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{{articleIcons|ultimate=y}}


{{ArticleIcons|ultimate=y}}
{{incomplete|Tons of TCRF info, eg. Unused ledgehang ranges, etc https://tcrf.net/Super_Smash_Bros._Ultimate - also could note on Giga Bowser weirdness, there's quite a bit}}  
{{disambig2|Russell's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Russell}}
{{Infobox Character
|name = Russell
|image = none
|game = SSBU
|ssbgame2 = SSB4 (Wii U version)
|ssbgame3 = SSBU
|availability = [[Starter character|Unlockable]]
}}
{{cquote|''Mario is an all-around fighter who uses his wide variety of techniques to respond to any situation. In Super Smash Bros. Ultimate, he shows up in his Wedding tux and his Builder outfit, and Cappy even makes an appearance!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Mario''' ({{ja|マリオ|Mario}}, ''Mario'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was suggested to appear in the then unnamed ''Ultimate'' in its first [https://www.youtube.com/watch?v=w3Gt42kVgCw teaser trailer] at the end of the March 8th, 2018 [[Nintendo Direct]], and officially announced in ''Ultimate''{{'}}s [https://www.youtube.com/watch?v=L93H7YC-83o E3 2018 trailer] on June 12th, 2018 alongside the rest of the returning roster. Mario is classified as fighter #01.


As in ''[[Smash 4]]'', Charles Martinet's portrayal of Mario from ''[[Brawl]]'' was repurposed for ''Ultimate''.  
The following is all '''[[unused content]]''' that is known to have been at least considered during development of ''[[Super Smash Bros. Ultimate]]'' before being altered, rejected, cut, or abandoned prior to the final release.


==Attributes==
==Fighters==
Mario is a [[Weight|middleweight]] staying true to the majority a balanced character in terms of attributes, possessing average [[walking]], [[dash]]ing and [[falling speed]]s, [[air acceleration]], [[gravity]] and [[weight]]. However, he also has high [[air speed]] and [[jump]] power. These balanced stats do not give Mario the edge when it comes to overall movement, but they nevertheless make him adept at most situations where a key attribute is needed to gain the advantage, which when combined with his very quick frame data, grants Mario a very effective [[neutral game]]. As a result, despite his attributes implying a jack-of-all-trades type of character, Mario is more of a rushdown character in practice.
===Considered for the base game===
*[[Alucard]] - In a Famitsu interview, [[Masahiro Sakurai]] stated that Alucard was considered for the spot of the playable ''Castlevania'' character, due to him being arguably the most recognizable ''Castlevania'' protagonist, but he decided to go with [[Simon]] and [[Richter]], feeling that fans would prefer the Belmonts, resulting in his [[Assist Trophy]] and [[Palutena's Guidance|cameo]] roles.<ref>https://twitter.com/AllSourceGaming/status/1074578854134439936/</ref>
*{{pkmn|Decidueye}} - In an interview with Nintendo Dream, Sakurai revealed that when deciding which new Gen 7 Pokémon would be playable, the decision came down to between Decidueye and [[Incineroar]]. He ended up choosing Incineroar, as Sakurai had a desire of creating a character with a professional wrestling-based moveset.<ref>[https://twitter.com/PushDustIn/status/1087124581867958273 PushDustIn on Twitter: "Sakurai confirms in an interview: Decidueye was almost chosen for the new Pokémon spot"]</ref><ref>[https://twitter.com/AllSourceGaming/status/1062726902341746691 Source Gaming on Twitter: "Sakurai wanted to pick a newcomer to represent content from a newer game. With Ultra Sun and Moon, a Pokémon 'slot' was left opened. Eventually after some consideration, they went with Incineroar. Sakurai says he wanted to try making a pro wrestler...."]</ref>
*Fighters from {{uv|ARMS}} and ''Xenoblade Chronicles 2'' - In an interview with Nintendo Dream, Sakurai confirms that due to ''Ultimate''{{'}}s playable roster being decided with the game's project plan finalization in December 2015, long before the announcement of both games in January 2017, no characters from either ''Xenoblade Chronicles 2'' or ''ARMS'' could be made playable in the base game, resulting in [[Rex]], [[Nia]], [[Spring Man]], and [[Ribbon Girl]] becoming [[Alternate costume (SSBU)/Mii Fighter|Mii Fighter Costumes]] and [[spirit]]s (with Spring Man also being present as an Assist Trophy).{{fact}} Both games would eventually get playable characters through the {{h2|Fighter Pass|Fighters Pass Vol. 2}} with {{SSBU|Min Min}} and {{SSBU|Pyra}}/{{SSBU|Mythra}}.
*[[Steve]] - After Steve was announced as a DLC fighter, former ''Minecraft'' production director Daniel Kaplan revealed that negotiations between Nintendo and Mojang for Steve to appear in ''Smash'' had been going on "at least" since 2015, suggesting the possibility of him being planned for the base game at one point.<ref>https://twitter.com/Kappische/status/1311773807175180296</ref>


Thanks to his incredibly quick attack speed, Mario shines in close-quarters combat. His fast attack speed allows him to consistently apply pressure to the opponent, and he is capable of quickly racking up damage once he gets the momentum, which is easy to do so on characters that cannot match his attack speed without getting heavily punished for it. Excluding his forward smash, forward aerial and special moves, all of Mario's moves have fast startup and low ending and landing lag (the latter in the case of his aerial attacks). All of his grounded moves are prime examples of his quick frame data: his neutral attack is his fastest move and an overall effective way to rack up damage, along with handy combo capabilities, while his up and down tilts are effective combo starters that can help rack up plenty of damage, and the former chains into itself at low percentages. All of his smash attacks are excellent KO options, as they can reliably KO at high percentages without being endlag-heavy; his forward smash has the highest power of all of his smash attacks when sweetspotted, down smash is a [[semi-spike]], making it useful for forcing opponents offstage, and up smash is very hard to punish due to its speed, power and the fact it grants [[intangibility]] on his head.
===Considered as DLC===
*[[Slime]] - In a [https://www.youtube.com/watch?v=szGPHfQ4BBM ''Dragon Quest XI S'' livestream interview], Sakurai had said he would have dropped [[Hero]] in favor of [[Slime]] if Square Enix had not allowed him to use the Hero.<ref> {{cite web|url=https://web.archive.org/web/20190928174302/https://www.siliconera.com/2019/09/26/masahiro-sakurai-and-yuji-horii-discuss-smash-ultimates-hero-dlc-director-philosophy-and-more/|title=Sakurai on Slime}}</ref>
*Other ''Dragon Quest'' protagonists as alternative character costumes for the Hero - in the same ''Dragon Quest XI S'' livestream interview, Sakurai wanted to include eight different character alternative costumes for the Hero; however, poor development time left him with half of the alternative costumes to be re-colours of the previous four instead of fully implemented characters.
*[[Ninjara]] - During Min Min's reveal on June 22nd, 2020, Sakurai mentioned that he considered either Min Min or Ninjara serving as the {{uv|ARMS}} fighter. However, Min Min was ultimately picked over Ninjara for the spot on request from Kosuke Yabuki, the game's producer.
*[[Rex]] - At one point in development, Rex was planned to fight alongside [[Pyra]] and [[Mythra]] similar to the {{SSBU|Ice Climbers}}, but he was removed due to technical issues with the implementation of the idea, like getting both characters to move at the same time which was impossible to do, Sakurai also stated that Rex as the main fighter with Pyra/Mythra behind him was also too difficult.<ref>https://www.youtube.com/watch?v=XeDBCgDSiB4&t=414s</ref> Rex ended up being delegated to a supporting character, appearing in Pyra and Mythra's up taunt, Final Smash, and victory poses.
*[[Heihachi Mishima]] - In {{h2|Mr. Sakurai Presents|Mr. Sakurai Presents "Kazuya"}}, Sakurai revealed that Heihachi, who was previously considered to be playable in ''[[Super Smash Bros. 4]]'', was almost chosen to be the ''Tekken'' fighter for ''Ultimate''. Instead he chose [[Kazuya]], as he thought that because Kazuya has the [[Devil Kazuya|Devil Gene]], there was a better potential moveset for him than his father.


Mario's aerial attacks are also very useful in many cases. Neutral aerial is a [[sex kick]] that can be useful in [[edgeguarding]] or for breaking combos. Back aerial has the longest reach and the highest knockback of Mario's aerial moves, allowing it to [[space]] effectively and reliably KO offstage. Up aerial's extremely quick startup, vertical launch angle and lack of sourspots let it combo into itself or other moves, on top of letting it easily break combos and setup the aforementioned. [[Mario Tornado]], which is Mario's down aerial, is a great anti-[[juggling]] move that can also KO if used near the upper [[blast line]]. Finally, his forward aerial is a [[meteor smash]] with high base knockback for one, making it great for [[gimp]]ing all but the farthest-reaching of recoveries.
===Mii Fighters===
*An unused Mii with the codename “sordsman”{{sic}} exists in the game’s files. It appears identical to the default {{SSBU|Mii Swordfighter}}, albeit with a red favorite color rather than royal blue. It was possibly intended to be a placeholder Mii for the default Mii Swordfighter.<ref>https://sites.google.com/view/miilibrary/NX/SmashUltimate/Sordsman</ref>


His special moveset is highly varied and has plenty of uses. [[Fireball]] is a [[projectile]] with decently long range. It can be useful in the [[neutral game]] or in edgeguarding, thanks to its disruptive knockback, along with very useful chances to disrupt direct approaches. [[Super Jump Punch]] travels in a controllable diagonal direction and grants moderate distance, making it good at [[recovery]]. It also has intangibility upon startup, allowing it to be used [[out of shield]] very effectively. Due to its extremely quick startup, it is also a useful combo finisher, especially near the blast line. On the other hand, [[Cape]] [[reverse]]s opponents, with the induced disorientation often being enough to allow a free hit or efficiently gimp a recovery, which aids in edgeguarding opponents. It is also a powerful [[reflection|reflector]], making it highly useful in matchups against projectile-heavy characters, such as {{SSBU|Simon}} or {{SSBU|Young Link}}. [[F.L.U.D.D.]] is a mechanism that shoots [[water]], [[push]]ing opponents away, which compliments his Cape. Though situational, it can occasionally be used to give Mario some breathing space. As a result of his Cape, F.L.U.D.D. and his fast aerials, Mario also boasts a versatile edgeguarding game.
<gallery>
File:Sordsman.png|The unused “sordsman” Mii.
</gallery>


Another valuable strength of Mario is his grab game. Even though his grab reach is only average, his grabs are fairly quick, and his [[pummel]] can rack up some damage before throwing the opponent. His forward throw sends the opponent at a disadvantageous position, where Mario can capitalize on their mistakes. His up throw has been repurposed into a fairly useful combo starter at lower percentages, comboing far more reliably into his up aerial or down aerial compared to the previous installment. His back throw is by far his strongest throw and can reliably KO at around 160% near the ledge on any character, and even earlier with [[rage]]. Finally, his down throw is a somewhat useful combo starter, though not as useful as before due to up tilt's decreased range. Finally, and due to the favorable angles his moves send at, his tremendously quick frame data and his extensive amount of combo starters, Mario's combo ability is potent, and it is also worth noting that several of Mario's moves can [[lock]], including his neutral attack. This makes it almost always imperative for Mario's opponent to [[tech]] all attacks at low percentages when needed; otherwise, Mario can capitalize on the opportunity, and tack on unavoidable massive damage in the process.
==Stages==
===Differences===
*During the "Everyone is here!" segment of the E3 2018 Direct, the background of [[Fourside]] features a skyscraper with the text "Department" going down its facade. In the final release, the skyscraper is still present; however, the text is absent.
*[[Lylat Cruise]] in the E3 2018 demo appears to use its stage select image from ''[[Super Smash Bros. for Wii U]]''.
*In {{SSBU|Mr. Game & Watch}}'s character trailer, he is seen climbing up a ladder in [[75m]]. The stage appears to be identical to its ''Brawl'' and ''Wii U'' incarnations in this trailer, but in the final release, the stage's platforms are angled differently to make the "3D" effect seem less prominent and the stage has been recolored, to better reflect its appearance from its game of origin.
*In one screenshot, [[Knuckles]] appears as an [[Assist Trophy]] on [[Green Hill Zone]]. In the final game, this is impossible and he will only appear on the stage as a background character.
*A few stages' images have differences on the stage select screen in the August 8, 2018 Nintendo Direct from the final game.
**{{SSBU|Battlefield}}'s image is zoomed in more in the final game.
**[[Spear Pillar]] in the Direct depicts the green hue that normally appears when [[Cresselia]] is present, but doesn't actually have any Pokémon in the image, while the final game depicts the image with the purple hue with [[Palkia]] in the background.
**[[Reset Bomb Forest]]'s image is zoomed out more in the final game.
**The position of the clouds in [[Onett]]'s image are in slightly different spots in the final game.
**A few elements of the [[Princess Peach's Castle]] and [[Town and City]] stages are in slightly different spots in the final game.
*Battlefield:
**The stage had at least 18 different conceptual designs settling on the final design.<ref>https://www.youtube.com/watch?v=V4wsGOOhnjY</ref>
**The stage originally had two flags like in ''Smash 4''.
*In {{SSBU|Banjo & Kazooie}}'s reveal trailer, Gruntilda can briefly be seen flying around [[Spiral Mountain]] on her broomstick in a static, unanimated pose, as opposed to the final game in which she jovially bounces around as she flies in the background.
*Within the files for [[Garreg Mach Monastery]], there's two files which have an unmapped portion. One for the Golden Deer and another for the Blue Lions, suggesting {{iw|fireemblemwiki|Ignatz}} and {{iw|fireemblemwiki|Sylvain}} respectively were planned to appear on the stage at some point in development. Sylvain has files for both color and material properties, whereas Ignatz has a file for material properties but his color file is solid grey.
*[[Minecraft World]]'s lighting was tweaked during development to make it fit with {{uv|Minecraft}}'s lighting engine instead of ''Ultimate''{{'}}s.<ref name="yt_111723"/>
*[[Cloud Sea of Alrest]] was noticeably different between production and release, such as platforms having different textures, few models moved to the foreground, and cloud animations.<ref name="yt_111723"/>
*[[Mishima Dojo]]:
**The stage featured less details in both its inside and outside views during production. A desaturated filter was added in order to fix some details that were not visible due to the stage being set at night.<ref name="yt_111723"/>
**The easter egg from ''{{iw|wikipedia|Tekken 7}}'' in Mishima Dojo was missing during production, being engraved names of [[Heihachi]] and Kazumi.<ref name="yt_111723"/>


Despite Mario's numerous strengths, he is not flawless. Mario's attacks, while well-rounded, are not particularly exceptional, and most characters are able to outperform him in various areas: notable examples include {{SSBU|Pikachu}} having better comboing ability, {{SSBU|R.O.B.}} having a more effective projectile game, {{SSBU|Mewtwo}} having greater mobility, {{SSBU|Ganondorf}} having higher attack power right off the bat and {{SSBU|Marth}} having larger reach. In particular, the latter two are his main weaknesses: his KOing ability is largely inconsistent, with very few guaranteed KO set-ups, and all of them being hard to confirm. While much of his moveset can get the job done, there is a noticeable gap in power between his strongest moves and his other ones, with this meaning he'll usually have to rely on his sweetspotted forward smash, up smash, down smash's back hit, or back throw to score kills, which are all further compounded by the poor reach of his attacks. As such, he cannot afford to get predictable, especially with the existence of [[stale-move negation]]. His lack of reach also prevents him from fighting at a safe distance and consistently forces Mario to approach characters. This leads into having some difficulty against characters with large or [[disjointed]] reach.
===Considered===
*Mount Huji along with other areas from the ''Dragon Quest'' series were considered to be replacements for [[Yggdrasil's Altar]] during development.<ref>https://nintendoeverything.com/sakurai-and-yuji-horii-on-how-hero-made-it-into-smash-bros-yggdrasils-altar-was-almost-scrapped-initially-just-luminary-and-erdrick/</ref>
*[[Small Battlefield]] was at the very least considered to have forms for every stage, similar to [[Battlefield form|Battlefield]] and [[Ω form|Ω]] forms.<ref>https://twitter.com/PushDustIn/status/1290823951518560256</ref>
*[[Masahiro Sakurai]]'s original concept for Minecraft World was to include a level editor that would allow stages built in ''Minecraft'' to be imported and played in ''Ultimate''. The concept was abandoned early on, as technical issues made it impossible.<ref>[https://twitter.com/Sephazon/status/1321481979108282368 Robert Sephazon on Twitter]</ref> Minecraft World's texture sheet shows multiple textures that go unused, such as carved pumpkin blocks, gold and diamond blocks, and the command block. These unused textures may be related to Sakurai's original concept.


