Super Smash Bros. 4: Difference between revisions

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{{ArticleIcons|ssb4=y|unofficial=y|featured=y|protected=preemptive}}
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{{Cquote|SETTLE IT IN SMASH!|cite=North American commercial for {{for3ds}}}}
{{Cquote|SETTLE IT IN SMASH!|cite=North American commercial}}
{{DISPLAYTITLE:''Super Smash Bros. 4''}}
{{DISPLAYTITLE:''Super Smash Bros. 4''}}
{{Infobox Game
{{Infobox Game
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The ''3DS'' version launched in Japan on September 13th, 2014, in most other parts of the world on October 3rd, 2014. It was released in stores one day earlier in Germany on October 2nd, 2014 to avoid coinciding with {{S|wikipedia|German Unity Day}}, and was released one day later in Australia on October 4th, 2014 because of time zone differences. Hong Kong and Taiwan received a release of the game over ten months later, on July 24th, 2015, while South Korea got its release on September 10th, 2015, nearly a full year after the game's initial launch in Japan. The ''Wii U'' version was released in North America on November 21st, 2014, and was released on November 28th, 2014 in Europe, November 29th, 2014 in Australia, and on December 6th, 2014 in Japan.
The ''3DS'' version launched in Japan on September 13th, 2014, in most other parts of the world on October 3rd, 2014. It was released in stores one day earlier in Germany on October 2nd, 2014 to avoid coinciding with {{S|wikipedia|German Unity Day}}, and was released one day later in Australia on October 4th, 2014 because of time zone differences. Hong Kong and Taiwan received a release of the game over ten months later, on July 24th, 2015, while South Korea got its release on September 10th, 2015, nearly a full year after the game's initial launch in Japan. The ''Wii U'' version was released in North America on November 21st, 2014, and was released on November 28th, 2014 in Europe, November 29th, 2014 in Australia, and on December 6th, 2014 in Japan.


Both versions have received positive reviews; critics applauded the fine-tuning of existing gameplay elements but criticized some issues with online play. Both versions sold quickly, with the ''3DS'' version selling over 9.54 million copies worldwide as of September 30, 2019, and the ''Wii U'' version selling over 5.37 million copies as of June 30, 2019.
Both versions have received positive reviews; critics applauded the fine-tuning of existing gameplay elements but criticized some issues with online play. The ''3DS'' version sold over 9.61 million copies worldwide as of September 30, 2020, and the ''Wii U'' version sold over 5.38 million copies as of September 30, 2020.


==Characters==
==Characters==
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[[File:SSB3DS Character Select.jpeg|thumb|right|250px|The first page of the [[character selection screen]] of ''Super Smash Bros. for Nintendo 3DS'' (with all non-DLC characters unlocked after purchasing all DLC characters).]]
[[File:SSB3DS Character Select.jpeg|thumb|right|250px|The first page of the [[character selection screen]] of ''Super Smash Bros. for Nintendo 3DS'' (with all non-DLC characters unlocked after purchasing all DLC characters).]]
[[File:SSB3DS Character Select 2.jpeg|thumb|right|250px|The second page of the [[character selection screen]] of ''Super Smash Bros. for Nintendo 3DS'' (with all DLC characters purchased).]]
[[File:SSB3DS Character Select 2.jpeg|thumb|right|250px|The second page of the [[character selection screen]] of ''Super Smash Bros. for Nintendo 3DS'' (with all DLC characters purchased).]]
Both games feature identical [[character]] rosters. The roster contains a total of 58 characters, 34 of which return from ''Brawl'', three of which return after being cut in the transition from ''Melee'' to ''Brawl'' ({{SSB4|Dr. Mario}}, {{SSB4|Mewtwo}}, and {{SSB4|Roy}}), and 21 of which are new to the series. Of these 58, 39 are [[starter character]]s in both versions and eight are [[unlockable character]]s in both versions, while four characters are unlockable in the ''3DS'' version but starters in the ''Wii U'' version. Additionally, seven characters appear as [[Downloadable content (SSB4)|downloadable content]]. A further twelve "characters" exist as alternate costumes for other preexisting characters: [[Alph]] as a palette swap of {{SSB4|Olimar}}; each of the seven [[Koopalings]] as palette swaps of {{SSB4|Bowser Jr.}}, and alternate genders for {{SSB4|Villager}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Robin}}, and {{SSB4|Corrin}}.
Both games feature identical [[character]] rosters. The roster contains a total of 58 characters, 34 of which return from ''Brawl'', three of which return after being cut in the transition from ''Melee'' to ''Brawl'' ({{SSB4|Dr. Mario}}, {{SSB4|Mewtwo}}, and {{SSB4|Roy}}), and 21 of which are new to the series. Of these 58, 39 are [[starter character]]s in both versions and eight are [[unlockable character]]s in both versions, while four characters are unlockable in the ''3DS'' version but starters in the ''Wii U'' version. Additionally, seven characters appear as {{SSB4|downloadable content}}. A further twelve "characters" exist as alternate costumes for other preexisting characters: [[Alph]] as a palette swap of {{SSB4|Olimar}}; each of the seven [[Koopalings]] as palette swaps of {{SSB4|Bowser Jr.}}, and alternate genders for {{SSB4|Villager}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Robin}}, and {{SSB4|Corrin}}.


