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*[[Alucard]] - In a Famitsu interview, [[Masahiro Sakurai]] stated that Alucard was considered for the spot of the playable ''Castlevania'' character, due to him being arguably the most recognizable ''Castlevania'' protagonist, but he decided to go with [[Simon]] and [[Richter]], feeling that fans would prefer the Belmonts, resulting in his [[Assist Trophy]] and [[Palutena's Guidance|cameo]] roles.<ref>https://twitter.com/AllSourceGaming/status/1074578854134439936/</ref>
*[[Alucard]] - In a Famitsu interview, [[Masahiro Sakurai]] stated that Alucard was considered for the spot of the playable ''Castlevania'' character, due to him being arguably the most recognizable ''Castlevania'' protagonist, but he decided to go with [[Simon]] and [[Richter]], feeling that fans would prefer the Belmonts, resulting in his [[Assist Trophy]] and [[Palutena's Guidance|cameo]] roles.<ref>https://twitter.com/AllSourceGaming/status/1074578854134439936/</ref>
*{{pkmn|Decidueye}} - In an interview with Nintendo Dream, Sakurai revealed that when deciding which new Gen 7 Pokémon would be playable, the decision came down to between Decidueye and [[Incineroar]]. He ended up choosing Incineroar, as Sakurai had a desire of creating a character with a professional wrestling-based moveset.<ref>[https://twitter.com/PushDustIn/status/1087124581867958273 PushDustIn on Twitter: "Sakurai confirms in an interview: Decidueye was almost chosen for the new Pokémon spot"]</ref><ref>[https://twitter.com/AllSourceGaming/status/1062726902341746691 Source Gaming on Twitter: "Sakurai wanted to pick a newcomer to represent content from a newer game. With Ultra Sun and Moon, a Pokémon 'slot' was left opened. Eventually after some consideration, they went with Incineroar. Sakurai says he wanted to try making a pro wrestler...."]</ref>
*{{pkmn|Decidueye}} - In an interview with Nintendo Dream, Sakurai revealed that when deciding which new Gen 7 Pokémon would be playable, the decision came down to between Decidueye and [[Incineroar]]. He ended up choosing Incineroar, as Sakurai had a desire of creating a character with a professional wrestling-based moveset.<ref>[https://twitter.com/PushDustIn/status/1087124581867958273 PushDustIn on Twitter: "Sakurai confirms in an interview: Decidueye was almost chosen for the new Pokémon spot"]</ref><ref>[https://twitter.com/AllSourceGaming/status/1062726902341746691 Source Gaming on Twitter: "Sakurai wanted to pick a newcomer to represent content from a newer game. With Ultra Sun and Moon, a Pokémon 'slot' was left opened. Eventually after some consideration, they went with Incineroar. Sakurai says he wanted to try making a pro wrestler...."]</ref>
*Fighters from ''{{uv|ARMS}}'' and ''Xenoblade Chronicles 2'' - In an interview with Nintendo Dream, Sakurai confirms that due to ''Ultimate''{{'}}s playable roster being decided with the game's project plan finalization in December 2015, long before the announcement of both games in January 2017, no characters from either ''Xenoblade Chronicles 2'' or ''ARMS'' could be made playable in the base game, resulting in [[Rex]], [[Nia]], [[Spring Man]], and [[Ribbon Girl]] becoming [[Alternate costume (SSBU)/Mii Fighter|Mii Fighter Costumes]] and [[spirit]]s (with Spring Man also being present as an Assist Trophy).{{fact}} Both games would eventually get playable characters through the {{h2|Fighter Pass|Fighters Pass Vol. 2}} with {{SSBU|Min Min}} and {{SSBU|Pyra}}/{{SSBU|Mythra}}.
*Fighters from {{uv|ARMS}} and ''Xenoblade Chronicles 2'' - In an interview with Nintendo Dream, Sakurai confirms that due to ''Ultimate''{{'}}s playable roster being decided with the game's project plan finalization in December 2015, long before the announcement of both games in January 2017, no characters from either ''Xenoblade Chronicles 2'' or ''ARMS'' could be made playable in the base game, resulting in [[Rex]], [[Nia]], [[Spring Man]], and [[Ribbon Girl]] becoming [[Alternate costume (SSBU)/Mii Fighter|Mii Fighter Costumes]] and [[spirit]]s (with Spring Man also being present as an Assist Trophy).{{fact}} Both games would eventually get playable characters through the {{h2|Fighter Pass|Fighters Pass Vol. 2}} with {{SSBU|Min Min}} and {{SSBU|Pyra}}/{{SSBU|Mythra}}.
*[[Steve]] - After Steve was announced as a DLC fighter, former ''Minecraft'' production director Daniel Kaplan revealed that negotiations between Nintendo and Mojang for Steve to appear in ''Smash'' had been going on "at least" since 2015, suggesting the possibility of him being planned for the base game at one point.<ref>https://twitter.com/Kappische/status/1311773807175180296</ref>
*[[Steve]] - After Steve was announced as a DLC fighter, former ''Minecraft'' production director Daniel Kaplan revealed that negotiations between Nintendo and Mojang for Steve to appear in ''Smash'' had been going on "at least" since 2015, suggesting the possibility of him being planned for the base game at one point.<ref>https://twitter.com/Kappische/status/1311773807175180296</ref>


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*[[Slime]] - In a [https://www.youtube.com/watch?v=szGPHfQ4BBM ''Dragon Quest XI S'' livestream interview], Sakurai had said he would have dropped [[Hero]] in favor of [[Slime]] if Square Enix had not allowed him to use the Hero.<ref> {{cite web|url=https://web.archive.org/web/20190928174302/https://www.siliconera.com/2019/09/26/masahiro-sakurai-and-yuji-horii-discuss-smash-ultimates-hero-dlc-director-philosophy-and-more/|title=Sakurai on Slime}}</ref>
*[[Slime]] - In a [https://www.youtube.com/watch?v=szGPHfQ4BBM ''Dragon Quest XI S'' livestream interview], Sakurai had said he would have dropped [[Hero]] in favor of [[Slime]] if Square Enix had not allowed him to use the Hero.<ref> {{cite web|url=https://web.archive.org/web/20190928174302/https://www.siliconera.com/2019/09/26/masahiro-sakurai-and-yuji-horii-discuss-smash-ultimates-hero-dlc-director-philosophy-and-more/|title=Sakurai on Slime}}</ref>
*Other ''Dragon Quest'' protagonists as alternative character costumes for the Hero - in the same ''Dragon Quest XI S'' livestream interview, Sakurai wanted to include eight different character alternative costumes for the Hero; however, poor development time left him with half of the alternative costumes to be re-colours of the previous four instead of fully implemented characters.
*Other ''Dragon Quest'' protagonists as alternative character costumes for the Hero - in the same ''Dragon Quest XI S'' livestream interview, Sakurai wanted to include eight different character alternative costumes for the Hero; however, poor development time left him with half of the alternative costumes to be re-colours of the previous four instead of fully implemented characters.
*[[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 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 ''[[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.
*[[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.
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**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.
**A few elements of the [[Princess Peach's Castle]] and [[Town and City]] stages are in slightly different spots in the final game.
**A few elements of the [[Princess Peach's Castle]] and [[Town and City]] stages are in slightly different spots in the final game.