Lastly, his recovery is rather limited. He has a fast air speed, a high jump, and a very fast and safe up special in [[Super Jump Punch]]. However, Super Jump Punch does not travel a very long distance and is fairly linear, making it easy to predict. His other options also are unreliable, as Cape and F.L.U.D.D. each travel very little momentum and are extremely easy to edgeguard, F.L.U.D.D. being useful only to substitute for his air speed, and Cape only to guard break edgeguarders or wait them out. This necessitates that Mario returns to the stage quickly, as a single opening offstage may be fatal for him. Nevertheless, Mario's recovery provides serviceable distance, but caution must be exercised when offstage.
===Removed===
*The [[Miiverse]] stage was intended to return, and a ''[[Rhythm Heaven]]'' stage was intended to be introduced. Looking into the <code>ui_series_db.prc</code> file, it includes ''Rhythm Heaven'' (rhythm) and Miiverse, this could be a carryover from ''Smash 4'', and while the save file index for the list of series is in the same order as it was in ''Smash 4'', they have two omissions, ''Brain Age'' (braintraining) and ''Swapnote'' (diary)<ref>[https://sourcegaming.info/2015/07/24/smash-for-wii-u-and-brawl-emblem-order/ Smash for Wii U and Brawl Emblem Order]</ref>. ''Rhythm Heaven'' and Miiverse are in close proximity to other stage exclusive series in the parameters, this would suggest they were purposefully left over in the series database to be used for their own stages.
*''Smash 4''{{'}}s {{SSB4|Battlefield}} was used in the development environment of ''Ultimate''. Although it is not present in its release, there has been screenshots of the stage shown by Masahiro Sakurai, depicting what the stage may have looked like with ''Ultimate''{{'}}s lighting engine.<ref name="yt_111723">[https://www.youtube.com/watch?v=wKQ2v9kno9I Odds and Ends of Supervising <nowiki>[</nowiki>Graphics<nowiki>]</nowiki>]</ref><ref>https://twitter.com/Sora_Sakurai/status/1232500719527137283</ref> Besides the lightning being different and used as a test stage for that, there are noticeable differences between the two games.<ref>https://twitter.com/Sora_Sakurai/status/1232863954407325701</ref>


Overall, Mario has many clear strengths, and very few glaring weaknesses. Despite being intended as a jack-of-all-trades character, his very quick speed overall and largely reliable combo ability allows him to get the edge easily against most characters, as it is hard to escape from him once he gets to combo the opponent, while being easy for him to escape and regain the advantage. However, because of his low range, Mario must almost always fight in close quarters. Mario has to be very careful off-stage as well in spite of his viable edgeguarding game, as a single vent in his defenses can cause him to be unable to recover.
<gallery>
Unused Fourside Grand Department Store.jpg|The background of Fourside with the unused Grand Department Store.
Minecraft_World_Texture_Sheet.png|The texture sheet for the blocks used in Minecraft World.
UnusedGarregMachMonestary.png|Head textures for the Blue Lions students in Garreg Mach Monastery.
UnusedGarregMachMonestary2.png|Head textures for the Golden Deer students in Garreg Mach Monastery.
</gallery>


==Changes from ''[[Super Smash Bros. 4]]''==
==Gameplay==
Comparatively to other fighters, Mario has received very few major direct changes in his transition from ''SSB4'' to ''Ultimate'', possibly less than any other fighter. However, changes and overhauls to pre-established mechanics from ''SSB4'' to ''Ultimate'' have impacted Mario to a higher degree, resulting in a healthy mix of buffs and nerfs overall.
*The {{SSBU|Classic Mode}} route files for {{SSBU|Pokémon Trainer}} and {{SSBU|Mega Man}} each contain data specifying a [[Hit points|stamina]] HP value of 120, but have stamina mode disabled. This implies that these fighters' Classic Mode routes may have once been planned to use stamina battles. In the final game, {{SSBU|Ryu}}, {{SSBU|Hero}}, {{SSBU|Terry}}, {{SSBU|Byleth}}, {{SSBU|Steve}}, {{SSBU|Pyra}}/{{SSBU|Mythra}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}} are the only fighters whose routes uses stamina battles, with a HP value of 150 for Ryu, Hero, Terry, and Pyra/Mythra, while Byleth, Steve, Kazuya, and Sora start with 100.
*In an interview, Sakurai stated that he had planned to lower the run speed for a campy playstyle. However, it was eventually scrapped because he believed it was nearly impossible to tell what was campy.<ref>https://twitter.com/Meshima_/status/1087194909705101312</ref>
*The usage of [[wikipedia:GGPO|rollback netcode]] for online gameplay was considered, but was ultimately decided against due to each implementation attempt creating multiple side effects.<ref>https://twitter.com/PushDustIn/status/1301055140900737024</ref>
*Unlike other bosses, [[Giga Bowser]] can be used as a fighter with the works of hacking, many unused elements can be found for him like a {{SSBU|Kirby}} [[copy ability]], a full moveset (albeit without access to certain moves), and many other elements that go unused. With all this in mind, it seems that Giga Bowser was ported over from ''Smash 4'' where he was a transformation Final Smash for {{SSB4|Bowser}}.<ref>https://www.youtube.com/watch?v=Q6PthMfdBuc</ref>
*Chef Kawasaki, after being summoned (assuming at least one person is trapped in his attack), will always leave behind a food item before disappearing. However, inside the folder "Generate_Param_Assist.prc", there are some food items Chef Kawasaki can never generate due to spawn rate being set to "0", despite them all being defined to be spawnable. The reason for this is not yet known. The following are food items Chef Kawasaki can never spawn: <ref>[https://tcrf.net/Super_Smash_Bros._Ultimate ''Super Smash Bros. Ultimate'' on The Cutting Room Floor]</ref>
**Cherries
**Pears
**Milk
**Tea
**Cola
**Sushi
**Tenshin
**Corn Potage
**Chocolate
**Popcorn
**Salad
**Kiwi
**Mont Blanc
**Pasta
**Grape
**Candy
**Lemon
**Fried Egg
**Apple
**Roasted Chicken
**Steak
**Steamed Bun
**Pizza
**Pineapple
**Doughnut
**Cheese
**Peach
*In a similar case, [[Rodin]] has weapons he can never gift the player due to their spawn rate being set to "0". The following are weapons Rodin can never generate:
**Fire Flower
**Gust Bellows
**Fire Bar
**Golden Hammer
**Hammer
**Homerun Bat
**Lip Stick
**Star Rod
*Dragonite, despite already having a model used in the [[Kalos Pokémon League]] stage, has a different model that can be found in the folder that contains Poké Ball Pokemon in the game files. This version of Dragonite has upscaled textures and shading that makes it look more in line with the assets created for ''Ultimate''. Due to this, it can be assumed that Dragonite was once going to be a summonable Pokémon, but was cut from the game for unknown reasons.
**Another Pokémon, Scizor, has a case similar to this. However, unlike Dragonite, Scizor can actually be summoned (unless the player is on the Kalos Pokémon League stage, in which case it can never be summoned).
*Leftover data implies that [[Ditto]] was originally meant to have an entrance, victory pose(s), and perform Final Smashes. However, Ditto cannot do any of these things in the final game.
*Out of the current 115 stages in ''Ultimate'', only 59 stages can be viewed using the Nintendo Labo VR headset. However, modding the game to make all stages playable in VR reveals that some of the unavailable stages have defined camera parameters, implying that they were intended to be played in VR mode, but aren't available in the final version of the update. The current stages confirmed to have working camera parameters are:
**75m
**Midgar
**Mementos


One of the biggest detriments to Mario's toolkit was the universal nerfing of grabs; infamously known for his potentially devastating throw combos in ''SSB4'', the increased endlag of all grabs have affected Mario more negatively compared to other fighters. Furthermore, [[up tilt]], one of his most pivotal moves previously, has had altered hitbox placements resulting in not only a range reduction, but it also significantly hinders its use as a reliable follow-up from his [[down throw]] at any percents. His [[dash attack]] can also no longer serve as a reliable [[2 frame punish]] that leads into a [[stage spike]], due to its late hit's angle being altered to send opponents away from Mario. On top of this, because of the changes to [[rage]], [[Super Jump Punch]] is much less effective for taking out stocks off the upper [[blast line]] below high percents.
<gallery>
SSBU UnusedDragonite Render.png|The unused model for Dragonite.
</gallery>


However, changes to ''Ultimate''’s mechanics have also benefited Mario; his already strong set of aerials has been improved even further as a result of the universal changes to the landing lag of aerials. This not only makes them safer on shield, but it also allows for more reliable combos and even devastating KO setups, such as [[up air]] into [[forward aerial]]. Mario also benefits from universal faster walking, dashing, and air speeds, since his higher mobility allows him to string attacks together more effectively and close in on opponents' more effectively. Lastly, the added ability to [[run cancel]] with any ground attack has improved Mario's ground game further given his strong set of tilts, with [[up tilt]] and [[down tilt]] serving as reliable combo starters. The universal [[jumpsquat]] and decreased [[landing lag]] across the cast also give him greater combo opportunities, with his [[up throw]] in particular becoming a much more effective combo starter.
===Fighter movesets===
*In the E3 demo, {{SSBU|Bayonetta}} was able to use [[Heel Slide|After Burner Kick]], Downwards After Burner Kick, and then gain another After Burner Kick before landing.<ref>https://twitter.com/SoraKibzu/status/1023587885914759169</ref>
*In {{SSBU|Pac-Man}}’s character trailer, he is shown able to actually ''attack'' the water from his [[Fire Hydrant]], making it completely disappear. However, this is impossible to do in the final game, as the water functions exactly how it did in the previous game.
**Also in his character trailer, it is shown that attacking the trampoline would turn it green, and it would also put enemies into a helpless state when they jumped on it (regardless of the current level). Both of these changes were removed in the final game.
*[[Smash attacks]] in the air were considered by Sakurai and the development team in the original plan for ''Ultimate'', but were scrapped due to being too complicated to implement.<ref>https://twitter.com/PushDustIn/status/1455924991971631107</ref> Min Min would eventually bring this concept exclusive to her.
*Several characters have animation folders coming from the previous installments. Like with {{SSBU|Lucina}}'s, the folders have no animations inside.
*While relatively minor, several characters who returned from ''Brawl'' to ''Smash 4'' will briefly resume their idle animations from the latter game when using a dash attack or a tilt attack with a battery item (ie. Beam Sword, Home-Run Bat, etc.). This oddity can be seen by using the game's Frame-by-Frame feature in Camera mode.
*Like in ''SSB4'', characters that could [[glide]] in ''Brawl'' retain the code for it despite the mechanic being removed. However, newcomer {{SSBU|Ridley}} has code for gliding despite not being able to. While the exact reason for why Ridley has gliding code in the first place remains unknown, further inspection reveals it is nearly identical to {{SSBU|Charizard}}'s, suggesting Ridley was created by using Charizard as a base, and that the code for gliding was a carryover. However, this would result in a T-pose due to the lack of animation (although the "trans" bone does move).
*[[Giga Bowser]]'s move scripts frequently make calls for Final Smash variables, implying that the reason for Giga Bowser's character slot is that he was intended to act like his ''Brawl'' and ''Smash 4'' appearances until late into development.
*{{SSBU|Donkey Kong}}:
**Donkey Kong originally had his opponent facing the same direction as him while using his forward throw. In the final game, the opponent is held so that they are facing away from him instead.
**An unused model for Donkey Kong's bongo drums can be found in the game files. Donkey Kong used bongo drums in [[Konga Beat]], his Final Smash in ''Brawl'' and ''Smash 4'', and due to its updated design and textures (despite not being used), it can be assumed that Konga Beat was meant to return for ''Ultimate''. However, Donkey Kong has a new Final Smash in ''Ultimate'', that being [[Jungle Rush]].
*{{SSBU|Roy}} was briefly shown having a unique running animation in his character trailer. Additionally, it sounds noticeably slower than it currently does, indicating that at one point, Roy's running speed may have been either unchanged or even slowed down. It was eventually replaced by his original run from ''SSB4'' and sped up.
*{{SSBU|Olimar}}'s Pikmin still have their pummel animation from ''Smash 4'' and their [[Pikmin Chain]] animations from ''[[Brawl]]''. They respectively go unused because Olimar now pummels on his own, and his up special was changed to [[Winged Pikmin]] in ''Smash 4''.
*{{SSBU|R.O.B.}} retained his scripts for [[Super Diffusion Beam]] despite having his Final Smash changed.
*Lucina has animation folders labelled "bow" and "bowarrow" but have no animations inside each. This is either a mistake due to copying asset folders from {{SSBU|Link}}, or an indication that she was going to have a bow in her moveset referencing ''Fire Emblem Awakening'' and ''Fire Emblem Heroes''.
*Mega Man has animation folders for articles pertaining to his [[Character customization|custom moves]] from ''Smash 4'' such as [[Rush Coil#Customization|Beat]] and [[Leaf Shield#Customization|Skull Barrier]] but they have no animations inside them.
*{{SSBU|King K. Rool}} was originally supposed to take damage when successfully using [[Gut Check]]. The move's code has a parameter called "damage_mul_special_lw", and on frame 7, the game requests a damage number to calculate. However, the parameter's multiplier is set to 0, which causes the damage to never actually occur. Notably, the Techniques menu lists Gut Check as a move using [[Belly Super Armor]]. A possible alternative explanation is that the parameter is instead a way to have the move use the same clanging sound effect as Belly Super Armor, with the damage parameter being set to 0 in order to prevent K. Rool from taking damage.
*{{SSBU|Piranha Plant}} has some interesting aspects of its data:
**Some of its data files are identical to {{SSBU|Bowser Jr.}}, suggesting the latter was used as a basis to create Piranha Plant.
**Data character data (before its official release) reveals that it was originally supposed to have three jumps instead of the standard 2. The parameter that controls its max number of jumps ( "jump_count_max") had its number decreased from 3 to 2 in the day one patch for ''Ultimate''. The animation for the third jump is leftover in Piranha Plant's animation folder.<ref>https://twitter.com/Meshima_/status/1091407461460758528</ref>
**In Piranha Plant's reveal trailer, it is shown that its up special could be angled down; for unknown reasons, this feature was removed when it was released.
*When {{SSBU|Joker}} was initially datamined, his code implied that he would have a [[neutral attack|rapid jab]] as part of his moveset. However, in the final game, Joker's jab only goes up to three hits.
*In Hero's reveal trailer, the MP cost of [[Command Selection|Psyche Up]] and [[Command Selection|Oomph]] are different than they are in the final game.
*In Banjo & Kazooie's reveal trailer, the duo's [[down tilt]] can be seen launching an opponent vertically, rather than horizontally as in the actual game. [[Egg Firing / Breegull Blaster|Breegull Blaster]] also has a faster firing rate than in the actual game.
**Additionally, the duo's forward and back aerials have flags for ending intangibility. However, as they lack a flag for starting intangibility, nothing happens in the final game.
*Min Min:
**Min Min has animations for an unused down special in her files; they depict her performing both an aerial and grounded version of Captain Falcon's down special, [[Falcon Kick]], suggesting that Min Min was created by using Captain Falcon as a base. Her down aerial in the retail version, which is a dive kick, somewhat resembles the aerial version of Falcon Kick.
**Min Min also has an unused dash attack hitbox that has [[reflection]] properties, suggesting she was planned to have two moves that reflect projectiles.<ref>https://twitter.com/Meshima_/status/1280091688514383874</ref>
*Pyra/Mythra:
**Mythra has unused carryover animations from Pyra, with an example of a carryover being Pyra's up special, [[Prominence Revolt]].<ref name=“mythora”/>
**[[Rex]] has unused Final Smash animations for [[Burning Sword]] and [[Sacred Arrow]], presumably meant to be used if the Final Smashes missed. These animations are static, and have no keyframes for expression.<ref>https://twitter.com/bahbe59/status/1673890495062261760</ref>
*Kazuya has hitbox data for a rapid jab, but with no animation associated so it is unknown what it looked like. The hitbox data is unique, suggesting it wasn't carried over from a different character being used as a template; the rapid jab lifts the opponents off the ground, unlike the vast majority of rapid jab in ''Ultimate'', while the finisher has unique knockback values, with high base knockback but low scaling. It's also unknown if this rapid jab replaced the 10-Hit Combo entirely, or could be transitioned from one of its hits, similarly to the Flash Punch Combo.<ref>https://twitter.com/Ruben_dal/status/1419009775514255360</ref>
*Sora has data for a reverse {{b|Counterattack|Sora}} strike, presumably suggesting that he was initially going to have a counter detection hitbox that covers his entire body, like most counterattacks. However, it lacks essential bone movement, leaving Sora in a [[T-pose]] when modded back in.<ref name=“mythora”>https://twitter.com/bahbe59/status/1671330816352198658</ref>


Lastly, Mario has received a few direct noteworthy buffs as well. His [[forward tilt]] is much more effective as a spacing option due to its higher base knockback, lower ending lag, and the increased [[shieldstun]] for ground attacks besides [[smash attack]]s. Furthermore, [[Fireball]] and [[F.L.U.D.D.]] have slightly less ending lag, making them safer options at longer distances. Not to mention, his [[down aerial]] connects better, making it a better combo option as well as doing more damage.  
<gallery>
SSBU_Unused_DKBongos.PNG|The unused DK bongo drums.
Piranha Plant Third Jump.gif|Piranha Plant's unused third jump animation.
MinMinUnusedSpecialLw.gif|The unused down special animation for Min Min.
MinMinUnusedSpecialAirLw.gif|Aerial version of the unused down special animation for Min Min.
Mythra Carryover.png|The unused up special animation for Mythra when descending.
</gallery>


Overall, Mario hasn't truly been buffed or nerfed from ''Smash 4'', as both his buffs and nerfs impact him to a similar degree. Nevertheless, he has amassed highly strong results in the early metagame of ''Ultimate'', and is currently represented by notable players such as {{Sm|Prodigy}}, {{sm|Dark Wizzy}}, {{sm|Zenyou}}, {{sm|MastaMario}}, and {{sm|Super Dan}}. This indicates that Mario is still a viable character due to his representation, but it is currently unknown how strong he is compared to other fighters, as his tournament results aren’t as dominating as in ''SSB4''.
===Game Modes===
*The formerly Japan-exclusive [[Official Tourney Qualifiers]] mode contained unused English text strings in the game's data.<ref>[https://www.reddit.com/r/smashbros/comments/d3n9en/update_on_the_datamined_convention_mode/ Update on the data-mined "convention" mode]</ref>