Five characters do not return from ''Brawl'': ''{{uv|Pokémon}}'''s [[Squirtle]] and [[Ivysaur]] (Alongside the [[Pokémon Trainer]] himself), ''{{uv|Star Fox}}''{{'}}s [[Wolf]], ''{{uv|Metal Gear}}''{{'}}s [[Snake]], and two-time veteran, ''{{uv|Ice Climber}}''{{'}}s [[Ice Climbers]]. {{SSB4|Lucas}} initially did not return in the base roster, but he would later return through DLC.
Five characters do not return from ''Brawl'': {{uv|Pokémon}}'s [[Squirtle]] and [[Ivysaur]] (alongside the [[Pokémon Trainer]] himself), {{uv|Star Fox}}'s [[Wolf]], {{uv|Metal Gear}}'s [[Snake]], and two-time veteran, {{uv|Ice Climber}}'s [[Ice Climbers]]. {{SSB4|Lucas}} initially did not return in the base roster, but he would later return through DLC.


As for the new characters for already represented franchises, two newcomers come from the ''{{uv|Mario}}'' universe being [[Bowser Jr.]] and [[Rosalina]], [[Greninja]] for the ''{{uv|Pokémon}}'' universe, ''{{uv|Kid Icarus}}'' introduces [[Palutena]] and [[Dark Pit]] and finally ''{{uv|Fire Emblem}}'' introduces [[Lucina]], [[Robin]] and, as [[Downloadable content|DLC]], [[Corrin]].
As for the new characters for already represented franchises, two newcomers come from the {{uv|Mario}} universe being [[Bowser Jr.]] and [[Rosalina]], [[Greninja]] for the {{uv|Pokémon}} universe, {{uv|Kid Icarus}} introduces [[Palutena]] and [[Dark Pit]] and finally {{uv|Fire Emblem}} introduces [[Lucina]], [[Robin]] and, as [[Downloadable content|DLC]], [[Corrin]].


New characters slots are given to ''{{uv|Punch-Out}}''{{'}}s very own [[Little Mac]] who first appeared as an [[Assist Trophy]] from ''Brawl'', the Wii Fit Trainer from the ''{{uv|Wii Fit}}'' series, the [[Villager]]'s inclusion marks ''{{uv|Animal Crossing}}''{{'}}s first playable character, [[Shulk]] who was introduced in ''Xenoblade Chronicles'' represents the ''{{uv|Xenoblade}}'' series and finally [[Duck Hunt]] consisting of a dog and duck from their [[Duck Hunt (universe)| series]] of the same name.
New characters slots are given to {{uv|Punch-Out}}'s very own [[Little Mac]] who first appeared as an [[Assist Trophy]] from ''Brawl'', the Wii Fit Trainer from the {{uv|Wii Fit}} series, the [[Villager]]'s inclusion marks {{uv|Animal Crossing}}'s first playable character, [[Shulk]], who was introduced in ''Xenoblade Chronicles'', represents the {{uv|Xenoblade Chronicles}} series and finally [[Duck Hunt]] consisting of a dog and duck from their [[Duck Hunt (universe)|series]] of the same name.


