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List of tips (SSBU)

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This page lists all of the tips present in Super Smash Bros. Ultimate.

Fighters

Mario

  • Mario's Origins – Mario made his debut in the arcade game Donkey Kong (game). He wore a blue shirt and red overalls—the opposite of his current outfit.
  • In His Series – When you think of Mario, you might think of his signature phrases like "Mamma mia!" and "It's-a me, Mario!" These classic Mario phrases were first uttered by Mario in Super Mario 64.
  • The Gold Standard of Action Games – The Super Mario series has released 35 titles, appeared on at least 15 systems, and it's sold more than 340 million copies worldwide!
  • Luigi's Air Superiority – The title Super Mario Bros. 2 refers to different games in the West and in Japan, but both games introduced Luigi's ability to jump higher than Mario!
  • Mario's Name – When Mario first appeared in the arcade version of Donkey Kong, he was known as Jumpman. The kidnapped woman was called "Lady," but she was later given the name Pauline.
  • A Familiar Face – In Punch-Out!!, released on the NES in 1987, the referee was none other than Mario! His outfit was a bit different, but he still wore his trademark cap.
  • F.L.U.D.D. from Super Mario Sunshine – A device in Super Mario Sunshine made by Gadd Science, Inc. It's a handy partner that can defeat enemies with water or change attributes by changing the nozzle.
  • Builder Mario – Select the seventh color variation to play as Builder Mario from Super Mario Maker.
  • Wedding – Select the eighth color variation to play as Wedding Mario from Super Mario Odyssey.
  • Cape's Effect (Side Special) – This move has the effect of turning your opponents around. This can really mess them up if they're trying to get back onto the stage!
  • Dodging with Cape (Side Special) – Use this in midair to slow down Mario's falling speed for a moment. In particular, the first time you use it, he'll float up a bit—great for dodging!
  • Reversing Controls with Cape (Side Special) – Mario's Cape doesn't just flip an opponent's body around. It also reverses an opponent's controls for a short period of time.
  • Super Jump Punch (Up Special) – Sometimes the coins that appear will become the regional coins from Super Mario Odyssey. When that happens, Mario's cap will turn into Cappy.
  • F.L.U.D.D.ing a Recovery – F.L.U.D.D.'s water is great for stopping fighters like Ness and Ike from recovering with their up specials. Try to keep it charged and ready!
  • F.L.U.D.D. (Down Special) – A blast of water is an effective way to disrupt your opponents. It doesn't hurt, but it can slide them around.
  • F.L.U.D.D.ing Items – F.L.U.D.D. isn't just for pushing fighters—it can also push some items, like capsules and crates, and even deflect incoming Bob-ombs.
  • Water from F.L.U.D.D. (Down Special) – Tilt the stick up or down to change the angle of the water spray. The more water you charge up, the more forcefully it will spray out.
  • Mario Finale (Final Smash) – Unleash a wave of fire that damages and pushes opponents. Hit opponents when they are close to deal big damage. It's perfect for stopping opponents from returning to the stage.
  • Mario Finale Warning (Final Smash) – You'll slide backward little by little when releasing Mario Finale. Trigger it too close to an edge, or while on a narrow platform, and you might find yourself in midair!
  • Lead Headbutt (Up Smash Attack) – A powerful upward headbutt. Mario's head is invulnerable while performing it. Useful against opponents moving in to attack from above.
  • Meteor Knuckle (Forward Air Attack) – It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins.
  • Airplane Swing (Back Throw) – When grabbing opponents and swinging them around, you can hit other fighters with the move as well. Use this to deal damage to an entire group of fighters.

Donkey Kong

  • In His Series – Donkey Kong first wore his signature red necktie with the initials DK in Donkey Kong Country. In that game, he sets off on an adventure to recover his banana hoard that was stolen by King K. Rool.
  • Donkey Kong's Origins – Donkey Kong, the arcade classic, was released in 1981. In that game, the heroine known as Lady was kidnapped and Donkey Kong tried to stop Mario from rescuing her.
  • Giant Punch (Neutral Special) – You can tell this move is fully charged from the steam and the look on Donkey Kong's face. It's a powerful blow, but it leaves you wide open.
  • Headbutt Effect (Side Special) – Use this move to bury your opponents if they're on the ground or meteor smash them in midair.
  • Headbutt's Traits (Side Special) – Headbutt grants super armor at the beginning of the move, allowing you to fight through incoming attacks. It's also useful when returning to the stage, landing, and against opponents waiting for you to land.
  • Spinning Kong Movement (Up Special) – This move doesn't offer a ton of lift, but it can carry Donkey Kong a fair distance left or right.
  • No Pushing during Spinning Kong (Up Special) – When the move is activated, things that push fighters (like water) will have no effect on Donkey Kong. When used on the ground, you'll get super armor at the beginning of the move.
  • Hand Slap (Down Special) – When used on the ground, DK's Hand Slap affects a large area around him, but it won't hit airborne fighters. When used in midair, it has a meteor effect on opponents.
  • Jungle Rush (Final Smash) – Repeatedly punch the opponent and finish off by launching them with an uppercut. The move won't activate if the first punch misses, but it's super powerful.
  • Slouch Slap (Down Tilt Attack) – Hit an opponent that doesn't have much damage to make them fall over. Follow up with a dash attack or dash grab!
  • Comboing with Kong Karry (Forward Throw) – You'll toss opponents diagonally upward when throwing forward, toss them high when throwing backward, and launch them low when tossed down. Throwing them up is a great start to a combo.
  • Forward Throw Info – Donkey Kong can pick up opponents and carry them around! Try to throw them before they shake free, though.
  • Shield Break – Donkey Kong can use his side special Headbutt and his down special Hand Slap to damage or even shatter his foes' shields.
  • Moves with Meteor Effect – Four of Donkey Kong's moves have a meteor effect—his forward air attack, down air attack, midair side special, and the second hit of his midair down special.

Link

  • Link's Origins – Link first appeared in The Legend of Zelda on the NES. Even back then, he had a wide inventory of items, including the Bow, Boomerang, and Bombs.
  • In His Series – Link is the main protagonist of the series The Legend of Zelda. He has pointy ears and wields a sword and shield. In the Zelda games, Link uses items like bombs and arrows to defeat enemies and solve puzzles.
  • Who Is the Hero? – Despite being the hero, Link's name only appears in the title of five games. Can you name them? One might be trickier to remember than others!
  • Clothing "of the Wild" – Link's second color vartiation is his Hero of the Wild armor, which dresses him in his traditional green garb. You can obtain this armor in Breath of the Wild by completing all of the shrines.
  • Bow and Arrows (Neutral Special) – The power and distance of the arrow increases as it's charged. Arrows can stick in the ground or walls, and if you pick one up and use this move again, you can fire off two arrows at once.
  • Boomerang (Side Special) – The Boomerang is the strongest the moment it's thrown. Flick the control stick quickly when you press the button to increase distance and power. If you don't catch the returning Boomerang, it will fly off.
  • Remote Bomb Recovery (Down Special) – If you are launched off the stage, you can use the Remote Bomb to blast yourself back toward the stage. It's very hard to pull off, but it might work as a last resort!
  • Remote Bomb's Traits (Down Special) – You can detonate whenever you want, but keep in mind that Link will be damaged by the explosion too. The bomb will explode after a certain period or when hit with a fire attack.
  • Ancient Bow and Arrow (Final Smash) – Link shoots a powerful, blue glowing arrow that explodes on contact and launches opponents. The arrow will still explode if it hits a wall or the ground, and it can hit multiple opponents.
  • Sword Slice (Side Smash Attack) – If Link's damage is at 0% or he has full stamina in a Stamina battle, he can shoot a sword beam by using his side smash attack.
  • Double Sword Slice (Side Smash Attack) – Press the button again to attack a second time. The second attack has more launching power.
  • Link's Air Attacks – Link's down and up air attacks, Downward Thrust and Jump Thrust, are from Zelda II - The Adventure of Link. In that game, they're learned from town swordsmen.
  • Jump Slash (Dash Attack) – Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful.
  • Hylian Shield's Strength – Link's Hylian Shield is capable of stopping even the most powerful of projectiles. This means you won't take any damage at all.
  • Hylian Shield's Limits – Link's Hylian Shield can block projectiles, but it won't block anything while you're in the middle of attacking.

