SSBU Icon.png
This is a featured article. Click for more information.

Super Smash Bros. Ultimate

From SmashWiki, the Super Smash Bros. wiki
Revision as of 07:54, March 21, 2019 by 5.148.158.218 (talk)
Jump to navigationJump to search
Everyone is here!
—Super Smash Bros. Ultimate tagline
"SSBU" redirects here. For the Wii U version of Super Smash Bros. 4, see Super Smash Bros. for Wii U. {{Infobox Game |title = Super Smash Bros. Ultimate |image = Super Smash Bros Ultimate Box Art.png |caption = North American box art. |developer = Bandai Namco
Sora Ltd. |publisher = Nintendo |designer = Masahiro Sakurai |engine = |version = |released = December 7, 2018 |genre = Fighting
Platforming |modes = Single player, Multiplayer, Online multiplayer |platform = Nintendo Switch |ratings = CERO: A
ESRB: E10+[1]
OFLC: PG
PEGI: 12
USK: 12
|media = ROM Cartridge
Digital distribution (Nintendo eShop) | Template:DISPLAY TITLE: '' Super Smash Bros. Ultimate ''
Everyone is here!
" SSBU " redirects here. For the Wii U version of '[Super Smash Bros. 4]' ', see Super Smash Bros. for Wii U. {{Infobox Game | title =' Super Smash Bros. Ultimate '| image = File:Super Smash Bros Ultimate Box Art. png | caption = North American box art. | developer = Bandai Namco
Sora Ltd. | publisher = Nintendo | designer = Masahiro Sakurai | engine = | version = | released = December 7, 2018 | genre = Fighting
Platforming | modes = Single player, Multiplayer, Online multiplayer | platform = Nintendo Switch | ratings = ESRB: E10 + Cite error: Closing </ref> missing for <ref> tag!!Heavy[2]!!Notes!!Universe
- : Banana Gun </ ref> Despect determination to base the game off of the previous installment, Sakurai still increases the overall speed of the game, but only by an amount that would have alienated to people unfamiliar with the series. [3] Sakurai notes that he wanted to make these changes in previous titles, but was unable to because it was easy for one to lose track of their character's position on screen, especially on the [[Nintendo 3DS ]. [3] When Sakurai had released to his development team that he intended to bring back every previously playable character, he was met with silence. Cite error: Closing </ref> missing for <ref> tag On November 12, 2017, Nintendo filed a number of trademarks, notably including a Japanese Super Smash Bros. logo.[4] A Super Smash Bros. title for the Switch was later officially revealed on March 8, 2018 via a Nintendo Direct. Without explicitly confirming the playable status of any characters, the teaser trailer hinted the Inklings would be debuting in the game as newcomers, while also suggesting that Mario, Link, and several other series veterans would be returning. Shortly after the reveal, Sakurai confirmed in a tweet that he had been working on the game "in silence, nd development officially began in February 2016, immediately after DLC wrapped up for SSB 4 . Cite error: Closing </ref> missing for <ref> tag[5] On March 22, 2018, Nintendo announced the Super Smash Bros. Invitational 2018, a tournament taking place on June 12th where invited professional players will play the upcoming game. Later, in volume 542 of his Famitsu article, Sakurai revealed that his work schedule had been cut down significantly, citing strict regulations regarding work hours.[6] On April 18, 2018, Nintendo again filed a number of trademarks for several game logos, including the Super Smas day after day ". Cite error: Closing </ref> missing for <ref> tag The first extended look at the game came at [https://www.youtube.com/watch?v=L93H7YC-83o Nintendo's E3 2018 presentation]. Masahiro Sakurai introduced the coverage, which kicked off with an extended video showing new incarnations for veteran characters. After confirming the return of previously cut characters such as Ice Climbers and Snake, the tagline "Everyone Is Here" was introduced, and the video revealed that all playable characters from previous Smash Bros. titles would be returning to the new game, including the formerly cut Ice Climbers, Pichu, and Young Link from Melee, as well as Pokémon Trainer, Wolf, and h Bros. logo. Most of these game logos originate from games with some relationship to the Smash series, including Pikmin, Star Fox, and {{ uv | F-Zero}. These trademarks were approved on May 14, 2018. Cite error: Closing </ref> missing for <ref> tag At the end of the invitational, the Nintendo Treehouse livestream resumed, further showcasing more Following the end of the presentation, a Nintendo Treehouse event, during the Treehouse event, severance of the game, with a request for fans for inclusion in the series but rebuffed by Sakurai due to his large size-was confirmed as a playable character. In addition to the Treehouse livestream, a playable demo of the game was opened to the public at E3 2018 and at the Nintendo Store in New York. Following the end of the Splatoon 2 World Championships, the During the match