[[Sonic the Hedgehog]] returns as a third-party character, now joined by [[Mega Man]] and [[Pac-Man]], as well as [[Ryu]], [[Cloud Strife]], and [[Bayonetta]] through DLC.
[[Sonic the Hedgehog]] returns as a third-party character, now joined by [[Mega Man]] and [[Pac-Man]], as well as [[Ryu]], [[Cloud Strife]], and [[Bayonetta]] through DLC.
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==Changes from ''Brawl''==
==Changes from ''Brawl''==
===Gameplay changes===
===Gameplay===
{{ImageCaption|Image:Greater Size diversity.png|Image:TheDanceClubSSB4.jpg|width1=x150px|width2=x150px|align=right|caption=The character size comparison in ''Brawl'' and ''SSB4''.}}
{{ImageCaption|Image:Greater Size diversity.png|Image:TheDanceClubSSB4.jpg|width1=x150px|width2=x150px|align=right|caption=The character size comparison in ''Brawl'' and ''SSB4''.}}
''Smash 4''’s main goal is to strike a balance between ''Melee''’s faster, more technical gameplay and ''Brawl''’s slower, more relaxed gameplay, in an attempt to appeal to both casual and hardcore gamers.  
*In an attempt to appeal to both casual and hardcore gamers, ''Smash 4''’s gameplay strikes a balance between ''Melee''’s faster, more technical gameplay and ''Brawl''’s slower, more relaxed gameplay.
This is most easily apparent in ''Smash 4''’s game speed: most veterans from ''Brawl'' have faster [[dash|dashing]], [[falling speed|falling]], and [[air speed]]s, and additionally [[traction]] and [[gravity]] stats were also generally increased, though the game speed is still noticeably slower and floatier than ''Melee.'' The removal of random tripping introduced in ''Brawl'' makes extended [[dash-dancing]] a viable movement option, and [[pivot]]ing, a movement technique previously possible in ''Melee'' and ''Smash 64'', has been reintroduced; thus, characters in ''Smash 4'' generally have more flexible mobility than in ''Brawl.''
**This is most easily apparent in ''Smash 4''’s game speed: most veterans from ''Brawl'' have faster [[dash|dashing]], [[falling speed|falling]], and [[air speed]]s, and additionally [[traction]] and [[gravity]] stats were also generally increased, though the game speed is still noticeably slower and floatier than ''Melee.''
*The differences in size across the cast are now more pronounced, with {{SSB4|Bowser}} now standing much taller than {{SSB4|Mario}}, compared to being only slightly taller in previous games. Larger characters like {{SSB4|Donkey Kong}} are thus easier to hit but benefit from longer reach, while smaller characters like {{SSB4|Kirby}} are harder to hit while hindered by shorter range.
*The differences in range across the cast have been overall toned down, with melee-oriented characters like {{SSB4|Diddy Kong}} having more elastic limbs, while sword-wielders have shorter range either through the improvements in range to the rest of the cast (e.g., {{SSB4|Marth}}) or direct nerfs to their range (eg. {{SSB4|Meta Knight}}).
*Random tripping has been removed, making extended [[dash-dancing]] a viable movement option.
*[[Pivot]]ing, a movement technique previously possible in ''Smash 64'' and ''Melee'' has been reintroduced, generating more flexible mobility than in ''Brawl.''
*Mid-match character transformations have been removed. {{SSB4|Sheik}}, {{SSB4|Zelda}}, {{SSB4|Zero Suit Samus}}, {{SSB4|Samus}}, are all now completely separate characters, while {{SSB4|Charizard}} returns as a standalone fighter in place of the Pokémon Trainer. These changes are partially due to hardware limitations on the 3DS and Sakurai’s own wish for both versions of the game to feature the same roster.
*[[Edge-hogging]] having been removed entirely, as attempting to grab a [[ledge]] that someone else has already grabbed onto will now gently remove them from the ledge and "steal" it, a mechanic known as "ledge trumping".
**Ledge trumping itself can be used as an edgeguard, as it leaves the recovering opponent vulnerable.
*No intangibility at all will be granted if a character grabs the ledge twice without touching the ground or being hit, making them more open to edgeguarding.
*The length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and does not carry over if the character drops from the ledge.
*The difference between fast and slow edge options based on current damage has been removed.
*Characters cannot grab the ledge after going through [[hitstun]] for at least 55 frames.
*The general [[recovery|recoveries]] of the cast have also been improved, with many of them traveling farther and having better protection while benefiting from the faster air speeds and new ledge mechanics; these changes weren't entirely consistent across the cast, however, and recoveries are overall more polarized than in previous games.
*Meteor canceling has been removed, making [[meteor smash]]es functionally equivalent to spikes and thus much deadlier edge-guarding moves.
**To compensate, several meteor smashes are now weaker, with a few requiring more specific hitboxes (such as {{SSB4|Ike}}'s down aerial).
*Characters that are meteor smashed onto a floor will now bounce back up at a fraction of their current knockback speed.
*All characters are granted 70 frames of invulnerability to all [[grab]]s and [[command grab]]s after being released from a grab or [[throw]]n, making it impossible to perform [[chain grab]]s.