*The Battlefield stage had at least 18 different conceptual designs settling on the final design.<ref>https://www.youtube.com/watch?v=V4wsGOOhnjY</ref>
*Battlefield:
*The Battlefield stage originally had two flags like in ''Smash 4''.
**The stage had at least 18 different conceptual designs settling on the final design.<ref>https://www.youtube.com/watch?v=V4wsGOOhnjY</ref>
**The stage originally had two flags like in ''Smash 4''.
*In {{SSBU|Banjo & Kazooie}}'s reveal trailer, Gruntilda can briefly be seen flying around [[Spiral Mountain]] on her broomstick in a static, unanimated pose, as opposed to the final game in which she jovially bounces around as she flies in the background.
*In {{SSBU|Banjo & Kazooie}}'s reveal trailer, Gruntilda can briefly be seen flying around [[Spiral Mountain]] on her broomstick in a static, unanimated pose, as opposed to the final game in which she jovially bounces around as she flies in the background.
*Within the files for Garreg Mach Monastery, there's two files which have an unmapped portion. One for the Golden Deer and another for the Blue Lions, suggesting {{iw|fireemblemwiki|Ignatz}} and {{iw|fireemblemwiki|Sylvain}} respectively were planned to appear on the stage at some point in development. Sylvain has files for both color and material properties, whereas Ignatz has a file for material properties but his color file is solid grey.
*Within the files for [[Garreg Mach Monastery]], there's two files which have an unmapped portion. One for the Golden Deer and another for the Blue Lions, suggesting {{iw|fireemblemwiki|Ignatz}} and {{iw|fireemblemwiki|Sylvain}} respectively were planned to appear on the stage at some point in development. Sylvain has files for both color and material properties, whereas Ignatz has a file for material properties but his color file is solid grey.
*[[Minecraft World]]'s lighting was tweaked during development to make it fit with {{uv|Minecraft}}'s lighting engine instead of ''Ultimate''{{'}}s.<ref name="yt_111723"/>
*[[Minecraft World]]'s lighting was tweaked during development to make it fit with {{uv|Minecraft}}'s lighting engine instead of ''Ultimate''{{'}}s.<ref name="yt_111723"/>
*[[Cloud Sea of Alrest]] was noticeably different between production and release, such as platforms having different textures, few models moved to the foreground, and cloud animations.<ref name="yt_111723"/>
*[[Cloud Sea of Alrest]] was noticeably different between production and release, such as platforms having different textures, few models moved to the foreground, and cloud animations.<ref name="yt_111723"/>
*[[Mishima Dojo]] featured less details in both its inside and outside views during production. A desaturated filter was added in order to fix some details that were not visible due to the stage being set at night.<ref name="yt_111723"/>
*[[Mishima Dojo]]:
*The easter egg from ''{{iw|wikipedia|Tekken 7}}'' in Mishima Dojo was missing during production, being engraved names of [[Heihachi]] and Kazumi.<ref name="yt_111723"/>
**The stage featured less details in both its inside and outside views during production. A desaturated filter was added in order to fix some details that were not visible due to the stage being set at night.<ref name="yt_111723"/>
**The easter egg from ''{{iw|wikipedia|Tekken 7}}'' in Mishima Dojo was missing during production, being engraved names of [[Heihachi]] and Kazumi.<ref name="yt_111723"/>


===Considered===
===Considered===
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===Fighter movesets===
===Fighter movesets===
*In the E3 demo, {{SSBU|Bayonetta}} was able to use [[Heel Slide|After Burner Kick]], Downwards After Burner Kick, and then gain another After Burner Kick before landing.<ref>https://twitter.com/SoraKibzu/status/1023587885914759169</ref>
*In the E3 demo, {{SSBU|Bayonetta}} was able to use [[Heel Slide|After Burner Kick]], Downwards After Burner Kick, and then gain another After Burner Kick before landing.<ref>https://twitter.com/SoraKibzu/status/1023587885914759169</ref>
*An unused model for {{SSBU|Donkey Kong}}'s bongo drums can be found in the game files. Donkey Kong used bongo drums in [[Konga Beat]], his Final Smash in ''Brawl'' and ''Smash 4'', and due to its updated design and textures (despite not being used), it can be assumed that Konga Beat was meant to return for ''Ultimate''. However, Donkey Kong has a new Final Smash in ''Ultimate'', that being [[Jungle Rush]].
*In {{SSBU|Pac-Man}}’s character trailer, he is shown able to actually ''attack'' the water from his [[Fire Hydrant]], making it completely disappear. However, this is impossible to do in the final game, as the water functions exactly how it did in the previous game.
*In {{SSBU|Pac-Man}}’s character trailer, he is shown able to actually ''attack'' the water from his [[Fire Hydrant]], making it completely disappear. However, this is impossible to do in the final game, as the water functions exactly how it did in the previous game.
**Also in his character trailer, it is shown that attacking the trampoline would turn it green, and it would also put enemies into a helpless state when they jumped on it (regardless of the current level). Both of these changes were removed in the final game.
**Also in his character trailer, it is shown that attacking the trampoline would turn it green, and it would also put enemies into a helpless state when they jumped on it (regardless of the current level). Both of these changes were removed in the final game.
*Datamining Piranha Plant's character data (before its official release) reveals that it was originally supposed to have three jumps instead of the standard 2. The parameter that controls its max amount of jumps, "jump_count_max", had its number decreased from 3 to 2 in the day one patch for ''Ultimate''. The animation for the third jump can still be found in Piranha Plant's animation folder.<ref>https://twitter.com/Meshima_/status/1091407461460758528</ref>
*[[Smash attacks]] in the air were considered by Sakurai and the development team in the original plan for ''Ultimate'', but were scrapped due to being too complicated to implement.<ref>https://twitter.com/PushDustIn/status/1455924991971631107</ref> Min Min would eventually bring this concept exclusive to her.
**In Piranha Plant's reveal trailer, it is shown that its up special could be angled down, but when it was released, this feature was removed.
*Several characters have animation folders coming from the previous installments. Like with {{SSBU|Lucina}}'s, the folders have no animations inside.
*When Joker was initially datamined, his code implied that he would have a [[neutral attack|rapid jab]] as part of his moveset. However, in the final game, Joker's jab only goes up to three hits.
*While relatively minor, several characters who returned from ''Brawl'' to ''Smash 4'' will briefly resume their idle animations from the latter game when using a dash attack or a tilt attack with a battery item (ie. Beam Sword, Home-Run Bat, etc.). This oddity can be seen by using the game's Frame-by-Frame feature in Camera mode.
*In {{SSBU|Hero}}'s reveal trailer, the MP cost of [[Command Selection|Psyche Up]] and [[Command Selection|Oomph]] are different than they are in the final game.
*Like in ''SSB4'', characters that could [[glide]] in ''Brawl'' retain the code for it despite the mechanic being removed. However, newcomer {{SSBU|Ridley}} has code for gliding despite not being able to. While the exact reason for why Ridley has gliding code in the first place remains unknown, further inspection reveals it is nearly identical to {{SSBU|Charizard}}'s, suggesting Ridley was created by 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).
*[[Giga Bowser]]'s move scripts frequently make calls for Final Smash variables, implying that the reason for Giga Bowser's character slot is that he was intended to act like his ''Brawl'' and ''Smash 4'' appearances until late into development.
*{{SSBU|Donkey Kong}}:
**Donkey Kong originally had his opponent facing the same direction as him while using his forward throw. In the final game, the opponent is held so that they are facing away from him instead.
