Item

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Super Smash Bros. series
A Party Ball breaks open releasing various items in Super Smash Bros. Brawl.
For the CPU Mode, see ITEM.

An item is an object, that either randomly appears on-stage during a match or is summoned by a character's special move, that can be picked up and used by characters. Many items can be wielded once picked up, while others apply an effect, and almost all can be thrown at opponents. Items are a large part of the gameplay of the Super Smash Bros. series, but problems with randomness and inconsistent risk/reward balance results in tournament rulesets universally requiring that random spawning of items be disabled using the Item Switch before starting the match.

If all recovery items are turned off in Super Smash Bros. Melee, the chance of naturally occurring items like the apples dropped by Whispy Woods on Green Greens and Chansey's eggs recovering health is eliminated; the apples will all be projectiles and the eggs will either be explosives or drop other items. In Super Smash Bros. Brawl the same is true regarding the apples (since Chansey does not appear). Additionally, the vegetables on Summit will not appear if food is turned off.

Overview[edit]

Items appear from stage-dependent designated locations at various times throughout a match based on the frequency set in the Item Switch. Characters can pick up items by standing near one and pressing the attack button; items can also be grabbed in midair starting in Melee with the grab button, or grabbed during dashes and aerial attacks in Brawl and SSB4. Characters can only hold one item at a time (if Villager's Pocket ability is discounted). If an item is left alone, it will eventually disappear, flashing briefly beforehand (Pitfalls, Green Shells and Ore Clubs being exceptions). Items that are picked up by characters can be dropped or thrown with the grab button, and they may be dropped if the character takes a hard hit. The damage done by a thrown item depends on how fast it's moving. Most items can also be swallowed in Brawl and SSB4, and in the latter, can even heal certain characters when they do so, unless the item is an explosive.

Mechanics[edit]

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In Super Smash Bros. and Super Smash Bros. Melee, the chance of a character dropping their held item when hit is (hitbox damage)/60.

Thus, if a hit deals 6% damage, the chance of it causing an item drop on a given frame is 10%. Roy’s fully charged Flare Blade in Melee deals 50 damage, so it has a drop chance of 83.33%.

Types of items[edit]

Items can be grouped into several categories based on their effects.

  • Container items release other items once broken open, which can be done either by attacking them or by picking up and throwing them. In general, container items have a 12.5% (1 in 8) chance of exploding instead of releasing items.
  • Battering items are wielded by characters once picked up, turning their neutral attack, forward tilt, dash attack, and forward smash into an item swipe.
  • Shooting items fire projectiles when used, typically replacing the neutral attack and neutral aerial of the user. They all have limited ammunition and will merely shoot blanks once it runs out. In SSB4, trying to shoot an empty item will instead simply throw it.
  • Throwing items can only be thrown at opponents. Holding a throwing item means that a character cannot use most of their attacks, as pressing the attack button will simply throw the item.
  • Status items apply some sort of effect to the user, often beneficial but not necessarily. Some status items only need contact to be used (instead of needing to be grabbed). The ones that do need to be grabbed can be picked up even if the character is already holding an item; no such items exist in the original Super Smash Bros.
  • Recovery items decrease the damage of the user (or increase their HP in Stamina mode). Starting in Melee, recovery items can be picked up even when the character is already holding an item.
  • Summoning items release an ally that fights along side you or your team when picked up.
  • Collectible items do not affect the match but instead are added to the player's collection once picked up. Computer players will not attempt to pick up collectible items, but if they do so accidentally they will not count.
  • Special items do not fit into the above categories.

In addition to the above, certain items can be heavy, which limits those that pick them up into walking slowly (or not at all in SSB) and throwing. Only Donkey Kong can move quickly or jump while carrying a heavy item.

List of items[edit]

