Unused content (SSBU): Difference between revisions

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*[[Ninjara]] - During {{SSBU|Min Min}}'s reveal on June 22nd, 2020, Sakurai mentioned that he considered either Min Min or Ninjara serving as the {{uv|ARMS}} fighter. However, Min Min was ultimately picked over Ninjara for the spot on request from Kosuke Yabuki, the game's producer.
*[[Ninjara]] - During {{SSBU|Min Min}}'s reveal on June 22nd, 2020, Sakurai mentioned that he considered either Min Min or Ninjara serving as the {{uv|ARMS}} fighter. However, Min Min was ultimately picked over Ninjara for the spot on request from Kosuke Yabuki, the game's producer.
*[[Rex]] - At one point in development, Rex was planned to fight alongside [[Pyra]] and [[Mythra]] similar to the {{SSBU|Ice Climbers}}, but he was removed due to technical issues with the implementation of the idea, like getting both characters to move at the same time which was impossible to do, Sakurai also stated that Rex as the main fighter with Pyra/Mythra behind him was also too difficult.<ref>https://www.youtube.com/watch?v=XeDBCgDSiB4&t=414s</ref> Rex ended up being delegated to a supporting character, appearing in Pyra and Mythra's up taunt, Final Smash, and victory poses.
*[[Rex]] - At one point in development, Rex was planned to fight alongside [[Pyra]] and [[Mythra]] similar to the {{SSBU|Ice Climbers}}, but he was removed due to technical issues with the implementation of the idea, like getting both characters to move at the same time which was impossible to do, Sakurai also stated that Rex as the main fighter with Pyra/Mythra behind him was also too difficult.<ref>https://www.youtube.com/watch?v=XeDBCgDSiB4&t=414s</ref> Rex ended up being delegated to a supporting character, appearing in Pyra and Mythra's up taunt, Final Smash, and victory poses.
*[[Heihachi Mishima]] - In {{h2|Mr. Sakurai Presents|Mr. Sakurai Presents "Kazuya"}}, Sakurai revealed that Heihachi, who was previously considered to be playable in ''Smash 4'', was almost chosen to be the ''Tekken'' fighter for ''[[Super Smash Bros. Ultimate]]''. Instead he chose [[Kazuya]], as he thought that because Kazuya has the [[Devil Kazuya|Devil Gene]], there was a better potential moveset for him than his father.
*[[Heihachi Mishima]] - In {{h2|Mr. Sakurai Presents|Mr. Sakurai Presents "Kazuya"}}, Sakurai revealed that Heihachi, who was previously considered to be playable in ''[[Super Smash Bros. 4]]'', was almost chosen to be the ''Tekken'' fighter for ''Ultimate''. Instead he chose [[Kazuya]], as he thought that because Kazuya has the [[Devil Kazuya|Devil Gene]], there was a better potential moveset for him than his father.


===Mii Fighters===
===Mii Fighters===
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*A few stages' images have differences on the stage select screen in the August 8, 2018 Nintendo Direct from the final game.
*A few stages' images have differences on the stage select screen in the August 8, 2018 Nintendo Direct from the final game.
**{{SSBU|Battlefield}}'s image is zoomed in more in the final game.
**{{SSBU|Battlefield}}'s image is zoomed in more in the final game.
**[[Spear Pillar]] in the Direct depicts the green hue that normally appears when [[Cresselia]] is present, but doesn't actually have any Pokémon in the image, while the final game depicts the image with the purple hue with [[Palkia]] in the background.
**[[Spear Pillar]] in the Direct depicts the green hue that normally appears when [[Cresselia]] is present, but doesn't actually have any Pokémon in the image, while the final game depicts the image with the purple hue with [[Palkia]] in the background.
