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Clone: Difference between revisions

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(Removing Memoryman3's clone nonsense)
(Reverted back to pre-Zakawer edit and removed speculative information. We want to make people understand what clones are. Not wishful thinking.)
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|caption = {{SSBM|Mario}}'s [[aerial attack]]s and {{SSBM|Dr. Mario}}'s identical, derived<br> animations in ''[[Super Smash Bros. Melee]]''.
|caption = {{SSBM|Mario}}'s [[aerial attack]]s and {{SSBM|Dr. Mario}}'s identical, derived<br> animations in ''[[Super Smash Bros. Melee]]''.
}}
}}
A '''clone''' (officially known as an '''Echo Fighter''' in ''[[Super Smash Bros. Ultimate]]'') is a [[character]] with a moveset and physics that are considerably similar to another character's. Often, the clone's moveset will have a few tweaks made, and may have their physics altered to a degree, but on the whole the characters are similar and typically have the same special move mechanics, to such a degree that both characters can be played optimally using a very similar or even identical playstyle. Clones are a common inclusion in various fighting games, as developing a character using an existing one's moveset and/or model as a base is less time- and resource-consuming than starting from scratch.
A '''clone''' (officially known as an '''Echo Fighter''' in ''[[Super Smash Bros. Ultimate]]'') is a [[character]] with a moveset and physics that are considerably similar to another character's. Often, the clone's moveset will have a few tweaks made, and may have their physics altered to a degree, but on the whole the characters are similar and typically have the same special move mechanics, to such a degree that both characters can be played optimally using a very similar or even identical play style. Clones are a common inclusion in various fighting games, as developing a character using an existing one's moveset and/or model as a base is less time- and resource-consuming than starting from scratch.


'''Semi-clone''' is a term used for characters who share some of their moveset with another character, with some similarity in physics, but have enough differentiating moves and characteristics that calling them a "clone" wouldn't be entirely accurate. "Semi-clone" status can differ among players' minds depending on their basis of the term; for example, one basis for dubbing a character a semi-clone would be their differences in [[special move]]s from the character they are cloned from. This process of a clone breaking away from its roots and establishing its own identity as it divergently evolves is known in the Smash community as '''Luigification''', named after how [[Luigi]] originally was a clone of [[Mario]] but eventually came into his own in both the ''Super Mario'' and ''Smash Bros.'' series. [[Jigglypuff]] is the only character who started as a semi-clone and eventually became its own completely unique character.
'''Semi-clone''' is a term used for characters who share some of their moveset with another character, with some similarity in physics, but have enough differentiating moves and characteristics that calling them a "clone" wouldn't be entirely accurate. "Semi-clone" status can differ among players' minds, depending on their individual understanding and definition of the term. For example, one basis for dubbing a character a semi-clone may look at their differences in their [[special move]]s from whichever character they are clones from, while another basis may focus on the differences between the "original"'s regular [[ground attack]]s (including [[tilt attack]]s, [[smash attack]]s, and [[throw]]s) and [[aerial attack]]s and the analogous moves of the semi-clone, while yet another player may gloss over similarities in function and focus on the animations of each character's moves. This process of a clone breaking away from its roots and establishing its own identity as it divergently evolves is known in the ''Smash'' community as '''Luigification''', named after how [[Luigi]] originally was a clone of [[Mario]] but eventually came into his own in both the ''Super Mario'' and ''Smash Bros.'' series. [[Jigglypuff]] is the only character who started as a semi-clone and eventually became its own completely unique character.


''[[Super Smash Bros. 4]]'' introduces alternate characters that act as [[alternate costume]]s, namely [[Alph]] for [[Olimar]] and the [[Koopalings]] for [[Bowser Jr.]] They have their own voice clips and the [[Announcer]] refers to them by name. However, since they bear no gameplay differences and are not treated as separate characters, they are not considered to be clones.
''[[Super Smash Bros. 4]]'' introduces alternate characters that act as [[alternate costume]]s, namely [[Alph]] for [[Olimar]] and the [[Koopalings]] for [[Bowser Jr.]] They have their own voice clips and the [[Announcer]] refers to them by name. However, since they bear no gameplay differences and are not treated as separate characters, they are not considered to be clones.
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!Original!!Clone!!Differences
!Original!!Clone!!Differences
|-
|-
|{{SSB|Mario}}||{{SSB|Luigi}}||Luigi's [[dash attack]] and [[down tilt]] are unique moves. All three of his special moves have slight differences: [[Luigi Cyclone]] launches foes instead of sucking them in, Luigi's [[Fireball]]s are immune to gravity, and the [[Super Jump Punch]] either does massive damage and knockback or almost none. His taunt is also different. Overall, Luigi has slightly lower frame data and power than Mario, but has better KO ability due to the aforementioned up and down specials.
|{{SSB|Mario}}||{{SSB|Luigi}}||As in the ''Super Mario'' games, Luigi jumps much higher than Mario, but has lower traction. His overall mobility is considerably worse due to his reduced dashing and aerial speeds. His attacks have somewhat greater range, but are weaker. Some of his attacks also have different properties, such as Super Jump Punch having a powerful sweetspot and an extremely weak sourspot, or his fireball not being affected by gravity.  
|-
|-
|style="text-align:center" colspan="3"|'''Semi-clones'''
|style="text-align:center" colspan="3"|'''Semi-clones'''
|-
|-
|{{SSB|Kirby}}||{{SSB| Jigglypuff}}||Both share similar forward smashes, down smashes, neutral aerials, forward aerials (Kirby's hits multiple times, but he extends both legs in front of him as does Jigglypuff), down aerials, tilts, back throws, item animations, and ledge animations. Both also have near identical physics, with similar size, shape, weight, and falling speed, and both have five midair jumps (while all ten other characters have one). Their special moves, however, are all completely different.
|{{SSB|Kirby}}||{{SSB|Jigglypuff}}||The two fighters have near identical physics, with similar size, shape, weight, and falling speed, and both have five midair jumps (while all ten other characters have one). Both share the majority of their animations, such as certain normal attacks and cosmetic animations. Their special moves, however, are all completely different.  
|}
|}


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*The [[Fighting Polygon Team]] is composed of complete clones, sans special moves, of all 12 playable fighters.
*The [[Fighting Polygon Team]] is composed of complete clones, sans special moves, of all 12 playable fighters.
*{{SSB|Samus}} and {{SSB|Captain Falcon}} share neutral aerials, down smashes, floor attacks, forward and up tilts, and dash attacks, but have enough unique moves of their own, along with vastly different physics, to not be classified as semi-clones.
*{{SSB|Samus}} and {{SSB|Captain Falcon}} share neutral aerials, down smashes, floor attacks, forward and up tilts, and dash attacks, but have enough unique moves of their own, along with vastly different physics, to not be classified as semi-clones.
*{{SSB|Mario}}, {{SSB|Luigi}}, and {{SSB|Ness}} all share a polygon form, a neutral attack, a forward tilt and a floor recovery attack.
*{{SSB|Mario}}, {{SSB|Luigi}}, and {{SSB|Ness}} all share a polygon form, a neutral attack, a forward tilt, and a floor recovery attack.


==Clones in ''[[Super Smash Bros. Melee]]''==
==Clones in ''[[Super Smash Bros. Melee]]''==
[[image:Character_selection_melee.png|thumb|right|The selection screen places the six clones on the far right and left, adjacent to their counterparts.]]
[[image:Character_selection_melee.png|thumb|right|The selection screen places the six clones on the far right and left, adjacent to their counterparts.]]
Originally, [[Masahiro Sakurai]] was going to include significantly fewer playable characters in ''Melee''. However, with fans wanting more characters while time was constrictive, Sakurai decided to add clones later in development to pad out the roster, as these characters would take a lot less time to develop than unique characters<ref>http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html</ref>. This led to [[Dr. Mario]], [[Pichu]], [[Young Link]], [[Falco]], [[Roy]], and [[Ganondorf]] being added to the cast as clones. Luigi and Jigglypuff also returned, though Luigi was significantly decloned into a semi-clone, and Jigglypuff was decloned to the point of not even being a semi-clone anymore.
 
The clone characters in ''Melee'' share the majority of their movesets and animations with the original character, but can have altered physics and parameters, such as attack power, jump height, weight, and overall mobility. Originally, [[Masahiro Sakurai]] was going to include significantly fewer playable characters in ''Melee''. However, with fans wanting more characters while time was constrictive, Sakurai decided to add clones later in development to pad out the roster, as these characters would take a lot less time to develop than unique characters<ref>http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1211/index.html</ref>. This led to [[Dr. Mario]], [[Pichu]], [[Young Link]], [[Falco]], [[Roy]], and [[Ganondorf]] being added to the cast as clones. Luigi and Jigglypuff also returned, though Luigi was significantly decloned into a semi-clone, and Jigglypuff was decloned to the point of not even being a semi-clone anymore.


{|class="wikitable"
{|class="wikitable"
!Original!!Clone!!Differences
!Original!!Clone!!Main Differences
|-
|-
|{{SSBM|Mario}}||{{SSBM|Dr. Mario}}||While all attacks have identical animations, many of them have different properties. Forward smash lacks a sourspot while dealing electrical damage, a [[sex kick]] that gets stronger over time, and a forward aerial that is very strong but doesn't meteor smash. Dr. Mario's attacks are also much stronger in general. Note that they also share identical physics with the exact same size, shape, weight (not in PAL regions), and falling speed, though interestingly Dr. Mario has faster air speed. Mario can wall jump, but Dr. Mario cannot.
|{{SSBM|Mario}}||{{SSBM|Dr. Mario}}||The pair share nearly identical physics — they have the exact same size, shape, weight (not in PAL regions), running speed, and falling speed, though interestingly, Dr. Mario has faster air speed. Mario can [[wall jump]], but Dr. Mario cannot. While all of their attacks have identical animations, many of them have different properties — for instance, Dr. Mario's forward smash lacks a sourspot and deals [[electric]] instead of [[Flame|fire]] damage, his neutral aerial is a [[sex kick]] that gets stronger over time, his forward aerial is very strong but cannot [[meteor smash]], and his [[Megavitamins]] deal physical damage rather than [[Fireball|fire damage]] and bounce in a higher arc. Dr. Mario's attacks are also much stronger in general.
|-
|-
|{{SSBM|Link}}||{{SSBM|Young Link}}||Like the Mario/Dr. Mario pair, while all animations are essentially identical, some attacks act differently. Young Link's forward smash has weak, set knockback on the first hit and only combos into the second hit, while his [[Hero's Bow|arrows]] are on fire and his [[Spin Attack]] is a multi-hit move when grounded. Young Link also has some slightly differing physics (faster running speed and higher jumping height), and is generally a faster character with weaker attacks. Young Link is also a smaller character and can wall jump.
|{{SSBM|Link}}||{{SSBM|Young Link}}||Young Link has some slightly differing physics to his older counterpart — such as faster running speed and higher jumping height — and is generally a faster character with weaker attacks. Young Link is also a smaller character and can wall jump. Like the Mario/Dr. Mario pair, all animations are essentially identical, but some attacks act differently. Young Link's forward smash has weak, set knockback on the first hit and only combos into the second hit, while his [[Hero's Bow|arrows]] are on fire and his [[Spin Attack]] is a multi-hit move when grounded.  
|-
|-
|{{SSBM|Fox}}||{{SSBM|Falco}}||All attacks have near identical animations and functions, though many have had their knockback altered, changing which ones are good for KOing, such as Falco's forward smash and down tilt being considerably stronger than Fox's, while Fox's up smash and up aerial are considerably stronger than Falco's. Falco's special moves have identical mechanics but have changed enough that they have different applications; as his [[Blaster]] shots are laggier and make opponents [[flinch]] and his [[Reflector]] produces vertical knockback instead of horizontal knockback, Falco Phantasm can [[meteor smash]], and his Fire Bird lacks a charging hitbox. Falco also runs slower and jumps higher than Fox, while being slightly heavier, and has a single-hit [[spike]] for a down aerial.
|{{SSBM|Fox}}||{{SSBM|Falco}}||Falco's physics have been altered in comparison to Fox's — Falco is taller, slightly heavier, and has the best jump height in the game, but has a considerably lower running speed than Fox. All of their attacks have near-identical animations and functions, though many have had their knockback altered, changing which ones are good for KOing, such as Falco's forward smash and down tilt being considerably stronger than Fox's, while Fox's up smash and up aerial are considerably stronger than Falco's. Falco's special moves also have different applications; for example, his [[Blaster (Falco)|Blaster]] fires less rapidly but can make opponents [[flinch]], his [[Reflector]] produces vertical knockback instead of horizontal knockback, [[Fire Bird]] lacks the startup hitboxes of [[Fire Fox]], and [[Falco Phantasm]] can [[meteor smash]] while [[Fox Illusion]] cannot.  
|-
|-
|{{SSBM|Pikachu}}||{{SSBM|Pichu}}||Pichu's attacks are faster than Pikachu's but are also weaker. Its up smash is a headbutt instead of a tail flip, its down smash emits no electricity while only hitting once, and its forward smash is a multi-hitting attack. Their special moves, while identical in name and animation, have some differences, as Pichu's [[Skull Bash]] can be charged longer and gain more power, {{b|Thunder|Pokémon}} is a multi-hitting attack, and [[Agility]] travels further than [[Quick Attack]], while not having hitboxes and being slower. Pichu also can wall jump and damages itself for every electrical attack it uses.
|{{SSBM|Pikachu}}||{{SSBM|Pichu}}||Pichu is drastically lighter (being the lightest character in the game) and has a much shorter attack range than Pikachu, and its attacks are overall considerably weaker. Furthermore, it [[Recoil damage|damages itself]] every time it uses an electrical attack. However, Pichu is slightly more agile and is able to wall jump. Pichu's up smash is a headbutt instead of a tail flip, its down smash emits no electricity while only hitting once, and its forward smash is a multi-hitting attack. Their special moves, while identical in name (with one exception) and animation, have some differences Pichu's [[Skull Bash]] can be charged longer and gain more power, {{b|Thunder|Pokémon}} is a multi-hitting attack, and [[Agility]] travels further than [[Quick Attack]], while not having hitboxes and being slower.  
|-
|-
|{{SSBM|Captain Falcon}}||{{SSBM|Ganondorf}}||While most attacks have near identical animations, many of them are carried out slower for Ganondorf, with many having altered functioning, and most if not all have elevated power. Ganondorf's forward air is unique (with an overhead punch instead of a knee) and has only one, powerful hitbox, and Ganondorf's up tilt is radically altered to a point where it can be considered unique, where Ganondorf "charges" with his leg up while smoke is generated, before crashing it down in a large and extremely powerful explosion. Ganondorf's jab is only a single attack while Falcon's has three plus an infinite; Ganondorf's dash attack hits in a vertical trajectory behind him while Falcon's hits forward; Ganondorf's forward and down smashes hit vertically while Falcon's hit horizontally; each kick of Ganondorf's up smash and neutral aerial are individually powerful while the kicks in Falcon's are designed to hit into each other, with the inverse applying to their down smash; Ganondorf can semi-spike with his late up aerial while Captain Falcon does not have a late up aerial hitbox due to a glitch; Ganondorf's back aerial is strong throughout while Falcon's functions like a [[sex kick]]; Captain Falcon's down aerial can [[nipple spike]] while Ganondorf's cannot; aerial [[Raptor Boost]] meteor smashes airborne opponents while aerial [[Gerudo Dragon]] does not; and aerial [[Wizard's Foot]] [[spike]]s airborne opponents while aerial [[Falcon Kick]] doesn't. Ganondorf is heavier and has a surprisingly higher ledge jump, but the rest of his physics are overall slower than Falcon's, with Falcon having [[space animal]] physics and wall jumping capabilities. This is the only clone pair where both characters do not come from the same universe.
|{{SSBM|Captain Falcon}}||{{SSBM|Ganondorf}}||Ganondorf's physics have been heavily altered compared to Captain Falcon's — his jump height, movement and falling speeds, and [[jumpsquat]] are all worse than Falcon's, but his endurance is considerably better, due to his increased weight. Although Ganondorf shares almost all of his attack animations with Captain Falcon, many of Ganondorf's attacks are carried out slower, and Ganondorf's attack power is considerably higher than Falcon's. Many of his specials have different properties, such as [[Wizard's Foot]] having the ability to [[spike]] while [[Falcon Kick]] cannot; the inverse is true of [[Raptor Boost]] and [[Gerudo Dragon]] in the air, with Raptor Boost acting as a [[meteor smash]] while Gerudo Dragon does not. Ganondorf's forward air is unique (with an overhead punch instead of a knee) and has only one powerful hitbox, and Ganondorf's up tilt is radically altered to a point where it can be considered unique, where Ganondorf "charges" with his leg up while smoke is generated, before crashing it down in a large and extremely powerful explosion.
 
