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Character customization

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The interface for moveset customization on an amiibo.
The character customization interface on an amiibo

Character customization, officially character creation (キャラ作り, character creation), referred to as Custom Move Sets (カスタマイズ必殺ワザ, Customize Special Techniques) in the Smash Direct, is a feature in Super Smash Bros. 4. It appears to allow players to alter several fundamental properties of characters' special moves. All characters have 1 standard and 2 variations of each special move to choose from, with the exception of Palutena and the Mii Fighters, who instead have a selection of completely different specials, which are all unlocked from the start. Certain characters, such as Mega Man, have moves that appear to function significantly differently as well.

Before the Super Smash Bros. Direct where the feature was officially announced, in June 2013, Masahiro Sakurai had stated that players will be able to customize characters in the 3DS game and transfer those customizations to the Wii U game. He had also stated that the customizations will not be alternate costumes (Mii Fighters are, apparently, an exception), and that they would not have to be unlocked through repeated tasks.[1]

It is possible to save multiple custom versions of each character, though the exact maximum has yet to be determined. From the Character Select Screen, upon selecting a character, all customized versions of that character will show up, and the player can choose which version to play as or against. The same goes for Mii Fighters, with which every Mii Fighter ever created by the player will appear in a list, for the player to choose from. Character customization will be available when playing locally or when playing online with friends, but not when playing online with anyone.

General

The options for customizing movesets appear in the form of "Custom parts", which come in multiple types[2]:

  • Equipment: Collected through the games' numerous game modes, these items can be equipped to characters as to boost three potential stats: speed, attack, and defense. Some of these items may be identical in appearance in menus, but offer different stat boosts. They do not affect the appearance of fighters in-game.
  • Specials: Lets players change the special attacks of various characters. Details are shown in a later section.
  • Headgear: Head accessories for Miis that behave similar to outfits. The available headgear shown so far are:
    • Mii Force Helmet
    • Hockey Mask
    • Devil Horns
    • Football Helmet
    • Dog Ears
    • Cowboy Hat
    • Wedding Headdress
    • Western Hat
    • Kabuto Helmet
    • Gentlewoman's Hat
    • Captain Falcon's Helmet
    • Doggy Cap
    • Samus's Helmet
    • Chef Hat
    • Ninja Headband
    • Swimming Cap
    • Super Mushroom Hat
    • Zelda's Wig
    • Daisy's Wig
    • Spiny Hat
    • Cat Ears
    • Cucco Hat
    • Barbara Wig
    • Hibiscus
    • Peach's Wig
    • Shy Guy Mask
    • Woman's Headdress
    • Wizard Hat
    • Mario's Hat
    • Straw Hat
    • Samurai Helmet
    • Meta Knight's Mask
    • Morikami Hat
    • Ribbon
    • Luigi's Hat
    • Wario's Hat
    • Waluigi's Hat
    • Chain Chomp Hat
    • Floral Meister Hat
    • Princess Wig
    • Pirate's Hat
    • Sheik's Wig
    • Dragon Hat
  • Outfits: Can be used to customize the outfits and accessories of Mii Fighters. Costume parts can be earned from Classic Mode and, in the 3DS game, Smash Run. Some costumes also alter the appearance of the weapon held by Swordfighters and Gunners (such as a leather bodysuit changing a Swordfighter's sword into a beam sword, or a tuxedo giving a Gunner's arm-cannon a smaller, sleeker appearance). Most costumes are exclusive to one class of Mii Fighter. The available outfits shown so far are:
    • Normal Suit
    • Fighter Uniform (Brawler)
    • Kung-Fu Tracksuit (Brawler)
    • Powered Armor (Brawler)
    • Protector's Suit (Brawler)
    • Demon's Cloak (Brawler)
    • Rider Suit (Brawler)
    • Pirate Garb (Swordfighter)
    • Cyber Suit (Swordfighter)
    • Ninja Garb (Swordfighter)
    • Neon Suit (Swordfighter)
    • Samurai Robes (Swordfighter)
    • Royal Armor (Swordfighter)
    • Western Clothes (Gunner)
    • Cocktail Suit (Gunner)
    • Steampunk Outfit (Gunner)
    • Dragon Armor (Gunner)
    • Snake Armor (Gunner)
    • Magician's Clothes (Gunner)
  • Powers: Assorted powers implied to only take effect in Smash Run. A similar system was earlier used in Kid Icarus: Uprising. Most if not all powers have multiple levels; higher levels grant a greater number and\or more effective uses, but take up more of the total weight limit [3]. The total weight limit is determined by a character's weight and speed, including equipment affecting their speed; the faster and lighter they are, the lower the weight limit:
    • Shocking Taunt
    • Rage
    • Auto Recovery
    • Dual Cyclone
    • Devil Pact
    • Healing Shield
    • Heavenly Light
    • High Jump
    • Homing Missiles
    • Brief Invincibility
    • Back Shield
    • Beam Sword
    • Bob-omb
    • Boomerang
    • Ore Club
    • Hammer
    • Ray Gun
    • Rocket Belt
    • Smart Bomb
    • Super Leaf
    • Super Scope
    • Extra Jump
    • Homing Foe
    • Instant Drop
    • Meteor Shower
    • Evershield
    • Smash Extend
    • Power Bomb
    • Random
    • Reflector
    • Payback
    • Spinning Blades
    • Shinespark
    • Shuffle
    • Horizon Beam
    • Launch Ring
    • Strong Body
    • Strong Head
    • Strong Kick
    • Strong Throw
    • Super Armor
    • Warp

List of custom specials

Character Custom neutral specials Custom side specials Custom up specials Custom down specials
Mario Fast Fireball/Capsule: Throws a faster, slightly weaker fireball/capsule straight ahead. Fire Orb/Mega Capsule: Throws a big ball of fire/ large, slow-moving capsule. Slow, but hits repeatedly before disappearing. Shocking Cape/Sheet: Whips out a cape/sheet that zaps opponents. It destroys projectiles instead of reflecting them. Gust Cape/Sheet: Create a gust of wind with low attack power that can push opponents. Super Jump: More jump than the Super Jump Punch, but with none of the punch. Explosive Punch/Ol' One-Two: Less jump than the Super Jump Punch, but with an explosive punch at the top. Scalding F.L.U.D.D.: Shoots hot water a short distance. Burns opponents on contact. High-Pressure F.L.U.D.D: Takes a while to fully charge, but blasts opponents with torrents of water.
