SSB Great Fury Title

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Enjoy! Samtendo09 (tbc)

Super Smash Bros. Great Fray (known in Japanese as Great Fray Smash Bros. Superpowered) is a successor of Super Smash Bros. for 3DS/Wii U, first revealed during the Previews of Fantendo 9th Anniversary Showcase. It will be exclusive for the Evo-Gem and is produced by Gear Games, with Samtendo09 as the main executive while Masahiro Sakurai being the advisor. It is revealed that it would be released at 2022, some months later after the Evo-Gem's indicated release. It is also revealed that Master Hand and Crazy Hand will have bigger roles, and the latter one will be more than just Master Hand's literal left-handed counterpart.



The gameplay is about 1.07x of speed from Super Smash Bros. Ultimate, and is intended to have a more intense fight with new moves like

It also gives multiple addition for the gameplay, such as Flip Jump, Counter-Grab, Combo-Stopper (said to be available only for heavyweight characters), Super Smash (power-up version of Special Moves) and the transformation counterpart of Final Smash, the Great Fray, a powerful mechanic that makes characters greatly boosted or transformed, based on Pokken's Burst Mode. The distance of edge-grabbing is also reduced to be comparable to Melee, and the L-Cancel returns.

General Mechanics Changes

Mechanic  Changes
Shield Now last longer for heavier fighters, but last a bit shorter for lighter fighters.
Sidestep Reverted into closer from Melee.
Roll/Dodge Reverted into closer to the Rolling/Dodging from Melee.
Air Dodge Now works like in Melee, albeit it does not leave the user helpless in order to avoid frustrating accidents and self-destructs.
Footstool Jump Characters in Giant, Mega or Great Fray form (depended of the size of the Great Fray itself such as Mega Captain Toad) may instead "squish", damage and bury the jumped on a normal victim. When this happens in the air, it is a guarenteed Meteor Smash. A character who is asleep can now be footstooled. Anyone who gets footstooled cannot be inflicted by footstool again for the five next seconds.
Jump/Short Hop/Aerial Going aerial will reduce the character's launch resistance by 1.25% by ground attack, while the character on the ground will take 1.25% less knockback from aerial attacks. This make aerial attacks more risky and situational.
Weight Most characters whose not heavyweight and got one or more aerial attacks (Captain Falcon) or can deal more combo (Fox) had less launch resistance. Heavyweight characters who can't do aerial combo but may or may not have a powerful aerial attack (Bowser, Ganondorf and King Dedede, but not Wario) got slightly more launch resistance.
Rage Now at maximum rage, attacks will deal 20% more knockback than normal. It is now optional and is setted off by default.
Ledge Grab Now have distance comparable to Melee, but also not able to grab if an enemy (not an ally) had already grabbed that ledge. It is still possible to grab even if the character is facing the opposite of the ledge.
Counter (Special Moves) Counter becomes less and less powerful for each use, regardless of success or failure. It will refresh for original strength upon not using it for ten seconds. In Bayonetta's Witch Time case, it require a more precise timing to make it work correctly. 
Hitstun Slightly reduced in order to give the victim a more aggressive counter.
Reflecting Only give less damage and knockback than the original projectile, making it more situational. Villager's Pocket is as strong as the normal projectile for the first second, but gradually get weaker and weaker before being up to 30% weaker.

Can now have "Very Low" and "Very High" setting in the Rule Settings.

Multiple items become even less powerful or easier to avoid, including explosive items, which include Assist Trophy, and also some stronger Pokemon from Poke Balls, to make it more fair for opponents to fight back.

Stages All levels are compatible to 8-Player. However, all stages become tamer in term of hazards thus make the stages friendlier for new players and players who are bothered by hazards in genera. Stage Bosses can be toggled off by the Boss Switch. All of the largest stages like The Great Cave Offensive have a Small Version which shrink down the level to a more reasonable proportion.

If launched and the K.O. is inevitable, the character will scream like if they got knocked out, but they will not scream again after being K.O. off-screen.

Stronger Assist Trophies will let out a stronger explosion, and getting knocked out by an instant death attack will also occur a similar explosion.

0-HP K.O. Each character have a different "death" animation, and sent off-screen. Mega Man's K.O. animation is simply the classic death/blunder animation from the classic series.
Custom Items When you receive a Custom Orb and Costumes, that item will be unlimited and you will not receive it again. This is to prevent tedious results from the Random Number Generator and allow player to collect them all with shorter time without getting the same item over and over again.
Fighter Spirits Fighter Spirits are now equipped like regular Spirits. Their rank and slot depends on intensity clear and amount of points done, respectively.
Assist Trophy There is no limit of how many Assist Trophies can be summoned at once (though the item limit may still occur). Duplicates of Assist Trophy characters can also occur unless if the player turn this option off in Smash Rulesets.
Poke Ball + Variants There is no limit of how many Poke Balls can appears at once (though the item limit may still occur).

Aesthetic Changes

Aesthetic  Changes
Voice Actors

The characters had the most recent voice actors for multiple fighters. Bowser, Donkey Kong and Diddy Kong uses their respective voice actors instead of their realistic voices, although it can be switched between the original voices or the Smash voices. Anyone who speaks Japanese now speaks English.

A major difference is that Master Hand and Crazy Hand also speaks, voiced by the famous voice actor Xavier Mobus, who also voices the Announcer, and when battling against any of them, they rarely snark the player (Crazy Hand a bit more often) that committed a very severe mistake (such as using an Up-B to the wrong way and get killed) as a sneaky Easter Egg.

Graphics The graphics in general give out more details to match the current game standards but also have more effects like shining effect on Link's Master Sword and Mega Man's armor. That said, most cartoony characters such as Mario and Bowser had their color palette slightly sharper to be much more accurate to their origin.

In addition, the overall visual effects and aesthetic aims for a comic-like feels, hence the slightly thick black outlines (that can be readjusted) and the outline changes into a team color in Team Battles. Particularly powerful attacks like Falcon Punch will also make word effects like "POW!" to appears when the attack is successful, same goes for shield breaking and the "final hit" zoom.

Sound Effects Now sounds more faithful to the home series, such as Link's slashes sounds like it is from recent Legend of Zelda games, and Pokemon moves have sound effects from modern Pokemon games.
Match End Now the background have a more refreshed and the other fighters now show up. The clapping animation is retained for middle place, but the losing animation (three different for each fighter) are introduced, and is used for last place, such as Ridley roaring in frustration and Inkling uses her/his Splattershot losing animation from the Splatoon series.
Expressions The characters give out an angrier or more surprised expression when hit by an ally. This only happens when Friendly Fire is turned on. They also expose this when receiving a Screen K.O. by an ally. Exemples are Wario giving a furious glare, Rayman gives a genuinely shocked one, and Captain Toad being saddened.

New Mechanics and Techniques

Mechanic Name Function Availability
Flip Jump The fighter jump even higher from the ground than an initial jump. Light-Weight Fighters can jump much higher. To do this, press down softly, then up quickly. All fighters.
Counter-Grab When the victim takes enough hits from a combo, that victim rushes at his rival who uses that Combo, with a Super Armor, in order to grab it. The throw functions are the same. All fighters.
Combo-Stopper When the fighter has damage % over 50% while unable to attack, the Fighter cannot be flinched from any more hits beyond the first one, including hits in the airs, and only takes up to 5% of each hits. This makes Smash Attacks or other strong attacks more mandatory. Heavy-Weight fighters.
Stout Strength The fighter will lift heavy items like a Barrel Container or large enemies or bosses with ease, which moves and jumps as the same, but cannot perform a mid-air jump and Special Moves. Their throwing ability is also enhanced. Mega Man can perform this thanks to his Super Arm. It is also applied when having a Giant status or Mega-Size status for everyone. All strong and Heavy-Weight fighters, plus Mega Man, plus any Giant/Mega-Sized fighters
Extra Moves

Extra Moves allows for extra arsenal for each fighters, be it a single new one or up to four of them. This is mostly done to expand each character's moveset as well as trying to make them go closer to their origin without revamping or replacing any of their moveset.

All fighters.

Great Fray

Revamped version of the metered Final Smashes, as the Great Fray are weaker, simpler finishing moves that nevertheless allows the fighter to deal powerful damage or support itself. Fray Shards are added to accelerate the charge by adding a 15% for each Shard collected. They can still be called Metered Final Smashes.

All fighters.

Team Finale A fighter can join its teammate's Final Smash or Great Fray by pressing B near such teammate during a Final Smash. It will either cause more damage or other effects. All fighters.
Statuses The status will hinder the player, and the way its work is depended on what status it is. See the table below for its effects.

All fighters.

Team Throw

One player have to crouch or dodge while its teammate will use the Grab button. When the combination succeed, the thrown player will not only become immune to all attacks but also give an extra jump when thrown in the air. The thrower will not be left helpless, and can throw its teammate in eight directions.

Super-heavyweight fighters can throw further, while featherweight fighters can be thrown at longer distance.

All fighters.
Ambush Breaker When ambushed by two or players, whatever if they are on the same team or not, the fighter will deliver an unblockable counterattack but with fixed launch power to seperate the group. A successful Ambush Breaker will also heal the fighter by 50% of damage received. All fighters.
Beyond 999% K.O. When the character is at 999% and that it got hit by anything as long as the attack or hazard is damaging, the character will undergo under a 0 HP KO. General.

Character-Exclusive Techniques and Mechanics

Each character have their own different mechanics or techniques. They are either beneficial or unhelpful, but mostly the former, and some characters have similar techniques/mechanics but had different effects. Some character shares one technique or mechanic with another, but one mechanic remains exlcusive to one or a few characters. Some of these are already introduced in previous Smash Bros. games.

Character Description
Mario Performing a footstool into an opponent will deal 10% damage and a soft knockback into the bottom.
Link Standing still or crouching will make his Hyrulian Shield to block incoming projectiles.
Pikachu Pikachu can escape from being grabbed with Static after immediately pressing the Attack button upon getting grabbed.
Kirby Kirby can use Copy Ability to use the current Neutral B of the opponent, but will lose it if he Taunted. He can also mid-air jump up to five times.
Bowser Bowser is such a resilient foe that attacks that deals 10% or lower will not flinch him at all. Attacking at his back with contact attack will also get the attacker to receive 5% damage.
Ganondorf Ganondorf's spear can be taken away by a powerful hit, but he can retreive it back long as it didn't fall into a bottomless pit or flung off-screen. The other characters cannot pick it up. To compensate, Ganondorf's spear gives him extra range for his standard attack, side attack and Smash Attacks.
Mewtwo Mewtwo can float for a while with his levitation. His Pressure Ability also delays the opponent's same Special Move by 0.5 second at their next use, which is intended to discourage them from spamming projectile.
King Dedede King Dedede is already perfect, but he can mid-air jump up to five times.
Donkey Kong Donkey Kong have the best Heavy-Item Carrying speed, jump height and throw (discounting KiloBot). He can also carry his opponent after he grabbed them. While this is optional, it can deal interesting or unexpected punishment.
Samus Can switch between regular or Ice mode with a taunt. Ice-powered projectiles deals less knockback but help making a combo more consistant.
Zero Suit Samus Her Down-B attack can dodge incoming projectiles, but not physical attacks.
Fox His Reflector (aka the Shine) is instant and can pull a bad surprise on the opponent. Unlike in Melee, the knockback is always set to be weak regardless of the opponents' %.
Yoshi When Shielding, he can immediatly initiate his Egg Roll or other Egg-related moves and these moves execute faster than when normally used.
King K. Rool When using certain attacks, such as his neutral air and forward air, he can use his gold plate to tank any non-Final Smash attacks without flinching, but only up to five times. After the sixth time, it will instead break and leave K. Rool into a stun, similarly to a shield break.
Wario Wario now have two chargeable moves; his usual Wario Waft and his Extra Move, Earthshake Punch. The Wario Waft charges slower, but can be replenished faster by eating items and projectiles, as well as biting his opponent, and his fully charged waft can deal strong damage and a devastating knockback. The Earthshake Punch charges much faster and a successful use will cause grounded opponents to get 25% damage and get tripped (grounded Bosses are also affected as well with proper timing), but much less effective in the air aside of a devastating Meteor Smash by a precise bottom sweetspot.