**[[Reset Bomb Forest]]'s image is zoomed out more in the final game.
**[[Reset Bomb Forest]]'s image is zoomed out more in the final game.
**The position of the clouds in [[Onett]]'s image are in slightly different spots in the final game.
**The position of the clouds in [[Onett]]'s image are in slightly different spots in the final game.
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*Mount Huji along with other areas from the ''Dragon Quest'' series were considered to be replacements for [[Yggdrasil's Altar]] during development.<ref>https://nintendoeverything.com/sakurai-and-yuji-horii-on-how-hero-made-it-into-smash-bros-yggdrasils-altar-was-almost-scrapped-initially-just-luminary-and-erdrick/</ref>
*Mount Huji along with other areas from the ''Dragon Quest'' series were considered to be replacements for [[Yggdrasil's Altar]] during development.<ref>https://nintendoeverything.com/sakurai-and-yuji-horii-on-how-hero-made-it-into-smash-bros-yggdrasils-altar-was-almost-scrapped-initially-just-luminary-and-erdrick/</ref>
*[[Small Battlefield]] was at the very least considered to have forms for every stage, similar to [[Battlefield form|Battlefield]] and [[Ω form|Ω]] forms.<ref>https://twitter.com/PushDustIn/status/1290823951518560256</ref>
*[[Small Battlefield]] was at the very least considered to have forms for every stage, similar to [[Battlefield form|Battlefield]] and [[Ω form|Ω]] forms.<ref>https://twitter.com/PushDustIn/status/1290823951518560256</ref>
*[[Masahiro Sakurai]]'s original concept for [[Minecraft World]] was to include a level editor that would allow stages built in ''Minecraft'' to be imported and played in ''Super Smash Bros. Ultimate''. The concept was abandoned early on, as technical issues made it impossible.<ref>[https://twitter.com/Sephazon/status/1321481979108282368 Robert Sephazon on Twitter]</ref> Minecraft World's texture sheet shows multiple textures that go unused, such as carved pumpkin blocks, gold and diamond blocks, and the command block. These unused textures may be related to Sakurai's original concept.
*[[Masahiro Sakurai]]'s original concept for [[Minecraft World]] was to include a level editor that would allow stages built in ''Minecraft'' to be imported and played in ''Ultimate''. The concept was abandoned early on, as technical issues made it impossible.<ref>[https://twitter.com/Sephazon/status/1321481979108282368 Robert Sephazon on Twitter]</ref> Minecraft World's texture sheet shows multiple textures that go unused, such as carved pumpkin blocks, gold and diamond blocks, and the command block. These unused textures may be related to Sakurai's original concept.


===Removed===
===Removed===
*The [[Miiverse]] stage was intended to return, and a ''[[Rhythm Heaven]]'' stage was intended to be introduced. Looking into the <code>ui_series_db.prc</code> file, it includes ''Rhythm Heaven'' (rhythm) and Miiverse, this could be a carryover from ''Smash 4'', and while the save file index for the list of series is in the same order as it was in ''Smash 4'', they have two omissions, ''Brain Age'' (braintraining) and ''Swapnote'' (diary)<ref>[https://sourcegaming.info/2015/07/24/smash-for-wii-u-and-brawl-emblem-order/ Smash for Wii U and Brawl Emblem Order]</ref>. ''Rhythm Heaven'' and Miiverse are in close proximity to other stage exclusive series in the parameters, this would suggest they were purposefully left over in the series database to be used for their own stages.
*The [[Miiverse]] stage was intended to return, and a ''[[Rhythm Heaven]]'' stage was intended to be introduced. Looking into the <code>ui_series_db.prc</code> file, it includes ''Rhythm Heaven'' (rhythm) and Miiverse, this could be a carryover from ''Smash 4'', and while the save file index for the list of series is in the same order as it was in ''Smash 4'', they have two omissions, ''Brain Age'' (braintraining) and ''Swapnote'' (diary)<ref>[https://sourcegaming.info/2015/07/24/smash-for-wii-u-and-brawl-emblem-order/ Smash for Wii U and Brawl Emblem Order]</ref>. ''Rhythm Heaven'' and Miiverse are in close proximity to other stage exclusive series in the parameters, this would suggest they were purposefully left over in the series database to be used for their own stages.
*''Smash 4''{{'}}s {{SSB4|Battlefield}} was used in the development environment of ''Ultimate''. Although it is not present in its release, there has been screenshots of the stage shown by Masahiro Sakurai, depicting what the stage may have looked like with ''Ultimate''{{'}}s engine.<ref>[https://www.youtube.com/watch?v=wKQ2v9kno9I Odds and Ends of Supervising <nowiki>[</nowiki>Graphics<nowiki>]</nowiki>]</ref>
*''Smash 4''{{'}}s {{SSB4|Battlefield}} was used in the development environment of ''Ultimate''. Although it is not present in its release, there has been screenshots of the stage shown by Masahiro Sakurai, depicting what the stage may have looked like with ''Ultimate''{{'}}s engine.<ref name="yt_111723">[https://www.youtube.com/watch?v=wKQ2v9kno9I Odds and Ends of Supervising <nowiki>[</nowiki>Graphics<nowiki>]</nowiki>]</ref>


<gallery>
<gallery>
Unused Fourside Grand Department Store.jpg|The background of Fourside with the unused Grand Department Store.
Unused Fourside Grand Department Store.jpg|The background of Fourside with the unused Grand Department Store.