**An unused model for Donkey Kong's bongo drums can be found in the game files. Donkey Kong used bongo drums in [[Konga Beat]], his Final Smash in ''Brawl'' and ''Smash 4'', and due to its updated design and textures (despite not being used), it can be assumed that Konga Beat was meant to return for ''Ultimate''. However, Donkey Kong has a new Final Smash in ''Ultimate'', that being [[Jungle Rush]].
*{{SSBU|Roy}} was briefly shown having a unique running animation in 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 ''SSB4'' and sped up.
*{{SSBU|Olimar}}'s Pikmin still have their pummel animation from ''Smash 4'' and their [[Pikmin Chain]] animations from ''[[Brawl]]''. They respectively go unused because Olimar now pummels on his own, and his up special was changed to [[Winged Pikmin]] in ''Smash 4''.
*{{SSBU|R.O.B.}} retained his scripts for [[Super Diffusion Beam]] despite having his Final Smash changed.
*Lucina has animation folders labelled "bow" and "bowarrow" but have no animations inside each. This is either a mistake due to copying asset folders from {{SSBU|Link}}, or an indication that she was going to have a bow in her moveset referencing ''Fire Emblem Awakening'' and ''Fire Emblem Heroes''.
*Mega Man has animation folders for articles pertaining to his [[Character customization|custom moves]] from ''Smash 4'' such as [[Rush Coil#Customization|Beat]] and [[Leaf Shield#Customization|Skull Barrier]] but they have no animations inside them.
*{{SSBU|King K. Rool}} was originally supposed to take damage when successfully using [[Gut Check]]. The move's code has a parameter called "damage_mul_special_lw", and on frame 7, the game requests a damage number to calculate. However, the parameter's multiplier is set to 0, which causes the damage to never actually occur. Notably, the Techniques menu lists Gut Check as a move using [[Belly Super Armor]]. A possible alternative explanation is that the parameter is instead a way to have the move use the same clanging sound effect as Belly Super Armor, with the damage parameter being set to 0 in order to prevent K. Rool from taking damage.
*{{SSBU|King K. Rool}} was originally supposed to take damage when successfully using [[Gut Check]]. The move's code has a parameter called "damage_mul_special_lw", and on frame 7, the game requests a damage number to calculate. However, the parameter's multiplier is set to 0, which causes the damage to never actually occur. Notably, the Techniques menu lists Gut Check as a move using [[Belly Super Armor]]. A possible alternative explanation is that the parameter is instead a way to have the move use the same clanging sound effect as Belly Super Armor, with the damage parameter being set to 0 in order to prevent K. Rool from taking damage.
*{{SSBU|Donkey Kong}} originally had his opponent facing the same direction as him while using his forward throw. In the final game, the opponent is held so that they are facing away from him instead.
*{{SSBU|Piranha Plant}} has some interesting aspects of its data:
*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.
**Some of its data files are identical to {{SSBU|Bowser Jr.}}, suggesting the latter was used as a basis to create Piranha Plant.
*{{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.
**Data character data (before its official release) reveals that it was originally supposed to have three jumps instead of the standard 2. The parameter that controls its max number of jumps ( "jump_count_max") had its number decreased from 3 to 2 in the day one patch for ''Ultimate''. The animation for the third jump is leftover in Piranha Plant's animation folder.<ref>https://twitter.com/Meshima_/status/1091407461460758528</ref>
*{{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''.
**In Piranha Plant's reveal trailer, it is shown that its up special could be angled down; for unknown reasons, this feature was removed when it was released.
*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).
*When {{SSBU|Joker}} was initially datamined, his code implied that he would have a [[neutral attack|rapid jab]] as part of his moveset. However, in the final game, Joker's jab only goes up to three hits.
*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>
*In Hero's reveal trailer, the MP cost of [[Command Selection|Psyche Up]] and [[Command Selection|Oomph]] are different than they are in the final game.
*{{SSBU|R.O.B.}} retained his scripts for [[Super Diffusion Beam]] despite having his Final Smash changed.
*In Banjo & Kazooie's reveal trailer, the duo's [[down tilt]] can be seen launching an opponent vertically, rather than horizontally as in the actual game. [[Egg Firing / Breegull Blaster|Breegull Blaster]] also has a faster firing rate than in the actual game.
*{{SSBU|Lucina}} has animation folders labelled "bow" and "bowarrow" but have no animations inside each. This is either a mistake due to copying asset folders from {{SSBU|Link}}, or an indication that she was going to have a bow in her moveset referencing ''Fire Emblem Awakening'' and ''Fire Emblem Heroes''.
**Additionally, the duo's forward and back aerials have flags for ending intangibility. However, as they lack a flag for starting intangibility, nothing happens in the final game.
*[[Giga Bowser]]'s move scripts frequently make calls for Final Smash variables, implying that the reason for Giga Bowser's character slot is that he was intended to act like his ''Brawl'' and ''Smash 4'' appearances until late into development.
*Min Min:
*Several characters have animation folders coming from the previous installments. Like with Lucina's, the folders have no animations inside.
**Min Min has animations for an unused down special in her files; they depict her performing both an aerial and grounded version of Captain Falcon's down special, [[Falcon Kick]], suggesting that Min Min was created by using Captain Falcon as a base. Her down aerial in the retail version, which is a dive kick, somewhat resembles the aerial version of Falcon Kick.
*{{SSBU|Kazuya}} has hitbox data for a rapid jab, but with no animation associated so it is unknown what it looked like. The hitbox data is unique, suggesting it wasn't carried over from a different character being used as a template; the rapid jab lifts the opponents off the ground, unlike the vast majority of rapid jab in ''Ultimate'', while the finisher has unique knockback values, with high base knockback but low scaling. It's also unknown if this rapid jab replaced the 10-Hit Combo entirely, or could be transitioned from one of its hits, similarly to the Flash Punch Combo.<ref>https://twitter.com/Ruben_dal/status/1419009775514255360</ref>
**Min Min also has an unused dash attack hitbox that has [[reflection]] properties, suggesting she was planned to have two moves that reflect projectiles.<ref>https://twitter.com/Meshima_/status/1280091688514383874</ref>
*[[Smash attacks]] in the air were considered by Sakurai and the development team in the original plan for ''Ultimate'', but were scrapped due to being too complicated to implement.<ref>https://twitter.com/PushDustIn/status/1455924991971631107</ref> Min Min would eventually bring this concept exclusive to her.