Samus

  • Samus's Origins – Samus Aran made her debut in the NES title Metroid, released in North America in 1987. It is a science-fiction action-adventure game with a focus on exploration.
  • In Her Series – Equipped with many weapons, such as beams and missiles, Samus the galactic bounty hunter wears a Power Suit designed by the Chozo. She makes full use of the suit and techniques learned from the Chozo.
  • Multiple Endings – In the original Metroid, the ending would change slightly depending on your clear time. The better endings revealed the secret of Samus's identity!
  • A Parental Bond? – The baby Metroid that appeared in Super Metroid imprinted on Samus before being left in the care of the Galactic Research Station at Ceres.
  • Charge Shot (Neutral Special) – This is devastating when fully charged. It can be unleashed instantly, and fired repeatedly when not charging. You can also charge it in midair.
  • Missile (Side Special) – Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile
  • Super Missile (Side Special) – Flick the control stick quickly as you press the button to fire a Super Missile. When fired, they pause briefly before rocketing ahead. Mix things up with homing missiles to make your foe's life tough.
  • Screw Attack (Up Special) – When recovering with Screw Attack, you can't grab edges behind you until you've finished rising. Make sure to face the right way when you use it!
  • Bomb (Down Special) – Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
  • Zero Laser (Final Smash) – Before the laser fires, it'll pull in nearby fighters a little bit. While the laser is firing, you can change the firing angle by tilting the control stick up or down.
  • Straight and Cannon Hammer (Neutral Attack) – Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee.
  • Midair Grapple Beam (Grab Attack) – Hop backward with a short hop, and then fire the Grapple Beam by using a grab in midair. Retreat while keeping your foes at bay!

Dark Samus

  • Dark Samus's Origins – Dark Samus made her debut in 2002 in Metroid Prime. She was born from Metroid Prime cells merged with Samus Aran's DNA. She is highly intelligent.
  • In Her Series – Dark Samus is a living Phazon entity with the radioactive substance Phazon as her energy supply. She has a wide range of abilities, like being able to teleport, cloak herself, and attack with an arm cannon.
  • Charge Shot (Neutral Special) – Devastating when fully charged, it can be unleashed instantly and fired repeatedly. You can also charge it in midair.
  • Missile (Side Special) – Holding a direction when you press the special-move button will fire a homing missile, and quickly inputting a direction as you press the special-move button will fire a Super Missile!
  • Screw Attack (Up Special) – When recovering with Screw Attack, you can't grab edges behind you until you've finished rising. Make sure to face the right way when you use it!
  • Bomb (Down Special) – Dark Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
  • Phazon Laser (Final Smash) – Unleash an enormous laser beam that goes through the stage. You can change the angle of the beam with the control stick. The beam will repeatedly hit opponents caught in its blast.

Yoshi

  • In His Series – Yoshi has kept busy appearing in many titles since debuting in Super Mario World. Yoshi can flutter jump and has a long tongue that can gobble up apples and enemies. Yoshi can be a variety of colors.
  • Mario's Loyal Ally – Yoshi made his debut in Super Mario World, where Yoshi was trapped inside an egg by Bowser and freed by Mario.
  • Yoshi's Puzzle Games – Yoshi is the namesake of the NES title Yoshi. Yoshi later appeared in Yoshi's Cookie and Tetris Attack, both for the SNES.
  • Egg Lay (Neutral Special) – This move grabs opponents with Yoshi's tongue and traps them in an egg. They'll take less damage while trapped, but you can hit them all you like!
  • Egg Lay off the Edge (Neutral Special) – Opponents that have taken a lot of damage have more trouble escaping from eggs. This means you may be able to swallow them and lay them in an egg off the edge of the stage.
  • Egg Form (Neutral Special) – The more damage Yoshi's foes have accumulated, the longer they'll be stuck as an egg. They can escape faster by wiggling around.
  • Egg Roll (Side Special) – This move turns Yoshi into an egg that rolls along the ground. The faster it goes, the more powerful it'll be.
  • Egg Roll in the Air (Side Special) – You can start this move in the air, but you won't deal any damage until you hit the ground.
  • Egg Throw's Power (Up Special) – How hard Yoshi throws the egg depends on how long you hold the button down. Tap for a light throw or hold for a powerful one.
  • Upward Eggs (Up Special) – You can throw the egg straight up by inputting the direction Yoshi's facing away from just before throwing. Fake out your foes with this technique.
  • A Little Eggstra Boost (Up Special) – Unlike other fighters, Yoshi doesn't have a vertical move used mainly for recovering. However, Yoshi will flutter a little bit if this move is used in midair.
  • Yoshi Bomb's Power (Down Special) – The damage and launching power of the Yoshi Bomb are both a little higher when used on the ground.
  • Break Shields with Yoshi Bomb (Down Special) – Yoshi Bomb is great for breaking shields. Start off with multiple neutral attacks, and then use Yoshi Bomb to finish that shield off.
  • Platforms and Yoshi Bomb (Down Special) – At the start of the move, Yoshi will automatically pass through platforms. During the move, keep the stick tilted down to pass through all platforms until Yoshi lands.
  • Yoshi Stampede (Final Smash) – A mighty Yoshi army stampedes through the stage. Fighters hit by the stampede will by launched. You can hit up to three fighters.
  • Noggin Dunk (Forward Air Attack) – Yoshi charges up for a moment and then delivers a powerful headbutt. If you hit opponents from above, they'll fly down with a meteor effect.
  • Flutter Kick (Down Air Attack) – This attack is very powerful if the foe is directly beneath Yoshi. It can hit an opponent multiple times, so try your best to catch them right at the start of the attack for maximum damage!
  • Egg Shield – Unlike other fighters, Yoshi's shield is an all-protecting egg. Even if the shield blocks attacks, it won't get smaller and Yoshi's body won't poke out from the shield.
  • Midair Jump – Yoshi's midair jump won't stop if a foe attacks Yoshi in the middle of it. It's more difficult to withstand attacks with high launching power, though, so be careful if your damage is high!