pitting MkLeo as Bayonetta against Plup as Ridley, Masahiro Sakurai reportedly shook his head after Cite error: Closing </ref> missing for <ref> tag It also took a deeper look leader of the Kremlings and nemesis of the Kong family from the Donkey Kong and Donkey Kong Country series. In a Nintendo Direct presentation shown on September 13, 2018 Ultimate switch Nintendo bundle was unveiled, featuring a specially designed dock and Joy-con controllers along with the download code for the game. Isabelle, from the 'Animal Crossing' series was also Revealed as a newcomer. The final pre-release Ultimate -focused Nintendo Direct presentation aired on November 1, 2018. This released Ken and Incineroar as new playable characters, as well well As the inclusion of DLC fighters-Piranha Plant appearing short after launch, followed by five other unannounced characters, which have been selected in advance by Nintendo as future additions, and have yet to be developed. Cite error: Closing </ref> missing for <ref> tag **Hitstun increases at a slower rate for knockback that causes tumbling, decreasing it at higher percents compared to Smash 4. However, this is compensated by characters being faster overall as described by the mobility changes below, still allowing for more combo opportunities below high percents. *The base amount of freeze frames has been increased. However, there is an additional freeze frames multiplier that is lower the more players are participating in a match, with a maximum of 1× for Much higher initial speed and deceleration, resulting in being launched at higher speeds yet slowing down to nothing quickly. This does not affect moves with fixed knockback. ** If a character is struck with enough knockback by a [[meteors mash] This makes sacrificial KO s that is really reliable on meteor smashes more reliable. Cite error: Closing </ref> missing for <ref> tag However, the minimum time the shield must be held for before it can be dropped has been reduced from 11 frames to 3, assisting in the new perfect shield mechanic. *[[Shield platform dr a window frames before an attack connections, players have release the shield button when an attack connections on their shield instead. The window for the technique is also larger, lasting 5 frames instead of 3. A successful Perfect shield causes the screen to pause briefly, with the fighter's eyes flashing to signify a perfect shield, and no shield damage being taken as a result. This updated mechanism makes a riski * Shield Dropping incurs 11 frames of lag, up from 7 in SSB4 , making the game less defense-focused. Cite error: Closing </ref> missing for <ref> tag *Opponents footstooled in midair can now tech on the ground during the animation. However, footstools now also grant the user a few frames of intangibility upon leaping off the opponent. *Meteor smash attacks can no longer be teched when grounded, regardless of their properties, making them more reliable for starting combos. *Locks can only be performed twice in a row, and no longer force the target to perform a standing getup, removing their guaranteed setups into powerful moves such as charged smash attacks. However, they can still be used to combo into faster attacks before the target can get up from the lock. * This threshold is indicated by the visual shockwave of a rebounding character turning red. The threshold is also much smaller for characters that hit the ground, making meteors smashes more effective on aerial occasions. Cite error: Closing </ref> missing for <ref> tag *Pummels have been universally sped up, but deal less damage. *Weight dependency for throws has been removed: all throws now execute at their usual speed against the entire cast, much like in SSB. *Edge attacks have been buffed, dealing 9% damage on average (up from 7%), and now granting intangibility until the hitboxes cease rather than until 2 frames before the hitboxes come out, allowing them to beat out opposing attacks. *Chargeable, storable special moves such as Samus' Charge Shot and Donkey Kong's Giant Punch can now be canceled by jumping. These moves can also be executed with the attack button while charging. **Most chargeable neutral specials that can't be stored are now reversible, whether for the duration of the charge or right before they are unleashed. *Taunts can be interrupted much quicker, with most of them having faster animations. However, this does not apply to damaging taunts such as Luigi's down taunt. *The effectiveness of every tether recovery has been nerfed, as they can no longer be performed at any point during air dodges, nor can they skip the lag incurred upon grabbing an edge. *Final Smashes are quicker, with versions granting a controllable transformation being removed, so players can return to fighting quickly. As a result, many fighters have either new Final Smashes altogether, or returning Final Smashes with altered functionalities, such as