Status Effect Frequent Source
Burn Gradually damage the victim by 2% each half second, but also damage foes who made contact attack by 5%. Automatically healed when hit by Water attacks or when swimming on water. Flame attacks.
Paralysis Unable to move, but will not fall in the air. Will wear off when hit or even touched by anything, or after two seconds. Electric attacks.
Deep Sleep Prolonged version of Sleep; will not woke up until taking enough damage, but gradually heal itself by 10% each half-second. Various.
Deep Freeze Prolonged version of Freezing; will not take damage from anything that are not flames, explosions or anyone under Great Fray. Ice attacks.
Poison Damage the victim by 5% everytime it attack. It will do nothing if the victim will not attack at all. Poison attacks.
Splashed Decrease the power of Special Moves, and make them unable to flinch any fighters. Water attacks.
Smashlust Heal the player by 5% everytime it hit someone, but also decrease Defense. Various.
Injured Decrease the power of regular moves, and make them unable to flinch any fighters. Certain attacks like Little Mac's attacks.

Game Modes


Up to 8 players will play together, or take on the Local Tourney, Vs. Boss, Smash Roulette and Random Smash.

The Regular, Special and Tournament matches will take place in Timed, Stock, Coin or Enemy Bash. The Enemy Bash is all new, as the goal is to knock out as many Enemies from Smash Run as possible.

Regular Smash

Play an 8-player Smash without any additional condition. With the Evo-Gem's Super Gaming Operation System (SGOS), it is now possible to play any stages in 8-Player Smash without restriction, thus even making a Boss appears during a Smash with 8-players. Unlike in previous Super Smash Bros. games, the Stage Boss(es) will only appears when the stage is switched to Boss Battle, and thus will not disrupt the battle in a normal stage with Boss Battle off.

Special Smash

The player will set the General Conditions, then put up Individual Conditions for each of the eight players. Only Player 1 will give the conditions. Aside of this, it plays the same as in Regular Smash, but the battles will not count towards the records.

Available Effects Description
Size Give the player a different size, such as tiny or giant. They affect the offensive and defensive stats of the individual player, and each player can have a different size.
Status Give any effects from Back Shield, Blue Shell, Bunny Hood, Cloaking Device, Franklin Badge, Metal Box, Rocket Belt, Super Leaf and Superspicy Curry. Each different effect can be stacked to each individual player.
Attack Only allow individual or all players to use Attack, Special Moves, or Throws. Can be stacked.
Gravity A higher gravity can make jumps lower and falling speed faster, while lower gravity will make jumps higher and falling speed more floaty. Can be applied to individual players.
Mount Can let any characters to mount any mountable assistants.
Speed Make the game speed faster or slower, but it does not affect the timer.
Warp Makes horizontal or vertical screens being not deadly and instead warp the player into another side of the screen. If both are activated, then the only way to knock out a fighter is in HP Mode or by performing the 1000% K.O.
All-Stars Turn this on to make the defeated fighter being replaced by a random one.
Assists Make Assists to work as normally when "Normal", or goes rogue and no one is safe from them when settled in "Rogue".

Local Tourney

The tournament, setted by Player 1, can have up to 256 players in a single or double-bracket. Aside of the matches settings, the following tournament settings as shown below can also be changed. Unlike the previous games, it is possible to save the Tourney at anytime for later. The settings below are only basic and more advanced settings are available in Mod-Mode.

Basic Setting Available Options
Best out of Rounds One to Ten
Change Character? No, Yes, Randomize, Randomize if Needed
Seeding Random, Manual
Amount of Players per Matches 2-8 Players
Solo or Team? Solo, Duo, Triplet, Quadruplet.
Can the Host changes Outcomes? Yes, No, Replay Required
Bronze Match Yes, No

Character Restriction

The player will decide which Fighters are allowed or banned, or are not allowed to use Spirits nor Custom Orbs.

Allow, Ban, No Custom, Random

Custom-Type Fighters Allow, Default Only, Ban

Vs. Boss

Up to eight Players will take on a boss of any kind, from Stage Bosses, Genuine Bosses, Fighter Bosses, Fusion Bosses and Final Bosses, and this mode can be played alone. If the Boss is defeated, the players will gather more rewards, but shall they loses instead, they will have minimal rewards. The amount of rewards depends on the intensity settled, how many players being active (more players means more rewards), and if the boss is a Final Boss or not.

There is also an option to add the Crazy Roulette (hosted by Crazy Hand) that will add extra challenge by modifying the upcoming boss, be it by increasing their attacking power or HP. Up to five slots can be active at once, and a retry can be done by spending a Crazy Ticket, but Crazy Hand will increase the cost by one by one at each failure, and eventually outright refuse after the fifth failure, as he does not wanted the players to cheese their way to get their higher reward.

All Stage Bosses, Genuine Bosses and Fighter Bosses are available to be confronted at the start of the game, while Fusion Bosses and Final Bosses had to be defeated once in either Classic Mode or Adventure Mode.

If the player had managed to defeat all of the bosses in the Vs. Boss menu, then Master Hand reveals the Master Encore, which allows the player to take on the Light or Dark boosted bosses for twice as much rewards, but this time, the players are only allowed to retry two times as opposed to the usual five retries, and Crazy Hand will raise the cost from 1 Crazy Ticket to 4 for the first retry, and then 6 for the second retry.

Shall the players ever defeated all of the enhanced bosses in the Master Encore sub-mode for the first time, then the Smash Hands simply give an applause to the players and give the console player 10000 Golds and 25 Crazy Tickets, as well as ten Legend Spirits that were never obtained beforehand (or if already so, those that were obtained the least amount of time). They then say that there will not be additional reward for repeated victories but added that they can come back to the Vs. Boss mode at any time for more standard rewards.

Smash Roulette

This mode will give out which Fighters will be given to which players, which stage will be played and what is the Special Condition. The match will continues until everything is played, and anything already picked cannot be used again.

Random Smash

Unlike Smash Roulette, the Random Smash will randomize everything, even give out Customs and Modify Orbs that are not found yet for one match. The player can set out the match rules, then the match begins. It will take place on either Regular Smash, Special Smash or Vs. Boss.

Online Smash

Online Smash can be played For Fun, For Glory, Online Tourney, Smash Run and Community Smash. The player must have Connext account to have access to any of these modes, as well as sharing custom fighters, Equiped Fighters and levels.

Unlike previous Super Smash Bros. games, Online Smash is more constructed and have game quality matched of offline gameplay thanks to the Evo-Gem's capacity. The other main difference is that up to eight player can play in any of these modes (in the case of Online Tourney, a whopping 64 players) and a Community Smash can hold as many players as member of any community as possible.

Taunts can only be activated once (with the exception of special taunts that switches characters or moveset, such as Ganondorf and Wario, but they become muted when used once), and spamming an attack (used more than twice) will cause the character's voice to be muted during this attack for the rest of the match.

Equipments and Customized Moves cannot be used in any online matches except on specified Online Tourneys and certain communities, however the Custom Fighters can be used, but only as default. Alternative moves cannot be used in For Glory and For Glory Tourneys.

For Fun

Up to eight players (or four if the player prefer this limit) can play in almost any stages (Final Destination and Omega Stages are not included) with items on in Medium frequency. It can be played in Free-For-All, Doubles, Triples, Squad (4-on-4), Four-Team Battle and 1-on-1. Any of these type of matches can be played with Quick Play.

There is no ranked matches as it is made for players who only wanted to have fun. Overused characters, however, tend to be limited to avoid causing ire from certain players does to their prescence.

The stage is alway chosen at random, although the player in the Waiting Time can know what stage it will be, and while in the Waiting Time, it will fight with the Sandbag.

For Glory

Unlike For Fun, For Glory takes a bigger manner about competitive and thus only allow Final Destination, all of Omega Stages, and a few selection of stages being considered as competitive-safe. There is also no limit use for any characters but the player can decide to only fight the fighters that have the same Gear Games Tier as the selected fighter (the character in F-tier is in the E-tier Category, while the SS-tier is in the S-tier Category).

Items are disactivated, and Super Smashes cannot be used as well. The set is two stocks, seven minutes and team attack on.

For Glory can be played in Free-For-All, Doubles, Triples, Squad (4-on-4) and 1-on-1. There is no quick play selection, and there is one unranked mode and ranked mode; the unranked mode have no impact whatsover, while ranked mode will increase your Rank if you perform with various skills, and lower if you spam one or two moves, or if you deliberatly quit in the middle of the match (disconnection will do nothing but doing so three-in-a-row will cause the player to be unable to play for 12 hours).

Arcade Modes

There are modes made for one to two players (four in Adventure Mode), which have Classic Mode (now reverted to Smash 64, Melee and Brawl's style), Adventure Mode (the remake from Melee with more stages and up to four players can play together), and three Special Orders, which consist of Master Orders, Crazy Orders and the new one, Versus Orders. All-Star Mode also returns, although it is readjusted does to the enourmous amount of playable characters.

Classic Mode

Classic Mode is now split into two routes; Arcade Classic and Modern Classic. Arcade Classic is more based of the more random nature of Melee, Brawl and Smash 3DS, while Modern Classic is based of string of themed battles for each character.

The Intensity can now be set from 0.0 and 10.0 like usual, but the intensity increases with each success and decreases when spending Coins (but not Crazy Tickets) to continue. This time, it also affect bosses, as Galeem will either take over the final boss spot in 10.0 in Arcade Classic. In Modern Classic, he instead power-up the boss to frightening extent, while also giving the boss the prefix "Light", so for example a powered-up Lord Fredrik makes "Light Lord Fredrik". The powered-up boss even gain painfully dreadful moves exclusive to their Light Form.

The opponents will always have the same moveset and original color in difficulty under 3.0, but also instead have random colors and moveset as of difficulty 3.0. Unlike in any other Classic Modes, the opponents that are going to be faced is completely random, but the stage always match the same franchise of one of the opponents (i.e. if Bowser is faced, the battle will place on any Mario stages).

Because of the Classic Mode had more level and bring back bonus stages, Master Core (and his counterpart, Crazy Core) now take form of a multi-form fight instead of a multi-phase fight as Super Master/Crazy Hand, making them more hectic and unpredictable.

Modern Classic is generally shorter but the intensity increases at even faster rate, and higher difficulty will also make the matches harder in another way as well (such as the enemy side having an extra ally, or an enemy that were Giant become Mega instead). It also doesn't offer much more reward, but is far quicker to unlock characters.

Like in Super Smash Bros. for Wii U, up to two players can play this mode. This chart demonstrate the level order when a single player is playing this mode, and such one-on-one battle will never occurs when playing with a friend. If a Giant, Mega or Metal Battle had taken place, it will not happen again afterward except for Level 10 in 5.5 Difficulty or higher.

Two length are available while setting the Difficulty and either length is counted to any rewards involving Classic Mode; Long, which have eleven levels, three bonus levels and three boss levels, which is useful to collect a lot of rewards, or Short, which offers much less rewards but is much faster to complete Classic Mode as every characters in the game.