Dr. Mario Soaring Tornado/Mach Cyclone: A rapid spin that creates wind and launches foes. Rises high, but cannot move very far horizontally. Clothesline Tornado/Cyclone: A spin that launches opponents he collides with. Slow, but has high launching power.
Luigi Bouncing Fireball: Throw a fireball that bounces along the ground. Gradually loses power. Ice Ball: Throw a slow-moving, icy ball at your foes. Freezes opponents at higher percentages. Floating Missile: Flies sideways in a straight line. Charges up quickly, but does not do a lot of damage. Quick Missile: Luigi flies faster and farther than normal, sliding across the ground if he misses. Fiery Jump Punch: Easier to get a critical hit at the start, but Luigi will not jump as high. Burial Header: Can bury opponents on the way down, but no critical hits on the way up.
Peach Sleepy Toad: A counter that puts opponents in front of Peach to sleep. Launches airborne opponents. Grumpy Toad: Not a counterattack. Releases spores that deal minor damage. Flower Bomber: A hip bash that plants flowers on enemies' heads. If Peach misses, she will be left open to attacks. Flying Peach Bomber: Rise into the air and deliver a hip bash. Harder to land, but it is more powerful. Parasol High Jump: Jump high into the air quickly, but Peach cannot open her parasol. Light Parasol: The jump is not very high, but opening the parasol lifts Peach a little bit higher. Light Veggie: Pluck a slow-flying veggie from the ground. Can only be used so many times in a row. Heavy Veggie: Pluck a heavy veggie that does not go far but can launch opponents.
Bowser Fire Shot: Spit out a fireball. Power will not change even if used in rapid succession. Fire Roar: More powerful than Fire Breath, but it runs out quickly and takes longer to recharge. Dashing Slam: Dash and grab an opponent. The jump is not high, but there is more sideways movement. Koopa Klaw: Charge and slash opponents with your claws. Low damage, but high launch power. Flying Fortress: Spins high into the air but does not deal damage. Sliding Fortress: Spin while sliding quickly to send opponents flying. Less vertical range. Turbulent Bomb: Bowser jumps up diagonally, pushing opponents with a gust of wind when he lands. Slip Bomb: Drop down and shake the ground, causing nearby opponents to fall over.
Bowser Jr. Piercing Cannon: Fire a smaller, less-powerful cannonball that can bash through multiple fighters. Air Cannon: Blast opponents with wind. In the air, he can also use it to move backward quickly. Koopa Drift: When spinning, the kart careens forward, hitting opponents multiple times. Grounding Dash: A Clown Kart Dash that buries foes. It does not go far, and it ends in an auto spin. Meteor Ejection: Jump out of the Junior Clown Car, and send it crashing to the ground. This sacrifices height in exchange for a meteor smash on the start up of the move. Koopa Meteor: Launch high into the air before the Junior Clown Car explodes, firing himself downward. Impatient Mechakoopa: Launch a Mechakoopa a fair distance. It explodes shortly after landing. Big Mechakoopa: A large, powerful Mechakoopa. Walks past enemies, but can be picked up and thrown.
Rosalina Luma Warp: Luma does little damage but teleports out faster. Strong Shot: Luma moves slower but deals multiple strong hits. Drifting Star Bit: A large projectile that moves slow and deals multiple hits. Speedy Star Bit: Projectiles fly faster. High Star Jump: More vertical recovery. Jump Star Attack: Deal damage at the end of Rosalina's jump. Catch & Release: Similar to Gravitational Pull, but fighters are drawn in instead of items. Guardian Luma: Luma grows huge and acts as a shield.
