the effects of the stickers applied to a character are active during a battle can be decided via the options menu, and the active effects are displayed to all players before the battle begins. Should a sticker be removed from a character, it, as well as any of the powers that the sticker contains, will be permanently destroyed; no sticker can only be obtained once, as even those received from completing challenges can be obtained in platinum sticker packs. Additionally, stickers can not be overlapped on the base of a trophy, and as such the player must arrange them in such a way in order to optimize characters to suit their play style.
Shop[]
The Shop always has a collection of seven trophies that can be purchased with the gold earned by playing through the different modes as well as three packs of stickers. Any trophies that are obtained through random chance and not the completion of a specific challenge, though some are rarer than others and will be priced higher than others. Likewise, packs of stickers come in four varieties, each one increasing in price and thus the rarity of stickers that they may contain: bronze, silver, gold, and platinum; a bronze and silver pack will always be available for purchase, while platinum stickers will, on rare occasion, replace the otherwise-present gold packs.
This system previously appeared in Super Smash Bros. for Wii U and Super Smash Bros. Ultimate, though it has been revised for its Jake's Super Smash Bros. counterpart. The main difference between its previous appearances is that the shop is now manned by one of several characters, which are chosen randomly; while character similarly appeared in the shops in the Adventure Mode of Super Smash Bros. Ultimate, in Jake's Super Smash Bros. the clerks all have unique attributes that allow the player to do a variety of different things when spoken to.
Clerks[]
There are four characters that can appear: the wooden box-headed clerk from Tomodachi Life, Rusty Slugger from Rusty's Real Deal Baseball, Timmy and Tommy Nook from the Animal Crossing series, or the Happy Mask Salesman from The Legend of Zelda series. The Tomodachi Life clerk does not have any unique attributes, and as such is the most common salesman, followed in order by Rusty, Timmy and Tommy, and the Happy Mask Salesman. When the language is set to Japanese, Rusty is replaced by Inuji Darumeshi just as in his original title.
Clerk appearance rates
Clerk
Appearance rate
Unique trait
Tomodachi Clerk
Common
None.
Rusty Slugger
Inuji Darumeshi
Uncommon
Rusty allows players to haggle with him to lower the prices of trophies and sticker packs. He may also lower the prices of trophies already at a discounted price even further through this method.
Timmy & Tommy Nook
Rare
Timmy & Tommy will buy back duplicate trophies from the player, paying roughly 30% of the trophy's original price.
Happy Mask Salesman
Very Rare
The Happy Mask Salesman will only appear for 72 minutes at a time (a reference to how Majora's Mask takes place over three days - or 72 hours), and only carry trophies normally priced at 2500 G. The Salesman may also include discounts that can range from anywhere between 5% off and 65% off, making it possible to pay only 875 G for a trophy normally priced at 2500 G.
Prices[]
Prices are determined by the rate of how common a trophy is, as all trophies that can be earned by random drop can also be purchased. Some trophies, notably the alternate trophies of the playable characters, can only be obtained by purchasing them through the shop.
Prices may also be discounted at 10% off, 30% off, or 50% off. These sales happen at random intervals throughout the day.
Trophy prices
Appearance rate
Purchase price
Sell price
100% - 71%
350 G
90 G
70% - 61%
650 G
150 G
60% - 51%
950 G
240 G
50% - 41%
1200 G
300 G
40% - 21%
1500 G
450 G
20% - 11%
2500 G
650 G
9% - 6%
3000 G
750 G
2% - 5%
4000 G
900 G
1%
5000 G
1000 G
Playable Characters[]
Character Spread by Series
Mario
39
Pokémon
31
The Legend of Zelda
20
Donkey Kong
15
Kid Icarus
9
Kirby
8
Metroid
8
Wario
7
Yoshi
6
Animal Crossing
5
Banjo-Kazooie
4
Fire Emblem
4
Ever Oasis
3
F-Zero
3
THE iDOLM@STER
3
Punch-Out!!
3
Samurai Warriors
3
Sin & Punishment
3
Sonic the Hedgehog
3
Splatoon
3
Star Fox
3
Call of Duty
2
Castlevania
2
Danganronpa
2
Dynasty Warriors
2
Fatal Frame
2
Girls und Panzer
2
Gravity Rush
2
Halo
2
Kingdom Hearts
2
Minecraft
2
Persona
2
Pikmin
2
Street Fighter
2
Xenoblade Chronicles
2
Ace Attorney
1
ARMS
1
ASH: Archaic Sealed Heat
1
Battle Clash
1
Battletoads
1
BlazBlue
1
Chibi-Robo!
1
Club Penguin
1
Custom Robo
1
Dishonored
1
Duck Hunt
1
EarthBound
1
Eternal Darkness
1
Famicom Detective Club
1
Family Computer Robot
1
Final Fantasy
1
Final Fight
1
Game & Watch
1
Gex
1
GIGA WRECKER
1
Glory of Heracles
1
Good Job!
1
Joy Mech Fight
1
Kaeru no Tame ni Kane wa Naru
1
Kung-Fu
1
Lady Sia
1
Like a Dragon
1
Magia Record
1
Mega Man
1
Megami Tensei
1
Miitopia
1
MySims
1
The Mysterious Murasame Castle
1
Ni no Kuni
1
Nintendo Game
1
Nintendo Power
1
PAC-MAN
1
Paperboy
1
Peanuts
1
Plants vs. Zombies
1
Puyo Puyo
1
Rabbids
1
Resident Evil
1
Rhythm Heaven
1
Saints Row
1
Science Adventure
1
Scooby-Doo!
1
Senki Zesshō Symphogear
1
Shantae
1
Shadows House
1
Slime Rancher
1
So I'm a Spider, So What?
1
Super Monkey Ball
1
Tales
1
Tin Star
1
Tokyo Mirage Sessions ♯FE
1
UNDER NIGHT IN-BIRTH
1
Urban Champion
1
Wii Fit
1
Wii Music
1
Wizards & Warriors
1
The World Ends with You
1
World's End Club
1
Wrecking Crew
1
Yooka-Laylee
1
Yume Nikki
1
Yūyūki
1
Jake's Super Smash Bros. includes a total of 250+ playable characters from a number of video game series, primarily focusing on the intellectual properties created by Nintendo; 220 of these are unique fighters. While the series represented are primarily ones that have seen releases in more-recent years, there are a number of more-obscure characters that represent Nintendo's rich history. The game's philosophy is not to include a roster full of characters that "make sense" as fighters or as representatives of a series, but rather to include a large number of characters that are interesting and may not be as well known even to longtime Nintendo fans.
In addition to characters owned by Nintendo, select characters owned by third party companies will also be playable including representatives from SEGA, Capcom, Bandai Namco, and Koei Tecmo, among others. According to the creator of the game, any character that has debuted in a video game is eligible to appear as a playable character in the game, though characters from Nintendo's first- and second-party franchises are to be prioritized over any third-party fighter. A small number of characters hailing from media other than video games will also be included in the game.
A number of characters with movesets based on another character's, called "Dash Fighters" and marked with an acute accent (´), are also included in the game, but do not increase the number count on the roster and the player can choose to stack the icons of Dash Fighters atop their "original" on the character select screen. There are a total of 30 Dash Fighters in all.
Some playable characters have their own special quirks, often derived from abilities they may demonstrate within their series of origin. These traits may not be attack-based, instead granting them special defensive- or movement-based techniques that other fighters may be unable to use. There are five abilities that some characters may also exhibit, as well: the ability to walk while crouched, wall jump, glide, the ability to grab opponents from afar (known as tether grab), and use either a tether grab or a special move in mid-air and latch on to a nearby ledge (known as tether recovering). It should be noted that Zoroark has full access to all of these abilities should it transform into a character capable of performing such.
wall jump
crouch walk
By jumping towards a wall and flicking the control stick away from it, the player can perform a wall jump with the following character. Performing a wall jump essentially acts as an additional midair jump (albeit a situational one), and does not reset the number of jumps the character may have remaining nor will they enter a helpless state afterwards.
While crouching, the player can tilt the control stick left or right slightly to walk while taking on a crouched or crawling position. In most cases, crouch walking allows these fighters to move about while maintaining a smaller hitbox, as they are lower to the ground, although their movement speed also decreases dramatically while doing so.
glide
heavy lifting
While airborne, the following characters are capable of entering a glide by holding the jump button down. The character will glide forwards indefinitely, slowly losing altitude. While gliding, the player can angle their character upwards or downwards; though they may begin to lose speed accordingly. Pressing the standard move button while gliding will have the fighter perform an aerial attack to cancel out of it, though the player can also cancel out of their glide without attacking by shielding. Regardless, the character will enter a helpless state afterwards. They will also lose their glide should they be attacked by an enemy, and they will be unable to glide again until they touch the ground once.
The following characters are capable of lifting "heavy" items without much issue. While other characters lose their ability to jump and slow their movement speed dramatically, these characters can move about at a fairly quick pace and perform a single short hop while carrying such items. Some characters are able to carry heavy items in such a way due to telekinesis, though they will still have the same movement limitations as other heavy lifters.
Tom Nook and Redd can also carry any item without issue via their Pocket special move, though they are not "heavy lifters" in the sense that the above characters are and thus will still struggle when carrying heavy items normally. The two will immediately throw a heavy item should they produce one that they had previously pocketed.
tether grab
tether recover
Tether grabs are grabs that can be performed on an enemy from a greater distance than normal grabs. In all cases, tether grabs see the user pull their enemy towards themselves should they successfully grab a foe and thus their throws and pummel attacks work identically to all other fighters. Some characters have tether grabs replace their normal grabs, while others can only tether grab via special moves. It should be noted that, in addition to all fighters below, the rest of the roster can perform tether grabs via the Ultra Hand item.
Tether recovery options are similar to tether grabs in that the following characters can release a projectile or extend a limb in such a way that allows them to grab something from a great distance. In this case, their targets are ledges; tether recoveries will always target the nearest ledge to the user should they be within range of connecting to it. Tether recoveries are special in that they do not cause the user to fall helpless or enter a pseudo-helpless state should they fail to connect with a ledge; the only penalty is a loss of time. Some characters with tether recovers can perform this technique by using their grab in midair (though they can only connect with ledges and not grab enemies, in this case), while others can do so via standard or special moves. It should be noted that all characters can perform a tether recovery by using the Ultra Hand item.
Swimming
Additionally, while all characters can swim in water, some fighters take damage while doing so due to having a weakness of such element in their home titles. The amount of damage is minimal, and should only be a factor should they remain in the water until they sink. The characters that take damage while swimming are the following:
With the exception of Blue Pikmin, all of the Pikmin that Alph and Olimar can summon will be instantly KO'd upon touching water for they can not swim; the Blue Pikmin can and thus will float alongside Olimar. Vespiquen's grubs will also take some damage, though at a slower rate than any other character listed above.
Conversely, some characters are capable of remaining within water indefinitely without drowning, though at an expense they take slightly more knockback while swimming. Characters that do not drown are the following:
Olimar's Blue Pikmin can also swim indefinitely, though Olimar himself can not.
High Traction
Some characters also float above the ground, drive vehicles instead of sprinting, have adhesive-covered feet, or are simply used to certain terrain and thus do not slide on platforms covered with ice, and instead will have the same amount of traction on these kinds of platforms as they would normally; though they are still affected by other types of terrain such as those covered with flames. These characters are the following:
Unique Traits[]
Using his down special move, AiAi can alter his movement capabilities and damage output by trapping himself within his Monkey Ball. When outside he is more agile with balanced air and ground games, but when trapped in the Monkey Ball he becomes much stronger when grounded yet increasingly useless when airborne.
Akiho fights alongside the Tanegashimachine developed by her sister and the Robot Research Club she presided over. The Tanegashimachine can be defeated by itself, but a point will only be gained should Akiho herself be KO'd, as the Tanegashimachine will respawn after a period of time.
The Animal Friends switch between each other whenever certain attacks are performed. Additionally, Rick is the "main" character that appears on the ground, while Kine and Coo serve as the "main" character while in the water and in the air, respectively. Because of this, Coo can jump five times in a row, while Kine has a faster swim speed than all other playable characters. Lastly, certain special attacks act slightly differently when used in the air or when on the ground, as they are performed by Rick and Coo.
Ashley fights alongside her little imp servant Red as a tag-team, though Ashley uses him more like a weapon than an actual partner. Ashley's moveset revolves around utilizing Red's powers, and as such she would be at a large disadvantage should he be KO'd. Once KO'd, Red will respawn after a short amount of time has passed.
Baby Bowser's second jump is a flutter jump, which allows him jump up a much higher distance than most other characters.
Due to the horns on his head, those who attempt to Footstool Jump off Blue Bowser will take minor damage, and will not harm Blue Bowser in any way.
Due to the horns on his head, those who attempt to Footstool Jump off Bowser will take minor damage, and will not harm Bowser in any way. Bowser also has an ability known as "Tough Guy", which makes it so Bowser won't flinch from attacks that deal light knockback when at low damage percentages.
Bowser Jr. takes less damage depending on whether he or the Junior Clown Car are hit. Attacks that hit the Junior Clown Car deal 0.88x their normal amount of damage, while those that hit Bowser Jr. directly deal 1.15x their normal amount.
Every attack Zelda performs against another fighter has a 75% chance of the enemy dropping a "Rubie" (Rupee), which she will collect automatically. These Rubies must be consumed by Zelda in order to use her neutral, side, and up special moves, and Zelda can carry up to 99 Rubies. There are three colours of Rubies each with different denominations; these denominations match those in Zelda: The Wand of Gamelon and Link: The Faces of Evil rather than other The Legend of Zelda games. The most common Ruby is Red and worth 1 point, followed by Green Rubies worth 5 points, and the rare Blue Ruby worth 10 Points. Whenever Zelda is KO'd she will lose 20% of the amount of Rubies she had when she was defeated. Like Link, standing still as CD-i Zelda will also have her block some weaker projectiles with her shield.
Crocomire's tough skin makes it so he won't flinch from attacks that deal light knockback at all and won't flinch from any projectiles until he reaches 50%. As a trade-off however, Crocomire will flinch from fire attacks and projectiles no matter his damage percentage, and takes 1.6× the normal amount of damage from them.
Cyber Kong's forward throw acts unique because, instead of throwing the opponent, Cyber Kong will instead tuck its target under its arm and the player can control the Kong and walk around, or throw the enemy with the standard attack button.
Dark Pit can jump four times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
The player is capable of switching between controlling Dawn or her partner Pokémon, Piplup, via her down special move. While the two share the same damage percentage, Piplup additionally has an HP Bar that, when fully depleted, will cause it to retreat back into its Poké Ball. The HP Bar can be refilled over time while playing and by dealing damage, both only should the player be controlling Dawn.
The player can change Deoxys' Forme in the order of Normal → Speed → Attack → Defense. These Formes change Deoxys' weight, movement speed, jump height, attack power, side special move, and defensive capabilities.
Donkey Kong's forward throw acts unique because, instead of throwing the opponent, DK will instead tuck his target under his arm and the player can control the Kong and walk around, or throw the enemy with the standard attack button.
Dr. Luigi has less traction than other fighters, meaning he will slide for a moment after sprinting.
Due to the horns on his head, those who attempt to Footstool Jump off Dry Bowser will take minor damage, and will not harm Dry Bowser in any way.
Eiscue begins a match with an ice cube (its "Ice Face") on its head. When this Ice Face ability is active, Eiscue takes 0.75x the amount of damage as normal. When Eiscue takes 30% damage, its Ice Face shatters and it takes 1.15x the amount of damage. Its Ice Face can be regenerated via its down special move and will automatically reappear whenever it respawns.
Emi has the ability to enter (and exit) a Tiger I during the battle. Though the Tiger I has only a sole attack (albeit a powerful one), Miho becomes the heaviest fighter in the game and loses the ability to jump while riding it. Additionally, the Tiger I has a health gauge as opposed to a KO percentage, instantly KOing Emi should the Tiger I become inoperable while she is riding it. Emi is unable to heal the Tiger I by any means, it only doing so should she be KO'd.
Much like he does when wielding the Great Swords weapon in Hyrule Warriors, Ganondorf has a Darkness Gauge that fills up as he performs attacks that utilize his dark magic. Upon being even slightly filled, Ganondorf's down special move changes drastically, become fairly powerful once the bar has been completely filled.
Gex can cling to walls for a short period of time.
The player is capable of switching between controlling Hilda or her partner Pokémon, Tepig, via her down special move. While the two share the same damage percentage, Tepig additionally has an HP Bar that, when fully depleted, will cause it to retreat back into its Poké Ball. The HP Bar can be refilled over time while playing and by dealing damage, both only should the player be controlling Hilda.
The two Ice Climbers work together as one unit, even though the player only controls Popo. The CPU-controlled Nana will follow the player's movements and attacks, increasing her difficulty as Popo takes damage. While the damage percentage on the UI only displays the damage that Popo takes, Nana has her own, unseen, damage percentage that also affects the knockback she takes. Additionally, Nana can be KO'd but the player will only lose a stock or point should Popo be KO'd; both will disappear should Popo be KO'd first. Finally, due to the boots they wear, both Popo and Nana have higher traction than other fighters and will not slide around on icy platforms.
Upon taking 100% damage, Iroha's Doppel - Giovanna, the Doppel of Silence - will appear and her moveset will change completely. Giovanna will disappear should Iroha's damage percentage drop beneath 100% again or upon being KO'd. When Giovanna is active Iroha loses the ability to wall jump but gains the ability to glide and, through the use of her side special move, both tether grab and tether recover.
Jigglypuff can jump five times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Johnny can jump three times in a row as opposed to the two that most other fighters can, on account of his demonic wings. Additionally, Johnny has an Over Kill meter that fills as he deals damage, and alters the way his neutral special acts for a short period of time once completely filld.
Kat is able to defy gravity via her Shifting powers as long as her gravity gauge, located next to her damage percentage, is not fully depleted. All of her special moves use this gauge, and emptying it complete will cause Kat to fall helpless should she be in the air.
King Dedede can jump five times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Kirby can jump five times in a row as opposed to the two that most other fighters can, though each jump decreases in height. Kirby's neutral special, Inhale, also allows him to copy the "ability" of the fighter he inhales, which then replaces his neutral special move until he either taunts or is KO'd. While Kirby will typically copy the neutral special move of a fighter, there exist some exceptions. For more information, see below.
Kohga's special attacks can "misfire" by player input, which fills up a small gauge located above his damage percentage. Once filled, this Tantrum Gauge allows Kohga's neutral special move to be performed to its full potential.
Koopa Troopa takes different amounts of damage and knockback depending on whether he is attacked from the front or from behind. From behind, due to his shell, Koopa takes slightly less damage but more knockback, whereas the opposite is true should he be hit from the front.
Until his damage percentage exceeds 70%, Kraid does not flinch from most projectiles and takes 0.75× their normal amount of damage; only projectiles that deal a substantial amount of damage or knockback will cause Kraid to flinch. An exception to this exists however: if the projectile hits Kraid in the face, he takes 1.25× the normal amount of damage from it. Upon exceeding that aforementioned 70% threshold, Kraid will begin to flinch from projectiles though they will continue to deal only 0.75× their normal damage.
Kunoichi's moveset is based around the Hyper Attack mechanic introduced in Samurai Warriors 4. Her side special move is a basic dash, though her special and standard attacks all change when performed in conjunction with this technique. Kunoichi also has the capability of jumping three times, though both her double and triple jumps do not allow her to travel as high as her first one does.
When Kuros is stood still, he can not be hit by projectiles from his front; they will instead hit his shield.
The player is capable of switching between controlling Leaf or her partner Pokémon, Squirtle, via her down special move. While the two share the same damage percentage, Squirtle additionally has an HP Bar that, when fully depleted, will cause it to retreat back into its Poké Ball. The HP Bar can be refilled over time while playing and by dealing damage, both only should the player be controlling Rosa.
When Link is stood still, he can not be hit by projectiles from his front; they will instead hit his shield.
Much like how special attacks are performed within UNDER NIGHT IN-BIRTH, the player can perform all of Linne's special moves by inputting their corresponding button combinations from that game. Linne also has an EXS Gauge above her damage percentage that fills as she damages enemies. Each of her special moves has three variants - labelled A, B, and C Versions - with the last of those requiring EXS to use.
Fire-based projectile attacks deal less damage to Litten than they would to other fighters.
While dashing, Little Mac will dodge weaker incoming projectiles with a sidestep. Little Mac also has a bar that fills up as he deals and takes damage. Once filled, this "Power Meter" changes his neutral special move - Straight Lunge - into the powerful Star Uppercut which, though it has little range (Little Mac must be directly beside another fighter to hit them), the move deals enough damage and knockback to KO any foe above 35% (those with lower weights, such as Kirby, can be KO'd at lower percentages). The Star Uppercut can not be blocked nor countered.
Ludger's ability to switch weapons essentially makes him three characters in one, as all of his three weapons have completely different movesets and affect his movement speed and weight.
Luigi has less traction than other fighters, meaning he will slide for a moment after sprinting.
Majima lacks normal special moves, with his neutral, side, and down special moves instead changing his fighting styles. These fighting styles change his moveset completely in addition to his stats; the only two things that remain consistent between all styles is Majima's up special and Final Smash.
Mario & Luigi switch positions whenever one of their special moves are performed while the two are close enough to each other. This changes who the player must KO in order to defeat the duo, and the one the player actually "controls". Only the Mario brother who is in the front, and thus the "main" one, needs to be defeated for a point to be earned; the other disappears with the other.
MC Ballyhoo has a third jump that makes use of Big Top's propeller, though this extra jump is much lower than his other two.
Meta Knight can jump five times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Midbus has an ability known as "Tough Guy", which makes it so he won't flinch from attacks that deal light knockback when at low damage percentages.
Miho has the ability to enter (and exit) a Panzer IV during the battle. Though the Panzer IV has only a sole attack (albeit a powerful one), Miho becomes the heaviest fighter in the game and loses the ability to jump while riding it. Additionally, the Panzer IV has a health gauge as opposed to a KO percentage, instantly KOing Miho should the Panzer IV become inoperable while she is riding it. Miho is unable to heal the Panzer IV by any means, it only doing so should she be KO'd.
Due to the nature of the Mii being almost fully customizable, it does not have a special trait that affects it in the battle. Instead, the size and weight of a Mii determine most of its stats, with its height, weight, running speed, and strength being directly connected to these variables. As such, two Miis can face each other but have very different statistical attributes.
Due to the nature of the Mii being almost fully customizable, it does not have a special trait that affects it in the battle. Instead, the size and weight of a Mii determine most of its stats, with its height, weight, running speed, and strength being directly connected to these variables. As such, two Miis can face each other but have very different statistical attributes.
The Super Scope that Mike wields throughout his standard and smash attacks is treated as a sort of item, meaning players can knock it out of him by dealing enough damage or knockback to him in a single blow; though other fighters are unable to pick up this Super Scope. If he loses the Super Scope he holds normally, Mike will have an entirely-different set of standard, aerial, and smash attacks; he will eventually pull another one out after a certain amount of time has passed. The Super Scope Mike uses for his special attacks is treated differently, as he will only pull this Super Scope out for these attacks.
Monokuma has a "Despair Gauge", fashioned after the Focus Gauge of Danganronpa V3: Killing Harmony, that increases as he takes damage and decreases slowly whenever he doesn't. When full Monokuma will become powered up, increasing the amount of damage he deals, the amount of knockback foes take, and his movement speed; the gauge will not begin to empty once it is filled, though it will only remain full for a short amount of time.
Some of Morgrem's moves allow the Pokémon to stab its hair into into walls, temporarily keeping it in place. Morgrem can release from the wall by either jumping or falling, which can be done by tilting the control stick upwards or downwards. Jumping upwards from this position will see Morgrem travel a greater distance than normal (though this does not reset the number of jumps it has remaining). Morgrem will also let go of the wall after a short period of time if neither option is determined by pressing the jump button or control stick up or down.