This is the only clone pair where both characters do not come from the same universe.  
|-
|-
|{{SSBM|Marth}}||{{SSBM|Roy}}||As Roy's sweetspot is at the hilt of his sword instead of the tip as with Marth's, even attacks that appear to be unchanged in animation and function (that is, almost all of them) must be used differently. Non-sweetspot differences include [[Blazer]] being a multi-hit move with set knockback, [[Counter]] having a multiplier for determining the strength of the counter strike (as well as a different counter strike animation), Roy's jab consisting of one hit only, Roy's [[down tilt]] hitting opponents vertically instead of semi-spiking, and Roy's up smash being a multi-hitting move. Roy's physics, while similar to Marth's, also have some differences, such as Roy falling faster with a shorter jump. This is the only clone pair where both the original and the clone are unlockable characters. Roy is also slower and weaker overall.
|{{SSBM|Marth}}||{{SSBM|Roy}}||Roy's physics, while similar to Marth's, also have some differences, such as Roy running slower and falling faster; Roy also has a shorter jump. As Roy's sweetspot is at the hilt of his sword instead of the tip as with Marth's, even attacks that appear to be unchanged in animation and function (that is, almost all of them) must be used differently. However, almost all of Roy's moves have considerably worse frame data compared to Marth's, having lower attack and KO power as a result. Non-sweetspot differences include [[Blazer]] being a multi-hit move with set knockback, [[Counter]] having a multiplier for determining the strength of the counter strike (as well as a different counter strike animation), Roy's jab consisting of one hit only, Roy's [[down tilt]] hitting opponents vertically instead of semi-spiking, and Roy's up smash being a multi-hitting move.  
 
This is the only clone pair where both the original and the clone are unlockable characters.
|-
|-
|style="text-align:center" colspan="3"|'''Semi-clones'''
|style="text-align:center" colspan="3"|'''Semi-clones'''
|-
|-
|{{SSBM|Mario}}||{{SSBM|Luigi}}||Luigi's many changes from ''Smash 64'' to ''Melee'' have distanced him from Mario considerably. In addition to his previous differences, he now has a unique forward smash, up tilt, down tilt, neutral combo, forward aerial, and side special; his other specials have also been further tweaked, such as the Super Jump Punch going straight up and no longer giving horizontal distance. Additionally, Luigi's down smash and neutral aerial have been altered to hit vertically while Mario's hit horizontally, and Luigi's down aerial consists of one strong hit (that can also meteor smash), while Mario's is a multi-hitting attack.
|{{SSBM|Mario}}||{{SSBM|Luigi}}||Luigi's many changes from ''Smash 64'' to ''Melee'' have distanced him from Mario considerably. In addition to his previous differences, he now has a unique forward smash, up tilt, down tilt, neutral combo, forward aerial, and [[Green Missile|side special]]; his other specials have also been further tweaked, such as the Super Jump Punch going straight up and no longer giving horizontal distance. Additionally, Luigi's down smash and neutral aerial have been altered to hit vertically while Mario's hit horizontally, and Luigi's down aerial consists of one strong hit (that can also meteor smash), while Mario's is a multi-hitting attack.
|}
|}


===Notes===
===Notes===
*In the transition from ''Super Smash Bros.'' to ''Melee'', characters like {{SSBM|Jigglypuff}} and Captain Falcon have been differentiated with new attacks. In Jigglypuff's case, it has kept some of its moves from ''Smash 64'', while {{SSBM|Kirby}} has received new ones.
*In the transition from ''Super Smash Bros.'' to ''Melee'', characters like {{SSBM|Jigglypuff}} and Captain Falcon have been differentiated with new attacks. In Jigglypuff's case, it has kept some of its moves from ''Smash 64'', while {{SSBM|Kirby}} has received new ones.
*As Luigi and Dr. Mario share a "parent" in Mario, it stands to reason that both of these "child" clones are technically semi-clones of each other.
*As {{SSBM|Luigi}} and {{SSBM|Dr. Mario}} share a "parent" in {{SSBM|Mario}}, it stands to reason that both of these "child" clones are technically semi-clones of each other.
*Samus, Captain Falcon, and Ganondorf all share floor recovery attacks, and have dash attacks that are shoulder blocks and up tilts that are some form of axe kick.
*{{SSBM|Samus}}, {{SSBM|Captain Falcon}}, and {{SSBM|Ganondorf}} all share floor recovery attacks, and have dash attacks that are shoulder blocks and up tilts that are some form of axe kick.
*{{SSBM|Bowser}} and [[Giga Bowser]] are clones, having identical movesets, although most of Giga Bowser's moves have additional effects along with altered knockback.
*{{SSBM|Bowser}} and [[Giga Bowser]] are clones, having identical movesets, although most of Giga Bowser's moves have additional effects along with altered knockback.
*Each clone character's stock icon faces the opposite direction from their original character's stock icon, including that of [[Giga Bowser]]. This follows how Luigi's sprite faced the opposite direction than Mario's sprite in the original ''[[Super Smash Bros.]]''
*Each clone character's head sprites face the opposite direction from their original character's head sprite, including [[Giga Bowser|Giga Bowser's]]. This follows how Luigi's sprite faced the opposite direction from Mario's sprite in the original ''[[Super Smash Bros.]]''
*The Male and Female [[Wire Frames]] are clones of Captain Falcon and {{SSBM|Zelda}}, respectively. They lack special moves, however, and their moves lack any special effects that Falcon's and Zelda's equivalent have, such as [[electricity]] and [[flame]].
*The Male and Female [[Wire Frames]] are clones of {{SSBM|Captain Falcon}} and {{SSBM|Zelda}}, respectively. They lack special moves, however, and their moves lack any special effects that Falcon's and Zelda's equivalent have, such as [[electricity]] and [[flame]].
*{{SSBM|Master Hand}} and {{SSBM|Crazy Hand}} can be considered clones, as they share most of their attacks.
*{{SSBM|Master Hand}} and {{SSBM|Crazy Hand}} can be considered clones, as they share most of their attacks.
*When deciding a clone for Mario during development, [[Wario]] was considered; ultimately, Dr. Mario was chosen instead.<ref>[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return549.html] (in Japanese)</ref>
*When deciding a clone for {{SSBM|Mario}} during development, [[Wario]] was considered; ultimately, Dr. Mario was chosen instead.<ref>[http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/syukeiken/return549.html] (in Japanese)</ref>