Yoshi Lick: Yoshi jumps forward and attacks with its tongue. Egg Launch: Launches the egg farther behind Yoshi, but makes it easier to break. Heavy Egg Roll: Slower variant that deals more damage. Light Egg Roll: A bouncing version of Egg Roll, though it does not last as long. High Jump: Jump really high. In midair, Yoshi can use the move more than once. Egg Fireworks: Eggs have an explosion effect. Crushing Bomb: More powerful, but no stars appear on impact. Star Bomb: Deals less damage with the bombing motion, but the stars are powerful and fly far.
Wario Hyper Suction: Behaves like Wario's regular bite but with a suction effect. It might do less damage. Garlic Breath: Long startup, but Wario exhales bad breath at his opponent. If they are next to Wario, they will be stunned as if their shield was broken. Farther opponents get knocked away and tripped. Speedy Bike: Wario's bike is super fast, but it cannot turn around. Does more damage head on than wheelieing. Heavy Bike: Wario's bike moves slowly but does increased damage and buries opponents. Has a special animation if Wario performs a wheelie. Angled Twister: Wario can control the angle of Wario's up special. It can go nearly horizontally. It goes a lot less farther than the default, though. High Jump: Wario jumps extremely high. This deals no damage. Floral Waft: Wario's waft puts a flower on his opponent. Has little knockback, but the flower racks up damage fast. Quick Waft: Wario's fart charges faster and he does damage as he rises into the air. Less damage and knockback than the regular waft.
Donkey Kong Storm Punch: Creates a large windbox that greatly pushes back if the opponent is out of melee range. Lightning Punch: An electrical version of the Giant Punch. Takes less time to fully charge, but deals less damage. Jumping Headbutt: Donkey Kong jumps before slamming his head downward. Buried opponents can break out faster. Stubborn Headbutt: Donkey Kong launches a Headbutt with a longer startup time, but it deals more damage and gives him high knockback resistance. Chopper Kong: Has increased vertical recovery, but doesn't deal any damage. Kong Cyclone: Donkey Kong pulls in opponents with the initial flurry of punches, then launches them with the final hit. Focused Slap: A modified Hand Slap that sacrifices range for increased hitstun and knockback. Hot Slap: Donkey Kong slaps his hands against the ground, causing flaming pillars to erupt on either side of him.
Diddy Kong Exploding Popgun: Charges quickly and explodes, damaging nearby enemies. Does not fire any peanuts. Jumbo Peanuts: Shoot giant peanuts that do not travel as far but can inflict more damage. Backflip: A backward leap that switches to a flying forward kick when the special button is pressed. Flying Monkey Flip: A higher jump with a weaker kick, but the grab attack is stronger. Rocket Barrel Attack: Hits harder than the Rocketbarrel Boost, but does not fly quite as well. More difficult to control. Rocket Barrel Kaboom: Charges faster and has better control, but explodes on contact with terrain, damaging Diddy Kong. Shocking Banana Peel: Paralyzes those who step on it. Battering Banana: Throws a banana peel straight up. The peel launches foes straight up as well.
Link Silver Arrows: Miniscule range and damage if uncharged. High damage and knockback when fully charged. Piercing Arrow: Flies perfectly straight, has increased range and can pierce through targets. Does less damage and has no knockback. Boomerang: Removes the gale effect and deals more damage, akin to the pre-Brawl Boomerang. Magic Boomerang: Can hit multiple times at the cost of shorter range, slower flight and little knockback. Flying Spin Attack: Increased horizontal recovery distance and travel speed at the cost of doing no damage. Magic Spin Attack: Does more damage and knockback at the cost of vertical recovery distance. Deals more damage and has higher knockback. Super Bomb: Physically a larger Bomb with a greatly improved blast radius and increased damage. Does not explode or cause knockback when it hits a player, but will detonate after 5 seconds. Takes slightly longer to pull out. Meteor Bomb: Quicker to pull out and travels faster, but does less damage. Bombs have a meteor effect.
Toon Link Fire Bow: Identical to Young Link's neutral special. Slow Boomerang: Flies slower with more control. Easier to return to Toon Link. Fast Boomerang: Flies faster but only returns to the spot where it was thrown. Hurricane Spin: More charge time but can move horizontally when spinning on the ground. Deals more damage than usual. Rising Slash: More vertical distance on last slash. Sturdy Bomb: Bomb explodes later but has increased weight. Deals less damage than usual. Short-Fuse Bomb: Bombs explode quickly with bigger blast radius. Deals more damage than usual.
Zelda Nayru's Pulse: Less duration, damage and knockback, but adds a "flip" effect akin to Mario's Cape. Nayru's Explosion: Draws in opponents before creating an explosion around Zelda. Fast Din's Fire: A faster Din's Fire with no vertical movement. Heavy Din's Fire: Much more vertical movement and a delayed explosion that grows based on distance travelled. Farore's Vortex: Less damage but more range, pushes enemies away at the beginning and end, and carries them along with Zelda. Farore's Meteor: Can only teleport straight up, but deals meteor damage on reappearance. Phantom Push: Changes hitbox locations and pushes players away. Phantom CQC: The Phantom appears next to Zelda regardless of charge, rather than flying forward.