Morpho Knight can jump five times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Nikolai has two separate states of "crouching:" a typical bent-legged crouch and a completely prone position. The former can be activated by simply tapping downwards on the control stick, and Nikolai will remain in this position in definitely until the player jumps or sprints; while the latter can be entered by holding the control stick downwards, and Nikolai will stand up into his crouched position once the control stick is let go. Nikolai can perform all of his attacks while crouched, while he can only use his neutral special move while prone. Being attacked will not reset Nikolai's position unless he is launched off the ground.
Every different colour of Pikmin has its own unique attributes, which means players should be strategical in how each colour is used. Red Pikmin are immune to fire attacks and deal fire-based damage, and they deal more damage than other types of Pikmin do when they initially latch onto a foe. Yellow Pikmin fly in an arc and have slightly less health than Red Pikmin, but deal and are immune to electrical damage. Blue Pikmin have higher health than Red Pikmin, are the only colour that are capable of swimming (all others will simply perish once they hit the water's surface), and are also immune to water-based attacks and take less damage from ice-based ones. Purple Pikmin are the slowest and heaviest, but have the most amount of health and, while they do not latch on to foes to damage them, they do perform a tackle when in the air in order to knock them back. White Pikmin are the most agile and have the least amount of health, but they can be thrown the furthest and deal three times the amount of damage as a normal Pikmin would when it latches on to a foe.
Oliver's down special move, Form Familiar, allows him to summon a small creature named a Mite. By using this attack, the player will change between the two characters, though Mite can only be used for a limited period of time. KOing the Mite will act the same as if Oliver himself had been KO'd. Additionally, the Mite's up special move will increase the knockback output of their attacks.
The paperboy primarily rides a bicycle in combat, though the player is free to disembark the vehicle. While on the bicycle, the paperboy has several unique traits - he can only jump a single time, can not hold items, but does deal damage to foes on contact. The player can disembark or embark the bicycle via his down special move, though he will automatically disembark the bicycle should he suffer enough knockback or enter water in which he can swim.
When airborne and not in a [pseudo-]helpless state, Peach can temporarily float in the air and move left and right by holding the jump button.
Pit can jump four times in a row as opposed to the two that most other fighters can, though each jump decreases in height.
Some of Ragna's special moves heal him slightly should they be successfully performed on a foe.
Rash's up throw acts unique because, instead of throwing the opponent, the Battletoad will instead hold his enemy above his head and can walk around, or throw them using the standard attack button.
Raven is able to defy gravity via her Shifting powers as long as her gravity gauge, located next to her damage percentage, is not fully depleted. All of her special moves use this gauge, and emptying it complete will cause Raven to fall helpless should she be in the air.
Reika requires debris to perform her side and down special moves, and it additionally augments many of her other attacks to make her more powerful as well. Debris is dropped by enemies as she attacks them, and can be collected through her neutral special move, Recall. All of Reika's debris is expended by performing the aforementioned two special moves.
The Reporter bobs her head in time to a specific rhythm. If attacks are timed to this rhythm, they will deal substantially more damage and knockback than they otherwise would. If attacks are continuously timed accordingly, with no missteps, their power will further increase.
Richtofen has two separate states of "crouching:" a typical bent-legged crouch and a completely prone position. The former can be activated by simply tapping downwards on the control stick, and Richtofen will remain in this position in definitely until the player jumps or sprints; while the latter can be entered by holding the control stick downwards, and Richtofen will stand up into his crouched position once the control stick is let go. Richtofen can perform all of his attacks while crouched, while he can only use his neutral special move while prone. Being attacked will not reset Richtofen's position unless he is launched off the ground.
The player is capable of switching between controlling Rosa or her partner Pokémon, Snivy, via her down special move. While the two share the same damage percentage, Snivy additionally has an HP Bar that, when fully depleted, will cause it to retreat back into its Poké Ball. The HP Bar can be refilled over time while playing and by dealing damage, both only should the player be controlling Rosa.
Much like how special attacks are performed within the Street Fighter series, the player can also perform stronger versions of Ryu's normal special attacks via a series of directional inputs followed by either the standard or special attack button.
Much like how special attacks are performed within the Street Fighter series, the player can also perform stronger versions of Sakura's normal special attacks via a series of directional inputs followed by either the standard or special attack button.
Upon reaching 100%, Sephiroth will sprout his one black angel wing. This increases his movement speed and damage output by 1.3× their normal values, and grants him the abilities to glide and perform a third jump. Sephiroth also will not flinch while charging moves from weaker attacks while his wing is out. Additionally, some of Sephiroth's moves allow him to stab Masamune into into walls, temporarily keeping him in place. Sephiroth can release from the wall by either jumping or falling, which can be done by tilting the control stick upwards or downwards. Jumping upwards from this position will see Sephiroth travel a greater distance than normal (though this does not reset the number of jumps he has remaining). Sephiroth will also let go of the wall after a short period of time if neither option is determined by pressing the jump button or control stick up or down.
Via her down special move, Shantae has the ability to transform into her monkey, bat, spider, and elephant forms, each of which have their own standard attack and different stats. Her monkey form is small and very agile, but her attack is weak; her bat form allows her to hover over the ground and "fly" (jump) up to six times; her spider form allows her to scuttle up vertical surfaces for a very short duration of time; and her elephant form is incredibly heavy but slow and has only a single, and very weak, jump.
Shiraori transforms into an Arachne when crouched. Though this does not decrease the size of her hitbox as drastically as it does other characters, Shiraori is able to crawl at her normal walking speed.
When Sirfetch'd is stood still, it can not be hit by projectiles from the front; they will instead hit its shield.
Almost all of Snailicorn's actions see it summon various enemies from the Mario series to aid it, allowing it to perform actions it would otherwise be incapable of doing so; for instance, it summons a Chuckya for its grab and Broozer is summoned to carry any items for it. Thus, Snailicorn is unique in that the player technically controls a character who acts as a proxy for other characters.
Depending on his distance from a foe, Spring Man may grab a far-away foe with his spring ARMS or a close foe with his normal arms, which both have a different throw and pummel attack.
Unlike other chatacters, Steve's crouch is activated and deactivated by a toggle; by crouching, Steve will remain in this crouched position until the player "crouches" again to reset his stance. While crouched Steve moves at a slower speed and can not dash, but he takes 0.9x the amount of knockback from attacks and can not walk off ledges.
Should Tethu tumble off of a ledge and into water, Esna will allow him to run atop the water for a few steps, allowing him to perform an attack or bounce off the water instead of going into his swimming animation.
Timber drives a kart in battle, and dashing into a foe will deal a very minimal amount of damage to them because of this.
When Toon Link is stood still, he can not be hit by projectiles from his front; they will instead hit his shield.
When Toon Zelda is stood still while her Phantom armour is equipped, she can not be hit by projectiles from her front; they will instead hit her shield.
Caeda will power up some of Tsubasa's attacks, though will be defeated when Tsubasa takes enough damage and a short period of time must pass before she will be re-summoned. Caeda's presence strengthens most of Tsubasa's smash attacks and changes the properties of her special attacks as well.
The Urban Champion has a stamina bar that depletes as he takes damage and performs attacks consecutively and filling as he moves around or dodges. When full, the Urban Champion's movement speed, and damage and knockback output is heavily increased, and all of these are decreased as this gauge empties. When completely empty, the Urban Champion's shield becomes stronger, but his attacks are much weaker than normal.
Vespiquen commands a swarm of grubs in battle, and the swarm has its own damage percentage separate to Vespiquen's own. Vespiquen's swarm will deplete as it takes damage, thinning out to its minimum amount at 100%. Vespiquen does however take 0.45% of the damage that the swarm does, though the swarm is also healed by an additional 0.65% amount should Vespiquen use any items.
Using her down special move, Deep Breathing, the Wii Fit Trainer can temporarily increase all of her stats and heal for a very small amount of damage (roughly 2%) should she perform it successfully.
Yarn Yoshi's second jump is a flutter jump, which allows him jump up a much higher distance than most other characters.
Yasuke's next smash attack will gain additional properties - usually involving the addition of fire effects - and become stronger upon landing one upon an enemy.
Yoshi's second jump is a flutter jump, which allows him jump up a much higher distance than most other characters.
When Young Link is stood still, he can not be hit by projectiles from his front; they will instead hit his shield.
Yukimura has a Hyper Gauge that appears above his damage percentage, which fills up as he dishes out damage. Once filled completely, his neutral special move activates Hyper Mode, which causes all of his attacks to increase in power, his general speed to increase slightly, and for fire to appear in some of his smash and aerial attacks that would not usually include this. After Hyper Mode has been activated, the gauge will drain slowly, and Hyper Mode will end once it has been completely emptied. Additionally, due to the combo-attack-oriented battle system of the Samurai Warriors series, none of Yukimura's special attacks cause him to enter a fully-helpless state; only a pseudo-helpless one.
Upon initially spawning onto the stage, either at the beginning of a match or after being KO'd, Zoroark's Illusion ability will activate and it will take the appearance of another fighter on the stage. A disguised Zoroark has a slightly subdued colour scheme, and when sprinting a light purple trail follows behind Zoroark, in order to differentiate the two fighters. After sustaining enough damage or being hit by an attack that deals a substantial amount of knockback, Zoroark will transform into its normal appearance.
Kirby Hats[]
Kirby's signature ability in the Kirby series is the ability to inhale enemies and steal their techniques, with the enemy granting him different Copy Abilities that allow him different ways to combat his foes. This technique is replicated in Super Smash Bros. through Kirby's neutral special move, Inhale, which allows him to steal one of his enemy's special moves. In addition to copying one of his foes techniques, Kirby will also don a piece of clothing that often relates to the character whose ability he copied. Copy Abilities can be discarded by taunting, though Kirby will also lose it automatically should he be KO'd.
The following table describes the hats that Kirby obtains from all fighters as well as which of their special moves he copies.
Kirby gains a wig based on Achi's hairstyle, which is short black hair with a ponytail that hangs down over the left side of his face. He copies Achi's neutral special move, Saviour Blast, which he performs in an identical manner.
Instead of copying Adeleine's appearance directly, Kirby will instead take on the appearance of the Artist Copy Ability (seen above) - which is based on Adeleine's appearance - should he inhale her. Kirby will gain Adeleine's neutral special move Fishbone Shot, which he will perform in the same manner as she would.
Kirby gains a hat based upon AiAi's head, featuring the same brown hair pattern and tuft as well as his large circular ears. Kirby copies AiAi's neutral special move, Monkey Fight, though he performs it in a different manner as he does not gain the Monkey Ball that AiAi uses to perform the move. Instead, Kirby simply pulls out an Ultra Hand-like device that resembles the fist that AiAi uses to perform this move.
Kirby gains a hat based on Airan's short brown hairstyle. He copies her neutral special move once she is inhaled, Dolphin Gun. Kirby can use the special move in the same manner that Airan can, continuing to fire the gun even while he runs or jumps.
Kirby gains Aisya's tiara once he inhales her. Kirby also gains her neutral special move, Aquara, which acts in the same way - albeit Kirby simply fires the spell from his hand instead of through a weapon - and thus it also retains its ability to absorb projectiles.
Instead of his appearance being based upon Akiho, Kirby will gain a mask that covers most of his body - though his sides are exposed - and resembles the face of the Tanegashimachine she fights alongside. Despite this, Kirby will still copy Akiho's neutral special move, Skal, and throw forwards a bottle of soda in the same manner as she would.
When Kirby inhales Alexandra Roivas, he will copy her neutral special move Damage Field and use it in the same manner. Uniquely Kirby does not gain a hat based on Alex to denote that he is carrying her ability, rather he instead dons a galea not unlike that worn by Pious Augustus, another character from Eternal Darkness.
Kirby gains Amy's ears, tufts of hair, and red headband. He copies Amy's neutral special move, Homing Attack, which he performs in an identical manner that includes using his own hammer to hit his foe.
When Kirby inhales any of the three Animal Friends he will gain their neutral special Spark, which he performs in the same manner. Fittingly, Kirby does not gain a headpiece designed after any of the Animal Friends because of this, instead gaining the spiked crown hat that the Spark ability grants him in the Kirby series.
Kirby gains a wig of Arle's hair, also tied into a small ponytail. He copies Arle's neutral special move Diacute, which powers up his next special move but does not grant it any additional effects like it does Arle.
Kirby gains Ashley's orange headpiece. He copies Ashley's neutral special move, Shadow Blast, which he will perform with a small wand of his own.
Kirby gains a wig of Ayumi's hair, specifically her hair from her The Girl Who Stands Behind appearance as denoted by the white scrunchie. He copies Ayumi's neutral special move, Scatter Sheet, which he performs in an identical manner.
Kirby gains Baby Bowser's small ponytail of hair and his large orange eyebrows. He copies Baby Bowser's neutral special move, Baby Fireball, which he performs in an identical manner.
Kirby gains Baby Mario's large red hat, which he wears backwards to differentiate it from Mario's similar appearance. Kirby gains Baby Mario's neutral special move, Smash Egg, which he performs with his own wooden hammer though the attack is functionally identical.
Kirby gains Banjo's blue backpack, albeit one of a smaller size due to his different proportions. He copies Banjo & Kazooie's neutral special move Egg Firing, which is performed in the same manner. Humourously, as Kazooie is the one who normally fires the eggs, an inflatable Kazooie doll replaces her in this role.
Kirby gains Bashmaster's black muzzle. He copies Bashmaster's neutral special move, Frost Spike, which he performs in an identical manner using his own hammer.
Kirby gains Beatrix's yellow jacket. Kirby also carries around Beatrix's Vacpack at all times, with which she uses to perform his own version of her neutral special move of the same name.
Kirby gains Birdo's bow, eyeliner, and eyelashes, and an imitation of her snout. He copies Birdo's down special move, Heartburn, which he performs in an identical manner.
Kirby gains Blue Bowser's hair, horns, and large eyebrows. He copies Blue Bowser's side special move Hammer Throw, which he performs in an identical manner.
Kirby gains Bowser's hair, horns, and large eyebrows. He copies Bowser's neutral special move Fire Breath, which he performs in an identical manner.
Kirby gains Bowser Jr.'s hair and small horns, and wears the young Koopa's bandana upon his forehead. He copies Bowser Jr.'s neutral special move Clown Cannon, which he mimics by revealing a cannon from within his mouth.
Kirby gains Braixen's large ears and tail, the latter mimicked down to the same stick protruding out from it. He copies Braixen's neutral special move Psybeam, which he performs in the same manner by pulling the stick out of his tail.
Kirby gains Callie's eye mask and Ikayaki-esque hat. He copies Callie's neutral special move Suction Bomb, which he performs in an identical manner.
Kirby gains Captain Falcon's helmet, which surrounds most of his body. He copies Captain Falcon's neutral special move Falcon Punch, which he performs in an identical manner down to Kirby shouting the move's name as he performs it.
Kirby gains Captain Syrup's purple headband, and has her belt buckle attached to it on his forehead. He copies Captain Syrup's neutral special move Mega Bomb, which he performs in an identical manner.
Kirby gains Captain Toad's headlamp. He copies Captain Toad's neutral special move Cannon Box, though Kirby performs the move by firing a cannon from his mouth, his body becoming square-shaped as he does. The move acts the same as Captain Toad's original version, despite the different animation.
Kirby gains CD-i Zelda's headband and a wig resembling her hairstyle. He copies CD-i Zelda's neutral special move Power Glove, which he performs in an identical manner. Unlike Zelda, Kirby does not require Rubies to perform the special move and thus his version is significantly weaker than the original version of the move.
Kirby gains a hat resembling Chibi-Robo's head. He copies Chibi-Robo's neutral special move Chibi-Blaster, which he performs in an identical manner down to also wielding Chibi-Robo's weapon.
Kirby gains a hat resembling the nemes-esque formation that is part of Cofagrigus's face. He copies Cofagrigus's side special move Scary Face. While the attack is functionally identical to Cofagrigus's original attack, the face that Kirby summons is distinctly different from the one Cofagrigus summons as it is instead the eye of Kirby series boss 0².
Kirby gains a frog-like costume that, while it leaves a gap to reveal Kirby's face, covers most of his body and vaguely resembles Comal's frog form. He copies Comal's side special move Tongue Grab, which he performs simply by extending a long frog-like tongue from his mouth.
Kirby gains the same dented pot that Crazy Dave wears on his head, wearing it atop his own crown. He copies Crazy Dave's neutral special move Peashooter. While the move is functionally identical to Crazy Dave's original version, Kirby instead plants Repeaters instead of normal Peashooters.
Kirby gains a hat resembling the top of Crocomire's head, including the beast's eight eyes and his palate. He copies Crocomire's neutral special move Plasma Volley, which he performs in an identical manner.
Kirby gains a wig resembling Daisy's hairstyle as well as her crown. He copies Daisy's neutral special move Flower Ball, which he performs in an identical manner.
Kirby gains Dark Pit's laurel crown and smaller versions of his dark wings. He copies Dark Pit's neutral special move Viridi Palm, which he performs in an identical manner. Unlike with Dark Pit's version of the move, Kirby's current damage percentage will not affect the move and Kirby will always perform the weaker version of the move that Dark Pit performs at higher percentages.
Kirby gains Dawn's hat. Kirby copies Dawn's neutral special move Explorer Kit, performing the move in an identical manner with his own smaller pickaxe or sledgehammer.
Kirby gains a hat that resembles the orange parts of Deoxys's head. Kirby copies Deoxys's neutral special move Shadow Ball, which he performs in an identical manner to Deoxys in its Normal Forme.
Kirby gains a hat resembling the crystalline formation upon Diancie's head, complete with the two long crystals that extend downwards behind him. He copies Diancie's neutral special move Power Gem, which he performs in an identical manner after vomiting out the projectile from his mouth.
Kirby gains Diddy Kong's hat and tail. Kirby copies Diddy Kong's neutral special move Peanut Popgun, which he performs in an identical manner.
Kirby gains Dixie Kong's pink hat as well as a wig that mimics Dixie's hair and ponytail. Kirby copies Dixie Kong's side special move Ponytail Pluck, which he performs in an identical manner.
Kirby gains a pair of green headphones, identical to DJ Candy's own pair. Kirby copies DJ Candy's neutral special move Bubble Blowing, which he performs in an identical manner.
Kirby gains a white towel that he wears over his "shoulders." Kirby copies Doc Louis's neutral special move Star Punch, which he performs in an identical manner. Just as with Doc Louis's original version, the move's knockback output will increase alongside Kirby's damage percentage.
Kirby gains a hairy brown costume that resembles the hair on Donkey Kong's head, the protruding tuft of hair also curling off Kirby's head. Kirby copies Donkey Kong's neutral special move Primate Punch, which he performs in an identical manner.
Kirby gains a white costume that does not extend across his face. This suit features the same red J present on Donkey Kong Jr.'s chest on the reverse side, and thus can be seen on Kirby's back. Kirby copies Donkey Kong Jr.'s down special move Snapjaw, which he performs in an identical manner.
Kirby gains a doctor's head lamp. Kirby copies Dr. Mario's neutral special move Megavitamin, which he performs in an identical manner.
Kirby gains the Duck Hunt dog's ears, nose, and muzzle. Kirby copies Duck Hunt's neutral special move Trick Shot, which he performs in an identical manner. While Duck Hunt uses a tin can from Hogan's Alley as part of the move, Kirby instead uses a Pep Brew bottle from the Kirby series; this is merely an aesthetic change and the move is functionally identical.
Kirby gains a hat that resembles Eiscue's Ice Face. Kirby copies Eiscue's neutral special move Icicle Spear, which he performs in an identical manner.
Kirby gains a wig resembling Elma's hairstyle. Kirby copies Elma's neutral special move Side Slash, which he performs in an identical manner. Just as with Elma's original version of the move, Kirby's version of Side Slash has has different properties depending on if it hits an enemy's back or front.
Kirby gains Emily Kaldwin's mask, which he wears over his mouth just as she does. Kirby copies Emily's neutral special move Incendiary Bolt, which he performs in an identical manner with a smaller version of Emily's crossbow.
Kirby gains blue tufts of hair resembling the feathers atop Falco's head, as well as his beak over his mouth and make-up resembling the red spots around Falco's eyes. Kirby copies Falco's neutral special move Sniper Rifle, which he performs in an identical manner with a smaller sniper rifle of the same design as Falco's own.
Kirby gains a helmet resembling that worn by the Fighter, though it covers a majority of Kirby's body. Kirby copies the Fighter's neutral special move EZ Cannon, which Kirby mimics by instead firing a bolt from his mouth. The move is functionally identical despite this difference, however.
Kirby gains Foreman Spike's helmet and sunglasses, wearing them both in the same manner. Kirby copies Foreman Spike's neutral special move Burnya in a way that acts functionally identical but sees Kirby instead blow a small flame from his mouth instead.
Kirby gains Fox's headgear and ears. Kirby copies Fox's neutral special move Blaster, which he performs in an identical manner using a smaller version of Fox's own gun.
Kirby gains Funky Kong's kerchief and sunglasses. Kirby copies Funky Kong's neutral special move Funky Skip, which he performs in an identical manner albeit with a Warp Star as opposed to a surfboard like Funky.
Kirby gains Ganon's headdress and tusks, the latter of which appear beside his mouth. Kirby copies both of Ganon's neutral special moves, collectively known as Dead Man's Volley, and performs the initial attack using his own, smaller version of Ganon's trident.
Kirby gains a wig resembling Ganondorf's hair and eyebrows, as well as his forehead jewel and crown. Kirby copies Ganondorf's neutral special move Beastly Blow, which he performs a nearly identical manner; Kirby simply punches forwards with dark energy as opposed to transforming his arm into that of a beast, however.
Kirby gains the torn trash bag-like covering that appears over Garbodor's head, with Kirby also gaining the same round "ear"-like appendages which protrude from it. Kirby copies Garbodor's neutral special move Sludge Bomb, which he performs in the same manner.
Kirby gains a pair of sunglasses identical to those worn by Gex, as well as a tail of the same design as the aforementioned character. Kirby copies Gex's down special move Tail Bounce, which he performs in an identical manner.
Kirby gains a set of small fangs as well as Gligar's scorpion-like tail. Kirby copies Gligar's neutral special move Poison Sting, which he performs in an identical manner.
Kirby gains Reycho's hat and a wig resembling the boy's hair. Kirby copies the Go-Getters Club's neutral special move Karamucho, though he performs the attack himself by spewing out flames from his mouth instead of transforming into Chuko as the original character does.
Kirby gains a wig resembling Goku's hair, complete with the legendary trickster's jīngū quān. Kirby copies Goku's neutral special move Jùrén de Yáobǎi, which he performs in an identical manner using a smaller version of Goku's own staff.
Kirby gains a helmet resembling the top of Gooey's head, complete with large eyes. Kirby copies Gooey's neutral special move Star Spit, which he performs in an identical manner.
While Kirby gains the large black eyebrows of a Goomba, he also copies the red wide-brimmed hat worn by Goombette. Kirby copies Goomba's neutral special move Tail Goomba, performing the attack by temporarily sprouting a Tanooki tail of his own.
Kirby gains large pointed hat synonymous with the design of witches. Kirby copies Gruntilda's neutral special move Fireball Gone AWOL, performing the attack in an identical manner.
Kirby gains a wig resembling Hades' own hairstyle as well as makeup resembling the red patterns on the god's face. Kirby copies Hades' neutral special move Devastation Laser, which he performs in an identical manner.
Kirby gains a wig resembling Haggar's own hairstyle, as well as the former boxer's moustache. Unlike with most characters, Kirby technically copies two of Haggar's attacks: his side special move Grapple as well as his alternate neutral special move Wild Swing. The attack sees Kirby grab forwards as if using Haggar's Grapple technique and, should he successfully make contact with an enemy, immediately transition into Wild Swing, which he performs in an identical manner.
Kirby gains a wig resembling Haruka's hairstyle, complete with the pink ribbons present in the idol's default costume. Kirby copies Haruka's neutral special move Pep! Pals! Smiles!, which he performs in an identical manner down to shouting the same words as Haruka does during the attack.
Kirby gains a wig resembling Hibiki's own hairstyle, complete with the headphones and headband she dons while wielding Gungnir. Kirby copies Hibiki's neutral special move Spear's Violent Destruction, which he performs in the same manner. Kirby also sings his own version of a Holy Chant from Symphogear instead of holding his hand up upon copying his ability, singing Kanade Amou's "Croitzal ronzell Gungnir zizzl" Holy Chant as he copies Hibiki's ability.