===Aesthetics===
==Music==
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Mario's model features a more subdued color scheme. His clothing and hair now feature simple detailing, similar to his design in ''Brawl''.}}
*The [[E3]] reveal featured a version of [[Lifelight]] with different instruments, a faster pace and no lyrics. It was used in later trailers and advertisements (including post-launch DLC), but is absent in the actual game.
*{{change|Mario's standard cap has been replaced by {{b|Cappy|Mario}} from ''{{s|mariowiki|Super Mario Odyssey}}''. Cappy's eyes can appear during [[Super Jump Punch]], but he otherwise has no effect on gameplay.}}
*The Battlefield and Menu themes were redone between E3 and the game's release. While they stayed mostly the same, the E3 versions were created in a digital audio workshop on a computer, while the final versions were properly orchestrated.
*{{change|Mario's idle animation is altered slightly; his head is turned more towards the screen, but he still looks toward his front.}}
*In the E3 build, the {{b|Hammer|item}}'s theme originally used the same music from the NES version of ''Donkey Kong'' that was used in the last [[Super Smash Bros. Brawl|two]] [[Super Smash Bros. 4|games]], but the later builds and final version use a direct rip from the arcade version of ''Donkey Kong'' instead.
*{{change|Mario, like many other characters, has been made much more expressive in this game, to an even greater degree than its predecessor. In particular, he will sometimes smile and appear whimsical or happy in battle, in line with his canon depiction, although he still looks serious and with angry brows most of the time. In contrast, Mario will also make much angrier expressions than before, particularly when he's preparing to throw someone or when grabbing onto a ledge.}}
*In the August 8, 2018 Nintendo Direct, several songs shown in the [[Sound Test]] had titles that were later altered prior to release:
*{{change|Many of Mario's animations have been slightly altered. His [[walking]], helpless, skidding, and ledge-hanging animations are just a few examples.}}
**[[List of SSBU Music (Metroid series)|''Metroid'']]:
*{{change|Mario has a slightly different pose during [[air dodge]], and has an angry expression on his face.}}
***"Opening/Menu - Metroid Prime" was originally named "Metroid Prime: Opening/Menu".  
*{{change|Mario's mustache now moves during certain animations.}}
***"Multiplayer - Metroid Prime 2: Echoes" was originally named "Multiplayer (Metroid Prime 2: Echoes)", as it was in {{forwiiu}}.
*{{change|Mario's attacks, especially ones involving fire, have been given brighter, flashier particle effects.}}
***"Main Theme - Metroid Prime: Federation Force" was originally named "Splash Screen (Metroid Prime: Federation Force)".
*{{change|Mario has two new [[taunt]]s: one where he turns his back to the camera and gives a thumbs-up, and another where he throws Cappy around in a circle. They replace his previous up and side taunts, respectively.}}
***"Magmoor Caverns - Metroid: Samus Returns" was originally named "Area 1 - 5 Torrid Zone (Metroid: Samus Returns)".
**{{buff|Up taunt no longer massively increases Mario's hurtbox, which combined with its much faster speed and taunt canceling makes it much harder to punish.}}
**[[List of SSBU Music (Star Fox series)|''Star Fox'']]:
*{{change|Mario performs his down taunt much faster.}}
***"Main Theme - Star Fox" was originally named "Star Fox - Main Theme".
*{{change|Mario's Builder outfit from the ''{{s|mariowiki|Super Mario Maker}}'' series and his Wedding tuxedo and top hat from ''Super Mario Odyssey'' are present as alternate costumes. They replace his [[Wario]]-inspired costume and his {{s|mariowiki|Fire Mario}} costume, respectively.}}
***"Corneria - Star Fox" was originally named "Corneria (Star Fox)".
*{{change|Mario's spin jump [[victory animation]] has been altered slightly; he jumps much higher, spins around only once, and has a happy expression after landing.}}
***"Main Theme - Star Fox 64 (64)","Main Theme - Star Fox 64 (Melee)", and "Main Theme - Star Fox 64 (Brawl)" were originally titled "Star Fox 64 - Main Theme (64)", "Star Fox 64 - Main Theme (Melee)", and "Star Fox 64 - Main Theme (Brawl)", respectively.
*{{change|Mario now smiles when applauding the winner after a match.}}
**The total number of [[List of SSBU Music (Pac-Man series)|''Pac-Man'']] tracks was shown as 13 during the Direct, but there are only 11 tracks in the final game. Incidentally, two ''Pac-Man'' music tracks were cut between ''Smash 4'' and ''Ultimate'', implying that those two tracks were originally going to return.
*{{change|Mario's sleeping animation is mirrored. He now faces the screen instead of away.}}
*In {{SSBU|Simon}} and {{SSBU|Richter}}'s reveal trailer, the ending features a remixed version of the Stage Clear theme from {{uv|Castlevania}}; it differs slightly from the ''Castlevania'' [[victory theme]] heard in the final game, in that it lacks the electric guitar, implying the remix heard in the trailer is an earlier version of the victory theme.
*In the E3 2018 demo Ridley had a slightly different victory theme, where instead of the chanting in the final game there is an ominous twinkling sound, seemingly an arrangement of the "Unknown Item Found" jingle from ''Metroid: Zero Mission''.<ref>https://www.youtube.com/watch?v=xDrzIIUbaTk</ref>
*''Sonic Rush'' is included inside the database of game titles used across ''Ultimate'', suggesting {{SSB4MusicLink|Sonic The Hedgehog|Right There, Ride On}} was intended to return instead of being cut.
*The original versions of both {{SSBUMusicLink|Persona|Aria of the Soul}} and {{SSBUMusicLink|Persona|Beneath the Mask}} (the former in its ''Persona 5'' rendition) can be [https://tcrf.net/Super_Smash_Bros._Ultimate#Persona found] in the game's files, despite both being remixed in the final release of Challenger Pack 1.
*Internal number gaps from [[Fatal Fury]]'s music suggests there are two cut songs, one from ''Real Bout Fatal Fury'', and ''The King of Fighters '96''. ''Real Bout Fatal Fury'' also has an unused entry inside of the game title database.
*Additional {{uv|Minecraft}} songs were planned, but their arrangements were left unfinished and not included in the final game.<ref>https://twitter.com/Sephazon/status/1321482733030289410</ref>
*A [https://youtu.be/vsY0pdCW9N0?t=1822 slightly-abridged version of One-Winged Angel] plays during ''Mr. Sakurai Presents "Sephiroth"'' in the final stage of Sephiroth's Classic Mode demonstration, missing a small portion of the opening verses. This quirk is not present in the official release; all in-game appearances of the track including Sephiroth's Classic Mode route use the full, unabridged version.
<gallery>
SmashUltimateSoundTest.jpg|The Sound Test, with early titles for ''Metroid'' music.
</gallery>


===Attributes===
==Sounds==
*{{buff|Like all characters, Mario's [[jumpsquat]] animation now takes 3 frames to complete (down from 5).}}
*Several characters, such as Link, Ganondorf and Ike, use their old voice clips from ''Smash 4'' in early footage of the game.
*{{buff|Mario walks slightly faster (1.1 → 1.155).}}
*In the E3 trailer for the game, the part going over [[Perfect Shield|Perfect Shielding]] still uses the old Perfect Shield sound effect from ''Smash 4''. In the final game, this sound was replaced with a more audible sound.
*{{buff|Mario [[run]]s much faster (1.6 → 1.76).}}
*When a character is KO'd, [[:File:StockCounter.ogg|a *foowish* sound effect]] is played when the game brings up the remaining stocks. However, in the King K. Rool vs Snake video posted by Nintendo UK the sound effect is completely different, being a *bleep* instead.<ref>https://youtu.be/CBLnjibehdU?t=33</ref>
**{{buff|Mario's initial [[dash]] is significantly faster (1.6 → 1.936).}}
*In Wolf's character showcase video, his Blaster makes a considerably different sound than it does in the final game.
*{{buff|Mario's [[air speed]] is faster (1.15 → 1.208).}}
**Additionally, his sound effects of his Wolfen during his on-screen appearance is taken directly from Fox's.
*{{buff|Mario's [[traction]] is much higher (0.045 → 0.102), allowing him to punish [[out of shield]] more easily.}}
*In the Hero's trailer, the voice clip used for Eight's down smash was instead used for his dash attack. Likewise, the voice clip used for Erdrick's up smash was instead used as one of his generic attack grunts.
*{{change|Mario's [[gravity]] is slightly lower (0.08715 → 0.087).}}
*The voice clips for "{{SSBU|Mewtwo}}", "Excellent!", "Nice Call!", "Nailed it!", "Way to go!", and "[[Home-Run Contest]]" have louder files for the PAL versions (in a similar vein to "[[Duck Hunt (SSBU)|Duck Hunt Duo]]"), "[[Stamina Mode|Stamina Battle]]" and "Win!" (the [[Smashdown]] file) voice clips have ones for the Chinese and Korean versions, "[[Tourney (SSBU)|Semifinals]]", "{{SSBU|Daisy}}", "{{SSBU|Dark Samus}}" and "{{SSBU|Byleth}}" have ones for the Japanese version, and "Mii Swordfigher" have unused files that would be used for the female Miis and the victory screen in the languages with gendered nouns.<ref>https://www.sounds-resource.com/nintendo_switch/supersmashbrosultimate/sound/16070/</ref>
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag ([[FAF]] 30 → 35).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 27 → 26).}}
*{{buff|Air dodge grants more intangibility (frames 3-27 → 3-29).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 53).}}


===Ground attacks===
===Oddities===
*[[Neutral attack]]:
Compared to previous games, ''Ultimate'' has significantly fewer unused voice clips. Characters whose voice clips are ported over from ''Brawl'' have almost all of their unused voice clips (such as {{SSBU|Captain Falcon}}'s soft "Yes!" and various short clips spoken by {{SSBU|Peach}} and {{SSBU|Luigi}}) removed altogether from their sound files (with the exception of a few voice clips of {{SSBU|Snake}}, which are repurposed in the game); this is slightly odd, as these characters did not have any voice clips exclusive to their [[character customization]]s in ''Smash 4'' (e.g. {{SSB4|Palutena}}'s [[Heavenly Light]] over [[Autoreticle]]) whatsoever; and despite {{SSB4|Kirby}}, {{SSB4|Pit}}, and {{SSB4|Lucario}} (three of the characters who had unused voice clips in ''Brawl'') having their voice clips re-recorded in ''Smash 4'', the other characters' voice clips were left almost untouched (aside from one of {{SSB4|Pikachu}}'s voice clips and {{SSB4|Link}} and {{SSB4|Captain Falcon}}'s heavy knockback voice clips).
**{{buff|Consecutive uses of the first hit of neutral attack are faster (9 → 6 frames).}}
**{{buff|The first two hits transition into the subsequent hits faster (hit 1: frame 8 → 5, hit 2: frame 7 → 6).}}
**{{buff|The third hit comes out faster (frame 7 → 3) and goes higher, allowing it to connect better from the first two hits.}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}}
**{{buff|The third hit has increased base knockback (45 → 60).}}
**{{nerf|All hits have a higher [[hitlag]] multiplier (1× → 1.8× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to [[SDI]] each hit and [[DI]] the last hit.}}
**{{nerf|The first two hits deal altered damage (2.5% → 2.2% (hit 1), 1.5% → 1.7% (hit 2)), resulting in the move dealing slightly less damage in total (8% → 7.9%).}}
**{{nerf|The first and third hits have smaller hitboxes (3u/1.5u/4u → 1.2u/1.5u/1.8u (hit 1), 5u/2.5u/2.5u → 4.3u/2.5u/2.6u (hit 3)).}}
**{{change|The first two hits no longer use [[set knockback]] (hit 1: 15/10/15 (set)/100 (scaling) → 20/15 (base)/30/20 (scaling), hit 2: 18/15/25 (set)/100 (scaling) → 20/15 (base)/30/15 (scaling)), and have altered angles (361°/80° → 361°/180° (hit 1), 361° (hit 2)). At high percents, this gives them [[jab cancel]] setups, but causes them to connect less reliably.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has less ending lag (FAF 31 → 26). Combined with the increased [[shieldstun]] for ground attacks, this makes it much safer on shield.}}
**{{change|It has much more base knockback (8 → 55), but less knockback scaling (100 → 70). This makes it significantly safer on hit at low percents, but removes its ability to [[lock]], and reduces its KO potential unless the opponent is close to the edge.}}
*[[Up tilt]]:
**{{nerf|Up tilt has less horizontal range, and its hitboxes start from a higher position, rendering it unable to hit some characters on the ground.}}
**{{change|Up tilt's animation has been reversed, with Mario spinning towards the screen rather than away from it.}}
*[[Down tilt]]:
**{{change|Down tilt's animation has been reversed, with Mario spinning towards the screen rather than away from it.}}
**{{buff|The sweetspot now takes priority over the sourspot.}}
**{{nerf|The sweetspot is slightly smaller (3.5u → 3.2u).}}
*[[Dash attack]]:
**{{buff|Dash attack covers a longer distance.}}
**{{buff|The clean hit launches at a lower angle (60° → 50°), allowing it to set up edgeguards more effectively.}}
**{{buff|The late hit has a slightly bigger hitbox (2.6u → 2.7u).}}
**{{nerf|It has an altered animation that lowers Mario's hurtbox less, which prevents him from sliding under certain attacks.}}
**{{nerf|The late hit launches opponents away from Mario rather than towards him (110° → 48°), hindering its combo potential despite its lower knockback scaling (43 → 30), and preventing it from [[stage spiking]] opponents below edges.}}
**{{change|It has a higher hitlag multiplier (1× → 1.25×).}}
*[[Forward smash]]:
**{{buff|Forward smash deals consistent damage across all angles (14%/17% (forward), 14.7%/17.85% (up), 14.42%/17.51% (down) → 14.7%/17.8% (all)), increasing it overall.}}
**{{buff|The sourspot has slightly increased knockback scaling (103 → 105) for all angles, while the sweetspot does when angled up (99 → 101) and angled down (99 → 100).}}
*[[Up smash]]:
**{{change|Up smash's animation has been reversed, with Mario facing towards the screen rather than away from it.}}
*[[Down smash]]:
**{{change|Down smash's animation has been altered, resembling both the {{s|mariowiki|Sweep Kick}} move from ''{{s|mariowiki|Super Mario 64}}'', and the break dance Mario performs on the cover of ''{{s|mariowiki|Dance Dance Revolution: Mario Mix}}''.}}


===Aerial attacks===
*Additionally {{SSBU|Ice Climbers}} have an "Unused Light knockback and Heavy Knockback". When Popo is the leader they vocalize their medium and heavy knockback based on a small probability. Both are missing a light knockback and 1 heavy knockback which goes unused in ''Brawl''. When Nana is the leader, she doesn't vocalize any of her light, medium, teetering or heavy knockback clips. This could be an oversight, essentially making them have "Unused Knockback yells"
*{{buff|All aerials have reduced landing lag (10 frames → 6 (neutral), 26 frames → 17 (forward), 12 frames → 6 (back, up), 19 frames → 15 (down)).}}
*[[Neutral aerial]]:
**{{nerf|Neutral aerial [[auto-cancel]]s later (frame 34 → 39).}}
**{{nerf|The hitbox on the late hit is slightly smaller (3u → 2.8u).}}
*[[Forward aerial]]:
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves forward aerial's combo potential onstage, compounded further by its reduced landing lag.}}
**{{change|It has a different animation, with Mario now punching downwards with his opposite hand and twisting around afterwards instead of flipping.}}
*[[Up aerial]]:
**{{buff|Up aerial has less ending lag (FAF 32 → 31), marginally improving its combo potential.}}
**{{buff|It auto-cancels earlier (frame 18 → 17).}}
**{{nerf|Its hitboxes have a shorter duration (frames 4-8 → 4-7).}}
*[[Down aerial]]:
**{{buff|Down aerial's final hit comes out faster (frame 25 → 23), allowing it to connect better and preventing opponents from [[air dodging]] out of it.}}
***{{nerf|However, its total duration remains unchanged, giving it more ending lag.}}
**{{buff|The move deals more damage (1% → 1.4% (hits 1-5), 5% → 5.5% (hit 6); 10% → 12.5% (total)), with knockback not compensated on the last hit, improving its KO potential.}}
**{{buff|The multi-hits are [[weight-independent]], and no longer use set knockback, instead having minimal knockback scaling (10 (set)/100 (scaling) → 50/25 (base)/15 (scaling)), allowing them to connect more reliably at higher percents.}}
**{{nerf|It can no longer be [[frame cancel]]ed.}}
**{{nerf|The size of the vertically lowest hitbox during the move's multi-hits has been reduced, with the hitbox in between the top and low hitboxes having been removed altogether (7.0u/5.0u/5/0u → 7.0u/4.0u). The landing hitbox is also smaller (4.32u → 4.3u).}}
**{{change|The final hit has an altered animation, and the vortex emitted around Mario is larger.}}


===Throws and other attacks===
==Spirit Battles==
*{{nerf|All [[grab]]s have increased ending lag (FAF 29 → 35 (standing), 36 → 43 (dash), 34 → 37 (pivot)).}}
For a list of unused Spirit Battles in the game, see [[Unused content (SSBU)/Spirit Battles]].
*{{nerf|Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).}}
*[[Pummel]]:
**{{buff|Pummel deals more [[hitlag]] (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.}}
**{{nerf|It deals much less damage (3.25% → 1.3%).}}
**{{change|It has a slightly different animation: Mario now uses one hand during it instead of both like in previous installments, to keep consistent with his grab animation.}}
*{{change|All of Mario's [[throw]]s have been altered with more exaggerated animations.}}
*{{change|Mario's throws are no longer weight-dependent. This improves their combo potential on heavyweights, but reduces it on lightweights.}}
*[[Forward throw]]:
**{{buff|Forward throw has gained slight combo potential at low percents due to Mario's faster initial dash speed.}}
*[[Up throw]]:
**{{buff|Up throw has increased combo ability due to Mario's faster jumpsquat and jump speed.}}
**{{change|Mario now faces horizontally rather than facing the screen.}}
*[[Down throw]]:
**{{nerf|Down throw can no longer combo into up tilt except against large characters due to the latter's altered hitbox placements, hindering its damage racking potential at low to mid percents.}}
**{{change|Mario no longer spins after throwing the opponent.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