==Clones in ''[[Super Smash Bros. Brawl]]''==
==Clones in ''[[Super Smash Bros. Brawl]]''==
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<!-- Do not remove or change anyone's clone status without bringing it up on the talk page first. Additionally, do not add any new pairs without proper discussion on the talk page.-->
<!-- Do not remove or change anyone's clone status without bringing it up on the talk page first. Additionally, do not add any new pairs without proper discussion on the talk page.-->
{|class="wikitable"
{|class="wikitable"
!Original!!Semi-clone!!Differences
!Original!!Semi-clone!!Main Differences
|-
|-
|{{SSBB|Mario}}||{{SSBB|Luigi}}||The main new difference is [[Mario Tornado]] changing from Mario's down special to his down aerial, which makes two more of their attacks completely non-cloned. For some additional new differences, Luigi's up smash has a clear sweetspot and sourspot hitbox while Mario's is the same strength throughout, Luigi has a slight tweak in animation of his neutral aerial, and Luigi's up aerial hits vertically while Mario's hits horizontally. Other previous similarities/differences not addressed still apply in ''Brawl''. For an aesthetic change, Luigi has for the first time been given his own voice, instead of Mario's sped up voice samples. Luigi's general animations have also been differed from Mario's, most notably his helpless animation.
|{{SSBB|Mario}}||{{SSBB|Luigi}}||The main new difference is [[Mario Tornado]] changing from Mario's down special to his down aerial, which makes two more of their attacks completely non-cloned. For some additional new differences, Luigi's up smash has a clear sweetspot and sourspot hitbox while Mario's is the same strength throughout, Luigi has a slight tweak in animation of his neutral aerial, and Luigi's up aerial hits vertically while Mario's hits horizontally. Other previous similarities/differences not addressed still apply in ''Brawl''. For an aesthetic change, Luigi has for the first time been given his own voice, instead of Mario's sped up voice samples. Luigi's general animations have also been differed from Mario's, most notably his helpless animation.
|-
|-
|{{SSBB|Link}}||{{SSBB|Toon Link}}||One of the more disputed pairs, as some players believe they have enough similarities to be considered clones rather than semi-clones. Toon Link's unique attacks include his up smash, neutral aerial, forward aerial, back aerial, forward throw, and back throw, while his down aerial is a [[stall-then-fall]] that meteor smashes, and his forward smash functioning like a multi-hit smash, despite both having similar animations to Link's counterparts. Other moves of theirs have function differences: Toon Link's down tilt hits horizontally while Link's hits vertically and meteor smashes, Toon Link's dash attack semi-spikes and [[trip]]s while Link's hits vertically, and Toon Link's down smash functions as a multi-hit attack while each slash in Link's is individually powerful. On the other hand, Toon Link's special moves are based on Link's, though his arrows and Boomerang have different aesthetics and functioning (Toon Link's arrows travel much more slowly while hitting vertically, which also applies to Toon Link's Boomerang and additionally doesn't have the [[wind|tornado]] effect of Link's boomerang). Unlike Link, Toon Link can wall jump. Toon Link's grounded Spin Attack functions identically to Young Link's in ''Melee'', though the aerial [[Spin Attack]]'s hitboxes are almost exactly identical to Link's. For an additional oddity, Toon Link's forward throw was not programmed properly (Toon Link's forward throw is considered a [[Leg]] attack like Link's even though it is a shoulder tackle). However, they are completely different in their physics and other statistics, such as size, shape, weight, and walking/dashing/falling/air speed.  
|{{SSBB|Link}}||{{SSBB|Toon Link}}||As with Young Link, Toon Link's basic moveset is similar to Link's, but the pair have completely different physics — with Toon Link being considerably shorter and having better movement speed and jumping abilities, at the cost of being lighter, floatier and having lower attack power overall. Toon Link can wall jump, while Link cannot. Toon Link also has many unique normal attacks due to his shorter body frame, with some moves having substantial differences (such as Toon Link's down air being a [[stall-then-fall]]), and many of his special moves have different aesthetics and properties (with Link's moves being derived from ''Twilight Princess'' and Toon Link's moves being derived from ''Wind Waker''). For instance, Toon Link's [[Bomb (Link)|Bomb]] has greater range than Link's and hits multiple times; Toon Link has a traditional [[Boomerang (Link)|Boomerang]] that has a hitbox while returning, whereas Link has the Gale Boomerang, which instead has a [[windbox]] while returning; and Toon Link's Hero's Bow charges faster than Link's, but its arrows are slower.  
|-
|-
|{{SSBB|Fox}}||{{SSBB|Falco}}||Falco now has a different dashing animation, neutral combo, up tilt, forward smash, neutral aerial, forward aerial, and up aerial, while Fox was given a different back aerial. Both Fox's and Falco's down throws were altered, where Fox's hits opponents far away diagonally, while Falco's hits opponents a short distance horizontally. Falco's down special now involves him kicking his Reflector, which can also trip opponents. Additionally, Falco's physics were altered, where he falls slower with faster air speed and less gravity in comparison to Fox (though their physics are still similar). Other similarities and differences that existed in ''Melee'' not addressed here still apply in ''Brawl''.
|{{SSBB|Fox}}||{{SSBB|Falco}}||In addition to their differences in ''Melee'', Falco now has a different dashing animation, neutral combo, up tilt, forward smash, neutral aerial, forward aerial, and up aerial, while Fox was given a different back aerial. Both Fox's and Falco's down throws were altered, where Fox's hits opponents far away diagonally, while Falco's hits opponents a short distance horizontally. Falco's down special now involves him kicking his Reflector, which can also trip opponents. Additionally, Falco's physics were altered; Falco falls slower with faster air speed and less gravity in comparison to Fox (though their physics are still similar).
|-
|-
|{{SSBB|Captain Falcon}}||{{SSBB|Ganondorf}}||Ganondorf's forward tilt, down tilt, up smash, up throw, and [[Flame Choke|side special]] are now unique, along with other attacks receiving an alteration in animation, such as Ganondorf's dashing, rolling and crouching animations, up tilt, forward throw, down aerial, [[Warlock Punch]], [[Dark Dive]], and [[Wizard's Foot]]. His final smash is also unique, where he transforms into [[Beast Ganon]]. Captain Falcon's down aerial is also now different, with a shorter duration and gained a hitbox that launches at the [[Sakurai Angle]]. However, other standard attacks, such as forward smash, up aerial, back aerial, back throw, down throw, and their special moves outside their side special and final smash remain identical or near identical in function. Other differences they had in ''Melee'' not addressed here still exist in ''Brawl''.
|{{SSBB|Captain Falcon}}||{{SSBB|Ganondorf}}||In addition to their differences in ''Melee'', Ganondorf's forward tilt, down tilt, up smash, up throw, and [[Flame Choke|side special]] are now completely unique in function and animation. Their Final Smashes are also unique; Ganondorf transforms into [[Beast Ganon]] and lunges across the stage, while Captain Falcon summons the [[Blue Falcon]] to ram opponents directly in front of him. Captain Falcon's down aerial is also now different, with a shorter duration and gained a hitbox that launches at the [[Sakurai Angle]]. However, other standard attacks, such as forward smash, up aerial, back aerial, back throw, down throw, and their special moves outside their side special and final smash remain similar in functionality.  
|-
|-
|{{SSBB|Ness}}||{{SSBB|Lucas}}||Lucas' standard attacks are unique with the exception of his down tilt, forward smash, and up aerial (while the down tilt has a different animation, and Lucas' forward smash utilizes a different type of weapon, they are identical in function to Ness's). Their special moves however, are very similar in name, appearance and have similar mechanics, but differ functionally. [[PK Freeze]] freezes opponents instead of being a very powerful vertical KO move like [[PK Flash]]. Lucas' PK Fire differs to the point where it can be argued to not be cloned, as it is a single hit projectile that knocks opponents away, while Ness' hits multiple times and traps opponents (additionally, Lucas fires his PK Fire with a different animation, and Ness can fire his down diagonally in the air). Lucas' PK Thunder can go through opponents while Ness' cannot, and his PK Thunder 2 is a multi-hitting move, while Ness' hits once. However, while the similarity in their moveset can be argued to not be quite enough to label them as semi-clones, they have very similar physics, with them having identical size, shape, weight, and falling speed. They additionally both suffer from 10 additional frames of lag when being [[grab release]]d that no other characters in ''Brawl'' suffer from. Weirdly, Lucas (the semi-clone) is a starter character, while Ness (the original) is unlockable, rather than the other way around as with most clone pairs.
|{{SSBB|Ness}}||{{SSBB|Lucas}}||Ness and Lucas have very similar physics, proportions, and overall attack power — they have identical size, shape, weight, and falling speed. They additionally both suffer from 10 additional frames of lag when being [[grab release]]d that no other characters in ''Brawl'' suffer from. Their special moves are also very similar in function, but have different properties, such as Lucas' [[PK Thunder]] projectile passing through players and hitting multiple times as well as having slower movement speed but better turning ability in comparison to Ness', Lucas' variant of [[PK Thunder#PK Thunder 2|PK Thunder 2]] travelling farther and acting as a multi-hit move, Lucas' [[PK Fire]] bursting into a single-hit explosion that has decent knockback instead of a pillar of fire that traps opponents and hits several times, and [[PK Freeze]] being faster than [[PK Flash]] and able to [[freeze]] opponents instead of dealing extreme amounts of damage and knockback. However, most of their standard attacks are completely different. Unlike Ness, Lucas has a [[Tether recovery|tether grab]].  
 
Unusually, Lucas (the semi-clone) is a starter character, while Ness (the original) is unlockable, rather than the other way around as with most clone pairs.
|}
|}


===Notes===
===Notes===
*The [[Alloy]]s are all clones (sans special moves): Red Alloy of Captain Falcon, Blue Alloy of {{SSBB|Zelda}}, Yellow Alloy of Mario, and Green Alloy of {{SSBB|Kirby}}.
*The [[Alloy]]s are all clones (sans special moves): Red Alloy of Captain Falcon, Blue Alloy of {{SSBB|Zelda}}, Yellow Alloy of Mario, and Green Alloy of {{SSBB|Kirby}}.
*Fox and {{SSBB|Wolf}} are sometimes seen as semi-clones due to their special moves and Final Smash being mostly identical in operation. However, closer inspection of their full movesets shows that even calling them semi-clones is difficult to rationalize, as the characters' physics are radically different, none of their standard attacks are similar, and even their similarly named special moves have different particle effects and function differently.
*Fox and {{SSBB|Wolf}} are sometimes seen as semi-clones due to their special moves and Final Smash being mostly identical in operation. However, closer inspection of their full movesets shows that even calling them semi-clones is difficult to rationalize, as the characters' physics are radically different, none of their standard attacks are similar, and even their similarly-named special moves have different particle effects and function differently.


==Clones in ''[[Super Smash Bros. 4]]''==
==Clones in ''[[Super Smash Bros. 4]]''==
<!-- Do not add, change, or remove any clone pairs without proper discussion on the talk page.-->
<!-- Do not add, change, or remove any clone pairs without proper discussion on the talk page.-->


''Super Smash Bros. 4'' reintroduces full clones, adding two new clones, [[Lucina]] and [[Dark Pit]], and one returning clone from ''Melee'', [[Dr. Mario]]. These clones, unlike the ''Melee'' clones, were originally developed as alternate costumes of the characters they were cloned from, similar to [[Alph]] and the [[Koopalings]]. Later in development, they were given moveset alterations from their originals - according to Sakurai, Dr. Mario had to have the differences from Mario he had in ''Melee'' in order to avoid disappointing fans of his previous appearance, Lucina was given no tippers to act as an easier-to-play version of Marth, and Dark Pit was given a different Final Smash, as Sakurai did not like the idea of him using the [[Three Sacred Treasures]]. Once these changes were made, however, it was decided that they each would be promoted to full characters, as "even a small difference in abilities" requires a unique roster slot. ''SSB4'' groups these clones in their own area together on the character select screen, rather than placing them with their respective franchises.
''Super Smash Bros. 4'' reintroduces true clones, adding two new clones, [[Lucina]] and [[Dark Pit]], and one returning clone from ''Melee'', [[Dr. Mario]]. These clones, unlike the ''Melee'' clones, were originally developed as alternate costumes of the characters they were cloned from, similar to [[Alph]] and the [[Koopalings]]. Later in development, they were given moveset alterations from their originals according to Sakurai, Dr. Mario had to have the differences from Mario he had in ''Melee'' in order to avoid disappointing fans of his previous appearance, Lucina was given no tippers to act as an easier-to-play version of Marth, and Dark Pit was given a different Final Smash, as Sakurai did not like the idea of him using the [[Three Sacred Treasures]]. Once these changes were made, however, it was decided that they each would be promoted to full characters, as "even a small difference in strengths" requires a unique roster slot due to fair record-keeping. ''SSB4'' groups these clones in their own area together on the character select screen, rather than placing them with their respective franchises.  


None of the newcomers are semi-clones. Luigi, Falco, Toon Link, and Ganondorf return as semi-clones, though they were only minimally decloned. Wolf, whose moveset was partially derived from Fox, was cut from the roster, while Lucas and Roy return as DLC. Roy is now a semi-clone, as his moveset is further distinguished from Marth's.
None of the newcomers are semi-clones. Luigi, Falco, Toon Link, and Ganondorf remain as semi-clones, though they were only minimally decloned. Wolf, whose moveset partially derived from Fox, was cut from the roster, while Lucas and Roy return as DLC. Roy is now a semi-clone, as his moveset is further distinguished from Marth's.


Most clones and semi-clones also share at least one custom move, though full clones (Dr. Mario, Lucina and Dark Pit) have more custom moves in common.  
Most clones and semi-clones also share at least one custom move, though true clones (Dr. Mario, Lucina, Dark Pit) have almost identical custom moves to their counterparts.  