Kirby gains Hilda's hat, complete with a wig underneath that flows out into a smaller version of her ponytail. Kirby copies Hilda's neutral special move Wonder Launcher, which he performs in an identical manner using a smaller version of the same device.
Kirby gains the same mask based upon Haruka Amami that Home Haruka wears. Kirby copies Home Haruka's neutral special move The world is all one!! , which he performs in an identical manner.
Kirby gains a hat resembling a red open book. Kirby copies Hongo's neutral special move Chime Ball, which he performs in a nearly-identical manner though Kirby runs atop the ball instead of floating above it.
Kirby gains a pink headpiece resembling the six spiked appendages that protrude from the neck of Hydreigon's centre head, as well as, on his back, smaller versions of the dragon's six wings. Kirby copies Hydreigon's neutral special move 'Tri Attack which is functionally identical to its original counterpart though Kirby fires the projectile from his own mouth.
Kirby gains a wig resembling Icarus' own hairstyle, and wears smaller versions of the Titan Sword and Olympian Shield upon his back. Kirby copies Icarus' neutral special move Byrn, which he performs in an identical manner using the aforementioned sword.
Kirby gains a purple parka with a large white cotton rim, which appears identical to both the hood worn by Popo as well as the hat Kirby dons when he obtains the Freeze Copy Ability. Kirby copies the Ice Climbers' neutral special move Ice Shot, which he performs with his own hammer in an identical manner. Kirby will only release one projectile due to the lack of a partner, unlike the Ice Climbers who can release two simultaneously. Kirby will gain this ability should he inhale either Popo or Nana, no matter who is leading or following.
Kirby gains a wig resembling Ike's own hairstyle, complete with his green headband. Kirby copies Ike's neutral special move Eruption, which he performs in an identical manner using a smaller version of the Divine Blade Ragnell, Ike's own sword.
Kirby gains a hat based upon the top of Incineroar's head, ending at his palate. Kirby copies Incineroar's neutral special move Darkest Lariat, which he performs in an identical manner.
Kirby gains a white and pink hood identical to that worn by Iroha, which extends down and ends at his feet instead of extending into a robe. Kirby copies Iroha's neutral special move Freccia Magica, which he performs in an identical manner using a small crossbow similar in design to that wielded by Iroha. Unlike the magical girl however, Kirby does not mount the crossbow on his arm but instead just holds it in his arms.
Kirby gains Jack Frost's blue jester hat, complete with the yellow smiling face present on his forehead. Kirby copies Jack Frost's neutral special move Bufu, which he performs in an identical manner.
Kirby gains Jigglypuff's pointed ears and the single curl of hair on her forehead. Kirby copies Jigglypuff's neutral special move Disarming Voice, performing it an identical manner. Though Jigglypuff uses a generic microphone to perform the attack, Kirby instead uses the more-stylized one that appears as part of the Mike Copy Ability.
Kirby gains a wig resembling Kairi's red hair. Kirby copies Kairi's neutral special move Flower Bloom, which he performs in an identical manner. As Kirby is unable to summon his own Keyblade, he mimics this attack with a pink, ghostly projection of the basic Kingdom Key.
Kirby gains a hat based upon the sara atop Kapp'n's head, and wears a copy of his shell upon his back. Kirby copies Kapp'n's neutral special move Fruit, which he performs in an identical manner using the same fruits.
Kirby gains a wig based upon Kat's own hairstyle, complete with a replica of her headband. Kirby copies Kat's neutral special move Stasis Field, which he performs in an identical manner. While Kat has a gravity gauge that depletes whenever she uses any of her special moves, Kirby lacks this gauge. Instead, Kirby's version of the technique has a small cooldown period that must pass before it can be used again.
Kirby gains a red hat based upon Kazooie's head, the top of her beak acting as a sort of brim. Kirby copies Kazooie's neutral special move Egg Firing, which he performs in an identical manner.
Kirby gains a helmet based upon the top of Kiddy Kong's head, ending at his muzzle but extending up in the same small point above replicas of Kiddy's eyes. Kirby copies Kiddy Kong's neutral special move Ellie the Elephant. Though Kirby's version of the attack is functionally identical, he instead summons a Phan Phan from the Kirby series to mimic the technique in his own way.
Kirby gains a golden crown and a large white moustache. Kirby copies King Bob-omb's neutral special move Bob-omb Toss, which he performs in an identical manner.
Kirby gains a small golden crown with a pink jewel protruding from the centre of the ringed hat. Kirby copies King Boo's neutral special move Laser, which he performs in an identical manner.
Kirby gains a thin brown cap from which two large horns that are identical, albeit smaller, to those on King Bulblin's head sprout. Kirby copies King Bulblin's neutral special move Spin Attack, which he performs in an identical manner using a smaller version of the king's axe.
Kirby gains a red hat identical in appearance to that worn by King Dedede. Kirby copies King Dedede's neutral special move Inhale, which he performs in an identical manner that is also almost identical to Kirby's default special move, Inhale, albeit without the ability to copy other fighters' abilities.
Kirby gains a hat resembling the top of K. Rool's face, complete with replicas of the Kremling's eyes and a small golden crown atop his head. Kirby copies King K. Rool's neutral special move Blunderbuss, which he performs in an identical manner using a smaller version of K. Rool's own weapon.
Kirby can not copy the ability of another Kirby, as doing so would simply give him Inhale in a never-ending cycle. Should Kirby inhale and attempt to copy the ability of a Kirby with a Copy Ability of their own however, he will steal whatever ability that Kirby possessed while also removing his opponent's ability to use the move.
Kirby copies Kohga's mask, which completely covers Kirby's face. Kirby copies Kohga's neutral special move Big Glowy Blast, which he performs in an identical manner. While Kohga's version of the move increases in strength as his Tantrum Gauge fills, Kirby's version of the move instead increases in strength as he takes damage, with his own "Tantrum Gauge" appearing above Kirby's own damage percentage.
Kirby gains a hat that resembles Koopa Troopa's eyes, with a green turtle shell also appearing on his back. Kirby copies Koopa Troopa's neutral special move Spiked Ball which, while the attack is functionally identical, Kirby mimics the Spike enemy that Koopa takes inspiration from by spewing the spiked ball out of his mouth instead of simply throwing it.
Kirby gains a helmet that resembles Kraid's head from the top down to his palate. Kirby copies Kraid's neutral special move Crag Cough, which he performs in an identical manner.
Kritter gains a headband that resembles the belt of Kritter, being a brown belt with a skull-shaped buckle. Kirby copies Kritter's side special move Klaptrap, which acts functionally identical but sees Kirby send out a Gator from Kirby Super Star instead of a Klaptrap.
Kirby gains a wig resembling Kumatora's own hairstyle. Kirby copies Kumatora's neutral special move Brainshock, which he performs in an identical manner.
Instead of gaining something from Kunoichi, Kirby instead gains a small plush of her pet flying squirrel Tsukimaru, which rests atop his head. Kirby copies Kunoichi's neutral special move Kunai, which he performs in an identical manner with his own kunai.
Kirby gains a wig that resembles Lady Sia's hairstyle and large ponytail. Kirby copies Lady Sia's neutral special move Blast Spell, which he performs in an identical manner.
Kirby gains a wig that resembles Lana's hairstyle and ponytail, complete with a replica of the headdress she wears from which her ponytail sprouts. Unlike most other characters, Kirby does not copy a single one of Lana's attacks but instead two: her neutral special move Barrier Wall and her side special move Slide. Kirby can use Barrier Wall at any time just as Lana would to summon his own pink projection to block fighters and attacks. Once one of Kirby's Barrier Walls is on the field, his special move then becomes Slide, which allows him to break the wall or simply slide into enemies or around the stage.
Kirby gains Leaf's hat. Kirby copies Leaf's neutral special move Poké Flute, which he performs in an identical manner using a smaller version of the same item.
Kirby gains Levi's headband as well as an orange spike that protrudes from his head just above it. Kirby copies Levi's neutral special move Punching Coconut, replicating the move with a coconut from the Kirby series and his own hammer.
Kirby gains a hat resembling Lickitung's face, which humourously includes a comically-large tongue that flops down and obscures Kirby's face. Kirby copies Lickitung's neutral special move Lick, which he performs with the tongue attached to his hat as opposed to his own.
Kirby gains a wig resembling Lin's own hairstyle, complete with her Monado-shaped hair pins. Kirby copies Lin's neutral special move Fire Carnival, replicating the move with a smaller version of Lin's weapon.
Kirby gains a green hat identical to that worn by Link. Kirby copies Link's neutral special move Hero's Bow, which he performs in an identical manner using a smaller version of Link's bow.
Kirby gains a wig resembling Linne's own hairstyle. Kirby copies Linne's neutral special Sky Fang, which he performs in an identical manner using smaller versions of Linne's blades. Kirby also copies Linne's ability to perform alternate versions of this move via the following directional inputs: ↓ ↘ → then the special or standard attack buttons. As Kirby lacks the EXS Gauge that Linne possesses, he is unable to perform the C Version of Sky Fang, though the B version is slightly stronger when performed through this manner as a result.
Kirby gains a hat resembling the top of Litten's head, featuring two ears and extending down to include the red, rib-like marking present on the Pokémon's forehead. Kirby copies Litten's neutral special move Ember, which he performs in an identical manner.
Kirby gains a wig resembling Little Mac's own hairstyle, as well as the boxer's eyebrows. Kirby copies Little Mac's neutral special move Straight Lunge, which he performs in an identical manner. Kirby does not replicate Little Mac's Power Meter and is thus unable to perform the Star Uppercut.
Kirby gains a bandanna that resembles the pair of pants that Lubba wears, with the top of Kirby's head turning into a point with a bauble on the end to mimic Lubba's head. Kirby copies Lubba's neutral special move Star Bit, performing the move in a functionally identical manner but instead shooting the projectiles from his mouth instead of simply conjuring them into existence.
Kirby gains a wig resembling Lu Bu's own hairstyle, complete with the red-feathered headdress he wears. Kirby copies Lu Bu's neutral special move Absolute Strength, performing the move in an identical manner using a smaller version of Lu Bu's weapon.
Kirby gains the mask Lucina wears while posing as Marth in Fire Emblem Awakening. Kirby copies Lucina's neutral special move Rapier, which he performs using a smaller version of her Parallel Falchion.
Kirby gains a wig resembling Ludger's own hairstyle. Kirby copies Ludger's neutral special move while wielding his dual blades, Azure Edge, performing the move with his own smaller versions of Ludger's weapons.
Kirby gains a large green hat identical to that worn by Luigi. Kirby copies Luigi's neutral special move Thunderhand, which he performs in an identical manner.
Kirby gains Rosa's small visor. Kirby copies Rosa's neutral special move Colress Machine, which he performs in an identical manner using his own version of the device.
Kirby gains a hat resembling both Piplup's face and that which Dawn wears in her tenth alternate costume. Kirby copies Piplup's side special move Ice Beam, which he performs in an identical manner.
Kirby gains a hat resembling the green half of Snivy's head - including his yellow eyelid - which extends out in a brim-like fashion to mimic Snivy's snout. Kirby copies Snivy's neutral special move Razor Leaf, though simply throws the leafy projectiles forwards with his hand as opposed to with a tail like Snivy does.
Kirby gains a hat resembling Squirtle's shell, complete with the Pokémon's small blue tail protruding out from the back. Kirby copies Squirtle's neutral special move Water Gun, which he performs in an identical manner.
Kirby gains a hat resembling the black and yellow portion of Tepig's head, which extends up off the puffball's head into a pair of replica ears and ends on his forehead in a button that resembles Tepig's nose. Kirby copies Tepig's side special move Flame Charge, which he performs in an identical manner.
Jake's Super Smash Bros. includes a number of different stages based on a large pool of Nintendo IPs, as well as select third party series; all third party series with a playable character representative have at least one stage, but other third party series are represented solely with a stage and no playable character counterpart. Unlike traditional fighting games, which tend to feature flat stages, Super Smash Bros. instead opts for a stage designs that border of levels from a platforming title, with a number of different platforms and obstacles being present on stages. Obstacles can be toggled on and off through the settings. Stages are based off various locales from a number of different titles, and consist primarily of two types of platforms: solid platforms, and soft platforms; while the former is self-explanatory, the latter allows fighters to drop-down come-up through the platform. Other types of platforms exist as well. Like in Super Smash Bros. Ultimate, all stages support up to eight players at one time. While some stages do return from previous Super Smash Bros. titles, a majority of the battlefields present in Jake's Super Smash Bros. are new to the series. Despite this, some stages do bring back the layouts of older stages while changing the overall setting of the stage, in order to refresh these older stages.
All stages can have their hazards toggled on and off. When disabled, bosses or enemies will not appear on stages and parts of stages that may deal damage on contact do not. Additionally, stages that scroll or travel will instead remain stationary at the point they begin at normally. Fighters take extra knockback (equal to roughly 1.2× their normal amount) on stages of "Extra Large" size; this knockback modifier is classified as a "hazard" and thus will not be present should they be disabled. The Ω (Omega) and Battlefield Forms present in Super Smash Bros. Ultimate do not make a return.
The Stage Morph mechanic from Super Smash Bros. Ultimate returns in Jake's Super Smash Bros. When this option is turned on, the stage will shift between two selected (or random, should that option be chosen instead) stages during the battle. Depending on the option the stages can morph every one, two, three, four, or five minutes, or at completely random intervals.
Every stage has access to a wide variety of music tracks hailing from both their home series and others. The player is able to change the frequency that these songs may play in battle via the My Music menu though by default every stage has two "main" tracks that will play more frequently than others.
Some playable stages include bosses as stage hazards. Unlike normal stage hazards, stage bosses can actually be defeated and will cease appearing once they are. Additionally these bosses act as more dangerous hazards, having a multitude of different attacks, and often grant a point to the fighter that dealt the last hit in timed matches.
Brutus
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Brutus is an enemy in the Zombies mode of Call of Duty: Black Ops II and Call of Duty: Black Ops 4, appearing on the maps Mob of the Dead and Blood of the Dead. Brutus is a prison guard employed at Alcatraz, and appears to be the leader of the zombies that invade the prison. As a stage boss, Brutus mainly affects the battle indirectly through his presence in the background of the Alcatraz stage - by yelling and stomping his feet, he can summon geysers of lava or cause the screen to shake, and he can also shoot currents of electricity horizontally through the stage. Brutus himself is perhaps the weakest of the stage bosses, as he only has a single attack that, while strong in both dealing damage and launching his foes, lacks significant range: hitting fighters with his truncheon. He grants the fighter who actually defeats him a point in timed matches, much like the other stage bosses in Super Smash Bros. Brutus is notably one of the only two stage bosses to actually speak, saying phrases like "I will be reborn!" and "I will be back!" when he disappears from the stage if not KO'd.
Dark Emperor
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The Dark Emperor is the main antagonist of Find Mii II, who appears on the stage based upon the Find Mii series. The Dark Emperor is a being of darkness who intends to swallow the world's light, thus plunging the world into one of everlasting shadows, which he will rule over. As the stage boss of Find Mii, the Dark Emperor throws his large size around with powerful thrashing, and will dash across the stage and into the background after remaining on the stage for a short period of time. Though he only has two attacks, he can also damage foes as he enters into the stage's boundaries with a spin and can push away nearby fighters when he roars. Like most stage bosses, the Dark Emperor will grant the one who defeated him a point.
Giga Mermaid
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The Giga Mermaid boss from Shantae: Half-Genie Hero appears as the sole stage hazard for the Mermaid Falls stage. The Giga Mermaid attacks foes by releasing up to six orbs of electricity that home in on fighters. Because of her unique situation, Giga Mermaid can not be directly attacked and instead defeated by destroying the locks that keep her chained up; because of this different method of defeat, she does not grant a point to the fighter that defeated (freed) her in timed matches.
Matador
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Matador is a recurring demon in the Megami Tensei franchise, most notably appearing as a boss in Shin Megami Tensei III: Nocturne, and the boss of the self-titled Matador stage. Wielding a sword in battle, Matador is the smallest of all stage bosses - being only slightly taller than most fighters - though outdoes almost the entire playable cast in movement speed. Primarily attacking enemies with his sword, Matador will also perform his Special Slash skill from Shin Megami Tensei IMAGINE to deal more damage and knockback with a single, stronger, strike, as well as the Mazan skill to fire out projectiles of wind. Like most other stage bosses, Matador will grant the player that defeats him a point in timed matches.
Metal Face
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Metal Face is one of the major antagonists of the first half of Xenoblade Chronicles, and the reason why Shulk begins his journey: Metal Face led an army of Mechon on a raid against the Homs of Colony 9, killing Shulk's childhood friend, Fiora, in the process. Metal Face makes a prominent appearance on the Gaur Plain stage as one of the few stage bosses who has the power to directly influence the stage's layout. While Metal Face's primary means of offence are simple, yet very powerful, claw swipes, he also has the power to collapse the overhang of one side of the stage, which will fall and temporarily destroy all of the platforms beneath it. While Metal Face grants the one who defeats him a point in timed matches, he will also explode once he runs out of health, which will blast away any fighter nearby. Metal Face is one of the few stage bosses to actually speak words to taunt those who oppose him, with a myriad of quotes that he will shout upon appearing, attacking, being damaged, leaving if not KO'd, and being KO'd.
Petey Piranha
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Petey Piranha is a recurring boss from the Super Mario series, who first appeared in Super Mario Sunshine. Appearing on the Bianco Hills stage, Petey performs several of his prominent abilities when he appears. In addition to showing off his (rather strange) ability to fly by flapping his arms, Petey primarily attempts to damage fighters by spewing goop at them. The giant Piranha Plant is also capable of manipulating the stage's layout by snapping the rope in the centre of the stage or by caving in one of the towers' top tiers with a giant globule of goop.
Rathalos
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Rathalos is a large bipedal Flying Wyvern of the fire element, and one of the most recognizable creatures from the Monster Hunter series. The Rathalos will appear on the Ancestral Steppe stage, attacking foes by spewing out explosive fireballs and attacking with its giant body, wings, and talons. The giant Wyvern's talons can poison fighters hit by the tips of its claws, and the Rathalos will bury those who it slams down upon. It can also roar, paralyzing those too close to the creature's mouth for a short period of time. Rathalos will also destroy some of the soft platforms that appear to allow fighters to move around the giant monster's body. Upon defeat, Rathalos will grant the person who dealt the last blow a point.
Ridley
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Ridley is a large purple dragon-like being and the archnemesis of Samus Aran. One of the most recurring characters in the Metroid series, Ridley serves as the leader of the Space Pirates, and contrary to his design, is a being of remarkably high intellect. Ridley serves as the stage boss of Pyrosphere, damaging foes with a number of attacks. Some of Ridley's more-recurring attacks, such as dragging his tail across the ground and attacking with his claws, are used by him when he appears, though there are a large number of other attacks he may perform such as hanging off the side of the stage and spewing fireballs at foes, or crashing down into the centre of the stage. When at low health, Ridley will power himself up by absorbing the liquids in the vats present beneath the stage, increasing his speed and strength significantly. Like most other stage bosses, Ridley will grant the fighter who defeats him a point in timed matches, though he may also ally himself with another fighter should they attack him enough without defeating him.
Ultra Necrozma
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Ultra Necrozma is a forme of Necrozma introduced in Pokémon Ultra Sun and Moon who appears on the Ultra Megalopolis stage. Utilizing the light of either Solgaleo or Lunala, Necrozma can harness the power of an Ultranecrozium Z to transform into this powerful forme. Ultra Necrozma has a number of fairly powerful attacks, though its large size makes it easy to hit. Ultra Necrozma's attacks include Photon Geyser (creating large pillars of light that rise up from the ground), Psycho Cut (firing large purple crescent-shaped projectiles that cut through the entire stage horizontally), Prismatic Laser (firing a concentrated white beam aimed at a random fighter), or, when at low health, Light That Burns The Sky (creating a large orb at the top of the screen that damages foes that touches it and also fires a laser down the centre of the stage). Ultra Necrozma grants the fighter that dealt the last hit a point, like most other stage bosses.
The My Music system introduced in Super Smash Bros. Brawl returns in Jake's Super Smash Bros. with the same function. This "My Music" feature allows the player to set the frequency that each song in the game is capable of playing on a stage during a match. While, like in previous games, some songs must be unlocked via the collection of CDs and all songs are only capable of playing on a single, pre-determined, stage, players are capable of being more specific with each frequencies and also allow songs to be disabled out-right; setting a song to a 0% likelihood in previous titles still makes it possible to play during a match, albeit it is very unlikely for it to do so.
Menu Music[]
Just as how each of the different stages that players can do battle on, the menu music can also be changed through the My Music feature. While the menu has its own set of specific music tracks, which consists entirely of menu themes from other video games, the player may also import any of the game's other music tracks into the Menu's My Music selection from those of other stages. Below is a list of the different songs that can exclusively be found in the Menu's My Music selection.
By holding down the taunt button for an extended period of time, certain fighters can initiate conversations with other characters from their series of origin on specific stages. These conversations are known as "Smash Taunts", and do not actually affect the battle in any way, making them purely fanservice. Most Smash Taunts will change depending on what fighter(s) the player is fighting against, often having the characters reference the movesets of the player's opponents. The following characters can perform Smash Taunts, once per match unless stated otherwise:
On Reset Bomb Forest, Pit can converse with a number of different characters from Kid Icarus: Uprising, primarily Viridi and Palutena, to get advice from them on how to fight the other characters in the game. This is known as Palutena's Guidance.
Game Modes[]
Story Mode[]
is the story mode of Jake's Super Smash Bros., and features the playable cast of the game teaming up to defeat a group of villains. Set within its own fictional world made up of aspects of all of the game's represented series, this story focuses on the villains attempting to retrieve the titular Crown of Orchid which is said to be the sole connection to the forbidden realm of Subspace sealed away long ago.
Arcade Mode is a new mode that is essentially a replacement of sorts for the Classic Mode that appears in Super Smash Bros. Ultimate. Much like in the aforementioned title, every character has their own preset Arcade Mode "campaign" consisting of twelve levels tailored based on the their home series or role within such. Much like the Classic Modes from entries prior to Super Smash Bros. Ultimate, the player faces Master Hand in the final stage; Crazy Hand will join the battle starting from intermediate difficulty (7.2 on the numerical scale), while both will be replaced by the Orchid Palms starting at intense difficulty (9.5).
Jake's Super Smash Bros. features two Bonus Stages, which are the only stages in each character's campaign that is not designed specifically for them. These Bonus Stages both make use of the map designed for the Smash Run mode: Race to the Finish and Break the Targets. Both modes see the player having to fight against the basic enemies from the Smash Run mode while completing certain objectives, namely trying to locate an exit (Race to the Finish) and destroying the 10 targets hidden around the stage (Break the Targets). While these Bonus Stages are not specifically tailored to each fighter, they do feature some instances of randomization, such as the location where the player begins, and the location(s) of their objectives. This Bonus Stage always takes up the sixth stage in a character's campaign.
Like in Super Smash Bros. Ultimate, players decide difficulty by sliding a numerical bar. At the beginning of a game, players can select up to 5.0, and the difficulty will increase as battles are complete by a certain amount dependant on how the player performs. Unlike in Super Smash Bros. Ultimate, players can also pay in-game gold to play a "harder" version of the mode, which begins the game at 7.2 and increases a significant amount more than it normally would.
Classic Mode[]
Classic Mode returns from all previous entries in the Super Smash Bros. series. As with in Super Smash Bros. for Wii U and Super Smash Bros. Ultimate, Classic Mode can be challenged by two players, though the mode's difficulty will be increased somewhat as a result. Like Arcade Mode, Classic Mode's difficulty is determined at the beginning of the set via a sliding bar that allows the player to choose from a difficulty of 0.1 to 5.0 by default or pay in-game gold to begin the game at 7.2 and participate in a more difficult version of the mode.