===Special moves===
Although every spirit in the game is obtainable, there are many that can never be battled, as they do not appear on the Spirit Board and cannot be battled in any other context (such as [[World of Light]]). This is true of every spirit that is an enhanced form, as well as many that can only be obtained by [[summon]]ing. Most of these spirits have default placeholder battle data, but some of them are modified from the placeholder data to varying degrees. This indicates that it may have been intended for these battles to be accessible before they were cut from the game.
*[[Fireball]]:
**{{buff|Fireball has less ending lag (FAF 53 → 50), improving its safety.}}
**{{buff|It disappears later (frame 70 → 88).}}
**{{buff|It has larger hitboxes (2.0u (early)/1.8u (clean)/1.6u (late) → 2.4u/2.2u/2.0u).}}
**{{nerf|It has received negative [[shield damage]] (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.}}
**{{change|Mario no longer opens his mouth when using Fireball on the ground.}}
*[[Cape]]:
**{{change|Cape forces opponents to show their back side while they're using their moves; this even works to characters with mirrored stance, causing them to turn away from the screen.}}
**{{change|Cape is now worn around Mario's neck when used, akin to its appearance in ''[[Super Mario World]]''.}}
**{{buff|It no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo ability.}}
**{{buff|It no longer gives the opponent [[super armor]] on hit.}}
*[[Super Jump Punch]]:
**{{buff|Super Jump Punch's second through fourth hits have two frames in between them as opposed to one, resulting in the move having a slightly longer duration (frame 3/7/8/9/10/12/14 → 3/7/9/11/13/15/17).}}
**{{buff|The multi-hits are weight-independent, and can no longer be SDIed, allowing them to connect more reliably.}}
**{{nerf|It requires a longer travel distance before being able to sweetspot a ledge.}}
**{{nerf|Due to [[rage]] being changed to not affect [[set knockback]], the linking hits can no longer KO off the top [[blast line]] as easily, removing Mario's low percent KO setups.}}
**{{nerf|The second through sixth hits deal less damage (1% → 0.6%).}}
**{{nerf|Its hitboxes are smaller (7u/6u → 2.5u/4u (hit 1), 6u/5u → 3u/3.8u (hits 2-4), 5.5u/4.2u → 3u/3.8u (hits 5-6), 10u → 9u (hit 7)).}}
**{{change|The window to reverse the move is shorter, no longer being reversible during the first hit. This makes it easier to angle vertically, but harder to recover with when facing away from the stage.}}
**{{change|The {{s|mariowiki|coin}}s spawned by the move have reverted to their ''Super Mario 64'' design, instead of the {{s|mariowiki|Star Coin}} design used in ''Smash 4''. Occasionally, they'll appear as {{s|mariowiki|regional coin}}s found in the {{s|mariowiki|Metro Kingdom}} from ''Super Mario Odyssey''. Cappy's eyes appear when this occurs.}}
**{{change|Super Jump Punch has an altered landing animation where Mario lands on his feet as opposed to his back.}}
*[[F.L.U.D.D.]]:
**{{buff|F.L.U.D.D. has greater range, and reduced ending lag (FAF 75 → 68).}}
**{{buff|It can be [[charge-cancel]]ed by jumping or spot dodging.}}
**{{change|It has an altered charging animation.}}
*[[Mario Finale]]:
**{{buff|At the start of Mario Finale, nearby opponents are slowed more and for longer.}}
**{{nerf|Mario Finale has less knockback than it did before, where it used to drag opponents far to the side at low percents or KO opponents at around 30%. Because of this change, it KOs later than before, requiring the opponent to be at 55% or higher.}}
**{{change|Mario sports an angrier expression than in previous games when unleashing the move.}}
**{{change|Damage from each hit is dealt solely based on how long the attack has been out, with the fireballs becoming more powerful as the attack continues. This makes the front fireball worse early during the Final Smash, but the back fireball stronger later during it.}}


==Update History==
In addition to spirits whose battles cannot be accessed, there is data for "dummy" battles as well. These battles were likely used for testing during development and were not intended to become complete, accessible battles in the game.
Mario received a mix of buffs and nerfs, but he was buffed overall via game updates. His dash attack’s launch angle is lowered, which means it is essentially better for edgeguarding. Though nerfed from [[Smash 4]], his already great combo ability has slightly improved thanks to Cape no longer putting enemies into hitstun in ledge return vulnerability. Being considered as one of the worst final smashes in the game, [[Mario Finale]] has seen some buffs as well. It is unknown how these changes will affect Mario, as he is still considered a high tier or mid tier from most professionals.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
==Aesthetics==
*{{buff|Dash attack's launch angle has been lowered (60° (clean)/58° (late) → 50°/48°). This makes the move more effective for edgeguarding.}}
===Artwork & [[alternate costume]]s===
*{{buff|The [[Final Smash Meter]] version of Mario Finale has a higher knockback multiplier (0.9× → 0.91×).}}
*Two early versions of the Home Menu icon can be seen in promotional material prior to the final release. The earliest known icon is a generic ''Super Smash Bros.'' icon on a gray background. This icon was viewable for a short while on Nintendo's CDN servers and partially spotted on Nintendo Treehouse livestreams. Another early design was found in a datamine and is an edited version of a promotional image made as a placeholder before the final custom icon was created. This version notably depicts many more characters than the final version.
*{{SSBU|Palutena}}, {{SSBU|Shulk}}, and {{SSBU|Falco}}’s character artworks were changed slightly between ''Ultimate''{{'}}s reveal and release.
*In one of {{SSBU|Wario}}'s screenshots on the website, his overalls were depicted as having golden buttons as opposed to their usual white. This was changed back for the final release of the game.
*In one of {{SSBU|Luigi}}'s screenshots on the website, the "L" on his cap for his 6th alternate costume was depicted as being green. This was changed back to purple as it was in ''Brawl'' for the final release of the game.
*In all of {{SSBU|Wolf}}'s screenshots excluding the last one, Wolf's default costume had his jacket and gloves a darker shade purple, the straps behind his right shin guard being colored white, and the soles of his boots being red compared to his color scheme in the final build.
**Both shinguard straps have been changed in the final build as it's now colored purple instead of black. This change is not present on his artwork.
***This also applies to all of his alternate costumes minus the seventh variant, where the straps are colored differently between the artwork and the in-game model.
*In the E3 demo, {{SSBU|Mario}}, {{SSBU|Link}} (being just his shield), {{SSBU|Pikachu}}, and {{SSBU|Villager}}'s portraits used their in-game models instead of their official artwork, with Mario being the most obvious.
*In the E3 demo of the game, several of {{SSBU|Sonic}}'s alternate costumes, strangely, used varying shades of blue instead of other colors (like white and purple). These were changed back for the final release of the game as well.
*In the E3 demo, if Nana is chosen as the leader, both {{SSBU|Ice Climbers}} will have all their voice clips swapped; Nana will use Popo's voice clips and vice versa.
*In the segment in which Ike uses [[Great Aether]] from his character showcase trailer, there is an error in which his portrait displays him in his ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'' outfit despite currently being in his ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'' outfit.
*Ridley's [[Meta Ridley]] and Mecha Ridley costumes were replaced by a black costume and a white costume respectively in the E3 demo.
*In the E3 Demo, the male Pokémon Trainer’s 7th palette swap had a lighter skin tone than in the final game. The same is the case for Villager's 7th and 8th palette swaps.
*In a press material release, there is a render of {{SSBU|Piranha Plant}} in its default red costume, but in a green pipe as opposed to a pot. In the final game, only Piranha Plant's 2nd, 4th, 6th, and 8th alternate costumes are all in pipes while the default is always in a pot.
*Similarly, artwork of the female Pokémon Trainer with {{SSBU|Squirtle}}, {{SSBU|Ivysaur}}, and {{SSBU|Charizard}} in their default colors was shown prior to ''Ultimate''{{'}}s release, but the Pokémon use alternate colors in the actual game instead.
*The [[Sans]] Outfit originally contained hands with individual fingers rather than being mitten-like,<ref>https://twitter.com/Sora_Sakurai/status/1246633745907470336</ref> with the change to the latter being requested by Toby Fox.<ref>https://twitter.com/tobyfox/status/1246774948171059201</ref> The same model also demonstrates a noticeable glow effect on the Sans Mask and Gaster Blaster's eyes compared to the final game.
*The Sans Mask contains a blank texture mapped to the center of its left orbit.<ref>https://twitter.com/firubiii/status/1170090085787807750</ref> Its location suggests it was intended to host Sans' glowing eye that appears throughout his fight in ''Undertale'', whenever he influences the player's SOUL.
*The [[Doom Slayer]] Outfit had a different color palette during development and a bigger helmet model.<ref name="yt_111723"/>
*Originally, Erdrick was intended to be the default costume for Hero. Later on, the first costume would be taken by the Luminary.<ref>{{cite web|url=https://twitter.com/Sora_Sakurai/status/1571416233479585792 |title=桜井 政博 / Masahiro Sakurai on Twitter |date=September 18, 2022 |accessdate=September 18, 2022 |work=Twitter}}</ref>
**Following this change, some animations based on {{s|wikipedia|Akira Toriyama}}'s combat movement seen in his works, like in the ''{{s|wikipedia|Dragon Ball}}'' franchise for example, were either scrapped or tweaked to be smoother with the Luminary, then followed by Solo and Eight.
*[[Steve (SSBU)|Enderman]] has carrryover textures from Minecraft, such as its mouth textures.<ref>https://youtu.be/0p4ul3NwvbI?t=680</ref>
**Tennis and Scottish {{SSBU|Steve}} also have extra textures for their Final Smash texture sheet. Why these textures were placed is unknown.<ref>https://youtu.be/0p4ul3NwvbI?t=642</ref>
*{{SSBU|Sephiroth}}'s [[Masamune]] had a different shade in his portraits during production, making it "sharper" in his final version.<ref name="yt_111723"/>
*Pyra and Mythra's Pneuma alternative costume was darker during production.<ref name="yt_111723"/>
*Few events UI and pictures were different during production.<ref name="yt_111723"/>


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
<gallery>
*{{nerf|Fireball has received negative [[shield damage]] (0 → -2.5 (clean)/-2 (late)), effectively dealing half its usual damage to shields.}}
SSBU_early_icon_1.png|Earliest known Home Menu icon.
*{{buff|Cape no longer puts opponents into hitstun during ledge return vulnerability, increasing his combo potential.}}
SSBU_early_icon_2.png|Another early Home Menu icon.
*{{buff|At the start of Mario Finale, nearby opponents will be slowed more and for longer.}}
SSBUWebsiteWario4.jpg|Wario with golden buttons.
SSBUWebsiteLuigi6.jpg|Luigi with a green L in his 6th alternate costume.
Villager beta.png|Villager's beta costumes showing their in-game models.
Ice Climber's demo palettes.png|Nana and Popo beta costumes (top) with Popo taking Nana's place, in the final game (bottom) they are reversed.
Ridley's cut palettes.png|The two cut Ridley costumes (top) and the final costumes (bottom).
Pokémon Trainer's Demo Palette.png|The cut costume for Pokémon Trainer next to the one used in the final game.
Villager's cut palettes.png|The two cut villager costumes (top) and the final costumes (bottom).
Piranha_Plant_Unused_Render.png|Piranha Plant's unused render, showing it in a pipe.
sans_old_model.jpeg|The Sans Outfit's original model.
EndermanTextures.png|An upscaled texture sheet for Enderman. Note Enderman's mouth in the textures.
</gallery>


==Moveset==
===Final Smashes===
*Mario can [[wall jump]].
*During the segment of the Nintendo E3 Direct that focused on {{SSBU|King Dedede}}, his eyes are normal colored while he is wearing his mask in [[Dede-Rush]]. In the final game, his eyes are yellow.
**Additionally, in that same scene, Bowser has a different model when he is stuck onto the cage than in the final game.
*While [[End of Day]] is being used in {{SSBU|Olimar}}'s showcase trailer, no [[Bulborb]]s can be seen, although the bite marks and sound effects remain. This was later fixed.
*[[Power Star]] was still a {{s|mariowiki|Power Star}} in {{SSBU|Rosalina & Luma}}'s character showcase trailer; in the final version of the game, it is instead a {{s|mariowiki|Grand Star}}, and the move was renamed to match the change.
*{{SSBU|Wolf}}'s character showcase trailer briefly features his Final Smash, [[Team Star Wolf]]. However, the background in the trailer is significantly different than what is featured in the final game; in the final game, the background is more akin to the background in [[Team Star Fox]].
*In the Nintendo E3 Direct, Bowser's showcase trailer, and the E3 Demo, [[Giga Bowser Punch|Giga Bowser]] had a much brighter model than in the final game.
**Conversely, during Piranha Plant's reveal trailer, [[Petey Piranha]] had a much darker model compared to the final game.
*{{SSBU|Zero Suit Samus}}' {{b|Zero Laser|Zero Suit Samus}} used a different appearance in the Nintendo E3 Direct than in the final game.
*In {{SSBU|Toon Link}}'s characer showcase trailer, his version of [[Triforce Slash]] reused the same sound effects as in ''Smash 4''. In the final game, Toon Link uses new sound effects for Triforce Slash while the ''Smash 4'' sound effects are used by {{SSBU|Young Link}} instead.
*During the "Everyone is Here!" trailer, the E3 Demo and {{SSBU|Cloud}}'s character showcase trailer, the camera as Cloud was readying the final strike of [[Omnislash]] was similar to ''Smash 4'', where it would zoom in on Cloud while rapidly shaking. In the final game, the camera remains still while this is happening and is more zoomed out to see the victims.
*The textures for the Yoshi colors used in the Final Smash [[Stampede!]] uses a completely different file than Yoshi himself. Interestingly, those textures also include a ''Crafted World'' Yoshi, just like the playable character himself. This indicates that a ''Crafted World'' Yoshi is supposed to appear in the Final Smash, however, for unexplained reasons it never appears, implying that ''Crafted World'' Yoshi was cut from the Final Smash.
*In Bowser's character data, there is an image of reticle with the character "{{ja|仮|Kari}}" ("Temporary") placed twice on it, indicating that this reticle was a placeholder for Bowser's Final Smash [[Giga Bowser Punch]].
*When Ridley performs [[Plasma Scream]] in his reveal trailer, he screams just before firing the attack. He doesn't do this in the final game, however.
*In the E3 gameplay, if the opponents reaches 100% damage or higher by the end of Ridley’s Final Smash, they will be screen KOed. In the final game, this was changed to an [[instant KO]].
*In the E3 2018 Nintendo Direct, {{SSBU|Lucas}}'s [[PK Starstorm]] shared its background with {{SSBU|Ness}}'s. In the final game, the background resembles that of the one used during the Masked Man fight.
*During her Final Smash in the E3 Direct, Zero Suit Samus' Final Smash portrait is in an unfinished state.


{{MovesetTable
<gallery>
|game=SSBU
Dede-Rush.png|King Dedede using [[Dede-Rush]] with white eyes instead of the yellow eyes in the final game.
|neutralcount=3
TeamStarWolf comparison.png|The background for Team Star Wolf in Wolf's showcase (top) and the one in the final game (bottom).
|neutralname=&nbsp;
Yoshi Stampede Textures.png|The textures used for the Yoshi's in Stampede showing the Yoshi's Crafted World texture which is not in the final game.
|neutral1dmg=2.2%
SSBU UnusedGigaBowserPunch Reticle.png|The placeholder reticle for Giga Bowser Punch.
|neutral2dmg=1.7%
</gallery>
|neutral3dmg=4%
 