{|class="wikitable"
{|class="wikitable"
!Original!!Clone!!Differences
!Original!!Clone!!Main Differences
|-
|-
|{{SSB4|Mario}}||{{SSB4|Dr. Mario}}||Dr. Mario is largely unchanged from his appearance in ''Melee'', but due to changes to Mario in ''Brawl'' in his absence, he is now slightly less of a clone. This includes retaining the [[Dr. Tornado]] as his down special, keeping his drill kick down aerial as a result. New differences include much slower movement speed (fulfilling his design intention in ''Melee'' of being a "slower but more powerful Mario"), a [[Super Jump Punch]] that only hits powerfully once and produces no coins at all, and a completely different [[entrance]]; on the other hand, he can now wall jump like Mario (removing a difference), and [[Doctor Finale|his new Final Smash]] is a fully-cloned move, simply using giant Megavitamins instead of fire. In addition, all of his custom moves are shared with Mario or Luigi. Unlike Mario's Fireballs, Dr. Mario's Megavitamins are not [[absorb]]able.
|{{SSB4|Mario}}||{{SSB4|Dr. Mario}}||Despite still being considered a clone in-game, Dr. Mario is arguably now a semi-clone, as he keeps his unique properties from ''Melee'' (except for the inability to wall jump, as he is now able to do so). Furthermore, Dr. Mario's physics have been considerably modified from Mario's, fulfilling his original purpose of being slower and stronger than Mario due to having the unique trait of having passive [[equipment]] statistics built into his character: his raw properties are modified as if he was Mario wearing equipment of +15 attack and -50 speed (walk/run/air speed and jump height), although some of his attack properties, such as aerial landing lag and knockback angles, were adjusted to compensate. Dr. Mario also retains [[Mario Tornado|Dr. Tornado]] and his down aerial from ''Melee'', instead of inheriting [[F.L.U.D.D.]] from Mario. Some of his attacks were also altered, such as Super Jump Punch dealing one strong hit (but not having the egregiously ineffective sourspot of Luigi's version) instead of being a multi-hit move.  
|-
|-
|{{SSB4|Marth}}||{{SSB4|Lucina}}||Marth and Lucina share effectively all the same animations, normal attacks, special moves, and custom moves. Aside from Lucina being negligibly shorter, the only differences between them is that the hitboxes of almost all of Lucina's attacks are equally strong across her sword, whereas Marth's are more powerful at the tip. Lucina's down aerial is an exception, whereas instead the sweetspot placing is reversed. Lucina also has a different, more exaggerated charging animation for [[Shield Breaker]], and has a faster dashing animation; however, this is purely aesthetic. Notably, Lucina is the first female clone introduced.
|{{SSB4|Marth}}||{{SSB4|Lucina}}||Marth and Lucina share effectively all of the same physics, animations, normal attacks, special moves, and custom moves. Aside from Lucina being negligibly shorter, the only differences between them is that the hitboxes of almost all of Lucina's attacks are equally strong across her sword, whereas Marth's are more powerful at the tip. Lucina's down aerial is an exception, where the sweetspot placing is reversed. Lucina also has a different, more exaggerated charging animation for [[Shield Breaker]], and has a faster dashing animation; however, this is purely aesthetic, as their dashing speeds are the same. Notably, Lucina is the first female clone introduced.
|-
|-
|{{SSB4|Pit}}||{{SSB4|Dark Pit}}||Both characters use the same animations and weapon types for all attacks, and almost all are functionally the same, even dealing the exact same knockback with the exact same frame data. The few differences are Dark Pit having a smaller hitbox on his jab's rapid finisher, his forward tilt dealing weaker knockback, the arrows fired from his neutral special traveling with less control but being stronger and faster, and his side special dealing electrical damage with stronger knockback while hitting opponents at a horizontal trajectory. He also has [[Dark Pit Staff|a unique Final Smash]] from Pit—though it is cloned from Zelda and Sheik's [[Light Arrow]]. Notably, Dark Pit is the only clone who is so similar to his base that multiple [[tier list]]s do not give him his own placing, instead simply having him share Pit's spot. Additionally, Pit can activate [[Palutena's Guidance]] on [[Palutena's Temple]] unlike Dark Pit.
|{{SSB4|Pit}}||{{SSB4|Dark Pit}}||Both characters have exactly the same proportions and physics, and use the same animations and weapon types for all attacks, and almost all are functionally the same, even dealing the exact same knockback with the exact same frame data. The few differences are Dark Pit having a smaller hitbox on his jab's rapid finisher, his forward tilt dealing weaker knockback, the arrows fired from his neutral special travelling with less control but being stronger and faster, and his side special dealing electrical damage with stronger knockback while hitting opponents at a horizontal trajectory. He also has [[Dark Pit Staff|a different Final Smash]] — though it is cloned from Zelda and Sheik's [[Light Arrow]]. Notably, Dark Pit is the only clone who is so similar to his base that multiple [[tier list]]s do not give him his own placing, instead simply having him share Pit's spot. Additionally, Pit can activate [[Palutena's Guidance]] on [[Palutena's Temple]], while Dark Pit cannot.
|-
|-
|style="text-align:center" colspan="3"|'''Semi-clones'''
|style="text-align:center" colspan="3"|'''Semi-clones'''
|-
|-
|{{SSB4|Mario}}||{{SSB4|Luigi}}||Luigi has a new down throw, where he throws opponents downwards and ground pounds them. He also has a new jumping animation that differs from that of his brother, now being his scuttle jump, and new animations for his first two jabs. Luigi does not share any custom moves with Mario, although one fireball variation makes his fireballs act like Mario's default ones.
|{{SSB4|Mario}}||{{SSB4|Luigi}}||Luigi has a new down throw, where he throws opponents downwards and ground-pounds them. He also has a new jumping animation that differs from Mario — now being his scuttle jump and new animations for his first two jabs. Luigi shares no custom moves with Mario, although one fireball variation makes his fireballs act like Mario's default ones.
|-
|-
|{{SSB4|Link}}||{{SSB4|Toon Link}}||Link now has a new dash attack, being his jump slash, his up aerial has an altered animation, and his backwards dodge is now his back flip from ''Ocarina of Time''. Toon Link's [[Spin Attack]] now produces green attack trails, and has a new edge attack where he rolls onto the edge and swipes his sword at the ground. Toon Link's down aerial now goes through opponents instead of bouncing on them like Link's. All of Toon Link's custom moves are distinct from Link's, except for Quickfire Bow/Piercing Arrow which is shared between them, though the charging speed, range, and hitting animation are different.
|{{SSB4|Link}}||{{SSB4|Toon Link}}||Link now has a new dash attack, being his jump slash; this has considerably increased knockback and ending lag. In addition, Link's up aerial has an altered animation, and his [[Roll|backwards dodge]] is now his backflip from ''Ocarina of Time''. Toon Link's [[Spin Attack]] now produces green attack trails, and has a new edge attack where he rolls onto the edge and swipes his sword at the ground. Toon Link's down aerial now goes through opponents instead of bouncing on them like Link's. All of Toon Link's custom moves are distinct from Link's, except for Quickfire Bow/Piercing Arrow, which is shared between them, though the charging speed, range, and hitting animation are different.
|-
|-
|{{SSB4|Fox}}||{{SSB4|Falco}}||A few of Falco's moves were altered; his up smash has an altered animation and now hits twice, Falco flips on the horizontal axis when using up aerial, and his back aerial is a new move, being a backward kick similar to {{SSBB|Wolf}}'s back aerial. The latter two moves however were no longer cloned in ''Brawl'', so these changes did not affect Falco's cloned status. No custom moves are shared, although one Blaster variation makes Falco's blaster act like Fox's default one and vice versa.
|{{SSB4|Fox}}||{{SSB4|Falco}}||A few of Falco's moves were altered; up smash has an altered animation and now hits twice, Falco flips on the horizontal axis when using up aerial, and his back aerial is a new move, being a backward kick similar to {{SSBB|Wolf}}'s back aerial. The latter two moves, however, were no longer cloned in ''Brawl'', so these changes did not affect Falco's cloned status. No custom moves are shared, although one Blaster variation makes Falco's blaster act like Fox's default one and vice versa.
|-
|-
|{{SSB4|Captain Falcon}}||{{SSB4|Ganondorf}}||While Ganondorf did not receive any new moves, he did receive minor functional and animation changes that further distinguish him from Captain Falcon. His grounded [[Warlock Punch]] and dash attack received some super armor and invincibility, respectively. Ganondorf's pivoted forward smash no longer has extra reach. His down smash now flips opponents. [[Dark Dive]] and Warlock Punch were also further decloned in animation. On the other hand, his down aerial and neutral aerial now behave almost exactly like Captain Falcon's, albeit with the latter having no set knockback on its first hit and an added hitbox on the foot with increased knockback. Captain Falcon's up aerial now deals vertical knockback like in the original ''Super Smash Bros'', and his down tilt now semi-spikes instead of vertical knockback, making these attacks no longer functionally similar to Ganondorf's equivalents. Unlike most other semi-clones, Ganondorf does not share any custom moves.
|{{SSB4|Captain Falcon}}||{{SSB4|Ganondorf}}||While Ganondorf did not receive any new moves, he did receive minor functional and animation changes that further distinguish him from Captain Falcon. His grounded [[Warlock Punch]] and dash attack received some [[super armor]] and invincibility, respectively. Ganondorf's pivoted forward smash no longer has extra reach. His down smash now [[Reverse|flips]] opponents. [[Dark Dive]] and Warlock Punch were also further decloned in animation. On the other hand, his down aerial and neutral aerial now behaves almost exactly like Captain Falcon's, albeit the latter having no set knockback on its first hit and an added hitbox on the foot with increased knockback. Captain Falcon's up aerial now deals vertical knockback like in the original ''Super Smash Bros'', and his down tilt now semi-spikes instead of vertical knockback, making these attacks no longer functionally similar to Ganondorf's equivalents. Unlike other semi-clones, neither characters share any custom moves.
|-
|-
|{{SSB4|Ness}}||{{SSB4|Lucas}}||Lucas retains his moveset and attributes from ''Brawl'', with only a few changes being made to his down throw, which temporarily buries his opponent, though this is merely aesthetic. His down tilt no longer has a chance of causing opponents to trip, and unless the tip of the foot hits opponents, the move no longer semi-spikes them, which largely declones the move from Ness's down tilt. His PSI Magnet also has a some changes which the end hitbox now only hits around the shiny part of the orb, instead of the whole orb. His up air is no longer connected to his head, though it has an animation more similar to Ness's than in ''Brawl''. PK Freeze is also much quicker than all three variants of Ness's PK Flash, since it falls faster, covers more horizontal distance, and does not fully charge before it touches the ground. Additionally, his PK Freeze does not have fixed knockback, unlike Ness's PK Freeze. He also shares some extra animations with Ness, despite having unique ones in ''Brawl'', such as his Final Smash animation, dash ending animation, idle animation when holding items, and his defeated/No Contest animation. Ness has several custom moves that act similarly to Lucas's default ones while Lucas, like all DLC characters, has none.
|{{SSB4|Ness}}||{{SSB4|Lucas}}||Lucas retains his moveset and attributes from ''Brawl'', with only a few changes being made to his down throw, which temporarily [[Bury|buries]] his opponent, though this is merely aesthetic. His down tilt no longer trips the opponent, and unless it connects at the tip of the foot, it no longer semi-spikes so it can be argued that this move is not that similar to Ness' down tilt. His PSI Magnet also had its ending hitbox modified to now only hit around the shiny part of the orb, instead of the whole orb. Lucas' up air is no longer connected to his head, though it has a more similar animation to Ness' compared to in ''Brawl''. PK Freeze is also much quicker than all variants of Ness' PK Flash, since it falls faster, moves more distance horizontally, and doesn't fully charge before it touches the ground. Additionally, his PK Freeze does not have fixed knockback, unlike Ness' PK Freeze. He also shares some extra Ness animations despite having unique ones from ''Brawl'', such as his Final Smash animation, run-stopping animation, item idle animation, and his losing animation. Ness has several custom moves that act similarly to Lucas's default ones, while Lucas, like all DLC characters, has none.
|-
|-
|{{SSB4|Marth}}||{{SSB4|Roy}}||Roy has now been given a different jab, dash attack, forward tilt, up tilt, forward air, down air and forward smash, while his other moves received alterations in animation and visual effects. Roy retains his neutral special's overhead slash from ''Melee'', but it can now be considered unique due to the radical alterations to Marth's Shield Breaker starting in ''Brawl''. Roy's up special, [[Blazer]] is now performed while holding his sword with a reverse grip and can be angled, unlike Marth's. However, Roy's [[Double-Edge Dance]] no longer has exceptional knockback on the forward third hit, [[meteor smash]] hitboxes on the upward third hit, and multi-hitting properties on the low third hit (removing a difference). and as of ''Brawl'', Marth's Counter works on a multiplier as well, albeit by a lesser factor. Roy's physics are also different from Marth's; he possesses faster air and dashing speeds, though with a much faster falling speed compared to Marth. None of Marth's custom moves even remotely function similarly to Roy's special moves. His [[Critical Hit|Final Smash]], while sharing the same name and retaining the same HP bar visual overlay, is also unique, where instead of dashing forward to deliver an instant KO, Roy stands in place spinning his blade around before slamming it downwards to deliver a massive [[flame|fiery]] explosion.
|{{SSB4|Marth}}||{{SSB4|Roy}}||Roy's physics have been changed from ''Melee'' — he now runs much faster than Marth and has greater air speed as well, but he falls faster. He now has a different jab, dash attack, forward tilt, up tilt, forward air, down air, and forward smash, while his other moves received alterations in animation and visual effects. Roy retains his neutral special, [[Flare Blade]]'s, overhead slash from ''Melee'', but it can now be considered unique due to the radical alterations to Marth's [[Shield Breaker]] starting in ''Brawl''. Roy's up special, [[Blazer]], is now performed while holding his sword with a reverse grip and can be angled, unlike Marth's. However, Roy's [[Double-Edge Dance]] no longer has exceptional knockback on the forward third hit, [[meteor smash]] hitboxes on the upward third hit, and multi-hitting properties on the low third hit (removing a difference), and as of ''Brawl'', Marth's Counter works on a multiplier as well, albeit by a lesser factor. None of Marth's custom moves have any identical function to Roy's special moves. Roy's [[Critical Hit|Final Smash]], while sharing the same name as Marth's, is also unique, where instead of dashing forward to deliver an instant KO, Roy stands in place, spinning his blade around, before slamming it downwards to deliver a massive [[flame|fiery]] explosion.  
|}
|}


===Notes===
===Notes===
*As of ''Smash 4'', {{SSB4|Luigi}}'s position as semi-clone of {{SSB4|Mario}} is heavily debatable, as the characters' physics are noticeably different, over half of their standard & special attacks are unique, and even several of their shared moves have different hitbox placements and function differently from each other.
*As of ''Smash 4'', {{SSB4|Luigi}}'s position as a semi-clone of {{SSB4|Mario}} is heavily debatable, as the characters' physics are noticeably different, over half of their standard and special attacks are unique, and even several of their shared moves have different hitbox placements and function differently from each other.
*As {{SSB4|Luigi}} and {{SSB4|Dr. Mario}}, as well as {{SSB4|Lucina}} and {{SSB4|Roy}}, share a common "parent" character in {{SSB4|Mario}} and {{SSB4|Marth}} respectively, both pairs can be considered semi-clones of each other.
*As {{SSB4|Luigi}} and {{SSB4|Dr. Mario}}, as well as {{SSB4|Lucina}} and {{SSB4|Roy}}, share a common "parent" character in {{SSB4|Mario}} and {{SSB4|Marth}}, respectively, both pairs can be considered semi-clones of each other.
*Many standard and special attacks of the {{SSB4|Mii Fighter}}s are cloned moves from existing characters. Several of the Mii Gunner's moves are similar to Samus's or Fox's (with a couple similar to Ness's and Robin's). Similarly, the Mii Swordfighter shares moves with the swordsters (specifically Link and Ike), while the Mii Brawler shares moves with Mario, Little Mac, and Captain Falcon.
*Many standard and special attacks of the {{SSB4|Mii Fighter}}s are cloned moves from existing characters. Several of Mii Gunner's moves are similar to Samus's or Fox's (with a couple similar to Ness's and Robin's). Similarly, Mii Swordfighter shares moves with the swordsman characters (specifically Link and Ike), while Mii Brawler shares moves with Mario, Little Mac, and Captain Falcon.
*The Fighting Mii Team operate like Mii Fighters but lack special moves, much like previous [[enemy team]]s.
*The Fighting Mii Team operate like Mii Fighters, but lack special moves, like previous [[Enemy team]]s.