The Classic Mode that appears in Jake's Super Smash Bros. is essentially identical to its appearance in Super Smash Bros. for Wii U: a tournament-styled bracket, the player is given the ability to choose between different sets of battle present on a board; both the player and the set battles are all represented on the board with their trophies, with the stages on which the battles are set being displayed underneath the groups of opponents as well. The mode initially begins with a set of six battles for three rounds, with each round increasing the number of participants. After three rounds, the board resets, adding in new battles for an additional two battles. All of these battles have the player face off in one stock matches with no time limit, and the difficulty of the battles increases with each win.
Following these five rounds, the player is then entered into a smaller All-Star Gauntlet-type mode. The player is entered into a random stage where they face off against twenty randomly-determined enemies, up to four at a time. These enemies take more knockback than usual however - though this is not the case should the player be at 9.2 or higher.
After all of these rounds has been completed, the player then faces off against a boss. Unlike Arcade Mode, in which the player always battles Master Hand, Crazy Hand, or the Orchid Palms at the climax of the mode, the boss of Classic Mode is also randomly determined, chosen from any of the unique bosses (re: bosses that are not Orchid clones) present in the game's story mode, Crown of Orchid.
A replacement to the Spirits mode from Super Smash Bros. Ultimate and the Event Matches from previous titles, Memory Matches are special pre-determined challenges that see the player competing in battles that either recreate or are inspired by events from the series from which characters originate. All battles have the player start off with one stock, though all other factors of the battle differ between battles. Memory Matches have star levels that determine the strength of the opponents and thus the overall difficulty of the battle.
Completing a Memory Match grants the player a number of Stickers proportionate to how they do in the battle; this is judged by how long it takes to complete the battle as well as how much damage the player both took and dealt over the course of the fight. The first time a Memory Match is cleared, players are granted stickers of greater power or rarity - more difficult battles grant the player stickers that are stronger or less common than easier Memory Matches. The player may complete a Memory Match as many times as they wish, though the player will be rewarded with a random selection of stickers after their initial clear of a battle.
Every trophy has a unique battle associated with it, even trophies that may depict duplicate characters.
Online Play[]
Online Play is a subsection of the normal "Smash" mode, where, instead of playing against CPU opponents or other players locally, players can search for opponents via the internet or link up two or more Switch systems together to fight matches. Players can link up exclusively with their friends, and are capable of changing all individual rules available to them, or can fight against strangers in specific match types.
When fighting "With Anyone", there are two main game modes: "For Glory" and "For Fun". When playing With Anyone, players do not get any choice when it comes to which stage the match will take place on - one of the stages will be selected at complete random. When playing With Friends this is not the case however: players can choose a stage and the game will randomly select one of the stages out of those each player has selected. Custom Mii characters also can not be used in With Anyone matches, and choosing them will default to a random default appearance. In addition, both For Fun mode and For Glory mode feature other differences from both each other and settings found in With Friends:
"For Glory" mode removes all of a stage's hazards and gimmicks, allowing for a more hardcore experience. These matches are based upon the most common ruleset for Super Smash Bros. tournaments, being one-on-one matches, with each fighter having three stocks. No items drop in this mode.
"For Fun" mode instead embraces the insanity of the Smash Bros. formula. In addition to keeping items on, each match can feature up to four players - if fewer than four players can be found, the game will insert CPU-controlled fighters of varying difficulties.
In addition to playing online in random matches, players can also set up or join active tournaments, or spectate the current matches of players on their Friends List. Smash Run and Smash Tour can also be played online.
All-Star Gauntlet[]
All-Star Gauntlet is a game mode where one or two players can team-up and fight all of the game's playable characters in a challenging gauntlet of battles. Characters are fought in groups of five. After a certain amount of characters are KO'd, the player will be given a limited amount of healing items (which do not replenish each time they appear) or they could continue with the gauntlet by entering a teleporter. The stages on which the gauntlet are played on are random, changing after each of the "checkpoints." The stages' hazards are enabled on Normal difficulty or higher, though due to there being more than four characters on the screen at once no bosses will appear on stages that have them. All players also only get one stock, though both need to be KO'd before the game is "lost".
The player can earn stickers and trophies from playing through the All-Star Gauntlet, with the number of items and the likelihood of getting rarer or previously unobtained collectibles increasing as more enemies are defeated. Should the player "lose" the game by being KO'd, they will only be able to collect one third (rounded down) of the total rewards they had earned; similarly, by taking the challenge and defeating every character on the roster, the player will earn an exorbitant bonus with the guarantee of rarer stickers and trophies. During each "checkpoint," the player is also given the option to quit their playthrough of the gauntlet,allowing them to take all of the rewards they had earned up until that point with no penalties.
Fighting Order[]
The order in which fighters are fought is not wholly randomized, though there are four possibilities. Fighters may be fought in order of their debut appearance (either newest-first or oldest-first), grouped by the series they represent in order of the series' first release, or in order by their designated number; which of these orders is used is randomized. In the first two cases, should multiple fighters have made their debut in a single game, they will be fought in a randomized order. Additionally, unlike in Super Smash Bros. for Nintendo 3DS and Wii U, all characters appear within the All-Star Gauntlet regardless of whether they have already been unlocked or not.
Scooby-Doo, Where Are You! Cartoon · September 1969
Ball Game & Watch · April 1980
PAC-MAN Arcade · May 1980
Donkey Kong Arcade · July 1981
Donkey Kong Jr. Arcade · August 1982
Mario Bros. Arcade · July 1983
Punch-Out!! Arcade · December 1983
Duck Hunt NES · April 1984
Urban Champion NES · November 1984
Kung-Fu Master Arcade · November 1984
Ice Climber NES · January 1985
Paperboy Arcade · February 1985
Wrecking Crew NES · June 1985
Stack-Up NES · July 1985
Super Mario Bros. NES · September 1985
The Legend of Zelda Famicom Disk System · February 1986
The Mysterious Murasame Castle Famicom Disk System · April 1986
Super Mario Bros.: The Lost Levels Famicom Disk Dystem · June 1986
Metroid Famicom Disk System · August 1986
Kid Icarus Famicom Disk System · December 1986
Street Fighter Arcade · August 1987
Yume Kōjō: Doki Doki Panic Famicom Disk System · July 1987
Mike Tyson's Punch-Out!! NES · October 1987
Wizards & Warriors NES · December 1987
Famicom Detective Club: The Missing Heir Volume 1 Famicom Disk System · April 1988
Nintendo Power Issue 1 July 1988
Super Mario Land Game Boy · April 1989
Famicom Mukashibanashi: Yūyūki Famicom Disk System · October 1989
Madō Monogatari Episode II: Carbuncle MSX · November 1989
Final Fight Arcade · November 1989
Digital Devil Story: Megami Tensei II Famicom · April 1990
Fire Emblem: Shadow Dragon and the Blade of Light Famicom · April 1990
Dr. Mario Multiplatform · July 1990
Rad Mobile Arcade · October 1990
Super Mario World SNES · November 1990
F-Zero SNES · November 1990
Battletoads NES · June 1991
Metroid II: Return of Samus Game Boy · August 1991
Kid Icarus: Of Myths and Monsters Game Boy · November 1991
Kirby's Dream Land Game Boy · April 1992
Kaeru no Tame ni Kane wa Naru Game Boy · September 1992
Super Mario Land 2: 6 Golden Coins Game Boy · October 1992
Battle Clash SNES · October 1992
Star Fox SNES · February 1993
Kirby's Adventure NES · March 1993
Joy Mech Fight Famicom · May 1993
Super Mario Bros. May 1993
The Legend of Zelda: Link's Awakening Game Boy · June 1993
Mario & Wario Super Famicom · August 1993
Sonic the Hedgehog CD Sega CD · September 1993
Link: The Faces of Evil Zelda: The Wand of Gamelon Philips CD-i · October 1993
Castlevania: Rondo of Blood PC Engine CD · October 1993
Wario Land: Super Mario Land 3 Game Boy · January 1994
Super Metroid SNES · March 1994
Tin Star SNES · November 1994
Donkey Kong Country SNES · November 1994
Kirby's Dream Land 2 Game Boy · March 1995
Gex 3DO · April 1995
Super Mario World 2: Yoshi's Island SNES · August 1995
Donkey Kong Country 2: Diddy's Kong Quest SNES · November 1995
Pokémon Red and Green Versions Game Boy · February 1996
Street Fighter Alpha 2 Arcade · February 1996
Kirby Super Star SNES · March 1996
Super Mario 64 Nintendo 64 · June 1996
Donkey Kong Country 3: Dixie Kong's Double Trouble! SNES · November 1996
FINAL FANTASY VII PlayStation · January 1997
Dynasty Warriors PlayStation · February 1997
Pokémon the Series: The Beginning Anime · April 1997
Diddy Kong Racing Nintendo 64 · November 1997
Banjo-Kazooie Nintendo 64 · June 1998
F-Zero X SNES · July 1998
The Legend of Zelda: Ocarina of Time Nintendo 64 · November 1998
Mario Golf Nintendo 64 · June 1999
Mario Golf Game Boy Color · August 1999
Pokémon Gold and Silver Versions Game Boy Color · November 1999
Donkey Kong 64 Nintendo 64 · November 1999
Resident Evil CODE:Veronica Dreamcast · February 2000
Wario Land 3 Game Boy Color · March 2000
Kirby 64: The Crystal Shards Nintendo 64 · March 2000
Experimental Penguins PC · July 2000
Paper Mario Nintendo 64 · August 2000
Custom Robo V2 Nintendo 64 · November 2000
Sin & Punishment Nintendo 64 · November 2000
Super Mario Advance PlayStation 2 · March 2001
Dōbutsu no Mori Nintendo 64 · April 2001
Monkey Ball Arcade · June 2001
Wario Land 4 Game Boy Advance · August 2001
Luigi's Mansion Nintendo GameCube · September 2001
Phoenix Wright: Ace Attorney Game Boy Advance · October 2001
Lady Sia Game Boy Advance · October 2001
Pikmin Nintendo GameCube · October 2001
Kingdom Hearts PlayStation 2 · March 2002
Shantae Game Boy Color · June 2002
Eternal Darkness: Sanity's Requiem Nintendo GameCube · June 2002
Super Mario Sunshine Nintendo GameCube · July 2002
Metroid Prime Nintendo GameCube· November 2002
Pokémon Ruby and Sapphire Versions Game Boy Advance · November 2002
The Legend of Zelda: The Wind Waker Nintendo GameCube · December 2002
Castlevania: Lament of Innocence PlayStation 2 · October 2003
Mario Kart: Double Dash!! Nintendo GameCube · November 2003
Mario & Luigi: Superstar Saga Game Boy Advance · November 2003
Fatal Frame II: Crimson Butterfly PlayStation 2 · November 2003
Pokémon FireRed and LeafGreen Versions Game Boy Advance · January 2004
Metroid: Zero Mission Game Boy Advance · February 2004
Samurai Warriors PlayStation 2 · February 2004
Yume Nikki PC · June 2004
Halo 2 Xbox · November 2004
WarioWare: Touched! Nintendo DS · December 2004
Yoshi Topsy-Turvy Game Boy Advance · December 2004
Fire Emblem: Path of Radiance Nintendo GameCube · April 2005
Chibi-Robo! Plug Into Adventure! Nintendo GameCube · June 2005
THE iDOLM@STER Arcade · July 2005
Yakuza PlayStation 2 · December 2005
Metroid Prime Hunters Nintendo DS · March 2006
Mother 3 Game Boy Advance · April 2006
New Super Mario Bros. Nintendo DS · May 2006
Saints Row Xbox 360 · August 2006
Pokémon Diamond and Pearl Versions Nintendo DS · September 2006
The Legend of Zelda: Twilight Princess Wii · November 2006
Wario: Master of Disguise Nintendo DS · January 2007
Super Paper Mario Wii · April 2007
Apollo Justice: Ace Attorney Nintendo DS · April 2007
Mario Party 8 Wii · May 2007
Donkey Kong Barrel Blast Wii · June 2007
Mega Man ZX Advent Nintendo DS · July 2007
The World Ends with You Nintendo DS · July 2007
MySims Wii · September 2007
ASH: Archaic Sealed Heat Wii · October 2007
Super Mario Galaxy Wii · November 2007
Wii Fit Wii · December 2007
Glory of Heracles Nintendo DS · May 2008
Persona 4 PlayStation 2 · July 2008
Wii Music Wii · October 2008
Call of Duty: World at War Multiplatform · November 2008
BlazBlue: Calamity Trigger Arcade · November 2008
Mario & Luigi: Bowser's Inside Story Nintendo DS · February 2009
PlayStation Home PlayStation 3 · February 2009
Plants vs. Zombies PC · May 2009
Kingdom Hearts 358/2 Days Nintendo DS · May 2009
Super Mario Galaxy 2 Wii · May 2010
Halo: Reach Xbox 360 · September 2010
Pokémon Black and White Versions Nintendo DS · September 2010
Donkey Kong Country Returns Wii · November 2010
Danganronpa: Trigger Happy Havoc PlayStation Portable · November 2010
Ni no Kuni: Dominion of the Dark Djinn Nintendo DS · December 2010
Dynasty Warriors 7 Multiplatform · March 2011
Rhythm Heaven Fever Wii · July 2011
Super Mario 3D Land Nintendo 3DS · November 2011
Minecraft PC · November 2011
Senki Zesshō Symphogear Manga · December 2011
Gravity Rush PlayStation Vita · February 2012
Kid Icarus: Uprising Nintendo 3DS · March 2012
Fire Emblem Awakening Nintendo 3DS · April 2012
Pokémon Black and White Versions 2 Nintendo DS · June 2012
Girls und Panzer Manga · June 2012
Girls und Panzer: Little Army Manga · June 2012
Robotics;Notes Multiplatform · June 2012
UNDER NIGHT IN-BIRTH Arcade · September 2012
Dishonored Multiplatform · October 2012
Tales of Xillia 2 PlayStation 3 · November 2012
New Super Mario Bros. U Wii U · November 2012
Pikmin 3 Wii U · July 2013
Pokémon X and Y Nintendo 3DS · October 2013
The Legend of Zelda: A Link Between Worlds Nintendo 3DS · November 2013
Dr. Luigi Wii U · December 2013
Donkey Kong Country: Tropical Freeze Wii U · February 2014
Mario Kart 8 Wii U · May 2014
Hyrule Warriors Wii U · August 2014
Fatal Frame: Maiden of Black Water Wii U · September 2014
Xenoblade Chronicles X Wii U · April 2015
Kumo Desu ga, Nani ka? Web Novel · May 2015
Splatoon Wii U · May 2015
Yoshi's Woolly World Wii U · June 2015
The Legend of Zelda: Tri Force Heroes Nintendo 3DS · October 2015
Tokyo Mirage Sessions ♯FE Wii U · December 2015
Pokémon Sun and Moon Nintendo 3DS · November 2016
Miitopia Nintendo 3DS · December 2016
Danganronpa V3: Killing Harmony Multiplatform · January 2017
GIGA WRECKER PC · February 2017
The Legend of Zelda: Breath of the Wild Multiplatform · March 2017
Yooka-Laylee Multiplatform · April 2017
ARMS Nintendo Switch · June 2017
Ever Oasis Nintendo 3DS · June 2017
Slime Rancher PC · August 2017
Magia Record Mobile · August 2017
Mario + Rabbids Kingdom Battle Nintendo Switch · August 2017
Star Fox 2 SNES Classic Edition · September 2017
Kirby Star Allies Nintendo Switch · March 2018
Shadows House Manga · September 2018
Fire Emblem: Three Houses Nintendo Switch · July 2019
Pokémon Sword and Shield Nintendo Switch · November 2019
Good Job! Nintendo · March 2020
World's End Club Apple Arcade · September 2020
Samurai Warriors 5 Multiplatform · June 2021
Pokémon Legends: Arceus Nintendo Switch · January 2022
Pokémon Scarlet and Violet Nintendo Switch · November 2022
Pokémon Scarlet and Violet Nintendo Switch · November 2022
Pokémon Legends: Arceus Nintendo Switch · January 2022
Samurai Warriors 5 Multiplatform · June 2021
World's End Club Apple Arcade · September 2020
Good Job! Nintendo · March 2020
Pokémon Sword and Shield Nintendo Switch · November 2019
Fire Emblem: Three Houses Nintendo Switch · July 2019
Shadows House Manga · September 2018
Kirby Star Allies Nintendo Switch · March 2018
Star Fox 2 SNES Classic Edition · September 2017
Mario + Rabbids Kingdom Battle Nintendo Switch · August 2017
Magia Record Mobile · August 2017
Slime Rancher PC · August 2017
Ever Oasis Nintendo 3DS · June 2017
ARMS Nintendo Switch · June 2017
Yooka-Laylee Multiplatform · April 2017
The Legend of Zelda: Breath of the Wild Multiplatform · March 2017
GIGA WRECKER PC · February 2017
Danganronpa V3: Killing Harmony Multiplatform · January 2017
Miitopia Nintendo 3DS · December 2016
Pokémon Sun and Moon Nintendo 3DS · November 2016
Tokyo Mirage Sessions ♯FE Wii U · December 2015
The Legend of Zelda: Tri Force Heroes Nintendo 3DS · October 2015
Yoshi's Woolly World Wii U · June 2015
Splatoon Wii U · May 2015
Kumo Desu ga, Nani ka? Web Novel · May 2015
Xenoblade Chronicles X Wii U · April 2015
Fatal Frame: Maiden of Black Water Wii U · September 2014
Hyrule Warriors Wii U · August 2014
Mario Kart 8 Wii U · May 2014
Donkey Kong Country: Tropical Freeze Wii U · February 2014
Dr. Luigi Wii U · December 2013
The Legend of Zelda: A Link Between Worlds Nintendo 3DS · November 2013
Pokémon X and Y Nintendo 3DS · October 2013
Pikmin 3 Wii U · July 2013
New Super Mario Bros. U Wii U · November 2012
Tales of Xillia 2 PlayStation 3 · November 2012
Dishonored Multiplatform · October 2012
UNDER NIGHT IN-BIRTH Arcade · September 2012
Robotics;Notes Multiplatform · June 2012
Girls und Panzer: Little Army Manga · June 2012
Girls und Panzer Manga · June 2012
Pokémon Black and White Versions 2 Nintendo DS · June 2012
Fire Emblem Awakening Nintendo 3DS · April 2012
Kid Icarus: Uprising Nintendo 3DS · March 2012
Gravity Rush PlayStation Vita · February 2012
Senki Zesshō Symphogear Manga · December 2011
Minecraft PC · November 2011
Super Mario 3D Land Nintendo 3DS · November 2011
Rhythm Heaven Fever Wii · July 2011
Dynasty Warriors 7 Multiplatform · March 2011
Ni no Kuni: Dominion of the Dark Djinn Nintendo DS · December 2010
Danganronpa: Trigger Happy Havoc PlayStation Portable · November 2010
Donkey Kong Country Returns Wii · November 2010
Pokémon Black and White Versions Nintendo DS · September 2010
Halo: Reach Xbox 360 · September 2010
Super Mario Galaxy 2 Wii · May 2010
Kingdom Hearts 358/2 Days Nintendo DS · May 2009
Plants vs. Zombies PC · May 2009
PlayStation Home PlayStation 3 · February 2009
Mario & Luigi: Bowser's Inside Story Nintendo DS · February 2009
BlazBlue: Calamity Trigger Arcade · November 2008
Call of Duty: World at War Multiplatform · November 2008
Wii Music Wii · October 2008
Persona 4 PlayStation 2 · July 2008
Glory of Heracles Nintendo DS · May 2008
Wii Fit Wii · December 2007
Super Mario Galaxy Wii · November 2007
ASH: Archaic Sealed Heat Wii · October 2007
MySims Wii · September 2007
The World Ends with You Nintendo DS · July 2007
Mega Man ZX Advent Nintendo DS · July 2007
Donkey Kong Barrel Blast Wii · June 2007
Mario Party 8 Wii · May 2007
Apollo Justice: Ace Attorney Nintendo DS · April 2007
Super Paper Mario Wii · April 2007
Wario: Master of Disguise Nintendo DS · January 2007
The Legend of Zelda: Twilight Princess Wii · November 2006
Pokémon Diamond and Pearl Versions Nintendo DS · September 2006
Saints Row Xbox 360 · August 2006
New Super Mario Bros. Nintendo DS · May 2006
Mother 3 Game Boy Advance · April 2006
Metroid Prime Hunters Nintendo DS · March 2006
Yakuza PlayStation 2 · December 2005
THE iDOLM@STER Arcade · July 2005
Chibi-Robo! Plug Into Adventure! Nintendo GameCube · June 2005
Fire Emblem: Path of Radiance Nintendo GameCube · April 2005
Yoshi Topsy-Turvy Game Boy Advance · December 2004
WarioWare: Touched! Nintendo DS · December 2004
Halo 2 Xbox · November 2004
Yume Nikki PC · June 2004
Samurai Warriors PlayStation 2 · February 2004
Metroid: Zero Mission Game Boy Advance · February 2004
Pokémon FireRed and LeafGreen Versions Game Boy Advance · January 2004
Fatal Frame II: Crimson Butterfly PlayStation 2 · November 2003
Mario & Luigi: Superstar Saga Game Boy Advance · November 2003
Mario Kart: Double Dash!! Nintendo GameCube · November 2003
Castlevania: Lament of Innocence PlayStation 2 · October 2003
The Legend of Zelda: The Wind Waker Nintendo GameCube · December 2002
Pokémon Ruby and Sapphire Versions Game Boy Advance · November 2002
Metroid Prime Nintendo GameCube· November 2002
Super Mario Sunshine Nintendo GameCube · July 2002
Eternal Darkness: Sanity's Requiem Nintendo GameCube · June 2002
Shantae Game Boy Color · June 2002
Kingdom Hearts PlayStation 2 · March 2002
Pikmin Nintendo GameCube · October 2001
Lady Sia Game Boy Advance · October 2001
Phoenix Wright: Ace Attorney Game Boy Advance · October 2001
Luigi's Mansion Nintendo GameCube · September 2001
Wario Land 4 Game Boy Advance · August 2001
Monkey Ball Arcade · June 2001
Dōbutsu no Mori Nintendo 64 · April 2001
Super Mario Advance PlayStation 2 · March 2001
Sin & Punishment Nintendo 64 · November 2000
Custom Robo V2 Nintendo 64 · November 2000
Paper Mario Nintendo 64 · August 2000
Experimental Penguins PC · July 2000
Kirby 64: The Crystal Shards Nintendo 64 · March 2000
Wario Land 3 Game Boy Color · March 2000
Resident Evil CODE:Veronica Dreamcast · February 2000
Donkey Kong 64 Nintendo 64 · November 1999
Pokémon Gold and Silver Versions Game Boy Color · November 1999
Mario Golf Game Boy Color · August 1999
Mario Golf Nintendo 64 · June 1999
The Legend of Zelda: Ocarina of Time Nintendo 64 · November 1998
F-Zero X SNES · July 1998
Banjo-Kazooie Nintendo 64 · June 1998
Diddy Kong Racing Nintendo 64 · November 1997
Pokémon the Series: The Beginning Anime · April 1997
Dynasty Warriors PlayStation · February 1997
FINAL FANTASY VII PlayStation · January 1997
Donkey Kong Country 3: Dixie Kong's Double Trouble! SNES · November 1996
Super Mario 64 Nintendo 64 · June 1996
Kirby Super Star SNES · March 1996
Street Fighter Alpha 2 Arcade · February 1996
Pokémon Red and Green Versions Game Boy · February 1996
Donkey Kong Country 2: Diddy's Kong Quest SNES · November 1995
Super Mario World 2: Yoshi's Island SNES · August 1995
Gex 3DO · April 1995
Kirby's Dream Land 2 Game Boy · March 1995
Donkey Kong Country SNES · November 1994
Tin Star SNES · November 1994
Super Metroid SNES · March 1994
Wario Land: Super Mario Land 3 Game Boy · January 1994
Castlevania: Rondo of Blood PC Engine CD · October 1993
Link: The Faces of Evil Zelda: The Wand of Gamelon Philips CD-i · October 1993
Sonic the Hedgehog CD Sega CD · September 1993
Mario & Wario Super Famicom · August 1993
The Legend of Zelda: Link's Awakening Game Boy · June 1993
Super Mario Bros. May 1993
Joy Mech Fight Famicom · May 1993
Kirby's Adventure NES · March 1993
Star Fox SNES · February 1993
Battle Clash SNES · October 1992
Super Mario Land 2: 6 Golden Coins Game Boy · October 1992
Kaeru no Tame ni Kane wa Naru Game Boy · September 1992
Kirby's Dream Land Game Boy · April 1992
Kid Icarus: Of Myths and Monsters Game Boy · November 1991
Metroid II: Return of Samus Game Boy · August 1991
Battletoads NES · June 1991
F-Zero SNES · November 1990
Super Mario World SNES · November 1990
Rad Mobile Arcade · October 1990
Dr. Mario Multiplatform · July 1990
Fire Emblem: Shadow Dragon and the Blade of Light Famicom · April 1990
Digital Devil Story: Megami Tensei II Famicom · April 1990
Final Fight Arcade · November 1989
Madō Monogatari Episode II: Carbuncle MSX · November 1989
Famicom Mukashibanashi: Yūyūki Famicom Disk System · October 1989
Super Mario Land Game Boy · April 1989
Nintendo Power Issue 1 July 1988
Famicom Detective Club: The Missing Heir Volume 1 Famicom Disk System · April 1988
Wizards & Warriors NES · December 1987
Mike Tyson's Punch-Out!! NES · October 1987
Yume Kōjō: Doki Doki Panic Famicom Disk System · July 1987
Street Fighter Arcade · August 1987
Kid Icarus Famicom Disk System · December 1986
Metroid Famicom Disk System · August 1986
Super Mario Bros.: The Lost Levels Famicom Disk Dystem · June 1986
The Mysterious Murasame Castle Famicom Disk System · April 1986
The Legend of Zelda Famicom Disk System · February 1986
Super Mario Bros. NES · September 1985
Stack-Up NES · July 1985
Wrecking Crew NES · June 1985
Paperboy Arcade · February 1985
Ice Climber NES · January 1985
Kung-Fu Master Arcade · November 1984
Urban Champion NES · November 1984
Duck Hunt NES · April 1984
Punch-Out!! Arcade · December 1983
Mario Bros. Arcade · July 1983
Donkey Kong Jr. Arcade · August 1982
Donkey Kong Arcade · July 1981
PAC-MAN Arcade · May 1980
Ball Game & Watch · April 1980
Scooby-Doo, Where Are You! Cartoon · September 1969
People House October 1968
Peanuts Comic · October 1950
(and related sub-series)
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Smash Run[]
Smash Run is a locally-single player game mode in which the player is tasked to run around a large map for five minutes, defeating a number of enemies and collecting the stickers, trophies, and, most importantly, stat boosts. These stat boosts affect the character's abilities, from movement speed to damage output, and are carried over into the battle that directly follows the Smash "Run" portion of this mode. Smash Run can be played alone, with the battle at the end of the mode seeing the player facing CPU fighters with random stat changes, or online against three other players; though the player can not interact with other fighters outside of the battle at the mode's end.
