Results screen

The results screen is a screen that appears in all Smash Bros. games. The results screen follows almost every match that the player takes part in all the games.

In single-player modes
In the game's 1P Game, the results screen appears after every match. In most matches, the screen follows a two-screen pattern: the number of points the player has received from the Timer and from how much Damage they have inflicted, followed by any Special Bonuses attained from the match; if the player does not attain any Bonuses, the second screen is not shown.

Prior to the actual results screen, the camera would zoom in to the character during the end of the match; if the character were off-screen, the camera would stay in place.

In the 1P Game, the results screen's text would change in the last fight against ; instead of proclaiming "Stage Clear", it would instead say "Game Clear".

The Break the Targets, Board the Platforms and stages of the game have their own individual results screen; these screens, however, have only one screen allotted to each. For Break the Targets and Board the Platforms, the player is shown how many targets they have broken, or how many platforms they landed on. In Race to the Finish, the player is only shown how long it took for them to make it through the stage.

Music
Four pieces of music are used for the results screens of the single player mode: a triumphant, blasting fanfare, which plays after ordinary battles; an actual track with an ambient tone, which plays after the player defeats ; a fanfare for winning Break the Targets, Board the Platforms or ; and a small piece for failing either of those three stages.

In multi-player modes
There are two types of results screens in the multi-player modes of Super Smash Bros., due to there being only two modes in the game. In both cases, the winner(s) of the game performs one of three victory poses, with the other participants applauding the victor(s) in the background, with their distance from the victor(s) varying on their position in the previous match; farther characters represent a lower place. A scoreboard is then displayed over the screen, with the contents varying on the mode. In timed matches, both the total number of KOs and Falls (referred to as "TKOs" in this game) are shown, as well as each player's final score. In Stock matches, participants are only shown how many times they KO'd other characters.

If the game ends in No Contest, the game cuts right in to the screen, while the background of the said screen fades in.

These results screens change the main color of the checkerboard background depending on who won the match; Player 1 gave a red checkerboard, Player 2 gave it a blue color, Player 3 would get a yellow backdrop, Player 4 would cause it to become green and No Contest causes it to become grey. In the case of team matches, the resulting color of the winning team would also give its respective color.

If a human controlled player wins first place, a shower of confetti is also applied to the results screen.

Music
The results screen starts by playing the character's fanfare; after the fanfare plays and the results were shown, however, original music is played. In team battles, the player that won more points in Time mode or KO'd more opponents in Stock mode will have their victory theme played; this trend continues in Melee and Brawl. There is no music at all if a match ends in No Contest.

In single-player modes
All three of Super Smash Bros. Melee's single player modes (Classic, Adventure, and All-Star Mode) share a results screen. The process is considerably more streamlined than the process found in the previous game; there is only one screen, instead of a two step process. Additionally, due to the addition of a Coin system in Melee, the amount of coins won in each stage is also shown on the Results screen. Like before, the camera would zoom in on the player when the stage was completed, and they would appear in the results screen; this time, however, the screenshot was given a light sepia tone.

In, the Results Screen has two different variations for the Target Test and Race to the Finish, due to their different scoring methods.

The mini-games featured in the game's Stadium do not have results screens.

Music
Melee inherits the previous game's use of fanfares; one of two fanfares will randomly play in the results screens.

In multi-player modes
The results screens for multi-player in Melee have been made less streamlined but more informative than in the previous game, with the addition of more "screens". The overall look, however, is considerably simpler than before; this results screen lacks backgrounds, and only the victor, or victors in team battles, is shown, with all other characters only being displayed in new "panes" at the bottom of the screen, which change in size depending on their final standing of the match. As another minor cosmetic change, the confetti shower previously featured when the player wins first place in the previous game was removed.

In this game, the results screen follows a three step procedure:


 * 1) The victor or victors perform one of three victory poses with their fanfare playing; in the case of team battles, the one who performed the best has their victory theme, should the victors be of different universes. Unlike the previous game, no music plays after the fanfare.
 * 2) Various animations ease in the first page of results, collectively showing KOs, Falls, and SDs. Depending on the mode, different scores are shown on the very bottom row. In time matches, the total score of players is shown; in stock matches, the total time taken to deplete all stocks; in coin matches, the total number of coins attained is shown; and in bonus matches, the KOs, Falls, and SDs rows are not shown, with only the total number of points accumulated shown.
 * 3) After pressing a button, the panes on the bottom of the screen expand and the rows on top minimise; here, the player is presented with three pages of results. The first page shows how many times the player was KO'd by another player and how many KOs they got against them, as well as their total SDs. The second page shows detailed information, such as how many times they picked up a transformation item and how many attacks they performed. The last pane shows the various special bonuses the player got in the match. In bonus mode, the third pane is shown first; in all other cases, the first pane appears.