Sheik Penetrating Needle: Needle goes through multiple opponents and projectiles, but can only charge up to three. Electric effect. Drugged Needle: Longer hitstun. Can only hold one and attack animation is much longer, leaving Sheik vulnerable. Inviting Grenade: No draw in effect before explosion, but enemies hit by the blast are knocked towards Sheik. Rolling Grenade: Grenade bounces on the ground away from Sheik with a controllable delay before exploding. Instant Warp: Faster execution and larger movement range but no explosion or damage potential. Abyss: Explosion has a meteor effect, while the movement hitbox can cause tripping. Possible to follow-up attack after initial explosion. Jellyfish: Arcs much more vertically; easier to follow-up attack after initial hit. The Fish: Arcs much closer to the ground and faster, but will not attack unless the button is pressed again; harder to time.
Ganondorf Warlock Slash: Ganondorf pulls out his sword and plunges it forward in a stabbing motion, adding range at the cost of power. It still has armor. Warlock Thrust: Sacrifices power and knockback in exchange for a reduced charge time and an AOE blast. Gerudo Dragon: Changes Ganondorf's Side B to act like Captain Falcon's. Flame Chain: Instead of "choking" the victim at the end of the move, Ganondorf passes right through, dealing damage. Dark Fists: Ganondorf spins upward, but does not grab his opponent. At the end of the move, there is a powerful hit. Dark Vault: Doubles the height of Ganondorf's up special, but at the cost of the grab and severely reduced damage. Wizard's Dropkick: If used on the ground, Ganondorf will leap into the air and come down at a diagonal angle slightly different than the origional. When this move hits the ground, it causes slight knockback and damage for nearby enemies. Executes slightly faster with slightly reduced knockback. Turns the purple flames blue. Wizard's Assault: Longer startup, however it increases the distance traveled. If used in the air, Ganondorf will come straight down. May have a meteor effect.
Samus Slow Beam: Takes longer to charge and deals less knockback, but fires a larger, much slower-moving projectile. Shotgun Beam: Releases a short-range "shotgun blast" of energy rather than a projectile ball. Slow Missile: Missiles move much slower, granting homing Missiles more control. Delayed Missile: Missiles move faster, but "stall" for a moment before flying forward. Boost Ball: Deals more damage and moves more diagonally/horizontally. Shinespark: A purely vertical leap that only damages at the beginning and end. Slippy Bomb: Bombs cause opponents to trip but deal very little damage. Power Bomb: Explodes in a much larger blast after several seconds, limited to one on the stage at a time.
Zero Suit Samus Blaster Shot: Range and speed increase, but power decreases and loses paralyzing effect. Spreading Paralyzer: Shot explodes in front of her like a flare, travels a short distance, but hits a wide range. Plasma Dash: A dashing strike with your gun. Doesn't use the whip, so it can't grab on to edges. Snare Whip: Ensnares opponent and draws them in. It does not connect if she is too close to the opponent. Impact Kick: Launches opponents skyward with a jump kick. Spinning finisher is extremely powerful. Slide Booster: Lowers the boost on her heels and performs a low jump kick, uses extra strength to boost forward Shooting Star Flip Kick: Press the button while airborne to deliver a sharp falling kick. It does not drive opponents into the ground while flipping. Low Flip: A flip that doesn't go very high but quickly covers a lot of ground.
Kirby Ice Breath: Ice Kirby's basic attack, disables Kirby's copy abilities. Jumping Inhale: Kirby jumps and moves a significant distance forwards as he inhales. Hammer Bash: Kirby swings his hammer forwards in an arc, which sends his opponents skyward on contact. He cannot charge this move. Giant Hammer: Kirby swings a massive hammer, which is slower but stronger than his normal one. Wave Cutter: Kirby jumps straight up and falls straight down, cutting anyone he comes in contact with on the way up and meteoring anyone he comes in contact with on the way down. When landing, Kirby creates a shockwave that sends rocks flying outwards. Upper Cutter: Kirby jumps straight up and falls straight down, cutting anyone he comes in contact with on the way up. Stronger than his regular blade, but cannot hit anything on the way down. Grounding Stone: Kirby turns into a heavy object and plummets straight down. Kirby takes longer to transform, but grounded enemies are buried on contact. Meteor Stone: Kirby turns into a heavy object and plummets straight down. Kirby takes longer to transform back, but he will meteor smash any enemies he hits while falling.
Meta Knight ???: Draws nearby opponents into the vortex. Although the special button can be tapped to make it last longer, horizontal movement is reduced by a lot and if used in the air, Meta Knight will not gain as much height. ??? Larger hitbox and deals more damage. The ending finish lag is longer, but the the knockback is greatly improved and sends the opponents off diagonally. Meta Knight can no longer increase the duration and vertical movement is completely removed. Speed Drill: A longer ranged Drill Rush that cannot be controlled. Breaker Drill: Less range and power, but deals high shield damage. Blade Coaster: Startup time is increased, but the move is now at a diagonal angle. Opponents hit with the move are knocked back diagonally. ???: Meta Knight loses the initial hit of the move for better vertical recovery and a stronger hit near the end of the move. Shield Piercer: The attack penetrates shields, but the power and distance are lower. Stealth Smasher: Longer travel distance, but you're left vulnerable for longer.