|neutraldesc=The {{s|mariowiki|Punch}} + Punch + {{s|mariowiki|Kick}} combo from ''{{s|mariowiki|Super Mario 64}}''. The first and second hits can [[lock]], and the general speed of the move makes it good as a grounded combo breaker or quick punish tool, as the first hit comes out on frame 2.
===Movesets===
|ftiltname=&nbsp;
*In Luigi's character showcase trailer, {{SSBU|Dr. Mario}} is seen using Mario's updated animation for [[Cape]] rather than his own new and unique animation when using [[Super Sheet]], and his sheet is on his right hand, completely unanimated.
|ftiltdmg=7%
*In his own trailer, Dr. Mario is using his old animation for his down special, [[Dr. Tornado]]. In the final game, he spreads out his arms with his hands open.
|ftiltdesc=A wheel kick. It can be angled. Good for getting opponents off of Mario due to its high base knockback, and angling it down enables it to hit ledge hangs.
*In early footage of ''Ultimate'', Lucina has her former idle pose animation from ''Smash 4'', but in the final build, her idle pose matches {{SSBU|Marth}}'s new one.
|utiltname=&nbsp;
*An early screenshot of 4 Mr. Game & Watches on Flat Zone X has an old animation from ''Smash 4'' on the building, in which Mr. Game & Watch retains his regular form when using his neutral attack. In the final game, Mr. Game & Watch instead changes his appearance into that of the main character of ''Greenhouse''.
|utiltdmg=5.5%
*In {{SSBU|Pikachu}}'s showcase trailer, Pikachu's attacks were not changed, but {{SSBU|Mr. Game & Watch}} is shown using his former forward smash animation from ''Smash 4''. In the final game, however, he uses his design from the [[Game & Watch]] game ''Fire Attack''.
|utiltdesc=A spinning uppercut. Effective for comboing into itself at low percents, and into aerial attacks from mid to high percents; however, the former combo can be escaped with the proper combination of [[DI]] and [[SDI]], and can be punished on hit at very low percents. Unlike in ''SSB4'', the move's altered animation results in the hitbox being positioned fairly high to the ground on the first frame it is active, making it fairly difficult or even impossible to hit shorter or crouching characters with the move. It appears to be based on the second hit of the [[mariowiki:List of weapons in Super Mario RPG: Legend of the Seven Stars|Mega Glove]]'s combo from ''Super Mario RPG: Legend of the Seven Stars''.
**More notoriously, the design for the attack originally used the original depiction of the attackers from ''Fire Attack'', based on stereotypical Native Americans (as could be seen with the feather on Mr. Game & Watch's head); due to backlash on social media against the negative stereotype, the game's day 1 patch, version {{SSBU|1.1.0}}, removed the feather from the design.
|dtiltname=&nbsp;
*During Wolf's character showcase video in the E3 Direct, [[Wolf Flash]] lacked any visual effects.  
|dtiltdmg=5% (foot), 7% (leg)
**Additionally, during his character showcase video, his down smash had a different visual effect along while the bayonet on his blaster lacked any effects.
|dtiltdesc=A legsweep. A reliable combo starter that works at a wider range of percents than up tilt, at the cost of being less consistent due to its different hitboxes, and unable to combo into itself as effectively. Can also hit ledge hangs and combo off from ledge as well.
*In Fox's character showcase video, his Reflector has a more cyanish color than it does in previous iterations. In the final game, it is a much darker blue.
|dashname=&nbsp;
*An unused model of a fairy identical to the one used in {{SSB4|Link}}'s side taunt is found within {{SSBU|Link}}'s game files, alongside the corresponding animation titled '''AppealS'''. This indicates that he may have once again been meant to have a fairy appear during his taunts. However, it could simply be a development leftover. In the retail version, the fairy taunt has been instead given to {{SSBU|Young Link}}, with a similar model appearing.
|dashdmg=8% (clean), 6% (late)
*Joker has an unused "results" mouth and teeth model, labeled '''Mouth_result''', implying he was supposed to talk or move his mouth in some way during his victory poses. However, there are no bones for the mouth and jaw attached to the rig.
|dashdesc=A [[wikipedia:Slide (baseball)|baseball slide]]. Has a vertical knockback angle, although its moderate endlag makes it subpar for starting combos. Its lingering hitbox is useful for [[2 frame punish|2-framing]] certain opponents and punishing spotdodges. Very similar to the Slide Kick from ''Super Mario 64''.
**While Joker does talk during his victory poses, it's only after the player accesses the [[results screen]], when he is off-screen.
|fsmashname=&nbsp;
*Lucas' bursts of PSI originally retained their pink-and-yellow color scheme from ''Smash 4'' which is shown in pre-release screenshots, and his appearance in the [[:File:SSBU Panoramic.png|panoramic "Everyone Is Here!" illustration]], the color scheme would later be changed to a cyan-and-yellow color scheme in the released version of ''Ultimate''.
|fsmashdmg={{ChargedSmashDmgSSBU|17.8}} (fire), {{ChargedSmashDmgSSBU|14.7}} (arm)
*Kirby has an unused model of the Keyblade, suggesting he was to have his own Keyblade when copying Sora's neutral special, [[Magic]]; Kirby instead produces a makeshift Keyblade matching the element being used. The model lacks some essential files, and even properly implementing them will not spawn it in game.<ref>https://twitter.com/zrksyd/status/1566484364090826752</ref>
|fsmashdesc=Steps back and does a palm thrust that produces a small explosion. It can be angled, and is Mario's most powerful KO move when sweetspotted. The fireball is disjointed, and when angled down hits ledge hangs.
*Steve's tether grab, Fishing Rod, was tweaked in order to make it fit with its animation in ''Minecraft''.<ref name="yt_111723"/>
|usmashname=Lead Headbutt
*Pyra and Mythra's moveset and movements had their angles tweaked in order to make them face and attack their opponents more evident.<ref name="yt_111723"/>
|usmashdmg={{ChargedSmashDmgSSBU|14}}
*Mythra's [[Foresight]] did not have an afterimage once activated during development.<ref name="yt_111723"/>
|usmashdesc=An upward arcing headbutt. One of Mario's most reliable KO options. Its quick startup makes it a useful out of shield option, as well as being difficult to react to if the opponent is within its range. His head is intangible while its hitboxes are active, giving it pseudo-disjointed range. Its hitboxes reach behind Mario a good distance, but do not reach as far in front of him. Has very fast interruptibility for its strength at frame 40, and its damage output is also just enough to make it difficult for most characters to punish out of shield.
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdesc=The Sweep Kick from ''Super Mario 64''. Mario does a breakdance kick that hits both sides. Mario's fastest smash attack, coming out as fast as all his tilts, and both hits [[semi-spike]] opponents, though the frontal hit is rather weak in comparison to the back hit. Also capable of hitting ledge hangs. The animation in ''Ultimate'' more closely resembles Mario's breakdance from ''Dance Dance Revolution: Mario Mix''.
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=A flying kick. As a [[sex kick]], it loses its already below-average power after the first frames. It is useful for breaking out of combos due to its very fast startup (frame 3), and as a versatile horizontal combo extender, as well as for locking opponents. [[Autocancel]]s in a [[short hop]]. Can combo into a tilt attack or grab at low percents if landing on the ground shortly after the hit.
|fairname=Meteor Knuckle
|fairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|fairdesc=Rears back his fist and then throws an [[wikipedia:Overhand (boxing)|overhand]]. When hit clean, it is a [[meteor smash]] with enough knockback to KO under 45% offstage. It has the slowest startup of his standard moveset (frame 16), high ending lag, and is Mario's only aerial that doesn't autocancel in a short hop.
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|10.5}} (clean), {{ShortHopDmgSSBU|7}} (late)
|bairdesc=A {{s|wikipedia|dropkick}} behind Mario. Has decent knockback, fast startup with low ending and landing lag, and more range than most of Mario's other aerials, making it an effective [[spacing]] tool and horizontal combo extender at low percents, as well as having the ability to pseudo [[Wall of Pain]] off stage. Also capable of killing at higher percents, and can be used twice in a short hop, or with neutral, up and down airs.
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdesc=A bicycle kick. Has extremely fast startup (frame 4), consistent strength throughout the move and very low ending and landing lag, making it one of Mario's most versatile combo starters and extenders in his moveset. Can combo into itself easily until higher percents, and can kill off the top at high percents when close to the upper blast line.
|dairname=[[Mario Tornado]]
|dairdmg={{ShortHopDmgSSBU|1.4}} (hits 1-5), {{ShortHopDmgSSBU|5.5}} (hit 6), {{ShortHopDmgSSBU|2}} (landing)
|dairdesc=Rapidly spins around, trapping opponents and damaging them with a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]] and [[Wikipedia:Professional wrestling attacks#Spinning back fist|spinning backfists]] before assuming a [[wikipedia:Spreadeagle (position)|spread-eagle position]] to launch them. It can combo at low percents with the final hit, and kill at higher percents, whilst possessing very low endlag, making the move rather safe to use, barring its low range. It also has a landing hitbox that combos reliably into tilts or grab. It resembles the {{s|mariowiki|Spin Jump}}, a technique that first appeared in ''Super Mario World''. Useful as a combo starter and damage-racking option.
|grabname=&nbsp;
|grabdesc=Reaches out. Mario's overall grab range is somewhat short.
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldesc=Headbutts the opponent.
|fthrowname=&nbsp;
|fthrowdmg=8%
|fthrowdesc=Spins the opponent around once and throws them forward. Can be followed up with dash attack at lower percents, or be used to set up tech situations and mixups, or edgeguards. It fails to kill at very high percents, even at ledge.
|bthrowname=Airplane Swing
|bthrowdmg=11% (throw), 8% (collateral)
|bthrowdesc=Spins the opponent by their legs three times before throwing them backward. Can KO even the heaviest of characters reliably at around 160% near the edge without the need of [[rage]], but can KO middleweights as early as 120% if they fail to DI. Also has some use in matches with more than one player, as the collateral hit has large range and high knockback. It is based on the throw that he uses against [[Bowser]] in ''Super Mario 64''.
|uthrowname=&nbsp;
|uthrowdmg=7%
|uthrowdesc=Heaves the opponent directly overhead with both hands. An effective combo throw at low to medium percentages, comboing into all aerials except forward air. Very similar animation to the Upward Cap Throw from ''Super Mario Odyssey''.
|dthrowname=&nbsp;
|dthrowdmg=5%
|dthrowdesc=A [[wikipedia:Professional wrestling throws#Body slam|body slam]]. It can be followed up with several options, including up tilt on certain characters at varying percents, Super Jump Punch, neutral attack, and up aerial at mid percents on most characters. Effective for starting ladder combos on platform stages.
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdesc=Performs a modified version of the Sweep Kick from ''Super Mario 64'' before getting up.
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdesc=Punches behind himself and then in front of himself while getting up.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Performs a side kick behind himself and then in front of himself while getting up.
|edgename=&nbsp;
|edgedmg=9%
|edgedesc=Performs a dropkick while climbing up.
|nsname=Fireball
|nsdmg=5% (early), 4% (late)
|nsdesc=Throws a {{s|mariowiki|Fireball}}. The fireball bounces along the ground several times before disappearing. Has a lot of endlag for how weak it is, but Mario retains full control over his aerial mobility while using it, allowing him to continue drifting unpredictably while controlling space. Because the fireball is subject to gravity, it can be used to cover Mario while recovering high, and can combo into quick attacks if Mario is close enough.
|ssname=Cape
|ssdmg=7%, 1.5x times the reflected projectile
|ssdesc=Dons a {{s|mariowiki|Cape}} and waves it in front of himself. It reflects projectiles and reverses enemies, as well as reversing the opponent's controls for a brief instant. In the air, it stalls Mario for a short period of time, allowing for timing mixups in juggle and recovery situations. Useful for gimping opponents who are trying to recover.
|usname=Super Jump Punch
|usdmg=5% (hit 1), 0.6% (hits 2-6), 3% (hit 7)
|usdesc=A jumping uppercut that produces {{s|mariowiki|Star Coin}}s or {{s|mariowiki|Metro Kingdom}} {{s|mariowiki|regional coin}}s on contact. Mario's only recovery move. Its extremely fast startup (frame 3) and intangibility frames on startup make it useful as an [[out of shield]] option. Can KO near the upper blast line at high percents.
|dsname=F.L.U.D.D.
|dsdmg=0%
|dsdesc=Wields {{s|mariowiki|F.L.U.D.D.}} and charges up water to launch a stream at the opponent. The charge time is rather fast, and it can be [[charge cancel]]ed and stored for later. The water pushes opponents, but does not damage them. Mario can change the angle of the stream upwards or downwards. Useful for disrupting an approach and creating space, which can help alleviate pressure and potentially put his opponent in a vulnerable position. It also slightly pushes Mario backward if charged enough. Can also be used as an edgeguarding tool.
|fsname=Mario Finale
|fsdmg=2% (early), 2.5% (clean), 3% (late)
|fsdesc=Rears his arms back before thrusting them forward to generate and launch two gigantic Fireballs, which trap and repeatedly damage any opponents in their path. Deals almost no knockback, but has decent damage and can carry opponents off the side of the stage when near the ledge.
}}
===[[On-screen appearance]]===
*Jumps out of a {{s|mariowiki|Warp Pipe}} punching his right fist in the air while shouting "Let's-a go!".


===[[Taunts]]===
<gallery>
*'''Up taunt''': Turns his back to the camera and gives a thumbs-up, while smiling. The pose Mario strikes resembles a piece of [[mariowiki:File:Mario thumbs-up.png|promotional artwork]] first released for {{s|mariowiki|Club Nintendo}}, but without the wink.
Fire Attack (G&W).jpg|Mr. Game and Watch's infamous feather removed in the day one patch.
*'''Side taunt''': Cheerfully tosses {{s|mariowiki|Cappy}} in a circle, saying "Hoohoo!", then grabs him out of midair and puts him back on his head. Based on the {{s|mariowiki|Cap Throw}} from ''Super Mario Odyssey''.
SSBUWebsiteMrGame&Watch6.jpg|Mr. Game and Watch's neutral attack from ''Smash 4''.
*'''Down taunt''': Spins in the air and falls to the ground with his legs in the air. This is a reference to his dying animation from ''[[Donkey Kong (game)|Donkey Kong]]''.
Fox SSBU Beta Reflector.png|Fox's Reflector in his character showcase trailer.
SSBU_link_fairy.png|Unused fairy model found in Link's game files.
SSBUWebsiteLucas1.jpg|Original color scheme of Lucas's PSI.
UnusedKirbyKeyblade.jpg|Kirby's keyblade model.
</gallery>
 
===Other===
*In the E3 demo, a fighter can get a star KO in Moray Towers. However, this cannot happen in the final game and the Boss Galaga item cannot spawn on the stage.
*The E3 demo of the game did not feature the changes to [[victory theme]]s seen in the final version of the game.
**In the demo, the victory theme would start playing much sooner than in the final game.
**Ridley had a different victory theme in the E3 demo than the one heard in the final game. The most significant difference is that the E3 version ends with a mysterious harp arpeggio, reminiscent of the Unknown Item acquisition jingle from ''Metroid: Zero Mission''.
**Additionally, on the victory screen, the announcer says "Ice Climbers '''wins'''!", where in the final build, he says "Ice Climbers '''win'''!" due to their name being plural.
*In the E3 demo, {{SSBU|Ike}} did not speak during his victory poses.
*In the [[World of Light]] trailer, the Fishman from ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}'' was named "Merman"; in the final game, however, it was corrected to Fishman.
*In early footage, the main menu has a few visual differences from the final game. The highlight box when selecting a mode has a white glow instead of a colored outline matching the corresponding mode, the background of the Vault section uses dots instead of diagonal lines, the background of the Games and More section uses thicker circles, the background of the Online section uses a simpler wave effect, and the button to access the Nintendo eShop is not available.
*In early footage, the image that appears in the top right when selecting the "Smash" option in the Smash menu is different from the final game. {{SSBU|Mario}} and {{SSBU|Bowser}} have different poses and appear in different corners, {{SSBU|Link}} and {{SSBU|Samus}} are present instead of {{SSBU|Kirby}} and {{SSBU|Pit}}, and the flaming Smash symbol in the background is smaller.
*In {{SSBU|Bowser}}'s showcase video on the website, {{SSBU|Olimar}} is [[Screen KO]]'d by Bowser's [[Final Smash]], [[Giga Bowser Punch]], and is shown with his eyes closed during the Screen KO. In the final game, Olimar's Screen KO animation properly has his eyes open and exaggerated.
*In the segment of the Nintendo E3 Direct that introduced {{SSBU|Daisy}}, she had fewer facial expressions compared to the final game.
*In {{SSBU|Luigi}}'s showcase video, he uses the same grinning expression from ''Smash 4'' when charging up his [[Green Missile]], where in the final build, he sports an angrier expression.
**The final pose of his up taunt also sports a different expression, with Luigi closing his eyes and frowning with his mouth open. In the final build, his eyes are open, his pupils are smaller than usual and his mouth shows a shocked expression instead of a frown.
*{{SSBU|Ness}} and {{SSBU|Lucas}} reuse their less detailed eye animations from Smash 4 in their showcase videos.
*Just like in ''Smash 4'', there are textures that imply R.O.B. was supposed to receive battle damage (indicated by cracks on his body) from taking too much damage. However, R.O.B in the final game never takes battle damage and only his pained expressions from ''Smash 4'' still exist. The textures are also fully updated from ''Smash 4'' despite not being used.
*In {{SSBU|King Dedede}}'s showcase trailer and [[:File:SSBUWebsiteKingDedede4.jpg|a screenshot]], he has his eyes wide open when crouching like in Smash 4. This is changed in the final game, where he slightly closes his eyes more in a humorously seductive manner.
*In {{SSBU|Meta Knight}}'s showcase video, he closes his eyes upon using his [[up taunt]], but in the final game, they are open, like in ''Brawl'' and ''Smash 4''.
*In the E3 demo, {{SSBU|Fox}}'s on-screen appearance has him facing away from the camera when facing left.
*During the "Everyone is here!" segment of the E3 2018 Direct, Zelda is briefly seen having a third idle pose, which is identical to an idle from the last game with her crossing her arms. This was removed in the final build.
*During Bowser's segment of the E3 2018 Direct, Link had a surprised expression when Screen KO'd, which included him blushing. This was changed in the final build where he winces without the blush mark on his face.
**Additionally, his screen KO'd pose was exactly the same as the one he has but mirrored. The pose was unmirrored in the final build.
*Early footage of Young Link in the E3 2018 Direct and character showcase video shows that the belt around his sheath lacked back-face culling, as it disappears when seen from the inside. This was fixed in the initial release of the game.
*In the data, ''Blast Corps'', ''Jet Force Gemini'', ''Devil's Third'', and ''Monster Hunter Generations Ultimate'' are listed as series names. Despite this, no content from any of these games appears whatsoever in the final game.<ref>https://twitter.com/AltDeltas/status/1066276640324501504/</ref>
*In Samus' showcase video, {{b|Metroid|creature}}s would freeze like fighters in a chunk of ice. In the final game, they turn blue and plummet straight down.
*In {{SSBU|Jigglypuff}}'s showcase video, {{SSBU|Marth}} is shown using [[Shield Breaker]] and breaking Jigglypuff's shield, [[Star KO]]ing it due to its unique shield jump. This event cannot happen in the final unmodded game, due to the sheer amount of knockback always causing the Blast KO explosion instead. This suggests this limit that previously existed in ''Smash 4'' was removed in early versions of ''Ultimate'' before being added back again.
*An unused texture of Little Mac's thrown hoodie exists in the game files. This texture is slightly darker than the regular texture, and is specifically meant for costume 6 and 8, which do not throw a hoodie in the final release. The model associated with this texture is identical to the regular model.<ref>[https://www.youtube.com/watch?v=8iwETBorqnc&feature=youtu.be&t=93 Little Mac Hoodie differences]</ref>
*In the demo, Pokémon Trainer's name only took up one line on the character selection screen. In the American and PAL versions of the final game, even if the character selection screen has the same amount of characters as the demo, his name will always take up two lines.
*Several of the [[damage meter]] icons were slightly modified between the demo and the final game:
**Ice Climbers, Squirtle, Ivysaur, Ike, Pac-Man, Inkling, and Ridley did not have any part of them sticking out of the damage meter in the demo.
**Charizard's portrait in the demo had its claw sticking out of the damage meter while its ears did not, while the exact opposite happens in the final game.
**Mewtwo's portrait was slightly larger in the demo.
** While the demo showed the entirety of ''Advent Children'' Cloud's left shoulder in the portrait, the final game does strangely cuts part of it off.
**Sonic, Charizard, Ridley, and Inkling's portrait placements were positioned slightly higher than in the final game while Ice Climbers was placed lower.
*In pre-release promotional material for Banjo & Kazooie such as their reveal trailer and images on the official ''Super Smash Bros.'' website, when compared to the final game the duo (more noticeably Kazooie) appear to have less expressive, ostensibly placeholder default facial expressions when using certain moves or [[dash]]ing.
*Characters [[buried]] used their bury poses from ''Smash 4'' and prior games in the demo.
*Reeling was originally the same length as it used to be in every other ''Smash'' game before ''Ultimate.'' The final game speeds up the animation.
*When respawning via the [[revival platform]], {{SSBU|Inkling}} would use their landing animation from a Super Jump while descending, perhaps as a reference to the original ''Splatoon''.
*The CGI part of Sephiroth's reveal trailer was tweaked in production to resemble more to the movie ''{{iw|wikipedia|Final Fantasy VII: Advent Children}}''. This includes colors being washed-out and the environment being slightly darker.<ref name="yt_111723"/>
*Kazuya used the normal knockdown animation during production, before having his own animation sourced from the {{uv|Tekken}} series.<ref name="yt_111723"/>
*The game has functionality for changing the radar's color to red, green, blue, or white depending on the stage, but black is the only color used.
*Unused file name strings revealed through a string dump prior to release were left in the data, it contained a Maya physics asset labeled <code>Jane1_pony_hairSystemShape2.mchp</code>, this file follows a Maya project file for Joker's Shujin Academy alternate costume.<ref>https://twitter.com/DrHyperCake/status/1098748513251291136</ref> Looking at the file name it would have been used for ponytail hair physics, this could have been for [[Ann Takamaki]]'s cameo in [[Mementos]] with ''Jane'' being a misspelling of Ann's Japanese name "Anne". Due to no data or mention of ''Jane'' existing in the final game it is uncertain what the true purpose of this file was, or if it was related to ''Smash''.