Minecraft_World_Texture_Sheet.png|The texture sheet for the blocks used in Minecraft World.  
Minecraft_World_Texture_Sheet.png|The texture sheet for the blocks used in Minecraft World.
UnusedGarregMachMonestary.png|Head textures for the Blue Lions students in Garreg Mach Monastery.  
UnusedGarregMachMonestary.png|Head textures for the Blue Lions students in Garreg Mach Monastery.
UnusedGarregMachMonestary2.png|Head textures for the Golden Deer students in Garreg Mach Monastery.
UnusedGarregMachMonestary2.png|Head textures for the Golden Deer students in Garreg Mach Monastery.
</gallery>
</gallery>


==Gameplay==
==Gameplay==
*The {{SSBU|Classic Mode}} route files for {{SSBU|Pokémon Trainer}} and {{SSBU|Mega Man}} each contain data specifying a [[Hit points|stamina]] HP value of 120, but have stamina mode disabled. This implies that these fighters' Classic Mode routes may have once been planned to use stamina battles. In the final game, {{SSBU|Ryu}}, {{SSBU|Hero}}, {{SSBU|Terry}}, {{SSBU|Byleth}}, {{SSBU|Steve}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}} are the only fighters whose routes uses stamina battles, with a HP value of 150 for Ryu, Hero, Terry, and Pyra/Mythra, while Byleth, Steve, Kazuya, and Sora start with 100.  
*The {{SSBU|Classic Mode}} route files for {{SSBU|Pokémon Trainer}} and {{SSBU|Mega Man}} each contain data specifying a [[Hit points|stamina]] HP value of 120, but have stamina mode disabled. This implies that these fighters' Classic Mode routes may have once been planned to use stamina battles. In the final game, {{SSBU|Ryu}}, {{SSBU|Hero}}, {{SSBU|Terry}}, {{SSBU|Byleth}}, {{SSBU|Steve}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}} are the only fighters whose routes uses stamina battles, with a HP value of 150 for Ryu, Hero, Terry, and Pyra/Mythra, while Byleth, Steve, Kazuya, and Sora start with 100.
*In an interview, Sakurai stated that he had planned to lower the run speed for a campy playstyle. However, it was eventually scrapped because he believed it was nearly impossible to tell what was campy. <ref>https://twitter.com/Meshima_/status/1087194909705101312</ref>
*In an interview, Sakurai stated that he had planned to lower the run speed for a campy playstyle. However, it was eventually scrapped because he believed it was nearly impossible to tell what was campy.<ref>https://twitter.com/Meshima_/status/1087194909705101312</ref>
*The usage of [[wikipedia:GGPO|rollback netcode]] for online gameplay was considered, but was ultimately decided against due to each implementation attempt creating multiple side effects.<ref>https://twitter.com/PushDustIn/status/1301055140900737024</ref>
*The usage of [[wikipedia:GGPO|rollback netcode]] for online gameplay was considered, but was ultimately decided against due to each implementation attempt creating multiple side effects.<ref>https://twitter.com/PushDustIn/status/1301055140900737024</ref>
*Unlike other bosses, [[Giga Bowser]] can be used as a fighter with the works of hacking, many unused elements can be found for him like a {{SSBU|Kirby}} [[copy ability]], a full moveset (albeit without access to certain moves), and many other elements that go unused. With all this in mind, it seems that Giga Bowser was ported over from ''[[Super Smash Bros. 4]]'' where he was a transformation Final Smash for {{SSB4|Bowser}}. [https://www.youtube.com/watch?v=Q6PthMfdBuc]
*Unlike other bosses, [[Giga Bowser]] can be used as a fighter with the works of hacking, many unused elements can be found for him like a {{SSBU|Kirby}} [[copy ability]], a full moveset (albeit without access to certain moves), and many other elements that go unused. With all this in mind, it seems that Giga Bowser was ported over from ''Smash 4'' where he was a transformation Final Smash for {{SSB4|Bowser}}. [https://www.youtube.com/watch?v=Q6PthMfdBuc]
*Chef Kawasaki, after being summoned (assuming at least one person is trapped in his attack), will always leave behind a food item before disappearing. However, inside the folder "Generate_Param_Assist.prc", there are some food items Chef Kawasaki can never generate due to spawn rate being set to "0", despite them all being defined to be spawnable. The reason for this is not yet known. The following are food items Chef Kawasaki can never spawn: <ref>[https://tcrf.net/Super_Smash_Bros._Ultimate ''Super Smash Bros. Ultimate'' on The Cutting Room Floor]</ref>
*Chef Kawasaki, after being summoned (assuming at least one person is trapped in his attack), will always leave behind a food item before disappearing. However, inside the folder "Generate_Param_Assist.prc", there are some food items Chef Kawasaki can never generate due to spawn rate being set to "0", despite them all being defined to be spawnable. The reason for this is not yet known. The following are food items Chef Kawasaki can never spawn: <ref>[https://tcrf.net/Super_Smash_Bros._Ultimate ''Super Smash Bros. Ultimate'' on The Cutting Room Floor]</ref>
**Cherries
**Cherries
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*King K. Rool's forward aerial and back aerial have flags for ending intangibility. However, as they lack a flag for starting intangibility, nothing happens in the final game.