Upon defeating an enemy, they may drop different stat boosts that change the way the fighter would play normally. In addition to there being six different types of stat boosts - Attack, Speed, Defense, Jump, Special, and Arms - the size of the stat boost item dropped changes its potency.
Smash Run stats
Stat
Description
Boosts power of all standard attacks.
Increases dashing, walking, and air speeds.
Decreases the amount of knockback taken (hence also increasing flinch resistance); and makes the fighter's shield more durable.
Increases the heights of single jumps, double jumps, and wall jumps; and also increases falling speed.
Boosts power of all special attacks. Some attacks may also receive increased range or decreased charging times.
Increases power of item attacks, projectile attacks, and throws. Also increases the range a character can grab, and the amount healed by healing items.
Enemies[]
The enemies that appear in Smash Run all come from different franchises, from Super Mario to even third party franchises like Sonic the Hedgehog.
There are two different classes of enemy, which are as follows:
Basic enemies are the most common enemies that spawn on the map. They are generally weaker and have a small amount of health, though this is not a rule and there are definite exceptions to this.
Dangerous enemies are the strongest class of enemy. They spawn extremely rarely, and are generally marked on the map when they do. These dangerous enemies are comparable to bosses, and yield a large amount of larger power-ups when they are defeated. Unlike Basic enemies, Dangerous enemies have their health indicated by a health bar.
Smash Tour is a party game mode that bares some similarity to another one of Nintendo's multiplayer-focused franchises, Mario Party. Smash Tour is a mode in which up to four players run around on one of four boards, each one styled after a different Nintendo property, collecting power-ups in a manner not unlike Smash Run. Unlike Smash Run however, Smash Tour focuses more on the interactions between players (or, should they be enabled, CPU characters), and lasts for a set amount of "turns" (which begin when all players stop their spinners to determine how many spaces, between 1 and 10, they can move).
In Smash Tour mode, up to four players traverse a board, landing on different spaces and collecting power-ups and stickers. There are six different types of power-ups, all of which return from Smash Run and act identically to their appearances in that mode: Attack, Speed, Defense, Jump, Special, and Arms. These power-ups are scattered across a board, and are collected by the player's avatar, a Mii saved on the game's console, as they run through them.
Also found on the board are stickers. Most stickers that are collected have unique qualities in this mode that can be used to affect the player or their opponents before a turn or before a battle, though others gift the player that picks it up a playable character. Before a match begins, a player chooses a playable character out of those that they have collected, and applies it to their Mii - once this character is defeated in battle, they lose this character and must collect them once more. If a player wins a match they will not lose the character they used during such match, though they will retain whatever amount of damage they had when they won.
Players can run into each other on the board, and doing so will automatically begin a one-stock match between these two players once the turn is complete; the loser of this match will be knocked away and sent flying elsewhere onto the map, and they can potentially also lose some of the power-ups they collected. There are also four different colours of spaces that make up the board:
Grey spaces are the most plentiful colour on the board. Nothing happens when a player lands on this space.
Blue spaces are the second-most plentiful type of space on the board. When a player lands on this, a battle will begin between all four players. This battle can be either time- or stock-based, and is randomly chosen before the beginning of a match. Should it be time-based, the match will last for two minutes, while if stock-based all players will be given two stocks. Certain other elements, such as whether stage gimmicks and items are enabled, are also randomly decided prior to the match's start, though stage bosses will never be enabled.
Red spaces are scattered around the map, but are less common than either grey or blue spaces. Red spaces begin special battles once a player lands on them. In these matches, which always last for two minutes, have random attributes assigned to them: players can all be giant, small, metallic, or invisible throughout the duration of the match, damage and knockback modifiers may be present, characters may all have their weights altered to make them floaty, or the battle's speed will be either slightly slower (0.75x its normal speed) or slightly faster (1.25x its normal speed). Which attributes are present during a match are randomly selected at the beginning of a match.
Yellow spaces are the rarest type of space, as only a maximum of four may be present on a stage. When a player lands on this type of space, several events may begin. These events could be: power-ups and stickers become more plentiful on the board, Nabbit will appear on the board and steal all of the loose power-ups and stickers and give them to the one who reaches him before he escapes, or a boss will appear on the board that grants large amounts of power-ups to those who defeat them. The bosses that can appear are Ridley, Petey Piranha, or the Dark Emperor, who are fought on their respective stages.
Once the designated amount of turns have been completed, all players will be placed into a unique type of stock match, where each stock has them become another fighter. Players can choose which fighter they wish to start the match as out of those they have collected at the end of the game, but the others in their deck are shuffled into a random order succeeding them. Whichever player is the last one standing wins the entirety of Smash Tour.
Boards[]
Smash Tour contains four boards that players can choose from, all of which are available from the start. Each of the four boards feature four "checkpoints" that, when passed for the first time, grant players large bonuses to all of their stats. Passing each of the four checkpoints also grants a small bonus to the players' stats as well. In addition to these four checkpoints, each board also features a "Capture Point", which becomes "captured" by the player who passes it. The player in command of the Capture Point at any given time receives a small boost in the power-ups they collect (for instance a small power-up, which normally grants 2 points to a stat, instead grants 3). A Capture Point is lost when another player passes by it, and whoever has ownership of it once the final turn ends gains another bonus to their stats.
The four boards have certain gimmicks that make them different from each other, which promotes replaying the mode to see what each board has to offer.
Donkey Kong Island
Profile
Donkey Kong Island is a very open and circular board, being the second-largest of the four boards in terms of size. Donkey Kong Island, based primarily on its frozen incarnation from Donkey Kong Country: Tropical Freeze, is the home of the Kongs, and features very primitive architecture compared to most other Nintendo worlds. The stage features Barrel Cannons that can launch players around the map without damaging them, though using one will temporarily destroy it.
Mario Circuit is the simplest of the four boards. Based upon the course of the same name from Mario Kart Wii, the board is relatively rounded but forces all players to traverse two paths that wrap around each other, thus making it easy to run into each other. Due to this, it is the shortest and smallest of the boards. Mario Circuit's gimmick comes in the form of a Chain Chomp, which guards the board's Capture Point. While asleep, every three turns the Chain Chomp will wake up, and remain vigilant for the duration of the turn, lunging at, and thus launching away, any fighter that dares try to approach.
Skyloft is a small village suspended high over the land of Hyrule, that serves as one of the main settings of The Legend of Zelda: Skyward Sword. The village itself is packed with several buildings fairly close together, making for many tight corridors that are tricky to navigate safely. Despite its thinner paths, Skyloft is the largest of the boards, and features two gimmicks. One such gimmick is Beedle, who will land his shop at random points in the battle and give out an exceptionally-large power-up to the first player to reach him. Another gimmick is Levias, who will push a large landmass around the board every five turns, thus altering some of the pathways, and the locations of players should they be on such landmass.
The Space Pirate Ship is a ship that flies through the cosmos, collecting constellations to be sold to collectors or used to fuel the ship itself. The board is fairly large, and oval-shaped, but it deviates from a standard oval with various paths that reach out along rectangular platforms.
In Smash Tour, stickers have special attributes that can also be applied to the player's Mii though these will also be completely lost once the battle is finished, no matter if they win or lose. Stickers are divided into red and blue categories, which denote when they can be used: red means they can be used at the beginning of a battle, while blue means they can be used at the beginning of a turn on the board. Excluding the stickers that grant a player a fighter to be used in battle, the following stickers can be collected:
Smash Tour power-ups
Sticker
Description
9-Volt WarioWare Gold
Doubles the result of the user's spin for a turn.
Abra Pokémon series
Shuffles the positions of all players on the board.
Adam Malkovich Metroid: Other M
Protects the user from the effects of all opponents' stickers for the duration of the turn.
Arachnus Metroid: Samus Returns
Inflicts 50% upon a random opponent at the beginning of the battle.
Back Shield Kid Icarus: Uprising
Begin the battle with a Back Shield equipped.
Ball and Chain The Legend of Zelda: Twilight Princess
Increases the likelihood of attacks becoming Critical Smashes.
Barbara the Bat Jam with the Band
Makes all nearby players lose a fighter.
Bob-omb Mario vs. Donkey Kong 2
Begin the battle with a Bob-omb.
Boo Buddies Super Mario World
Begin the battle invisible.
Blooper Super Mario Sunshine
Have a Blooper blind all opponents at the beginning of the battle.
Bullet Bill Super Mario Maker 2
Increases the power of all the user's projectile attacks for the duration of the battle.
Candy Kong Donkey Kong Country
Slightly heals the user when they block attacks.
Captain Rainbow Captain Rainbow
Allows the user to team-up with a selected opponent for the duration of the battle.
Centurion Kid Icarus
Begin the battle with a Centurion.
Cryogonal Pokémon series
Reflects the effects of a harmful sticker back at the user should it harm the player holding this sticker. Activates automatically.
Cupid Sennan Kazoku
Allows the user to pass through other players without battling them for the duration of the turn.
Deku Leaf The Legend of Zelda: The Wind Waker
Begin the battle with a Deku Leaf.
Devil Devil World
Removes all playable character stickers from the board.
Drifloon Pokémon series
Grants the user an additional jump.
Dr. Kumada Famicom Detective Club: The Missing Heir
Begin the battle with a Boko.
Dr. Wright SimCity
Summons a boss onto the board near the user.
E. Gadd Luigi's Mansion: Dark Moon
Nearby power-ups are drawn to the user as they move around the board.
Eggplant Wizard Kid Icarus
Turns all nearby opponents into eggplants, causing the results of their spin to halve.
Esna Ever Oasis
Nullifies any one trap the user may step on or pass during their turn. Activates automatically.
Eyerok Super Mario 64
Automatically makes the user catch any thrown item.
Fauster Wario's Woods
Inflicts 100% damage on the user but increases the strength of all their attacks.
Francisca Kirby Star Allies
Causes the user's attacks to randomly freeze opponents.
Franklin Badge EarthBound Beginnings
Begin the battle with a Franklin Badge equipped.
F-Type Stunt Race FX
Increases the movement speed of the user and adds one more space to the results of their spin.
Fuzzy New Super Mario Bros. U
Decreases the jump height of all opponents for the duration of the battle.
General Kodiak Sushi Striker: The Way of Sushido
Launches all nearby foes immediately after use.
Ice Cream Kid Icarus: Uprising
Slowly heals the user as they remain on the ground for the duration of the battle.
Jill Drill Dozer
Places a trap that significantly lowers one random stat of the first player to pass it.
Kannon Donkey Kong Country 2
Inflicts 100% on a random opponent at the beginning of the battle.
Katrina Animal Crossing: New Leaf
Randomly redistributes the stickers of all players.
L'cirufe Xenoblade Chronicles X
Fully heals the user's fighter at the beginning of the match.
Lord Fredrik Donkey Kong Country: Tropical Freeze
Freezes all opponents at the beginning of the battle.
Louie Pikmin 2
Calls all opponents to the user.
Lucas Mother 3
Enlarges all power-ups on the board.
Majora's Mask The Legend of Zelda: Majora's Mask 3D
Inflicts 50% to the user, but doubles their stats for the duration of the battle.
Metal Mario Mario Kart 7
Begin the battle with the effects of a Metal Box active.
Mimicutie Kid Icarus: Uprising
Changes all power-ups and stickers on the board to new ones.
Mipha The Legend of Zelda: Breath of the Wild
Fully heals the user once they exceed 100%.
Mr. Chicken Rhythm Heaven Megamix
Launches any player the user runs into, without battling them, for the duration of the turn.
Mr. Resetti Animal Crossing: New Leaf
Increases the speed of all opponents' spinners for a turn.
Negative Man Mother 3
Halves all players' stats (including the user's) for the duration of the battle.
Nightmare Kirby: Nightmare in Dream Land
Covers the board in darkness to obscure everything besides the players' locations for two turns.
Noddy Kirby's Adventure
Puts a random opponent to sleep at the beginning of the battle.
Nruff Kirby 64: The Crystal Shards
Teleports the user to a checkpoint they have yet to pass.
Pointy Tuck Donkey Kong Country: Tropical Freeze
Places a trap that launches whomever walks over the space.
Prank Kirby & The Amazing Mirror
Places a trap that randomizes the characters of whomever walks over the space.
Professor Oak Pokémon series
Begin the battle with a Poké Ball.
Robin Fire Emblem Heroes
Causes the battle to begin in Sudden Death.
Rusty Slugger Rusty's Real Deal Baseball
Begin the battle with a Beastball.
Sebastian Tute Wii Music
Begin the battle with a Recorder.
Sheldon Splatoon
Begin the battle with a Splattershot.
Slippy Toad Star Fox Zero
If another player uses a sticker, then the effects of the sticker will also be applied to the user of this one. If multiple other players use stickers, only one will be applied to the player, determined at random.
Spinarak Pokémon series
Decreases the speed of the user's spinner for a turn.
Star Bunny Super Mario Galaxy 2
Begin the battle with a Launch Star.
Super Team Super Mario Strikers
Causes a large number of Soccer Balls to spawn on the stage at the beginning of the match.
Trailer Stunt Race FX
Allows the user to deal damage by dashing into opponents for the duration of the battle.
Ultra Hand Nintendo Game
Begin the battle with an Ultra Hand.
Vaati The Legend of Zelda: The Minish Cap
Lowers one of the user's stats to zero, but maxes out another for the duration of the battle.
Vividria Kirby Star Allies
Places a number of dummy stickers and power-ups around the board that launch players when collected.
Whomp Mario Party 9
Forces a single opponent to stop moving should they run into the user, with no battle commencing, for the duration of the turn.
Winged Cloud Yoshi's New Island
Places a trap that randomizes all of the playable character stickers of the one who lands on it.
Xananab DK: Jungle Climber
Makes the user take control of the board's Capture Point.
Yoko Kojima Famicom Detective Club: The Girl Who Stands Behind
Begin the battle with a Death's Scythe.
Zethia Dragalia Lost
Teleports the user to the nearest checkpoint.
Items[]
What sets Jake's Super Smash Bros. from other fighting games is the inclusion of items that can be used to change the outcome of battle. Many of these items can be picked up and used as weapons, while others will heal the user of some damage. Items can be classified as "battering", "shooting", "healing", "transformation", and "miscellaneous", though these merely serve to categorize how they are used. Items are not a necessity, and it can be determined by the player which items will spawn in the Items Menu accessible from the Battle Setup screen.
Anchor
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Anchors are large heavy objects, often made of metal, that can be used to keep watercraft stationary against all wind and tides by being pushed overboard, tethering the ship to the ground beneath the water. Used in real-life, anchors also make frequent appearances in the Super Mario franchise as being attached to Bowser's Airships, where they serve the same purpose of tethering the flying ship to the ground so that the wind is unable to move it from its current position.
In Super Smash Bros., only one of this heavy item will spawn at a time, and they may not even do so on some stages. Effectively useless on the ground, the anchor can be thrown off a ledge to deal massive damage and meteor smash any fighter beneath them. The anchor in Super Smash Bros. is distinctly one from an airship, as Bowser's insignia is present on the wooden bar attached to it.
This item is heavy and carrying it will hinder the movements of most fighters.
Assist Trophy
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The Assist Trophy is a small mysterious artifact of unknown origin. Though it appears to be a trophy stand covered in a glass case that houses colourful mist and a generic silhouette, the item has the power to manipulate time and space in order to summon one of several characters to aid the one that grabbed it. Unlike most items, the Assist Trophy activates automatically once it is grabbed [should the user be planted firmly on the ground].
This item is heavy and carrying it will hinder the movements of most fighters.
Back Shield
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The Back Shield is an item from Kid Icarus: Uprising. Usually obtained through Treasure Boxes, the Back Shield would rotate around Pit in order to protect his backside from attacks while he engages in grounded combat.
In Super Smash Bros., the Back Shield retains this same use: it hovers behind the one who grabs it to protect them from all attacks, barring those with that damage foes within a certain radius. The Back Shield will absorb all melee attacks dealt to it, reflect most physical projectiles, and absorb most energy projectiles.
This item is heavy and carrying it will hinder the movements of most fighters.
Banana Peel
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Banana Peels are the outer skin that grow around the banana fruits. These objects are commonly seen in cartoons, often being used to trip characters in fairly comical ways. Banana Peels have appeared in all Mario Kart titles to date, being the weakest type of item that can be placed around courses to cause racers to spin out.
In Super Smash Bros., Banana Peels will trip fighters who walk over it, while not actually dealing any damage to them. Fighters can also throw Banana Peels directly at other fighters in order to force them to trip, with a direct hit via a throw also dealing a measly amount of damage.
This item is heavy and carrying it will hinder the movements of most fighters.
Barrel
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Barrels are large cylindrical containers that contain items. These barrels are heavy, and thus impair the movement of those that pick them up, slowing them to a crawl and making them unable to jump. When thrown or attacked by standard attacks, barrels will often be knocked over into a roll, shattering once they run into a wall or a fighter. When broken the barrel will often release up to five items, though sometimes it will instead explode as a 'dud' item. Barrels come in three different aesthetic variants - wooden, present, and futuristic - with the different variants being used for different stages.
This item is heavy and carrying it will hinder the movements of most fighters.
Beastball
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The Beastball is an item that bares a striking resemblance to a baseball. While small in size, the Beastball harbours an incredible power that grants it the ability to teleport. Once thrown it will do just that: the Beastball will teleport to crash into a foe near it.
This item is heavy and carrying it will hinder the movements of most fighters.
Bee
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Bees are a species of insect that have made several appearances in the Mario series. Bees have appeared in several different forms throughout the Super Mario franchise - be it as the friendly extraterrestrial Honeybees from Super Mario Galaxy or as the more-realistic beehive protectors from Super Mario Sunshine - though the Bee that appears in Super Smash Bros. is specifically based upon the enemies that appear in Super Mario Land 2: Six Golden Coins. The Bees in Super Mario Land 2 appear in only a single stage, Tree Zone Area 4, where they will exit through holes and attempt to pierce Mario with their stingers.
In Super Smash Bros. the Bee acts as a projectile. Once thrown, the Bee will slowly begin to fly forwards before increasing in speed after a moment as it points its stinger forwards, hoping to stab any enemy in its path. The Bee will fly forwards indefinitely - only disappearing should it travel off the screen - and push any enemy it hits along with itself as it flies in hopes of potentially KOing them; the Bee's stinger deals little damage on its own, however. Before the Bee enters its top speed, it will readjust its angle slightly to aim towards an enemy should one be close enough. Humourously the Bee can be seen visibly flailing when it is being held by a fighter, and it will remain stuck within walls for a moment before disappearing should its stinger pierce one.
This item is heavy and carrying it will hinder the movements of most fighters.
Beehive
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Beehives are enclosed structures that serve as the nest of honey bee colonies. In the Animal Crossing series, beehives can be shaken out of trees, disrupting the bees that live within it and cause them to mercilessly pursue the player for doing so. The bees serve as one of the very few "enemies" of the Animal Crossing series, though emptied beehives can be sold to stores for a small amount of Bells.
In Super Smash Bros., should a fighter throw it at another fighter, the beehive's inhabitants will exit the beehive and chase down the one the beehive hit. The bees don't actually stun the fighter, but do deal damage over time. Interestingly, the swarm of bees can be split up should their target remain close to another fighter for an extended period of time. The beehive can also be broken by sustaining enough damage when sitting on the ground, with the released bees targeting the one who broke it.
This item is heavy and carrying it will hinder the movements of most fighters.
Beetle
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The Beetle is an item that can be obtained by Link in The Legend of Zelda: Skyward Sword. This item utilizes the game's focal point of the Wii Motion Plus peripheral, as it can be flown around by tilting the Wii Remote in the desired direction. The Beetle is designed to carry objects back to Link, as the two pincer-like appendages on the front can do just that.
In Super Smash Bros. the Beetle is a dangerous item that can potentially KO a foe no matter their current damage percentage. When thrown at a foe, it will lock them within its pincers and begin to travel upwards, carrying them off-screen. A fighter can escape the Beetle's grasp by shaking the control stick. Timing an attack at an incoming Beetle can be reflect it back at the thrower, something which can also be done via any reflector-type attack.
This item is heavy and carrying it will hinder the movements of most fighters.
Black Hole
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Black Holes are an astronomical event, an area of space where the gravitational pull is so intense that no matter can escape. In Super Smash Bros. the small Black Hole can be thrown, and will grow after it travels a set distance after being released. When at its full size, the Black Hole pulls in all nearby fighters (besides the one that threw it), the items, and projectiles for a short period of time. Though it doesn't deal any damage to foes by itself, it does allow fighters to be easily targeted by items and stage hazards.
This item is heavy and carrying it will hinder the movements of most fighters.
Blooper
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Bloopers are a recurring enemy often found in underwater levels of the Super Mario series. Bloopers can be seen as an underwater equivalent of Koopa Troopas, being more competent than the more-common Cheep Cheeps, yet still fairly common in their own right. They make their most prominent appearance in the Mario Kart series, where they act as items that blind all of the racers ahead of the user with splotches of ink.