*Pyra/Mythra:
*{{SSBU|Sora}} has data for a reverse {{b|Counterattack|Sora}} strike, presumably suggesting that he was initially going to have a counter detection hitbox that covers his entire body, like most counterattacks. However, it lacks essential bone movement, leaving Sora in a [[T-pose]] when modded back in.<ref name=“mythora”>https://twitter.com/bahbe59/status/1671330816352198658</ref>
**Mythra has unused carryover animations from Pyra, with an example of a carryover being Pyra's up special, [[Prominence Revolt]].<ref name=“mythora”/>
*{{SSBU|Mythra}} has unused carryover animations from {{SSBU|Pyra}}, with an example of a carryover being Pyra's up special, [[Prominence Revolt]].<ref name=“mythora”/>
**[[Rex]] has unused Final Smash animations for [[Burning Sword]] and [[Sacred Arrow]], presumably meant to be used if the Final Smashes missed. These animations are static, and have no keyframes for expression.<ref>https://twitter.com/bahbe59/status/1673890495062261760</ref>
*[[Rex]] has unused Final Smash animations for [[Burning Sword]] and [[Sacred Arrow]], presumably meant to be used if the Final Smashes missed. These animations are static, and have no keyframes for expression.<ref>https://twitter.com/bahbe59/status/1673890495062261760</ref>
*Kazuya has hitbox data for a rapid jab, but with no animation associated so it is unknown what it looked like. The hitbox data is unique, suggesting it wasn't carried over from a different character being used as a template; the rapid jab lifts the opponents off the ground, unlike the vast majority of rapid jab in ''Ultimate'', while the finisher has unique knockback values, with high base knockback but low scaling. It's also unknown if this rapid jab replaced the 10-Hit Combo entirely, or could be transitioned from one of its hits, similarly to the Flash Punch Combo.<ref>https://twitter.com/Ruben_dal/status/1419009775514255360</ref>
*Sora has data for a reverse {{b|Counterattack|Sora}} strike, presumably suggesting that he was initially going to have a counter detection hitbox that covers his entire body, like most counterattacks. However, it lacks essential bone movement, leaving Sora in a [[T-pose]] when modded back in.<ref name=“mythora”>https://twitter.com/bahbe59/status/1671330816352198658</ref>
 
<gallery>
<gallery>
SSBU_Unused_DKBongos.PNG|The unused DK bongo drums.
SSBU_Unused_DKBongos.PNG|The unused DK bongo drums.
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**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 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 5'' 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.
*Internal number gaps from [[Fatal Fury]]'s music suggests there are two cut songs, one from ''Real Bout Fatal Fury'', and ''The King of Fighters '96''. ''Real Bout Fatal Fury'' also has an unused entry inside of the game title database.
*Internal number gaps from [[Fatal Fury]]'s music suggests there are two cut songs, one from ''Real Bout Fatal Fury'', and ''The King of Fighters '96''. ''Real Bout Fatal Fury'' also has an unused entry inside of the game title database.
*Additional {{uv|Minecraft}} songs were planned, but their arrangements were left unfinished and not included in the final game.<ref>https://twitter.com/Sephazon/status/1321482733030289410</ref>
*Additional {{uv|Minecraft}} songs were planned, but their arrangements were left unfinished and not included in the final game.<ref>https://twitter.com/Sephazon/status/1321482733030289410</ref>
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*Several characters, such as Link, Ganondorf and Ike, use their old voice clips from ''Smash 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 ''Smash 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.<ref>https://youtu.be/CBLnjibehdU?t=33</ref>
*When a character is KO'd, [[:File:StockCounter.ogg|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.<ref>https://youtu.be/CBLnjibehdU?t=33</ref>
*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.
**Additionally, his sound effects of his Wolfen during his on-screen appearance is taken directly from Fox's.
**Additionally, his sound effects of his Wolfen during his on-screen appearance is taken directly from Fox's.
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==Aesthetics==
==Aesthetics==
===Artwork & [[alternate costume]]s===
===Artwork & [[alternate costume]]s===
*Two early versions of the Home Menu icon can be seen in promotional material prior to the final release. The earliest known icon is a generic ''Super Smash Bros.'' icon on a gray background. This icon was viewable for a short while on Nintendo's CDN servers and partially spotted on Nintendo Treehouse livestreams. Another early design was found in a datamine and is an edited version of a promotional image made as a placeholder before the final custom icon was created. This version notably depicts many more characters than the final version.
*{{SSBU|Palutena}}, {{SSBU|Shulk}}, and {{SSBU|Falco}}’s character artworks were changed slightly between ''Ultimate''{{'}}s reveal and release.
*{{SSBU|Palutena}}, {{SSBU|Shulk}}, and {{SSBU|Falco}}’s character artworks were changed slightly between ''Ultimate''{{'}}s reveal and release.
*In one of {{SSBU|Wario}}'s screenshots on the website, his overalls were depicted as having golden buttons as opposed to their usual white. This was changed back for the final release of the game.
*In one of {{SSBU|Wario}}'s screenshots on the website, his overalls were depicted as having golden buttons as opposed to their usual white. This was changed back for the final release of the game.
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*In the E3 demo, if Nana is chosen as the leader, both {{SSBU|Ice Climbers}} will have all their voice clips swapped; Nana will use Popo's voice clips and vice versa.
*In the E3 demo, if Nana is chosen as the leader, both {{SSBU|Ice Climbers}} will have all their voice clips swapped; Nana will use Popo's voice clips and vice versa.
*In the segment in which Ike uses [[Great Aether]] from his character showcase trailer, there is an error in which his portrait displays him in his ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'' outfit despite currently being in his ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'' outfit.
*In the segment in which Ike uses [[Great Aether]] from his character showcase trailer, there is an error in which his portrait displays him in his ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'' outfit despite currently being in his ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'' outfit.
*{{SSBU|Ridley}}'s [[Meta Ridley]] and Mecha Ridley costumes were replaced by a black costume and a white costume respectively in the E3 demo.
*Ridley's [[Meta Ridley]] and Mecha Ridley costumes were replaced by a black costume and a white costume respectively in the E3 demo.
*In the E3 Demo, the male Pokémon Trainer’s 7th palette swap had a lighter skin tone than in the final game. The same is the case for Villager's 7th and 8th palette swaps.
*In the E3 Demo, the male Pokémon Trainer’s 7th palette swap had a lighter skin tone than in the final game. The same is the case for Villager's 7th and 8th palette swaps.
*In a press material release, there is a render of {{SSBU|Piranha Plant}} in its default red costume, but in a green pipe as opposed to a pot. In the final game, only Piranha Plant's 2nd, 4th, 6th, and 8th alternate costumes are all in pipes while the default is always in a pot.
*In a press material release, there is a render of {{SSBU|Piranha Plant}} in its default red costume, but in a green pipe as opposed to a pot. In the final game, only Piranha Plant's 2nd, 4th, 6th, and 8th alternate costumes are all in pipes while the default is always in a pot.
*Similarly, artwork of the female Pokémon Trainer with {{SSBU|Squirtle}}, {{SSBU|Ivysaur}}, and {{SSBU|Charizard}} in their default colors was shown prior to ''Ultimate'''s release, but the Pokémon use alternate colors in the actual game instead.
*Similarly, artwork of the female Pokémon Trainer with {{SSBU|Squirtle}}, {{SSBU|Ivysaur}}, and {{SSBU|Charizard}} in their default colors was shown prior to ''Ultimate''{{'}}s release, but the Pokémon use alternate colors in the actual game instead.
*An unused string revealed through a string dump prior to release was left in the data, containing a Maya physics asset following a directory listing for Joker's Shujin Academy alternate costume, this hinted that one of Joker's alternate costumes could have had a ponytail and possibly represent another female character.<ref>https://twitter.com/DrHyperCake/status/1098748513251291136</ref> This is most likely a result of garbage data left over from compiling the game's files, with [[Ann Takamaki]]'s background character hair physics being placed near the model for Joker's alternate costume model.
*The [[Sans]] Outfit originally contained hands with individual fingers rather than being mitten-like,<ref>https://twitter.com/Sora_Sakurai/status/1246633745907470336</ref> with the change to the latter being requested by Toby Fox.<ref>https://twitter.com/tobyfox/status/1246774948171059201</ref> The same model also demonstrates a noticeable glow effect on the Sans Mask and Gaster Blaster's eyes compared to the final game.