Item Super Smash Bros. Super Smash Bros. Melee Super Smash Bros. Brawl Super Smash Bros. 4 Type Heavy Notes Universe
Apple No Yes Yes No Throwing/Recovery No Produced by Whispy Woods on Green Greens. Each apple can be either a throwing item or a recovery item, and in rare cases may explode when thrown. KirbySymbol.svgKirby
Assist Trophy No No Yes Yes Summoning No When picked up, once the character lands on the ground, they will perform a short animation and summon a random character to aid them in the fight. SmashBrosSymbol.svgSuper Smash Bros.
Auroros No No Yes No Throwing No Only appear in the Subspace Emissary. When Auroros dive and miss, they can be picked up and thrown at other enemies. SmashBrosSymbol.svgSuper Smash Bros.
Back Shield No No No Yes Status No Defends the wearer from attacks towards their back. KidIcarusSymbol.svgKid Icarus
Banana Peel No No Yes Yes Throwing No Once thrown, trips opponents that touch it. Diddy Kong can summon these by using his down special, the banana peel, leading into deadly mindgames and combo/KO setups. MarioSymbol.svgMario
Barrel Yes Yes Yes Yes Container Yes When thrown, struck, or lands on a hill, may roll across the stage and damage what it hits before breaking. SmashBrosSymbol.svgSuper Smash Bros.
Barrel Cannon No*** Yes No* No* Throwing Yes When thrown or it lands on a hill, grabs and launches the first character it hits. Disappears very quickly. DKSymbol.svgDonkey Kong
Beam Sword Yes Yes Yes Yes Battering No Starting in Melee, gets longer when swung depending on character. Peach has a rare chance of plucking one when using Vegetable. SmashBrosSymbol.svgSuper Smash Bros.
Beehive No No No Yes Throwing No Can be thrown at opponents. If attacked or thrown at a player, it summons bees that attack the player that attacked it or was hit by it. AnimalCrossingSymbol.svgAnimal Crossing
Beetle No No No Yes Throwing No Can be thrown towards an opponent, and the item will grab the opponent and fly off into the air with them. Can be reversed by hitting it. ZeldaSymbol.svgThe Legend of Zelda
Blast Box No No Yes Yes Throwing Yes Very poor throwing distance. Explodes upon taking 30% damage or a flame attack. SmashBrosSymbol.svgSuper Smash Bros.
Bob-omb Yes Yes Yes Yes Throwing No Very powerful explosive. If not grabbed within a few seconds of its appearance, it lights its own fuse and begins walking around, exploding on any character it meets. If it doesn't meet a character it will blow itself up after a while. Peach has a rare chance of plucking one when using Vegetable. MarioSymbol.svgMario
Bonsly No No Yes No Throwing Yes Only appears from Poké Balls. Can be thrown to deal heavy damage and knockback. PokemonSymbol.svgPokémon
Bomb (Link) Yes Yes Yes Yes Throwing No A Bomb that can be thrown at opponents and explodes when hitting one or after a set time. Summoned by Link, Young Link, or Toon Link. ZeldaSymbol.svgThe Legend of Zelda
Bombchu No No No Yes Throwing No Can move up walls and across floors and ceilings. Explodes on contact with opponent. ZeldaSymbol.svgThe Legend of Zelda
Bonus Fruit No No No Yes Throwing No Produced by Pac-Man's neutral special move. Damage, knockback, and flight pattern when thrown vary based on the fruit used. PacManSymbol.svgPac-Man
Boomerang No No No Yes Throwing No Can be thrown at and grabbed by opponents. Returns to the thrower unless intercepted. Gains power when caught. MarioSymbol.svgMario
Boss Galaga No No No Yes Special No Carries foes upward to the top of the screen. Can be destroyed by attacking it. Namco
Bullet Bill No No* No* Yes Transformation No Transforms the user into a Bullet Bill and launches them in a specified direction, dealing big damage to anyone they hit along the way. After a set distance, the user returns to normal. Can be reflected. MarioSymbol.svgMario
Bumper Yes No Yes Yes Throwing No Can be placed on the stage or (in Brawl) set in midair, where it will knock away characters that touch it. If two or more are present, they can be used to momentarily trap characters by bouncing them back and forth. SmashBrosSymbol.svgSuper Smash Bros.
Bunny Hood No Yes Yes Yes Status No Increases the user's movement speed, jump height, and falling speed. ZeldaSymbol.svgThe Legend of Zelda
Capsule Yes Yes Yes Yes Container No Contains a single item. Has a chance of exploding. SmashBrosSymbol.svgSuper Smash Bros.