*King K. Rool's forward aerial and back aerial have flags for ending intangibility. However, as they lack a flag for starting intangibility, nothing happens in the final game.
*{{SSBU|Roy}} was originally going to have a different running animation, as seen at the beginning of his character trailer. Additionally, it sounds noticeably slower than it currently does, indicating that at one point, Roy's running speed may have been either unchanged or even slowed down. It was eventually replaced by his original run from ''Smash 4'' and sped up.
*{{SSBU|Roy}} was originally going to have a different running animation, as seen at the beginning of his character trailer. Additionally, it sounds noticeably slower than it currently does, indicating that at one point, Roy's running speed may have been either unchanged or even slowed down. It was eventually replaced by his original run from ''Smash 4'' and sped up.
*{{SSBU|Olimar}}'s Pikmin still have their pummel animation from ''[[Smash 4]]'' and their [[Pikmin Chain]] animations from ''[[Brawl]]''. They go unused because Olimar pummels on his own and his up special was changed to [[Winged Pikmin]] in ''Smash 4''.
*{{SSBU|Olimar}}'s Pikmin still have their pummel animation from ''Smash 4'' and their [[Pikmin Chain]] animations from ''[[Brawl]]''. They go unused because Olimar pummels on his own and his up special was changed to [[Winged Pikmin]] in ''Smash 4''.
*Like in ''Smash 4'', characters that could [[glide]] in ''Brawl'' still retain the code for it despite it being removed. However, Ridley, a newcomer, has code for being able to glide despite him not being able to. It's not exactly sure why Ridley has the code in the first place, but upon further inspection, the code for the glide is nearly identical to {{SSBU|Charizard}}'s, suggesting Ridley was made using Charizard as a base, and that the code for gliding was a carryover. However, this would result in a T-pose due to the lack of animation (although the "trans" bone does move).
*Like in ''Smash 4'', characters that could [[glide]] in ''Brawl'' still retain the code for it despite it being removed. However, Ridley, a newcomer, has code for being able to glide despite him not being able to. It's not exactly sure why Ridley has the code in the first place, but upon further inspection, the code for the glide is nearly identical to {{SSBU|Charizard}}'s, suggesting Ridley was made using Charizard as a base, and that the code for gliding was a carryover. However, this would result in a T-pose due to the lack of animation (although the "trans" bone does move).
*Min Min has an unused down special animation left in her animation files, both an aerial and grounded version. The animations resembles Captain Falcon's [[Falcon Kick]], suggesting that Min Min used Captain Falcon as a base. She also has an unused dash attack hitbox that has [[reflection]] properties, suggesting Min Min was planned to have two moves that reflect projectiles.<ref>https://twitter.com/Meshima_/status/1280091688514383874</ref>
*Min Min has an unused down special animation left in her animation files, both an aerial and grounded version. The animations resembles Captain Falcon's [[Falcon Kick]], suggesting that Min Min used Captain Falcon as a base. She also has an unused dash attack hitbox that has [[reflection]] properties, suggesting Min Min was planned to have two moves that reflect projectiles.<ref>https://twitter.com/Meshima_/status/1280091688514383874</ref>
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**[[List of SSBU Music (Metroid series)|''Metroid'']]:  
**[[List of SSBU Music (Metroid series)|''Metroid'']]:  
***"Opening/Menu - Metroid Prime" was originally named "Metroid Prime: Opening/Menu".  
***"Opening/Menu - Metroid Prime" was originally named "Metroid Prime: Opening/Menu".  
***"Multiplayer - Metroid Prime 2: Echoes" was originally named "Multiplayer (Metroid Prime 2: Echoes)", as it was in {{forwiiu}}.  
***"Multiplayer - Metroid Prime 2: Echoes" was originally named "Multiplayer (Metroid Prime 2: Echoes)", as it was in {{forwiiu}}.