==Clones in ''[[Super Smash Bros. Ultimate]]''==
==Clones in ''[[Super Smash Bros. Ultimate]]''==
Full clones are now known as '''Echo Fighters''' ({{ja|ダッシュファイター|Dasshu Faitā}}, ''Dash Fighter''). These characters have movesets that are based on those of pre-existing fighters, and possess very similar if not identical proportions as well. Unlike simple alternate costumes like Alph and the Koopalings, these fighters can have unique entrances, stances, idle poses, taunts and victory poses, as well as visible gameplay differences, such as Lucina's sword lacking a tipper, or Dark Pit's Electroshock Arm dealing electric damage and launching at a different angle. Some Echo Fighters also have completely different moves from their parent characters, such as Chrom having Aether as an up special instead of Blazer.
Echo Fighters are marked with an epsilon (ε) internationally and a prime symbol (′) in Japanese added to the number of their parent fighter on the character numbering system (in Japanese, the prime symbol is pronounced "dash," hence the term "Dash Fighter"; in mathematics, the prime symbol is used to designate that something is derived from something else, for example x′ would be derived from x).
[[Dark Pit]] and [[Lucina]] are the only returning characters to be marked as Echo Fighters, while [[Dark Samus]], [[Daisy]], [[Chrom]], and [[Richter]] are added as new Echo Fighters. Certain other characters that were previously identified as clones—[[Dr. Mario]], [[Young Link]], and [[Pichu]]—are not listed as Echo Fighters. This is possibly due to the fact that they were introduced before ''Smash 4''.


In the [[Nintendo_Direct#Super_Smash_Bros._Ultimate_Direct_.28August_8.2C_2018.29|August 8th, 2018 ''Super Smash Bros. Ultimate'' Direct]], it was revealed that players could choose whether Echo Fighters should have their own slot separate from their parent fighters or be stacked with their parent fighters.
True clones are now officially known as '''Echo Fighters''' ({{ja|ダッシュファイター|Dasshu Faitā}}, ''Dash Fighter''). These clones are defined by having their movesets directly based on another fighter, and sharing very similar or the same [[:Category:Character attributes|basic attributes]], such as walking/running speed, jump height, general attack power, weight, and body frame. [[Dark Pit]] and [[Lucina]] are the only returning characters to be marked as Echo Fighters, while [[Dark Samus]], [[Daisy]], [[Chrom]], and [[Richter]] are added as new Echo Fighters. Certain other characters that were previously identified as true clones — [[Dr. Mario]], [[Young Link]], and [[Pichu]] — are not listed as Echo Fighters, due to their basic attributes and moves being more drastically different from their original character.  


In a ''Famitsu'' column, Sakurai noted that during development, newcomer Echo Fighters first receive unique taunts and victory poses, then have their remaining attributes and properties adjusted where necessary.<ref>[https://sourcegaming.info/2018/08/22/more-information-about-the-smash-direct-sakurais-famitsu-column-vol-561/ "'More Information about the Smash Direct' Sakurai's Famitsu Column Vol. 561"]</ref>
Echo Fighters are marked with an epsilon (ε) internationally and a prime symbol (′) in Japanese added to the number of their parent fighter on the character numbering system (in Japanese, the prime symbol is pronounced "dash," hence the term "Dash Fighter"; in mathematics, the prime symbol is used to designate that something is derived from something else (for example, x′ would be derived from x)). In a ''Famitsu'' column, Sakurai noted that during development, newcomer Echo Fighters first receive unique taunts and victory poses, then have their abilities and properties adjusted where necessary.<ref>[https://sourcegaming.info/2018/08/22/more-information-about-the-smash-direct-sakurais-famitsu-column-vol-561/ "'More Information about the Smash Direct' Sakurai's Famitsu Column Vol. 561"]</ref> In the [[Nintendo_Direct#Super_Smash_Bros._Ultimate_Direct_.28August_8.2C_2018.29|August 8th, 2018 ''Super Smash Bros. Ultimate'' Direct]], it was revealed that players could optionally choose to stack Echo Fighters with their original counterparts, although they have separate selection slots by default.


{|class="wikitable"
{|class="wikitable"
!Original!!Echo Fighter !!Differences
!Original!!Echo Fighter !!Differences
|-
|-
|{{SSBU|Samus}}||{{SSBU|Dark Samus}}||Dark Samus constantly hovers instead of standing or walking, with it being floatier than Samus herself to reflect this. Its attack animations that use its arm cannon have it using the arm cannon without stabilizing it with its free hand. Dark Samus's [[Charge Beam]] and [[Final Smash]] have a much darker appearance. Additionally, Dark Samus's roll does not turn it into a morph ball and its bombs propel it sideways in contrast to Samus's upwards movement.
|{{SSBU|Samus}}||{{SSBU|Dark Samus}}||Dark Samus constantly hovers instead of standing or walking. Its attack animations that involve its arm cannon have it using the arm cannon without stabilising it with its free hand. Dark Samus' [[Charge Beam]] and [[Zero Laser|Final Smash]] have a much darker appearance. Additionally, Dark Samus's roll and jump animations do not turn it into a morph ball, and its [[Bomb (Samus)|bombs]] propel it sideways in contrast to Samus' upwards movement.
|-
|-
|{{SSBU|Peach}}||{{SSBU|Daisy}}||Daisy's basic moveset is the same as Peach's. However, the two princesses have different personalities in the ''Mario'' games, which translates into visible gameplay differences in ''Smash Bros.''—most of which are currently unknown. Daisy also has various aesthetic differences, such as flower effects in place of heart effects, a new idle stance, different taunts, and her Toad has blue spots on his mushroom head instead of red ones like Peach's. Her forward air also has a white trail instead of a gold one.  
|{{SSBU|Peach}}||{{SSBU|Daisy}}||Daisy's basic moveset is the same as Peach's, but the two have different character traits relating to gameplay — most of which are unknown. Daisy is slightly shorter than Peach, and her aerial equivalent of [[Peach Bomber]] has much faster startup. In addition to unique taunts, idle animations, and victory poses, Daisy also has various aesthetic differences, such as flower effects in place of heart effects and a blue-spotted [[Toad]].  
|-
|-
|{{SSBU|Marth}}||{{SSBU|Lucina}}||As in ''Smash 4'', Lucina has the same moveset as Marth, but her Parallel Falchion does not have a tipper and she has different though functionally identical animations on her Shield Breaker and Counter.
|{{SSBU|Marth}}||{{SSBU|Lucina}}||As in ''Smash 4'', Lucina is largely the same as Marth, but her Parallel Falchion does not have a tipper. She has unique taunts and victory poses, and she has different though functionally identical animations on her Shield Breaker and Counter.
|-
|-
|{{SSBU|Roy}}||{{SSBU|Chrom}}||Chrom's up special appears to be a faster version of {{SSBU|Ike}}'s [[Aether]]. Like Lucina, Chrom's Falchion lacks a sweetspot, doing equal damage at all parts. Unlike Roy, Chrom's attacks lack a flame effect. Chrom also has his own unique Final Smash, [[Awakening Aether]], different from those of both Roy and Ike.
|{{SSBU|Roy}}||{{SSBU|Chrom}}||Chrom's up special appears to be a faster version of {{SSBU|Ike}}'s [[Aether]] that lacks the sword throw at the start. Like Lucina, Chrom's Falchion lacks a sweetspot, doing equal damage at all parts. Unlike Roy, Chrom's attacks lack a flame effect. Chrom also has his own unique Final Smash, [[Awakening Aether]], different from those of both Roy and Ike.
|-
|-
|{{SSBU|Pit}}||{{SSBU|Dark Pit}}||Dark Pit is mostly identical to Pit, but he keeps his Electroshock Arm, which deals electric damage and knocks back opponents horizontally. The Silver Bow also travels faster and deals more damage but is harder to control. Dark Pit also has a unique Final Smash, keeping his Dark Pit Staff from ''Smash 4''.
|{{SSBU|Pit}}||{{SSBU|Dark Pit}}||As in ''Smash 4'', Dark Pit's moveset and abilites are almost completely identical to Pit's, but he keeps his Electroshock Arm, which deals electric damage and knocks opponents back horizontally. The Silver Bow also travels faster and deals more damage, but is harder to control. Dark Pit also has a different Final Smash from Pit, keeping his [[Dark Pit Staff]] from ''Smash 4'' while Pit's Final Smash becomes the [[Lightning Chariot]]. While Dark Pit's active taunt frames are identical to Pit's, his taunt animations, taunt sound effects/voice lines, victory poses, and victory theme are unique.  
|-
|-
|{{SSBU|Simon}}||{{SSBU|Richter}}||Richter has the same moveset as Simon, but with subtle gameplay differences, which are currently unknown. Richter has unique animations (stance, idle poses, taunts and victory poses), and the fire from his [[Holy Water]] is blue as opposed to being red like Simon. Notably, Richter is the first third-party clone.
|{{SSBU|Simon}}||{{SSBU|Richter}}||There are no confirmed gameplay differences (if any) between Simon and Richter. However, Richter has unique taunts and animations, and the fire from his [[Holy Water]] is blue as opposed to being red like Simon. Notably, Simon and Richter are the first clone pair to be third-party characters.
 
|-
|-
|style="text-align:center" colspan="3"|'''Semi-clones/non-Echo Fighter clones'''
|style="text-align:center" colspan="3"|'''Semi-clones'''
|-
|rowspan=2|{{SSBU|Mario}}||{{SSBU|Luigi}}||As with previous titles, Luigi jumps higher than Mario, but with much worse mobility (especially in the air) as a tradeoff. Luigi also has several unique attacks.
 
Luigi has a new dashing animation. Luigi's forward tilt is now a side kick instead of a reverse roundhouse. His new up tilt, however, is a front-facing uppercut, which is more similar to his brother's equivalent attack than his up tilt in ''Smash 4''.
|-
|-
|rowspan=2|{{SSBU|Mario}}||{{SSBU|Luigi}}||Luigi has a new dashing animation. Luigi's forward tilt is now a side kick instead of a reverse roundhouse. His new up tilt, however, is a front-facing uppercut more similar to his brother's equivalent attack than before.
|{{SSBU|Dr. Mario}}||As in ''Smash 4'', Dr. Mario has increased attack power compared to Mario, but has reduced overall movement speed and jump height.
 
Mario's [[Cape]] and Dr. Mario's [[Super Sheet]] have new and distinct animations emphasizing their different hitboxes. Dr. Mario has a new down aerial attack where he stomps downwards, though the two Marios already had different down airs in ''Smash 4''.
|-
|-
|{{SSBU|Dr. Mario}}||[[Cape]] and [[Super Sheet]] have new and distinct animations emphasizing their different hitboxes. Dr. Mario has a new down aerial attack where he stomps downwards, though the two Marios already had different down airs in ''Smash 4''. It is unknown if Dr. Mario has been further decloned.
|rowspan=2|{{SSBU|Link}}||{{SSBU|Young Link}}||rowspan=2|Both Links are considerably faster, but with less attack power and endurance.
 