King Dedede DeDeDe Storm: A cyclone from King Dedede's mouth that pulls foes in, hits repeatedly, and launches opponents upward. Taste Test: Inhales opponents quickly, and spits them out as stars instantly. Deals extra damage. Topspin Gordo: Throws a Gordo that moves slowly at first, then speeds up and becomes more powerful after it bounces. Bouncing Gordo: Throws a Gordo that bounces back and forth. Lasts a while, but each hit will not damage much. Rising Dedede: A big jump that attacks on the way up instead of the way down. Quick Dedede Jump: A jump that is very fast, but does not go as high or damage as much. Armored Jet Hammer: Player gains super armor during charge, however, fully charging damages Dedede more. Also deals less damage. Dash Jet Hammer: Pushes Dedede backward while charging, and sends him dashing forward when the special button is released.
Fox Impact Blaster: Fox fires slower blaster shots that deal more damage and knock opponents back. Charge Blaster: Fox fires a single, powerful laser. Has a slower startup time. Fox Burst: Fox cannot hit opponents with the dash itself, but will generate a large explosion wherever he stops. Fox Flash: Works just like the Wolf Flash. Flying Fox: Move can be used faster but deals no damage. Twisting Fox: Fox spins rapidly, dragging opponents in as he fires himself off, dealing rapid damage. Big Reflector: A larger Reflector that doesn't increase the power of reflected projectiles. Amplifying Reflector: Has a longer startup time, but doubles the power and speed of reflected projectiles.
Falco Exploding Blaster: Blaster shots are slower and larger, but explode on impact. Quick Blaster: Works like Fox's Blaster. Vision Through: Very little start up time. Increased distance and grants invincibility frames through the whole attack, but no longer causes damage. Falco Charge: Has high power, but the distance traveled is much lower. Quick Fire Bird: Slightly faster start up than the vanilla version, but slightly shorter reach and much less damage. Long Fire Bird: Slower start up, But the vertical recovery distance is longer. Multiple damaging hitboxes added to the end of the fire trail. Heavy Reflector: The reflector is a purple-red color and does a decent amount of damage with sizable knockback. Slightly slower than the vanilla version. Force Reflector: The reflector is lime green in color and speeds up reflected projectiles, but only reflects as it travels forward.
Pikachu Thunder Wave: It stuns opponents for a very long time; however, it has considerably less range. Thundershock: Shoots a ball of electricity horizontally. Triggers a small blast as it disappears. Shocking Skull Bash: A flying headbutt that deals multiple hits. The last hit has added knockback. Heavy Skull Bash: Dives sideways. Deals more damage if it hits near the start of the attack. Meteor Quick Attack: A Quick Attack with a meteor smash effect. Quick Feet: Moves once, but moves much farther than Pikachu's other up specials. Self-Generation: Unleashes an electric attack originating from Pikachu. Great Thunder: Extended reach, as well as a sweet spot where it begins and a sour spot where it ends.
Jigglypuff Continuous Roll: Rollout passes through foes rather than bouncing off. Raging Roll: A much longer charge time, but high damage and hits shields hard. Sideways Pound: Cancels Jigglypuff's momentum, deals less damage and knocks enemies horizontally. Multi-Pound: Pounds multiple times, dealing more damage and moving Jigglypuff further forward. Hyper Voice: Damages rather than putting foes to sleep. Back-Turning Song: Flips opponents around rather than putting them to sleep. Jumping Rest: Launches Jigglypuff upwards before falling asleep, knocking away foes. Awakening Attack: Sleeps for less time and explodes on wake, dealing 5% damage to Jigglypuff itself.
Charizard Fire Fang: A short-range fire-breathing attack. Hits quickly and continuously to rack up damage. Fireball Cannon: Fires distinct balls of fire that travel far but do less damage than Flamethrower. Blast Burn: A slower version of Flare Blitz that deals more damage to both Charizard and its opponent. (Upwards of 23%) Dragon Rush: Has less power overall, but Charizard takes no recoil damage. Rising Cyclone: Recovery distance is reduced, but Charizard can suck in opponents and launch them. (Upwards of 20%) Fly High: Deals no damage, but has an increased vertical distance. Sinking Skull: Charizard headbutts an opponent, causing them to get stuck in the floor. Rock Hurl: The rock fragments fly further than Rock Smash, but deal less damage.
Lucario Draw-in Aura Sphere: Aura Sphere travels slowly and draws in opponents. Piercing Aura Sphere: A low power, fast-moving piercing Aura Sphere that can be fired rapidly. Full Body Force Palm: Advances a large distance and released Aura. The Aura itself only travels a short distance. Long Range Force Palm: Increased range at the cost of power. Pushes the opponent away. Ride the Wind: Increases distance but removes damage. Extreme Speed Attack: Increases knockback, but also startup. Glancing Counter: Lucario parries and drives its fist into the opponent. Paralyzing Double Team: Counter-attack that causes paralysis.