Cardboard Box No No Yes No Throwing Yes Produced by Snake's taunts. Automatically thrown once picked up, unless the user is DK, who can move around and jump with the box. MetalGearSymbol.svgMetal Gear
CD No No Yes Super Smash Bros. for Wii U Collectible No Unlocks a random piece of stage music when picked up. Disappears extremely quickly. Will stop appearing in game after all music is unlocked. SmashBrosSymbol.svgSuper Smash Bros.
Cloaking Device No Yes No No Status No Renders the user mostly invisible and makes them immune to damage (but not knockback). Perfect Dark
Cracker Launcher No No Yes No Shooting No Limits the user to walking and a single jump, and automatically dropped from any flinch. SmashBrosSymbol.svgSuper Smash Bros.
Crate Yes Yes Yes Yes Container Yes Contains many items. Has a chance of exploding when thrown, or hit. SmashBrosSymbol.svgSuper Smash Bros.
Cucco No No No Yes Throwing No Can be thrown at opponents. If attacked or thrown at a player, it summons various Cuccos that attack the player that attacked it or was hit by it. ZeldaSymbol.svgThe Legend of Zelda
Custom Part No No No Yes Collectible No Adds customize-able parts for characters. SmashBrosSymbol.svgSuper Smash Bros.
Daybreak No No No Yes Special/Shooting No Appears in three pieces that must be collected all at once; characters can lose pieces from their possession when hit or KO'd. Once one character has all the pieces the weapon assembles in their hands, which they can then use at their discretion to fire a giant laser across the stage, almost guaranteed to KO anyone it hits. KidIcarusSymbol.svgKid Icarus
Deku Nut No No Yes Yes Throwing No When thrown, damaged, or after a short time (even if held), nearby characters are stunned (if grounded) or launched (if aerial). ZeldaSymbol.svgThe Legend of Zelda
Dragoon No No Yes Yes Special No Appears in three pieces that must be collected all at once; characters can lose pieces from their possession when hit or KO'd. Once one character has all the pieces the Dragoon is assembled and flown into the stage for a one-hit KO ram attack. KirbySymbol.svgKirby
Drill Arm No No No Yes Shooting No Allows the wearer to fire a large drill. SmashBrosSymbol.svgSuper Smash Bros.
Egg Yes Yes No No Container No Produced by Chansey, Birdo and Yoshi series stages. Essentially identical to Capsules. SmashBrosSymbol.svgSuper Smash Bros.
Electrode No*** Yes Yes Yes Throwing No Only appears from Poké Balls and can only be grabbed before it's about to detonate. Explosion deals extremely high knockback. Has a chance to be a dud. PokemonSymbol.svgPokémon
Fairy Bottle No No No Yes Throwing/Recovery No Recovers an excess of 100% damage, but only if the user's damage is 100% or more. Otherwise, can be thrown, but will heal anyone hit who meets the prior requirement. ZeldaSymbol.svgThe Legend of Zelda
Fan Yes Yes Yes No Battering No Fastest-swinging battering item. High shield damage. SmashBrosSymbol.svgSuper Smash Bros.
Fire Bar No No No Yes Battering No Causes fire damage. Grows shorter with each successful attack. MarioSymbol.svgMario
Fire Flower Yes Yes Yes Yes Shooting No Produces a continuous stream of short-range fire. MarioSymbol.svgMario
Flipper No Yes No No*** Throwing No Once thrown, halts in the air and bops characters that run into it. BalloonFightSymbol.svgBalloon Fight
Food No Yes Yes Yes Recovery No Each type of food recovers a different amount of damage. Can be produced in large numbers by Peach Blossom. SmashBrosSymbol.svgSuper Smash Bros.
Franklin Badge No No Yes Yes Status No Temporarily makes the wearer immune to projectiles by automatically reflecting them. Can be knocked off. EarthboundSymbol.svgEarthBound
Freezie No Yes Yes Yes Throwing No Slides across the stage, freezing characters when struck by it. Can be destroyed before being picked up. MarioSymbol.svgMario
Grass No No No Yes Special No When picked up, another item appears in its place. MarioSymbol.svgMario
Golden Hammer No No Yes Yes Special No Acts the same as the regular Hammer, though faster, more powerful and with the ability to float. May be a dud Squeaky Hammer that deals no damage at all. MarioSymbol.svgMario
Gooey Bomb No No Yes Yes Throwing No When thrown, attaches to characters and can transfer to other characters that pass by. Explodes after a certain time or if attacked when not on a character. SmashBrosSymbol.svgSuper Smash Bros.