Contrary to most declonings, it was Link who received most of the moveset changes to differentiate him from his derivatives, reflecting his overhauled appearance in ''The Legend of Zelda: Breath of the Wild''. He now possesses the ability to pick up his fired arrows and multi-shoot them or use them as a conventional item, has replaced [[Bomb (Link)|traditional bombs]] with the [[Remote Bomb Rune]], and no longer has a hook/clawshot for a ranged [[grab]], [[grab air]], or [[tether recovery]]. He also now wields his sword right-handed, while the other two remain left-handed. Link also has a new Final Smash, [[Ancient Bow and Arrow]], while Toon Link keeps [[Triforce Slash]]. His [[Boomerang (Link)|Boomerang]], however, lost the [[Windbox|gale effect]], removing a difference. Young Link's neutral attack is now an infinite with a finisher hit, while Toon Link received a new forward smash that hits once and swings upward. All three Links now have different visual effects on their [[Spin Attack]]s.
|-
|-
|{{SSBU|Link}}||{{SSBU|Young Link}}<br>{{SSBU|Toon Link}}||Contrary to most declonings, it was Link who received most of the moveset changes to differentiate him from his derivatives, reflecting his overhauled appearance in ''The Legend of Zelda: Breath of the Wild''. He now possesses the ability to pick up his fired arrows and multi-shoot them or use them as a conventional item, has replaced traditional bombs with the Remote Bomb Rune, and no longer has a hook/clawshot for a tether. He also now wields his sword right-handed, while the other two remain left-handed. Link also has a new Final Smash, [[Ancient Bow and Arrow]], while Toon Link keeps Triforce Slash. His Boomerang however, lost the gale effect, removing a difference. Young Link's neutral attack is now an infinite with a finisher hit, while Toon Link received a new forward smash that hits once and swings upward. All three Links now have different visual effects on their [[Spin Attack]]s. It is unknown if Young Link has been further decloned beyond Link's own ''BoTW''-based changes.
|{{SSBU|Toon Link}}
|-
|-
|{{SSBU|Fox}}||{{SSBU|Falco}}||Both characters have a new Final Smash, replacing the [[Landmaster]] from previous ''Smash'' games. Fox/Falco aims a single crosshair, calling his fellow teammates from the Star Fox team in their Arwings, who slam into any player caught in the crosshair's general area, activating a brief cinematic involving the bombardment of the caught player by Fox/Falco and his teammates. Falco's variation has a more erratic laser and flight pattern than Fox's in addition to launching opponents at a different angle, but is otherwise identical.
|{{SSBU|Fox}}||{{SSBU|Falco}}||As in previous games, including ''Smash 4'', Falco is faster in the air and jumps higher than Fox, although he runs slower.
 
Both characters have a new Final Smash, replacing the [[Landmaster]] from previous ''Smash'' games. Fox/Falco aims a single crosshair, calling his fellow teammates from the Star Fox team in their Arwings, who slam into any player caught in the crosshair's general area, activating a brief cinematic involving the bombardment of the caught player by Fox/Falco and his teammates. Falco's variation has a more erratic laser and flight pattern than Fox's in addition to launching opponents at a different angle, but is otherwise identical.
|-
|-
|{{SSBU|Pikachu}}||{{SSBU|Pichu}}||Pichu has new animations giving it a bouncier feel overall. It still continues to damage itself when performing electric attacks. It is unknown whether Pichu is a clone or semi-clone.
|{{SSBU|Pikachu}}||{{SSBU|Pichu}}||As in ''Melee'', Pichu is considerably lighter than Pikachu and has considerably less range and attack power. It still continues to [[Recoil damage|damage itself]] when performing electric attacks. Pichu also has new animations, giving it a bouncier feel overall. Pikachu retains the ability to wall jump from ''Brawl'' and ''Smash 4'', removing a difference between it and Pichu from ''Melee''.
|-
|-
|{{SSBU|Captain Falcon}}||{{SSBU|Ganondorf}}||Ganondorf now uses his sword from the SpaceWorld 2000 demo in his smash attacks, giving them completely different animations and functionality from Captain Falcon's smash attacks. On the other hand, some of his moves were reverted to their ''Melee'' animations, such as his down aerial and [[Wizard's Foot]], incidentally causing them to resemble Captain Falcon's equivalent moves once again.
|{{SSBU|Captain Falcon}}||{{SSBU|Ganondorf}}||As in previous games, Ganondorf has considerably stronger (but laggier) attacks, but much slower movement speed when compared to Captain Falcon. Many of their special moves and normal moves also differ greatly in their animations and properties.
 
Ganondorf now uses his sword from the SpaceWorld 2000 demo in his smash attacks, giving them completely different animations and functionality from Captain Falcon's smash attacks. On the other hand, some of his moves were reverted to their ''Melee'' animations, such as his down aerial and [[Wizard's Foot]], incidentally causing them to resemble Captain Falcon's equivalent moves once again.
|-
|-
|{{SSBU|Ness}}||{{SSBU|Lucas}}||Ness's PK Starstorm has the meteors fan outwards, while Lucas's variant has them converge inwards. They are also assisted by two of their respective teammates ([[Paula]] and [[Poo]] for Ness, [[Kumatora]] and [[Boney]] for Lucas).
|{{SSBU|Ness}}||{{SSBU|Lucas}}||As in ''Smash 4'', Ness and Lucas share similar physics and size. Their specials, while similar, have altered properties, such as Lucas' PK Thunder being a multi-hit move while his PK Fire is a single-hit move. However, Lucas's normal attacks are all completely different.
 
Ness's PK Starstorm has the meteors fan outwards, while Lucas's variant has them converge inwards. They are also assisted by two of their respective teammates ([[Paula]] and [[Poo]] for Ness, [[Kumatora]] and [[Boney]] for Lucas).  
|-
|-
|{{SSBU|Marth}}||{{SSBU|Roy}}|| Roy now has more fiery effects on his attacks. Also, [[Shield Breaker]] can be angled while [[Flare Blade]] can be reversed mid-charge.  
|{{SSBU|Marth}}||{{SSBU|Roy}}||As in ''Smash 4'', Roy has his sweetspot at the hilt of his sword, instead of the tip. He is also heavier and has a faster running speed compared to Marth and Lucina. Roy now has more fiery effects on his attacks. Also, [[Shield Breaker]] can be [[angled]] while [[Flare Blade]] can be [[Reverse neutral special move|reversed]] mid-charge.  
|}
|}


===Notes===
===Notes===
*As with Fox and Falco, Wolf's Final Smash, instead of [[Landmaster]], is now an airstrike attack involving his team. How it differs in function is still unknown.
*As with Fox and Falco, Wolf's Final Smash, instead of [[Landmaster]], is now an airstrike attack involving his team. How it differs in function is still unknown. Wolf also stands upright and has a neutral aerial resembling Fox's.  
*Several of Simon's moves in ''Ultimate'', including his Final Smash, [[Grand Cross]], were originally used by Richter instead. As Sakurai noted in the ''Super Smash Bros. Ultimate'' Direct of August 8, 2018, Simon arguably echoes Richter as a result. This makes Simon and Richter the first clone pair where both characters use moves from each other.
*Several of Simon's moves in ''Ultimate'', including his Final Smash, [[Grand Cross]], were originally used by Richter instead. As Sakurai noted in the ''Super Smash Bros. Ultimate'' Direct of August 8, 2018, Simon arguably echoes Richter as a result. This makes Simon and Richter the first clone pair where both characters use moves derived from one another.


==References==
==References==
{{reflist}}
{{reflist}}
[[Category:Terms]]
[[Category:Terms]]

Revision as of 17:36, September 10, 2018

MarioAerialAttacksSSBM.pngDrMarioAerialAttacksSSBM.png
Part of the MediaWiki software. For use in {{ImageCaption}}Part of the MediaWiki software. For use in {{ImageCaption}}
Mario's aerial attacks and Dr. Mario's identical, derived
animations in Super Smash Bros. Melee.

A clone (officially known as an Echo Fighter in Super Smash Bros. Ultimate) is a character with a moveset and physics that are considerably similar to another character's. Often, the clone's moveset will have a few tweaks made, and may have their physics altered to a degree, but on the whole the characters are similar and typically have the same special move mechanics, to such a degree that both characters can be played optimally using a very similar or even identical play style. Clones are a common inclusion in various fighting games, as developing a character using an existing one's moveset and/or model as a base is less time- and resource-consuming than starting from scratch.

Semi-clone is a term used for characters who share some of their moveset with another character, with some similarity in physics, but have enough differentiating moves and characteristics that calling them a "clone" wouldn't be entirely accurate. "Semi-clone" status can differ among players' minds, depending on their individual understanding and definition of the term. For example, one basis for dubbing a character a semi-clone may look at their differences in their special moves from whichever character they are clones from, while another basis may focus on the differences between the "original"'s regular ground attacks (including tilt attacks, smash attacks, and throws) and aerial attacks and the analogous moves of the semi-clone, while yet another player may gloss over similarities in function and focus on the animations of each character's moves. This process of a clone breaking away from its roots and establishing its own identity as it divergently evolves is known in the Smash community as Luigification, named after how Luigi originally was a clone of Mario but eventually came into his own in both the Super Mario and Smash Bros. series. Jigglypuff is the only character who started as a semi-clone and eventually became its own completely unique character.

Super Smash Bros. 4 introduces alternate characters that act as alternate costumes, namely Alph for Olimar and the Koopalings for Bowser Jr. They have their own voice clips and the Announcer refers to them by name. However, since they bear no gameplay differences and are not treated as separate characters, they are not considered to be clones.

The term "clone" is also used to refer to individual moves cloned from another character's move. For example, Falco's Blaster is a cloned move of Fox's Blaster, with the former being the same general type of attack with animations taken from the latter, but with altered properties and functioning so that makes it its own move. Usually cloned moves share animations, while altering the cloned move's function and/or properties in some way, though sometimes the inverse happens, such as in the case of Ness' and Lucas' down tilts; Ness' down tilt is a low rapid kick where he pokes his foot out, while Lucas' involves him rapidly spinning around while kicking, but both have identical functioning as extremely fast but extremely weak low kicks that semi-spike with a high tripping chance. Cloned moves can also happen between characters who otherwise have no other aspects cloned, such as Charizard's Flamethrower being cloned from Bowser's Fire Breath, both being the same type of move with identical animations and functioning, but with a minute property difference (Charizard's Flame Thrower reaches farther with thinner hitboxes in Super Smash Bros. Brawl, and in Smash 4 it flinches with all its hitboxes while Bowser's doesn't alongside his covering a larger area).

Clones or semi-clones are almost always unlockable or downloadable characters rather than starter characters. The only exceptions are Lucas in Brawl, Luigi and Toon Link in SSB4, and Ganondorf exclusively in Super Smash Bros. for Wii U.

Clones in Super Smash Bros.

Smash 64 only had one clone in Luigi, and a semi-clone in Jigglypuff, with the rest of its cast consisting of unique characters. All of the unlockable characters were created with the premise of reusing some of the pre-existing characters' movements and models.[1]

Original Clone Differences
Mario Luigi As in the Super Mario games, Luigi jumps much higher than Mario, but has lower traction. His overall mobility is considerably worse due to his reduced dashing and aerial speeds. His attacks have somewhat greater range, but are weaker. Some of his attacks also have different properties, such as Super Jump Punch having a powerful sweetspot and an extremely weak sourspot, or his fireball not being affected by gravity.
Semi-clones
Kirby Jigglypuff The two fighters have near identical physics, with similar size, shape, weight, and falling speed, and both have five midair jumps (while all ten other characters have one). Both share the majority of their animations, such as certain normal attacks and cosmetic animations. Their special moves, however, are all completely different.

Notes

  • The Fighting Polygon Team is composed of complete clones, sans special moves, of all 12 playable fighters.
  • Samus and Captain Falcon share neutral aerials, down smashes, floor attacks, forward and up tilts, and dash attacks, but have enough unique moves of their own, along with vastly different physics, to not be classified as semi-clones.
  • Mario, Luigi, and Ness all share a polygon form, a neutral attack, a forward tilt, and a floor recovery attack.

Clones in Super Smash Bros. Melee

The selection screen places the six clones on the far right and left, adjacent to their counterparts.

The clone characters in Melee share the majority of their movesets and animations with the original character, but can have altered physics and parameters, such as attack power, jump height, weight, and overall mobility. Originally, Masahiro Sakurai was going to include significantly fewer playable characters in Melee. However, with fans wanting more characters while time was constrictive, Sakurai decided to add clones later in development to pad out the roster, as these characters would take a lot less time to develop than unique characters[2]. This led to Dr. Mario, Pichu, Young Link, Falco, Roy, and Ganondorf being added to the cast as clones. Luigi and Jigglypuff also returned, though Luigi was significantly decloned into a semi-clone, and Jigglypuff was decloned to the point of not even being a semi-clone anymore.