In Super Smash Bros., the Blooper is based on its Mario Kart incarnation. Like in that game, the Blooper sprays ink on the opponents, covering the screen for a short period of time with a splotch of ink. In single player online play, the player that uses the Blooper is unaffected by the Blooper's ink, with only the other fighters' screens being covered in ink. Those affected by the Blooper's ink also have their traction lowered as if all ground were frozen over; even those who are immune to the effects of icy terrain are affected by this.
This item is heavy and carrying it will hinder the movements of most fighters.
Blue Spiny Shell
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The Blue Spiny Shell is, as its name describes, a blue-coloured Spiny Shell, and a recurring item from the Mario Kart series. The Blue Spiny Shell is the deadliest item a racer can obtain, as it homes in on first place and creates a large blue explosion once it reaches them. In Mario Kart 64, Mario Kart 7, and Mario Kart 8, the shell will also run along the course, knocking away any racer that may be in its path.
In Super Smash Bros., the Blue Spiny Shell acts near-identically to its Mario Kart incarnation: it locks on to the fighter that is currently in the lead, be it the person with the most amount of stocks or the person with the most amount of KO's, before crashing down on them and creating a small, but fairly powerful, explosion. Unlike in the Mario Kart series, the Blue Spiny Shell will not track the user should they be the one in the lead; if the winning fighter throws it, it will instead target the second-place fighter.
This item is heavy and carrying it will hinder the movements of most fighters.
Bob-omb
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Bob-ombs are a recurring enemy from the Super Mario series. As their appearance suggest, they appear to be a species of sentient bombs, and will explode to try and defeat those it is ordered to.
In Super Smash Bros., the Bob-omb is a powerful item that can be thrown to create a small, but incredibly deadly, explosion. If the Bob-omb is not picked up off the ground for a short while, it will begin to walk around, becoming an incredibly deadly obstacle that explodes on contact, or if it wanders around for a moment.
This item is heavy and carrying it will hinder the movements of most fighters.
Boko
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Boko is the main character of a fictional, self-titled television series that exists within the universe of the Girls und Panzer franchise. Boko is a courageous teddy bear who is inadept at fighting; whenever he sees someone in trouble he will not hesitate to jump in and help them, though due to his lack of fighting skills he will often instead just become the target of violence instead. Though many people find Boko to be a strange character with little to no appeal, the Boko franchise is heavily favoured by a number of prominent Sensha-dō participants including the captain of Ooarai's team, Miho Nishizumi, and the child prodigy captain of the All-Stars University Team, Alice Shimada.
In Super Smash Bros. Boko acts as an item that can be thrown at enemies, though he deals little damage to those that are hit by him. Boko's main purpose however is in absorbing damage and output: if a fighter is holding Boko while they take damage, the teddy bear will absorb the attack's knockback - but not damage - and be launched away accordingly. Boko technically has his own damage percentage that increases as he is attacked, and thus the amount of knockback he takes from attacks will increase just as it would for a normal fighter, though Boko takes 2× the amount of damage and knockback from all attacks and thus will likely be KO'd after only a few hits. Fighters will drop Boko whenever they take damage, no matter if the attack actually deals knockback or not.
This item is heavy and carrying it will hinder the movements of most fighters.
Bouncy Bomb
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The Bouncy Bomb is a combat item featured within the Kid Icarus series, debuting in Kid Icarus: Uprising. As its name suggest, the Bouncy Bomb is capable of bouncing off walls, and thus can be used to scout around corners or to unpredictably damage foes when in claustrophobic environments.
In Super Smash Bros., the Bouncy Bomb acts very similarly to the Bob-omb item, though is much less deadly as its explosion is not nearly as powerful. Unlike the Bob-omb, the Bouncy Bomb's detonation happens after a certain amount of time has passed, and will bounce off enemies or solid platforms as if a simple ball.
This item is heavy and carrying it will hinder the movements of most fighters.
Bullet Bill
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The Bullet Bill is a recurring enemy from the Super Mario series, who has also appeared as an item within the franchise's spin-off titles. As an enemy, the Bullet Bill is fired from cannons and either travel in a forwards direction or home in on Mario when he approaches. In the Mario Kart series however, a racer can temporarily transform them into one by using the Bullet Bill item which sees them travel along a set path at a high speed, barrelling down all racers in its path.
In Super Smash Bros., the Bullet Bill is specifically based off its Mario Kart incarnation. When activated, the user is transformed into a Bullet Bill and they blast in the direction they're facing. As a Bullet Bill, they travel a very short distance but deal massive damage and knockback to all those they run into.
This item is heavy and carrying it will hinder the movements of most fighters.
Catastrophe Crate
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Catastrophe Crates are large containers that resemble normal crates in every way, using the exact same models. Unlike the normal crates, however, Catastrophe Crates detonate into massive explosions upon taking any amount of damage, or should they be dropped from a fair distance such as down off another platform. To distinguish Catastrophe Crates from their safer counterparts, they never use the same aesthetic designs; if crates appear in their wooden design on a stage, Catastrophe Crates will only spawn in their present or futuristic variants. They replace the similar Blast Boxes, which first appeared in Super Smash Bros. Brawl.
This item is heavy and carrying it will hinder the movements of most fighters.
Centurion
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Centurions are the grunts that serve Palutena, acting as the main militaristic force that fights against the invaders of Skyworld. Pit serves as the captain of he Centurions, who primarily take the appearance of short men with small wings and large plump noses wearing golden armour. In the original Kid Icarus, Pit could free captive Centurions and they will repay him by aiding his endeavour by following him around and firing on his command. Due to their small size, Centurions are fairly weak, and often fall to a single hit.
In Super Smash Bros. the Centurion will spawn on the stage as a stone statue, referencing their petrified state from Kid Icarus. Once picked up, the Centurion will follow the one who freed them, and fire weak arrows at the nearest foes for a limited amount of time. The Centurion's damage output is minimal - the arrows' main use is to stun foes - but it will follow a fighter around for a significant amount of time.
This item is heavy and carrying it will hinder the movements of most fighters.
Crate
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Crates are large cubical boxes that contain items. These crates are heavy, meaning that those who pick it up are incapable of jumping and move at a slow rate. The crate can be broken by attacks or when thrown to reveal up to five items. Crates come in three different aesthetic types - wooden, present, or futuristic - as well as three different variants - normal or rolling; rolling crates are on wheels and can be ridden atop by fighters, though they can only be broken by powerful attacks.
This item is heavy and carrying it will hinder the movements of most fighters.
Crown
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Crowns are a piece of headgear that tend to be symbolic in that they are heavily associated with royalty or the idea of having power over a society. In Super Mario 3D World, the player who earns the most amount of points in a level will get a crown in the next, though the only benefit this gives will be a certain amount of bonus points should a player bring it to the end of the level.
In Super Smash Bros. a fighter can pick up and wear the crown, though upon taking any amount of damage, the crown will fall off and can be picked up by someone else. The fighter who wears the crown gets their damage output increased a fair amount, while their running speed is increased only a tiny amount as well.
This item is heavy and carrying it will hinder the movements of most fighters.
Cucco
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Cuccos are a recurring, usually passive, species often encountered in The Legend of Zelda titles. For the most part, they act identically to the chickens of the real world, often wandering about while clucking. What makes the Cuccos stand out among other Zelda species is that they are a very cooperative type of bird; attacking one enough times will see it call out for others of its kind, and they will all get revenge by attacking Link.
In Super Smash Bros., a single Cucco may appear on stage. If successfully thrown at an enemy, the Cucco will call upon a swarm of other Cuccos to harass them, dealing minor damage, but continually stunning them, over a short period of time. If a Cucco is not picked up and is attacked three times, the fighter that dealt the final blow will instead be targeted by the chickens.
This item is heavy and carrying it will hinder the movements of most fighters.
Cymbal Monkey
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The Cymbal Monkey, or Monkey Bomb, is a tactical grenade present in a most of the Call of Duty Zombies maps ever since its first appearance in the Call of Duty: World at War map Der Riese. The Cymbal Monkey's origin has never explicitly been detailed (though it was created by Edward Richtofen), but it appears to have been created as a tool to attract zombies; it is a C4 connected to a cymbal monkey toy via an insulated wire, and the song played by the toy attracts zombies to it before it detonates. The Monkey Bomb seems to be somewhat-sentient, and is capable of speech.
In Super Smash Bros., the Cymbal Monkey acts very much like its Call of Duty appearances. Throwing the Monkey Bomb onto the ground will cause it to play one of its three songs as it bangs its cymbals together for a short duration of time; while this will not inherently attract fighters, it does create a suction effect to pull nearby fighters towards it. The explosion it creates after the song stops playing is fairly large and powerful, making it one of the deadliest normal items in the entire game. Unlike in its Call of Duty appearances, it does not speak.
This item is heavy and carrying it will hinder the movements of most fighters.
Dáinsleif
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Dáinsleif is a weapon that originates from Norse mythology, and a relic that makes a prominent appearance in Senki Zesshō Symphogear GX. In Norse mythology Dáinsleif is a cursed blade owned by Högni, the attacks from which never heal and a weapon that can not be sheathed again until it has taken a life. In the Symphogear series, the relic draws out the darkness in one's soul, and a shard of it is added into the Symphogear pendants by Elfnein in order to allow the Symphogear candidates to tap into their latent powers through the Ignite Module. Though this grants them the power necessary to combat the Alchemic Cult they fight against, it acts as a double-edged sword as they need to stave off the darkness from consuming them entirely.
In Super Smash Bros. only one Dáinsleif will appear on the stage at a time, as it is, despite its appearance as a sword, a status item. Once picked up by a fighter they will enter a "Berserk" state, turning completely black with red eyes and shading. For a short period of time the fighter that goes Berserk will have increased movement and attack speed, jump height, damage output, and knockback output as well as gain super armour that prevents them from flinching from most weaker attacks. While profusely buffing the user while active, the fighter that enters their Berserk state will slowly take damage while it is active, have much lowered traction akin to walking on ice (this is true even for characters who are normally unaffected by icy terrain), and will take 2× the amount of damage from all attacks. The Berserk state can not be manually exited once activated, only ending once the short period of time is up or should they be KO'd. Even though the item takes the appearance of a sword, Dáinsleif itself can never actually be used as a weapon and disappears as the user transforms into their Berserk state.
This item is heavy and carrying it will hinder the movements of most fighters.
Death's Scythe
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Death's Scythe is a recurring item from the Castlevania series. As its name implies, the scythe is commonly held by its wielder, the grim reaper Death, throughout the franchise, though other characters have wielded the weapon as well. It prominently appears as the strongest weapon that can be obtained in both Castlevania: Aria of Sorrow and its sequel Dawn of Sorrow, having the longest reach and highest attack power.
In Super Smash Bros. Death's Scythe technically acts as a simple battering item, though it has the ability to KO enemies at high percentages instantly. When performing a smash attack with the Death's Scythe, fighters who will be instantly KO'd upon being hit by the attack emit a red aura, just as the scythe does as it cuts through them. The damage percentage that one must have to be instantly KO'd by the weapon differs depending on the attack used; a fully-charged smash attack requires the target to be at a minimum of 75%, a smash attack that has not been fully charged requires a damage percentage of at least 85%, and a tilt attack will instantly KO an enemy with a damage percentage of 120% or higher. All other attacks lack the ability to instantly KO their target, no matter their current damage percentage.
This item is heavy and carrying it will hinder the movements of most fighters.
Deku Leaf
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The Deku Leaf is a giant leaf item from The Legend of Zelda: The Wind Waker. In that game, Link could use the Deku Leaf like a sail, and glide over long distances and through updrafts with it. Deku Leaves could also be found in The Legend of Zelda: Breath of the Wild with most being knocked from trees when they are chopped down.
In Super Smash Bros., despite having its appearance from The Wind Waker, the Deku Leaf acts nearly identically to how it does in Breath of the Wild: the user will wave it downwards, creating a powerful gust of wind to knock away foes, while also dealing no damage.
This item is heavy and carrying it will hinder the movements of most fighters.
Dragoon
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The Dragoon is a Legendary Air Ride Machine that can be built by Kirby in the City Trial mode of Kirby Air Ride. This Air Ride Machine excels in most stats, and has the best gliding capabilities of any vehicle in the game.
In Super Smash Bros., the Dragoon is a unique item, in that it can not be directly collected by one fighter, and instead it will spawn in three separate parts. A single fighter must collect all three of the Dragoon's parts, which will spawn over the course of a battle, to be able to summon the vehicle. Once all three parts have been collected, the player can ride atop the Dragoon and travel off-screen. When off-screen, the player can use a reticle to choose an area for them to barrel through. The Dragoon deals massive damage and even more knockback to foes that it hits. Once the Dragoon is used by a fighter, the pieces will not spawn again and the user will be dropped from the sky to reenter the fight.
This item is heavy and carrying it will hinder the movements of most fighters.
Fairy
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A Fairy is a recurring passive creature from The Legend of Zelda series, most often taking the appearance of a ball of light with white translucent wings. Fairies can be used as healing items, with them being most useful in their ability to revive Link immediately should he fall in battle, restoring a portion of his health as it does. In many games, a fairy can be captured by using a bottle, and it is in this form that the Fairy appears in Super Smash Bros..
In Super Smash Bros., the Fairy is an excellent, albeit somewhat situational, healing item. If picked up by a fighter whose damage percentage exceeds 100%, they will be healed for exactly 100%. However, it will not heal those whose damage percentages are not over 100%, and it can instead be picked up by them and thrown at other foes, though it will heal a foe should it be thrown at an opponent with over 100% damage.
This item is heavy and carrying it will hinder the movements of most fighters.
Fake Smash Ball
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The Fake Smash Ball is an explosive item designed to mimic the appearance of a Smash Ball. Like the Smash Ball, the Fake Smash Ball will fly around the stage once it spawns. When enough damage is dealt to the item it will explode in a powerful cross-like shape that mimics the design present on it. Compared to the Smash Ball, the Fake Smash Ball's design is mirrored and slightly paler in colour, making it possible, albeit difficult, to discern which is which should both be present on the stage at once.
This item is heavy and carrying it will hinder the movements of most fighters.
Fire Flower
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The Fire Flower is one of the most recurring power-ups from the Super Mario series, being one of the first three power-ups that debuted in Super Mario Bros.. Throughout the Super Mario series, the Fire Flower grants Mario the pyrokinetic abilities he is most identified with.
In Super Smash Bros., the Fire Flower acts as a sort of flamethrower, spewing a small wave of fire. While the player uses the Fire Flower, the user is able to move around left or right and is capable of performing only a single, and slightly shorter, jump.
This item is heavy and carrying it will hinder the movements of most fighters.
Flipper
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Flippers are an item that appear in the Nintendo Entertainment System title Balloon Fight, where they serve as one of the main hindrances for the player. In Balloon Fight, Flippers knock away either friend or foe whenever someone touches it, causing it to spin around.
In Super Smash Bros., the Flipper acts as a stationary obstacle that can be thrown by players to deter movement. Though it can only be thrown a fairly short distance, the Flipper will remain suspended in mid-air and deal damage to all those - including the one who threw it - who touch it. Though it doesn't deal a lot of damage nor does it deal any knockback, it does cause foes to be stunned and thus they can be trapped near it should it spin at a high speed. Much like in Balloon Fight, the Flipper will only spin once a physical object - that is a fighter, an item, or some projectiles - touches it, and it will eventually slow to a stop over time.
This item is heavy and carrying it will hinder the movements of most fighters.
Food
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Food is a recurring item from the Kirby series. Somewhat uniquely, the Food present in that series is often depicted as photographs of real-life food rendered as 2D sprites, which is just as how the food appears in Super Smash Bros..
In Super Smash Bros., Food heals the one who eats it by a very small amount. These items of Food come from Kirby Air Ride, with all of the food from that game - Apple, Curry, Hamburger, Hot Dog, Tempura Soba, Ice Cream, Meat, Omurice, Oigiri, Ramen, Sushi, and the Pep-Brew energy drink - appearing in Super Smash Bros..
This item is heavy and carrying it will hinder the movements of most fighters.
Franklin Badge
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The Franklin Badge is an item that has appeared in all three titles of the EarthBound series. This strange badge has the power to reflect certain PSI-based attacks back at the foe. Interestingly, the player does not need to equip this item onto a party member for its power to activate, as just having it in their inventory is enough to unlock its power.
Unlike most other items in Super Smash Bros. the Franklin Badge is not held by the user who picks it up, nor can they throw it away at will. Rather, when the Franklin Badge is picked up, the user will equip it. While the Franklin Badge is worn by a fighter, all projectile attacks (barring Final Smash attacks) will automatically be reflected away from the item's user.
This item is heavy and carrying it will hinder the movements of most fighters.
Freezie
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Freezies are a recurring enemy from the Mario franchise, first appearing in Mario Bros. and being one of the few enemies from that game to make consistent (albeit rare) appearances since.
In Super Smash Bros. the Freezie will spawn on the stage and begin to slide to the right, only moving to the left should it hit a wall. When attacked or thrown, the Freezie is destroyed, though if the Freezie is successfully thrown at an opponent it will encase them in a chunk of ice.
This item is heavy and carrying it will hinder the movements of most fighters.
Grass
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Grass is a type of flowering plant that grows naturally in the real world grasslands that are estimated to cover over 40% of the Earth's landmasses. Bushels of grass appear in Super Mario Bros. 2, which can be plucked to reveal bombs or vegetables that can be thrown at enemies.
In Super Smash Bros., these same bushels of grass can appear on any flat surface. When picked up, the fighter will pluck the grass and obtain a random other item. Barring containers, Assist Trophies, and Smash Balls, fighters can pick up any item from the grass.
This item is heavy and carrying it will hinder the movements of most fighters.
Grinder
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Grinder is a recurring type of hazard that has made several appearances in the Super Mario franchise. Grinders are, put simply, spinning metal sawblades. In their debut title, Super Mario World, there existed two types of Grinders: those that followed pre-set paths marked with dotted lines, and those that instead travelled forwards along the ground.
In Super Smash Bros. a Grinder can be picked up and thrown at enemies to deal damage to them, and it will travel through its target to potentially hit another. As a Grinder lands on the ground, it will continue spinning and travel along the edges of the platform, continually being active over a short period of time and remaining as a constant hazard. It travels at a fairly high speed, which increases over time. Should the Grinder be placed on a platform that extends off past the blast lines, it will essentially "bounce" off the edges of the screen to remain in play as long as possible instead of simply disappearing by travelling off the screen.
This item is heavy and carrying it will hinder the movements of most fighters.
Gust Bellows
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The Gust Bellows is an item from The Legend of Zelda: Skyward Sword. Found within the Lanayru Mining Facility, this handheld cannon seems to have been created by an ancient civilization, and can be used to clear away the many sand piles that have since built up over time.
In Super Smash Bros., the Gust Bellows can be used to shoot a small tornado that pushes around foes without damaging them, allowing the user to push around even invulnerable fighters. When thrown away, there is a small chance that the Gust Bellows will go haywire, bouncing around as it spews air out uncontrollably.
This item is heavy and carrying it will hinder the movements of most fighters.
Hammer
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Hammers are a type of weapon that can be temporarily used in Donkey Kong. Scattered around the various levels are these large mallets that allow Mario to destroy the many obstacles that stand between him and his kidnapped girlfriend. While wielding a hammer, Mario can not climb ladders or jump, making it just as much a hindrance as an aid.
In Super Smash Bros. the hammer is a very powerful item. Once picked up, the player will begin to swing the hammer up and down, dealing massive damage and knockback to enemies and causing the same explosion-like effect that appeared when Mario hit an enemy with one in Donkey Kong. During the short period of time where the user wields a hammer, the power-up theme from Donkey Kong will play, overwriting whatever song is currently playing on the stage for the few moments that it is active.
This item is heavy and carrying it will hinder the movements of most fighters.
Healing Field
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The Healing Field is a large gadget that can be thrown to generate a small field of green energy straight-outwards from the top of the machine that slowly heals any fighter that remains within it. The Healing Field originally appears as a large bulb-like item, but once thrown will open up to reveal the healing field for which it is named. When thrown at a wall the Healing Field will stick to it, and thus instead of releasing a Healing Field up towards the sky the Healing Field will instead face in the opposite direction of the wall.
This item is heavy and carrying it will hinder the movements of most fighters.
Hero Shot
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The Splattershot is a Shooter weapon from Splatoon, primarily appearing as the default weapon of Agent 3 in the game's Octo Valley campaign. The player is capable of upgrading the Hero Shot throughout the story, which changes the colour of the lights in addition to decreasing the amount of ink that the weapon consumes. A replica of the weapon, aptly named Hero Shot Replica, can also be acquired for use in online battles outside of the story. Additionally, Splatoon 2 introduces a new version of the Hero Shot with a design based upon the real-life FN P90 submachine gun; Agent 3, in their cameo appearance in the Octo Expansion DLC campaign, also returns with the original design of the weapon.
In Super Smash Bros., the Hero Shot can be used to fire yellow ink continuously for a short while, and the user will automatically throw it away if they attempt to use it when it has no more ink. The ink fired deals damage to those hit, but it only stuns foes should they be close to the blaster. The damage dealt by the ink also increases the closer one is to the one firing the blaster. Though the ink does not aesthetically stick to those hit by it, it does lower the traction of enemies by a very small amount; the amount decreases further the more times an enemy is hit by the ink.
This item is heavy and carrying it will hinder the movements of most fighters.
Hothead
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Hotheads are uncommon enemies from the Mario franchise that first made their appearance in the 1990 title Super Mario World. Sparking balls of energy, Hotheads were first introduced as larger variations of the Lil' Sparky enemy, travelling around the edges of platforms to harm Mario should he touch them. In all of their appearances, Hotheads are completely immune to all attacks and can only be defeated with the invincible power of a Super Star.
In Super Smash Bros. the Hothead appears as an item that can be thrown. While it deals little damage to enemies it is thrown at, the Hothead will cling to the platform it is thrown onto and continually move along its edges for a short period of time. While the Hothead deals damage and knocks enemies it hits straight upwards, the Hothead's size and strength can be increased by hitting it with explosive or fiery attacks; at maximum size, it can easily KO opponents with higher damage percentages. It will remain on the screen for a short period of time. If the Hothead is thrown onto a platform that extends off past the blast lines, the Hothead will reverse direction upon reaching the end of the screen in order to remain in play as long as possible.
This item is heavy and carrying it will hinder the movements of most fighters.
Ice Mine
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Ice Mines are a projectile weapon that appears in Sonic Forces: Speed Battle, and is usable normally by Amy Rose, Sonic the Hedgehog, and Chaos; Metal Sonic can also make use of the item via his Steal ability. Ice Mines will appear in front of the user's opponents once thrown, and will freeze them temporarily to hinder their progress. As with all items they can be upgraded, with the amount of time those that hit them remaining frozen increasing as they become stronger.
In Super Smash Bros., the Ice Mine will initially appear on the ground in an "inactive" state, appearing to be greyed out slightly. Once thrown, the Ice Mine will instantly freeze the first fighter who touches it, exploding into an icy cloud that also damages any fighter nearby. If, after the Ice Mine is thrown, the item travels a set distance without making contact with an enemy or platform, it will simply hover in midair.
This item is heavy and carrying it will hinder the movements of most fighters.
Insight Staff
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The Insight Staff is a weapon that can be obtained and used by Pit in Kid Icarus: Uprising. The Insight Staff is the most basic of the Staff weapons that Pit can use, with its idol description explicitly stating that it is designed to help players get accustomed to the Staff's strengths in ranged combat.
In Super Smash Bros., the Insight Staff has a limited amount of ammo that can be fired at foes. What makes this staff unique from other projectiles is that the bursts of energy deal more damage and knockback the further they travel, being fairly weak at close range but incredibly powerful should one fire at an opponent on the other end of the stage.
This item is heavy and carrying it will hinder the movements of most fighters.
Item Box
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Item Boxes are one of the most-recurring features present within the Mario Kart series, and for good reason. As its name implies, the Item Box grants racers an item once they drive through it, though doing so also causes it to shatter, thus preventing those who may be drafting behind another racer to miss it.
In Super Smash Bros. the Item Box acts identically to its appearance in the Mario Kart series. It can not be picked up, as once a fighter attempts to it will shatter and another random item will appear in its place. Unlike other container items, fighters can not physically damage it - their attacks simply go right through it.