*The [[Sans]] Outfit originally contained hands with individual fingers rather than being mitten-like,<ref>https://twitter.com/Sora_Sakurai/status/1246633745907470336</ref> with the change to the latter being requested by Toby Fox.<ref>https://twitter.com/tobyfox/status/1246774948171059201</ref> The same model also demonstrates a noticeable glow effect on the Sans Mask and Gaster Blaster's eyes compared to the final game.
*The Sans Mask contains a blank texture mapped to the center of its left orbit.<ref>https://twitter.com/firubiii/status/1170090085787807750</ref> Its location suggests it was intended to host Sans' glowing eye that appears throughout his fight in ''Undertale'', whenever he influences the player's SOUL.
*The Sans Mask contains a blank texture mapped to the center of its left orbit.<ref>https://twitter.com/firubiii/status/1170090085787807750</ref> Its location suggests it was intended to host Sans' glowing eye that appears throughout his fight in ''Undertale'', whenever he influences the player's SOUL.
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<gallery>
<gallery>
SSBU_early_icon_1.png|Earliest known Home Menu icon.
SSBU_early_icon_2.png|Another early Home Menu icon.
SSBUWebsiteWario4.jpg|Wario with golden buttons.
SSBUWebsiteWario4.jpg|Wario with golden buttons.
SSBUWebsiteLuigi6.jpg|Luigi with a green L in his 6th alternate costume.
SSBUWebsiteLuigi6.jpg|Luigi with a green L in his 6th alternate costume.
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*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'', Lucina has her former idle pose animation from ''Smash 4'', but in the final build, her idle pose matches {{SSBU|Marth}}'s new one.
*An early screenshot of 4 Mr. Game & Watches on Flat Zone X has an old animation from ''Smash 4'' on the building, in which Mr. Game & Watch retains his regular form when using his neutral attack. In the final game, Mr. Game & Watch instead changes his appearance into that of the main character of ''Greenhouse''.
*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''.
*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.
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**Additionally, during his character showcase video, his down smash had a different visual effect along while the bayonet on his blaster lacked any effects.
**Additionally, during his character showcase video, his down smash had a different visual effect along while the bayonet on his blaster lacked any effects.
*In Fox's character showcase video, his Reflector has a more cyanish color than it does in previous iterations. In the final game, it is a much darker blue.
*In Fox's character showcase video, his Reflector has a more cyanish color than it does in previous iterations. In the final game, it is a much darker blue.
*An unused model of a fairy is found within {{SSBU|Link}}'s game files, indicating that he may have once again been meant to have a fairy appear during his taunts. However, it could simply be a development leftover from previous entries.
*An unused model of a fairy identical to the one used in {{SSB4|Link}}'s side taunt is found within {{SSBU|Link}}'s game files, alongside the corresponding animation titled '''AppealS'''. This indicates that he may have once again been meant to have a fairy appear during his taunts. However, it could simply be a development leftover. In the retail version, the fairy taunt has been instead given to {{SSBU|Young Link}}, with a similar model appearing.
*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, labeled '''Mouth_result''', 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 ''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, suggesting he was to have his own Keyblade when copying Sora's neutral special, [[Magic]]; Kirby instead produces a makeshift Keyblade matching the element being used. The model lacks some essential files, and even properly implementing them will not spawn it in game.<ref>https://twitter.com/zrksyd/status/1566484364090826752</ref>
*Steve's tether grab, Fishing Rod, was tweaked in order to make it fit with its animation in ''Minecraft''.<ref name="yt_111723"/>
*Steve's tether grab, Fishing Rod, was tweaked in order to make it fit with its animation in ''Minecraft''.<ref name="yt_111723"/>
*Pyra and Mythra's moveset and movements had their angles tweaked in order to make them face and attack their opponents more evident.<ref name="yt_111723"/>
*Pyra and Mythra's moveset and movements had their angles tweaked in order to make them face and attack their opponents more evident.<ref name="yt_111723"/>
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<gallery>
<gallery>
Fire Attack (G&W).jpg|Mr. Game and Watch's infamous feather removed in the day one patch.
Fire Attack (G&W).jpg|Mr. Game and Watch's infamous feather removed in the day one patch.
SSBUWebsiteMrGame&Watch6.jpg|Mr. Game and Watch's neutral attack from ''Smash 4''.
Fox SSBU Beta Reflector.png|Fox's Reflector in his character showcase trailer.
Fox SSBU Beta Reflector.png|Fox's Reflector in his character showcase trailer.
SSBU_link_fairy.png|Unused fairy model found in Link's game files.
SSBUWebsiteLucas1.jpg|Original color scheme of Lucas's PSI.
UnusedKirbyKeyblade.jpg|Kirby's keyblade model.
UnusedKirbyKeyblade.jpg|Kirby's keyblade model.
SSBUWebsiteLucas1.jpg|Original color scheme of Lucas's PSI.
</gallery>
</gallery>


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*The E3 demo of the game did not feature the changes to [[victory theme]]s seen in the final version of the game.
*The E3 demo of the game did not feature the changes to [[victory theme]]s seen in the final version of the game.
**In the demo, the victory theme would start playing much sooner than in the final game.
**In the demo, the victory theme would start playing much sooner than in the final game.
**{{SSBU|Ridley}} had a different victory theme in the E3 demo than the one heard in the final game. The most significant difference is that the E3 version ends with a mysterious harp arpeggio, reminiscent of the Unknown Item acquisition jingle from ''Metroid: Zero Mission''.
**Ridley had a different victory theme in the E3 demo than the one heard in the final game. The most significant difference is that the E3 version ends with a mysterious harp arpeggio, reminiscent of the Unknown Item acquisition jingle from ''Metroid: Zero Mission''.
**Additionally, on the victory screen, the announcer says "Ice Climbers '''wins'''!", where in the final build, he says "Ice Climbers '''win'''!" due to their name being plural.
**Additionally, on the victory screen, the announcer says "Ice Climbers '''wins'''!", where in the final build, he says "Ice Climbers '''win'''!" due to their name being plural.
*In the E3 demo, {{SSBU|Ike}} did not speak during his victory poses.
*In the E3 demo, {{SSBU|Ike}} did not speak during his victory poses.
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*During Bowser's segment of the E3 2018 Direct, Link had a surprised expression when Screen KO'd, which included him blushing. This was changed in the final build where he winces without the blush mark on his face.
*During Bowser's segment of the E3 2018 Direct, Link had a surprised expression when Screen KO'd, which included him blushing. This was changed in the final build where he winces without the blush mark on his face.
**Additionally, his screen KO'd pose was exactly the same as the one he has but mirrored. The pose was unmirrored in the final build.
**Additionally, his screen KO'd pose was exactly the same as the one he has but mirrored. The pose was unmirrored in the final build.
*Early footage of Young Link in the the E3 2018 Direct and character showcase video shows that the belt around his sheath lacked back-face culling, as it disappears when seen from the inside. This was fixed in the initial release of the game.
*Early footage of Young Link in the E3 2018 Direct and character showcase video shows that the belt around his sheath lacked back-face culling, as it disappears when seen from the inside. This was fixed in the initial release of the game.