Original Clone Main Differences
Mario Dr. Mario The pair share nearly identical physics — they have the exact same size, shape, weight (not in PAL regions), running speed, and falling speed, though interestingly, Dr. Mario has faster air speed. Mario can wall jump, but Dr. Mario cannot. While all of their attacks have identical animations, many of them have different properties — for instance, Dr. Mario's forward smash lacks a sourspot and deals electric instead of fire damage, his neutral aerial is a sex kick that gets stronger over time, his forward aerial is very strong but cannot meteor smash, and his Megavitamins deal physical damage rather than fire damage and bounce in a higher arc. Dr. Mario's attacks are also much stronger in general.
Link Young Link Young Link has some slightly differing physics to his older counterpart — such as faster running speed and higher jumping height — and is generally a faster character with weaker attacks. Young Link is also a smaller character and can wall jump. Like the Mario/Dr. Mario pair, all animations are essentially identical, but some attacks act differently. Young Link's forward smash has weak, set knockback on the first hit and only combos into the second hit, while his arrows are on fire and his Spin Attack is a multi-hit move when grounded.
Fox Falco Falco's physics have been altered in comparison to Fox's — Falco is taller, slightly heavier, and has the best jump height in the game, but has a considerably lower running speed than Fox. All of their attacks have near-identical animations and functions, though many have had their knockback altered, changing which ones are good for KOing, such as Falco's forward smash and down tilt being considerably stronger than Fox's, while Fox's up smash and up aerial are considerably stronger than Falco's. Falco's special moves also have different applications; for example, his Blaster fires less rapidly but can make opponents flinch, his Reflector produces vertical knockback instead of horizontal knockback, Fire Bird lacks the startup hitboxes of Fire Fox, and Falco Phantasm can meteor smash while Fox Illusion cannot.
Pikachu Pichu Pichu is drastically lighter (being the lightest character in the game) and has a much shorter attack range than Pikachu, and its attacks are overall considerably weaker. Furthermore, it damages itself every time it uses an electrical attack. However, Pichu is slightly more agile and is able to wall jump. Pichu's up smash is a headbutt instead of a tail flip, its down smash emits no electricity while only hitting once, and its forward smash is a multi-hitting attack. Their special moves, while identical in name (with one exception) and animation, have some differences — Pichu's Skull Bash can be charged longer and gain more power, Thunder is a multi-hitting attack, and Agility travels further than Quick Attack, while not having hitboxes and being slower.
Captain Falcon Ganondorf Ganondorf's physics have been heavily altered compared to Captain Falcon's — his jump height, movement and falling speeds, and jumpsquat are all worse than Falcon's, but his endurance is considerably better, due to his increased weight. Although Ganondorf shares almost all of his attack animations with Captain Falcon, many of Ganondorf's attacks are carried out slower, and Ganondorf's attack power is considerably higher than Falcon's. Many of his specials have different properties, such as Wizard's Foot having the ability to spike while Falcon Kick cannot; the inverse is true of Raptor Boost and Gerudo Dragon in the air, with Raptor Boost acting as a meteor smash while Gerudo Dragon does not. Ganondorf's forward air is unique (with an overhead punch instead of a knee) and has only one powerful hitbox, and Ganondorf's up tilt is radically altered to a point where it can be considered unique, where Ganondorf "charges" with his leg up while smoke is generated, before crashing it down in a large and extremely powerful explosion.

This is the only clone pair where both characters do not come from the same universe.

Marth Roy Roy's physics, while similar to Marth's, also have some differences, such as Roy running slower and falling faster; Roy also has a shorter jump. As Roy's sweetspot is at the hilt of his sword instead of the tip as with Marth's, even attacks that appear to be unchanged in animation and function (that is, almost all of them) must be used differently. However, almost all of Roy's moves have considerably worse frame data compared to Marth's, having lower attack and KO power as a result. Non-sweetspot differences include Blazer being a multi-hit move with set knockback, Counter having a multiplier for determining the strength of the counter strike (as well as a different counter strike animation), Roy's jab consisting of one hit only, Roy's down tilt hitting opponents vertically instead of semi-spiking, and Roy's up smash being a multi-hitting move.

This is the only clone pair where both the original and the clone are unlockable characters.

Semi-clones
Mario Luigi Luigi's many changes from Smash 64 to Melee have distanced him from Mario considerably. In addition to his previous differences, he now has a unique forward smash, up tilt, down tilt, neutral combo, forward aerial, and side special; his other specials have also been further tweaked, such as the Super Jump Punch going straight up and no longer giving horizontal distance. Additionally, Luigi's down smash and neutral aerial have been altered to hit vertically while Mario's hit horizontally, and Luigi's down aerial consists of one strong hit (that can also meteor smash), while Mario's is a multi-hitting attack.

Notes

  • In the transition from Super Smash Bros. to Melee, characters like Jigglypuff and Captain Falcon have been differentiated with new attacks. In Jigglypuff's case, it has kept some of its moves from Smash 64, while Kirby has received new ones.
  • As Luigi and Dr. Mario share a "parent" in Mario, it stands to reason that both of these "child" clones are technically semi-clones of each other.
  • Samus, Captain Falcon, and Ganondorf all share floor recovery attacks, and have dash attacks that are shoulder blocks and up tilts that are some form of axe kick.
  • Bowser and Giga Bowser are clones, having identical movesets, although most of Giga Bowser's moves have additional effects along with altered knockback.
  • Each clone character's head sprites face the opposite direction from their original character's head sprite, including Giga Bowser's. This follows how Luigi's sprite faced the opposite direction from Mario's sprite in the original Super Smash Bros.
  • The Male and Female Wire Frames are clones of Captain Falcon and Zelda, respectively. They lack special moves, however, and their moves lack any special effects that Falcon's and Zelda's equivalent have, such as electricity and flame.
  • Master Hand and Crazy Hand can be considered clones, as they share most of their attacks.
  • When deciding a clone for Mario during development, Wario was considered; ultimately, Dr. Mario was chosen instead.[3]

Clones in Super Smash Bros. Brawl

Among the Melee clones, four were completely cut from the roster (Pichu, Young Link, Dr. Mario, and Roy). The two clones that returned, Falco and Ganondorf, were significantly decloned to being semi-clones. Luigi was also slightly decloned further, though mostly through Mario being given new attacks. Among the 18 new playable characters, none are complete clones, with Toon Link and Lucas being semi-clones.

Original Semi-clone Main Differences
Mario Luigi The main new difference is Mario Tornado changing from Mario's down special to his down aerial, which makes two more of their attacks completely non-cloned. For some additional new differences, Luigi's up smash has a clear sweetspot and sourspot hitbox while Mario's is the same strength throughout, Luigi has a slight tweak in animation of his neutral aerial, and Luigi's up aerial hits vertically while Mario's hits horizontally. Other previous similarities/differences not addressed still apply in Brawl. For an aesthetic change, Luigi has for the first time been given his own voice, instead of Mario's sped up voice samples. Luigi's general animations have also been differed from Mario's, most notably his helpless animation.
Link Toon Link As with Young Link, Toon Link's basic moveset is similar to Link's, but the pair have completely different physics — with Toon Link being considerably shorter and having better movement speed and jumping abilities, at the cost of being lighter, floatier and having lower attack power overall. Toon Link can wall jump, while Link cannot. Toon Link also has many unique normal attacks due to his shorter body frame, with some moves having substantial differences (such as Toon Link's down air being a stall-then-fall), and many of his special moves have different aesthetics and properties (with Link's moves being derived from Twilight Princess and Toon Link's moves being derived from Wind Waker). For instance, Toon Link's Bomb has greater range than Link's and hits multiple times; Toon Link has a traditional Boomerang that has a hitbox while returning, whereas Link has the Gale Boomerang, which instead has a windbox while returning; and Toon Link's Hero's Bow charges faster than Link's, but its arrows are slower.
Fox Falco In addition to their differences in Melee, Falco now has a different dashing animation, neutral combo, up tilt, forward smash, neutral aerial, forward aerial, and up aerial, while Fox was given a different back aerial. Both Fox's and Falco's down throws were altered, where Fox's hits opponents far away diagonally, while Falco's hits opponents a short distance horizontally. Falco's down special now involves him kicking his Reflector, which can also trip opponents. Additionally, Falco's physics were altered; Falco falls slower with faster air speed and less gravity in comparison to Fox (though their physics are still similar).
Captain Falcon Ganondorf In addition to their differences in Melee, Ganondorf's forward tilt, down tilt, up smash, up throw, and side special are now completely unique in function and animation. Their Final Smashes are also unique; Ganondorf transforms into Beast Ganon and lunges across the stage, while Captain Falcon summons the Blue Falcon to ram opponents directly in front of him. Captain Falcon's down aerial is also now different, with a shorter duration and gained a hitbox that launches at the Sakurai Angle. However, other standard attacks, such as forward smash, up aerial, back aerial, back throw, down throw, and their special moves outside their side special and final smash remain similar in functionality.
Ness Lucas Ness and Lucas have very similar physics, proportions, and overall attack power — they have identical size, shape, weight, and falling speed. They additionally both suffer from 10 additional frames of lag when being grab released that no other characters in Brawl suffer from. Their special moves are also very similar in function, but have different properties, such as Lucas' PK Thunder projectile passing through players and hitting multiple times as well as having slower movement speed but better turning ability in comparison to Ness', Lucas' variant of PK Thunder 2 travelling farther and acting as a multi-hit move, Lucas' PK Fire bursting into a single-hit explosion that has decent knockback instead of a pillar of fire that traps opponents and hits several times, and PK Freeze being faster than PK Flash and able to freeze opponents instead of dealing extreme amounts of damage and knockback. However, most of their standard attacks are completely different. Unlike Ness, Lucas has a tether grab.

Unusually, Lucas (the semi-clone) is a starter character, while Ness (the original) is unlockable, rather than the other way around as with most clone pairs.

Notes

  • The Alloys are all clones (sans special moves): Red Alloy of Captain Falcon, Blue Alloy of Zelda, Yellow Alloy of Mario, and Green Alloy of Kirby.
  • Fox and Wolf are sometimes seen as semi-clones due to their special moves and Final Smash being mostly identical in operation. However, closer inspection of their full movesets shows that even calling them semi-clones is difficult to rationalize, as the characters' physics are radically different, none of their standard attacks are similar, and even their similarly-named special moves have different particle effects and function differently.

Clones in Super Smash Bros. 4

Super Smash Bros. 4 reintroduces true clones, adding two new clones, Lucina and Dark Pit, and one returning clone from Melee, Dr. Mario. These clones, unlike the Melee clones, were originally developed as alternate costumes of the characters they were cloned from, similar to Alph and the Koopalings. Later in development, they were given moveset alterations from their originals — according to Sakurai, Dr. Mario had to have the differences from Mario he had in Melee in order to avoid disappointing fans of his previous appearance, Lucina was given no tippers to act as an easier-to-play version of Marth, and Dark Pit was given a different Final Smash, as Sakurai did not like the idea of him using the Three Sacred Treasures. Once these changes were made, however, it was decided that they each would be promoted to full characters, as "even a small difference in strengths" requires a unique roster slot due to fair record-keeping. SSB4 groups these clones in their own area together on the character select screen, rather than placing them with their respective franchises.

None of the newcomers are semi-clones. Luigi, Falco, Toon Link, and Ganondorf remain as semi-clones, though they were only minimally decloned. Wolf, whose moveset partially derived from Fox, was cut from the roster, while Lucas and Roy return as DLC. Roy is now a semi-clone, as his moveset is further distinguished from Marth's.

Most clones and semi-clones also share at least one custom move, though true clones (Dr. Mario, Lucina, Dark Pit) have almost identical custom moves to their counterparts.