===[[Idle pose]]s===
*Moves his head from left to right and holds his fist in front of his face.
*Adjusts his hat.


===[[Victory pose]]s===
*Winds up for a punch and steps forward while punching in front of the screen.
*Makes fire explode from his palm and strikes a pose. This pose is somewhat similar to his ''Super Smash Bros. 4'' artwork.
*Does a spin as he jumps high in the air and lands in a strongman pose. It originates from his "character chosen" animation in ''Super Smash Bros.''
[[File:MarioSeriesVictoryThemeUltimate.ogg|thumb|A flourished remix of the Course Clear Fanfare used in ''{{s|mariowiki|Super Mario Bros.}}'', slightly sped up.]]
<gallery>
<gallery>
MarioVictoryPose1SSBU.gif
Fishman as Merman.png|The Fishman as "Merman" in the World of Light trailer.
MarioVictoryPose2SSBU.gif
SSBU_Early_Smash_Graphic.png|The early image for selecting "Smash" in the Smash menu.
MarioVictoryPose3SSBU.gif
Giga Bowser Ultimate KOs.gif|Olimar with shut eyes in his screen KO. Additionally, Giga Bowser is brighter than in the final game.
Unused ROB Battledmg Ultimate.png|Unused battle damage textures for R.O.B.
</gallery>
</gallery>


==In competitive play==
==Unused series names==
===Notable players===
This is a list of game names that are listed alongside other series in the game's strings, yet no content from these games appear in the game itself.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*''{{iw|wikipedia|Devil's Third}}''
*{{Sm|Ally|Canada}} - The best Mario player in Canada. Plays Mario as a secondary. Placed 2nd at {{Trn|Battle of BC 3}} with wins over {{Sm|ESAM}} and {{Sm|Nurse}}.
*''{{iw|wikipedia|Jet Force Gemini}}''
*{{Sm|ANTi|USA}} - Placed 25th at both {{Trn|Pound 2019}} and {{Trn|Get On My Level 2019}}.
*''{{iw|wikipedia|Blast Corps}}''
*{{Sm|Dark Wizzy|USA}} - One of the best Mario players in the world. Placed 9th at {{Trn|Smash Conference United}}, 17th at {{Trn|GENESIS 6}}, 3rd at {{Trn|Suplex City Smash}} and 13th at {{Trn|Pound 2019}}. Has wins over {{Sm|ZD}}, {{Sm|Light|p=Connecticut}} and {{Sm|Mr.R}}
*''{{iw|wikipedia|Monster Hunter Generations Ultimate}}''
*{{Sm|MastaMario|USA}} - One of the best Mario players in the United States. Has wins over {{Sm|NAKAT}}, {{Sm|Armando}}, Zenyou, {{Sm|Charlie}}, {{Sm|Rich Brown}}, and {{Sm|Slither2Hunter}}.
*{{Sm|Prodigy|USA}} - One of the best Mario players in the world. Placed 13th at {{Trn|GENESIS 6}} with wins over {{Sm|FOW}}, {{Sm|Abadango}}, Dark Wizzy, and {{Sm|ImHip}}.
*{{Sm|Stroder|USA}} - Co-main {{SSBU|Greninja}} with Mario and is considered one of the best Mario players in the world. Placed 1st at both {{Trn|Smashpoint}} and {{Trn|Ascension V}}, 5th at {{Trn|Goodwill of Orange County's Charity Invitational}}, and 13th at {{Trn|2GG: Prime Saga}}.
*{{Sm|Super Dan|USA}} - Placed 4th at {{Trn|Retro Arena 64}}. Ranked 4th on the [[Chicago Power Rankings]].
*{{Sm|Tatsutsuyo|Japan}} - Placed 13th at {{Trn|Sumabato SP}} and 17th at {{Trn|KVOxTSB 2019}}.
*{{Sm|Teb|USA}} - Placed 7th at {{Trn|Super Splat Bros}} and 17th at {{Trn|2GG: Prime Saga}}.
*{{Sm|Zenyou|USA}} - Placed 33rd at {{Trn|GENESIS 6}}. Has wins over {{Sm|Larry Lurr}}, {{Sm|Razo}}, Rich Brown, Slither2Hunter, and {{Sm|Nicko}}.


=={{SSBU|Classic Mode}}: Let's-a Go!==
==Unused game titles==
In a similar fashion to the Classic Modes of past games, Mario's opponents are groups of fighters from various [[universe]]s fought on a [[home stage]] from that universe. The Japanese title and overall concept are also similar to ''Super Mario Odyssey'', where Mario would travel to different kingdoms.
This is a list of game titles located within the game file '''ui_gametitle_db.prc''' along with all other game titles (e.g. Mario Kart 64, linked to Mario Kart Series), yet go unused in the game itself with no text associated with them. Some of these titles might possibly be related to other unused content referenced in this article.


{|class="wikitable sortable" style="text-align:center"
{| class="wikitable" style="width: 100%;"
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px}} and {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (Brawl)}}''||
! File Title in ''Ultimate''{{'}}s code
! Game Title Theories
|-
|-
|2||{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px}}, {{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px}}, and {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px}}||[[Green Greens]]||''{{SSBUMusicLink|Kirby|Green Greens (Melee)}}''||Free-for-All
|ui_gametitle_paper_mario_rpg
|Unspecified ''Paper Mario'' game, though most likely referring to  ''{{iw|mariowiki|Paper Mario: The Thousand Year Door}}'' as its Japanese title is ''Paper Mario RPG''.
|-
|-
|3||{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px}} and {{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Donkey Kong|Jungle Level (Melee)}}''||
|ui_gametitle_paper_mario_sticker_star
|''{{iw|mariowiki|Paper Mario: Sticker Star}}''.
|-
|-
|4||{{SSBU|Squirtle}} {{Head|Squirtle|g=SSBU|s=20px}}, {{SSBU|Ivysaur}} {{Head|Ivysaur|g=SSBU|s=20px}}, {{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px}}, and {{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Blue (Brawl)}}''||{{SSBU|Pokémon Trainer}} is absent.
|ui_gametitle_mario_golf_64
|Standalone version of ''{{iw|mariowiki|Mario Golf 64}}''. While ''Mario Golf 64'' content appears in-game, it instead shares a title with ''{{iw|mariowiki|Mario Tennis 64}}'', internally named '''ui_gametitle_mario_tenis64_golf64'''.
|-
|-
|5||{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px}}, {{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px}}, and {{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px}}||[[Coliseum]]||''{{SSBUMusicLink|Fire Emblem|Story 5 Meeting}}''||
|ui_gametitle_mario_tennis_64
|Standalone version of ''Mario Tennis 64''. Same situation as ''Mario Golf 64''.
|-
|-
|6||The [[Koopalings]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Larry}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Roy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Lemmy}}{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}} and {{SSBU|Bowser Jr.}} {{Head|Bowser Jr.|g=SSBU|s=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario Bros. 3}}''||The Koopalings are fought in the order Mario faces them in ''Super Mario Bros. 3''.
|ui_gametitle_mario_party10
|''{{iw|mariowiki|Mario Party 10}}''.
|-
|-
|colspan="5"|[[Bonus Stage]]
|ui_gametitle_mario_party_star_rush
|''{{iw|mariowiki|Mario Party: Star Rush}}''.
|-
|-
|Final||{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px}}, then [[Giga Bowser]]||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}'' <small>(Against Bowser)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Giga Bowser}}'' <small>(Against Giga Bowser)</small>||A [[Maxim Tomato]] spawns on the stage after Bowser is KO'd.
|ui_gametitle_mario_kart_advance
|}
|Standalone version of ''{{iw|mariowiki|Mario Kart: Super Circuit}}''. A small amount of ''Super Circuit'' content appears in the "''{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}}''" alongside ''{{iw|mariowiki|Mario Kart DS}}'' and ''{{iw|mariowiki|Mario Kart 7}}'', all sharing the title '''ui_gametitle_mario_kart7_ds_advance'''.
 
[[Credits]] roll after completing Classic Mode. Completing it as Mario has ''{{SSBUMusicLink|Super Mario Bros.|Super Mario Bros.: The Lost Levels Medley}}'' accompany the credits.
 
===Character unlock tree===
Mario's Classic Mode character unlock tree includes the following characters in order:
#{{SSBU|Sonic}}
#{{SSBU|Bayonetta}}
#{{SSBU|Little Mac}}
#{{SSBU|Ike}}
#{{SSBU|Luigi}}
#{{SSBU|Roy}}
#{{SSBU|Dr. Mario}}
#{{SSBU|Olimar}}
 
Each character can be unlocked by clearing Mario's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Donkey Kong}}'s character unlock tree, starting with {{SSBU|Bowser}}. Furthermore, Mario's tree can also be accessed by completing another starter character's unlock tree, then clearing Classic Mode with any character within.
 
==Role in [[World of Light]]==
[[File:False characters SSBU.png|thumb|200px|left|False Mario along with the other Puppet Fighters.]]
[[File:WoL-01Mario.jpg|thumb|Finding Mario in World of Light]]
Mario was among the fighters that were summoned to the cliffside to fight against the army of [[Master Hand]]s.
 
During the opening cutscene, Mario was present on the cliffside when [[Galeem]] unleashed his beams of light. Mario was then destroyed by Galeem's light attack offscreen and imprisoned alongside the rest of the fighters, with the exception of {{SSBU|Kirby}}.
 
Mario is later seen under Galeem's imprisonment during the opening cutscene, where a puppet fighter of him is cloned from him to contain the spirit of a Smoky Progg. He is always the first character to be unlocked in this mode.
 
When the fighters make their last stand against Galeem and [[Dharkon]], Mario is seen leading the charge. He is also prominently featured in both of the bad endings. If Galeem defeats Dharkon, Mario watches in trepidation as Galeem unleashes a wave of light and is ostensibly vaporized with the rest of reality. If Dharkon defeats Galeem, Mario is seen lifelessly slumping over as the world is engulfed in darkness.
{{clrl}}
 
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Type
! Power
! Stage
! Music
|-
| 01
| [[File:Mario SSBU.png|center|108x108px]]
| {{SSBU|Mario}}
| {{color|#796581|Neutral}}
| 2,500
| [[Final Destination]]
| ''{{SSBUMusicLink|Super Smash Bros.|Final Destination}}''
|}
{{-}}
 
==[[Spirit]]s==
Mario's Fighter Spirits can be obtained by completing [[Classic Mode]]. They are also available periodically for purchase in the shop for 300 coins. Unlocking Mario in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
 
Additionally, Mario makes an appearance in various Primary and Support Spirits.
 
<center>
<gallery>
Mario Spirit.png|1. '''''Mario'''''
Mario Builder Spirit.png|2. '''Builder Mario'''
Mario Wedding Spirit.png|3. '''Mario (Wedding)'''
Metal_Mario_Spirit.png|21. Metal Mario
Boo_Mario.png|22. Boo Mario
Rock_mario.png|23. Rock Mario
Gold_Mario_Spirit.png|24. Gold Mario
Starship Mario Spirit.png|75. Starship Mario
Plessie.png|77. Plessie
Goo Goo Buggy Spirit.png|80. Goo-Goo Buggy
Papermario.png|93. Paper Mario
Papercraft_Mario_Spirit.png|110. Papercraft Mario
Mini_Mario_Spirit.png|126. Mini Mario
Mini_Mario_Hammer_Spirit.png|127. Mini Mario & Hammers
Mario_Tennis_Spirit.png|132. Mario (Mario Tennis Aces)
Babymario.png| 299. Baby Mario
Superstar_Mario_Spirit.png |300. Baby Mario (Superstar Mario)
Stork.png|302. Stork
Yoshi and Baby Mario.png|319. Mega Eggdozer
Monster_Spirit.png|1133. MONSTER
</gallery>
</center>
 