Kirby

  • Kirby's Origins – Kirby made his debut in 1992 in Kirby's Dream Land for the Game Boy. The goal of his journey was to recover stolen food from King Dedede.
  • In His Series – Kirby is a big eater who inhales any and everything. If he inhales an enemy, he can copy and use one of their abilities. He's also good at hovering by flapping his arms and puffing up like a balloon.
  • Kirby's Copy Abilities – Kirby hasn't always been able to copy the abilities of the enemies he inhaled. That power debuted in his second title, Kirby's Adventure.
  • Beginners and Experts Alike – The original Kirby game, Kirby's Dream Land, was designed to be easy for beginners to play, but finishing it unlocks a more challenging mode.
  • Multiplayer Kirby – Kirby Super Star on the SNES was the first Kirby game where two players could team up.
  • Inhale (Neutral Special) – If you press the attack button after sucking enemies in, you'll spit them back out. Use enemies to attack other enemies!
  • Inhale Items (Neutral Special) – In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt!
  • Inhale's Projectiles (Neutral Special) – After Kirby inhales a fighter, he'll spit them out as a star-shaped projectile. The heavier the fighter, the more attack power the projectile will have.
  • Hammer Flip (Side Special) – If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge.
  • Charged Up Hammer Flip (Side Special) – When Hammer Flip is fully charged and used on the ground, Kirby is invincible for a brief moment at the start of his swing.
  • Final Cutter (Up Special) – Kirby slices up into the air and then slices straight down again. The shock wave that appears when you land can also damage your opponents.
  • Canceling Stone (Down Special) – While falling, you can cancel the attack by pressing the special-move button again. It's a perfect way to trick other players!
  • Stone Transformation (Down Special) – Kirby's form is different each time he uses this, but the move's effect is the same.
  • Ultra Sword (Final Smash) – This Final Smash uses Ultra Sword to lay into opponents with a flurry of slashes. It cuts through terrain and covers a huge area, making it easy to catch nearby opponents.
  • Squish Kick (Down Tilt Attack) – This attack can sometimes cause an opponent to take a tumble. Watch your opponent carefully. If they start to fall over, follow up with a grab or smash attack.
  • Burning (Dash Attack) – Kirby twists through the air like a flaming screw as he charges into an opponent. He's not a reckless fellow, so he'll automatically stop at edges instead of going over them.
  • Lucario Copy Ability – Kirby gains the ability to use Aura Sphere from Lucario. No matter how high his damage gets, though, the attack won't get any stronger.
  • Rosalina & Luma Copy Ability – Kirby gets a Luma of his very own after inhaling Rosalina! It doesn't stay long enough to team up with him, though—it flies forward and then vanishes.
  • Miinhale – When Kirby inhales and copies a Mii Fighter, he'll wear a mask that looks like the Mii Fighter's face. Only the face itself is taken, though—headgear not included.
  • Copy Copying – Kirby can steal a Copy Ability from another Kirby who's already copied someone else's ability. Confused yet?
  • Copying Another Kirby – If Kirby inhales another Kirby that doesn't have a Copy Ability, nothing will happen. However, if Kirby inhales another Kirby that does have a Copy Ability, Kirby can steal the inhaled Kirby's ability.
  • Taunt – Taunt to discard your current Copy Ability. Find the most opportune moment to change your ability!
  • Jump – Kirby's light body lets him jump six times—more than most other fighters. If Kirby gets launched but not KO'd, you can almost bet he's coming back!
  • The Jump Masters – #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four.

Fox

  • Fox's Origins – Fox made his debut in 1993, in the SNES game Star Fox. In his fighter craft, the Arwing, he fought to take down the evil scientist Andross.
  • In His Series – Fox is the leader of the mercenary group Star Fox. He cares about his team and has a strong sense of justice. He heads to Venom to defeat Andross, the scientist responsible for the disappearance of his father.
  • Blaster (Neutral Special) – The Blaster fires quickly, and its shots go a long way, but enemies won't flinch when they're hit, so use this at a safe distance.
  • Fox Illusion (Side Special) – When you use this move on the ground, Fox will always stop if he reaches an edge. When used in the air, you need to be a little more careful.
  • Using Fox Illusion Effectively (Side Special) – A shielded opponent will stop Fox in his tracks, leaving him open to counterattack. Try to use this move when your opponent can't anticipate it.
  • Reflector (Down Special) – This move can reflect projectiles, and it also damages nearby opponents when activated.
  • Reflector in the Air (Down Special) – Using Reflector in midair slows down Fox's fall back to the ground. Using this when an enemy is about to attack from below can throw off their timing.
  • Launching with Reflector (Down Special)– A direct hit from Reflector will launch opponents at a low angle. You can use this to disrupt an opponent trying to make their way back to the stage.
  • Team Star Fox (Final Smash) – The full force of Team Star Fox engages the targeted opponents. If Wolf is one of the opponents, Fox will deliver a special line.
  • Tornado Kick (Forward Air Attack) – Time your attack so that you land before hitting your opponent for a fifth time. They'll bounce off the ground, and you can make follow-up attacks.
  • McCloud Flip (Up Air) – A two-part attack where Fox kicks and swats opponents with his tail. It's great for doing damage and launching opponents.

Pikachu

  • Pikachu's Origins – Pikachu debuted in Pokémon Red and Pokémon Blue for the Game Boy. Consider yourself a very lucky Trainer if you catch one in Viridian Forest.
  • In Its Series – Pikachu is an Electric-type Mouse Pokémon with a low appearance rate in Pokémon Red & Pokémon Blue. In Pokémon Yellow Version: Special Pikachu Edition, you could get one from Professor Oak at the start.
  • Pikachu Libre – Pikachu Libre fights with a mask on. You can tell from the tail shape that this Pikachu is female.
  • Thunder Jolt (Neutral Special) – Pikachu's Thunder Jolt bounces along the surface of the stage. It can even attack foes who are hanging from edges.
  • Skull Bash (Side Special) – Execute this move like a smash attack, and it'll start off slightly charged already. This way, fully charging it doesn't take as long.
  • Quick Attack (Up Special) – Pikachu is vulnerable before landing after using Quick Attack in midair. However, if you direct the attack at the ground, the recovery time shortens a little.
  • Controlling Quick Attack (Up Special) – This move allows you to quickly attack while moving in the direction of your choice. You can move twice, but you can't continue moving in the same direction.
  • Thunder (Down Special) – The bolt of lightning has a meteor effect. Use it after throwing a foe upward for a powerful combo.
  • Electric Discharge with Thunder (Down Special) – Hit yourself with Thunder to cause a discharge that damages nearby foes. Using Thunder quickly after falling will pass through terrain, so it can be used below platforms in this way, too!
  • Volt Tackle (Final Smash) – Pikachu wreathes itself in lightning and dashes all over the place. It's possible to escape Pikachu's wrath by moving outside of the bounds of the screen.
  • Headbutt (Neutral Attack) – Press and hold the button to attack repeatedly. Be careful, though, because Pikachu shifts slightly as it attacks. You'll eventually end up out of attack range!
  • Electric Flower (Down Smash) – Pikachu's spinning down smash draws in nearby opponents, launching them in the direction Pikachu is facing. This makes it a powerful move to use at the edge of a stage.
  • Neutral Air Attack – Pikachu's neutral air attack has short reach, but it hits in all directions. It's a handy move since it attacks quickly and easily allows for follow-up hits after you make contact.
  • Glider (Back Air Attack) – This move can be triggered quickly and it hits multiple times, but it doesn't have a long reach, so you won't hit an opponent unless you're very close to them.
  • Electric Screw (Down Air Attack) – This move has a meteor effect at the beginning. Pikachu has great recovery skills, so using it to dunk someone off the edge of the stage is a viable option.