*In the data, ''Blast Corps'', ''Jet Force Gemini'', ''Devil's Third'', and ''Monster Hunter Generations Ultimate'' are listed as series names. Despite this, no content from any of these games appears whatsoever in the final game.<ref>https://twitter.com/AltDeltas/status/1066276640324501504/</ref>
*In the data, ''Blast Corps'', ''Jet Force Gemini'', ''Devil's Third'', and ''Monster Hunter Generations Ultimate'' are listed as series names. Despite this, no content from any of these games appears whatsoever in the final game.<ref>https://twitter.com/AltDeltas/status/1066276640324501504/</ref>
*In Samus' showcase video, {{b|Metroid|creature}}s would freeze like fighters in a chunk of ice. In the final game, they turn blue and plummet straight down.
*In Samus' showcase video, {{b|Metroid|creature}}s would freeze like fighters in a chunk of ice. In the final game, they turn blue and plummet straight down.
*In {{SSBU|Jigglypuff}}'s showcase video, {{SSBU|Marth}} is shown using [[Shield Breaker]] and breaking Jigglypuff's shield, [[Star KO]]ing it due to its unique shield jump. This event cannot happen in the final unmodded game, due to the sheer amount of knockback always causing the Blast KO explosion instead. This suggests this limit that previously existed in ''Smash 4'' was removed in early versions of ''Ultimate'' before being added back again.
*In {{SSBU|Jigglypuff}}'s showcase video, {{SSBU|Marth}} is shown using [[Shield Breaker]] and breaking Jigglypuff's shield, [[Star KO]]ing it due to its unique shield jump. This event cannot happen in the final unmodded game, due to the sheer amount of knockback always causing the Blast KO explosion instead. This suggests this limit that previously existed in ''Smash 4'' was removed in early versions of ''Ultimate'' before being added back again.
*An unused texture of Little Mac's thrown hoodie exists in the game files. This texture is slightly darker than the regular texture, and is specifically meant for costume 6 and 8, which do not throw a hoodie in the final release. The model associated with this texture is identical to the regular model.<ref>[https://www.youtube.com/watch?v=8iwETBorqnc&feature=youtu.be&t=93 Little Mac Hoodie differences]</ref>
*In the demo, Pokémon Trainer's name only took up one line on the character selection screen. In the American and PAL versions of the final game, even if the character selection screen has the same amount of characters as the demo, his name will always take up two lines.
*In the demo, Pokémon Trainer's name only took up one line on the character selection screen. In the American and PAL versions of the final game, even if the character selection screen has the same amount of characters as the demo, his name will always take up two lines.
*Several of the [[damage meter]] icons were slightly modified between the demo and the final game:
*Several of the [[damage meter]] icons were slightly modified between the demo and the final game:
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** While the demo showed the entirety of ''Advent Children'' Cloud's left shoulder in the portrait, the final game does strangely cuts part of it off.
** While the demo showed the entirety of ''Advent Children'' Cloud's left shoulder in the portrait, the final game does strangely cuts part of it off.
**Sonic, Charizard, Ridley, and Inkling's portrait placements were positioned slightly higher than in the final game while Ice Climbers was placed lower.
**Sonic, Charizard, Ridley, and Inkling's portrait placements were positioned slightly higher than in the final game while Ice Climbers was placed lower.
*In pre-release promotional material for {{SSBU|Banjo & Kazooie}} such as their reveal trailer and images on the official ''Super Smash Bros.'' website, when compared to the final game the duo (more noticeably Kazooie) appear to have less expressive, ostensibly placeholder default facial expressions when using certain moves or [[dash]]ing.
*In pre-release promotional material for Banjo & Kazooie such as their reveal trailer and images on the official ''Super Smash Bros.'' website, when compared to the final game the duo (more noticeably Kazooie) appear to have less expressive, ostensibly placeholder default facial expressions when using certain moves or [[dash]]ing.
*Characters [[buried]] used their bury poses from ''Smash 4'' and prior games in the demo.
*Characters [[buried]] used their bury poses from ''Smash 4'' and prior games in the demo.
*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.
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*The CGI part of Sephiroth's reveal trailer was tweaked in production to resemble more to the movie ''{{iw|wikipedia|Final Fantasy VII: Advent Children}}''. This includes colors being washed-out and the environment being slightly darker.<ref name="yt_111723"/>
*The CGI part of Sephiroth's reveal trailer was tweaked in production to resemble more to the movie ''{{iw|wikipedia|Final Fantasy VII: Advent Children}}''. This includes colors being washed-out and the environment being slightly darker.<ref name="yt_111723"/>
*Kazuya used the normal knockdown animation during production, before having his own animation sourced from the {{uv|Tekken}} series.<ref name="yt_111723"/>
*Kazuya used the normal knockdown animation during production, before having his own animation sourced from the {{uv|Tekken}} series.<ref name="yt_111723"/>
*The game has functionality for changing the radar's color to red, green, blue, or white depending on the stage, but black is the only color used.
*Unused file name strings revealed through a string dump prior to release were left in the data, it contained a Maya physics asset labeled <code>Jane1_pony_hairSystemShape2.mchp</code>, this file follows a Maya project file for Joker's Shujin Academy alternate costume.<ref>https://twitter.com/DrHyperCake/status/1098748513251291136</ref> Looking at the file name it would have been used for ponytail hair physics, this could have been for [[Ann Takamaki]]'s cameo in [[Mementos]] with ''Jane'' being a misspelling of Ann's Japanese name "Anne". Due to no data or mention of ''Jane'' existing in the final game it is uncertain what the true purpose of this file was, or if it was related to ''Smash''.


<gallery>
<gallery>
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Unused ROB Battledmg Ultimate.png|Unused battle damage textures for R.O.B.
Unused ROB Battledmg Ultimate.png|Unused battle damage textures for R.O.B.
</gallery>
</gallery>
==Unused Game Title Names==
 
==Unused series names==
This is a list of game names that are listed alongside other series in the game's strings, yet no content from these games appear in the game itself.
*''{{iw|wikipedia|Devil's Third}}''
*''{{iw|wikipedia|Jet Force Gemini}}''
*''{{iw|wikipedia|Blast Corps}}''
*''{{iw|wikipedia|Monster Hunter Generations Ultimate}}''
 
==Unused game titles==
This is a list of game titles located within the game file '''ui_gametitle_db.prc''' along with all other game titles (e.g. Mario Kart 64, linked to Mario Kart Series), yet go unused in the game itself with no text associated with them. Some of these titles might possibly be related to other unused content referenced in this article.
This is a list of game titles located within the game file '''ui_gametitle_db.prc''' along with all other game titles (e.g. Mario Kart 64, linked to Mario Kart Series), yet go unused in the game itself with no text associated with them. Some of these titles might possibly be related to other unused content referenced in this article.


*'''ui_gametitle_paper_mario_rpg''' - Unspecified ''Paper Mario'' game, though most likely referring to  ''{{iw|mariowiki|Paper Mario: The Thousand Year Door}}'' as its Japanese title is ''Paper Mario RPG''.
{| class="wikitable" style="width: 100%;"
*'''ui_gametitle_paper_mario_sticker_star''' - ''{{iw|mariowiki|Paper Mario: Sticker Star}}''
|-
*'''ui_gametitle_mario_golf_64''' - Standalone version of ''{{iw|mariowiki|Mario Golf 64}}''. While ''Mario Golf 64'' content appears in-game, it instead shares a title with ''{{iw|mariowiki|Mario Tennis 64}}'', internally named '''ui_gametitle_mario_tenis64_golf64'''.