If the match ends in No Contest, the screen cuts in to the results screen, the crowd groans in the background, and the announcer shouts "No Contest" while the Super Smash Bros. logo zooms out to the top left corner of the screen. Its color determines which player or team would have won the match.

Unlike the previous game, the results screen does not immediately end when one player presses a button; instead, pressing buttons views the contents of another page in the panels. Pressing the Start button removes the panel and inform the player that they are willing to play more battles, Melee added a phrase "Ready for the Next Battle", though pressing the B button will allow them to look at the previous panels again.

If CPUs are in the match, they will automatically scroll through the results at a medium pace; plugging a controller into a slot where a CPU player is will allow the human player to investigate their panels at their own pace.

The new Tournament mode of the game also featured the results screen after each match, as well as lesser displays of results after returning to the Tournament Grid.

On the results, the second page shows the following information: * For some reason, grab aerials are not counted here.
 * KOs - Total of KOs the player got.
 * Falls - Total of times the player was KO'd by opponents.
 * SDs - Total of times the player self-destructed. Also counts KOs by stage hazards.
 * Damage Given - Total damage the player dealt to opponents in the whole match.
 * Damage Taken - Total damage the player received in the whole match.
 * Damage Recovered - Total damage the player got substracted, either by special moves or healing items.
 * Peak Damage - Highest damage the player survived to in a single stock.
 * Flight Distance - Total distance (in ft.) the player was sent by attacks.
 * Ground Time - Total time (in seconds) the player was on ground.
 * Air Time - Total time (in seconds) the player was on mid-air.
 * Hit Percentage* - Percentage of attacks that hit opponents (with decimals truncated). Attacks landed on damageable items or stage features are not counted.
 * Ground Attacks - Total of ground attacks used, these being: jabs, dash attacks, floor/ledge recovery attacks, tilts, and special moves used on ground.
 * Air Attacks* - Total of aerial attacks used, as well as airborne special moves.
 * Smash Attacks - Total of smash attacks used. Smash thrown items are also counted.
 * Attempted Grabs* - Total of grabs performed.
 * Throws - Total of throws used.
 * Cliffhangers - Total of times the player grabbed ledges.
 * Items Thrown - Total of items thrown. Character-specific items (such as Vegetables) are not counted, instead belonging to the Ground/Air Attacks section.
 * Items Grabbed - Total of items grabbed. Character-specific items are not counted, even when grabbed by someone else.
 * Top Speed - Maximum amount of knockback (in units) the player received.
 * Fastest Pitch - Maximum amount of knockback (in units) dealt by the player.
 * Longest Drought - Longest amount of time (in seconds) the player spent without attacking. Attacks that miss opponents are ignored.
 * Transformation Time - Total time (in seconds) the player had the effects of transformation items (such as Metal Boxes).

Music
Melee's results screen follows suit of the previous game, by starting with the character's victory theme; the game, however, lacks background music after the fanfare. In the new Tournament mode, the winner of the entire bracket would have their fanfare play; should the player not leave the bracket view, music associated with the character would begin playing.

In Classic and All-Star modes
The results screen of Brawl changed from their incarnations in Melee, primarily due to the removal of special bonuses. Additionally, the new results screens do not have a fanfare like the previous games; instead, a continuous piece is played over the screen, though a low-key, quieter remix plays after the player has finished the mode. The screen, however, still includes the close-up of the player, and it still serves its overall purpose.

A new addition to this results screen is a stack of coins underneath the actual score; the farther and farther the player makes it in the mode, the higher and higher the stack gets.

Like in the previous games, a different results screen appears for the Target Smash!! mini-game in the Classic Mode; additionally, Stadium events still lack devoted results screens.

Music
Brawl's single player modes removed a conventional fanfare; instead, unique background music was added to the results screen for the single player modes.

The last stage of Brawl's Classic and All-Star modes, however, took a style more similar to the original game's; a slow, soft piano piece would play in the results screen for the stages, in contrast to the loud, triumphant sound of the previous stages.