Arcade Classic

Non-Final Bosses have 0.8x of their usual strength except in 9.0 to 10.0 Intensity. The Final Bosses have their strength enchanced by 1.3x and are a bit faster in the same Intensity range.

Level Level-Type
One (Start) One-on-One (Two-on-Two in Two-Player mode)
Two 2-on-2 Team Battle, 3-on-3 Team Battle or 4-on-4 Team Battle, or Free-For-All from three to eight fighters.
Bonus One Target Test, Platform Board or Coin Rain
Three 1-on-1, 2-on-2, 3-on-3 or 4-on-4 Battle, or 2-to-8 player free-for-all.
Four Giant Battle (3-on-1), Mega Battle (5-on-1) or Metal Battle
Boss One Any boss except those listed in "Final Bosses".
Five 1-on-1, 2-on-2, 3-on-3 or 4-on-4 Battle, or 2-to-8 player free-for-all.
Six 10-Men (10-Women if the opponent is female) Battle
Bonus Two Trophy Snag, Trophy Rush or Homerun Contest
Seven 1-on-2, 2-on-3 or 3-on-4 Battle
Eight Giant Battle (2-on-1), Mega Battle (3-on-1) or Metal Battle
Boss Two Any boss except those listed in "Final Bosses".
Nine Vs. Enemy Team (Enemies that appears during Enemy Bash Match, Smash Quest and Smash Run)
Ten Dangerous Battle (Six fighers versus two Giant opponents. Difficulty from 5.5 to 9.0 will make the opponent either Giant, Metal, Great Fray Mode or rarely, Mega. Two Mega-sized opponents will only occurs in 7.5 to 10.0)
Bonus Three Race to the Finish
Eleven Fighting Custom Team (A step-up of the Fighting Mii Team; Mii Brawler, Mii Swordfighter, Mii Gunner, Mii Mecha, Pokemon Trainer, Custom Robo, Villager and Inkling.)
Final Boss Master Hand and/or Crazy Hand (Super Master/Crazy Hand will occur up after the two hands takes enough damage if the difficulty is setted from 6.5 to 9.0.)
Super Final Boss (A) If the player had defeated Super Master/Crazy Hand in Difficulty 9.0, then Ancient Master Hand, the original Master Hand from Super Smash Bros 64, appears to challenge the fighter. Ancient Master Hand is much faster and more powerful than the modern Master Hand and can create illusion of bosses to perform an attack.
Super Final Boss (B) If the player had defeated Super Master/Crazy Hand in Difficulty 10.0, then Galeem appears alongside [REDACTED], or Tabuu by himself. All of them have new attacks in addition to most of their returning deadly moves!

Modern Classic

Each character have a specific Modern Classic Route, but this is the formula for each of those. That being said, unlike in Ultimate, the final stage can be altered depended on the difficulty.

  • If the player reaches the final stage with a difficulty of 5.0 or higher, the player will confront the Final Battle Beta, which is generally harder.
  • On the other hand, if the player reaches the final stage with a difficulty lower than 5.0, the player will confront the easier Final Battle Alpha. They have 1.3x strength in Difficulty between 5.0 and 8.9, or 1.5x in 9.0 and 10.0.
  • A special case is that reaching the Final Battle in 10.0 difficulty will make a Final Battle EXtra, where the player will go thorough the two final battles instead of one of them, although the player's score will progress between the battles. Bosses will also have some few new attacks.

See the Modern Classic Routes for the full list of each Fighter's Classic Route.

Level Level-Type
One to nine Various battle. The Versus HUD will notify what teammates the player will have (if any), what conditions the opponents will have, and tells if it is a Horde Battle, Team Battle or neither.
Bonus Stage 1 and 2 Any Stadium games, such as Race to the Finish, Break the Targets and Board the Platforms. Placed any in between stage 1 to 9.
Final Battle Alpha One single opponent that is much stronger than average fighter.
Final Battle Beta In general, the fighter is pitted against an almighty Boss, but with different conditions to take notice, such as some floors that would burn. There are cases the player have to defeat a non-boss opponent before confronting a boss (or even vice versa!), the boss in question being helped by a non-boss opponent (or more), or even have the player being helped out by a non-player friend or two!
Final Battle EXtra Final Battles Alpha and Beta back-to-back, this time the bosses are also more difficult!

Master Orders

This mode play the same from Super Smash Bros. for Wii U, although with multiple additions such as the Final Battles from Smash Run such as Vs. Boss, as well as Bonus Stages and the new conditions introduced in this game. The only major difference is that you will be forced to face Master Hand and Crazy Hand shall you successfully completed ten tickets, and Master Hand will become Super Master Hand instead.

Crazy Orders

Just like Master Orders, Crazy Orders play the same as from Super Smash Bros. for Wii U, although there are also additions such as Mega Battle, which offers more rewards than both Giant and Metal Battles, and Customized characters. If you reached the 20th Round or over and face Crazy Hand, the two Smash Hands will fight as usual but then Crazy Hand will becomes Super Crazy Hand after taking enough damage.

Versus Orders

It combines both Special Orders into one and can be played with up to four players. It can be played for between 5 to 100 turns, and the last turn is always a battle against Master Hand and Crazy Hand. If it ended in the 20th turn or higher, one of the Hands will use his Core in their respective stage once one of them had enough damage.

The difference is that shall everyone loses (in Vs. Boss for example), the half of the rewards will lose. During Streaming Mode (playing with players that don't have the game itself), only the hosting player can get rewarded (except for the guests who do have a save file if they played the game before). The players also must complete all of the settled turns, otherwise they will leave with little to no rewards.

All-Star Mode

The game mode play the same like in Melee; the players (up to four players like in Adventure Mode) will take on array of various characters without losing all of their lives (up to five each). Unlike recent Smash Bros. games, the player can continue but will lose points and Coins.

Instead of facing them in chronological order or the inverse, the opponents will be grouped in six with what they have in common (called Theme), plus some wild cards, and you will only need to face six of them at a time, although the amount of opponents at a time will adjust to match the number of players (like if there are three players, three opponents will appear at a time). There will be six per round with the exception of the last round, and around ten rounds, which means you would not face all playable characters. The Custom Fighters will always be in the last round, and this time you will face the ten (as Raichu, Hawlucha and Swampert are counted as seperated characters) instead of the usual six.

In Normal or Hard, the last opponent of the last round will always be Inkling, and when defeated, she/he will quickly get back and transform into Tera Inkling, causing the other opponents to retreat. The Tera Inkling have the same durability as in the normal gameplay in multiplayer Smash, and it served as a surprise for those who will find this All-Star Mode too easy.

Story Mode: Spiritual Crisis

SSBGF Spiritual Crisis title

Andross managed to get the duplicate of so many Spirits, and intended to fusion them for experiment, even going to try to get Galeem's Spirit. Vizior, the new guardian of all Spirits, attempted to stop him as those Spirits were connected to their representative world, but did so in a very selfish way; open portals for the Spirits to run into another world, at the cost of some vile Spirits to gain a physical form and run rampant to the world that is not prepared for defense against them.

Even the strongest heroes, as well as villains not wanting to get involved into troubles, were unable to take on the unprepared threats. Worse still, Andross even managed to produced several Fusion Enemies, and even almighty Fusion Bosses, some so strong that not even the likes of Tabuu and Galeem were able to fend them off does to their frightening resistance against god-like power shall they ever be around!

Fortunately, not all hope are lost. Master Hand and Crazy Hand, upset at Andross' invasion and angered by Vizior's ineffectively selfish actions, decided to react and dive on the worlds, one by one, but even they could not solve them all by themselves. They prepared the Custom Orbs in order to make the fighters capable to stand against the old and new threats, but Vizior, wanting to be the solution of all and not those "pesky Hands", stole the Custom Orbs and tossed them around all worlds, forcing Master and Crazy Hand to tell the fighters searching for Spirits to be on the lookout of Vizior.

Unfortunately, the task to stop Andross will not be easy. Betrayals, familiar past bosses wanting revenge, new ones ready to ruin the fighters' day, and the return of Tabuu, Galeem and Dharkon makes things harder than one will think. Time will tell if the resistance will succeed, or if Andross will finally prove his intelligence to be ultimately superior against all those "primitive" brawlers...

Story Mode: Spiritual Crisis is the story mode of Super Smash Bros. Great Fray, and as the title indicate, it involves a crisis surrounding Spirits (or rather, duplicates of them) which Andross, the main villain of the story, uses them for a very sinister goal; built a singularity of an entire world, to prove that he is the greatest genius of them all, as well as to remove all traces of godhood and god-like power of the universe so that only he can become a god.

Spiritual Crisis is more platforming-heavy than Ultimate's World of Light, but less than Brawl's Subspace Emissary. Instead of a single story, the mode go thorough each world with a single story that is part of an overarching adventure against Andross' manipulation. Unlike previous Adventure Modes, this mode can simultaneously played by up to four players. The player starts with selecting four characters that are already unlocked so far.

This Adventure Mode have a map that represent multiple franchises, similar to the Smash Quest's board themes, and the player(s) try to complete short but increasingly complex levels, battle-only stages called Arenas, and of course, taking on bosses. There are ten major areas called Worlds which there is each Fusion Boss to defeat before progressing to Andross' Twilight Hideout.

Characters can be unlocked for all modes after either rescuing them, defeating them in a fair fight (or a rather more brutal one), or succeeding their challenge. Some Spirits who managed to get a physical form but means no harm (for now in case of some villainous characters) will either help out the players or challenge them for big rewards in the Spirit Stages. The starting eight characters in this mode are Fox, Zelda, Ike, Mega Man, Bomberman, Spire, Isaac and Cranky Kong, although aside of Fox who's already a starter in the roster, the rest of them requires the first three stages to be fully unlocked.

Custom Fighters can only be used if recruited like the way the players to with every other characters, which means that just making a version of a Custom Fighter will not be available until the players recruit the original version of the respective Custom Fighter.

More details coming soon.

Games and Others

This main mode is where the renewed Smash Run, Smash Quest, Stadium and Stage Builder are at, as well as the Vault which contains Smash Shop, Trophies, Snapshots, Replays, Sound Test and Options.

Smash Run

Smash Run returns with renewed mechanics to make it more fun to play and much less difficult for many players, as well as more varieties such as more Final Battles, adjustable settings just like it's inspired mode from Kirby Air Ride, City Trail, and more stages (the latter mentioned mode being the last stage).

The Smash Run is now compatible for from two to eight players, and Team Battle is also available for the mode itself (although only if the number of players is paired).

It have many differences as demonstrated in the table below, and as the director Samtendo stated, it is to make the mode more fun, more varied and much less frustrating. The stages used only in Smash Run are found on the page with regular stages.