Luigi

  • Luigi's Origins – Luigi made his debut in the 1983 arcade classic Mario Bros. At the time, he wore a white shirt and cap with green overalls.
  • In His Series – In Mario games, Luigi usually appears as the character for player 2. He's Mario's younger twin brother. A little cowardly at times, but he'll always fight hard to help Mario.
  • First Starring Role – Luigi's first big break as a main protagonist was in the 2001 release Luigi's Mansion. This is also the first appearance of the Poltergust. While Luigi can normally jump, he couldn't jump in that game.
  • Fireball (Neutral Special) – Luigi's fireballs don't travel as far as his brother's, but they're slightly more powerful and they can bounce off of walls.
  • Green Missile's Vulnerability (Side Special) – This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful!
  • Overzealous Green Missile (Side Special) – This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases.
  • Exhausting Green Missile (Side Special) – If you charge this for too long, he'll get worn out and give up. Let him catch his breath, and then try again.
  • Super Jump Punch (Up Special) – Get close to your enemy before using this. Hit them right at the start of the uppercut for maximum damage and launching power.
  • Using Luigi Cyclone (Down Special) – Press the button repeatedly while using this attack to move upward. It has an invincibility window while winding up, and it pulls in nearby opponents, too!
  • Landing Luigi Cyclone (Down Special) – If you land during Luigi Cyclone after using it in midair, you can slide left or right. This is a great way to suddenly avoid an opponent's follow-up attacks.
  • Poltergust G-00 (Final Smash) – With the Poltergust G-00 on his back, Luigi sucks in nearby fighters and items. The move wraps up with just the fighters being launched out of the vacuum cleaner.
  • Lean Headbutt (Up Smash Attack) – Hit an enemy in front to launch them backward. Hit an enemy behind you to launch them forward. The green guy's kooky like that!
  • Luigi Kick (Neutral Air Attack) – This attack launches opponents almost straight upward. Since you know which way they're going, it's easy to move in and attack again.
  • Down Taunt – If your foe's clinging to an edge for dear life, try using Luigi's down taunt. That meteor smash will be VERY satisfying!
  • Luigi's Air Superiority – The title Super Mario Bros. 2 refers to different games in the West and in Japan, but both games introduced Luigi's ability to jump higher than Mario!

Ness

  • Ness's Origins – Ness first appeared in the SNES title EarthBound, released in North America in 1995. He might look like your average kid, but he can use a variety of PSI powers. He's also got a younger sister.
  • In His Series – Ness is the main character of EarthBound. In that game, a messenger from the future entrusts him with the fate of the world, and Ness heads out to stop the evil plans of an invader named Giygas.
  • Homesickness – In EarthBound, Ness occasionally gets homesick, which weakens him in battle. This can be cured by his going home or by just phoning his mom!
  • Ness's Little Sister – Ness has a little sister named Tracy. She works part-time at Escargo Express, answering Ness's calls when he needs to have items delivered.
  • Ness's PSI Powers – Ness always had a variety of PSI powers, but he couldn't actually use PK Fire or PK Thunder in EarthBound. His friend Paula could, though.
  • Enlarging PK Flash (Neutral Special) – The power and radius of the charge grow as you hold down the button. You can also move it by tilting the stick left and right.
  • PK Fire (Side Special) – If this attack connects, a big pillar of fire appears. "I feel the burn!" your opponents will yell.
  • Aerial PK Fire (Side Special) – There's less of a hap between PK Fire and your next move when used in the air instead of the ground. In midair, the attack flies down diagonally, so use it right before landing to keep opponents at bay.
  • PK Thunder's Bolt (Up Special) – You can guide the bolt of lightning around and hit yourself for propulsion—but this leaves you defenseless, so be careful!
  • PK Thunder's Characteristics (Up Special) – The lightning won't disappear if an opponent hits its tail. It's also invulnerable for a very brief moment after Ness initially fires it.
  • Sneaky PK Thunder Play (Up Special) – Since you can move the attack yourself, you can stop enemies from recovering by moving it near an edge and waiting for them to climb up.
  • PK Thunder Tackle (Up Special) – Ness can hit himself with the ball of electricity to launch himself like a missile. If you're good with the angle, it can be used for recovery.
  • PK Thunder Usage (Up Special) – If you hit yourself with PK Thunder and run into an obstacle like a wall or the ground, you can immediately use your up special again to trigger PK Thunder without continuing to fall.
  • PSI Magnet (Down Special) – This move absorbs energy-bsed projectiles and heals Ness as a result.
  • PK Starstorm (Final Smash) – With help from Paula and Poo, countless meteors fall from the sky. You can make slight adjustments to where the meteors fall by tilting left or right.
  • Batter Up! (Side Smash Attack) – Ness's bat leaves him open to attack, but it has epic launching power. He can even hit projectiles with it!
  • Around the World (Up Smash Attack) – Ness's yo-yo flies forward and then swings up and around to the back for a wide-ranging, heavy-hitting attack.
  • Reverse PK Throw (Backward Throw) – Enemies with a higher damage percentage are much easier to launch with this. You can knock them out completely if they're damaged enough!
  • Yo-yo Attack with Charged Smash – While charging the up smash or down smash attacks, it's still possible to do damage with the yo-yo.
  • Pursuing off the Stage – When an enemy is trying to get back on the stage, you can ruin their day with your side or down air attack. But try not to self-destruct!
  • Aim for the Fences – When hitting an opponent with a bat, the tip will launch them the farthest. This is true of both the Home-Run Bat item and Ness's side smash.