Landmaster being replaced by an Arwing cutscene, and Octopus dragging opponents offstage immediately after transforming. ===Aesthetic changes=== *The particle effects of the game are significantly more cartoony, with a solid-color or cel-shaded aesthetic. Compared to Smash 4, hits are signified by spark-like blows instead of colorful stars, while attack effects appear visually longer-lasting or possess far larger particle effects. *Continuing a trend from Melee and Brawl, most returning fighters feature greater model detail and more subdued colors than in Smash 4. **However, hair and fur detail has bee n toned down, resulting in a generally flatter appearance. *Time slows down substantially and the camera zooms in with a colorful blue background at significant moments during a match, such as when landing a highly damaging special move (such as a fully charged Giant Punch) or when breaking a shield. The camera also does this for potential final hits of a match, dramatically pausing gameplay with intense sound effects and red lightning/background, while zooming in. These are referred to as "Special Zoom" and "Finish Zoom" by Masahiro Sakurai and the development team. **Special zoom is signified by a sound similar to landing a KO Uppercut or Finishing Touch, and finish zoom has SFX somewhat akin to the ping sound. **The slowdown and zoom do not take place when there are three or more characters on screen, though the blue background will still appear. *Knockback dealt by strong attacks will show a bright blue angle indicator, which visualizes the effect of d irectional influence along the character's final trajectory. This can be difficult to notice due to the effect being very brief. *After using up their midair jump(s), characters leave behind a subtle, transparent trail when moving through the air and until they regain their jumps. This aesthetic effect is difficult to notice unless the camera is zoomed onto a character. *Punching and kicking SFX on hit are different and sound harder-hitting compared to the previous game, with even weaker attacks playing loud "punch" effects. *If two fighter's bladed weapons clash, they now produce a "clanging" noise, reminiscent to a similar effect in Melee. The sound depends on the type of blades that clash; metal blades and energy-based swords both produce different sound effects. *Stunned characters now uses their voice clip constantly instead of only once, much like in Smash 64 and Melee. This was exclusive to Roy in Smash 4. *Fighters sent flying now leave a colorful, lingeri ng trail of solid-colored smoke behind them. If dealt enough knockback, they will also play a whistling sound while flying, akin to a jet plane. *Characters flash yellow when they are close to breaking out of a grab, as well as during their grab immunity period after being released. *When mashing out of an inactionable state such as being grabbed or stunned, characters display wind blade-like particles around them that increase in quantity depending on how fast they mash. *Blast KOs cause a burst of confetti on the screen alongside the standard colorful blast. *Star KO'd characters now use a tumbling animation similar to Brawl's Screen KOs, rolling away from the screen as they fly away. *Phantom footstools now play the footstool sound effect to indicate one being performed. *Final Smashes now cause a segment of the screen to show the upper portion of the summoner's face (in Mr. Game & Watch's case, the close up is of where his eyes would be; in Piranha Plant 's case, the close up of its teeth), which is taken entirely from the summoner's official artwork, before the move begins, similar to Chrom's appearance in Pair Up. *Compared to Brawl and Smash 4, several fighter animations have been made significantly more dramatic and tailored to look better from the camera's perspective. Examples of this are Mario's Up Tilt, Bowser's Flying Slam, and Donkey Kong's Giant Punch. *Fighters are much more expressive than they were in Smash 4; most characters now sport a shocked/surprised expression when missing a grab and will scowl or frown when putting up their shield. *Any characters standing too close to a Final Smash will visibly react to it by displaying a shocked facial expression. *While on Final Smash standby, the character's damage gauge will constantly spark with aqua-colored electricity. Upon use, one of the eyes on the fighter's character portrait will flash. *When a character has more than 120% damage, smoke will constantly come out of their damage meter. *Many Assist Trophies and Final Smashes now affect the background of the stage. *On the results screen, the announcer now says "(Character name/Team color) wins!" ("(Character name/Team color) win!" in the Japanese version), instead of saying "The winner is... (character name/team color)!" (Brawl/Smash 4) or "This game's winner is... (character name/team color)!" (Smash 