! File Title in ''Ultimate''{{'}}s code
*'''ui_gametitle_mario_tennis_64''' - Standalone version of ''Mario Tennis 64''. Same situation as ''Mario Golf 64''.
! Game Title Theories
*'''ui_gametitle_mario_party10''' - ''{{iw|mariowiki|Mario Party 10}}''
|-
*'''ui_gametitle_mario_party_star_rush''' - ''{{iw|mariowiki|Mario Party: Star Rush}}''
|ui_gametitle_paper_mario_rpg
*'''ui_gametitle_mario_kart_advance''' - Standalone version of ''{{iw|mariowiki|Mario Kart: Super Circuit}}''. A small amount of ''Super Circuit'' content appears in the Rainbow Road Medley alongside ''{{iw|mariowiki|Mario Kart DS}}'' and ''{{iw|mariowiki|Mario Kart 7}}'', all sharing the title '''ui_gametitle_mario_kart7_ds_advance'''.
|Unspecified ''Paper Mario'' game, though most likely referring to  ''{{iw|mariowiki|Paper Mario: The Thousand Year Door}}'' as its Japanese title is ''Paper Mario RPG''.
*'''ui_gametitle_mario_kart8_dx''' - ''{{iw|mariowiki|Mario Kart 8 Deluxe}}''
|-
*'''ui_gametitle_donkey_kong_jr''' - Standalone version of ''{{iw|mariowiki|Donkey Kong Jr.}}'' While ''Donkey Kong Jr.'' content appears in-game, it instead shares a title with {{uv|Donkey Kong}}, internally named '''ui_gametitle_donkey_kong_kongjr'''.
|ui_gametitle_paper_mario_sticker_star
*'''ui_gametitle_donkey_kong3''' - ''{{iw|mariowiki|Donkey Kong 3}}''.
|''{{iw|mariowiki|Paper Mario: Sticker Star}}''.
*'''ui_gametitle_diddy_kong_racing_series''' - ''{{iw|mariowiki|Diddy Kong Racing}}'' series. This is possibly related to cut spirits from Diddy Kong Racing
|-
*'''ui_gametitle_donkey_konga_series''' - ''{{iw|mariowiki|Donkey Konga}} series. While the Donkey Kong & Bongos spirit represents this series, it is instead categorized as belonging to ''{{iw|mariowiki|Donkey Kong Jungle Beat}}''.
|ui_gametitle_mario_golf_64
*'''ui_gametitle_legend_of_zelda_spirit_tracks'''. - ''{{iw|zeldawiki|The Legend of Zelda: Spirit Tracks}}''. While this one does have a Zelda spirit from this game, it is instead categorized as belonging to "The Legend of Zelda Series."
|Standalone version of ''{{iw|mariowiki|Mario Golf 64}}''. While ''Mario Golf 64'' content appears in-game, it instead shares a title with ''{{iw|mariowiki|Mario Tennis 64}}'', internally named '''ui_gametitle_mario_tenis64_golf64'''.
*'''ui_gametitle_yoshi_woolly_3ds''' - ''{{iw|mariowiki|Poochy & Yoshi's Woolly World}}''.
|-
*'''ui_gametitle_star_fox_command''' - Standalone version of ''{{iw|lylatwiki|Star Fox Command}}''. While ''Star Fox Command'' content appears in-game, it instead shares a title title with ''{{iw|lylatwiki|Star Fox 64}}'', internally named '''ui_gametitle_star_fox64_fox_command'''.
|ui_gametitle_mario_tennis_64
*'''ui_gametitle_fire_emblem_thracia_776''' - ''{{iw|fireemblemwiki|Fire Emblem: Thracia 776}}''. This one interestingly has another game title shared with ''{{iw|fireemblemwiki|Fire Emblem: The Binding Blade}}'' named '''ui_gametitle_fire_emblem_emblem_binding_blade_thracia_776''', but the actual text for it is just "Fire Emblem Series."
|Standalone version of ''Mario Tennis 64''. Same situation as ''Mario Golf 64''.
*'''ui_gametile_robot_block''' - Standalone version of ''Stack-Up''. While ''Stack-Up'' content appears in-game, it instead share a title with ''Gyromite'', internally named '''ui_gametitle_robot_block_robot_gyro'''.
|-
*'''ui_gametitle_robot_gyro''' - Standalone version of ''Gyromite''. Same situation as ''Stack-Up''.
|ui_gametitle_mario_party10
*'''ui_gametitle_animal_crossing_plus''' - Unspecified {{uv|Animal Crossing}} game, though most likely referring to the three versions of the [[GameCube]] release, which were released in Japan as ''{{iw|nookipedia|Doubutsu no Mori+}}''.
|''{{iw|mariowiki|Mario Party 10}}''.
*'''ui_gametitle_animal_crossing_city''' - Standalone version of ''{{iw|wikipedia|Animal Crossing: City Folk}}''. While ''City Folk'' content appears in-game, it instead shares a title with ''{{iw|nookipedia|Animal Crossing: Wild World}}'', internally named '''ui_gametitle_animal_crossing_city_crossing_wild'''.
|-
*'''ui_gametitle_animal_crossing_amiibo_festival''' - ''{{iw|nookipedia|Animal Crossing: amiibo Festival}}.
|ui_gametitle_mario_party_star_rush
*'''ui_gametitle_sonic_rush''' - ''Sonic Rush''. Possibly evidence that the music track '''{{SSBBMusicLink|Sonic The Hedgehog|Right There, Ride On}}''' was considered at some point.
|''{{iw|mariowiki|Mario Party: Star Rush}}''.
*'''ui_gametitle_mega_man6''' - Standalone version of ''Megaman 6''. While ''Mega Man 6'' content appears in-game, it instead shares a title with ''Megaman 4'' and ''Megaman 5'', internally named '''ui_gametitle_megaman4_magaman5_megaman6'''.
|-
*'''ui_gametitle_castlevania_fcd''' - ''Castlevania'' (Famicom), titled ''Akumajō Dracula'' in Japan. Possibly evidence that music directly sourced from the Famicom versions with different instrumentation were considered at one point.
|ui_gametitle_mario_kart_advance
*'''ui_gametitle_castlevania_judgment''' - Standalone version of ''Castlevania Judgment''. While content from ''Judgment'' appears in-game, it is instead categorized as belonging to the ''Castlevania'' series.
|Standalone version of ''{{iw|mariowiki|Mario Kart: Super Circuit}}''. A small amount of ''Super Circuit'' content appears in the "''{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}}''" alongside ''{{iw|mariowiki|Mario Kart DS}}'' and ''{{iw|mariowiki|Mario Kart 7}}'', all sharing the title '''ui_gametitle_mario_kart7_ds_advance'''.
*'''ui_gametitle_castlevania_arcade''' - ''Castlevania: The Arcade''.
|-
*'''ui_gametitle_castlevania_harmony_of_despair''' - ''Castlevania: Harmony of Despair''.
|ui_gametitle_mario_kart8_dx
*'''ui_gametitle_skykid''' - Standalone version of ''Sky Kid''. While ''Sky Kid'' content appears in-game, it instead shares a title with ''Sky Kid DX'', internally named '''ui_gametitle_skykid_skykid_dx'''.
|''{{iw|mariowiki|Mario Kart 8 Deluxe}}''.