***"Main Theme - Metroid Prime: Federation Force" was originally named "Splash Screen (Metroid Prime: Federation Force)".  
***"Main Theme - Metroid Prime: Federation Force" was originally named "Splash Screen (Metroid Prime: Federation Force)".
***"Magmoor Caverns - Metroid: Samus Returns" was originally named "Area 1 - 5 Torrid Zone (Metroid: Samus Returns)".
***"Magmoor Caverns - Metroid: Samus Returns" was originally named "Area 1 - 5 Torrid Zone (Metroid: Samus Returns)".
**[[List of SSBU Music (Star Fox series)|''Star Fox'']]:  
**[[List of SSBU Music (Star Fox series)|''Star Fox'']]:  
***"Main Theme - Star Fox" was originally named "Star Fox - Main Theme".  
***"Main Theme - Star Fox" was originally named "Star Fox - Main Theme".
***"Corneria - Star Fox" was originally named "Corneria (Star Fox)".  
***"Corneria - Star Fox" was originally named "Corneria (Star Fox)".
***"Main Theme - Star Fox 64 (64)","Main Theme - Star Fox 64 (Melee)", and "Main Theme - Star Fox 64 (Brawl)" were originally titled "Star Fox 64 - Main Theme (64)", "Star Fox 64 - Main Theme (Melee)", and "Star Fox 64 - Main Theme (Brawl)", respectively.
***"Main Theme - Star Fox 64 (64)","Main Theme - Star Fox 64 (Melee)", and "Main Theme - Star Fox 64 (Brawl)" were originally titled "Star Fox 64 - Main Theme (64)", "Star Fox 64 - Main Theme (Melee)", and "Star Fox 64 - Main Theme (Brawl)", respectively.
**The total number of [[List of SSBU Music (Pac-Man series)|''Pac-Man'']] tracks was shown as 13 during the Direct, but there are only 11 tracks in the final game. Incidentally, two ''Pac-Man'' music tracks were cut between ''Smash 4'' and ''Ultimate'', implying that those two tracks were originally going to return.
**The total number of [[List of SSBU Music (Pac-Man series)|''Pac-Man'']] tracks was shown as 13 during the Direct, but there are only 11 tracks in the final game. Incidentally, two ''Pac-Man'' music tracks were cut between ''Smash 4'' and ''Ultimate'', implying that those two tracks were originally going to return.
*In {{SSBU|Simon}} and {{SSBU|Richter}}'s reveal trailer, the ending features a remixed version of the Stage Clear theme from {{uv|Castlevania}}; it differs slightly from the ''Castlevania'' [[victory theme]] heard in the final game, in that it lacks the electric guitar, implying the remix heard in the trailer is an earlier version of the victory theme.
*In {{SSBU|Simon}} and {{SSBU|Richter}}'s reveal trailer, the ending features a remixed version of the Stage Clear theme from {{uv|Castlevania}}; it differs slightly from the ''Castlevania'' [[victory theme]] heard in the final game, in that it lacks the electric guitar, implying the remix heard in the trailer is an earlier version of the victory theme.
*In the E3 2018 demo {{SSBU|Ridley}} had a slightly different victory theme, where instead of the chanting in the final game there is an ominous twinkling sound, seemingly an arrangement of the "Unknown Item Found" jingle from ''Metroid: Zero Mission''. <ref>https://www.youtube.com/watch?v=xDrzIIUbaTk</ref>
*In the E3 2018 demo {{SSBU|Ridley}} had a slightly different victory theme, where instead of the chanting in the final game there is an ominous twinkling sound, seemingly an arrangement of the "Unknown Item Found" jingle from ''Metroid: Zero Mission''.<ref>https://www.youtube.com/watch?v=xDrzIIUbaTk</ref>
*''Sonic Rush'' is included inside the database of game titles used across ''Ultimate'', suggesting {{SSB4MusicLink|Sonic The Hedgehog|Right There, Ride On}} was intended to return instead of being cut.
*''Sonic Rush'' is included inside the database of game titles used across ''Ultimate'', suggesting {{SSB4MusicLink|Sonic The Hedgehog|Right There, Ride On}} was intended to return instead of being cut.
*The original versions of both {{SSBUMusicLink|Persona|Aria of the Soul}} and {{SSBUMusicLink|Persona|Beneath the Mask}} (the former in its ''Persona 3'' rendition) can be [https://tcrf.net/Super_Smash_Bros._Ultimate#Persona found] in the game's files, despite both being remixed in the final release of Challenger Pack 1.