This item is heavy and carrying it will hinder the movements of most fighters.
Launch Star
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Launch Stars are objects featured heavily within Super Mario Galaxy and its sequel. These large stars often either hover slightly above the ground or floating in space, and will send Mario flying a fair distance once he performs a Star Spin while in its presence.
In Super Smash Bros., the Launch Star will first appear as a small orange star with a hollowed centre, though when thrown will explode out into its normal form. The Launch Star launches fighters that enter it in the direction opposite from which it was thrown. The Launch Star will float horizontally should it be thrown straight-upwards or downwards, while it will instead float vertically should it be thrown to either side.
This item is heavy and carrying it will hinder the movements of most fighters.
Lightning
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Lightning is a recurring item featured in the Super Mario franchise, though most prominently makes appearances in the Mario Kart series. In the latter, the Lightning will temporarily shrink all racers aside from the user; this causes them to move at a very slow speed.
In Super Smash Bros., simply touching the Lightning will cause all other fighters to be temporarily shrunk.
This item is heavy and carrying it will hinder the movements of most fighters.
Lip's Stick
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Lip's Stick is a magical wand carried by the fairy Lip in Panel de Pon. As Panel de Pon is a puzzle game, she is never directly seen using it to attack foes, but she will use it to give opponents flower-themed Garbage Blocks. As such, its appearance in Panel de Pon and Lip's later appearances is primarily a cosmetic one.
In Super Smash Bros., the usage of Lip's Stick is actually based upon a scrapped Copy Ability from Kirby Super Star known as "Flower" and seemingly based on Lip herself. Foes that are hit with Lip's Stick get a flower planted atop their head, which will deal slight damage (without any flinching) over time. While Lip's Stick can only be used as a melee weapon, if thrown at opponents it will still place the flower on their head. This flower only lasts a few moments, and will fall off on its own.
This item is heavy and carrying it will hinder the movements of most fighters.
Magical Clock
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The Magical Clock is a rare item that can be dropped by enemies in the original The Legend of Zelda. Once collected by Link, the Magical Clock freezes all enemies in place until Link leaves the screen.
In Super Smash Bros. the Magical Clock acts fairly similarly, but not identically, as it causes all fighters aside from the one who collected it to slow down significantly for a short amount of time.
This item is heavy and carrying it will hinder the movements of most fighters.
Maxim Tomato
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The Maxim Tomato is an item that has made several appearances throughout the Kirby series. In all of its appearances, the Maxim Tomato acts as a healing item, fully restoring all of Kirby's health once eaten (or, in Kirby Mass Attack, completely fills the fruit meter.)
In Super Smash Bros., the Maxim Tomato is a powerful healing item not unlike the various Food items that can also be spawned. Unlike those Food items however, the Maxim Tomato heals the player to remove 50% from their damage percentage.
This item is heavy and carrying it will hinder the movements of most fighters.
Metal Box
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The Metal Box is a block that appeared in Super Mario 64. One of the three blocks that granted a transformation cap; in the case of the Metal Box, it grants Mario a Metal Cap that encases him in a heavy metal coating.
In Super Smash Bros., picking up or attacking the Metal Box will encase the user that did so in the same metal coating as in Super Mario 64. This metal coat increases the fighter's weight, thus increasing their jump height while increasing their fall speed, in addition to also lowering the amount of knockback they take and the amount of damage they deal. This lasts for a similar time.
Some characters have special designs for their metal coat, namely Peach, Luigi, and Meta Knight. Peach's design makes her resemble Pink Gold Peach from Mario Kart 8, Luigi takes on a silver colour mimicking his appearance after collecting a Gold Flower, and Meta Knight takes on a fuchsia colour that makes him vaguely resemble Galacta Knight.
This item is heavy and carrying it will hinder the movements of most fighters.
Omochao Gun
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The Omochao Gun is one of the six "special" weapons that can be acquired in Shadow the Hedgehog. Arguably one of the strongest weapons that can be equipped, the Omochao Gun fires blasts of energy that fire projectiles based off the design of Omochao's head from Sonic Adventure, which can ricochet off of walls and enemies. Though the game considers the Omochao Gun to be technically inferior to the Shadow Rifle, which can defeat most enemies in a single shot, the Omochao Gun's high damage output and bouncing projectiles can allow a single shot to defeat multiple foes.
In Super Smash Bros., the Omochao Gun acts similarly to its original Shadow the Hedgehog appearance, albeit it is heavily weakened for balancing purposes. While its projectiles are still large and will bounce off solid surfaces, this does not include enemies and the distance these shots travel is minimal. Shots fired from the Omochao Gun will pass through any foes hit while dealing a high amount of damage to them, though it does not deal any amount of knockback. The Omochao Gun only possesses three shots before running out, at which point the empty firearm can be thrown away to deal one last amount of [minimal] damage.
This item is heavy and carrying it will hinder the movements of most fighters.
Oranges
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Oranges are projectile weapons used by the four playable characters of Donkey Kong 64. These grenade-like explosives can be used to break through barriers and damage more-defensive enemies more than other attacks would.
In Super Smash Bros., the Oranges appear as much-weaker versions of the Bob-omb, as they create a small explosion once they detonate after being thrown, which still deals a fair bit of damage to anyone hit by them, but does not deal as much knockback.
This item is heavy and carrying it will hinder the movements of most fighters.
Parasol
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Parasols are a common item utilized in the Kirby series, often by the Waddle Dee enemies or by Kirby himself when he gains the Copy Ability of the same name. Kirby's Copy Ability allows him to use the Parasol as a battering item or as a shield.
In Super Smash Bros., the Parasol acts almost identically to how Kirby uses it in the Kirby titles. The Parasol is a fairly weak battering item, but it does slow a fighter's aerial descent when they are carrying it.
This item is heavy and carrying it will hinder the movements of most fighters.
Pitfall Seed
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The Pitfall Seed is a recurring item from the Animal Crossing series. The Pitfall Seed is an item that, when buried, creates a pitfall; anyone who walks over the spot where it was buried will fall into a hole as the ground collapses under their feet (or hooves, paws, or whatever they may have).
In Super Smash Bros., the user does not need to bury the Pitfall Seed in order for its effects to be used: simply throwing it will cause it to be buried in the ground where it lands. Much like in Animal Crossing, the Pitfall Seed will cause the first person who walks over where it was thrown to be buried in the ground. If the Pitfall Seed is placed on a semi-soft platform however, a fighter will instead be forcibly pulled beneath it. Unlike in the Animal Crossing series, in which the Pitfall Seed, much like anything that is bury, is marked by a star-like mark, in Super Smash Bros. there is nothing to mark where the Pitfall Seed was buried. Additionally, also unlike in Animal Crossing, the one who throws it can not be affected by the Pitfall Seed; in team battles, the teammate(s) of those who threw it can be buried by the Pitfall Seed.
This item is heavy and carrying it will hinder the movements of most fighters.
Plumed Punisher Strap
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The Plumed Punisher Strap is a piece of evidence featured in the third episode of Phoenix Wright: Ace Attorney - Spirit of Justice. The strap is a one-of-a-kind piece of merchandise released in the Kingdom of Khura'in to promote the television series The Plumed Punisher: Warrior of Neo Twilight Realm, itself a blatant copycat of the show The Steel Samurai: Warrior of Neo Olde Tokyo from Phoenix Wright's homeland. The charm that primarily appears in Spirit of Justice is owned by Maya Fey, who traded her Steel Samurai strap to Beh'leeb Inmee as part of what she dubs a cultural exchange.
In Super Smash Bros., the Plumed Punisher strap is essentially useless. When the strap is picked up the user is then able to play the Plumed Punisher's theme song by holding down the attack button. Though this item has little fighting use, throwing the strap at a foe's shield deals a surprising amount of damage to it.
This item is heavy and carrying it will hinder the movements of most fighters.
Poké Ball
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Poké Balls are a gadget that exist to be used to capture Pokémon. They are small orbs that can be thrown at Wild Pokémon, transforming them into data and allowing up to six Pokémon to be carried easily.
In Super Smash Bros., a Poké Ball can be thrown, and it will release a random Pokémon to assist the one who threw it in some way. Unlike other items, the Poké Ball will make a unique sound when it lands, both should it spawn in midair and fall to the ground, or when it is thrown; this sound is the same as the one it makes in the Pokémon series.
This item is heavy and carrying it will hinder the movements of most fighters.
Power Bee
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Power Bee is an ally of the Yoshi species that appears in Yoshi's Story. The Power Bee is not an enemy, instead healing the Yoshi whenever it is eaten by them. The Power Bee appears to be somewhat rare, only making a limited number of appearances solely inside the scrapbook world that Baby Bowser sends Yoshi's Island to.
In Super Smash Bros. the Power Bee is an exceptionally-rare item, if one could even classify it as such. Once it spawns, the Power Bee will fly around the stage in a manner not unlike the Smash Ball or Fake Smash Ball. If a player collects it, the Power Bee will disappear and fully heal the one who grabbed it. The amount of time the Power Bee remains on the screen is extremely limited however, as it will fly off past one of the stage's blast lines should no fighter collect it within 10 seconds.
This item is heavy and carrying it will hinder the movements of most fighters.
Proximity Mine
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The Proximity Mine is a weapon that can be obtained in the Nintendo 64 title Perfect Dark. As its name implies, the Proximity Mine is a type of explosive that detonates once an enemy gets close enough to it, and Joanna Dark is capable of placing it on most surfaces as a trap. The Proximity Mine can also be stuck to enemies, acting similar to a Timed Mine should this method of attack be chosen: the mine will simply explode after a short period of time.
In Super Smash Bros., the Proximity Mine acts the same as it does in Perfect Dark. Once thrown, the explosive will stick to walls or floors, and explode once a fighter - including the one that threw it - touches it. Unlike in Perfect Dark it can not be stuck to enemies; throwing a Proximity Mine at a foe will cause it to detonate immediately upon making contact with them. The mine's explosion is more powerful when stuck on the ground as opposed to direct action, thus rewarding strategical uses.
This item is heavy and carrying it will hinder the movements of most fighters.
Punch Ball
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The Punch Ball was an item that appeared solely in the 1984 Hudson Soft title Punch Ball Mario Bros., a sequel to the original Mario Bros. arcade title. In this game, the Punch Ball served as a major new gameplay mechanic, as it, alongside the returning POW Block, was the only way to stun enemies and defeat them.
In Super Smash Bros., the Punch Ball is a small red orb that will explode in a cloud of smoke when it hits either a foe or a platform. While the Punch Ball doesn't knock back foes and only deals 1-2% damage, it does paralyze the foe it is thrown at, causing them to be stuck in place for a moment.
This item is heavy and carrying it will hinder the movements of most fighters.
Ramblin' Evil Mushroom
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The Ramblin' Evil Mushroom is a weak enemy that can be encountered by Ness and his party in EarthBound. The weaker counterpart to the Struttin' Evil Mushroom, the Ramblin' Evil Mushroom is a fairly useless enemy with low HP, defence, and attack. The enemy will only appear alongside another one of its kind and attempt to call other enemies to its aid.
In EarthBound the Ramblin' Evil Mushroom's most prominent trait is the ability to release spores and inflict the Mushroomization status effect to alter the player's controls in the overworld and randomly decide which target any action in battle the effected will target. In Super Smash Bros. the Ramblin' Evil Mushroom releases these same spores to reverse the controls of fighters, a small mushroom appearing on their head for the limited time the Mushroomization is in effect.
This item is heavy and carrying it will hinder the movements of most fighters.
Recorder
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The Recorder is an item from the original NES The Legend of Zelda, found within the depths of the fifth "Lizard" dungeon. It has various uses depending on the context in which it is used, and the direction Link is facing: it will summon a tornado to warp Link to the last dungeon he was in when facing east or south, or to the next dungeon he needs to complete when facing north or west.
In Super Smash Bros., the recorder, in its 8-bit appearance, can be played by a fighter in order to summon a tornado from one side of the stage to the other, which deals minor damage and throws those it hits upwards.
This item is heavy and carrying it will hinder the movements of most fighters.
Rotten Mushroom
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The Rotten Mushroom is an enemy that first appeared in Super Mario Maker 2. It can be placed in all four of the "main" game styles available - Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U - and acts the same way in each. The Rotten Mushroom chases the player down, damaging them should they come in contact with it. They can only be found once Night Mode has been activated, as they replace the 1-Up Mushrooms.
In Super Smash Bros., the Rotten Mushroom acts in much the same way to its original Super Mario Maker 2 appearance, though it does not chase down any of the fighters. Rather the Rotten Mushroom will travel to the right automatically upon spawning, much like a Super Mushroom (albeit at a faster speed), only turning around upon coming in contact with a wall. The Rotten Mushroom will deal damage to the first fighter that touches it, stopping their movement in the process.
This item is heavy and carrying it will hinder the movements of most fighters.
Smart Bomb
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Smart Bombs are a type of explosive weapon featured throughout the Star Fox series. These red bombs have been designed by Slippy Toad for use with Team Star Fox's Arwings, where they serve as the vehicle's most-effective weapon. In most of its appearances, the player must wait for the vehicle to lock-on to an enemy before they can fire a Smart Bomb, which they can carry only a limited number of.
In Super Smash Bros. the Smart Bomb is an extremely powerful bomb that acts much differently from similar items. Instead of creating a small, but dangerous, explosion once it detonates, the Smart Bomb will instead create a circular explosion that grows in radius until it reaches a set size, though it can still be set off by being thrown or by being attacked. The closer a fighter is to the centre of the explosion, the more damage and knockback they will take once the explosion subsides.
This item is heavy and carrying it will hinder the movements of most fighters.
Smash Ball
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The Smash Ball is a mysterious, but powerful, object that will spawn somewhere on the stage and begin to fly around the stage slowly. Unlike other items, which are picked up, the Smash Ball must instead be broken by attacks in order to harness its power. Once it is broken by someone, that fighter will glow with an intense aura, and they will gain the ability to use their Final Smash attack in place of their neutral special move. The Smash Ball may also spawn with the physics of a Soccer Ball, despawning should it not be destroyed after a certain amount of time.
This item is heavy and carrying it will hinder the movements of most fighters.
Soccer Ball
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Soccer Balls, also known as Footballs in many regions of the world, are a black and white ball used to play the sport soccer (which, again, is known as football in many regions of the world). In soccer most players are discouraged from touching the ball with their hands, though the goalies are exempt from this rule.
In Super Smash Bros. a soccer ball may spawn on the stage. Bound to the laws of physics, the soccer ball can be knocked around by being attacked. Attacks with particularly high knockback traits will ignite the soccer ball in flames, and it will deal massive knockback and damage to those who are hit by it.
This item is heavy and carrying it will hinder the movements of most fighters.
Spring
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Springs are common items that have many appearances throughout the Donkey Kong and Mario franchises ever since their initial debut in Donkey Kong Jr.. Throughout all of their appearances, springs allow those on them to reach greater heights than they normally would through a jump (assuming they are even capable of performing such) either simply by jumping off of the device or by ground pounding upon it. The spring that appears in Super Smash Bros. is based on the design of that which appears in the second level of Donkey Kong Jr..
In Super Smash Bros. the spring will bounce any fighter who jumps onto it upwards, the distance they travel increasing should they properly time a jump as their character lands upon the spring. While fighters can pick up and throw the spring at their enemies, doing so tends to deal very little damage. It is possible however for the spring to land horizontally, and will thus propel any fighter who runs into its sides away from it. It can not be picked up again should it land horizontally, though running into the spring will propel it in the opposite direction as it does the fighter.
This item is heavy and carrying it will hinder the movements of most fighters.
Spud
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Spud is one of the most common enemy types present in the game Wario's Woods. Resembling large turnips with eyes, Spuds, much like the other early-game enemies, can be defeated with any colour of bomb. Sometime prior to the events of the game, Wario and his band of monsters invaded Peaceful Woods and caused mayhem for the Sprites that lived there.
In Super Smash Bros., Spud will appear on the stage and can be thrown at enemies. They are larger in appearance than one of the turnips Peach pulls out of the ground for her down special move, and as such deal more damage and do not fly as far, but otherwise they act identically.
This item is heavy and carrying it will hinder the movements of most fighters.
Star Rod
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The Star Rod is a powerful artifact that serves as the power source of the legendary Fountain of Dreams, which grants the residents of Dream Land good dreams. In Kirby's Adventure, Dedede breaks the Star Rod apart to keep Nightmare, who has corrupted it, from using its powers to sew despair.
In Super Smash Bros. the Star Rod can be used by fighters in the same manner that Kirby uses it during the final battle of Kirby's Adventure. Pressing the standard attack button will see the user swing it to weakly damage fighters, though holding down the standard attack button to perform a smash attack will see the rod release one of a limited supply of star-shaped projectile forwards.
This item is heavy and carrying it will hinder the movements of most fighters.
Stealth Suit
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The Stealth Suit is a power-up featured within the multiplayer versus mode of Star Fox Assault. The Stealth Suit, much like the Booster Pack, is a rare item hidden around the mode's battlefields, often in hard-to-reach locations. As its name implies, the Stealth Suit turns the user invisible for a short amount of time, making it difficult to attack them and also causing homing weapons to be completely ineffective.
In Super Smash Bros. the Stealth Suit acts in an identical way to how it does in the Star Fox game in which it appears. Once picked up, the fighter will become mostly-invisible, though they can still be attacked and damaged as normal. Though difficult to see, the invisibility becomes less effective the more a fighter moves around, as one can see their model's outline, albeit all textures removed as to make them invisible.
This item is heavy and carrying it will hinder the movements of most fighters.
Steel Keg
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Steel Kegs are recurring items throughout the Donkey Kong series, first appearing in Donkey Kong Country. Steel Kegs are essentially identical to normal barrels in their use, though unlike their wooden counterparts do not break on contact with an enemy, thus allowing them to be used to defeat multiple enemies. Additionally, in some games, Kongs are also capable of running on top of the Steel Keg as it rolls.
In Super Smash Bros., Steel Kegs are, just like in their series of origin, almost identical to barrels in every way. Unlike in the Donkey Kong series, the Steel Kegs can be broken open to reveal items, though they can sustain an incredible amount of damage. Due to this, they can be considered combat-oriented barrels, and are just as heavy as their wooden counterparts.
This item is heavy and carrying it will hinder the movements of most fighters.
Super Mushroom
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The Super Mushroom is a power-up from the Super Mario series, being one of the first power-ups to appear. Debuting in Super Mario Bros., the Super Mushroom would turn Small Mario into Super Mario, increasing his size and allowing him to get Fire Flowers from ? Blocks.
In Super Smash Bros., the Super Mushroom will spawn on the stage and immediately begin travelling to the right. The fighter that touches it will be granted its effects: growing to a large size which, in addition to making them an easier target to hit, increases their weight, damage output, and knockback output. This lasts for a short period of time.
This item is heavy and carrying it will hinder the movements of most fighters.
Super Star
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The Super Star, debuting in Super Maro Bros., is one of the most recurring items in the Super Mario series. Throughout all of its appearances, the Super Star temporarily grants invincibility to the one who touches it; though the fact that it continually bounces to the right makes it hard to catch.
This item is heavy and carrying it will hinder the movements of most fighters.
Ultra Hand
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The Ultra Hand was a toy created by Gunpei Yokoi and manufactured by Nintendo throughout the later half of the 1960's. Though a simple device that allowed one to grab small balls perched atop orbs, the Ultra Hand was a commercial success and the first of Yokoi's projects that helped save Nintendo from financial difficulties.
In Super Smash Bros., the Ultra Hand can be used to grab foes from a distance, and pull them closer in order to deal damage to them easier. It can also be used to tether recover, automatically latching on to a ledge should it be used close enough to one.
This item is heavy and carrying it will hinder the movements of most fighters.
Unira
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The Unira is a type of enemy from Clu Clu Land. According to the game's story, the Unira are a type of sea urchin who intend to steal Clu Clu Land's treasures.
In Super Smash Bros. the Unira instead acts as an item. The small sea urchin-like creature can be thrown at walls or floors, and it will stick to them and pop out its spikes. Touching the spikes will damage fighters that touch it. The Unira can retract its spikes by being attacked, allowing other fighters to pick it up safely.
This item is heavy and carrying it will hinder the movements of most fighters.
Watermelon Fuse Bomb
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The Watermelon Fuse Bomb is an explosive weapon that, as implied by its name, is a large bomb modelled after a watermelon that first appeared in Donkey Kong Country: Tropical Freeze. In that game, both the Kongs and Snowmads can wield these, and the latter often uses them as traps for the Kongs.
The Watermelon Fuse Bomb is a large bomb that impairs the movement of those that pick it up, and its fuse will only become lit once it is thrown or attacked. After its fuse is lit, fighters have a few moments before the bomb detonates in a large, and very powerful explosion. The fuse will deplete quicker as it is attacked, and doing so can also knock it around; if knocked away hard enough, it will detonate should it come in contact with a wall or a fighter, even should time still be left on its fuse.
This item is heavy and carrying it will hinder the movements of most fighters.
Weathervane
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Weathervanes are bird-like objects found in the final level of Wario World, Pecan Sands. Wario can use the Weathervanes to propel himself sky-high, as it creates a tornado that blows him, and the sand around his feet, upwards in a spiral.
In Super Smash Bros. fighters can throw these weathervanes, and they will float in place wherever they are thrown; due to hovering in the air, they will also float, stopping after moving a short distance. Though it does not deal any damage and will disappear after a short period of time, when attacked it will create a small tornado of wind that propels all nearby fighters and items upwards. Due to its use, it works more as a tool for recovery than to hinder foes.
This item is heavy and carrying it will hinder the movements of most fighters.
Whip
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The Whip is an item that Link could obtain within the Ancient Cistern in The Legend of Zelda: Skyward Sword. This whip appears to be made of some sort of elastic material that is capable of latching on to certain branches or poles, allowing Link to pull faraway levers, or flip over Peahats.
In Super Smash Bros., the whip is a melee weapon that deals electrical damage to foes. The whip will stretch as it is swung, and will stretch a longer distance when a smash attack is performed instead. More damage is dealt when a player hits a foe with the small ball on the tip of the whip dealing more damage and knockback.
This item is heavy and carrying it will hinder the movements of most fighters.
X Bomb
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The X Bomb is, in design, an item from Kid Icarus: Uprising, though its use Super Smash Bros. more closely resembles the bomb of the same name's use from the Meteos series. In Kid Icarus, the X Bomb releases projectiles from the four orange lines that cross through it; these projectiles are capable of bouncing off most surfaces.
In Super Smash Bros., the X Bomb can be thrown and, after hitting a foe or landing on the ground, will bounce upwards a short distance before causing an X-shaped explosion, or +-shaped should the orange lines be oriented in such away, to cross the screen. This behaviour mimics the X Bomb from the Meteos series, thought the explosion it releases is red and with a texture that resembles magma as opposed to the Meteos bomb's pure white explosion.
This item is heavy and carrying it will hinder the movements of most fighters.
Assist Characters[]
Assist Spread by Series
The Legend of Zelda
14
Super Mario
14
Donkey Kong
8
Kirby
7
Pikmin
6
Wario
5
Kid Icarus
3
Ace Attorney
2
Call of Duty
2
EarthBound
2
Metroid
2
Pokémon
2
Senki Zesshō Symphogear
2
SimCity
2
Sonic the Hedgehog
2
Star Fox
2
Yoshi
2
Animal Crossing
1
Banjo-Kazooie
1
BlazBlue
1
Bomberman
1
BOXBOY!
1
Brain Age
1
Captain Rainbow
1
Castlevania
1
Club Penguin
1
Clu Clu Land
1
Cooking Mama
1
Custom Robo
1
Danganronpa
1
Dead or Alive
1
Devil World
1
Dillon's Rolling Western
1
Disaster: Day of Crisis
1
DOOM
1
Dragalia Lost
1
Drill Dozer
1
Dynasty Warriors
1
Famicom Computer Robot
1
Final Fantasy
1
Fire Emblem
1
FlingSmash
1
Girls und Panzer
1
Golden Sun
1
Ice Hockey
1
THE iDOLM@STER
1
Jam with the Band
1
Katamari
1
Mega Man
1
Minecraft
1
Ninja Launcher
1
Ni no Kuni
1
Nintendo Badge Arcade
1
Persona
1
Pocket Card Jockey
1
Puyo Puyo
1
Rabbids
1
Resident Evil
1
Satellaview
1
Science Adventure
1
Sennen Kazoku
1
SimTower
1
Sin & Punishment
1
Snipperclips
1
So I'm a Spider, So What?