*'''ui_gametitle_skykid_dx''' - Standalone version of ''Sky Kid DX''. Same situation as ''Sky Kid''.
|-
*'''ui_gametitle_yokai_dochuki''' - ''Yokai Dochuki''. Possibly evidence that the music track '''{{SSB4MusicLink|Namco|Yokai Dochuki Retro Medley}}''' was considered at some point.
|ui_gametitle_donkey_kong_jr
*'''ui_gametitle_dig_dug''' - ''Dig Dug''
|Standalone version of ''{{iw|mariowiki|Donkey Kong Jr.}}'' While ''Donkey Kong Jr.'' content appears in-game, it instead shares a title with {{uv|Donkey Kong}}, internally named '''ui_gametitle_donkey_kong_kongjr'''.
*'''ui_gametitle_x_series''' - ''X Series''
|-
*'''ui_gametitle_tomodachi_life''' - ''{{iw|Miiwiki|Tomodachi Collection}}'', the japan-exclusive first installment in the {{uv|Tomodachi}} series.
|ui_gametitle_donkey_kong3
*'''ui_gametitle_tomodachi_life2''' - ''{{iw|Miiwiki|Tomodachi Life}}'', the second installment in the ''Tomodachi'' series, hence the 2 in the title.  While ''Tomodachi Life'' is used in-game, it instead uses the title '''ui_gametitle_tomodachi_life2_life'''.
|''{{iw|mariowiki|Donkey Kong 3}}''.
*'''ui_gametitle_snipperclips_series''' - ''Snipperclips'' series
|-
*'''ui_gametitle_real_bout''' - ''Real Bout Fatal Fury''
|ui_gametitle_diddy_kong_racing_series
|''{{iw|mariowiki|Diddy Kong Racing}}'' series. This is possibly related to cut spirits from ''Diddy Kong Racing''.
|-
|ui_gametitle_donkey_konga_series
|''{{iw|mariowiki|Donkey Konga}}'' series. While the Donkey Kong & Bongos spirit represents this series, it is instead categorized as belonging to ''{{iw|mariowiki|Donkey Kong Jungle Beat}}''.
|-
|ui_gametitle_legend_of_zelda_spirit_tracks
|''{{iw|zeldawiki|The Legend of Zelda: Spirit Tracks}}''. While this one does have a Zelda spirit from this game, it is instead categorized as belonging to "The Legend of Zelda Series."
|-
|ui_gametitle_yoshi_woolly_3ds
|''{{iw|mariowiki|Poochy & Yoshi's Woolly World}}''.
|-
|ui_gametitle_star_fox_command
|Standalone version of ''{{iw|lylatwiki|Star Fox Command}}''. While ''Star Fox Command'' content appears in-game, it instead shares a title with ''{{iw|lylatwiki|Star Fox 64}}'', internally named '''ui_gametitle_star_fox64_fox_command'''.
|-
|ui_gametitle_fire_emblem_thracia_776
|''{{iw|fireemblemwiki|Fire Emblem: Thracia 776}}''. This one interestingly has another game title shared with ''{{iw|fireemblemwiki|Fire Emblem: The Binding Blade}}'' named '''ui_gametitle_fire_emblem_emblem_binding_blade_thracia_776''', but the actual text for it is just "Fire Emblem Series".
|-
|ui_gametile_robot_block
|Standalone version of ''{{iw|wikipedia|Stack-Up}}''. While ''Stack-Up'' content appears in-game, it instead share a title with ''Gyromite'', internally named '''ui_gametitle_robot_block_robot_gyro'''.
|-
|ui_gametitle_robot_gyro
|Standalone version of ''{{iw|wikipedia|Gyromite}}''. Same situation as ''Stack-Up''.
|-
|ui_gametitle_animal_crossing_plus
|Unspecified {{uv|Animal Crossing}} game, though most likely referring to the three versions of the [[GameCube]] release, which were released in Japan as ''{{iw|nookipedia|Doubutsu no Mori+}}''.
|-
|ui_gametitle_animal_crossing_city
|Standalone version of ''{{iw|wikipedia|Animal Crossing: City Folk}}''. While ''City Folk'' content appears in-game, it instead shares a title with ''{{iw|nookipedia|Animal Crossing: Wild World}}'', internally named '''ui_gametitle_animal_crossing_city_crossing_wild'''.
|-
|ui_gametitle_animal_crossing_amiibo_festival
|''{{iw|nookipedia|Animal Crossing: amiibo Festival}}''.
|-
|ui_gametitle_sonic_rush
|''{{iw|wikipedia|Sonic Rush}}''. Possibly evidence that the music track "''{{SSBBMusicLink|Sonic The Hedgehog|Right There, Ride On}}''" was considered at some point.
|-
|ui_gametitle_mega_man6
|Standalone version of ''{{iw|wikipedia|Mega Man 6}}''. While ''Mega Man 6'' content appears in-game, it instead shares a title with ''Mega Man 4'' and ''Mega Man 5'', internally named '''ui_gametitle_megaman4_magaman5_megaman6'''.
|-
|ui_gametitle_castlevania_fcd
|[[wikipedia:Castlevania (1986 video game)|''Castlevania'' (Famicom)]], titled ''Akumajō Dracula'' in Japan. Possibly evidence that music directly sourced from the Famicom versions with different instrumentation were considered at one point.
|-
|ui_gametitle_castlevania_judgment
|Standalone version of ''{{iw|wikipedia|Castlevania Judgment}}''. While content from ''Judgment'' appears in-game, it is instead categorized as belonging to the ''Castlevania'' series.
|-
|ui_gametitle_castlevania_arcade
|''{{iw|wikipedia|Castlevania: The Arcade}}''.
|-
|ui_gametitle_castlevania_harmony_of_despair
|''{{iw|wikipedia|Castlevania: Harmony of Despair}}''.
|-
|ui_gametitle_skykid
|Standalone version of ''{{iw|wikipedia|Sky Kid}}''. While ''Sky Kid'' content appears in-game, it instead shares a title with ''{{iw|wikipedia|Sky Kid Deluxe}}'', internally named '''ui_gametitle_skykid_skykid_dx'''.
|-
|ui_gametitle_skykid_dx
|Standalone version of ''Sky Kid Deluxe''. Same situation as ''Sky Kid''.
|-
|ui_gametitle_yokai_dochuki
|''{{iw|wikipedia|Yokai Dochuki}}''. Possibly evidence that the music track "''{{SSB4MusicLink|Namco|Yokai Dochuki Retro Medley}}''" was considered at some point.
|-
|ui_gametitle_dig_dug
|''{{iw|wikipedia|Dig Dug}}''.
|-
|ui_gametitle_x_series
|''{{iw|wikipedia|X|1992 video game}}'' series.
|-
|ui_gametitle_tomodachi_life
|''{{iw|miiwiki|Tomodachi Collection}}'', the Japan-exclusive first installment in the {{uv|Tomodachi}} series.
|-
|ui_gametitle_tomodachi_life2
|''{{iw|miiwiki|Tomodachi Life}}'', the second installment in the ''Tomodachi'' series, hence the 2 in the title.  While ''Tomodachi Life'' is used in-game, it instead uses the title '''ui_gametitle_tomodachi_life2_life'''.
|-
|ui_gametitle_snipperclips_series
|''{{iw|wikipedia|Snipperclips}}'' series.
|-
|ui_gametitle_real_bout
|''{{iw|wikipedia|Real Bout Fatal Fury}}''.
|}


==See also==
==See also==