*The original versions of both {{SSBUMusicLink|Persona|Aria of the Soul}} and {{SSBUMusicLink|Persona|Beneath the Mask}} (the former in its ''Persona 3'' rendition) can be [https://tcrf.net/Super_Smash_Bros._Ultimate#Persona found] in the game's files, despite both being remixed in the final release of Challenger Pack 1.
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==Sounds==
==Sounds==
*Several characters, such as Link, Ganondorf and Ike, use their old voice clips from ''[[Super Smash Bros. 4]]'' in early footage of the game.
*Several characters, such as Link, Ganondorf and Ike, use their old voice clips from ''Smash 4'' in early footage of the game.
*In the E3 trailer for the game, the part going over [[Perfect Shield|Perfect Shielding]] still uses the old Perfect Shield sound effect from ''[[Super Smash Bros. 4]]''. In the final game, this sound was replaced with a more audible sound.
*In the E3 trailer for the game, the part going over [[Perfect Shield|Perfect Shielding]] still uses the old Perfect Shield sound effect from ''Smash 4''. In the final game, this sound was replaced with a more audible sound.
*When a character is KO'd, a *foowish* sound effect is played when the game brings up the remaining stocks. However, in the King K. Rool vs Snake video posted by Nintendo UK the sound effect is completely different, being a *bleep* instead. [https://youtu.be/CBLnjibehdU?t=33]
*When a character is KO'd, a *foowish* sound effect is played when the game brings up the remaining stocks. However, in the King K. Rool vs Snake video posted by Nintendo UK the sound effect is completely different, being a *bleep* instead. [https://youtu.be/CBLnjibehdU?t=33]
*In Wolf's character showcase video, his Blaster makes a considerably different sound than it does in the final game.
*In Wolf's character showcase video, his Blaster makes a considerably different sound than it does in the final game.
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===Oddities===
===Oddities===
Compared to previous games, ''Ultimate'' has significantly fewer unused voice clips. Characters whose voice clips are ported over from ''[[Super Smash Bros. Brawl]]'' have almost all of their unused voice clips (such as {{SSBU|Captain Falcon}}'s soft "Yes!" and various short clips spoken by {{SSBU|Peach}} and {{SSBU|Luigi}}) removed altogether from their sound files (with the exception of a few voice clips of {{SSBU|Snake}}, which are repurposed in the game); this is slightly odd, as these characters did not have any voice clips exclusive to their [[character customization]]s in ''Smash 4'' (e.g. {{SSB4|Palutena}}'s [[Heavenly Light]] over [[Autoreticle]]) whatsoever; and despite {{SSB4|Kirby}}, {{SSB4|Pit}}, and {{SSB4|Lucario}} (three of the characters who had unused voice clips in ''Brawl'') having their voice clips re-recorded in ''Smash 4'', the other characters' voice clips were left almost untouched (aside from one of {{SSB4|Pikachu}}'s voice clips and {{SSB4|Link}} and {{SSB4|Captain Falcon}}'s heavy knockback voice clips).  
Compared to previous games, ''Ultimate'' has significantly fewer unused voice clips. Characters whose voice clips are ported over from ''Brawl'' have almost all of their unused voice clips (such as {{SSBU|Captain Falcon}}'s soft "Yes!" and various short clips spoken by {{SSBU|Peach}} and {{SSBU|Luigi}}) removed altogether from their sound files (with the exception of a few voice clips of {{SSBU|Snake}}, which are repurposed in the game); this is slightly odd, as these characters did not have any voice clips exclusive to their [[character customization]]s in ''Smash 4'' (e.g. {{SSB4|Palutena}}'s [[Heavenly Light]] over [[Autoreticle]]) whatsoever; and despite {{SSB4|Kirby}}, {{SSB4|Pit}}, and {{SSB4|Lucario}} (three of the characters who had unused voice clips in ''Brawl'') having their voice clips re-recorded in ''Smash 4'', the other characters' voice clips were left almost untouched (aside from one of {{SSB4|Pikachu}}'s voice clips and {{SSB4|Link}} and {{SSB4|Captain Falcon}}'s heavy knockback voice clips).