Captain Falcon

  • Captain Falcon's Origins – Captain Falcon's first appearance was in the SNES launch title F-Zero, released in North America in 1991. You couldn't see him in the game itself, but he was in the manual.
  • In His Series – He's the main character of the F-Zero series. Known for being a skilled bounty hunter, he's also an exceptional pilot and racer of high-speed F-Zero machines.
  • Captain Falcon's Machine – The Blue Falcon racing machine first appeared in the original F-Zero. Captain Falcon uses it in Smash Bros. for his Final Smash!
  • Turn Around and Attack with Falcon Punch (Neutral Special) – After pressing the attack button, quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns.
  • Raptor Boost (Side Special) – Used in midair, his hand has a meteor effect on the downswing. The trick is to hit the foe when they're below Captain Falcon.
  • Raptor Boost Techniques (Side Special) – Grants super armor at the beginning of the move if performed on the ground. Drive into opponents with Raptor Boost, and then follow up when they're floating in the air.
  • Continuous Falcon Dives (Up Special) – A leaping grab that sends the opponent flying with explosive force. If it connects, you're free to use the same attack again without landing.
  • Falcon Dive's Direction (Up Special) – Press left or right the moment Captain Falcon crouches to adjust the angle of the attack. By holding forward, you can greatly increase the range at which you can grab enemies.
  • Falcon Kick (Down Special) – The attack is at its most powerful right after pressing the button and loses power as it goes. However, it loses less power when it is used in the air.
  • Blue Falcon (Final Smash) – The summoned Blue Falcon hits an opponent and sends them flying to an F-Zero course. There, Captain Falcon rams his beloved vehicle into an opponent at high speed, launching them into the air
  • Blue Falcon Animation (Final Smash) – Depending on if he used it in the air or on the ground, Falcon's pose after striking will change. Of course, he won't be happy if he didn't hit anyone...
  • Wheel Kick (Up Tilt Attack) – If Falcon's heel hits an airborne enemy during this attack, it will dunk them. Try standing on the edge of the stage and using it on an opponent trying to grab the edge.
  • Knee Smash (Forward Air Attack) – There's a violent knee jab at the start of this move. Connect with that for some serious launching power.
  • Overhead Kick (Up Air Attack) – It's easy to use this move with a combo or as a diversion. Depending on the hit, you may be able to connect it with a forward air or down air attack to secure a KO.

Jigglypuff

  • Jigglypuff's Origins – Jigglypuff has been singing its opponents to sleep in North America since its debut in the 1998 Game Boy games Pokémon Red and Pokémon Blue.
  • In Its Series – Jigglypuff, a Balloon Pokémon, first appeared in Pokémon Red and Pokémon Blue. Starting with Pokémon X and Pokémon Y, Jigglypuff gained the new Fairy-type classification as well.
  • Rollout's Vulnerability (Neutral Special) – When you hit a foe with this, you'll bounce up and then only be able to move sideways until you land. Try to avoid hitting foes with it if you're trying to recover!
  • Turning with Rollout (Neutral Special) – While rolling on the ground, press in the opposite direction to make a quick turn. It won't work if you're airborne, but it'll slow you down.
  • Pound (Side Special) – A simple punch that travels horizontally. You can use it repeatedly in midair—combine it with jumps to stay aloft for a very long time.
  • Using Pound (Side Special) – This move can lay waste to opponents' shields. You can adjust the direction slightly by inputting up or down in the air right before attacking.
  • Sing (Up Special) – Enemies on the ground who hear this song will fall asleep. The more damage they have, the longer they'll nap.
  • Pursue with Sing (Up Special) – If Jigglypuff uses Sing in midair, it can move left or right slightly. You can use this to chase after an opponent who evaded your attack or use it to get back onstage when the edge is just out of reach.
  • Rest (Down Special) – This move is hard to hit but can really send opponents flying! You'll need to get very close or use it right when your opponent tries to attack.
  • Rest Techniques (Down Special) – Jigglypuff can move again just a little sooner when it hits something compared to when it misses. This means that landing a hit instead of whiffing makes it harder for your opponent to counterattack.
  • Farewell Gift (Down Special) – Opponents launched by Rest will get a flower on their heads. Talk about insult to injury.
  • Puff Up (Final Smash) – Jigglypuff grows huge before launching nearby opponents. It's easy to escape on some stages, but it's a force to be reckoned with on stages with no place to escape, such as Battlefield.
  • Jiggly Split (Down Smash Attack) – This move attacks in front of you and behind you at the same time, and your legs are invincible as they kick. It launches foes horizontally.
  • Jiggly Ram (Dash Attack) – When done on an opponent who hasn't taken much damage, you might find yourself open to counterattack, but when done on an opponent who's taken a lot of damage, you might get a KO.
  • Shield – If its shield is shattered, Jigglypuff will get launched and KO'd no matrer its damage.
  • Aerial Expert – Once in the air, Jigglypuff can jump five times, allowing it to move much quicker than running on the ground. Try to keep opponents in the air and build an advantageous scenario for yourself during battles.

Stages

Battlefield

  • Battlefield – The Battlefield platform layout has been around since Dream Land in the original Super Smash Bros. It was first named Battlefield in Melee.
  • Battlefield Form Stages – All stages can be played in a Battlefield form, causing them to have the same layout as the Battlefield stage. You can select this form on the Stage Select screen by pressing the X Button.

Big Battlefield

  • Big Battlefield – This stage is simply a bigger version of Battlefield. With six platforms, it's perfect for 8-Player Smash. Its Ω Form is identical to the regular Battlefield's.

Final Destination

  • Final Destination – When you start a battle with five or more fighters, the length of Final Destination's platform will increase by 1.5 times. The same is true of each stage's Omega form.
  • Omega Form Stages – All stages can be played in Omega form, changing them to the same floating island shape as the Final Destination stage. You can select this form on the Stage Select screen by pressing the X Button twice.

Peach's Castle

  • Peach's Castle – This stage is a revival of a stage from the original Smash Bros. for Nintendo 64. It features a sliding stone platform and a floating bumper.
  • Bumper – This stage's bumper is a faithful re-creation of the bumper from the original Smash Bros. It does 1% damage to anyone who bumps into it.
  • Sliding Platform – You can grab the edge of the sliding stone platform. When the platform is hidden, you can grab the edge of the center platform.

Kongo Jungle

  • Kongo Jungle – The barrel cannon can help you recover even when all seems lost. Time your shot carefully, or you might launch off the screen instead! Oops!

Hyrule Castle

  • Hyrule Castle – This is a revival of the Hyrule Castle stage from the original Smash Bros. The platforms on the castle tower are great for up smash attacks!
  • Tornado – The tornado that appears will launch fighters vertically. If you've taken too much damage, it can launch you off the stage!
  • Tornado's Effect – After being launched by the tornado, you'll be stunned for a moment. The more damage you have, the longer you'll be stunned.

Super Happy Tree

  • Super Happy Tree – A stage based on the Super Happy Tree stolen by Baby Bowser in Yoshi's Story. Without this tree, the Yoshis are powerless.
  • Clouds – The clouds on either side of the stage disappear if you ride them for too long. You can also fall through to the bottom of the clouds, so be careful with down inputs.

Dream Land

  • Guests in the Background – If you look behind the stage, you might see a Bronto Burt or King Dedede. Of course, if Dedede is fighting, he won't be back there.
  • Whispy Woods Winds – Whispy Woods will blow air at whichever side of the stage has more fighters. If both sides have the same number of fighters, Whispy Woods will randomly decide.

Saffron City

  • Saffron City – A stage based on Saffron City from Pokémon Red & Pokémon Blue. Pokémon appear from the doorway of the building at the center of the stage.
  • Pokémon – The Pokémon that appear during battle are Venusaur, Charmander, Porygon, Electrode, and Chansey. When the doorway glows, it's a sign that one will appear.
  • Pokémon Attacks – Venusaur uses Razor Leaf, Charmander uses Flamethrower, Porygon uses Tackle, and there are other attacks as well. When Electrode appears, it will shake and then explode.
  • Gaps Between Buildings – Fighters like Ness will have trouble recovering after falling between the buildings. Fighters like Fox, Pichu, and others who have angled jumps can get back easily.