Original Clone Main Differences
Mario Dr. Mario Despite still being considered a clone in-game, Dr. Mario is arguably now a semi-clone, as he keeps his unique properties from Melee (except for the inability to wall jump, as he is now able to do so). Furthermore, Dr. Mario's physics have been considerably modified from Mario's, fulfilling his original purpose of being slower and stronger than Mario due to having the unique trait of having passive equipment statistics built into his character: his raw properties are modified as if he was Mario wearing equipment of +15 attack and -50 speed (walk/run/air speed and jump height), although some of his attack properties, such as aerial landing lag and knockback angles, were adjusted to compensate. Dr. Mario also retains Dr. Tornado and his down aerial from Melee, instead of inheriting F.L.U.D.D. from Mario. Some of his attacks were also altered, such as Super Jump Punch dealing one strong hit (but not having the egregiously ineffective sourspot of Luigi's version) instead of being a multi-hit move.
Marth Lucina Marth and Lucina share effectively all of the same physics, animations, normal attacks, special moves, and custom moves. Aside from Lucina being negligibly shorter, the only differences between them is that the hitboxes of almost all of Lucina's attacks are equally strong across her sword, whereas Marth's are more powerful at the tip. Lucina's down aerial is an exception, where the sweetspot placing is reversed. Lucina also has a different, more exaggerated charging animation for Shield Breaker, and has a faster dashing animation; however, this is purely aesthetic, as their dashing speeds are the same. Notably, Lucina is the first female clone introduced.
Pit Dark Pit Both characters have exactly the same proportions and physics, and use the same animations and weapon types for all attacks, and almost all are functionally the same, even dealing the exact same knockback with the exact same frame data. The few differences are Dark Pit having a smaller hitbox on his jab's rapid finisher, his forward tilt dealing weaker knockback, the arrows fired from his neutral special travelling with less control but being stronger and faster, and his side special dealing electrical damage with stronger knockback while hitting opponents at a horizontal trajectory. He also has a different Final Smash — though it is cloned from Zelda and Sheik's Light Arrow. Notably, Dark Pit is the only clone who is so similar to his base that multiple tier lists do not give him his own placing, instead simply having him share Pit's spot. Additionally, Pit can activate Palutena's Guidance on Palutena's Temple, while Dark Pit cannot.
Semi-clones
Mario Luigi Luigi has a new down throw, where he throws opponents downwards and ground-pounds them. He also has a new jumping animation that differs from Mario — now being his scuttle jump — and new animations for his first two jabs. Luigi shares no custom moves with Mario, although one fireball variation makes his fireballs act like Mario's default ones.
Link Toon Link Link now has a new dash attack, being his jump slash; this has considerably increased knockback and ending lag. In addition, Link's up aerial has an altered animation, and his backwards dodge is now his backflip from Ocarina of Time. Toon Link's Spin Attack now produces green attack trails, and has a new edge attack where he rolls onto the edge and swipes his sword at the ground. Toon Link's down aerial now goes through opponents instead of bouncing on them like Link's. All of Toon Link's custom moves are distinct from Link's, except for Quickfire Bow/Piercing Arrow, which is shared between them, though the charging speed, range, and hitting animation are different.
Fox Falco A few of Falco's moves were altered; up smash has an altered animation and now hits twice, Falco flips on the horizontal axis when using up aerial, and his back aerial is a new move, being a backward kick similar to Wolf's back aerial. The latter two moves, however, were no longer cloned in Brawl, so these changes did not affect Falco's cloned status. No custom moves are shared, although one Blaster variation makes Falco's blaster act like Fox's default one and vice versa.
Captain Falcon Ganondorf While Ganondorf did not receive any new moves, he did receive minor functional and animation changes that further distinguish him from Captain Falcon. His grounded Warlock Punch and dash attack received some super armor and invincibility, respectively. Ganondorf's pivoted forward smash no longer has extra reach. His down smash now flips opponents. Dark Dive and Warlock Punch were also further decloned in animation. On the other hand, his down aerial and neutral aerial now behaves almost exactly like Captain Falcon's, albeit the latter having no set knockback on its first hit and an added hitbox on the foot with increased knockback. Captain Falcon's up aerial now deals vertical knockback like in the original Super Smash Bros, and his down tilt now semi-spikes instead of vertical knockback, making these attacks no longer functionally similar to Ganondorf's equivalents. Unlike other semi-clones, neither characters share any custom moves.
Ness Lucas Lucas retains his moveset and attributes from Brawl, with only a few changes being made to his down throw, which temporarily buries his opponent, though this is merely aesthetic. His down tilt no longer trips the opponent, and unless it connects at the tip of the foot, it no longer semi-spikes so it can be argued that this move is not that similar to Ness' down tilt. His PSI Magnet also had its ending hitbox modified to now only hit around the shiny part of the orb, instead of the whole orb. Lucas' up air is no longer connected to his head, though it has a more similar animation to Ness' compared to in Brawl. PK Freeze is also much quicker than all variants of Ness' PK Flash, since it falls faster, moves more distance horizontally, and doesn't fully charge before it touches the ground. Additionally, his PK Freeze does not have fixed knockback, unlike Ness' PK Freeze. He also shares some extra Ness animations despite having unique ones from Brawl, such as his Final Smash animation, run-stopping animation, item idle animation, and his losing animation. Ness has several custom moves that act similarly to Lucas's default ones, while Lucas, like all DLC characters, has none.
Marth Roy Roy's physics have been changed from Melee — he now runs much faster than Marth and has greater air speed as well, but he falls faster. He now has a different jab, dash attack, forward tilt, up tilt, forward air, down air, and forward smash, while his other moves received alterations in animation and visual effects. Roy retains his neutral special, Flare Blade's, overhead slash from Melee, but it can now be considered unique due to the radical alterations to Marth's Shield Breaker starting in Brawl. Roy's up special, Blazer, is now performed while holding his sword with a reverse grip and can be angled, unlike Marth's. However, Roy's Double-Edge Dance no longer has exceptional knockback on the forward third hit, meteor smash hitboxes on the upward third hit, and multi-hitting properties on the low third hit (removing a difference), and as of Brawl, Marth's Counter works on a multiplier as well, albeit by a lesser factor. None of Marth's custom moves have any identical function to Roy's special moves. Roy's Final Smash, while sharing the same name as Marth's, is also unique, where instead of dashing forward to deliver an instant KO, Roy stands in place, spinning his blade around, before slamming it downwards to deliver a massive fiery explosion.

Notes

  • As of Smash 4, Luigi's position as a semi-clone of Mario is heavily debatable, as the characters' physics are noticeably different, over half of their standard and special attacks are unique, and even several of their shared moves have different hitbox placements and function differently from each other.
  • As Luigi and Dr. Mario, as well as Lucina and Roy, share a common "parent" character in Mario and Marth, respectively, both pairs can be considered semi-clones of each other.
  • Many standard and special attacks of the Mii Fighters are cloned moves from existing characters. Several of Mii Gunner's moves are similar to Samus's or Fox's (with a couple similar to Ness's and Robin's). Similarly, Mii Swordfighter shares moves with the swordsman characters (specifically Link and Ike), while Mii Brawler shares moves with Mario, Little Mac, and Captain Falcon.
  • The Fighting Mii Team operate like Mii Fighters, but lack special moves, like previous Enemy teams.

Clones in Super Smash Bros. Ultimate

True clones are now officially known as Echo Fighters (ダッシュファイター, Dash Fighter). These clones are defined by having their movesets directly based on another fighter, and sharing very similar or the same basic attributes, such as walking/running speed, jump height, general attack power, weight, and body frame. Dark Pit and Lucina are the only returning characters to be marked as Echo Fighters, while Dark Samus, Daisy, Chrom, and Richter are added as new Echo Fighters. Certain other characters that were previously identified as true clones — Dr. Mario, Young Link, and Pichu — are not listed as Echo Fighters, due to their basic attributes and moves being more drastically different from their original character.

Echo Fighters are marked with an epsilon (ε) internationally and a prime symbol (′) in Japanese added to the number of their parent fighter on the character numbering system (in Japanese, the prime symbol is pronounced "dash," hence the term "Dash Fighter"; in mathematics, the prime symbol is used to designate that something is derived from something else (for example, x′ would be derived from x)). In a Famitsu column, Sakurai noted that during development, newcomer Echo Fighters first receive unique taunts and victory poses, then have their abilities and properties adjusted where necessary.[4] In the August 8th, 2018 Super Smash Bros. Ultimate Direct, it was revealed that players could optionally choose to stack Echo Fighters with their original counterparts, although they have separate selection slots by default.

Original Echo Fighter Differences
Samus Dark Samus Dark Samus constantly hovers instead of standing or walking. Its attack animations that involve its arm cannon have it using the arm cannon without stabilising it with its free hand. Dark Samus' Charge Beam and Final Smash have a much darker appearance. Additionally, Dark Samus's roll and jump animations do not turn it into a morph ball, and its bombs propel it sideways in contrast to Samus' upwards movement.
Peach Daisy Daisy's basic moveset is the same as Peach's, but the two have different character traits relating to gameplay — most of which are unknown. Daisy is slightly shorter than Peach, and her aerial equivalent of Peach Bomber has much faster startup. In addition to unique taunts, idle animations, and victory poses, Daisy also has various aesthetic differences, such as flower effects in place of heart effects and a blue-spotted Toad.
Marth Lucina As in Smash 4, Lucina is largely the same as Marth, but her Parallel Falchion does not have a tipper. She has unique taunts and victory poses, and she has different though functionally identical animations on her Shield Breaker and Counter.
Roy Chrom Chrom's up special appears to be a faster version of Ike's Aether that lacks the sword throw at the start. Like Lucina, Chrom's Falchion lacks a sweetspot, doing equal damage at all parts. Unlike Roy, Chrom's attacks lack a flame effect. Chrom also has his own unique Final Smash, Awakening Aether, different from those of both Roy and Ike.
Pit Dark Pit As in Smash 4, Dark Pit's moveset and abilites are almost completely identical to Pit's, but he keeps his Electroshock Arm, which deals electric damage and knocks opponents back horizontally. The Silver Bow also travels faster and deals more damage, but is harder to control. Dark Pit also has a different Final Smash from Pit, keeping his Dark Pit Staff from Smash 4 while Pit's Final Smash becomes the Lightning Chariot. While Dark Pit's active taunt frames are identical to Pit's, his taunt animations, taunt sound effects/voice lines, victory poses, and victory theme are unique.
Simon Richter There are no confirmed gameplay differences (if any) between Simon and Richter. However, Richter has unique taunts and animations, and the fire from his Holy Water is blue as opposed to being red like Simon. Notably, Simon and Richter are the first clone pair to be third-party characters.
Semi-clones
Mario Luigi As with previous titles, Luigi jumps higher than Mario, but with much worse mobility (especially in the air) as a tradeoff. Luigi also has several unique attacks.

Luigi has a new dashing animation. Luigi's forward tilt is now a side kick instead of a reverse roundhouse. His new up tilt, however, is a front-facing uppercut, which is more similar to his brother's equivalent attack than his up tilt in Smash 4.

Dr. Mario As in Smash 4, Dr. Mario has increased attack power compared to Mario, but has reduced overall movement speed and jump height.

Mario's Cape and Dr. Mario's Super Sheet have new and distinct animations emphasizing their different hitboxes. Dr. Mario has a new down aerial attack where he stomps downwards, though the two Marios already had different down airs in Smash 4.

Link Young Link Both Links are considerably faster, but with less attack power and endurance.

Contrary to most declonings, it was Link who received most of the moveset changes to differentiate him from his derivatives, reflecting his overhauled appearance in The Legend of Zelda: Breath of the Wild. He now possesses the ability to pick up his fired arrows and multi-shoot them or use them as a conventional item, has replaced traditional bombs with the Remote Bomb Rune, and no longer has a hook/clawshot for a ranged grab, grab air, or tether recovery. He also now wields his sword right-handed, while the other two remain left-handed. Link also has a new Final Smash, Ancient Bow and Arrow, while Toon Link keeps Triforce Slash. His Boomerang, however, lost the gale effect, removing a difference. Young Link's neutral attack is now an infinite with a finisher hit, while Toon Link received a new forward smash that hits once and swings upward. All three Links now have different visual effects on their Spin Attacks.

Toon Link
Fox Falco As in previous games, including Smash 4, Falco is faster in the air and jumps higher than Fox, although he runs slower.

Both characters have a new Final Smash, replacing the Landmaster from previous Smash games. Fox/Falco aims a single crosshair, calling his fellow teammates from the Star Fox team in their Arwings, who slam into any player caught in the crosshair's general area, activating a brief cinematic involving the bombardment of the caught player by Fox/Falco and his teammates. Falco's variation has a more erratic laser and flight pattern than Fox's in addition to launching opponents at a different angle, but is otherwise identical.

Pikachu Pichu As in Melee, Pichu is considerably lighter than Pikachu and has considerably less range and attack power. It still continues to damage itself when performing electric attacks. Pichu also has new animations, giving it a bouncier feel overall. Pikachu retains the ability to wall jump from Brawl and Smash 4, removing a difference between it and Pichu from Melee.
Captain Falcon Ganondorf As in previous games, Ganondorf has considerably stronger (but laggier) attacks, but much slower movement speed when compared to Captain Falcon. Many of their special moves and normal moves also differ greatly in their animations and properties.

Ganondorf now uses his sword from the SpaceWorld 2000 demo in his smash attacks, giving them completely different animations and functionality from Captain Falcon's smash attacks. On the other hand, some of his moves were reverted to their Melee animations, such as his down aerial and Wizard's Foot, incidentally causing them to resemble Captain Falcon's equivalent moves once again.

Ness Lucas As in Smash 4, Ness and Lucas share similar physics and size. Their specials, while similar, have altered properties, such as Lucas' PK Thunder being a multi-hit move while his PK Fire is a single-hit move. However, Lucas's normal attacks are all completely different.

Ness's PK Starstorm has the meteors fan outwards, while Lucas's variant has them converge inwards. They are also assisted by two of their respective teammates (Paula and Poo for Ness, Kumatora and Boney for Lucas).

Marth Roy As in Smash 4, Roy has his sweetspot at the hilt of his sword, instead of the tip. He is also heavier and has a faster running speed compared to Marth and Lucina. Roy now has more fiery effects on his attacks. Also, Shield Breaker can be angled while Flare Blade can be reversed mid-charge.

Notes

  • As with Fox and Falco, Wolf's Final Smash, instead of Landmaster, is now an airstrike attack involving his team. How it differs in function is still unknown. Wolf also stands upright and has a neutral aerial resembling Fox's.
  • Several of Simon's moves in Ultimate, including his Final Smash, Grand Cross, were originally used by Richter instead. As Sakurai noted in the Super Smash Bros. Ultimate Direct of August 8, 2018, Simon arguably echoes Richter as a result. This makes Simon and Richter the first clone pair where both characters use moves derived from one another.

References