*Additionally {{SSBU|Ice Climbers}} have an "Unused Light knockback and Heavy Knockback". When Popo is the leader they vocalize their medium and heavy knockback based on a small probability. Both are missing a light knockback and 1 heavy knockback which goes unused in ''[[Super Smash Bros. Brawl]]''. When Nana is the leader, she doesn't vocalize any of her light, medium, teetering or heavy knockback clips. This could be an oversight, essentially making them have "Unused Knockback yells"
*Additionally {{SSBU|Ice Climbers}} have an "Unused Light knockback and Heavy Knockback". When Popo is the leader they vocalize their medium and heavy knockback based on a small probability. Both are missing a light knockback and 1 heavy knockback which goes unused in ''Brawl''. When Nana is the leader, she doesn't vocalize any of her light, medium, teetering or heavy knockback clips. This could be an oversight, essentially making them have "Unused Knockback yells"


==Spirit Battles==
==Spirit Battles==
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*In {{SSBU|Toon Link}}'s characer showcase trailer, his version of [[Triforce Slash]] reused the same sound effects as in ''Smash 4''. In the final game, Toon Link uses new sound effects for Triforce Slash while the ''Smash 4'' sound effects are used by {{SSBU|Young Link}} instead.
*In {{SSBU|Toon Link}}'s characer showcase trailer, his version of [[Triforce Slash]] reused the same sound effects as in ''Smash 4''. In the final game, Toon Link uses new sound effects for Triforce Slash while the ''Smash 4'' sound effects are used by {{SSBU|Young Link}} instead.
*During the "Everyone is Here!" trailer, the E3 Demo and {{SSBU|Cloud}}'s character showcase trailer, the camera as Cloud was readying the final strike of [[Omnislash]] was similar to ''Smash 4'', where it would zoom in on Cloud while rapidly shaking. In the final game, the camera remains still while this is happening and is more zoomed out to see the victims.
*During the "Everyone is Here!" trailer, the E3 Demo and {{SSBU|Cloud}}'s character showcase trailer, the camera as Cloud was readying the final strike of [[Omnislash]] was similar to ''Smash 4'', where it would zoom in on Cloud while rapidly shaking. In the final game, the camera remains still while this is happening and is more zoomed out to see the victims.
*The textures for the Yoshi colors used in the Final Smash [[Stampede!]] uses a completely different file than Yoshi himself. Interestingly, those textures also include a ''Crafted World'' Yoshi, just like the playable character himself. This indicates that a ''Crafted World'' Yoshi is supposed to appear in the Final Smash, however, for unexplained reasons it never appears, implying that ''Crafted World'' Yoshi was cut from the Final Smash.  
*The textures for the Yoshi colors used in the Final Smash [[Stampede!]] uses a completely different file than Yoshi himself. Interestingly, those textures also include a ''Crafted World'' Yoshi, just like the playable character himself. This indicates that a ''Crafted World'' Yoshi is supposed to appear in the Final Smash, however, for unexplained reasons it never appears, implying that ''Crafted World'' Yoshi was cut from the Final Smash.
*In Bowser's character data, there is an image of reticle with the character "{{ja|仮|Kari}}" ("Temporary") placed twice on it, indicating that this reticle was a placeholder for Bowser's Final Smash [[Giga Bowser Punch]].
*In Bowser's character data, there is an image of reticle with the character "{{ja|仮|Kari}}" ("Temporary") placed twice on it, indicating that this reticle was a placeholder for Bowser's Final Smash [[Giga Bowser Punch]].
*When Ridley performs [[Plasma Scream]] in his reveal trailer, he screams just before firing the attack. He doesn't do this in the final game, however.
*When Ridley performs [[Plasma Scream]] in his reveal trailer, he screams just before firing the attack. He doesn't do this in the final game, however.
*In the E3 gameplay, if the opponents reaches 100% damage or higher by the end of Ridley’s Final Smash, they will be screen KOed. In the final game, this was changed to an [[instant KO]].
*In the E3 gameplay, if the opponents reaches 100% damage or higher by the end of Ridley’s Final Smash, they will be screen KOed. In the final game, this was changed to an [[instant KO]].
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===Movesets===
===Movesets===
*In Luigi's character showcase trailer, {{SSBU|Dr. Mario}} is seen using Mario's updated animation for [[Cape]] rather than his own new and unique animation when using [[Super Sheet]], and his sheet is on his right hand, completely unanimated.  
*In Luigi's character showcase trailer, {{SSBU|Dr. Mario}} is seen using Mario's updated animation for [[Cape]] rather than his own new and unique animation when using [[Super Sheet]], and his sheet is on his right hand, completely unanimated.
*In his own trailer, Dr. Mario is using his old animation for his down special, [[Dr. Tornado]]. In the final game, he spreads out his arms with his hands open.
*In his own trailer, Dr. Mario is using his old animation for his down special, [[Dr. Tornado]]. In the final game, he spreads out his arms with his hands open.
*In early footage of ''Ultimate'', {{SSBU|Lucina}} has her former idle pose animation from ''Smash 4'', but in the final build, her idle pose matches {{SSBU|Marth}}'s new one.