Mushroom Kingdom

  • Pipes – The three pipes located throughout the stage warp to one another. You can even enter the pipe at the edge of the cliff.
  • Piranha Plant – A piranha plant sometimes sticks its head out of the pipe. You'll get hurt if you touch it, but you can send it flying by attacking it.
  • POW Blocks – Attack the POW Block that appears on the stage to launch all fighters on the ground. Once it's been depleted, it will reappear in one of four places on the stage a short time later.

Techniques

  • Simple Short-Hop Attack – If you press the jump button and attack button at the same time, you'll perform a jumping short-hop attack. It's very useful for catching an opponent off guard.
  • Short-Hop Attack Power – If you use an aerial attack during a short hop, the attack power for the move will be a little less than normal. It's a low risk move, but also has low returns.
  • Attacking from Ladders – When you're on a ladder, you'll react as if you were in midair. You can still attack while on the ladder but some moves will remove you from the ladder.
  • Edge Attacks – If you attack while holding on to an edge, you'll be invincible until you attack. It's great for attacking opponents, but it's weak against shields and dodges.
  • Grab Attacks – Grab opponents and press the attack button to perform a grab attack. You can deal extra damage to the opponent before throwing them, but make sure they don't escape!
  • Changing Direction and Attacking – With most fighters, you can turn around while dashing and then quickly press a button to deliver a side tilt attack or a side smash.
  • Attack to Pick Up Items – If you use a tilt attack near an item, you can attack while picking up the item. This is useful when battling others for items.
  • Dash Flip Then Up Smash Attack – Look back while running and perform an up smash to flip around and do an up smash. It's easier to perform by using the right control stick.
  • Charging Smash Attacks – You can charge up a smash attack by pressing and holding the button. One second is enough for max power, but you can hold it for up to three.
  • Charge Canceling – You can cancel some special moves by pressing the shield button as you charge. Using the move again will start you where you left off!
  • Reversing Side Specials – Input the opposite direction right after starting a side special to change direction and do the move the other way. This works in midair, too.
  • Helpless Falling – After using certain specials in the air, you won't be able to attack or dodge until you hit the ground. You can still adjust the direction for your fall, though.
  • Reflection Move Stamina – Reflection moves tend to break if an attack deals more than around 50 damage. Shots get stronger if reflected, so reflecting back and forth is risky!
  • When Two Attacks Meet – Two attacks can cancel each other out if they connect at the same moment. With the right timing, you can even punch projectiles right out of the air!
  • When Two Attacks Don't Meet – If two attacks connect at the same time and one is significantly stronger, that move will prevail. Some moves, like air attacks, are never canceled.
  • Stale Moves – Using the same attack constantly will decrease its power. Add a little variety to your fighting to spice up your game!
  • Deadly Blow – A red and black flash of lightning when an attack lands means that the victim has been hit with enough force to launch them off the screen.
  • Easy Final Smash – Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO'd.
  • Meteor Smash – Launching an opponent straight down is known as a meteor smash. Doing this when there isn't a platform below is a good one-hit KO method.
  • While Shielding – You can't walk or do normal attacks while shielding, but you can jump out of it. Press an attack button just as you leave the ground to attack in the air!
  • Shifting Your Shield – You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.
  • Moving the Shield – When shielding, you can move the shield around to block more effectively. To do this, hold both shield buttns (or a shield button and the special-move button) and tilt the control stick.
  • Downtime from Shielding – When you block an opponent's ground attack with a shield, it takes a moment to recover. This recovery time is shorter if you block an aerial attack.
  • Shield Break– While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.
  • Shield Break KOs – If a fighter is KO'd from falling off the stage after having their shield broken, the fighter that broke their shield will get the credit for that KO.
  • Shield Breaks at the End of a Battle – When your shield is broken and you're launched, you normally get a short period of invincibility. However, you won't get this invincibility during the final countdown of a battle.
  • Dangerous Shielding – If your shield breaks near an edge, a foe could casually push you off the stage while laughing. Be careful where you use your shield!
  • Perfect Shield – Releasing your shield right when your opponent strikes results in a perfect shield. This doesn't damage your shield, and the small opening makes it easy to attack!
  • Shieldstun Shuffling – Tilting the stick in a direction while blocking an attack with your shield will cause you to move a very short distance in that direction.
  • Directional Air Dodge – During an air dodge, you can move toward the direction you tilt the control stick. However, this leaves you more vulnerable than a normal air dodge afterward.
  • Air Dodge Limitations – You can only dodge once in the air until you land. However, if you take damage in midair, you can dodge again.
  • Continuous Dodging Penalty – If you dodge too often, you'll move slower and be invincible for less time. Dodging away from an opponent has an even bigger penalty.
  • On-the-Spot Dodge Into Counterattack – If you dodge on the spot, you can quickly cancel it with an attack. You can smoothly move from a dodge into a counterattack.
  • Landing after Air Dodging – If you land after performing an air dodge, you won't be able to move for a moment. Dodging all the time can actually leave you more exposed!
  • Breaking Your Fall – When you hit the wall, floor, or ceiling after being launched, press the shield button to break your fall and avoid follow-up attacks.
  • Breaking Fall after Being Footstooled – If you're stepped on by an opponent in midair, you'll fall straight down. However, you can break your fall by pressing the shield button right before landing.
  • Crouch Walking – Some fighters can move while crouched if you input diagonally down to the left or right.
  • Crouching's Defensive Value – Going into a crouch will help protect you from being launched as far. Walking while crouched, however, won't help at all—but it looks pretty hilarious!
  • Short Hop – If you press the jump button very briefly, you'll jump lower than usual, which lets you use air attacks against ground-level foes.
  • Wall Jumping – Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this.
  • Footstool Jump – You can jump on opponents' heads and use them as a springboard. If they're airborne, they'll fall down too.
  • Grab – You have to wait a short time between letting go of opponents and grabbing them again, so be patient!
  • Grab Resistance – After getting out of a grab or immediately after being thrown, you can't be grabbed again by an opponent. Fighters flash yellow when grabs won't work.
  • Missing Grabs – Grabs can't be blocked by a shield. However, you're left vulnerable for a while if you miss a grab, so grab smartly.
  • Grab Parrying – If you grab an opponent at the same time they grab you, the two grabs may cancel each other out. This can be useful if you can predict the grab.
  • Turning and Grabbing – If you turn around while running and then grab, your grabbing range will be longer than usual.
  • Juddging Escape Timing – If you get grabbed, you can shorten the amount of time you're caught by wriggling around. When you start to flash yellow, you'll soon be able to escape.
  • Grabbing Edges – If you grab an edge that someone else is grabbing, you'll steal it from him or her. So much for first come, first served!
  • Edge-Grabbing Invincibility – When you grab an edge, your fighter flashes and becomes briefly invincible. This won't happen if you grab an edge again before touching the ground.
  • Repeated Edge Grabbing – Certain moves, such as Ike's Aether, have limits on how many times they can be used to grab on to edges without touching the ground.
  • Clinging to Walls– Some fighters can temporarily stick to walls if you keep holding in the direction of the wall. Not every wall is good for this move, though...
  • Super Armor – This is a state where you won't flinch even while taking damage. Some specials will trigger this.
  • Hitstun Shuffling – If you input a direction while taking damage, you'll shift slightly in that direction.
  • Magnifying-Glass Damage – When you move off-screen, you'll be shown in a little circle. You'll gradually take damage while off the screen, so don't linger!
  • Ice and Damage – If you get frozen, you won't be able to move for a while. The more damage you've taken, the longer you will be frozen.
  • Grab an Item while Airborne – You can grab an item in midair by dodging or attacking at just the right time.
  • Throwing Items – Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction.
  • Smash Throw – When you throw an item, quickly flick the stick in the same direction as your throw. You'll throw it farther than usual that way.
  • Catching Items – You can catch items thrown at you by pressing the attack button at just the right time.
  • Letting Go of Items – Press the grab button to drop the item you're holding. Even an item dropped like this deals a small amount of damage.
  • Eating while Prone – Press the attack button while you're prone to eat a food item that's fallen nearby.
  • Directional Taunts – Some taunts are different depending on which way the fighter is facing. Captain Falcon's down taunt and Rosalina & Luma's side taunt are examples.
  • Canceling Taunt – Taunts can be canceled by any other action. However, taunts that also serve as attacks cannot be canceled.
  • Hitstun Shrinks Based On Battle Participant Count – When an attack hits, the hitstun may stop an opponent from moving for a short while. But when fighting more people, the hitstun becomes shorter.
  • Attack Power in 1-on-1 Battles – Attack power is increased slightly during 1-on-1 battles with no items. Launch rate remains the same.
  • Special Presentation for 1-on-1 Smash – The camera will sometimes zoom in on the action during 1-on-1 Smash. It'll trigger if a powerful blow lands or if there's an attack that might lead to victory.
  • Shoving Match – Fighters on the ground will push each other if they run into each other. The heavier fighter will have the stronger push.
  • Telling Who's in First – In Smash mode, the fighter in first place will glow from time to time. You may want to focus on taking them down a peg.
  • Recovery Platform and Invincibility Time – If you wait on the recovery platform after a KO, your invincibility time when descending from the recovery platform will be reduced.