Greninja Stagnant Shuriken: Fires a water shuriken that hovers in place wherever it is created. Shifting Shuriken: Fire two different types of shuriken, depending on whether the attack button is held or tapped. One type knocks opponents towards Greninja. Intense Shadow Sneak: Shadow moves slower through the ground. Shadow can move farther away, attack deals more knockback Speedy Shadow Sneak: Teleport is instant, no moving shadow. It teleports a set distance equal to about 75% of Shadow Sneak's max range. Attack deals less knockback. High Capacity Pump: Fire two jets for a bigger boost. Slower movement than Hydro Pump, but easier to control. Single Pump: Greninja only throws one pump instead of two so it can only go one direction. It gains significantly more distance. Greninja Explosion: Greninja dissapears for a brief moment and then reappears with an explosion around itself. This move does not counter. Substitute Ambush: Evade an enemy attack with a substitute; after a delay, attack with an extra-powerful counter. This move does heavy damage to shields.
Captain Falcon Dashing Falcon Punch: Greatly increases the horizontal distance traveled, but deals less damage. Mega Falcon Punch: Increases the height of the fiery wing in Falcon Punch which "squishes" the rest of the bird. Captain Falcon also slides forward slightly when throwing the punch. Heavy Raptor Boost: Raptor Boost with less distance, but more damage. Falcon does a fakeout, followed by the usual uppercut. Pull Back Raptor Boost: Captain Falcon's fist ignites as he uses the move, then there is a brief delay before charging forward. No other information is known. Falcon Upper: A move that sacrifices all damage at the cost of vastly improved vertical recovery. Burst Falcon Dive: Sacrifices vertical recovery for damage. Looks to be chargeable and useful for KOing. Falcon Kick Fury: Turns Falcon Kick into a multi hit move. Lightning Falcon Kick: A faster, electric Falcon Kick that sends opponents upward at a slight angle. Characters hit with this move are automatically sent upwards with Captain Falcon passing through them.
Ness Rising PK Flash: PK Flash mostly goes straight up with minimal control. Less damage, but larger hitbox. PK Freeze: Operates as Lucas' did, freezing opponents at the cost of damage. PK Flame Pillar: PK Fire has a significantly reduced range, but the result flame is larger, lasts longer, and does more damage on contact. Flying PK Fire: Increased range, but only hits once on contact, similar to Lucas. Piercing PK Thunder: Functions identically to Lucas' counterpart, with tighter turning and both the projectile and Ness piercing enemies. Big PK Thunder: Slower, larger PK Thunder. Both the projectile and Ness do more damage and knockback. Attraction PSI Attack: Pulls opponents towards Ness, exploding when the button is released. Lacks absorption capabilities. Frontal PSI Magnet: Ness holds PSI Magnet in front of him, also doing damage when the button is released, similarly to Lucas. Longer ending lag.
Marth/
Lucina
Storm Thrust: Shield Breaker produces a gust of wind that pushes opponents back. The longer the charge, the larger the gust. Assault Dash: Propels Marth/Lucina forward a significant distance on use. Easy Combination: Will perform the entire Dancing Blade combo no matter what speed the special button is pressed, but is weaker and will do the same attack type every time Heavy Combination: The spacing between all four hits is wider and has reduced knockback, but deals greater damage. Crescent Slash: Performs Dolphin Slash at a diagonal angle, doing more damage on the way up. Dolphin High Jump: Increased height, but does no damage. Easy Counter: The "ready" time for the counter is longer, but has reduced damage. Iai Counter: Upon countering, Marth/Lucina will slide past the opponent while slashing, sending the opponent flying behind him/her.
Ike Tempest: Plunging the sword into the ground creates a wind gust that pushes opponents away. Furious Eruption: The eruption covers a wider area the longer it is charged, but it also harms Ike. Close Combat: A faster forward lunge that ends with a body blow that launches foes. Unyielding Blade: Grants super armor during the charge and lunge, but the lunge is slower and shorter. Aether Dive: Ike throws his sword at approximately a 45 degree angle upwards, then rushes forward to catch it. Much better horizontal recovery. Aether Wave: Creates a shock wave when hitting the ground, but it's less powerful than normal. Paralyzing Counter: A counter that paralyzes enemies instead of dealing damage. Smash Counter: Delivers a slower, more powerful attack when countering.
Robin Concentrated Thunder: The tome can charge up to 5 seconds with increased damage and knockback, but has less uses before being discarded. Speed-Reading Thunder: The tome charges much more quickly, but does less damage and knockback. ???: Longer range and hits once with a powerful explosion. Fire Wall: Shorter range, hits twice with heavy knockback. Staggered Elwind: Short delay between Elwind pulses. Slant Elwind: First Elwind pulse fired 45 degrees behind Robin, adding horizontal recovery. Long-Range Nosferatu: Fires at about the range of regular Arcfire. Goetia: Draws enemies in but does not heal.