Old Smash Run New Smash Run
There is only one stage, and this stage does not randomize. There are eight stages for Smash Run. The Smash Run World will have randomly generated paths and hazards.
There is only one stage as stated above. The following stages are Classic Smash Run, Coin Rush, Dungeon Explore, Gym Palace, Castle Siege, Government City, Race City and City Trial.
The Enemies had varied strength, some of which are very dangerous for even the most skilled players. Most Enemies are weak and have little to no knockback and all of them can't even flinch the players, and stronger one will side with the player once it is hit twice or thrice, somewhat similar of how Pokemon will follow you if you capture them with a Poke Ball or the Helpers from the Kirby series.
There are always four players, and when there are less than four, computer players will take place. It's always Free-For-All in the Smash Run itself (excluding some Final Battles). Like a regular Smash match, the Smash Run can be played with between two to eight players. It can be even settled into Team Battle, but only if there is an even amount of players.
The Final Battle is completely random and is not entirely told until reached, as it cannot be settled. It is now possible for the players to vote one of the three Final Battles, and the Final Battle with the most votes will be selected. The CPU cannot vote so if there is only player one, that player will entirely decide what Final Battle would it be. Which Final Battles would appears can also be settled just like in Air Ride's Trial City mode.
The players cannot interact between them other than specific Powers, until certain Final Battles. It is now possible for players to actually fight each others in Smash Run. Hitting and defeating a fighter will not drop their stats but instead increase each others' random stat by 5 to 50, depended on weak or powerful moves.
The computer players cannot have their difficulty setted, thus making them easier for skilled players. Just like in Smash Modes, their difficulty can be ranged from 1 to 9.
Actual bosses do not appears in Smash Run, other than overwhelmingly powerful enemies. Assist Bosses and Boss Fighters can appear in Smash Run at any time, and it rewards immense amount of Stat Boost.
The time limit is only settled to five minutes, and the Events frequency is medium. The time limit can be settled for up to 99 minutes (the longer, the more rewards at the end) and the Event frequency can be adjusted from None, Low, Medium, High and Constant (one after another).
The fighters uses the percentage like in regular Smash and will be defeated if they were launched from their own screen. The fighters will instead use HP (can be settled for up to 999 HP for all fighters) and will only be defeated if it runs out of HP. If a fighter falls, it will take some damage but will reappears to the nearby spot, like regular gameplay in HP Mode.
The players can only keep rewards found in treasures and when defeating enemies. The players can also have much more treasures when completing some Events and also produces more when knocking out stronger foes.
The treasures take a design from Kid Icarus: Uprising. The Mimicuties are used to trick the players and are considered as frustrating to fight with. The treasures instead take design from respective series, and in the Smash Run World stage, it take the design from Super Smash Bros. Brawl's Subspace Emissary. As of the Mimicuties, they become noticeably much weaker and still offers big rewards.
Items will only drop in specific places, enemies and treasures. Items can now spawns at anywhere, as well as recovery items being more frequent does to the HP system used instead of the % system.
The Final Battles lasts only one minute, with the exception of Stamina Smash. The minutes can be settled between one to ninety-nine, just like in a regular Smash mode.
The penalty of getting knocked out is losing a big to huge amount of Stat Boosts. The penalty is even less severe, losing only from 20 to 100 in all, but you will still waste precious seconds.
The series to have the most different kind of enemies is Kid Icarus, which is considered as disproportionate for certain players, and most of them are either difficult or annoying to deal with. The series that have the most enemies are tied of Mario, Legend of Zelda, Kirby and Pokemon, with 16 each. As of Kid Icarus, nearly half of the enemies are cut, including the dreaded Orne, making a total of only nine.
Smash Run is not compatible for online play. Smash Run is compatible for online play, although unlike Regular Online Smash, there is no such For Fun or For Glory in there. Anyone quitting will have his/her character controlled by the computer for the rest of the match.
The amount of rewards is restricted for each players, since each players uses their 3DS handheld consoles. The amount of rewards for the Evo-Gem (console version) depends of how many Handheld Tablet version users have. Because of the nature of Smash Run, only controllers with seperated screen can be used (it is possible to connect the Handheld Tablet with a Gamecube Controller Adapter).
Master Hand and Crazy Hand does not appears in the old Smash Run. They occasionally appears during certain Events, and while Master Hand throw out bigger stats, Crazy Hand give an instant Great Fray boost for the player with the least stat boosts.
The old Smash Run stage had some tight paths. None of the Smash Run stages had tight paths except for some secret paths as well as larger platformings, in order to let Assist Bosses, Boss Figthers and certain Great Fray fighters to run through paths without problems.

There are also additional Final Battles, as well as old one returning. All challenges designated in the description as a "Smash" will randomly assigned on Free-For-All match, or a Team Battle (4, 6 and 8-players only), which in four players makes two-on-two, six players make three-on-three or three teams of two, or eight players makes four-on-four or four teams of two.

All players of the winning team will be considered as the victor. All matches are either Timed or Stocked (default amount is two) and in case of Timed, lasts five minutes (can be settled, and Sudden Death included if a tie had occured) unless otherwise specified.

Only Vs. Boss and its final bosses variation do not have Timed matches and have automatically two stocks for each players.

Match Type Description
300% Smash All fighters starts and respawn with 300% for the whole match, just like Super Sudden Death.
Climb! A free-for-all match, where the goal is to climb up one of the three vertical stages. Smart Bombs and Danger Zones will hinder the race.
Double Smash All fighters starts and respawn under the effect of Double Cherry for the whole match.
High-Launch Smash A match with an increased launch ratio.
Explosive Smash A match where only explosive Items spawn.
Flower Smash A match where everyone have a Flower condition for the entire match.
Funny Smash A match where Item frequency is Very High but the powerful items (i.e. Hammer) will never appears.
Giant Smash A match where every fighters have a Super Mushroom buff.
Glorious Smash A match on an Omega Form stage with no items, just like in For Glory.
Mega Smash A match where all combatants have a Mega Mushroom buff.
Metal Smash A match where every fighters have a Metal Box buff.
Mini Smash A match where all combatants have a Mini Mushroom debuff.
Mr. Saturn Smash A match where only Mr. Saturn appears as Items.
Multi-Man Smash On Battlefied, the players will independently vies to defeat as many opponents as possible under rules similar of Multi-Man Fray, within one minute limit. Along with the Custom-type Fighters, Giant, Metal and rarely, Mega versions of an opponent fighter another player is using can appear.
Mushroom Smash A match where only Super Mushrooms, Poison Mushrooms, Mini Mushrooms and Mega Mushrooms will appears.
Reflect Smash A match where all combatants are permanently wearing the Franklin Badges.
Run! A free-for-all match, where all players must reach the finish line at the end of one of the three horizontally scrolling stages, similar to Race to the Finish. Speed-based power-ups such as the Bunny Hood, Superspicy Curry and a temporary Speed stat boost will spawn occasionally and there are multiple Danger Zones. In a match longer than two minutes, shall no one hurry up, a rapid and superstrong giant Boom-Boom, immune to the Danger Zones, will appear in order to speed things up!
Stamina Match A match where all combatants uses health instead of damage percentage, with 200 HP for each of them. There is no time limit and each have only one stock.
Vs. Boss The fighters will either fight each others (teammates notwithstanding in team battle) or the Stage, Assist Boss or Boss Fighter. In a match beyond six, the Boss is buffed up.
Vs. Enemy Team

Each player will take on the Enemy Team, either seperately or in the same stage (the latter only possible in the console version) will defeat as many Smash Run enemies as possible, within the selected time settled in Rules.

Wrap Star Smash Only the Wrap Star item will appears on a match, and only the Final Destination or Omega variation of the stage will be selected.
King of the Hall Smash A match settled in King of the Hall gamemode. The player/team who stands on the brighted stage part for the longest time wins.
Shine Strife A match with Shine Sprites. The player/team who collected the most Shine Sprites after the time runs out will win the match.
Tag! A game of tag with only contact attack will deliver the IT status. The player who had the IT status after the time runs out will lose the match, while the rest of the players wins.
Juggernaut A special one-stock match where one player will have a permanent Great Fray while the others players have to defeat it. In a match with six or more players, the Great Fray fighter will have enemies for his/her support.
High Stage Speed Smash The speed of the stage will be even faster, making it more dangerous for the players.
WarioWare Smash A special match where you will have to complete as many microgames as possible in the WarioWare D.I.Y. stage.
Party Smash A match where Fans and Party Balls are more frequent.
Assist Wars A match where only assisting Pokémon and Assist Trophies can damage the players, as none of the players' attacks will works.
Randomized Smash A randomized match that works the same as in Random Smash, with the characters changed, but the players will keep their respective Stat Boosts.
Crazy Smash Like the above, but a random status is given to the next fighter at every time, and enemies starts to spawns right at the beginning of the match.
Stage Contrary Smash The stage's hazards are instead helpful to all fighters except the Stage Bosses.
Vs. Giant Smash A special one-Stock Match between three Normal and one Giant. If there is six or seven players, one will be Mega Sized, and if there is eight players, two of them will be Mega Sized. The difference between Vs. Giant and Juggernaut is that the former had no supports, and the Giant can perform a Great Fray.
Inversed Stats Smash The characters had their increased stats into halved value of the inversed stats. In example, a +650 on Arm will become -325.
Stat Stealer Smash Every hit, a random Stat gained on one fighter will be stolen by the attacker.
Splitting Team Smash Work like regular Team Smash, but upon a defeated team, the remaining combatant will fight each others.
Vs. Master Hand & Crazy Hand The fighters will team up and take on Master Hand and Crazy Hand on either Final Destination or Fatal Confrontation. Unlike the other battles where they were fought, they can also summon Smash Run enemies and this happens more frequently the more players are on this match. Occasionally, they becomes Super Smash Hands when taken enough damages.
Vs. Super Master Hand/Super Crazy Hand This match is similar of Vs. Master Hand & Crazy Hand, but eventually one of them will take over as Super Master Hand or Super Crazy Hand.
??? A match against one of the special threats. Wait until the rest of the Final Bosses revealed for details...

Smash Quest

Super Smash Bros. Great Fray/Smash Quest Mode


In this mode, the player can play any of the minigames below. Each of them are either a bonus game, a quick challenge or a special challenge. Up to four players can play in Multi-Man Fray, Boss Burst and WarioWare Endurence, while the rest have up to eight players to take their turn.

Mode Description
Target Test There are twenty different Target Test levels, each of them incresingly more difficult than one after one. The goal is to break all of the ten targets before time runs out. Each set levels of four also have color-coded sizes; blue are the largest, cyan the second largest, green the middle-sized, yellow the second smallest and red the smallest.
Target Blast! A variation of Target Test. The player have to destroy as many props and targets as possible by launching a timed bomb that explode after ten seconds. The countdown will only start if it got touched by anything or if the player waits twenty seconds. There are two tries, and the second bomb is much bigger and thus more powerful.
Platform Boarding There are twenty different Platform Boarding levels, and there is big platform and a smaller one. Unlike the Target Test, the player have to land on each of those platforms, but some of them are tricky to get on, so certain characters will have advantages while others will have troubles.
Home-Run Contest This is a simplier game; the player have to damage and launch the Sandbag as much as possible. The best way to launch it is to use the Home-Run Bat that is available on the board. Some characters have their Special Moves tweaked in order to either help it or to avoid it from being able to hit harder than the Home-Run Bat is able to or to "kill" the Sandbag, such as Kirby, King Dedede and Wario unable to eat the Sandbag.
Multi-Man Fray

The goal varies between the different ruleset but all of them contain the Fighting Custom Team (the step-up of the Fighting Mii Team that now include not only the Mii Mechas, but also the Pokémon Trianer's Raichu, Hawlucha and Swampert, and also Custom Robos, Villagers and Inklings) and are weak except in the last two ruleset.