64/Melee). Additionally, after Team Battles, all teammates will perform their complete victory animation instead of only the player with the highest score/stock count, much like the first three installments. **In Smash 64, the announcer did say "(Team color) wins!", but this was changed in Melee. *Even more characters now face the screen regardless of direction they turn towards, such as Donkey Kong and the Ice Climbers. **In addition, some Assist Trophies and Poké Ball Pokémon face the screen regardless of the direction they turn towards. *Names now override some instances of character names, such as underneath the damage meter. **If the player enters a name, any Poké Ball Pokémon or Assist Trophy character summoned by the player will be indicated by the player's name. In some cases, this may be harder to notice in stages with brighter lighting due to the name bar lacking the bordered background. *Reflection moves now display shining hexagon effects, similar to Fox's and Falco's Reflector, upon reflecting projectiles. *Counterattacks that retaliate against sufficiently strong attacks will now cause the user to let out a large, bright yellow flash. *The flower effect's flower appearance was changed and now resembles the pink flowers seen on the title screen of Panel de Pon. ===Item changes=== *Certain types of items, such as Banana Peels, can now be picked up by tilt attacks. *There can now be more than one Assist Trophy active at any given time. Additionally, some charac ters summoned by an Assist Trophy can be KO'd, granting a point to whoever KO'd said character. The summoner can also KO their own assist trophy to prevent the loss of a point. If multiple players summon an Assist Trophy each, they will proceed to fight one another if close enough. *Fake Smash Balls were introduced, with inverted lines as their design. When broken, these explode into a colorful X-shaped explosion, causing heavy knockback and damage to nearby fighters. Unlike the standard Smash Ball, Fake Smash Balls tend to drift towards players and take less hits to break. *Smash Balls and Fake Smash Balls have a chance of spawning with Soccer Ball physics, rolling around the stage and respawning once they drop offstage. These despawn after a set time. *The Boss Galaga causes a black background to cover the screen when it catches an opponent, complete with pixel stars. Additionally, if the Boss Galaga Star KOs a character, it can now be seen with the character in the d istance. The star also becomes larger. *The Hammer and Golden Hammer have a unique 8-bit-styled hit particle, resembling the particle effect used when Mario destroys a barrel in the original Donkey Kong. The corresponding sound effect is also taken from the original game. *The Warp Star's descent can now be stalled by the user. *The Timer now creates a dark warping background alongside its usual slowdown effect. *Blast Boxes now explode after some time if hit. This is signified by a dull orange flash around the box that slowly gets brighter. *Trophies have been dropped in favor of Spirits, which function and visually appear to be similar to Brawl's Stickers. *The Beam Sword now creates an aesthetic trail from its blade when thrown or dropped. *Sandbag will now show a happy expression if left idle for long enough. *Explosive items directly thrown at opponents no longer harms the thrower. ==Gallery== ===Miscellaneous===
  • English title screen

    English title screen

  • ===Characters=== ====Artwork==== ====Splash Art==== ==Trivia== *This is the first Super Smash Bros. game since the original Super Smash Bros. to not be announced alongside new hardware. Super Smash Bros. Melee was revealed alongside the final retail version of the Nintendo GameCube at E3 2001; Super Smash Bros. Brawl was announced alongside the Wii itself, then-codenamed Revolut ion at E3 2005; and Super Smash Bros. 4 was announced alongside the Wii U at E3 2011. Moreover, unlike the latter two games, this is the first time since Super Smash Bros. Melee that a Smash Bros. game is not announced years in advance, as Super Smash Bros. Brawl was announced in 2005 and revealed a year later, and Super Smash Bros. 4 was announced in 2011 and revealed two years later, with both released in 2008 and 2014 respectively. *This is the second game to feature attack names for several standard attacks and aerial attacks, as well as the first to show them in-game (in character-specific tips). Previously, only Melee had listed attack names in a Nintendo Power Player's Guide. *This is the first Super Smash Bros. game to: **Not feature the involvement of Satoru Iwata, as he passed away in July of 2015. **Be released in the same year it was announced since Melee. **Have no veteran characters cut since Melee. **Have a plan ned simultaneous worldwide release. **Have the announcer, Master Hand, and Crazy Hand's English-language voice actor unchanged, with Xander Mobus reprising his