*[[Stale-move negation]] has been weakened, making it harder for characters to abuse the above mechanic which allows for moves to combo for longer; at the same time, characters do not have to worry about preserving their KO moves as much as they did in ''Brawl'', though still more than in ''Melee.''
*[[Hitstun canceling]], a controversial mechanic introduced in ''Brawl'' that allowed characters to escape combos with ease, has been toned down. Characters can now air dodge or use an aerial attack to cancel hitstun after 40 or 45 frames respectively, compared to ''Brawl''’s 13/25 frames, with the window being pushed back when a character sustains 69 or more frames of hitstun, due to a limit being set on how fast a fighter's current launch speed can be when attempting to cancel hitstun.
**As a result, true [[combos]] at low and mid percents are much more prevalent. However, with the increased knockback growth on many throws, moderate falling speeds, [[gravity]] increasing vertical knockback, the continued lack of advanced techniques such as [[wavedashing]] and [[L-cancelling]], and the retained ability to cancel hitstun, true combos in ''Smash 4'' are generally shorter and less varied compared to the ones in ''Melee'' and ''Smash 64'', especially at high percents.
**Additionally, many of the faster, more combo-oriented fighters, such as {{SSB4|Sheik}}, {{SSB4|Fox}}, Meta Knight, and Diddy Kong have had their damage outputs reduced, likely to compensate for their improved combo abilities or to balance them out with the slow, heavy characters.
**The changes to hitstun prevents characters from immediately performing moves to [[momentum cancelling|slow their momentum]], reducing their ability to survive powerful attacks.
*[[Directional influence]] works differently. The angle deviation is less significant than in previous games, while a submechanic known as [[launch speed influence]] (LSI for short) has been introduced, which increases characters' [[Knockback|launch speed]] the more the [[control stick]] is held upward, and decreases it the more it is held downward. As of update [[1.0.4]], moves with too vertical angles are only affected by DI, not LSI. These changes make it harder to carry out horizontal combos, especially at higher percents since opponents will often be sent too far for followups.
**In turn, this indirectly benefits characters who possess vertical-launching moves, notably Mario, Meta Knight, Zero Suit Samus, and {{SSB4|Ryu}}, as it is now comparatively easier to combo and KO with attacks that deal vertical knockback.
*The effects of [[smash directional influence]] have been drastically weakened, which is most easily visible with multi-hit attacks, making it much harder to escape them than in earlier games.
*Movement speed when carrying heavy items has been increased among the entire cast, but [[Donkey Kong]] remains as the only character who can jump and fall with them.
*A new mechanic, unofficially known as "[[rage]]", has been implemented. Characters receive a steady increase to the knockback (and therefore hitstun) of their attacks as their damage rises starting at 35%, with the effect capping out at 150%. Rage becomes more visible when a character reaches 100%, as they begin to flash red and emit steam.
*[[Shield]]s now take 19% more damage from attacks, rather than 30% less. As of update [[1.1.1]], [[shield stun]] has been significantly increased, making [[out of shield]] options less reliable; thus, shields are much more fragile than in ''Brawl''.
*When having their shields broken, fighters are now intangible until they hit the ground and enter their [[stun|stunned]] animation. This slightly narrows the window in which a fighter can be attacked when their shield is broken, as well as making it impossible to use windboxes to push opponents offstage while falling to the ground to be stunned. However, it also prevents players from saving teammates who are tumbling to their death due to being forced over the ledge when their shield broke.
*When a fighter's shield is hit when they are right on the ledge, they are no longer guaranteed to be [[Edge slipping|pushed off the ledge]] and put into [[tumble]], and instead the attack must be sufficiently strong enough to push the shielding player with enough force to trigger a ledge slip.
*Attempting to land with an [[air dodge]] now results in high landing lag (21 frames), but air dodges in general are faster, having decreased intangibility durations, but also lower ending lag (roughly 5 frames, down from 10 to 30 in ''Brawl''), making air dodges safer for aerial combat but riskier when done close to the ground.
*[[Sidestep]]s and [[roll]]s have slightly less ending lag but offer fewer intangibility frames, which makes rolls overall safer for quick repositioning.
*[[Careening]] has been removed, meaning that fighters experiencing knockback can no longer hit other victims during hitstun.
*Both [[Star KO|Star]] and [[Screen KO]]s do not always occur when a character is KO'd over the top [[blast line]], now being chosen at random along with the normal blast KO.
**They no longer occur near the end of a [[time]]d match (unless characters are launched to the upper blast line when [[End of Day]] is active, the only known exception to this) or [[Sudden Death]]; being instead replaced by regular blast KOs. In addition, they also will not occur when a character is launched at a fast enough speed.