Green Shell Yes Yes Yes Yes Throwing No When thrown, attacked, or landed on, slides across the stage and damages everything it hits. Can be stopped by jumping on it. MarioSymbol.svgMario
Gust Bellows No No No Yes Shooting No Blows gusts of wind at other players to push them away. ZeldaSymbol.svgThe Legend of Zelda
Gyro No No Yes Yes Throwing No Produced by R.O.B.'s down special move. Lingers on the ground and damages opponents who touch it while it spins. ROBSymbol.svgR.O.B.
Hammer Yes Yes Yes Yes Special No One of the most feared items in the game due to its range, damage, and knockback. However, it limits the user to walking and a single jump; the user cannot even choose to drop the item. May randomly lose its head and become useless. DKSymbol.svgDonkey Kong
Hammer Head No Yes Yes Yes Throwing No The Hammer may sometimes lose its head; the head can be picked up and thrown for massive damage. DKSymbol.svgDonkey Kong
Hand Grenade No No Yes No Throwing No Produced by Snake's neutral special move. Does not explode on contact. If Snake shields, anyone who is holding one of his grenades instantly drops it. MetalGearSymbol.svgMetal Gear
Heart Container Yes Yes Yes Yes Recovery No Strongest recovery item, recovering up to 100% damage. ZeldaSymbol.svgThe Legend of Zelda
Hocotate Bomb No No No Yes Throwing No A bomb shaped like the Hocotate Ship that will fly off, and then crash down after a set time. PikminSymbol.svgPikmin
Home-Run Bat Yes Yes Yes Yes Battering No An extremely powerful item. Its forward smash is among the most powerful attacks in all four games, being a one-hit KO in every one. As a throwing item, it maintains its high knockback and is a semi-spike. In Brawl, forward smash uses a unique animation. It becomes stronger when hit on the tip. SmashBrosSymbol.svgSuper Smash Bros.
Hothead No No Yes Yes Throwing No Follows the contours of the stage once thrown. Grows in size and damage but lasts for a shorter time when hit by flame or electric attacks. MarioSymbol.svgMario
Key No No Yes No Throwing No Only appears in specific Subspace Emissary stages. Unlocks doors when thrown at them or the holding character touches them. Returns to original spot if it remains idle on the ground. SmashBrosSymbol.svgSuper Smash Bros.
Killer Eye No No No Yes Throwing No When placed, can fire energy beams in the direction it faces. Hitting it flips it around. KidIcarusSymbol.svgKid Icarus
Lightning Bolt No No Yes Yes Status No When touched, shrinks all opponents. Can backfire and shrink the user or enlarge all opponents. MarioSymbol.svgMario
Lip's Stick No Yes Yes Yes Battering No Flowers opponents. Has a limited supply of short-range spore projectiles produced on f-tilt or f-smash. Panel de Pon
Master Ball No No No Yes Throwing/Summoning No Just like the Poké Ball, but it is guaranteed to release a rare or Legendary Pokémon. PokemonSymbol.svgPokémon
Maxim Tomato Yes Yes Yes Yes Recovery No The third most powerful recovery item, healing up to 50% damage. KirbySymbol.svgKirby
Mechakoopa No No No Yes Throwing No Produced by Bowser Jr.'s down special move. Walks around briefly before exploding. MarioSymbol.svgMario
Metal Blade No No No Yes Throwing No Can be thrown in 8 directions and pierces through enemies. If thrown into the ground it will be able to be grabbed and used by anyone including Mega Man. MegaManSymbol.svgMega Man
Metal Box No Yes Yes Yes Status No Increases the weight and falling speed of the user, while also reducing the chances of flinching. Can be activated by pickup or by direct attack; indirect attacks will either destroy it (in Melee) or do nothing (in Brawl). MarioSymbol.svgMario
Motion-Sensor Bomb Yes Yes Yes Yes Throwing No Attaches to the stage once thrown; characters that approach it after a short time cause it to explode. SmashBrosSymbol.svgSuper Smash Bros.
Mr. Saturn No Yes Yes Yes Throwing No Walks around the stage and can be knocked about by attacks. Deals massive damage to shields when thrown, but only minor damage otherwise. EarthboundSymbol.svgEarthBound
Ore Club No No No Yes Battering No An extremely powerful club made of stone that produces tornadoes when swung. Grants super armor when used as a forward smash. KidIcarusSymbol.svgKid Icarus
Parasol No Yes No No* Battering No Reduces the holder's falling speed, allowing them to glide slowly left and right, potentially improving recovery. KirbySymbol.svgKirby
