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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 ditches several aspects that "traditional" fighting games, such as Tekken or Street Fighter, utilize. 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 playstyle.
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.
There are four 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.
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.
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
Timmy & Tommy Nook
Happy Mask Salesman
Rusty allows players to haggle with him to lower the prices of trophies and sticker packs; and he may also lower the prices of trophies already at a discounted price. When Timmy and Tommy mans the shop, players can sell their duplicate trophies and pay roughly 30% of the trophy's original price. 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 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.
100% - 71%
70% - 61%
60% - 51%
50% - 41%
40% - 21%
20% - 6%
Character Spread by Series
The Legend of Zelda
Sin & Punishment
Sonic the Hedgehog
Call of Duty
Girls und Panzer
Mario & Luigi
ASH: Archaic Sealed Heat
Famicom Detective Club
Family Computer Robot
Game & Watch
Glory of Heracles
Joy Mech Fight
Kaeru no Tame ni Kane wa Naru
The Mysterious Murasame Castle
Ni no Kuni
Plants vs. Zombies
Senki Zesshō Symphogear
So I'm a Spider, So What?
Super Monkey Ball
Tokyo Mirage Sessions ♯FE
UNDER NIGHT IN-BIRTH
World's End Club
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 crawl, 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.
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 crawl along the ground with the following characters. In most cases crawling allows these fighters to move about while maintaining a smaller hitbox, as they are lower to the ground.
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.
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.
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.
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:
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) for her to collect. These Rubies must be consumed by Zelda in order to use her neutral, side, and up special moves, and Zelda can carry up to 999 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 30% 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.
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.
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.
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.
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.
When Sirfetch'd is stood still, it can not be hit by projectiles from the front; they will instead hit its shield.
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.
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'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 manner.
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 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 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.
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.
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. The Ω (Omega) and Battlefield Forms present in Super Smash Bros. Ultimate do not make a return.
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 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.
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.
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 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 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 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 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 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 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.
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.
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 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 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 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 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.