==In Spirit battles==
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
|-
|-
! colspan=4|Spirit
|ui_gametitle_mario_kart8_dx
! colspan=7|Battle parameters
|''{{iw|mariowiki|Mario Kart 8 Deluxe}}''.
|-
|-
! style="width:5%;"|No.
|ui_gametitle_donkey_kong_jr
! style="width:5%;"|Image
|Standalone version of ''{{iw|mariowiki|Donkey Kong Jr.}}'' While ''Donkey Kong Jr.'' content appears in-game, it instead shares a title with {{uv|Donkey Kong}}, internally named '''ui_gametitle_donkey_kong_kongjr'''.
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
|-
|-
|21
|ui_gametitle_donkey_kong3
|[[File:Metal Mario Spirit.png|center|64x64px]]
|''{{iw|mariowiki|Donkey Kong 3}}''.
|{{anchor|Metal Mario}}[[Metal Mario]]
| ''Super Mario series''
|•Metal {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,600
|[[The Great Cave Offensive]] ([[Battlefield form]])
|N/A
|•The enemy is slow but has increased defense and attack<br>•The enemy is metal
|{{SSBUMusicLink|Super Smash Bros.|Metal Battle}}
|-
|-
|22
|ui_gametitle_diddy_kong_racing_series
|[[File:Boo Mario.png|center|64x64px]]
|''{{iw|mariowiki|Diddy Kong Racing}}'' series. This is possibly related to cut spirits from ''Diddy Kong Racing''.
|{{anchor|Boo Mario}}Boo [[Mario]]
| ''Super Mario series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,900
|[[Dracula's Castle]] (hazards off)
|•Hazard: High Gravity<br>•Hazard: Low Gravity<br>•Invisibility
|•The enemy is invisible<br>•Your jumping power decreases when the enemy's at high damage<br>•The enemy is less affected by gravity
|{{SSBUMusicLink|Super Mario Bros.|Castle / Boss Fortress - Super Mario World / SMB 3}}
|-
|-
|34
|ui_gametitle_donkey_konga_series
|[[File:Toadsworth Spirit.png|center|64x64px]]
|''{{iw|mariowiki|Donkey Konga}}'' series. While the Donkey Kong & Bongos spirit represents this series, it is instead categorized as belonging to ''{{iw|mariowiki|Donkey Kong Jungle Beat}}''.
|{{anchor|Toadsworth}}[[Toadsworth]]
| ''Super Mario series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,900
|[[Princess Peach's Castle]]
|•Item: Mushrooms
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Super Mario Bros.|Ricco Harbor}}
|-
|-
|75
|ui_gametitle_legend_of_zelda_spirit_tracks
|[[File:Starship Mario Spirit.png|center|64x64px]]
|''{{iw|zeldawiki|The Legend of Zelda: Spirit Tracks}}''. While this one does have a Zelda spirit from this game, it is instead categorized as belonging to "The Legend of Zelda Series."
|{{anchor|Starship Mario}}Starship Mario
| ''Super Mario series''
|•Giant {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,100
|[[Mario Galaxy]] ([[Battlefield form]])
|•Hazard: Low Gravity
|•Gravity is reduced<br>•The enemy is giant
|{{SSBUMusicLink|Super Mario Bros.|The Starship Sails}}
|-
|-
|78
|ui_gametitle_yoshi_woolly_3ds
|[[File:Cappy spirit.png|center|64x64px]]
|''{{iw|mariowiki|Poochy & Yoshi's Woolly World}}''.
|{{anchor|Cappy}}[[Cappy (Mario)|Cappy]]
| ''Super Mario series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,600
|[[Rainbow Cruise]]
|•Invisibility<br>•Item: [[Boomerang]]
|•The enemy is invisible<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}}
|-
|-
|81
|ui_gametitle_star_fox_command
|[[File:Goo Goo Buggy Spirit.png|center|64x64px]]
|Standalone version of ''{{iw|lylatwiki|Star Fox Command}}''. While ''Star Fox Command'' content appears in-game, it instead shares a title with ''{{iw|lylatwiki|Star Fox 64}}'', internally named '''ui_gametitle_star_fox64_fox_command'''.
|{{anchor|Goo-Goo Buggy}}Goo-Goo Buggy
| ''Mario Kart series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,400
|{{SSB4|Mario Circuit}}
|•Assist Trophy Enemies (Chain Chomp)
|•Hostile assist trophies will appear<br>•The enemy has increased move speed
|{{SSBUMusicLink|Mario Kart|Mushroom Gorge - Mario Kart Wii}}
|-
|-
|85
|ui_gametitle_fire_emblem_thracia_776
|[[File:B-dasher.png|center|64x64px]]
|''{{iw|fireemblemwiki|Fire Emblem: Thracia 776}}''. This one interestingly has another game title shared with ''{{iw|fireemblemwiki|Fire Emblem: The Binding Blade}}'' named '''ui_gametitle_fire_emblem_emblem_binding_blade_thracia_776''', but the actual text for it is just "Fire Emblem Series".
|{{anchor|B Dasher}}B Dasher
| ''Mario Kart series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}} (x3)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,400
|[[Figure-8 Circuit]]
|•Uncontrollable Speed
|•All fighters move faster and can't stop quickly<br>•The enemy can deal damage by dashing into you
|{{SSBUMusicLink|Mario Kart|Mario Circuit - Mario Kart 8}}
|-
|-
|119
|ui_gametile_robot_block
|[[File:Kid Spirit.png|center|64x64px]]
|Standalone version of ''{{iw|wikipedia|Stack-Up}}''. While ''Stack-Up'' content appears in-game, it instead share a title with ''Gyromite'', internally named '''ui_gametitle_robot_block_robot_gyro'''.
|{{anchor|Kid}}Kid
| ''Mario Golf series''
|•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Black}} (×4)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|2,500
|[[Golden Plains]] ([[Battlefield form]])
|•Item: [[Beastball]]<br>•Hazard: Heavy Wind
|•Dangerously high winds are in effect<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Super Mario Bros.|World Tour}}
|-
|-
|128
|ui_gametitle_robot_gyro
|[[File:MC Ballyhoo Big Top.png|center|64x64px]]
|Standalone version of ''{{iw|wikipedia|Gyromite}}''. Same situation as ''Stack-Up''.
|{{anchor|MC Ballyhoo & Big Top}}MC [[Ballyhoo & Big Top]]
| ''Mario Party series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,600
|[[Mario Circuit]]
|•Item Tidal Wave
|•Certain items will appear in large numbers after a little while
|{{SSBUMusicLink|Super Mario Bros.|Pandemonium}}
|-
|-
|130
|ui_gametitle_animal_crossing_plus
|[[File:Rabbid Mario.png|center|64x64px]]
|Unspecified {{uv|Animal Crossing}} game, though most likely referring to the three versions of the [[GameCube]] release, which were released in Japan as ''{{iw|nookipedia|Doubutsu no Mori+}}''.
|{{anchor|Rabbid Mario}}Rabbid [[Mario]]
| ''Mario + Rabbids Kingdom Battle''
|•Bunny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,400
|[[3D Land]]
|•Item: Shooting Types
|•The enemy starts the battle with a [[Ray Gun]]
|{{SSBUMusicLink|Nintendo|Arcade Bunny's Theme}}
|-
|-
|132
|ui_gametitle_animal_crossing_city
|[[File:Mario Tennis Spirit.png|center|64x64px]]
|Standalone version of ''{{iw|wikipedia|Animal Crossing: City Folk}}''. While ''City Folk'' content appears in-game, it instead shares a title with ''{{iw|nookipedia|Animal Crossing: Wild World}}'', internally named '''ui_gametitle_animal_crossing_city_crossing_wild'''.
|{{anchor|Mario (Mario Tennis Aces)}}Mario (Mario Tennis Aces)
| ''Mario Tennis Aces''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Fire}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,800
|[[Wuhu Island]]<br>(Swordplay Colosseum)
|•[[Assist Trophy]] Enemies ([[Color TV-Game 15]])
|•Hostile assist trophies will appear<br>•The enemy favors smash attacks
|{{SSBUMusicLink|Super Mario Bros.|Title Theme - Mario Tennis Aces}}
|-
|-
|299
|ui_gametitle_animal_crossing_amiibo_festival
|[[File:Babymario.png|center|64x64px]]
|''{{iw|nookipedia|Animal Crossing: amiibo Festival}}''.
|{{anchor|Baby Mario}}Baby Mario
| ''Yoshi series''
|•Tiny {{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Yoshi}} (×8) ({{Head|Yoshi|g=SSBU|s=20px|cl=Red}}{{Head|Yoshi|g=SSBU|s=20px|cl=Blue}}{{Head|Yoshi|g=SSBU|s=20px|cl=Yellow}}{{Head|Yoshi|g=SSBU|s=20px|cl=Pink}}{{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}{{Head|Yoshi|g=SSBU|s=20px|cl=Purple}}{{Head|Yoshi|g=SSBU|s=20px|cl=Crafted}}{{Head|Yoshi|g=SSBU|s=20px}})
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|8,800
|{{SSBB|Yoshi's Island}}
|N/A
|•Defeat the main fighter to win<br>•The enemy shields often
|{{SSBUMusicLink|Yoshi|Yoshi's Island (Brawl)}}
|-
|-
|816
|ui_gametitle_sonic_rush
|[[File:Smoky Progg Spirit.png|center|64x64px]]
|''{{iw|wikipedia|Sonic Rush}}''. Possibly evidence that the music track "''{{SSBBMusicLink|Sonic The Hedgehog|Right There, Ride On}}''" was considered at some point.
|{{anchor|Smoky Progg}}{{s|pikipedia|Smoky Progg}}
| ''Pikmin series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,600
|[[Distant Planet]] ([[Battlefield form]])
|•Metal Shift
|•The enemy will occasionally turn metal
|{{SSBUMusicLink|Pikmin|Stage Select - Pikmin 2}}
|-
|-
|941
|ui_gametitle_mega_man6
|[[File:Vonkaiser.png|center|64x64px]]
|Standalone version of ''{{iw|wikipedia|Mega Man 6}}''. While ''Mega Man 6'' content appears in-game, it instead shares a title with ''Mega Man 4'' and ''Mega Man 5'', internally named '''ui_gametitle_megaman4_magaman5_megaman6'''.
|Von Kaiser
| ''Punch-Out!! series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,800
|[[Boxing Ring]]
|N/A
|•The enemy's punches and elbow strikes have increased power<br>•[[Stamina battle]]<br>•The enemy favors side smash attacks
|{{SSBUMusicLink|Punch-Out!!|Minor Circuit (Original)}}
|-
|-
|1,147
|ui_gametitle_castlevania_fcd
|{{anchor|Maruhige Shop Owner}}[[File:Maruo.png|center|64x64px]]
|[[wikipedia:Castlevania (1986 video game)|''Castlevania'' (Famicom)]], titled ''Akumajō Dracula'' in Japan. Possibly evidence that music directly sourced from the Famicom versions with different instrumentation were considered at one point.
|Maruhige Shop Owner
| ''Trade & Battle: Card Hero series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,700
|[[Pac-Land]] ([[Battlefield form]])
|•Item: [[Assist Trophy]]
|•[[Stamina battle]]<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Nintendo|Welcome Center}}
|-
|-
|1,300
|ui_gametitle_castlevania_judgment
|[[File:Dice Block Spirit.png|center|64x64px]]
|Standalone version of ''{{iw|wikipedia|Castlevania Judgment}}''. While content from ''Judgment'' appears in-game, it is instead categorized as belonging to the ''Castlevania'' series.
|{{anchor|Dice Block}} Dice Block
| ''Super Mario series''
|•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,900
|[[Princess Peach's Castle]]
|•Item Tidal Wave
|•Items will be pulled toward the enemy<br>•Certain items will appear in large numbers
|{{SSBUMusicLink|Super Mario Bros.|Pandemonium}}
|}
 
===As a minion===
{|class="wikitable sortable" style="width:100%;"
|-
|-
! colspan=4|Spirit
|ui_gametitle_castlevania_arcade
! colspan=7|Battle parameters
|''{{iw|wikipedia|Castlevania: The Arcade}}''.
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
|ui_gametitle_castlevania_harmony_of_despair
! style="width:5%;"|Image
|''{{iw|wikipedia|Castlevania: Harmony of Despair}}''.
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|-
|27
|ui_gametitle_skykid
|[[File:Baby Peach Spirit.png|center|64x64px]]
|Standalone version of ''{{iw|wikipedia|Sky Kid}}''. While ''Sky Kid'' content appears in-game, it instead shares a title with ''{{iw|wikipedia|Sky Kid Deluxe}}'', internally named '''ui_gametitle_skykid_skykid_dx'''.
|{{anchor|Baby Peach}}[[Baby Peach]]
| ''Super Mario series''
|•Tiny {{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Striped}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,600
|[[Peach's Castle]]
|N/A
|•Defeat the main fighter to win<br>•The enemy favors dash attacks<br>•The enemy has increased move speed
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros (Melee)}}
|Either {{s|mariowiki|Mario}} or {{s|mariowiki|Baby Mario}}
|-
|-
|29
|ui_gametitle_skykid_dx
|[[File:Peach Wedding Spirit.png|center|64x64px]]
|Standalone version of ''Sky Kid Deluxe''. Same situation as ''Sky Kid''.
|{{anchor|Peach (Wedding)}}[[Peach]] (Wedding)
| ''Super Mario series''
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,900
|[[New Donk City Hall]]
|•Flowery
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy tends to avoid conflict
|{{SSBUMusicLink|Super Mario Bros.|Break Free (Lead The Way)}}
|{{s|mariowiki|Mario}}
|-
|-
|79
|ui_gametitle_yokai_dochuki
|[[File:Pauline spirit.png|center|64x64px]]
|''{{iw|wikipedia|Yokai Dochuki}}''. Possibly evidence that the music track "''{{SSB4MusicLink|Namco|Yokai Dochuki Retro Medley}}''" was considered at some point.
|{{anchor|Pauline}}[[Pauline]]
| ''Super Mario series''
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,700
|[[75m]]
|•Jump Power ↓
|•Defeat the main fighter to win<br>•You have reduced jump power<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Super Mario Bros.|Jump Up, Super Star!}}
|Jumpman ({{s|mariowiki|Mario}})
|-
|-
|104
|ui_gametitle_dig_dug
|[[File:Genosmrpg.png|center|64x64px]]
|''{{iw|wikipedia|Dig Dug}}''.
|{{anchor|Geno}}[[Geno]]
| ''Super Mario RPG: Legend of the Seven Stars''
|•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Indigo}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Bowser}} {{Head|Bowser|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,700
|[[Mario Galaxy]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•Timed battle<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|Mario Kart|Rainbow Road Medley}}
|{{s|mariowiki|Mario}}
|-
|-
|108
|ui_gametitle_x_series
|[[File:Starlow Spirit.png|center|64x64px]]
|''{{iw|wikipedia|X|1992 video game}}'' series.
|{{anchor|Starlow}}Starlow
| ''Mario & Luigi series''
|•{{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,300
|[[Brinstar]] ([[Battlefield form]])
|•Tiny<br>•Giant
|•The enemy is giant<br>•The enemy is tiny after a little while
|{{SSBUMusicLink|Super Mario Bros.|Tough Guy Alert!}}
|{{s|mariowiki|Mario}}
|-
|-
|118
|ui_gametitle_tomodachi_life
|[[File:Wanda Spirit.png|center|64x64px]]
|''{{iw|miiwiki|Tomodachi Collection}}'', the Japan-exclusive first installment in the {{uv|Tomodachi}} series.
|{{anchor|Wanda}}Wanda
| ''Super Mario series''
|•Tiny {{SSBU|Palutena}} {{Head|Palutena|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,500
|[[Green Greens]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Super Mario Bros.|Mario Paint Medley}}
|{{s|mariowiki|Mario}}
|-
|-
|1,107
|ui_gametitle_tomodachi_life2
|[[File:SPI-Fighting Alloy Team.png|center|64x64px]]
|''{{iw|miiwiki|Tomodachi Life}}'', the second installment in the ''Tomodachi'' series, hence the 2 in the title. While ''Tomodachi Life'' is used in-game, it instead uses the title '''ui_gametitle_tomodachi_life2_life'''.
|{{anchor|Fighting Alloy Team}}[[Fighting Alloy Team]]
| ''Super Smash Bros. series''
|•{{SSBU|Captain Falcon}} Team {{Head|Captain Falcon|g=SSBU|s=20px|cl=Red}} (×4)<br>•{{SSBU|Zelda}} Team {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (×4)<br>•{{SSBU|Mario}} Team {{Head|Mario|g=SSBU|s=20px|cl=Yellow}} (×4)<br>•{{SSBU|Kirby}} Team {{Head|Kirby|g=SSBU|s=20px|cl=Green}} (×4)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,300
|{{SSBU|Final Destination}} ([[Battlefield form]])
|N/A
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Super Smash Bros.|Cruel Smash}}
|Yellow Alloy
|-
|-
|1,321
|ui_gametitle_snipperclips_series
|[[File:Peachette Spirit.png|center|64x64px]]
|''{{iw|wikipedia|Snipperclips}}'' series.
|Peachette
|''Super Mario series''
|•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px}}<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Toad Hat, Yellow Toad Outfit)<br>•{{SSBU|Luigi}} {{Head|Luigi|g=SSBU|s=20px}}<br>•{{SSBU|Mario}} {{Head|Mario|g=SSBU|s=20px}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|10,000
|[[Mushroom Kingdom U]]
|•Easy to Launch<br>•Low Gravity
|•All fighters are easy to launch<br>•Timed battle<br>•Gravity is reduced
|{{SSBUMusicLink|Super Mario Bros.|Ground Theme - New Super Mario Bros. U}}
|{{s|mariowiki|Mario}}
|}
 
==[[Alternate costume (SSBU)#Mario|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Mario Palette (SSBU).png|link=Palette swap (SSBU)#Mario|1000px]]
|ui_gametitle_real_bout
|-
|''{{iw|wikipedia|Real Bout Fatal Fury}}''.
|{{Head|Mario|g=SSBU|s=50px}}
|{{Head|Mario|g=SSBU|s=50px|cl=Striped}}
|{{Head|Mario|g=SSBU|s=50px|cl=Blue}}
|{{Head|Mario|g=SSBU|s=50px|cl=Black}}
|{{Head|Mario|g=SSBU|s=50px|cl=Green}}
|{{Head|Mario|g=SSBU|s=50px|cl=Purple}}
|{{Head|Mario|g=SSBU|s=50px|cl=Yellow}}
|{{Head|Mario|g=SSBU|s=50px|cl=White}}
|}
|}


==Gallery==
==See also==
<gallery>
*[[Unused content]]
Mario and Rathalos artwork.jpg|Mario and Rathalos artwork, as posted on the official Japanese Monster Hunter Twitter account.
*[[Unused content (SSB)]]
Link Kirby Mario and Cloud artwork.png|Link, Kirby, Mario, and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account.
*[[Unused content (SSBM)]]
SSBU Mario Number.png|Mario's fighter card.
*[[Unused content (SSBB)]]
SSBUWebsiteMario1.jpg|Mario's [[grab]] animation on [[Onett]].
*[[Unused content (SSB4)]]
SSBUWebsiteMario2.jpg|Up [[Taunting]] on [[3D Land]].
SSBUWebsiteMario3.jpg|Side [[Taunting]] in his Builder outfit on [[Wrecking Crew]].
SSBUWebsiteMario4.jpg|Using [[F.L.U.D.D.]] on [[Arena Ferox]].
SSBUWebsiteMario5.jpg|Mario's new Wedding and Builder costumes on [[Princess Peach's Castle]].
SSBUWebsiteMario6.jpg|[[Jumping]] in his Wedding costume with {{SSBU|Peach}} on [[Skyworld]].
SSBUWebsiteInkling6.jpg|[[Buried]] by Inkling's [[Splat Roller]] on [[Mario Circuit (SSBB)|Figure-8 Circuit]].
SSBUWebsiteIsabelle5.jpg|Mario crouching near {{SSBU|Isabelle}} on [[Tomodachi Life]].
SSBUWebsiteIsabelle8.jpg|Mario using his [[Fireball]] on Isabelle on Skyworld.
SSBUWebsiteOlimar2.jpg|With {{SSBU|Olimar}}, {{SSBU|Pac-Man}}, and {{SSBU|Sonic}} on [[Gaur Plain]].
SSBUWebsitePikachu3.jpg|With a giant {{SSBU|Pikachu}} on [[Tortimer Island]].
SSBUWebsiteWario5.jpg|[[Taunting]] in his [[Waluigi]]-inspired costume with {{SSBU|Wario}} on [[Big Blue]].
SSBUWebsiteBlackHole1.jpg|Trapped in the [[Black Hole]] item by {{SSBU|Palutena}} on Gaur Plain.
SSBUWebsite17.jpg|Getting buried by {{SSBU|Donkey Kong}}'s [[Headbutt]] on Gaur Plain.
SSBUWebsiteTechnique3.jpg|With {{SSBU|Young Link}} on Tomodachi Life.
8-PlayerSSBU 1.jpg|With Donkey Kong, {{SSBU|Link}}, {{SSBU|Samus}}, {{SSBU|Ice Climbers}}, {{SSBU|Pit}}, {{SSBU|Villager}} and {{SSBU|Inkling}} on {{SSBU|Battlefield}}.
SSBUKirbyJPTwitter2.jpg|With {{SSBU|Kirby}}, Link, Inkling, {{SSBU|Marth}}, Pit, {{SSBU|Ridley}} and Villager on Battlefield.
SSBUMarioJPTwitter2.jpg|With Peach and {{SSBU|Bowser}} on Princess Peach's Castle.
PiranhaPlantVictoryPose2.gif|Mario in {{SSBU|Piranha Plant}}'s victory pose.
</gallery>
 