Party Ball No Yes Yes Yes Container Yes Once activated by being thrown or damaged, it floats into the air and opens, dropping its items. SmashBrosSymbol.svgSuper Smash Bros.
Peanut No No Yes No* Throwing/Recovery No Produced by Diddy's Peanut Popgun and Rocketbarrel Barrage. Can be caught and re-thrown, or left to hit the stage and possibly drop a food-like item. DKSymbol.svgDonkey Kong
Pellet No No Yes Super Smash Bros. for Nintendo 3DS Throwing No Produced by the Pellet Posies on Distant Planet. Can be thrown into stationary Onions to produce other items. PikminSymbol.svgPikmin
Pitfall No No Yes Yes Throwing No Embeds itself into the ground once thrown; characters that approach it after a short time will be buried or Meteor Smashed. Can also be thrown at an opponent directly for the same effect. AnimalCrossingSymbol.svgAnimal Crossing
Poison Mushroom No Yes Yes Yes Status No Slides across the stage. When touched, shrinks the character. MarioSymbol.svgMario
Poké Ball Yes Yes Yes Yes Throwing/Summoning No Once thrown and lands on the ground, unleashes a Pokémon to aid the user. PokemonSymbol.svgPokémon
POW Block No*** No No*** Yes Throwing No When thrown, it causes an earthquake, launching all characters (including the player) straight up if on the ground. Can be used three times. MarioSymbol.svgMario
Power Suit Piece No No Yes No Throwing No Produced by the Zero Laser or by starting a match as Zero Suit Samus. MetroidSymbol.svgMetroid
Ray Gun Yes Yes Yes Yes Shooting No Fires blasts of energy that have infinite horizontal range. SmashBrosSymbol.svgSuper Smash Bros.
Red Shell Yes Yes No** No** Throwing No When thrown, attacked, or landed on, slides across the stage and damages everything it hits. Aims for nearby characters and avoids sliding off edges. MarioSymbol.svgMario
Rocket Belt No No No Yes Status No Can be equipped and used to increase upward momentum at will, similar to R.O.B.'s up-special. PilotwingsSymbol.svgPilotwings
Rolling Crate No No Yes Yes Container Yes When thrown, struck, or lands on a hill, will roll across the stage and damage what it hits without breaking. Can be stood on. SmashBrosSymbol.svgSuper Smash Bros.
Sandbag No No* Yes Yes Special No When attacked, produces items. SmashBrosSymbol.svgSuper Smash Bros.
Screw Attack No Yes Yes Yes Throwing/Status No Turns the holder's jumps into Screw Attacks. In Melee, applies for as long as the holder keeps the item, and a forced Screw Attack will be applied to those the item is thrown at. In Brawl, applies until the item wears off and does not need to be held in-hand once picked up. MetroidSymbol.svgMetroid
Shellcreepers and Sidesteppers No No Yes No Throwing No Creatures that appear on the Mario Bros. stage. Can only be picked up when on their back. Color determines knockback strength. MarioSymbol.svgMario
Smart Bomb No No Yes Yes Throwing No Produces a large explosion when thrown or attacked. Has a chance to be a dud, though it can still explode if hit or thrown again. StarFoxSymbol.svgStar Fox
Smash Ball No No Yes Yes Special No Flies around the stage. Characters must break in order to obtain. Once broken, player presses their neutral special button to use their Final Smash. Will fly off-stage after a short period if not obtained and used. SmashBrosSymbol.svgSuper Smash Bros.
Smash Coins and Bills No Yes Yes Super Smash Bros. for Wii U Collectible No Only appear in coin battles. Adds to player's coin count. Bills debut in Brawl. SmashBrosSymbol.svgSuper Smash Bros.
Smoke Ball No No Yes Yes Throwing No Once thrown, spews smoke around its immediate area. May stick to opponents. SmashBrosSymbol.svgSuper Smash Bros.
Soccer Ball No No Yes Yes Special No Cannot be picked up. When attacked, it careens in the knockback direction with high damage and knockback. MarioSymbol.svgMario
Special Flag No No No Yes Special No Can be held above the user's head for a long period to gain either a KO point in a timed match or a stock in a stock match. Unlike other items, this one will always be dropped if the user is hit while holding it. Namco
Spiny Shell No No No Yes Throwing No Commonly known as the 'Blue Shell'. Hovers above a player before dropping onto them and exploding. Can be dodged, or it can hit someone other than its intended target on descent. MarioSymbol.svgMario
Spring No No Yes Yes Throwing No When idle, repels characters when touched depending on whether it is upright or sideways. DKSymbol.svgDonkey Kong