In a similar appeal to both casual and hardcore gamers, there are now two distinct type of [[With Anyone]] [[Wi-Fi]] modes; one called [[For Fun]] which is similar to the previous game's casual-styled [[Basic Brawl]], and one called [[For Glory]], a mode explicitly catered to competitive-styled play. Additionally, every stage now has an "Ω Form," where the stage's layout is altered into that of Final Destination. These forms cannot be played on in the For Fun mode, while they are the only forms available in the For Glory mode.
===Game modes===
 
*In a similar appeal to both casual and hardcore gamers, there are now two distinct type of [[With Anyone]] [[Wi-Fi]] modes; one called [[For Fun]] which is similar to the previous game's casual-styled [[Basic Brawl]], and one called [[For Glory]], a mode explicitly catered to competitive-styled play. Additionally, every stage now has an "Ω Form," where the stage's layout is altered into that of Final Destination. These forms cannot be played on in the For Fun mode, while they are the only forms available in the For Glory mode.
The differences in size across the cast are now more pronounced, with {{SSB4|Bowser}} now standing much taller than {{SSB4|Mario}}, compared to being only slightly taller in previous games. Larger characters like {{SSB4|Donkey Kong}} are thus easier to hit but benefit from longer reach, while smaller characters like {{SSB4|Kirby}} are harder to hit while hindered by shorter range. Nevertheless, the differences in range across the cast have been overall toned down, with melee-oriented characters like {{SSB4|Diddy Kong}} having more elastic limbs, while sword-wielders have shorter range either through the improvements in range to the rest of the cast (e.g., {{SSB4|Marth}}) or direct nerfs to their range (eg. {{SSB4|Meta Knight}}).  
*All stages now have a [[Ω form]], which is a Final Destination-like layout consisting of a single flat platform with all stage hazards removed.
 
*In the More Rules section, there's an option to setting how many points a player loses upon self-destructing in a Timed match.
Mid-match character transformations have been removed. {{SSB4|Sheik}} and {{SSB4|Zelda}}, and {{SSB4|Zero Suit Samus}} and {{SSB4|Samus}}, are all now completely separate characters, while {{SSB4|Charizard}} returns as a standalone fighter in place of the Pokémon Trainer. These changes are due to hardware limitations on the 3DS and Sakurai’s own wish for both versions of the game to feature the same roster.
*"Multi-Man Brawl" is now referred to as "Multi-Man Smash". Additionally, the Fighting Alloy Team have been replaced by the Fighting Mii Team, consisting on Mii Fighters wearing black jumpsuits with a white "M" letter printed on its anterior and two white "i" letters around their limbs.
 
**An additional game mode has been added known as [[Rival Smash]], replacing 15-Minute Smash from ''Brawl''. It involves the player competing for KOs against a CPU-controlled copy of their character.
As a possible effort to balance gameplay, ''Smash 4'' has removed a few exploitable techniques that were prevalent in previous entries. The mechanics of grabbing ledges have undergone an unprecedented overhaul, with [[edge-hogging]] having been removed entirely, as attempting to grab a [[ledge]] that someone else has already grabbed onto will now gently remove them from the ledge and "steal" it, a mechanic known as "ledge trumping". This changes the entire edge metagame, with players now having to attack opponents that they have ledge trumped instead of completely stopping their recovery by grabbing the edge, along with making [[edgeguarding]] more reliant on stage spikes and meteor smashes. On the other hand, ledge trumping itself can be used as an edgeguard, as it leaves the recovering opponent vulnerable.  
*[[Tips]] has been added, which appear on multiple loading screens and is their own specialized menu in the [[Vault]].
 
*Classic Mode has been reworked depending on the version:
An additional overhaul is the elimination of most [[planking]] strategies, as the length of [[intangibility]] given by grabbing the ledge is now affected by air time and current damage, and does not carry over if the character drops from the ledge. No intangibility at all will be granted if a character grabs the ledge twice without touching the ground or being hit (making them more open to edgeguarding). Finally, the difference between fast and slow edge options based on current damage has been removed. The general [[recovery|recoveries]] of the cast have also been improved, with many of them traveling farther and having better protection while benefiting from the faster air speeds and new ledge mechanics; these changes weren't entirely consistent across the cast, however, and recoveries are overall more polarized than in previous games. On the other hand, meteor canceling has been removed, making [[meteor smash]]es functionally equivalent to spikes and thus much deadlier edge-guarding moves; to compensate, several meteor smashes are now weaker, with a few requiring more specific hitboxes (such as {{SSB4|Ike}}'s down aerial).
**{{GameIcon|ssb4-u}}: In the Wii U version, it's a seven-round tournament-style elimination where the player can choose which opponents they face.  
 
**{{GameIcon|ssb4-3ds}}: In the 3DS version, the player is given a choice of a set series of paths to choose from.
In ''Smash 4'', characters are granted 70 frames of invulnerability to all [[grab]]s after being released from a grab or [[throw]]n (not counting special moves). This change makes it impossible to perform [[chain grab]]s, which was not only possible but rather common in previous games. Possibly in relation to this, [[stale-move negation]] has been weakened, making it harder for characters to abuse the mechanic which allows for moves to combo for longer; at the same time, characters do not have to worry about preserving their KO moves as much as they did in ''Brawl'', though still more than in ''Melee.'' Characters can also not grab the ledge after going through [[hitstun]] for at least 55 frames.
*All fighters now have a trophy based on one of their {{SSB4|alternate costume}}s (with the exception of {{SSB4|Bowser Jr.}}), similar to the "Smash" fighter trophies from ''Melee'', which can be obtained by {{GameIcon|SSB4-3DS}} clearing All-Star mode (replacing the [[Final Smash]] trophies from ''Brawl''), or {{GameIcon|SSB4-WiiU}} purchased at the Trophy Shop for 1000G after clearing Classic mode; unlike them, each fighter have only one "(Alt.)" trophy as opposed to two. The [[Olimar (SSB4)|Alph]] and the [[Bowser Jr. (SSB4)|Koopalings]] trophies can also be obtained at the Trophy Shop after clearing Classic mode. In the Wii U version, clearing the All-Star mode instead gives the Final Smash trophies like in ''Brawl'', making all fighters once again having three trophies in total (not counting Alph and the Koopalings).
 