  • 10-Men: The easiest one; you fight ten opponents. The last one is a Giant Fighting Custom, though.
  • 100-Men: The 10-Men Fray times ten. You fight 100 opponents, and they get progressively harder as you get closer to the end. The 50th opponent is a Giant version of a random character (including a full-version of a Custom Fighter) and the 100th is the Mega version of the character.
  • 3-Minute: Defeat as many Fighting Customs as possible within three minutes. Giant, Metal, Mega and even Great Fray versions of Fighters will appears every twenty foes defeated.
  • Rival: Defeat more opponents than your "clone" rival does. This is now possible with two-player mode, but no more.
  • Rivalry Free-for-All: Same as rival but is instead a four-player and the players will have five minutes to get the most K.O. and will lost five points when knocked out. Variations such as Giant and Mega do appears at every 30 Fighting Customs are knocked out.
  • Endless: Defeat as much opponents as possible until you (all) get launched off-screen. There is no time limit and no enemy limits. Variations mentioned also appears at any time.
  • Super Endless: Face off the Great Fray (but still weak) version of the Fighting Customs. Same things but Boss Fighters may also occasionally appears.
  • Cruel: Like Endless Mode but the opponents are more stronger, more resistant and more aggressive. The players seems to have a higher launch vulnerability because of that. The record is the most K.O. possible, but this is difficult to do so.
  • Impossibly Cruel!: The extreme version of Cruel; all opponents are Mega, and one of them is always a Great Fray Boss Fighter. Unlike Cruel, the record is the longest time instead of a K.O., but actually launching an opponent off-screen actually fully heal the players.
Race to the Finish Similar to the Run Final Battle from Smash Run but can be played solo with no Danger Zones, as the goal is to get there as fast as possible. Like in the original Race to the Finish from the original Super Smash Bros., there are Fighting Customs wondering around, ready to slow down the player but are as weak as in the Multi-Man Fray.

Boss Burst

Returning from Boss Battle of Super Smash Bros. Brawl. This time, up to four players have to take on from ten to twenty bosses, and the one who scores the most points wins. For the solo player, it is simply to get the high score. There is also a surprise final boss called Ancient Master Hand who is the Master Hand from Super Smash Bros. 64 but even more trickier, and eventually Ancient Crazy Hand, the true final boss.

Unlocked once you completed Classic Mode, Adventure Mode, All-Stars Mode and all of the Smash Run stages, regardless of the difficulty.

WarioWare Endurence

An endurence minigame where you have to clear as many microgames as possible while getting the Fighting Customs out of your way in WarioWare D.I.Y. stage. You have four chances, and missing a microgame will make you lose a chance. Missed them all and it is game over. The last player standing will win the game. It can be played alone to get through as many microgames as possible.

Unlocked once you completed all of the Stadium games, with only any of the rulesets of Multi-Man Fray required and excluding Boss Burst.

Stage Builder



During the preview, Samtendo09 had confirmed that all veterans will returns, just like in Super Smash Bros. Ultimate. That being said, the newcomers will be more "author appeal" than fan expectations, although a few characters that would be a popular newcomer among fans do make the cut, such as Rayman and Bomberman.

He also added that most veterans will not have a massive moveset overhaul at the expense of being viable does to the amount of stressful time it would make. That being said, the term for separate fighters of the same called Style Fighters (marked with a Greek letter, theta Θ) is introduced to allow potentially allow new moveset of the same character (or a character with the multiple incarnations, such as Link) in a different incarnation. Dr. Mario, Young Link, Toon Link and the newcomer Super Wario are considered as one. The term Echo Fighters returns as well.

The biggest difference between Style Fighters and Echo Fighters is that not only Style Fighters are semi-clone at worst, while Echo Fighters are more full-on clones with a few differences and use the same animations for most movements and attacks, with the exception of Taunts, Victory animations and Loss animations.

Each of the fighters, in addition of their Final Smash (in case for veterans, be it their old one from Ultimate or a whole new one), also gain a new version of Metered Final Smash called the titular Great Fray, which are both faster but weaker super move.

The Mii Fighters are now part of the new type of fighters which will be "Custom Fighters" which can have different costumes and other aesthetic, and there are 8 type of Custom Fighters. It is confirmed that the game will have over ninety characters, which twelve of them need to be unlocked first.

All characters with a ε means that the character is an Echo Fighter. Like in Ultimate, only the eight original characters (Mario, Donkey Kong, Link, Kirby, Samus, Yoshi, Fox and Pikachu) are available at start, but the unlock methods are significantly faster than older Super Smash Bros. games. Custom Fighters are automatically unlocked once the player had made a character out of any of them.

Only newcomers will have their moveset displayed, as veterans will only be shown with major changes, Extra Moves and Great Fray.

Mario SSBUltimate Luigi SSBUltimate Peach SSBUltimate Daisy SSBUltimate Bowser SSBUltimate
Mario Luigi Peach Daisy ε Bowser
DrMario SSBUltimate RosalinaandLuma SSBUltimate BowserJr SSBUltimate PiranhaPlant SSBUltimate Yoshi SSBUltimate
Dr. Mario Θ Rosalina & Luma Bowser Jr. Piranha Plant Yoshi
DonkeyKong SSBUltimate DiddyKong SSBUltimate KingKRool SSBUltimate Link SSBUltimate Zeldaultimate
Donkey Kong Diddy Kong King K. Rool Link Zelda
SSBU Shiek Ganondorf SSBUltimate YoungLink SSBUltimate ToonLink SSBUltimate Samus SSBUltimate
Shiek Ganondorf Young Link Θ Toon Link Θ Samus
DarkSamus SSBUltimate ZeroSuitSamus SSBUltimate Ridley SSBUltimate Kirby SSBUltimate MetaKnight SSBUltimate
Dark Samus ε Zero Suit Samus Ridley Kirby Meta Knight
KingDedede SSBUltimate Fox SSBUltimate Falco SSBUltimate Wolf SSBU Pikachu SSBUltimate
King Dedede Fox Falco Wolf Pikachu
Jigglypuff SSBUltimate Mewtwo SSBUltimate Pichu SSBUltimate Lucario SSBUltimate Greninja SSBUltimate
Jigglupuff Mewtwo Pichu Lucario Greninja
Incineroar SSBUltimate CaptainFalcon SSBUltimate Ness SSBUltimate Lucas SSBUltimate IceClimbers SSBUltimate
Incineroar Captain Falcon Ness Lucas Ice Climbers
Marth SSBUltimate Lucina SSBUltimate Roy SSBUltimate Chrom SSBU Ike SSBUltimate
Marth Lucina ε Roy Chrom ε Ike
MrGameandWatch SSBUltimate Pit SSBUltimate DarkPit SSBUltimate Palutena SSBUltimate Wario SSBUltimate
Mr. Game & Watch Pit Dark Pit ε Palutena Wario
Olimar SSBUltimate ROB SSBUltimate Isabelle SSBUltimate LittleMac SSBUltimate WiiFitTrainer SSBUltimate
Olimar R.O.B. Isabelle Little Mac Wii Fit Trainer
Shulk SSBUltimate DuckHunt SSBUltimate Snake SSBUltimate Sonic SSBUltimate Mega Man SSBUltimate
Shulk Duck Hunt Snake Sonic Mega Man
Pac-Man SSBUltimate Ryu SSBUltimate Ken SSBUltimate Cloud SSBUltimate Bayonetta SSBUltimate
Pac-Man Ryu Ken ε Cloud Bayonetta
Pokémon Trainer SSBUltimate Simon SSBUltimate Richter SSBUltimate Joker SSBUltimate Hero1 SSBUltimate
Pokémon Trainer Simon Ritcher Joker Hero
BanjoSSBUDLC Placeholder other Placeholder other
Banjo & Kazooie ??? ???

Pesh's image is only a placeholer. Besh's image will be coming up soon.

SlanitoArt Transparent Papermarioingenuity KSA Marx artwork transparent KSASusie Exateno Drybones157
Slanito Paper Mario Θ Marx Susie Exateno
CaptainSyrupKOFB 504px-Dr. Crygor Pose Gold MTOCG Wario SandmanRadioactive SpireBTF
Captain Syrup Dr. Crygor Super Wario Θ Mr. Sandman Spire
Isaac SSBUltimate Cranky Kong New UntenZenithAlt NetnuVictory Meta-Form (New)
Isaac Cranky Kong Unten Netnu Meta-Form
Captain Cube KiloBot Pesh Victory Placeholder other AingeruVictory DrakeBoB3Bis
Kaptain KiloBot Pesh Besh ε Aingeru Drake
HW Darunia Hammer Serperior Poképark Rayman BombermanSSBU Scrooge McDuck
Darunia Serperior Rayman Bomberman Scrooge McDuck

Custom Characters are a new type of characters originated from the Mii's customization. Their default that uses only Special Move 1 are compatible to all modes, while Custom versions can't be used for online play outside of With Friends.

Custom Characters
Robin SSBUltimate Corrin-Alt1 SSBU Villager SSBUltimate Inkling SSBUltimate Ray Mk III Custom Robo Arena
Robin Corrin Villager Inkling Custom Robo
MiiBrawler SSBUltimate MiiSwordfighter SSBUltimate MiiGunner SSBUltimate Placeholder other Mii Mage Miitopia
Mii Brawler Mii Swordfighter Mii Gunner Mii Mecha Mii Hero


As mentioned, only Veterans' important changes on their moveset, in addition to Extra Move and Great Fray, will be displayed. The characters are displayed by franchise order. Some moves that weren't mentioned as Extra Moves now have the name, such as Little Mac's KO Uppercut.

SSB Mario Series Mario, Long Living Jumping Legend MarioHeadSSBU
Mario SSBUltimate

Game of Origin: Donkey Kong (Arcade)

"Mario had been dealing with Bowser and several other bad guys in the Mushroom Kingdom (and beyond) since the first Super Mario Bros., but he was a carpenter called Jumpman back in the original Donkey Kong arcade game. Even after having a share of troubles, Mario is always ready for another adventure, with his multiple moves and Power-Ups coming in handy."

Mario's Moveset Changes, Extra Moves, Great Fray
  • Mario's walking and running speed are both increased by 15%.
  • Mario's Cape will cancel the Helpless state of an opponent, which makes it much less useful to take down opponents who just used their recovery move.
  • Footstool will deal 5% damage without knockback.
  • Extra Move 1 - Hover Nuzzle (A + B + Down): If F.L.U.D.D. is fully charged, Mario can use the Hover Nuzzle to softly lift and can be used for horizontal recovery. It lasts for 2,5 seconds, and deals flinchless damage on an enemy for 2% per half second.
  • Extra Move 2 - Cappy (Side + A + B): Use Cappy to hit an opponent, and use a boomerang-like formation as he returns to Mario. When used in mid-air, Cappy will stay for a while, allowing Mario to perform an extra jump if he manages to hop on him, but opponents can use him to get an extra jump and botch part of Mario's recovery.
  • Great Fray - T-Rex (B when Smash Meter full): Use Cappy to bring a T-Rex out of nowhere and attack anyone on his vicinity. The T-Rex is large and can reach decently well with his big head, but the attacks lasts for 5 seconds and only deals 25% when all bites connect.
SSB Mario Series Luigi, Shy Brother, Ghost Buster LuigiHeadSSBU
Luigi SSBUltimate

Game of Origin: Mario Bros. (Arcade)

"Although Luigi was once nearly identical to Mario, he eventually evolved into his own character, a shy, sometimes cowardly but reasonable and selfless brother. While he usually go out with Mario during the adventures, he occasionally do his own things, such as ghost-busting business, finding an adventure on his own, and even hosted the well-known Balloon World."