1
Splatoon
1
Street Fighter
1
Stunt Race FX
1
Super Monkey Ball
1
Sushi Striker
1
Tales
1
Teleroboxer
1
Tribe Nine
1
Volleyball
1
Yakuza
1
Pokémon Spread by Generation
Generation I
16
Generation II
10
Generation III
9
Generation IV
10
Generation V
12
Generation VI
5
Generation VII
18
Generation VIII
19
Generation IX
0
Assist characters are characters that can be summoned from either the Assist Trophy or, in the case of Pokémon, the Poké Ball items. Assist characters, true to their name, only appear as temporary assistants, joining the battle in a non-playable state to aid the one who summoned them. While all of the Pokémon characters that can be summoned are completely invulnerable to attacks, some characters summoned from an Assist Trophy can be damaged and eventually defeated by fighters other than the one that summoned them. In the case an assist character is defeated the fighter that dealt the final blow does earn a point in timed matches, as if they had defeated another fighter, and it is listed among the fighter's other KOs at the end of a match. Assist enemies gain a red tint when they have little health left; at this point, even the one who summoned the assist can deal the final blow to them.
Some franchises, from both Nintendo and third party companies, are represented solely through assist characters.
Reversible English cover artwork for Crown of Orchid story
Trivia[]
The game's heavy use of the colour purple is a multi-layered reference. While the colour is the preferred of the game's creator, the colour is also based upon that of the Polemonium boreale, otherwise known as the Boreal Jacob's Ladder, which grows natively in parts of western Canada. The creator of the game, as well as the game's namesake, goes by "Jake" - which is a shorthand of the name "Jacob" - and lives in Canada.
The game's tagline of "Jake's Super Smash Bros. is the most ambitious crossover event in history" is a reference to a meme that was created in anticipation for the then-upcoming theatrical release of Avengers: Infinity War, the nineteenth instalment of the Marvel Cinematic Universe of live-action feature films.
Ironically the creator of the game dislikes that series of films.
Unlike the original Jake's Super Smash Bros., which completely ignored the actual Super Smash Bros. games released to that point, this new version of the game does acknowledge their existence but does not follow them to a T.
However, due to its nature as a soft-reboot, all of these characters are considered to be appearing in the series for the first time, as characters not present in Super Smash Bros. Ultimate are not marketed as "newcomer" characters.
Daisy, King K. Rool, Banjo & Kazooie, and Steve were added to Jake's Super Smash Bros. prior to their official reveals for Super Smash Bros. Ultimate.
Joker and Sora were also added, and subsequently cut, prior to their official reveals for that game.
Jake's Super Smash Bros. is the first title in the series to:
Heavily rework characters that were playable in previous games.
Cut a fighter from the original Super Smash Bros. game from the playable roster. Ness still appears in the game as an Assist Trophy, however.
Feature blood in any capacity.
This is because Edward Richtofen has two vials filled with blood strapped to his chest. Despite retaining these blood vials however, the bloody stains on both his clothes and those of Nikolai Belinski have been removed.
Properly name the protagonist of Kaeru no Tame ni Kane wa Naru. Previous entries in the Super Smash Bros. series referred to him with generic titles such as "Prince of Sablé" as opposed to the placeholder name "Comal" used to refer to him within the manual for the Game Boy title.
Give all fighters more than eight costumes to choose from, thus making it impossible to see every one of a character's costumes in a single battle.
Jake's Super Smash Bros. also sets a new record for the number of costumes a single character may possess in a game, as some characters possess 20 costumes. Previously this record was held by Wario in Super Smash Bros. Brawl, with 12, and Little Mac in Super Smash Bros. for Nintendo 3DS / Wii U, with 16. Coincidentally, while other characters have alter egos available as separate characters under different names, Jake's Super Smash Bros. features two separate incarnations of Wario that are named "Wario". Counting both of these characters as one, "Wario" would once again possess the most amount of alternate costumes, with 30 in total.
Include content from titles wholly owned by HAL Laboratory and Game Freak, despite them having a presence in all Super Smash Bros. titles through the inclusion of the Nintendo-owned Kirby and Pokémon series respectively.
Reika Rekkeiji, the main protagonist of Game Freak's 2017 title GIGA WRECKER, appears as a playable character, and thus is the most prominent example of this.
Chirp from Game Freak's 2013 title Pocket Card Jockey and Qbby from HAL Laboratory's BOXBOY! series appear as Assist Trophy summons.
To feature playable Nintendo-owned characters that have never appeared in a video game.
One of these characters is Maria, who was a doll released by Nintendo in 1968, prior to them entering the video game industry. Maria's release in 1968 makes her the oldest character to be in the Super Smash Bros. that is owned by Nintendo, pre-dating the previous-oldest "character", Color TV-Game 15 (who first appeared as an Assist Trophy in Super Smash Bros. for Nintendo 3DS / Wii U), by nine years and the next oldest fighter, Mr. Game & Watch, by twelve.
Maria is the second toy created by Nintendo to be added as a playable character in the Smash series, following R.O.B.'s appearance in Super Smash Bros. Brawl. Unlike Maria however, R.O.B. made a number of in-game appearances prior to his Super Smash Bros. debut, appearing in the likes of F-Zero GX, Mario Kart DS, and StarTropics.
Nester also joins R.O.B. and Maria as another character playable in Jake's Super Smash Bros. who does not originate from a video game. Like R.O.B. however, Nester has made a number of prominent appearances in video games and even starred in the 1996 Virtual Boy title Nester's Funky Bowling.
The other two characters to fit this distinction are Luigi Mario and Mario Mario, who are based on the characters of Luigi and Mario from the Super Mario series. These versions of the characters appeared in the 1993 live action film Super Mario Bros., in which they were portrayed by John Leguizamo and Bob Hoskins respectively.
Feature a character who uses a different series symbol from others representing the same franchise.
Content relating to the Mario Kart, Paper Mario, and Mario & Luigi sub-series of the Mario franchise all have their own series icons for the first time in the series. The series are also treated as somewhat separate from their parent franchise; while all four series share the same My Music listing, the three sub-series are treated as separate in nearly every other instance.
Mario Mario and Luigi Mario use a different symbol from their video game counterparts, with them using the metallic M symbol present in promotional materials for the Super Mario Bros. film as opposed to the Super Mushroom symbol.
Yasuke uses a different series symbol than fellow Samurai Warriors representatives Yukimura Sanada and Kunoichi, to reference their differing factions. While Yukimura and Kunoichi use the kamon of the Sanada clan, Yasuke instead uses the kamon of the Oda clan. This also reflects the games that these characters are based upon, with Yasuke being based upon the Nobunaga Oda-focused Samurai Warriors 5 and the other two characters being based upon the Sanada clan-focused Samurai Warriors: Spirit of Sanada.
Feature a playable character that is a fictionalized version of a real person.
Kunoichi is thus the only character from either of the Dynasty Warriors or Samurai Warriors series to be both playable in Super Smash Bros. yet not be directly based on any real historical figure. She is, however, loosely inspired by the Sanada Ten Braves - a group of ten ninja who served under Yukimura Sanada - as well as Shingen Takeda's supposed reliance on using kunoichi trained by Chiyome Mochizuki to gather intelligence.
Jake's Super Smash Bros. is not the first to include a fictionalized version of a real person in any capacity however, as Super Smash Bros. for Nintendo 3DS / Wii U introduced Ryūta Kawashima, in his appearance from Nintendo's Brain Age series, as an Assist Trophy character.
Though technically fictional characters, Mario Mario and Luigi Mario are based on live-action portrayals of Mario and Luigi from the Super Mario series from the 1993 live-action film Super Mario Bros. in which they were portrayed by Bob Hoskins and John Leguizamo, respectively. Thus, the physical appearance of these characters are based upon the likenesses of these actors.
Feature stages based upon third party franchises that are not represented by a playable character. Previously, third party franchises had been represented in other secondary ways such as with Mii Fighter costumes, collectibles, and Assist Trophy representatives.
Of these, Corpse Party and Ultimate Chicken Horse are the only series that are owned by companies that do not also own any playable characters, being Team GrisGris and Clever Endeavour Games, respectively.
It should be noted that the copyrights for several Corpse Party games are co-owned by MAGES., a company that does have playable representation in Super Smash Bros. through the inclusion of the Science Adventure series.
Feature playable characters that both did not debut in a video game and are not owned by Nintendo.
These special "guest" characters are Scooby-Doo from the Scooby-Doo! franchise owned by Warner Bros. (through Hanna-Barbera); Miho Nishizumi and Emi Nakasuga from the Girls und Panzer franchise owned by Bandai Namco Arts through Actas; Hibiki Tachibana from the Senki Zesshō Symphogear franchise owned by Elements Garden; Shiraori from Okina Baba's So I'm a Spider, So What? web and light novel series; Kate from So-ma-to's Shadows House manga series (published in Shueisha's Weekly Young Jump magazine); and Snoopy from the Peanuts franchise owned by Peanuts Worldwide LLC (and their owners, WildBrain).
Scooby-Doo, Girls und Panzer, and Peanuts have all had video games released for Nintendo consoles, this is not true for Symphogear. Outside of the mobile game Senki Zesshō Symphogear XD Unlimited, the only time Symphogear content has appeared on a dedicated gaming console is the game Super Heroine Chronicle, which only released for the PlayStation 3 and PlayStation Vita.
While Girls und Panzer has indeed had video games released on Nintendo hardware, Emi Nakasuga has not appeared in these titles. This thus marks her first appearance on a Nintendo console.
So I'm a Spider, So What? and Shadows Houses are the only franchises represented in Jake's Super Smash Bros. that have never had video games of their own. Content from the former has appeared as crossover content in some mobile games however, such as Overlord: Mass of the Dead, leaving Shadows House the only series with no connection to video games whatsoever.
Jake's Super Smash Bros. is not the first entry in the series to feature a playable character from outside a video game however: R.O.B. - The Robotic Operating Buddy - was initially released as an accessory for the Nintendo Entertainment System and was first introduced into the series in Super Smash Bros. Brawl. R.O.B. did not physically appear in either of the games compatible with the device (these being Gyromite and Stack-Up) and thus technically isn't a "video game" character, though would later begin appearing infrequently in other Nintendo titles following the discontinuation of the NES.
Additionally, Jake's Super Smash Bros. marks the second game in the series to feature a playable character owned by a company that does not develop or publish video games after Super Smash Bros. Ultimate. Somewhat ironically, though the character featured in that game (Sora) originates from a video game series (Kingdom Hearts) owned by a film company (Disney), Jake's Super Smash Bros. features a character (Miho Nishizumi) who originates from a television series (Girls und Panzer) that is owned by a company most-known for releasing video games (Bandai Namco).
While previous Super Smash Bros. games included alternate versions of a playable character as separate characters, such as Young Link and Toon Link being separate to the "normal" Link or Dr. Mario being separate to Mario, Jake's Super Smash Bros. is the first entry in the series to include alternate versions of playable characters under the exact same name despite having separate movesets. Jake's Super Smash Bros. includes two separate versions of Wario that are explicitly named "Wario", with one being based on his Wario Land appearances while the other is based upon the WarioWare series.
In a similar vein, while "partnered" characters have been present in the Super Smash Bros. series since the Ice Climbers began appearing in the series with Super Smash Bros. Melee, Jake's Super Smash Bros. is the first game in the series to include such "partnered" characters as both part of a pair and solo, with both appearing as separate playable characters on the roster. Mario and Luigi appear separately and as a pair under the name "Mario & Luigi", while Kazooie appears both as part of a duo with Banjo and as a separate character.
Jake's Super Smash Bros. is not the first game to include two characters with the same name, though in previous cases it was due to wholly separate characters coincidentally sharing the same name: Roy from the Fire Emblem series and Roy Koopa from the Super Mario series.
Jake's Super Smash Bros. marks the first-ever playable appearances of Ayumi Tachibana, Baby Bowser, Bald Bull, Bashmaster, Blue Bowser, Callie, Captain Syrup, Comal, Crazy Dave, Crocomire, Doc Louis, Goombrat, Hades, Harmony, Hongo, Kate, King Bulblin, Kraid, Lubba, Luigi Mario, Maria, Marie, Mario Mario, MC Ballyhoo, Medusa, Midbus, Mimi, Morpho Knight, Mouser, Piglin, Professor Chops, Purah, Pythagoras, Reporter, Rudy, Sable, Shiraori, Snailicorn, Styla, and Wart.
Achi may also count as she is technically playable in Sin & Punishment: Star Successor, albeit while assuming a different identity.
Jake's Super Smash Bros. is the first game ever to officially include content owned by all three of the major console manufacturers - Nintendo, Sony, and Microsoft.
Gravity Rush is owned by Sony, who releases the PlayStation line of consoles.
Halo, Banjo-Kazooie, Minecraft, Dishonored, and Call of Duty are owned by Microsoft, who releases the Xbox line of consoles.
It should be noted that only Halo was directly created by Microsoft. The remaining four of the aforementioned properties were created by Rare Ltd., Mojang AB, Bethesda Softworks LLC, and Activision Blizzard respectively prior to them being purchased by Microsoft.
Ludger Will Kresnik, Emily Kaldwin, Kat, Raven, Noble Six, Iroha Tamaki, Hibiki Tachibana, and Emi Nakasuga are the only third party characters who have never appeared on a Nintendo console in a game from their series of origin.
Kate also counts as part of this category, though in her case Super Smash Bros. marks her first appearance in a video game of any kind. Shiraori likewise serves as an exception, having never appeared in a video game based on a series of her origin at all.
The Wii Fit Trainer is the only character to receive voice lines in more languages than just English and Japanese, as the trainers of both genders are fully-dubbed in English, Japanese, Spanish, German, Italian, and French.
Additionally, they are the only characters whose voice in a language is different in certain region releases of the game: their Spanish and English voice actors are different between the PAL and North American releases.
Introduce Pokémon that are of the Bug, Dragon, Ghost, Ground, Ice, Rock, and Steel types as fighters. Furthermore, Jake's Super Smash Bros. is the first Super Smash Bros. title to represent all eighteen distinct types present in the Pokémon series with playable characters within a single title:
Bug type is represented by Vespiquen.
Dark type is represented by Hydreigon, Incineroar, Morgrem, and Zoroark.
Dragon type is represented by Hydreigon.
Electric type is represented by Pichu and Pikachu.
Fairy type is represented by Diancie, Jigglypuff, Magearna, Mawile, and Morgrem.
Fighting type is represented by Sirfetch'd and Meloetta's Pirouette Forme.
Fire type is represented by Braixen, Incineroar, Litten, and Tepig.
Flying type is represented by Gligar, Tropius, and Vespiquen.
Ghost type is represented by Cofagrigus.
Grass type is represented by Roserade, Snivy, and Tropius.
Ground type is represented by Gligar and Ursaluna.
Ice type is represented by Cetitan and Eiscue.
Normal type is represented by Jigglypuff, Lickitung, Meowth, Ursaluna, and both Meloetta's Aria and Pirouette Formes.
Poison type is represented by Garbodor and Roserade.
Psychic type is represented by Deoxys and Meloetta's Aria Forme.
Rock type is represented by Diancie.
Steel type is represented by Magearna and Mawile.
Water type is represented by Piplup and Squirtle.
Jake's Super Smash Bros. is the first Super Smash Bros. title to include a playable Pokémon native to the Hoenn, Unova, Galar, and Paldea regions as playable characters, as well as Hisui should it be counted as separate to Sinnoh. By extension, this marks the first time in the series where at least one Pokémon from each of first nine "Generations" of Pokémon titles is included on the roster of fighters:
Generation I is represented by Jigglypuff, Lickitung, and Pikachu.
Generation II is represented by Gligar and Pichu.
Generation III is represented by Deoxys, Mawile, and Tropius.
Generation VI is represented by Roserade and Vespiquen.
Generation V is represented by Cofagrigus, Garbodor, Hydreigon, Meloetta, and Zoroark.
Generation VI is represented by Braixen and Diancie.
Generation VII is represented by Incineroar, Litten, and Magearna.
Generation VIII is represented by Eiscue, Morgrem, Sirfetch'd, and Ursaluna.
Generation IX is represented by Cetitan.
While most characters are referred to by their given name, Lu Bu, Doc Louis, Luigi Mario, Mario Mario, and Tom Nook are always referred to by their full names. While Luigi Mario and Mario Mario are referred to as their full names to differentiate them from other characters of the same name, it is unknown why the others are not referred to as "Bu", "Doc", and "Tom" respectively.
Similarly, Edward Richtofen, Goro Majima, Mike Haggar, and Tohru Adachi are always referred to by their surnames instead of "Edward", "Goro", "Mike", and "Tohru", respectively.
Aisya and Goku are the only playable characters who have not appeared in an entry of their series of origin that was released outside of Japan. Maria may also count for this as her doll was never released outside of Japan.
ASH: Archaic Sealed Heat, which Aisya stars in, was once planned to be localized by Nintendo of America, as evidenced by voice actors being cast for an English dub and the Entertainment Software Rating Board rating the game.
Purah and Ganon are the only playable characters from The Legend of Zelda series whose designs do not come from The Legend of Zelda: Twilight Princess or the Hyrule Warriors series despite appearing in at least one.
In Purah's case, this is because she does not appear in the former title and appears as her older self in Age of Calamity rather than her child self that resulted from an experiment she performed on herself during the 100 years between the Great Calamity and the events of Breath of the Wild.
Discounting alternate versions of Link and Zelda based on their appearances in specific games, Princess Styla is the only playable Zelda character who does not appear in either The Legend of Zelda: Twilight Princess or any Hyrule Warriors title.
Persona, Samurai Warriors, and Magia Record are the only series represented in Super Smash Bros. to be sub-series or spin-offs of other third party franchises; namely the Megami Tensei, Dynasty Warriors, and Puella Magi Madoka Magica franchises respectively.
The Megami Tensei and Dynasty Warriors franchises also appears in Super Smash Bros. but both are characterized as separate series to Persona and Samurai Warriors, respectively. Both spin-off series does share its My Music selection with its parent series, however.
The Puella Magi Madoka Magica franchise is thus the only "parent" franchise of a series represented in Super Smash Bros. that is not represented by its own series icon. Elements from the series do appear however, but are simply listed as being part of the Magia Record series.
For April Fools Day in 2018, a special announcement was made revealing a crossover DLC expansion with several manga series serialized in the Weekly Shōnen Jump magazine. Alongside a new story that takes place after the Crown of Orchid story included in the base game, three new fighters were revealed to be included as playable characters as well. These characters were Goku from Dragon Ball, Izuku "Deku" Midoriya from My Hero Academia, and Korosensei from Assassination Classroom.
Jake's Super Smash Bros. was originally conceived in 2015, and featured a large cast of playable characters initially exclusively from properties owned by Nintendo. Various sequels were later announced, including Jake's Super Smash Bros. II and JSSB♯ZERO. These games would later be deleted from Fantendo.
The idea to return to the Jake's Super Smash Bros. concept surfaced in late 2016, and was initially conceived as Super Smash Bros. Switch. Not liking the trajectory of the idea, which had quickly gained popularity within the community, the game was scrapped but the page kept on the wiki for reference. After its cancellation, it was quickly decided that a reboot, in the form of Jake's Super Smash Bros., would be created. Original drafts of this game saw a small roster of 15 playable characters, with each having an assist character associated with them as if they were a sort of "partner". At the time, the idea of it being a reboot came in the form of new movesets for each of the playable characters; unlike the final game where some characters reuse aspects of the movesets previous Super Smash Bros. titles gave them, all characters were originally planned to have all-new movesets based entirely off their native appearances. This was changed early in development, as the creator of the title didn't feel as though it was an interesting project to pursue.
After the game was reworked into its pseudo-reboot form, various changes would occur during development. Before work had begun on the game proper, a draft of over 100 characters was conceived, and eventually narrowed down to 52. Over the course of development this roster changed and grew, with some characters who were initially planned being replaced with others, demoted to an assist trophy, or cut out-right. A total of ten third party characters were included in the initial 52-character draft, though, as with characters from Nintendo's own first- and second-party titles, many of these were replaced or cut outright. Some characters were decided to all have special traits in order to make them stand out more, as such even semi-clone or clone fighters could have their own unique attributes to make them stand out. Characters that made prominent appearances in Nintendo's major series were, for the most part, prioritized over others.
Overall the core idea at the centre of the development of Jake's Super Smash Bros. was to make something "uniquely Jake", as in a Super Smash Bros. that no one else would be able to come up with. To this end, the roster went through several revisions, with some characters being cut as they felt more like "obligations" rather than inclusions due to the tastes of the creator. Despite this, some characters were still added at the suggestions of other users; Kuros and Paperboy were, for instance, suggested by SynSynful(t∣b∣c).
Newcomer Directs[]
Newcomer Directs are events in which multiple new fighters are introduced in a single blog post. These blog posts are written in an informal way in order to introduce newcomers in a way that may be easier for those unfamiliar with them to understand as well as to explain the creator's reasoning for their inclusion.
Dash: When the control stick is smashed in a certain direction, the fighter will enter a dash. This is faster than their normal walking speed, and the preferred way to traverse the ground.
Double Jump: After jumping once, the player can press the jump button again in order to perform a double jump. This double jump technique essentially allows a fighter to jump twice (or more, depending on the character) before needing to touch the ground again.
Flinching: When a fighter takes damage whatever animation they are performing as they are is interrupted. There are certain specific exemptions to flinching- some attacks do not cause fighters to flinch while other fighters can enter temporary forms (either through their Final Smash or through the use of an item) that do not flinch from attacks yet still take the damage.
Footstool Jump: The act of jumping off of another fighter, sending the fighter who was jumped upon into a pseudo-helpless state. A fighter can only be jumped off of in midair.
Helplessness: Fighters may enter a helpless state after performing certain special moves. While in a helpless state, they are unable to perform any actions (aside from moving left or right) until they land on the ground.
Juggling: The act of trapping a foe in a combo of various attacks, preventing them to retaliate unless they can escape or are knocked away.
Ledge Bump: When a character tries to grab a ledge should another character already be holding on to it, the former will bump the latter off, sending them down off the ledge.
Psuedo-helplessness: A state where fighters are incapable of performing special attacks until they touch the ground. Unlike when they are fully helpless, fighters can still perform standard aerial attacks or dodges while midair.
Tether Recovery: A form of recovery that some fighters are capable of performing, which sees them using some sort of extension (whether through internal or external means) to grab onto a ledge from a short distance away. These tether recovery actions tend to automatically be directed towards a ledge should they be close enough.
Tether Grab: A similar technique, which sometimes go hand-in-hand. Tether Grabs allow fighters to grab other fighters from far away, giving them an advantage over those who can only grab fighters they are directly next to.
Tumbling: The act of dashing off an edge. This will cause fighters to enter a flipping animation, and, should the player continue to hold the control stick in the same direction, they will continue dashing should they land on another platform. Also known as "edge tumbling".
Voice Actors[]
The following table lists all characters and the people who voice them. Most characters use their current voice actors as of 2022, though there are a handful of exceptions to this rule. Though some characters receive newly-recorded voice lines, a majority have their sound clips reused from other media and, as such, the listed voice actors for some characters may be retired or deceased.
Players are able to choose whether to hear each individual character's English or Japanese voice actors in-game via the options menu, though, by default, it is set to match the text language chosen by the player. While some characters' voice actors do not change based on the region, some characters do have different voice clips in very rare circumstances. In rare cases, characters may have voice clips for languages other than English or Japanese, though these lines can only be heard by changing the game's text to the appropriate language.
It should be noted that not all characters present in the game are listed below, as some characters do not have any voiced lines or sound effects to credit, instead making use of stock sound effects. Some characters' voice actors may also be uncredited, and thus they too are omitted from the table below.