[[Hitstun canceling]], a controversial mechanic introduced in ''Brawl'' that allowed characters to escape combos with ease, has been toned down. Characters can now air dodge or use an aerial attack to cancel hitstun after 40 or 45 frames respectively, compared to ''Brawl''’s 13/25 frames, with the window being pushed back when a character sustains 69 or more frames of hitstun, due to a limit being set on how fast a fighter's current launch speed can be when attempting to cancel hitstun. As a result, true [[combos]] at low and mid percents are much more prevalent. However, with the increased knockback growth on many throws, moderate falling speeds, [[gravity]] increasing vertical knockback, the continued lack of advanced techniques such as [[wavedashing]] and [[L-cancelling]], and the retained ability to cancel hitstun, true combos in ''Smash 4'' are generally shorter and less varied compared to the ones in ''Melee'' and ''Smash 64'', especially at high percents. Additionally, many of the faster, more combo-oriented fighters, such as {{SSB4|Sheik}}, {{SSB4|Fox}}, Meta Knight, and Diddy Kong have had their damage outputs reduced, likely to compensate for their improved combo abilities or to balance them out with the slow, heavy characters. The changes to hitstun also prevent characters from immediately performing moves to [[momentum cancelling|slow their momentum]], reducing their ability to survive powerful attacks.
 
[[Directional influence]] works differently. The angle deviation is less significant than in previous games, while a submechanic known as [[launch speed influence]] (LSI for short) has been introduced, which increases characters' [[Knockback|launch speed]] the more the [[control stick]] is held upward, and decreases it the more it is held downward. As of update [[1.0.4]], moves with too vertical angles are only affected by DI, not LSI. These changes make it harder to carry out horizontal combos, especially at higher percents since opponents will often be sent too far for followups. In turn, this indirectly benefits characters who possess vertical-launching moves, notably Mario, Meta Knight, Zero Suit Samus, and {{SSB4|Ryu}}, as it is now comparatively easier to combo and KO with attacks that deal vertical knockback. The effects of [[smash directional influence]] have also been drastically weakened, which is most easily visible with multi-hit attacks, making it much harder to escape them than in earlier games.
 
Movement speed when carrying heavy items has been increased among the entire cast, but [[Donkey Kong]] remains as the only character who can jump and fall with them.
 
A new mechanic, unofficially known as “[[rage]],” has been implemented. Characters receive a steady increase to the knockback (and therefore hitstun) of their attacks as their damage rises starting at 35%, with the effect capping out at 150%. Rage becomes more visible when a character reaches 100%, as they begin to flash red and emit steam.
 
Defensive options have been heavily modified. [[Shield]]s now take 19% more damage from attacks, rather than 30% less. As of update [[1.1.1]], [[shield stun]] has been significantly increased, making [[out of shield]] options less reliable; thus, shields are much more fragile than in ''Brawl''. Furthermore, when having their shields broken, fighters are now intangible until they hit the ground and enter their [[stun|stunned]] animation. This slightly narrows the window in which a fighter can be attacked when their shield is broken, as well as making it impossible to use windboxes to push opponents offstage while falling to the ground to be stunned. However, it also prevents players from saving teammates who are tumbling to their death due to being forced over the ledge when their shield broke. Finally, when a fighter's shield is hit when they are right on the ledge, they are no longer guaranteed to be [[Edge slipping|pushed off the ledge]] and put into [[tumble]], and instead the attack must be sufficiently strong enough to push the shielding player with enough force to trigger a ledge slip.
 
As well as the changes made to shields, various changes were made to dodges too. Attempting to land with an [[air dodge]] now results in high landing lag (21 frames), but air dodges in general are faster, having decreased intangibility durations, but also lower ending lag (roughly 5 frames, down from 10 to 30 in ''Brawl''), making air dodges safer for aerial combat but riskier when done close to the ground. [[Sidestep]]s and [[roll]]s have slightly less ending lag but offer fewer intangibility frames, which makes rolls overall safer for quick repositioning.
 