Mr. Game & Watch Iron Chef: The food flipped out of the pan is larger and does more damage, but the attack has reduced range and speed. Fast Food Chef: The flipped food has reduced vertical movement, but is quicker and has longer reach. Hyperbolic Judge: The hammer is always either a 1 or 9; however, the 1 seems to be more common and both do reduced damage. Multi Judge: Removes the effects the different hammer numbers have and instead hits the character the same number of times as what the hammer number reads. High Fire: Similar to his recovery move in Melee. No parachute is deployed and he can use air moves quicker out of this move than normal. Heavy Fire: Reduced recovery in exchange for dealing damage at the start of the move. Shallow Bucket: A single projectile will completely fill the bucket, though the damage and throw range is reduced. The "absorb" range seems to be slightly larger, however. Long Range Bucket: Longer throw range and a larger oil hitbox; however, the other aspects of the move is slower.
Pit Piercing Bow: Fire a stronger arrow that can pierce through foes. Charging takes longer, and cannot be guided. Guiding Bow: Fire an arrow that can be guided much more easily but has less power. Interception Arm: Acts as a counter, allowing Pit to uppercut enemies if they try to hit him. No dash. Quickdash Arm: A faster, longer dash that continues after the uppercut, making it hard to control. Striking Flight: The angle of flight cannot be controlled as much, but the user deals damage at takeoff. Breezy Flight: Does not fly as far, but creates a whirlwind around the user that can push enemies away. Impact Orbitars: The Orbitars damage foes and knock them back. Will not shield the user or reflect projectiles. Amplifying Orbitars: Boosts the power of projectiles it reflects, but the Orbitars can be broken more easily.
Dark Pit Electrocut Arm: Dark Pit readies his weapon, and then strikes if an enemy comes in range. He will not flinch while readied. Quickshock Arm: Charge forward with such speed, Dark Pit will not stop even after delivering an uppercut.
Olimar Strong Pikmin: Pikmin take longer to pull but can soak more damage. Exploding Pluck: Pikmin create an explosion when plucked. Speedy Pikmin: Thrown Pikmin deal less damage but attack faster. Butterfinger Pikmin: Pikmin do not latch on targets, but they deal stronger damage. Weak Flying Pikmin: Flying Pikmin carry Olimar farther for less air time. Hard-Working Pikmin: Not much is known about this move. Crash Whistle: Pikmin deal one final hit before jumping back to Olimar. Shrill Whistle: While whistling, Olimar shoots a small projectile that deals minor damage.
R.O.B. Piercing Robo Beam: Laser breaks through defenses. No other information is known about it. Quickshot Robo Beam: Recharge time is drastically lowered at cost of range. Power Spin: A stronger attack that hits once. Quick Spin: No other information is known about it. Robo Blastoff: Cannot use aerials during the move but recover great vertical distance. Robo Flight: Easier horizontal movement. No other information is known about it. Burning Gyro: Deals fire damage on contact. Greasy Gyro: Makes enemies slip on contact.
Little Mac Fire Spin Lunge: A flaming Straight Lunge with less charge time but less damage. Shock Lunge: Travels further and Paralyzes opponents, but deals less damage and lacks knockback resistance. Bury Blow: A Jolt Haymaker variant that buries opponents but removes Mac's projectile immunity. Guard Break: Both the speed and range of the attack is reduced, but has knockback resistance and ignores shields, damaging the opponent directly. Tornado Blow: Increased recovery height at the cost of reduced damage. Rising Smash: Further sacrifices Mac's vertical recovery in exchange for greatly increased power and knockback. Compact Counter: Very low knockback but greatly reduces startup and increases speed, allowing for better follow-ups. Dash Counter: Mac lunges very far forward when counter-attacking, but cannot hit opponents directly next to him. Can be used as a recovery when countered against gimping.
Duck Hunt One Shot Burst: Can is only kicked once upon initial activation. Greater distance and speed. Pressing the special button again at any time will make it explode immediately. Zig-Zag Shot: The can alternates direction in the air for each press. Getting hit by the explosion sends the opponent straight upwards. Rising Clay Pigeon: Dog throws a clay pigeon that rises into the air slowly. No additional effects. Clay Pigeon Smash: The pigeon can be shot at up to three times with varying accuracy, but the third shot definitely hits. Each shot is much stronger than the default move. Biting Duck Jump: Dog bites repeatedly as the duck carries him upward. Covers about the same vertical distance as the default up-special. Duck High Jump: Short lag, then the duck and dog go up very quickly. Covers more vertical distance than the default up-special. Fast-Firing Gunman: Start-up lag before firing is reduced, but both power and shot distance is decreased. Tough Gunman: Large gunman acts as a shield. Fires after considerable delay if nothing hits it.