In the Subspace Emissary
The Subspace Emissary's results screen, unlike the one found in its predecessor of the Adventure Mode, is completely different from the others found in the single-player modes of the game.

In this mode, the results screen shows what trophies and stickers the player has got from either enemies or hidden boxes, as well as the score they got from the stage, and their cumulative score in the entire mode. This screen features a long, victorious sounding track, the same as Classic Mode's.

In multi-player modes
In comparison to Melee, Brawl returns to a results screen more similar to the first game, with all combatants appearing on the same plane and having an actual background instead of a plain black background. Despite this cosmetic change, Brawl inherits many tropes set up by the previous game, such as a two step procedure for scores; the panels from the previous game, however, have been reduced to have two pages of contents, due to the game's lack of bonuses.

Like Melee, the results screen for Brawl has the same three step procedure as before: the victory pose, the overall results, then the detailed results. The latter page shows information similar to that of Melee: Like in Melee, grab aerials are strangely not listed anywhere.
 * KOs - Total of KOs the player got.
 * Falls - Total of times the player was KO'd by opponents.
 * SDs - Total of times the player self-destructed. Also counts KOs by stage hazards.
 * Damage Given - Total damage the player dealt to opponents in the whole match.
 * Damage Taken - Total damage the player received in the whole match.
 * Damage Recovered - Total damage the player got healed.
 * Peak Damage - Highest damage the player survived to in a single stock.
 * Flight Distance - Total distance (in ft.) the player was sent by attacks.
 * Ground Time - Total time (in seconds) the player was on ground.
 * Air Time - Total time (in seconds) the player was in mid-air.
 * Swim Time - Total time (in seconds) the player was swimming.
 * Hit Percentage - Percentage of attacks that hit opponents (with decimals truncated). Attacks landed on damageable items or stage features are not counted.
 * Ground Attacks - Total of ground attacks used, these being: jabs, dash attacks, floor/ledge recovery attacks, tilts, and special moves used on ground.
 * Air Attacks - Total of aerial attacks used, as well as airborne special moves.
 * Smash Attacks - Total of smash attacks used. Smash thrown items are also counted.
 * Grabs - Total of grabs performed.
 * Throws - Total of throws used.
 * Edge Grabs - Total of times the player grabbed ledges.
 * Projectiles - Total of projectile attacks used. Includes thrown items.
 * Items Grabbed - Total of items grabbed. Character-specific items are not counted.
 * Max Launch Speed - Maximum amount of knockback (in mph) the player received.
 * Max Launcher Speed - Maximum amount of knockback (in mph) dealt by the player.
 * Longest Drought - Longest amount of time (in seconds) the player spent without attacking. Attacks that miss opponents are ignored.
 * Transformation Time - Total time (in seconds) the player had the effects of transformation items.
 * Final Smashes - Total of Final Smashes used by the player.

If the game ends in No Contest, the camera zooms out a little, the announcer says "No Contest," before the crowd groans in the background. The Smash Bros. emblem zoom outs in the near bottom left corner which then the "No Contest" sign appears after.

Music
Brawl returns to the original game's set-up in music; the fanfare plays first, then original music for the results screen plays. In Tournament mode, the fanfare and association music of Melee is absent; instead, the end of tournaments has its own music.

In Target Blast and Home-Run Contest
The results screen for Target Blast occurs after the second round of the mode. This shows the player's total score and GSP. If the player sets a new record, the screen will say High Score in red or New Record in yellow for the character. The same thing applies to the Home-Run Contest, but with the total distance taken once the Sandbag lands on the marker.

In multi-player modes
The results screen in Super Smash Bros. 4 is more similar to that of Melee, with a small bit of Brawl. After the match times out, it slows down to the final frame in the match, which then stays on screen. The screen transitions to reveal the winner (much like in Smash 64) performing their victory pose on a sandy area, and the victor's name flashes on the screen with the corresponding player color that matches the victor. In the Wii U version, it then zooms out to reveal the rest of the characters, in colored "panes" in the background, with bigger panes reserved for higher places, but in team battles, only the winning team is shown.