[[Star KO]]s and [[Screen KO]]s now do not always occur when a character is KO'd over the top [[blast line]]; also, the Screen KO animation has been lengthened to last a few frames longer than the Star KO animation. They no longer occur near the end of a [[time]]d match (unless characters are launched to the upper blast line when [[End of Day]] is active, the only known exception to this) or [[Sudden Death]]; being instead replaced by regular blast KOs. They also will not occur when a character is launched at a fast enough speed.
 
Fighters experiencing knockback can no longer knock into other victims ([[careening]]).


===Aesthetic and sound changes===
===Aesthetic and sound changes===
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**Smoke trails of struck characters are now thick trails of light, which become more prominent with higher amounts of knockback and are colored according to which player would be credited with a potential [[KO]]. Should the KO occur, the attacker will flash with an aura of their own color.
**Smoke trails of struck characters are now thick trails of light, which become more prominent with higher amounts of knockback and are colored according to which player would be credited with a potential [[KO]]. Should the KO occur, the attacker will flash with an aura of their own color.
***In the Wii U version, the attacker's damage meter will also show a brief burst of flame when a KO occurs.
***In the Wii U version, the attacker's damage meter will also show a brief burst of flame when a KO occurs.
*[[Screen KO]]s have a new animation in which a fighter flies towards the screen and hits it face-first, staying in place briefly before sliding down. The overall animation has been lengthened to last a few frames longer than the Star KO animation.
**The victim no longer uses their light knockback voice clip when colliding with the screen, being replaced by a sound effect.
*The echo effect used for [[Final Smash]]es, [[Star KO]]s and the [[announcer]], {{SSB4|Master Hand}} and {{SSB4|Crazy Hand}}'s voice clips are smoother (with the exception of male {{SSB4|Wii Fit Trainer}} when using {{b|Wii Fit|Final Smash}}), in contrast to ''Brawl'' where they had a heavy reverberating effect.
*A new visual effect is introduced, referred to as '''Deadly Blow''' by the game; hits that deal enough knockback to KO the character before they can act produce a red-and-black lightning effect during hitlag if they are close enough to the blast line. However, the effect is not always consistent, as it does not factor in DI or other obstructions, and does not always appear at an attack's minimum KO threshold. Attacks that cause [[frozen|freezing]] never produce the visual effect, instead, the screen briefly flashes white. Meteor smashes do not produce it until high percentages.
*A new visual effect is introduced, referred to as '''Deadly Blow''' by the game; hits that deal enough knockback to KO the character before they can act produce a red-and-black lightning effect during hitlag if they are close enough to the blast line. However, the effect is not always consistent, as it does not factor in DI or other obstructions, and does not always appear at an attack's minimum KO threshold. Attacks that cause [[frozen|freezing]] never produce the visual effect, instead, the screen briefly flashes white. Meteor smashes do not produce it until high percentages.
*Certain items such as the [[Bumper]] and [[Home-Run Bat]] have been given new, more striking designs. For example, the Home-Run Bat is more ornate and is now colored to match the new high-knockback lightning effect.
*Certain items such as the [[Bumper]] and [[Home-Run Bat]] have been given new, more striking designs. For example, the Home-Run Bat is more ornate and is now colored to match the new high-knockback lightning effect.
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*Many characters are much more expressive than in ''Brawl''; for example, Wario now scowls when performing an attack, and in the ''Wii U'' version, Wario's mustache and eyebrows now stretch and grow to fit the situation.
*Many characters are much more expressive than in ''Brawl''; for example, Wario now scowls when performing an attack, and in the ''Wii U'' version, Wario's mustache and eyebrows now stretch and grow to fit the situation.
**Each character's expressions are different between versions, mainly due to processor limitations on the ''3DS'' version. An example can be seen during victory scenes: for example, if Marth were to win a match, he would keep a serious face on ''for 3DS'', while he would slightly smile and look at the screen on ''for Wii U''.
**Each character's expressions are different between versions, mainly due to processor limitations on the ''3DS'' version. An example can be seen during victory scenes: for example, if Marth were to win a match, he would keep a serious face on ''for 3DS'', while he would slightly smile and look at the screen on ''for Wii U''.
===Item changes===
*Fighters under the effects of a Timer will be shown with a swirling graphical effect.
*Pressing the attack button on a shooting item with no ammunition now has the fighter throw it instead of firing an empty shot.