Spirits

  • Adventure: Rescuing Fighters – Captured fighters are used as tools to mass produce puppet fighters. They can become your allies if you defeat them and break the control over them.
  • Adventure: Swapping Displayed Fighter – You can change the fighter who appears on the map by opening the menu and selecting Party.
  • Adventure: Obstacles and Hazards – If a path is blocked and you can't continue, come back to it later. You may be able to get through using the help of spirits you've yet to meet.
  • Adventure: Difficulty – The harder the difficulty, the bigger the reward you'll get by winning. You can change the difficulty setting at any time from the menu.
  • Adventure: Stacking Adventure Skills – It's possible to stack some of the effects from skills given by spirits. It's a great way to really power up your fighter. Try stacking an Adventure Skill and a Support Skill!
  • Adventure: Learning Adventure Skills – You can forget and learn Adventure Skills countless times. You'll need to use SP to reset them, though.
  • Adventure: Canceling Dojo Training – You can interrupt style training if necessary. If you enter the Dojo again, you can pick up training where you left off.
  • Adventure: Treasure from Explore – Treasure changes based on the number of explorers, their ranks, levels, conditions, and even their styles!
  • Adventure: Hazards and Stores – Don't have a spirit you need to get past an obstacle? Take a glance at the stores and see what they have in stock!
  • Adventure: Skill Spheres – On rare occasions, you'll find skill spheres on sale, too. The frequency of their appearance differs from store to store.
  • Spirit Board: FS Meter – In Spirits, fighters can charge up a meter to use their Final Smash. The skill Fast Final Smash Meter allows this meter to charge faster than usual!
  • Spirit Board: Experience – Spirits earn experience even if you lose. The more you battle with them, the more they'll gain.
  • Spirit Board: Rewards – Defeating strong targets will net you strong rewards.
  • Spirit Board: Autopick – Press the Y Button to equip recommended spirits based on the target you're fighting. Your spirit team will change each time you press the button.
  • Collection: Activities – Spirits doing activities must be fully focused on their task. You can't use them until they're done, but you can pull them out of activities if necessary.
  • Collection: Favorites – Mark your best spirits as Favorites to avoid accidentally dismissing them. Better safe than sorry!
  • Collection: Level Up with a Core – Power up a spirit with a core that has the same type as the spirit to gain more experience.
  • Collection: Dismiss – The stronger the spirit, the more SP you can earn by dismissing them. High-level and high-rank spirits are worth more.
  • Collection: Summon – There are some spirits you can only get by summoning. Use Reverse Lookup to see which spirits can be summoned.
  • Spirit List: Fighter Spirit – Once obtained, you might be able to look in the Spirit List to see what they looked like in their original game as well as in Smash Bros.
  • Support Skill: Item Equipped – Try equipping two of these skills. If you do, the fighter will return from a KO holding the second item!
  • Support Skill: Stacked Boosts – It's possible to equip multiple sources of the same effect. There are also boosting skills.
  • Support Skill: Improved Escape – Allows a fighter to quickly escape from grabs or being buried. It's also effective against shock, sleep, dizzy, ice, and more!
  • Support Skill: Ice-Floor Immunity – This skill can also disable freezing effects from things other than floors. For example, Lucas's PK Freeze, or the Freezie item!
  • Trait: Initial Damage 30% – You'll start off with some damage, but pairing this with skills that give you advantages when damaged is a solid plan!
  • Create Team: Saving a Team – If you save a spirit team, you can use the team in normal Smash mode too.
  • Create Team: Save Slots – You can save up to 99 spirit teams. If you want to delete a team, select Create Team from Collection, select a team, and then press the X Button.
  • Team Power and Power – The strength of your team is called Team Power. It's determined based on the power of your primary spirit and the support spirit skills.
  • Effect of Primary Spirit Types – If your spirit's type has an advantage on the opponent's type, you'll be in a good place! Grab beats Shield, Shield beats Attack, and Attack beats Grab!
  • Support Slots – Many primary spirits that can't team up with a support spirit make up for it with improved attack or defense.
  • Series Bonus – If you use a fighter and primary spirit from the same series, you'll receive a slight power boost.
  • Smash with Spirits – You can equip spirit teams even in regular Smash. Just make sure you've turned spirits on in the rules.
  • Shield Damage – A spirit's defensive power affects shields too. If a fighter has low defense, their shield may break from a single strike!