 * KOs - Total of KOs the player got.
 * Falls - Total of times the player was KO'd by opponents.
 * SDs - Total of times the player self-destructed. Also counts KOs by stage hazards.
 * Damage Given - Total damage the player dealt to opponents in the whole match.
 * Damage Taken - Total damage the player received in the whole match.
 * Damage Recovered - Total damage the player got healed.
 * Peak Damage - Highest damage the player survived to in a single stock.
 * Launch Distance - Total distance (in ft.) the player was sent by attacks.
 * Ground Time - Total time (in seconds) the player was on ground.
 * Air Time - Total time (in seconds) the player was on mid-air.
 * Swim Time - Total time (in seconds) the player was swimming.
 * Hit Percentage - Percentage of attacks that hit opponents (with decimals truncated). Attacks landed on damageable items or stage features are not counted.
 * Ground Attacks - Total of ground attacks used, these being: jabs, dash attacks, floor/ledge recovery attacks, tilts, and special moves used on the ground.
 * Air Attacks - Total of aerial attacks used, as well as airborne special moves and using tether recoveries.
 * Smash Attacks - Total of smash attacks used.
 * Grabs - Total of grabs performed.
 * Throws - Total of throws used.
 * Edge Grabs - Total of times the player grabbed ledges.
 * Projectiles - Total of projectile attacks used. Character-specific items are included.
 * Items Grabbed - Total of items grabbed. Character-specific items are not counted.
 * Max Launch Speed - Maximum amount of knockback the player received. In Smash 3DS, it is shown without a meaning like in Melee, while in Smash U it is shown in mph like in Brawl (though in much smaller units); knockback for a same attack between both versions is shown in higher numbers in the 3DS version.
 * Max Launcher Speed - Maximum amount of knockback dealt by the player. Other aspects are the same as those of "Max Launch Speed".
 * Longest Drought - Longest amount of time (in seconds) the player spent without attacking. Attacks that miss opponents are ignored.
 * Transformation Time - Total time (in seconds) the player had the effects of transformation items.
 * Final Smashes - Total of Final Smashes used by the player.
 * Friendly Fire/Team Attack (Team Battles only) - Number of times the player damaged teammates, assuming the match was played with Team Attack on.

If the match ends in No Contest, the screen will fade to white then to the results screen while the Smash Bros. emblem moves to the bottom right corner of the screen. The camera then zooms out a little more than the previous one, and the announcer speaks "No Contest!"

Music
Just like in the previous games, the character's victory fanfare is played first before switching over to original music. In this case, the new results theme is a remix of the character select theme from the original Super Smash Bros. However, if is victorious in the match, then it will play the victory theme from Final Fantasy VII continuously for the entire screen.

In single-player modes
In Classic Mode, the results screen summarizes the amount of points collected, as well as any rewards earned. In either the Spirit Board or World of Light, the results screen displays the spirit acquired along any rewards earned.

In multi-player modes
In Ultimate, the screen was changed again, though it retains many traits from Smash 4. The winning character now poses on the right (with no additional camera panning) and the remaining players are shown in windows at the bottom-left corner of the screen. Additionally, for team matches, the victory animations of the winning team's characters are now synchronized to the leading character's victory animation instead of skipping to the final poses. If Joker wins a match using All-Out Attack, the results screen stays on the attack's splash screen instead of showing a victory pose.


 * KOs - Total of KOs the player got.
 * Falls - Total of times the player was KO'd by opponents.
 * SDs - Total of times the player self-destructed. Also counts KOs by stage hazards.
 * Damage Given - Total damage the player dealt to other players in the whole match.
 * Damage Taken - Total damage the player received in the whole match.
 * Damage Recovered - Total damage the player got healed.
 * Peak Damage - Highest damage the player survived to in a single stock.
 * Launch Distance - Total distance (in meters) the player was sent by attacks.
 * Ground Time - Total time (in seconds) the player was on ground.
 * Air Time - Total time (in seconds) the player was on mid-air.
 * Swim Time - Total time (in seconds) the player was swimming.
 * Hit Percentage - Percentage of attacks that hit opponents (with decimals truncated). Attacks landed on damageable items or stage features are not counted.
 * Ground Attacks - Total of ground attacks used, these being: jabs, dash attacks, floor/ledge recovery attacks, tilts, and special moves used on the ground.
 * Air Attacks - Total of aerial attacks used, as well as airborne special moves and using tether recoveries.
 * Smash Attacks - Total of smash attacks used.
 * Grabs - Total of grabs performed.
 * Throws - Total of throws used.
 * Edge Grabs - Total of times the player grabbed ledges.
 * Projectiles - Total of projectile attacks used. Character-specific items are included.
 * Items Grabbed - Total of items grabbed. Character-specific items are not counted.
 * Max Launch Speed - Maximum amount of knockback (in km/h) the player received.
 * Max Launcher Speed - Maximum amount of knockback dealt (in km/h) by the player.
 * Longest Drought - Longest amount of time (in seconds) the player spent without attacking. Attacks that miss opponents are ignored.
 * Transformation Time - Total time (in seconds) the player had the effects of transformation items.
 * Final Smashes - Total of Final Smashes used by the player.
 * Team Attacks (Team Battles only) - Number of times the player damaged teammates, assuming the match was played with Team Attack on.