Villager Bloom Pocket: If the opponent gets hit by the vortex, it puts a flower in their head. No damage multiplying for the projectiles reflected and the vortex is smaller. Flower falls almost immediately Wide Pocket: Bigger vortex. Damage multiplication for projectiles is less than regular Pocket. Climb Rocket: The rocket goes in a bell curve trajectory. Giant Rocket: Rocket is bigger, causes more damage, but is slower. Explosive Balloon Trip: Slower than the original. Press the attack button to explode the balloons one by one. If Villager lands, both balloons go to the sides and explode. Balloon High Jump: A really big jump, but no flight. Counter Seed: All phases are faster. Sapling trips enemies when they step on it. Watering can has a smaller windbox. Tree reflects projectiles and counters damage. Slower to wither, but is the weakest and cannot withstand lots of damage. Damages less when timbered. Big Timber: All phases are slower. Watering can has a longer range. Tree is significantly bigger and causes a lot of damage when timbered.
Wii Fit Trainer Enriched Sun Salutation: Charges a ball of energy that condenses while charging, then launches it. The move does not heal. Sweeping Sun Salutation: The energy ball travels slowly but hits foes multiple times, pushing them away. Huge Header: Head a larger ball that's slightly slower and less powerful but easier to hit with. Weighted Header: Head a heavy ball that's more powerful but quick to drop to the ground. Jumbo Hoop: Gyrate into the air with larger hoops that deal damage over a wider area. Will not go as high. Hoop Hurricane: Pull in opponents while rising, and then knock them upward with the hoops. Volatile Breathing: A forbidden breathing method that causes an explosion. It will not heal or power up Wii Fit Trainer. Steady Breathing: If successful, Wii Fit Trainer briefly becomes impossible to launch. However, the move has a cooldown.
Shulk Decisive Monado Arts: The ability's time is extended, but it is impossible to change. Extreme Monado Arts: The abilities' benefits and drawbacks are both amplified. The abilities' time is also decreased. Jumping Back Slash: Shulk jumps high in the air to slice the opponent. Enduring Back Slash: Shulk leaps lower and longer and will not receive knockback while in the air. However, the attack deals less damage. Forward Air Slash: Shulk goes upward in the first slash, then sideways in the second one. Strong Air Slash: Shulk strikes the enemy with a powerful slash. However, the reach is short and the move is hard to control when falling down. Dash Vision: Shulk takes a big step forward and the counter's range is extended. The counter is faster, but lacks power. Powerful Vision: Shulk foresees the future for a longer time and counters with greater power. However, if used too much, the counter will become less and less effective.
Sonic Stomping: Upon activation, goes straight down without homing; can meteor spike. Quick Homing Attack: Enemy homing is fast and accurate. Embedded Spin Dash: The height of Spin Dash's initial "hop" is increased. Players that are hit on the hop's descent are buried. Fire Spin Dash: a fiery version of Spin Dash. Limited follow-up options. Double Spring: Sonic's Spring Jump does not send him as high, but can be performed twice before landing with controllable delay. It is possible to do regular aerial attacks between each spring jump. Spring Head Attack: The spring has a hitbox. Good vertical recovery that is increased further if Sonic hits an opponent. Auto Spin Charge : Spin charge can be held indefinitely without tapping B, but no hitbox while charging. Suction Charge: Opponents are pulled towards or away from Sonic as he charges, depending on the direction he is facing.
Mega Man Hyper Bomb: Bomb Man's weapon. Explodes upon contact with the ground, walls, or opponents, but Mega Man can hold it indefinitely and it does not hurt him upon exploding. Has an unusual throwing arc. Shadow Blade: Shadow Man's weapon. Returns to Mega Man like a boomerang, but vanishes on hitting the stage. Ice Slasher: Ice Man's weapon. Freezes opponents at high enough percents. Danger Wrap: Burst Man's weapon. A bubble-encased bomb that floats upwards and explodes on contact. Tornado Hold: Tengu Man's weapon. Drops an upwards-facing fan that creates an uplifting cyclone. Beat: Carries Mega Man, granting more horizontal control but moving slower than Rush Coil's bounce. Skull Barrier: Skull Man's weapon. Does no damage when circling Mega Man, but reflects projectiles and pushes away close enemies. Plant Barrier: Plant Man's weapon. Petals do not disappear when hit, but moves slower and has less range when thrown.
Pac-Man Crazy Fruit: Gives all fruits different functions; cherries bounce and strawberries hit enemies towards Pac-Man. Lazy Fruit: Fruits take slower to cycle. ???: The pellet trail takes a longer time to deploy, but can extend to much farther lengths. ???: Adds a pulling effect as the move starts up. ???: The trampoline meteor smashes players when red, rather than putting them into helpless. Power Pac-Jump: Summon a trampoline that bounces Pac-Man higher than usual but does not stick around. Erupting Plug: The hydrant spews short-ranged fire, causing damage to anyone including Pac-Man himself. Exploding Plug: The hydrant explodes after hitting the ground, or a certain amount of time.

Trivia

  • Taking the first letter of each category of custom parts available to Miis (Equipment, Specials, Headgear, Outfit, Powers) yields the word "eShop".
  • When copying a character, Kirby will always copy that character's default neutral special, even if that character has it set to a custom move.[4]

References

External links