Star Rod Yes Yes Yes Yes Battering/Shooting No Has a limited supply of long-range star shots produced on f-tilt or f-smash. KirbySymbol.svgKirby
Stat Boost No No No Yes Status No Boosts the status of the character. Only appears in Smash Run and Smash Tour. SmashBrosSymbol.svgSuper Smash Bros.
Steel Diver No No No Yes Shooting No A smaller gun-like version of the Steel Diver from the self-titled game for the Nintendo 3DS. Fires a torpedo which travels slowly at first. Deals no shield damage whatsoever. Steel Diver
Sticker No No Yes No Collectible No Adds to the player's sticker collection. SmashBrosSymbol.svgSuper Smash Bros.
Stock Ball No No Yes No Special No Only appears in specific Subspace Emissary stages at lower difficulties. Adds one stock to the player's total. SmashBrosSymbol.svgSuper Smash Bros.
Super Leaf No No No Yes Status No Gives the user raccoon ears and tail. Allows the user to float in mid-air using the jump button. MarioSymbol.svgMario
Super Mushroom No Yes Yes Yes Status No Slides across the stage. When touched, enlarges the character. MarioSymbol.svgMario
Super Scope No Yes Yes Yes Shooting No Can shoot a total of 48 small rapid-fire pulses of energy or charge 3 large blobs of energy. Nintendo
Super Star Yes Yes Yes Yes Status No Bounces across the stage, and makes whoever it touches invulnerable to all damage and knockback for a short time. Users can still be KO'd if they fall off the stage with it. MarioSymbol.svgMario
Superspicy Curry No No Yes Yes Status/Shooting No Causes the user to constantly shoot short-range fireballs and be incapable of walking slowly. KirbySymbol.svgKirby
Team Healer No No Yes Yes Throwing/Recovery No Heals teammates when thrown at them. When thrown at opponents, can heal or damage them at random. Only appears during team battles. SmashBrosSymbol.svgSuper Smash Bros.
Timer No No Yes Yes Status No Slows down all opponents. Can backfire and slow down the user, or slow down the entire game. SmashBrosSymbol.svgSuper Smash Bros.
Tortimer Fruits No No No Super Smash Bros. for Nintendo 3DS Throwing/Recovery No Produced fruits on Tortimer Island, each fruit can be either a throwing item or a recovery item, and in rare cases may explode when thrown, similar to apples from Green Greens. AnimalCrossingSymbol.svgAnimal Crossing
Trophy No Yes Yes Yes Collectible No Adds to the player's trophy collection. SmashBrosSymbol.svgSuper Smash Bros.
Trophy Stand No No Yes No Throwing No Only appears in the Subspace Emissary. Causes weak or low-health enemies to turn into trophies; merely damages strong and healthy enemies. SmashBrosSymbol.svgSuper Smash Bros.
Unira No No Yes Yes Throwing No Attaches to the stage once thrown or attacked and pokes opponents that come near. Can be set or reset with a direct attack; indirect ones do nothing. Clu Clu Land
Vegetable No Yes Yes Yes Throwing No Produced by Peach's down special move. Deals varying damage depending on its facial expression. MarioSymbol.svgMario
Wario Bike No No Yes Yes Throwing Yes Produced by Wario's side special move. Must be destroyed before Wario can use the move without being nearby. WarioSymbol.svgWario
Wario Bike wheels No No Yes No Throwing No Produced by destroying the Wario Bike. WarioSymbol.svgWario
Warp Star No Yes Yes Yes Special No Once picked up, the user flies into the sky and then crashes down with an explosion. Can be steered slightly, and if there are platforms above, will land there instead of the starting point. KirbySymbol.svgKirby
Wood chip No No No Yes Throwing No Occasionally produced by Villager's down special move, Timber. Disappears as soon as it hits a solid surface, after it's first picked up. AnimalCrossingSymbol.svgAnimal Crossing
X Bomb No No No Yes Throwing No Creates a cross-shaped explosion that spans most of the screen. KidIcarusSymbol.svgKid Icarus
Yoshi's Egg No* Yes No* No* Throwing No Only appears in Event 13: Yoshi's Egg. The event ends in failure if it breaks. YoshiSymbol.svgYoshi

* Appears in Smash games but not as an item.

** Appears in the Subspace Emissary and Smash Run respectively; by stomping on a red Koopa, but only functions like a green shell.

*** Appears in Smash games but as a stage hazard.

Super Smash Bros. for Wii U Only appears in Super Smash Bros for Wii U.

Super Smash Bros. for Nintendo 3DS Only appears in Super Smash Bros for 3DS.