Items

Other

  • Smash: Radar – When fighters go off-screen, a radar map will appear in the upper corner of the screen. This allows you to easily spot opponents who are hiding off of the screen.
  • Launch-Trail Colors – When someone launches you strongly, the trail that follows you is color-coded: red if P1 did it, blue if it was P2, yellow for P3, or green for P4.
  • Launch-Trail Colors (Team Battle) – In team battles, the trail that follows you when you're launched hard matches the color of the team that the player who launched you belongs to.
  • Team Colors – There are four possible team colors: red, blue, green, and yellow. In 8-Player Smash, you can split into four teams of two for a serious scuffle!
  • Rule Settings: Stage Morph – During battle, the stage will suddenly morph into another one! You can find the Stage Morph option under Advanced in Rule Settings.
  • Classic Mode: Rewards – The higher the intensity, the stronger the opponents...and the better the rewards for winning!
  • Classic Mode: Nice Play! – If you win a battle fairly quickly without taking much damage, you'll receive a "Nice Play!" compliment. This will cause the intensity to greatly increase.
  • Classic Mode: Classic Ticket – Classic Tickets are very rare and extremely useful! They can increase your rewards or allow you to continue in Classic Mode without spending gold!
  • Classic Mode: The Mural – A mural representing the intensity. The farther right you go, the more intense the battles will be...
  • Classic Mode: Did You Lose? No Problem! – Losing in Classic Mode isn't the end of the world. You can jump back into the action by spending gold or a Classic Ticket.
  • Classic Mode: Challengers – When you get to the end of your route, an intimidating challenger will appear! The challenger changes depending on the route.
  • amiibo: New Experiences – The first time an FP battles with a fighter or FP, it gains more experience than usual. It'll also learn more if it is used on a friend's Nintendo Switch.
  • amiibo: FP - Figure Player – A fighter will appear when you use an amiibo. This fighter is called a Figure Player or "FP" for short.
  • amiibo: Initial State – New Figure Players have low attack power and defense. However, they can become stronger than your average fighter by raising their level.
  • amiibo: Learning during Battle – Figure Players can learn as they watch how their opponents move. If you want your FP to stay as they are, you can set "Learn" to off.
  • amiibo: Learning from Defeat – Figure Players earn more experience from losing a battle than from winning. Have them keep fighting, and they'll keep growing stronger.
  • amiibo: Inheriting from Spirits – Figure Players can learn skills from support spirits. When gaining power from primary spirits, FPs not only grow stronger—they'll also inherit the spirit's type.
  • Training: Special Training Stage – This stage was designed for battle practice. The right side of the stage is flat, while the left side has the same shape as the Battlefield stage.
  • Training: Launch Prediction Lines – Lines appear when you strike your opponent in Training. These lines show how far that fighter would be launched if their damage was at 0%, 50%, or 100%.
  • Mob Smash: Timing for Items – Items will appear in Century Smash and All-Star Smash. They'll appear faster if you use many different attacks and you move around a lot.
  • Century Smash – A new, powerful opponent will appear after defeating 25 fighters. If you get through all 100, the fighter you used to win the battle will be marked.
  • All-Star Smash – All of the fighters appear one after another to face you. The order the fighters appear is based on the Japanese release date of their source game.
  • Mii Fighters: Purchase Outfits – The Shop contains outfits and headgear for Mii Fighters. However, they won't always be available there, so check what's available frequently.
  • Mii Fighters: Color Settings – The color setting of Mii characters can affect the coloring of some of their Mii Fighters' outfits.
  • Challenger's Approach – Head to Games & More if a challenger defeats you. Go through the door in the lower right to take them on again.
  • Challenger's Approach: Meeting Challengers – New fighters join the fray when you play a lot in Smash mode or other parts of the game. Defeat them to unlock and play as them. It might be easier to meet them if you play with more people...
  • Taunt Messages – Use the taunt buttons to broadcast short messages to other players both before and after battle. If you don't want to see messages from people you aren't friends with, there's a setting for that.
  • Sounds – There are over 800 songs! There's also an option just to play your favorite songs.
  • Sounds: Playback with Screen Off – It's possible to turn off the screen but still listen to the music. This allows you to carry the Nintendo Switch around and use it like a music player.
  • My Music – You can set the playback ratio for the songs used during battle on a stage-by-stage basis. Maybe there's one song you feel really suits a specific stage, or maybe you want many different songs to play.
  • My Music: Return to Normal – There's a "Reset to Default" button at the bottom of the list. Press this to reset the usage rates of all the songs.
  • Challenges – The more difficult the panel is, the more likely it is you'll get a rare item. The Golden Hammer can be used once to open up an unfinished panel.
  • Movies – In the Movies section, you can rewatch various cutscenes, like those from Adventure. You can also pause the cutscenes to take a closer look.
  • Shop – The more items you buy, the better the quality of the items will be. Sometimes they have discount sales, so be sure to visit the Shop frequently.
  • Menu: Dashboard – The thin vertical menu along the right side of the screen is the Dashboard. You can press the ZR Button to bring it up and go to different modes at any time.
  • Menu: Help – Check out the "?" icon in the lower-right corner of the menu screen to see explanations of how to play, review rules, and learn about various modes.
  • Options: Brightness – Go to the options menu to change your screen brightness. You can have separate settings for handheld mode and TV mode.
  • Earning Gold – You can earn a good amount of gold in Mob Smash. If you want even more gold, play Classic Mode with the intensity increased!
  • What's Global Smash Power? – Your Global Smash Power is the number of players you outrank globally. As the total number of players increases, the Global Smash Power limit will increase as well.
  • Boss: Master Hand's Iron Ball – You can launch the iron balls with a powerful attack! If you time it right, you can pick the iron balls up.
  • Boss: Master Hand's Spikes – When spikes grow from the ground while fighting Master Hand, that's a good time to deal a lot of damage! If you can get Master Hand to hit the spikes, he'll be rendered immobile for a while.
  • Boss: When Crazy Hand Glares at You – When Crazy Hand makes eye shapes, you won't be attacked if you aren't seen. Dodge at the right time to avoid the searchlight!
  • Boss: Crazy Hand's Gravity Balls – Crazy Hand's Gravity Balls suck in fighters and launch them down. Be careful—they'll launch you off the stage if there's no platform beneath you.
  • Boss: Rathalos – You can damage Rathalos's tail! Succeed and an item will appear.
  • Boss: Ganon, The Demon King – His tail is his weak point, and damaging it will make him flinch. Hit him in the head while he's flinching to do a lot of damage.
  • The Three Highest Jumpers – #1 is Falco, #2 is Greninja, and #3 is Zero Suit Samus. The difference was very slight, but it was enough to place Luigi as #4.
  • The Jump Masters – #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four.
  • The Three Heaviest Fighters – #1 is Bowser, #2 is King K. Rool, and #3 is Donkey Kong and King Dedede. The heavier a fighter, the stronger their attacks and the harder they are to launch.
  • The Three Lightest Fighters – #1 is Pichu, #2 is Jigglypuff, and #3 is Mr. Game & Watch and Squirtle. Light fighters are easy to launch but can easily escape from combos.
  • The Three Fastest Fighters – #1 is Sonic, #2 is Captain Falcon, and #3 is Little Mac. In contrast, the slowest of all the fighters is Incineroar.
  • The Three Fastest WalkersMarth and Lucina are tied for #1, with Fox at #3. Walking doesn't leave you as open as running; patience can be a virtue in battle!
  • The Three Slowest Walkers – #1 is Incineroar, #2 is Robin, and #3 is Jigglypuff. Incineroar may be slow, but has some serious launching power.

See Also