In Squad Strike
The first part of the results screen during Squad Strike highlights the character that was in used at the moment the match ended, followed by a displays that shows what characters were defeated by the two teams during the match.

In Tourney
During a Tourney, the winner character receives the title of Champion, and is given a congratulatory screen before showing the results of the entire tournament.

Music
Ultimate's results screen music is unchanged from Smash 4. However, if Joker wins, the Persona 5 victory theme plays over the standard music. If this occurs on Mementos with either Persona 3 or Persona 4 music during the match, the victory theme changes to the corresponding one from the original games. If Sephiroth wins, the sound of crackling flames is heard instead. If Kazuya wins, the announcer's voice from Tekken 7 is heard saying "Kazuya Mishima wins" in lieu of a victory fanfare; however, the results screen music then plays as normal. Cloud's victory theme behaves the same way it did in Smash 4.

No Contest screen
A "No Contest" screen occurs whenever a player resigns from a match. This screen occurs when playing in Versus Mode, Special Smash, and 8-Player Smash, but not in With Anyone or Tournaments. All characters who were in the match will appear on the screen in their losing animation.

Trivia

 * In Super Smash Bros. Melee, the game's Stamina Mode is notable for being the only versus mode in all the games that does not have a results screen; gameplay instead moves directly from the previous fight to the character select screen.
 * This makes Stamina the only mode that normally unplayable characters like and  can win on without crashing the game.
 * Also, additional models/objects are loaded and pushed off to the side/background. For example, if Mario (P2) loses to Link (P1), then the former's model will not only be shown in the little box (like normal), but will also show up in the background of the results screen, while the latter will have an additional model down below, doing the same victory pose. The reason for this is due to alternate cameras being set up in different spots in the results screen.
 * Super Smash Bros. Melee is the only game in the series that has no music after a fanfare.
 * Smash 4s and Ultimates is a remix of the character select music in the original Super Smash Bros.
 * It is possible to partially play on the results screen in SSB4 through characters with transformations as their Final Smash, it must be done slightly before the timer runs out.
 * In Super Smash Bros. 4 onwards, there is no groaning during the No Contest screen.
 * Joker is currently the only character:
 * to possess a Final Smash that can cut straight to the results screen
 * who is only announced as the champion by the announcer, and only cheered for him if he becomes the champion in Tourney mode only.
 * who is not announced as the winner by the announcer, and not cheered for him by the crowd if he wins. Rather, the Phantom Thieves will say specific quotes, as they do in Persona 5.
 * Brawl is the only game where:
 * The winning character's/team's name/"No Contest" text does not remain on the screen.
 * All letters of the winning characters are not in capital letters (not including Pokémon's names in the PAL version).
 * The results screen can be skipped before the announcer states the winner's name.
 * In Ultimate, the camera will not move around following a victory pose in Team Battles (unless if Joker's victory poses plays, which uses the normal moving camera). This applies whether it's a solo victory pose or a group victory pose.
 * In Ultimate, if either Joker or Sephiroth are the leader of a winning team, their victory screens will play without any of their teammates being shown.
 * In Ultimate, while duplicate characters clap chronologically in their "panes" much like in Smash 4, they clap in the same pace on the "No Contest" screen, much like in previous Smash Bros. titles excluding Smash 4.
 * Super Smash Bros. for Nintendo 3DS and Ultimate are the only games where the laurel around the 1st place icon appears on all characters on the winning team in Team Battles instead of appearing only on the leading character.
 * In Super Smash Bros. Brawl, the logo for the series is different on the results screen than in normal gameplay.
 * Certain characters significantly change in size during the No Contest screen to fit into the dimensions of the screen. Examples include Bowser and Ganondorf shrinking and Bayonetta growing.
 * The order of characters in the No Contest screen is typically decided by Port priority, with the lowest port being on the far left and each higher port moving to the right. The only exception is in Battle Arenas, which are ordered by when players joined the arena with the host always being on the far left.