Luigi's Moveset Changes, Extra Move
  • Luigi's walking and running speed are both increased by 17%.
  • Luigi's Negative Zone returns in Brawl as his Great Fray, although the effects are much weaker and lasts a few less seconds.
  • Footstool will deal 5% damage without knockback.
  • Extra Move 1 - Spectroflash (A + B + Down): Luigi charges his Spectroflash, ready to fire it when it is fully charged. Weaker charge will deal only short-lived stun and minimal damage, but a full charge will stun the opponent from up to 2 feet away, and deals moderate knockback if hit an airborne opponent. However, Luigi cannot quickly change his attack and thus have to finish the move.
  • Extra Move 2 - Element Splash (A + B): Luigi use his Poltergeist to spat out a fast fireball, a moderately speedy ice ball or a slow but diagonally upward water ball. Which element will comes out will depends on the direction imput pressed (neutral makes fire, side makes ice and up makes water).
SSB Mario Series Peach, Damsel in Usual Dis-Stress PeachHeadSSBU
Peach SSBUltimate

Game of Origin: Super Mario Bros. (NES)

"Peach was known to have some pure power, but it wasn't been shown often. Although usually a damsel in distress, especially with Bowser's desperate ways to show his love to her, Peach is able to stand on her own and is increasingly ready to make evasion or help out Mario even when captured, meaning that she is not willing to give up so easily. Quite a determined princess, even if gentle to a fault."

Peach's Moveset Changes, Extra Move, Great Fray
  • Peach cannot pluck Bob-Omb or Mr. Saturn when using Turnip if either items are turned off.
  • Peach's Aerial Down connects more reliably, allowing her to rack up damage when used correctly.
  • Peach's Toad can now deal some more damage to a Shield at each hit when activated.
  • Extra Move - Heart Shield (B + Shield): Have two rotating hearts that will allow Peach to catch a projectile and throw it back, but deplete one heart. Up to two projectiles can be caught and thrown back. Large projectiles, such as Tree, cannot be caught but pass thorough Peach at a cost of a Heart. Thrown back projectiles retain their normal power as well.
  • Great Fray - Heart Serve (B when Smash Meter full): Blow a kiss to a tennis ball before performing a serve. The player can adjust the shot to have a higher or lower arc. The tennis ball inflicts 30% damage and a moderately strong knockback upon a hit.
SSB Mario Series Daisy ε, Upbeat Tomboy DaisyHeadSSBU
Daisy SSBUltimate

Game of Origin: Super Mario Land (Game Boy)

"Daisy had been kidnapped way, way fewer times than Peach, although she isn't too interested of leading Sarasaland, her homeland. In fact, she is shown to be very passionate with sports, including tennis, golf and baseball, and this will extend to kart races and parties as well. It will not be any different in Super Smash Bros., as while her moves are similar to Peach's, she put an extra oomph on most of her moves in exchanges of either a bit slower startup or a bit more risky!"

Daisy's Moveset Changes, Extra Move, Great Fray
  • Most of Peach's moveset changes also applies to Daisy as well.
  • Daisy's Side B now have a much stronger knockback but with a slightly slower startup frame.
  • Daisy's Up B deals slightly less damage but can be reopened much faster.
  • Daisy's moves in general are done to deal a bit more knockback but is slightly slower than Peach and doesn't deal as much damage.
  • Extra Move - Flower Shield (B + Shield): Have the same function as Peach's Heart Shield.
  • Great Fray - Crystallized Daisy (B when Smash Meter full): Performed her Mega Strike that will shoot out six soccer balls that have moderately strong knockback and deals 15% damage each. While very difficult to connect them all on one opponent, it can become devastating with the right timing and aim!
SSB Mario Series Bowser, Self-Proclaimed King of Awesome BowserHeadSSBU
Bowser SSBUltimate

Game of Origin: Super Mario Bros. (NES)

"Bowser is Mario's eternal nemesis, and the most reoccurring one at that. Although his threat level had been a roller coaster, Bowser never fails to come with different battle plans to take on Mario. Despite his very rough scales and shell, deep down, Bowser do cares for his troopers, especially for his son, and he kidnap Peach out of love, but his plans to conquer the Mushroom Kingdom have a tendency to go pear-shaped."

Bowser's portrayal compared to previous Super Smash Bros. game focus on making his portrayal fairly more accurate while still making him menacing, hence having his current voice actor instead of animal-like roar, although his animal-like roars are an option in the Voiceline Option. Although some of his Specials are intact, his Side Special, Koopa Slam, is now an Extra Move in favor of the Bowser Sphere, which is a move based off his spiked-ball form from Mario & Luigi: Bowser's Inside Story.

Bowser's Moveset Changes, Extra Move, Great Fray
  • Bowser's Fire Breath can deal more damage at longer range, and deals knockback when stopped.
  • Bowser's Tough Guy now prevent him to flinch from moves that only deals 1 to 3.5% damage. Throwing can still launch him.
  • Bowser's Koopa Slam allows Bowser to bite if interacting with another grabbing move.
  • New Side B - Roller Spike: Bowser rolls forward (or softly downward, or if upward-side, upward, as he is in mid-air) as he bashes opponents. This surpass grabbing moves, including Isabelle's Fishing Rod, and can block weak projectiles as well. Although the damage is generally weak, hitting an opponent right below Bowser will launches opponent downward, making it a Meteor Smash. After usage, it leaves Bowser helpless does to making a good horizontal recovery.
  • Extra Move 1 - Koopa Slam (B + Grab/Shield): Functions as before in addition to the change mentioned above.
  • Extra Move 2 - Fire Ball/Fire Chase (A + B, hold to charge, release to shoot): The fire ball will depends on how long Bowser had charged; little to no charge will make a fast but weak fire ball that launch at straight line. A medium charge will make a slightly bigger fire ball that explode on contact and deals much more damage and a slightly bigger knockback, but is a bit slower. A full charge will use the Fire Chase, which turns the fire into blue and, as the name indicate, the fire ball chases after the opponent. The charge is fairly quick, allowing for stage control. The charge can be stored by shielding or dodging. Simply pressing B will cause Bowser to quickly spit his Fire Ball before resuming his Fire Breath.
  • Great Fray - Rain of Fire (B when Smash Meter full): Breath fireballs to the sky, which will then fall down to the ground. Each fire ball will inflict 5% damage and a moderate knockback, and there is 12 to 25 fire balls that will fall into the stage, but the amount of fire balls will depends on how big the current stage is.


SSB Mario Series Slanito, Poisonous Shade of Gray
SlanitoArt Transparent

Game of Origin: Super Mario: Turn of Events (Nintendo Switch)

"For every sentient species, there is always at least a dangerous criminal among them. Toads are no more exception thanks to Slanito, who had been so fed up with the reoccuring problems that he believed that the Mushroom Kingdom is better off as him being the leader instead of Peach. After two failed attempts, he usually stays in a neutral influence, but may not hesitate to return to his original goal if anything will give him advantages over his adversaries, Mario, Peach and Bowser."

Slanito is a lightweight fighter with high jump properties, but can be knocked back easily does to low defense. He have a unique gimmick called the Poison Meter, which fills up as time pass, and requires 7.5 seconds to be fully filled. This allows him to perform his Poison-Growth and Mushroom Toss Specials, and his Specials proves to be effective when used properly, as it will allow Slanito to dominate the battlefield by giving nightmarish combos and stage control that is not easy to get thorough.

Slanito's Moveset

  • Neutral Attack: A two-hit button that involve Slanito punching up to twice at a time. If the second punch connect, he can send the first punch again with much fewer frame.
  • Forward Tilt: Slanito deliver a double-kick.
  • Forward Smash: Slanito clenches behind before delivering a strong headbutt with his mushroom cap.
  • Up Tilt: Slanito hop upward with his fist upward.
  • Up Smash: Slanito spins as he hop upward. The headbutt deals more knockback and damage while his spinning fists deals less but can hit multiple times.
  • Down Tilt: Slanito spins with his mushroom cap down. This attack can hit from both sides.
  • Down Smash: Slanito causes a blast of dark magic at both of his sides with his hands, dealing darkness damage.
  • Dash Attack: Slanito let out dark magic around him, pushing away opponents and damage them.

  • Neutral Aerial: Slanito temporarily summon a barrier that neutralize weak projectiles and deal small damage to anyone who made contact with the barrier.
  • Forward Aerial: Slanito perform a slap. While weak, it can quickly damage a shield and break a weakened one.
  • Back Aerial: Slanito flicked a dark spell behind him, having moderate range and decent knockback, but can be reflected.
  • Up Aerial: Slanito wears a propeller hat (similar to the hat from the Propeller Mushroom power-up) and deals bladed damage to opponents. It also lift Slanito upward for a moment, but only once before he land on the ground.
  • Down Aerial: Slanito stretches himself lightly to perform a downward double-kick, which can bury the opponent if timed well.

  • Grab: Slanito reaches his hand forward to catch his opponent.
  • Pummel: Slanito slaps the opponent's face.
  • Forward Throw: Slanito perform a dark spell on his opponent, dealing moderate knockback but deals around 15.2% damage, making it quite strong.
  • Back Throw: Slanito toss the opponent over him.
  • Up Throw: Slanito lift his hand, causing an eruption of magic to launch the opponent upward.
  • Down Throw: Slanito put the opponent on the ground, then hop and perform a slam with his mushroom cap.

  • Neutral Special - Poison-Growth: Take a Poison Mushroom to gain an effect similar to a Super Mushroom. He never flinches by any attack that deal 6.5% or less, and his attacks are quite stronger in addition of becoming heavier and a bit slower. He returns to normal state when taken 30% worth of damage. Using this Special costs his Poison Meter.
  • Side Special - Magic Spell: Slanito will cast a spell, which launches forward, represented by a circle, a square, and a triangle. If this hits an opponent, they'll be dealt a blast of magical damage. If it hits them midair, they'll suddenly go down like if they get hit by a Meteor Smash.
  • Up Special - Poison Pound: Slanito will suddenly leap upwards, about the height of a jump, before going into a Ground Pound and plunging downwards. He can cancels out of the attack with an air dodge. A small pond of poison is also left that deals 2% per second, but although it does not require any Poison Meter to work, this attack will consume 25% of his Poison Meter.
  • Down Special - Mushroom Toss: Slanito uses his Poison Meter to throw out a Poison Mushroom that is designed after him. If it hits an opponent, they'll shrink, and gradually take 1.5% damage per second during the effect. The shrink effect from Slanito's Poison Mushroom lasts a little longer than a normal Poison Mushroom.
  • Extra Move 1 - Levitate (Dodge + B + Up): Slanito air dodges before he rapidly levitate upward, dealing damage to those who get into his way. He enters a helpless state afterward.
  • Extra Move 2 - Shockwave (A + B + Down): Slanito brings a gadget that shoot electricity downward, which the shockwave advances forward. Any opponent hit by this move will be stunned for 0.7 second.
  • Great Fray - Shadow Arms: Slanito fabricate shadowy arms as he swings forward, dealing 25% damage and gives a poison effect to opponents which inflicts 3% per second. The poison effect lasts for 5 seconds.
  • Final Smash - Rainbow Slanito: Slanito gather a multitude of Mario Power-Ups before becoming Rainbow Slanito and hop at the background, preparing a sphere made of various elements and effects. The player aim the cursor with the control stick before Slanito can launch his sphere with any attacking button. The sphere is considerably large but is a bit slow, although the sphere gradually grows as it hit the battlefield before imploding and launching all victims caught in the blast away.

  • Entrance - Slanito levitate down as shadowy poison surrounds him and obscure his physique, and the poison disperses when he landed.
  • KO Animation - Perform a death animation similar to other Super Mario characters like Mario and Luigi. However, he also let out a starry explosion.
  • Up Taunt - Slanito perform a nobleman laugh, albeit in a maniacal manner, before quickly resuming his stoic face.
  • Side Taunt - Slanito wiggles his finger in mockery, unimpressed by whatever his opponent is doing.
  • Down Taunt - Slanito point at his head for a moment as magic flies around his head, and let a chuckle when he finishes.
  • Victory 1 - Slanito use his brainwashing magic spell to make his opponents bow to him and sarcastically waves to them. The defeated opponents will use a bowing animation instead of their usual clapping animation.
  • Victory 2 - Slanito wiggles his finger at his head as he smugly grin, and then give a thumb down.
  • Victory 3 - Slanito says "You need to learn much more." before he emphasizes "Much more!" as he point his adversaries.
  • Clapping - Slanito slowly claps, still having his stoic but grumpy face.
  • Defeat - Slanito angrily crosses his arms and shakes his head.