role from Super Smash Bros. 4. **Allow Master Hand to be legitimately playable, via a brief gameplay sequence near the end of World of Light. In previous games, Master Hand was only playable via glitches and/or external modification of the game's code (eg cheat code devices such as Action Replay). **Retain the blast line KO sound effect from the previous game. **Feature unlockable characters and only one newcomer on the box art. **Have all of its veterans announced prior to launch and at the same time. **Have none of its newcomers as starter characters. **Feature more unlockable characters than starter characters. **Feature third-party universes with more than one character. ***Feature clones from thi rd-party universes. **Have more returning stages than new stages. **Have no unlockable stages. **Have no new remixed version of the credits music from the original Super Smash Bros. **Not introduce a new item from The Legend of Zelda series. **Feature a third-party universe with more than one stage in the same game. **Feature third-party universes with more than one Assist Trophy. **Have an Assist Trophy character originating from an indie game. **Not introduce a new type for a playable Pokémon (as both Fire and Dark were used in previous games). **Have a theme song in both English and Japanese. **Have a generic enemy (Piranha Plant) be playable. **Have the characters and stages ordered on their respective select screens by the order they were added into the series (with the exception of Mii Fighters and Echo Fighters) instead of being placed next to the characters from the same universe. **Depict all of the Original 8 fighters on the front cover of the boxart in their entirety. **Feature fewer total newcomers (including DLC) than its predecessor. **Have Kirby's victory poses finish in a different way. **Introduce more playable third-party universes than first-party universes, being two and one respectively. **Not introduce a new unique Fire Emblem character. **Have the announcer voice a playable character, Joker (not counting the Name Entry Glitch). **Not introduce a character that has a move that can absorb. *Because of the size of the USK icon on the game's box art, the German version has a slightly different variation of said box art: Pikachu is moved upwards, Yoshi is completely missing, and the logo is off-centered.[7] *The Ultimate logo features the same curved line under the game title as Super Smash Bros. 4, though it is no longer hidden behind the series name. *Ultimate's release date falls one day after the late Satoru Iwata's birthday, December 6 (which was also the release date of Super Smash Bros. for Wii U in Japan). *Ultimate is currently the only Super Smash Bros. game to not feature collectible trophies since their introduction in Melee. *This is the third Super Smash Bros. game to feature hand-drawn artwork on the box art, with the first being the original Super Smash Bros. and the second being Super Smash Bros. Brawl. *This is the second Super Smash Bros. game that has been rated E10+ by the ESRB, the first being Super Smash Bros. for Nintendo 3DS and Wii U. *This is the third Super Smash Bros. game that has been rated 12 by PEGI, the first being Super Smash Bros. Brawl and the second being Super Smash Bros. for Ni ntendo 3DS and Wii U. *When not including DLC, Super Smash Bros. Ultimate has the lowest number of: **Newcomers at 11, beating Smash 64's original 12. **New stages at 7, beating Smash 64s 9. Counting DLC, though, Ultimate would be ahead of it, as five downloadable stages are currently planned. **New character-based universes introduced, with only two (Splatoon and Castlevania), beating Melees three (Ice Climber, Fire Emblem, and Game & Watch). Counting DLC, though, they are both currently tied (with Persona being added as DLC in Ultimate). *This game marks the first and only appearances of the Mother fighters, Dark Pit, King K. Rool, Dark Samus, Greninja, Ejaculation salt, Roy, Ike, Olimar, Wii Fit Trainer, Duck Hunt, Richter, and Joker in a Nintendo Switch game, as well as Pit's, Palutena's, Pichu's, and ROB's first appearance on the system. *T his game marks the 100th performance credit of Charles Martinet as the voice of Mario, a landmark for which he received a Guinness World Record for the most video game voice-over performances of a single character. ==References==
    1. ^ ESRB website
    2. ^ Cite error: Invalid <ref> tag; no text was provided for refs named Item Types
    3. ^ a b Cite error: Invalid <ref> tag; no text was provided for refs named special
    4. ^ “Nintendo Apply for a Number of Trademarks” - Japanese Nintendo.
    5. ^ Translation of Sakurai's Smash for Switch tweet.
    6. ^ "“Compliance and Labor” – Sakurai's Famitsu Column, Vol. 542" - Source Gaming.
    7. ^ https://twitter.com/ZeldaUniverse/status /1009908072205160450
    ==External links== *Official Super Smash Bros. Ultimate website