==Console differences==
==Console differences==
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==Trivia==
==Trivia==
*Counting DLC, ''Super Smash Bros. 4'' introduces the largest number of newcomers of any ''Smash'' game to date, with 21.
*''Super Smash Bros. 4'' introduces the [[Mii Fighter]]s, making it the first game in the series to have normally playable characters representing the ''Super Smash Bros.'' universe.
**If excluding DLC, ''Brawl'' instead introduced the largest number of newcombers, with 18.
*''Super Smash Bros. 4'' introduces the [[Mii Fighter]]s, making it the first game in the series to have playable characters representing the ''Super Smash Bros.'' universe.
*''Super Smash Bros. 4'' is the only game in the series to cut all playable characters within a universe, cutting both the [[Ice Climbers]] and [[Snake]], from ''Ice Climber'' and ''Metal Gear'', respectively.
*''Super Smash Bros. 4'' is the only game in the series to cut all playable characters within a universe, cutting both the [[Ice Climbers]] and [[Snake]], from ''Ice Climber'' and ''Metal Gear'', respectively.
*''Super Smash Bros. 4'' is one of two games to not feature Adventure Mode, the first being the original ''Super Smash Bros''.
*''Super Smash Bros. 4'' is the first game since ''Smash 64'' to not feature a variation of Adventure Mode.
*''Super Smash Bros. 4'' introduces 10 new universes with playable characters, tied with [[Super Smash Bros.|the first game]] for the most of any entry in the ''[[Super Smash Bros. (series)|Super Smash Bros.]]'' series.
*''Super Smash Bros. 4'' introduces 10 new universes with playable characters, tied with [[Super Smash Bros.|the first game]] for the most of any entry in the ''[[Super Smash Bros. (series)|Super Smash Bros.]]'' series.
*''Super Smash Bros. 4'' marks the first time in the series where long-running veterans [[Luigi]] and [[Marth]] are starter characters. [[Jigglypuff]] and [[Ganondorf]] also have this distinction, though only in the Wii U version.
*''Super Smash Bros. 4'' marks the first time in the series where long-running veterans [[Luigi]] and [[Marth]] are starter characters. [[Jigglypuff]] and [[Ganondorf]] also have this distinction, though only in the Wii U version.
**''Super Smash Bros. 4'' is the only game in the series with third-party characters as starting characters.
**It is also the first game in the series to have more than one characters from a single third-party company, with the introduction of {{SSB4|Mega Man}} and {{SSB4|Ryu}} from [[Capcom]] and {{SSB4|Bayonetta}} from [[Sega]].
**''Super Smash Bros. 4'' is also the only starter appearance of veterans Marth, [[Lucario]], [[Toon Link]], and [[Sonic]], as well as Ganondorf and Jigglypuff in the Wii U version.
*''Super Smash Bros. 4'' is the only game in the series to:
**Not feature a form of bonus game in the 1P Game/Classic Mode.
**Have third-party characters as starting characters.
*''Super Smash Bros. 4'' marks the first ever playable appearance for [[Wii Fit Trainer]], [[Palutena]], and the [[Duck Hunt]] dog.
*''Super Smash Bros. 4'' marks the first ever playable appearance for [[Wii Fit Trainer]], [[Palutena]], and the [[Duck Hunt]] dog.
*''Super Smash Bros. 4'' is the second collaboration between [[Bandai Namco]], [[Capcom]], and [[Sega]], the first being ''{{s|wikipedia|Project X Zone}}'' and the third being its sequel ''{{s|wikipedia|Project X Zone 2}}''. One of ''Project X Zone'''s co-developers, [[Monolith Soft]], was involved in ''Brawl'' and ''SSB4''.
*''Super Smash Bros. 4'' is the second collaboration between [[Bandai Namco]], [[Capcom]], and [[Sega]], the first being ''{{s|wikipedia|Project X Zone}}'' and the third being its sequel ''{{s|wikipedia|Project X Zone 2}}''. One of ''Project X Zone'''s co-developers, [[Monolith Soft]], was involved in ''Brawl'' and ''SSB4''.
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*''Super Smash Bros. 4'' is the first game in the series to receive "E10+" ESRB rating and a "Mild Suggestive Themes" content descriptor.
*''Super Smash Bros. 4'' is the first game in the series to receive "E10+" ESRB rating and a "Mild Suggestive Themes" content descriptor.
*''Super Smash Bros. 4'' is the second game in the series to receive "12" PEGI rating, the first being ''Super Smash Bros. Brawl''.
*''Super Smash Bros. 4'' is the second game in the series to receive "12" PEGI rating, the first being ''Super Smash Bros. Brawl''.
*''Super Smash Bros. 4'' is the first, and currently only ''Smash'' game to have playable characters that debuted on the same console the ''Smash'' game was featured on.
*The 3DS version was released in South Korea while the Wii U version wasn't, as the Wii U console was never officially released in South Korea.
**This includes {{SSB4|Greninja}}, {{SSB4|Dark Pit}}, {{SSB4|Lucina}}, {{SSB4|Robin}} and {{SSB4|Corrin}}, all of whom debuted on the 3DS. Meanwhile, [[Alph]], who debuted on the Wii U, appears as playable character as an alternate skin for Olimar.
*''Super Smash Bros. 4'' is the only game in the series to not introduce a playable ''Mario'' series character with realistic animal voices.


==References==
==References==
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