SSB Mario RPG Series Paper Mario Θ, Plumber Hero of Another Story PaperMarioStock

Game of Origin: Paper Mario (Nintendo 64)

"While Mario and Dr. Mario are similar yet distinct, Paper Mario is more distinct with a more chibi-like physique, and had been accompanied with several partners (sometimes just one) throughout his multiple adventures. From his trusty hammer, and moves derived from Stickers, Paint Cards and Drawing Cards, Paper Mario is one versatile fighter in Super Smash Bros.!"

Paper Mario is lightweight and is much faster than normal Mario, and some of his attacks can make him versatile in most situations. His Special Moves allows him to keep their opponents from reaching him too easily, and his Extra Move, Paint, can apply an effect to the opponent depended on the paint's color.

Paper Mario's Moveset

  • Neutral Attack: Paper Mario use a Tanooki tail to swing around. This can be performed infinitely until the player stops, which then finishes with a rougher tail swing.
  • Forward Tilt: Paper Mario swings his hammer.
  • Forward Smash: Paper Mario prepares to bash the opponent with his hammer. A fully charged Forward Smash will cause nearby opponent to trip does to a small tremor.
  • Up Tilt: Paper Mario uses a Spiky Helmet to jump upward.
  • Up Smash: Paper Mario prepares Cudge to swing over him.
  • Down Tilt: Paper Mario uses Dottie to momentarily shrink himself small and slide forward, tripping opponents hit by him. This attack can also be used to avoid most projectiles.
  • Down Smash: Paper Mario prepares Thudley to smash the ground in front of him, bury the opponents who get hit by him. This attack can deal a Meteor Smash.
  • Dash Attack: Paper Mario fold himself into a cylinder and rolls.

  • Neutral Aerial: Paper Mario's Fleep spins around him, which deals small damage and little to no knockback, but can reflect projectiles (in other words, flip them into other direction). However, Fleep's reflecting power is much weaker than other reflectors, dealing only 0.5x damage back.
  • Forward Aerial: Use a bellow to blow the enemy forward, dealing moderate damage at closest range. It also have a weak windbox.
  • Back Aerial: Swing his Electro Baton behind him, dealing electric damage.
  • Up Aerial: Paper Mario uses a Cell Phone as it rings, damaging anyone who's nearby this. A sweetspot right over the Cell Phone can deal a much stronger knockback.
  • Down Aerial: Perform a ground pound, which causes Paper Mario to fall down, but can deal a Meteor Smash, bury grounded opponents and deals a big 12% damage.

  • Grab: Paper Mario summons Thoreau to pick an opponent ahead.
  • Pummel: Thoreau shakes up and down, damaging the opponent.
  • Forward Throw: Paper Mario throw the opponent forward.
  • Back Throw: Paper Mario swing his opponent behind him.
  • Up Throw: Thoreau deliver an upward headbutt. Considering his shape, does it make an uppercut?
  • Down Throw: Paper Mario jumps as Thoreau slam the opponent underneath him.

  • Neutral Special - Earth Tremor: Paper Mario uses the Diamond Star to inflict a tremor wave. With good timing, it can make a bigger wave that deals more damage and have a bigger knockback. If used in mid-air, the Earth Tremor simply drops until it hit the ground. Direct contact with the falling Diamond Star will also inflict damage and knockback.
  • Side Special - Dashell: Paper Mario utilizes Dashell to fly forward, stopping when hitting an enemy or when manually pressing B. It does not make Paper Mario helpless after use, but the attack is a bit weak and a weaker priority.
  • Up Special - Paperplane: Paper Mario makes a short leap, and then folds himself into a paperplane and float down slowly. Using the control stick will adjust Paper Mario's descent, but he cannot make an ascent without descending fast enough firsthand. Paper Mario cannot attack but can turn back to normal if hit by any attacks or by using any button, although he cannot immediately airdodge during his paperplane form.
  • Down Special - Boomer: Paper Mario drops Boomer, with the Pixl ready to explode in three seconds. Although Paper Mario can be hurt by Boomer's explosion, Boomer is powerful in that he can deliver 16% damage and a high knockback if an opponent is unfortunate enough to get hit by his explosion.
  • Extra Move - Paint (Any direction > A + B): Paper Mario swing down his hammer that is imbued by colorful paint. What paint will be used depends on which direction the Control Stick is tilted to. Red paint (Neutral) makes the opponent uncontrollably fast for ground speed, yellow (Upward) paint causes the opponent to always running, never walking until the paint wears off, and blue (Downward) paint makes the opponent to move slightly slower in both the air and on the ground. Paper Mario can only use this three times at a time, and have to wait until the paint to vanish in 7 seconds.
  • Great Fray - Chill Out: Paper Mario summons Muskular to summon a cold wind to deal high damage to enemies, but have minimal knockback. It can help Paper Mario to build up damage quickly.
  • Final Smash - Rainizia: Rainizia makes a surprise appearance and draw the Big Boots to stomp the opponents. Any opponents stomped by the Big Boots will be then ambushed by a multitude of Drawing Attacks, a chain of Boxing Missiles, Dropping Plates, Surprise Horns, and finally a Super Drawing Attack, the Bee Bombardement, before launching the opponents away. Opponents that are hit by this Final Smash will receive around 55% damage.

  • Entrance - A Secret Door appears, and Paper Mario enters the battlefield from it before the Secret Door disappears.
  • KO Animation - Paper Mario spins before he faints.
  • Up Taunt - Paper Mario high fives with Huey.
  • Side Taunt - Paper Mario happily spins before he stops to give a thumb up.
  • Down Taunt - Paper Mario performs his boogie dancing. Tapping down faster will make him dance faster.
  • Victory 1 - Paper Mario hop up and down before readjusting his hat and wiggle his finger.
  • Victory 2 - Paper Mario dances with the Pixls, Kersti, Huey and Rainizia before he ends with a thumb up.
  • Victory 3 - Paper Mario accidentally drop out some paint from his hammer, spilling some to the camera. The paint quickly disappears after that as Paper Mario shrugs.
  • Clapping - Paper Mario claps like most characters.
  • Defeat - Paper Mario looks damaged and crumpled as he tiredly breathes.

SSB Kirby Series Marx, Galactic Mischief Marx Stock

Game of Origin: Kirby Super Star (SNES)

"Marx is a traitorous, lying habitat of Pop Star, tricked Kirby more than once. This is evident in Milky Way Wishes, where he tricked Kirby to collect the stars to summon NOVA so that Marx will use it to conquer Pop Star. While he is certainly crazy and dangerous, he always prioritize his well-being and likes to be well-fed... whatever it would be with foods or the suffering of his opponents."

Marx's wings seems to make him wide, but only his head and feet have hitboxes. His jump heights parallels to the likes of Falco, and he can use his slow but powerful projectiles in order to overwhelm his opponents with his attacks from Kirby Super Star, Kirby Star Allies and Super Smash Bros. Ultimate, as well as some few ones. As his attacks can be telegraphed and is one of the lightest fighters, focusing to outwit and putting pressure on opponents is the best way to play as Marx.

Marx's Moveset

  • Neutral Attack: Marx swipe his one wing and another of his wings.
  • Forward Tilt: Marx shoots arrow-like projectiles.
  • Forward Smash: Marx's jester hat have the puffs transformed into maces and swing them forward. This have powerful knockback and moderate damage.
  • Up Tilt: One of Marx's wings is drawn in and he let off burning roots for a second. Although this deals very weak knockback, this can rack up damage and have a slightly wide hitbox.
  • Up Smash: Marx get upside down and retract his claws upward.
  • Down Tilt: Marx kick forward as he ducks.
  • Down Smash: Marx turn the pointy end of his wings into buzzsaw-like particles and rapidly slices around him.
  • Dash Attack: Marx performs the Rush attack from Kirby Star Allies. It have very strong knockback, but have a bit severe endlag, so it should be kept to finish off fleeing foes.

  • Neutral Aerial: Marx turn his eyes into bug-like eyes and fire lasers around him. The range is large but the rotation is slow.
  • Forward Aerial: Marx launches black blobs from his eyes. The blobs falls down and softly chases after the nearest fighter, but unlike in Ultimate, they only goes forward.
  • Back Aerial: Marx's jester hat transform into a driller and drills from behind. This attack can hit multiple times.
  • Up Aerial: Marx screeches upward, which have moderate windbox and a sweetspot hit deals powerful knockback.
  • Down Aerial: Marx throws two boomerangs below him, heading out diagonally before returning to him.

  • Grab: Marx's jester hat puffs shapeshift into demonic hands and uses them to grab the opponent.
  • Pummel: Marx let out harmful darkness as he strangles the opponent.
  • Forward Throw: Marx performs the Prank Kick.
  • Back Throw: Marx plant a seed and send the opponent backward as a vine sprouts, hitting and impaling the opponent.
  • Up Throw: Marx lift the opponent over him before his hat transform into a bear-trap like saws.
  • Down Throw: Marx spat out an ice bomb into the opponent, freezing them. Two icicle orbs also travels a short distance, one heading left and another heading to the right.

  • Neutral Special - Ball Kick: Marx kick a Jester Ball as it bounces forward and explode when it hit any opponent. Marx can kick up to three Jester Balls at a time, but the projectiles can be bounced back by attacks and can be reflected.
  • Side Special - Bluster Rush: Performs the Bluster Rusk attack from Kirby Star Allies. Unlike his Dash attack, it have much less knockback but can hit multiple times and cover longer distance.
  • Up Special - Marx Megaspin: Marx spins upward as he slices around him, and this attacks hit multiple times. The last hit will deal moderate knockback.
  • Down Special - Marx Flip Ultima: Marx Flip Ultima allows Marx to dive down to subspace, move around underground, and then pop back up. Although this allows Marx to completely avoid even Final Smashes, he cannot use it again when he popped back to the ground for three seconds, and earthshaking attack will pop him out of ground and damages him as well.
  • Extra Move - Teleport (Dodge + B): Allows Marx to dodge to a longer distance, but it also leave him helpless in the air if he uses it two times.
  • Great Fray - Destruction Beam: Marx charges up before he launches a powerful laser from his mouth. This attack deals 30% damage but have a slight delay.
  • Final Smash - Soul Hole: Marx split into half to produce a black hole, and fighters who are unlucky to get drawn in will be treated with a smack down to the floor, in a multicolored but horrific dimension, before witnessing Marx transforming into the even more horrifying Marx Soul and bombard them with boomerangs, falling paints and then finish them off with two large burning orbs, sending the fighters away back to the normal dimension as they are launched out of the black hole.