*In early footage of ''Ultimate'', {{SSBU|Lucina}} has her former idle pose animation from ''Smash 4'', but in the final build, her idle pose matches {{SSBU|Marth}}'s new one.
*In {{SSBU|Pikachu}}'s showcase trailer, Pikachu's attacks were not changed, but {{SSBU|Mr. Game & Watch}} is shown using his former forward smash animation from ''[[Super Smash Bros. 4]]''. In the final game, however, he uses his design from the [[Game & Watch]] game ''Fire Attack''.
*In {{SSBU|Pikachu}}'s showcase trailer, Pikachu's attacks were not changed, but {{SSBU|Mr. Game & Watch}} is shown using his former forward smash animation from ''Smash 4''. In the final game, however, he uses his design from the [[Game & Watch]] game ''Fire Attack''.
**More notoriously, the design for the attack originally used the original depiction of the attackers from ''Fire Attack'', based on stereotypical Native Americans (as could be seen with the feather on Mr. Game & Watch's head); due to backlash on social media against the negative stereotype, the game's day 1 patch, version {{SSBU|1.1.0}}, removed the feather from the design.
**More notoriously, the design for the attack originally used the original depiction of the attackers from ''Fire Attack'', based on stereotypical Native Americans (as could be seen with the feather on Mr. Game & Watch's head); due to backlash on social media against the negative stereotype, the game's day 1 patch, version {{SSBU|1.1.0}}, removed the feather from the design.
*During Wolf's character showcase video in the E3 Direct, [[Wolf Flash]] lacked any visual effects.  
*During Wolf's character showcase video in the E3 Direct, [[Wolf Flash]] lacked any visual effects.  
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*Joker has an unused "results" mouth and teeth model, implying he was supposed to talk, or move his mouth in some way during his victory poses. However, there are no bones for the mouth and jaw attached to the rig.
*Joker has an unused "results" mouth and teeth model, implying he was supposed to talk, or move his mouth in some way during his victory poses. However, there are no bones for the mouth and jaw attached to the rig.
**While Joker does talk during his victory poses, it's only after the player accesses the [[results screen]], when he is off-screen.
**While Joker does talk during his victory poses, it's only after the player accesses the [[results screen]], when he is off-screen.
*Lucas' bursts of PSI originally retained their pink-and-yellow color scheme from ''Smash 4'' which is shown in pre-release screenshots, and his appearance in the [[:File:SSBU Panoramic.png|panoramic "Everyone Is Here!" illustration]], the color scheme would later be changed to a cyan-and-yellow color scheme in the released version of ''[[Super Smash Bros. Ultimate]]''.
*Lucas' bursts of PSI originally retained their pink-and-yellow color scheme from ''Smash 4'' which is shown in pre-release screenshots, and his appearance in the [[:File:SSBU Panoramic.png|panoramic "Everyone Is Here!" illustration]], the color scheme would later be changed to a cyan-and-yellow color scheme in the released version of ''Ultimate''.
*Kirby has an unused model of the Keyblade, though it lacks some essential files. Even when modded back in, the game does not spawn it in.<ref>https://twitter.com/zrksyd/status/1566484364090826752</ref>
*Kirby has an unused model of the Keyblade, though it lacks some essential files. Even when modded back in, the game does not spawn it in.<ref>https://twitter.com/zrksyd/status/1566484364090826752</ref>


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*Reeling was originally the same length as it used to be in every other ''Smash'' game before ''Ultimate.'' The final game speeds up the animation.
*Reeling was originally the same length as it used to be in every other ''Smash'' game before ''Ultimate.'' The final game speeds up the animation.
*When respawning via the [[revival platform]], {{SSBU|Inkling}} would use their landing animation from a Super Jump while descending, perhaps as a reference to the original ''Splatoon''.
*When respawning via the [[revival platform]], {{SSBU|Inkling}} would use their landing animation from a Super Jump while descending, perhaps as a reference to the original ''Splatoon''.
*Pyra originally used a temporary version of Hero’s icon prior to her icon being completed. <ref>https://youtube.com/watch?v=wKQ2v9kno9I</ref>
*Pyra originally used a temporary version of Hero’s icon prior to her icon being completed.<ref name="yt_111723"/>


<gallery>
<gallery>
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*[[Unused content (SSBM)]]
*[[Unused content (SSBM)]]
*[[Unused content (SSBB)]]
*[[Unused content (SSBB)]]
*[[Unused content (Smash 4)]]
*[[Unused content (SSB4)]]


==References==
==References==
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