  • Entrance - Marx suddenly appears in his jester form, riding on his Jester Ball, before he quickly gather shadow energy to get into his boss form.
  • KO Animation - Marx screeches before he explode, losing his wings and fall into the bottom screen. An Easter Egg is that if he have a Great Fray or Final Smash ready but get into a KO Animation, he briefly transform into Marx Soul and deliver a more horrifying, visceral and distorted screeched before proceeding as normal.
  • Up Taunt - Marx stretches his wings as he cackles.
  • Side Taunt - Marx swiftly transform back into his jester form and blows a raspberry before resuming his boss form.
  • Down Taunt - Marx deliver a demonic grimace with his eyes resembling more to Marx Soul's but bulging further before resuming his usual face.
  • Victory 1 - At first he seems to be absent, right before he teleported face-to-face with the camera and cackles.
  • Victory 2 - Marx brings a make-up throne made of vines as he seemingly return to his normal form, right before he shift back to his boss form and glares the camera with a vicious frown, one of his eyes perpetually twitching, as if saying "That is my throne, keep out!"
  • Victory 3 - Marx frantically teleport in excitement and throws one of his boomerangs at the camera, and then deliver a sarcastic "Whoops!"
  • Clapping - Instead of clapping, Marx is shaking his head in disappointment, before chuckling for a bit.
  • Defeat - Marx is seen with broken wings and is constantly twitching in irritation, unhappy with his humiliating defeat.


Super Smash Bros. Great Fray/Stages


Super Smash Bros. Great Fray/Item List

Spirits + Trophies

Trophies returns after their absence in Ultimate, but is reserved for playable characters only, being used as rewards for player who accomplished Classic Mode (either version) and All-Stars Mode. In the meanwhile, Spirits returns as one of the two customization mechanics (the other being Custom Orbs) that must be collected from Spirit Board and/or Adventure Mode.

As every Spirits that were presented in Ultimate returned, not only there are description about the selected Spirit via Spirit Gallery more akin to Trophies, but also many new ones, even multiple Nintendo characters made by notable Fantendo-affiliated developers, such as Pyrostar (tbc), Exotoro (tbc) and Pokerninja2 (tbc). This goes to the director of the game, Samtendo09, as well. There are even some few characters from separate universes, especially those from Pusher's Piles, Meta-Form and Battle of the Bracelets.

Unlike in other Super Smash Bros. game, Spirits do not charge the Smash Meter anymore even when equipped, with a very few exceptions of Spirtis that interact with the Great Fray Meter. Even so, Great Fray in general aren't made to knock out fighters at low percentage and none of the Great Frays can instantly defeat any fighter, even when over 100% damage, allowing players to not worry about heavyweights to have a devastating advantage over lighterweight fighters.

Although around 95% of Spirits can be obtained in Spirit Board, Adventure Mode and as rewards, the 5% are special rewards that are only obtained by completing specific tasks. For example, the Spirits of Kraid and Midbus can only be obtained by defeating the Kraibus Fusion Boss in Adventure Boss (in addition of the Kraibus Spirit itself), which goes the same for other Spirits used for several other Fusion Bosses, as well as Stage Bosses, Genuine Bosses, Fighter Bosses and especially Final Bosses.

Spirits that were previously Fighter Spirits had become regular Spirits that can be equipped as Primary Spirits. Indeed, Trophies specifically made for fighters was done to avoid assumptions that Spirits had deconfirmed fighters despite that it would cause potential problems for picking new fighters as downloadable contents. Like Bosses, there are no Puppet Fighters for Fighter Spirits, thus requiring completing the Classic Mode with respective characters to obtain any of them. Fighters with alt characters such as Bowser Jr. will have all of the Fighter Spirits obtained to shorten the process.

Spirits have independent rank instead of always the same for specific character, which means that a M. Bison Spirit will potentially Novice but another will be Legend instead, which goes for all existing Spirits. Spirits that can only be obtained via specific conditions always the Legend rank to avoid making them weak. Each individual Spirit can also have a permanent Rank Up and Extra Slot, although no more than Legend and three slots, with the help of two new Master Spirits, Hector (Rank Up) and Auntie Frostine (Extra Slot).

Permanent Attack and Defense boost can be given by Bashmaster the Unbreakable, another new Master Spirit, who will give from 250 to 500 per usage in his Dojo depended on how many SP spent, which each +1 Attack or Defense will cost 2 SPs. He tells that there is a threshold for each Rank that prevent the Spirits' Attack and Defense from raising further, which makes the maximum power (10000) only possible for Legendary-ranked Spirits. Bashmaster is only available upon first defeating Lord Fredrik, the boss in [REDACTED], and then confront his Spirit in his Dojo.

Any of the existing effects (as well as new ones) will be given by yet another new Master Spirit, Midbus, who had to be freed from a Fusion Boss, Kraibus, to have his service available. The costs start from 250, for less impressive Effect, to 750 for a more impressive or riskier Effect. However, Midbus will send his custom-made Puppet Fighters as a test to see if the fighters can have the shop-exclusive effects, and when the shop-exclusive effect is obtained, the fighters can buy them at any time.

Spirits' transformation effect are permanent unless stated otherwise, and the effect become more intense as the Spirit get a Rank Up. On the other hand, Spirit Battles are redone to avoid giving too much punishment to players who are not using specific Spirits. Instead, the Rank reflects of the main Puppet Fighter's skill instead of giving them an unfair advantage.

Multiple of the new Spirits are using newcomers as Puppet Fighters, in order to avoid under-representation of the newcomers. Some old Spirits also changed their Puppet Fighter(s), especially in favor of newcomers, to accommodate their theme much better.

The effect boost of the Spirits are also toned down, and the Hazard Floors now only confines to the main floor and have much larger platforms, allowing the Spiritless run in both Spiritual Crisis and Spirit Board much more feasible for Spiritless runs.

Olimar's Pikmins will not be affected by Spirits, only the fighter, although the Pikmin Boost exists for some Spirits and as one of Midbus' Spirit Effect options to make up for it. Even so, the boost is much weaker than other kind of boosts. This is to prevent a Spirit-powered Olimar from becoming too powerful. This also applies to Olimar Puppet Fighters' Pikmins as well.

Like Custom Orbs, Spirits can now be used in any offline modes, including the Classic Modes, although using a Spirit will cause the Classic Mode opponents to wear random Spirits at equal rank in order to get equal ground. Bosses in Classic Modes will have their stats multiplied by 1.2x to 2x depended on the Team Power the player have.

Spirit Board

Spirit Board is redone as defeating a Spirit will be now guaranteed to obtain them, no additional steps required. There is also no retry limit on any Spirits that are successful or failed, and all Spirits that aren't fought yet have an hour before they switch away. Any defeated Spirit will be quickly replaced by another one for the same slot.

That being said, some Spirit Battles, as mentioned before, are redone so that its more skill and strategy than being forced to equip the right Spirit, as the Puppet Fighters will be more competent the higher the Rank the Spirit is.

This time, this mode can be played by up to four players like in Adventure Mode, potentially making the process even easier with the right people. Like most other modes, this mode can be played online with Smash Servers, and defeated Spirit Battles will have the Spirit reward shared to all players.

Enemies and Bosses

Unlike the other Smash Bros. games, the game put greater emphasis on bosses and there are five type of bosses; Stage Bosses, Genuine Bosses, Fighter Bosses, the new Fusion Bosses and the Final Bosses.

The amount of enemies are larger than the Subspace Emissary, as it returns some of the latter's enemies, as well as several of Smash Run enemies, and even brings in new ones, be it pre-existing ones or even brand new ones, although the new original enemies will have designs to be more in-line of any franchise (or Galleom, who the director of the game consider him interesting and have some resemblance to Mega Man bosses) instead of going for generic designs.

Super Smash Bros. Great Fray/Enemy List


Like other Evo-Gem games, this game can be legally modded by any players via Mod-Mode. Only the mods that are widely accepted and approved by Gear Games shall be shown in this section.

Fatal Toxins

This mod is heavily based on the gameplay and toxicity mechanic from Fantendo Smash Bros. Fatality, although it is divided into two difficulty; Safer, which minimize the amount of toxic zones and Risky, which is the exact amount of toxicity like its origin.

The way the toxicity works is found on this section, and it include the two optional functions of team battles called Shock Ropes and Forces. Notable differences is that most characters are changed, notably the top-tiers and the bottom-tiers, in order to adapt more of this type of gameplay. The toxicity can be turned off but the mods keeps the changes on the characters.

The initial two extra characters, exclusive to this mods, are Bowie and Fandro, who play almost exactly from the game, with the difference of extra moves and the capacity of Great Fray. The two are met with rather positive but does met general criticism; the two are praised for interesting design and playstyle as well as unusual personality, albeit criticized by others as they seems too different than even Snake and Bayonetta despite their appearance and especially Fandro for being overly cynical and overly brutal, albeit some defenders said that it would be what Fandro should be since he is supposed to be the most sadistic of the blobs.

However, the two are actually much more tolerated by competitive players but are easily bothered by their "edgy" fans, but their behaviors didn't left the two characters' creator, .snickedge (tbc), disappointed since she does saw that coming. This is quite ironic since they are Fantendo characters and Unten and Netnu got mixed receptions does to their so-called iconic status, but the other six, Meta-Form, KiloBot, Pesh, Oldton, Aingeru and Drake were met with much more positive reception, and are quickly more welcomed by Nintendo fans.

Stages also exclusive to this are Lobby and Bloodbath, albeit they got some modifications to avoid being a rip-off from Big Battlefield and Final Destination, respectively. The stages bosses are Oxide Dragon and Toxia, also respectively, and attack almost the same as in their debut, with the latter one have two formes.

More characters that fit with the theme would comes if the mod is successful enough. The introduction of Bowie and Fandro may caused many players to fear to see more "extreme" characters, especially Leah Needlenam does to her very sadistic personality. The developers of the mod ensure that they will avoid it in order to not shock the Nintendo fans again, especially that they noticed that Nintendo fans, as well as Meta-Form series' fans, had already developed dislike of "dark and edgy" series of Fantendo does to the "edgy" violence and sometimes frequent swearing, but the Smash Bros. community itself is also quite divisive with the Fantendo Smash Bros. shenanigans for being only Smash Bros. with mostly Fantendo characters.

It is often rumored that Slanito would also be in this mod as a playable character in the future because, despite his slightly polarizing reception although perfectly fitting in the original game's theme, and seeing Slanito's very high popularity, and the developers having plans to do so, this is likely to be true, but still not guaranteed.

The mod itself was met with mostly positive receptions from Nintendo fans, Evo-Gem players and fans of Fantendo alike. Many praised it for being a step-up and a well-respecting tribute of the original Fantendo Smash Bros. Fatality game from TimeStrike, but also met with criticism for the two first exclusives for some fans, and also for being too dark for a Nintendo Smash Bros. mod (which will be fixed later) and for Melee-paced gameplay for players used for Great Fray or any Smash games in general.




  • This is the first Super Smash Bros. game where Master Hand and Crazy Hand would have much more prominant role other than being Classic Mode bosses, although their exact roles in which modes are still unknown at the moment.
    • This is also the first Super Smash Bros. game that show up villains that are not newcomers in the preview, which in this case are Bowser, Ganondorf, Mewtwo and King Dedede (if he is considered as one). It even reveals a Brawl veteran, Wolf, during the presentation as the game emphasize into putting more playable villains than usual.
  • During the Fantendo 9th Anniversary Showcase presentation, Samtendo said that Captain Toad was intended to be an Assist Trophy, but because of his popularity, he is changed into playable along with Toadette as a palette swap.
  • In the Fatal Toxins mod, if Fandro had won any type of multiplayer matches, the other characters, including Fandro's teammates, are severly injured and some of them jeer at him like Wario and King Kube KiloBot. This is actually not a coincidence; this demonstrate Fandro's violent nature and hatred, and despite being far from edgy, can be more destructive than others.
  • Wario had intended to have two separate, switchable movesets, one which is his usual moveset, and another more in-line of his appearances in Wario Land games, Wario World and Wario: Master of Disguise. However, the newer moveset is eventually separated into a different character called "Classic Wario", who sports the traditional clothing the greedy plumber usually uses in spin-off games and in his non-WarioWare games.
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