===Character Showcase Video===
{{#widget:YouTube|id=INk1W8OujQI|width=640|height=360}}
 
==Trivia==
[[File:Mario eaten by darkness.png|thumb|200px|Mario "dies" in the bad ending.]]
*The segment during the E3 2018 Nintendo Direct focusing on his new Builder suit features Mario knocking {{SSBU|Squirtle}} off of a {{s|mariowiki|Pipe}} on [[Mushroomy Kingdom]]. This is likely a reference to the series' common [[Koopa Troopa]] enemies, which are also turtles.
*In the E3 demo of the game, Mario's portrait, strangely, used his in-game model as opposed to the render made for him in the game. This was also the case with {{SSBU|Link}}, {{SSBU|Pikachu}} and {{SSBU|Villager}}. This has since been fixed.
**Coincidentally, all four of these characters were playable in the ''Super Smash Bros. for 3DS'' demo.
*Mario's trailer is the only one that uses a background song with English lyrics; in this case, ''"{{s|mariowiki|Jump Up, Super Star!}}"'', the main theme of ''{{s|mariowiki|Super Mario Odyssey}}''.
**Additionally, Mario is the only character to vocalize at all in their character trailers (shouting “oh yeah!”), whereas every other character's trailer has their voices muted.
*This is the first game where Mario no longer has his Wario-based alternate costume since the first game, and the first since ''Melee'' where Mario no longer has a Fire Flower-based alternate costume, possibly to make room for his Builder and Wedding Tuxedo-based outfits.
*Coincidentally enough, five of his alternate costumes (besides his Builder and Wedding outfits, also his default, Golf, and Waluigi-based outfits) also appeared in ''Super Mario Odyssey.'' Dr. Mario (portrayed here as his own character) also appeared in ''Odyssey'' as well. Only his cyan/pink, white/black, and green/brown costumes do not appear in ''Odyssey.''
*Mario is the only character in World of Light that appears in every cutscene featuring the presence of a fighter, and is also the only character to appear in the bad ending where Dharkon emerges victorious.
** Due to his presence in every cutscene, as well as his status as the first character unlocked in World of Light, Mario loosely fills the role of co-protagonist or deuteragonist in the mode. This reflects [[The Subspace Emissary]], where Mario and Kirby were the first characters to be playable, with Mario being attacked and removed and Kirby being more prominent during the early portions of the mode.
*Mario, {{SSBU|Ken}}, and {{SSBU|Bowser}} are the only characters that possess the Neutral typing when unlocking them in World of Light.
*Mario and {{SSBU|Chrom}} are the only characters to appear in another character's victory pose (in this case, {{SSBU|Piranha Plant}}).
*When KO'd by reaching 0 HP in [[Stamina Mode]], Mario uses his heavy knockback scream rather than the standard KO scream. This also applies to {{SSBU|Dr. Mario}}.
*Looking underneath Mario's Wedding costume reveals a gap between his shirt and pants.<ref>[https://imgur.com/Ri57BPY]</ref>
*Whenever Mario grabs onto an edge, his hat briefly shifts upward, revealing that his hair is missing and exposing a gap.
*Mario is the only {{uv|Mario}} character (sub-universes included) to face Giga Bowser as his final boss in his Classic Mode route.
**In addtion, both he and {{SSBU|Captain Falcon}} are the only characters to face Giga Bowser as their final boss in Classic Mode.
**Coincidentally, both are ''Smash 64'' veterans and have fire-based abilities.
*If Mario gets hit hard in the head, there's a chance his face will flatten. This is the same expression used whenever he gets [[Screen KO]]'d. This also happens with {{SSBU|Dr. Mario}}.
*Mario's official artwork is based on the [[sex kick]] in his neutral aerial.
*With the addition of the Peachette Spirit, Mario is now one of the few characters who can appear in their default costume as a puppet in Spirit battles. The others are {{SSBU|Mr. Game & Watch}}, {{SSBU|Bowser Jr.}}, {{SSBU|Yoshi}}, {{SSBU|Peach}}, {{SSBU|Luigi}}, {{SSBU|Inkling}}, {{SSBU|Robin}} and {{SSBU|Joker}}. Like Peach, Luigi, Inkling, Robin, and Joker, the Spirit battle is exclusive to DLC spirits.
**This is not counting {{SSBU|Alph}} and female {{SSBU|Corrin}}, who use their main colors in a few spirit battles, but themselves are alternate costumes, or {{SSBU|R.O.B.}}, who has several spirit battles that use either his Famicom or NES costumes, but which one is used is the one that is not his default in that version.
**This is not counting {{SSBU|Alph}} or female {{SSBU|Corrin}}.


==References==
==References==
<references />
{{reflist}}


{{SSBUCharacters}}
[[Category:Hacking]]
{{Mario universe}}
[[Category:Beta elements]]
[[Category:Mario (SSBU)| ]]
[[es:Lista de elementos beta de Super Smash Bros. Ultimate]]
[[Category:Spirits]]

Latest revision as of 16:44, March 28, 2024


An icon for denoting incomplete things.

The following is all unused content that is known to have been at least considered during development of Super Smash Bros. Ultimate before being altered, rejected, cut, or abandoned prior to the final release.

Fighters[edit]

Considered for the base game[edit]

  • Alucard - In a Famitsu interview, Masahiro Sakurai stated that Alucard was considered for the spot of the playable Castlevania character, due to him being arguably the most recognizable Castlevania protagonist, but he decided to go with Simon and Richter, feeling that fans would prefer the Belmonts, resulting in his Assist Trophy and cameo roles.[1]
  • Decidueye - In an interview with Nintendo Dream, Sakurai revealed that when deciding which new Gen 7 Pokémon would be playable, the decision came down to between Decidueye and Incineroar. He ended up choosing Incineroar, as Sakurai had a desire of creating a character with a professional wrestling-based moveset.[2][3]
  • Fighters from ARMS and Xenoblade Chronicles 2 - In an interview with Nintendo Dream, Sakurai confirms that due to Ultimate's playable roster being decided with the game's project plan finalization in December 2015, long before the announcement of both games in January 2017, no characters from either Xenoblade Chronicles 2 or ARMS could be made playable in the base game, resulting in Rex, Nia, Spring Man, and Ribbon Girl becoming Mii Fighter Costumes and spirits (with Spring Man also being present as an Assist Trophy).[citation needed] Both games would eventually get playable characters through the Fighters Pass Vol. 2 with Min Min and Pyra/Mythra.
  • Steve - After Steve was announced as a DLC fighter, former Minecraft production director Daniel Kaplan revealed that negotiations between Nintendo and Mojang for Steve to appear in Smash had been going on "at least" since 2015, suggesting the possibility of him being planned for the base game at one point.[4]

Considered as DLC[edit]

  • Slime - In a Dragon Quest XI S livestream interview, Sakurai had said he would have dropped Hero in favor of Slime if Square Enix had not allowed him to use the Hero.[5]
  • Other Dragon Quest protagonists as alternative character costumes for the Hero - in the same Dragon Quest XI S livestream interview, Sakurai wanted to include eight different character alternative costumes for the Hero; however, poor development time left him with half of the alternative costumes to be re-colours of the previous four instead of fully implemented characters.
  • Ninjara - During Min Min's reveal on June 22nd, 2020, Sakurai mentioned that he considered either Min Min or Ninjara serving as the ARMS fighter. However, Min Min was ultimately picked over Ninjara for the spot on request from Kosuke Yabuki, the game's producer.
  • Rex - At one point in development, Rex was planned to fight alongside Pyra and Mythra similar to the Ice Climbers, but he was removed due to technical issues with the implementation of the idea, like getting both characters to move at the same time which was impossible to do, Sakurai also stated that Rex as the main fighter with Pyra/Mythra behind him was also too difficult.[6] Rex ended up being delegated to a supporting character, appearing in Pyra and Mythra's up taunt, Final Smash, and victory poses.
  • Heihachi Mishima - In Mr. Sakurai Presents "Kazuya", Sakurai revealed that Heihachi, who was previously considered to be playable in Super Smash Bros. 4, was almost chosen to be the Tekken fighter for Ultimate. Instead he chose Kazuya, as he thought that because Kazuya has the Devil Gene, there was a better potential moveset for him than his father.

Mii Fighters[edit]

  • An unused Mii with the codename “sordsman”[sic] exists in the game’s files. It appears identical to the default Mii Swordfighter, albeit with a red favorite color rather than royal blue. It was possibly intended to be a placeholder Mii for the default Mii Swordfighter.[7]

Stages[edit]

Differences[edit]

  • During the "Everyone is here!" segment of the E3 2018 Direct, the background of Fourside features a skyscraper with the text "Department" going down its facade. In the final release, the skyscraper is still present; however, the text is absent.
  • Lylat Cruise in the E3 2018 demo appears to use its stage select image from Super Smash Bros. for Wii U.
  • In Mr. Game & Watch's character trailer, he is seen climbing up a ladder in 75m. The stage appears to be identical to its Brawl and Wii U incarnations in this trailer, but in the final release, the stage's platforms are angled differently to make the "3D" effect seem less prominent and the stage has been recolored, to better reflect its appearance from its game of origin.
  • In one screenshot, Knuckles appears as an Assist Trophy on Green Hill Zone. In the final game, this is impossible and he will only appear on the stage as a background character.
  • A few stages' images have differences on the stage select screen in the August 8, 2018 Nintendo Direct from the final game.
    • Battlefield's image is zoomed in more in the final game.
    • Spear Pillar in the Direct depicts the green hue that normally appears when Cresselia is present, but doesn't actually have any Pokémon in the image, while the final game depicts the image with the purple hue with Palkia in the background.
    • Reset Bomb Forest's image is zoomed out more in the final game.
    • The position of the clouds in Onett's image are in slightly different spots in the final game.
    • A few elements of the Princess Peach's Castle and Town and City stages are in slightly different spots in the final game.
  • Battlefield:
    • The stage had at least 18 different conceptual designs settling on the final design.[8]
    • The stage originally had two flags like in Smash 4.
  • In Banjo & Kazooie's reveal trailer, Gruntilda can briefly be seen flying around Spiral Mountain on her broomstick in a static, unanimated pose, as opposed to the final game in which she jovially bounces around as she flies in the background.
  • Within the files for Garreg Mach Monastery, there's two files which have an unmapped portion. One for the Golden Deer and another for the Blue Lions, suggesting Ignatz and Sylvain respectively were planned to appear on the stage at some point in development. Sylvain has files for both color and material properties, whereas Ignatz has a file for material properties but his color file is solid grey.
  • Minecraft World's lighting was tweaked during development to make it fit with Minecraft's lighting engine instead of Ultimate's.[9]
  • Cloud Sea of Alrest was noticeably different between production and release, such as platforms having different textures, few models moved to the foreground, and cloud animations.[9]
  • Mishima Dojo:
    • The stage featured less details in both its inside and outside views during production. A desaturated filter was added in order to fix some details that were not visible due to the stage being set at night.[9]
    • The easter egg from Tekken 7 in Mishima Dojo was missing during production, being engraved names of Heihachi and Kazumi.[9]

Considered[edit]

  • Mount Huji along with other areas from the Dragon Quest series were considered to be replacements for Yggdrasil's Altar during development.[10]
  • Small Battlefield was at the very least considered to have forms for every stage, similar to Battlefield and Ω forms.[11]
  • Masahiro Sakurai's original concept for Minecraft World was to include a level editor that would allow stages built in Minecraft to be imported and played in Ultimate. The concept was abandoned early on, as technical issues made it impossible.[12] Minecraft World's texture sheet shows multiple textures that go unused, such as carved pumpkin blocks, gold and diamond blocks, and the command block. These unused textures may be related to Sakurai's original concept.

Removed[edit]

  • The Miiverse stage was intended to return, and a Rhythm Heaven stage was intended to be introduced. Looking into the ui_series_db.prc file, it includes Rhythm Heaven (rhythm) and Miiverse, this could be a carryover from Smash 4, and while the save file index for the list of series is in the same order as it was in Smash 4, they have two omissions, Brain Age (braintraining) and Swapnote (diary)[13]. Rhythm Heaven and Miiverse are in close proximity to other stage exclusive series in the parameters, this would suggest they were purposefully left over in the series database to be used for their own stages.
  • Smash 4's Battlefield was used in the development environment of Ultimate. Although it is not present in its release, there has been screenshots of the stage shown by Masahiro Sakurai, depicting what the stage may have looked like with Ultimate's lighting engine.[9][14] Besides the lightning being different and used as a test stage for that, there are noticeable differences between the two games.[15]

Gameplay[edit]

  • The Classic Mode route files for Pokémon Trainer and Mega Man each contain data specifying a stamina HP value of 120, but have stamina mode disabled. This implies that these fighters' Classic Mode routes may have once been planned to use stamina battles. In the final game, Ryu, Hero, Terry, Byleth, Steve, Pyra/Mythra, Kazuya, and Sora are the only fighters whose routes uses stamina battles, with a HP value of 150 for Ryu, Hero, Terry, and Pyra/Mythra, while Byleth, Steve, Kazuya, and Sora start with 100.
  • In an interview, Sakurai stated that he had planned to lower the run speed for a campy playstyle. However, it was eventually scrapped because he believed it was nearly impossible to tell what was campy.[16]
  • The usage of rollback netcode for online gameplay was considered, but was ultimately decided against due to each implementation attempt creating multiple side effects.[17]
  • Unlike other bosses, Giga Bowser can be used as a fighter with the works of hacking, many unused elements can be found for him like a Kirby copy ability, a full moveset (albeit without access to certain moves), and many other elements that go unused. With all this in mind, it seems that Giga Bowser was ported over from Smash 4 where he was a transformation Final Smash for Bowser.[18]
  • Chef Kawasaki, after being summoned (assuming at least one person is trapped in his attack), will always leave behind a food item before disappearing. However, inside the folder "Generate_Param_Assist.prc", there are some food items Chef Kawasaki can never generate due to spawn rate being set to "0", despite them all being defined to be spawnable. The reason for this is not yet known. The following are food items Chef Kawasaki can never spawn: [19]
    • Cherries
    • Pears
    • Milk
    • Tea
    • Cola
    • Sushi
    • Tenshin
    • Corn Potage
    • Chocolate
    • Popcorn
    • Salad
    • Kiwi
    • Mont Blanc
    • Pasta
    • Grape
    • Candy
    • Lemon
    • Fried Egg
    • Apple
    • Roasted Chicken
    • Steak
    • Steamed Bun
    • Pizza
    • Pineapple
    • Doughnut
    • Cheese
    • Peach
  • In a similar case, Rodin has weapons he can never gift the player due to their spawn rate being set to "0". The following are weapons Rodin can never generate:
    • Fire Flower
    • Gust Bellows
    • Fire Bar
    • Golden Hammer
    • Hammer
    • Homerun Bat
    • Lip Stick
    • Star Rod
  • Dragonite, despite already having a model used in the Kalos Pokémon League stage, has a different model that can be found in the folder that contains Poké Ball Pokemon in the game files. This version of Dragonite has upscaled textures and shading that makes it look more in line with the assets created for Ultimate. Due to this, it can be assumed that Dragonite was once going to be a summonable Pokémon, but was cut from the game for unknown reasons.
    • Another Pokémon, Scizor, has a case similar to this. However, unlike Dragonite, Scizor can actually be summoned (unless the player is on the Kalos Pokémon League stage, in which case it can never be summoned).
  • Leftover data implies that Ditto was originally meant to have an entrance, victory pose(s), and perform Final Smashes. However, Ditto cannot do any of these things in the final game.
  • Out of the current 115 stages in Ultimate, only 59 stages can be viewed using the Nintendo Labo VR headset. However, modding the game to make all stages playable in VR reveals that some of the unavailable stages have defined camera parameters, implying that they were intended to be played in VR mode, but aren't available in the final version of the update. The current stages confirmed to have working camera parameters are:
    • 75m
    • Midgar
    • Mementos

Fighter movesets[edit]

  • In the E3 demo, Bayonetta was able to use After Burner Kick, Downwards After Burner Kick, and then gain another After Burner Kick before landing.[20]
  • In Pac-Man’s character trailer, he is shown able to actually attack the water from his Fire Hydrant, making it completely disappear. However, this is impossible to do in the final game, as the water functions exactly how it did in the previous game.
    • Also in his character trailer, it is shown that attacking the trampoline would turn it green, and it would also put enemies into a helpless state when they jumped on it (regardless of the current level). Both of these changes were removed in the final game.
  • Smash attacks in the air were considered by Sakurai and the development team in the original plan for Ultimate, but were scrapped due to being too complicated to implement.[21] Min Min would eventually bring this concept exclusive to her.
  • Several characters have animation folders coming from the previous installments. Like with Lucina's, the folders have no animations inside.
  • While relatively minor, several characters who returned from Brawl to Smash 4 will briefly resume their idle animations from the latter game when using a dash attack or a tilt attack with a battery item (ie. Beam Sword, Home-Run Bat, etc.). This oddity can be seen by using the game's Frame-by-Frame feature in Camera mode.
  • Like in SSB4, characters that could glide in Brawl retain the code for it despite the mechanic being removed. However, newcomer Ridley has code for gliding despite not being able to. While the exact reason for why Ridley has gliding code in the first place remains unknown, further inspection reveals it is nearly identical to Charizard's, suggesting Ridley was created by using Charizard as a base, and that the code for gliding was a carryover. However, this would result in a T-pose due to the lack of animation (although the "trans" bone does move).
  • Giga Bowser's move scripts frequently make calls for Final Smash variables, implying that the reason for Giga Bowser's character slot is that he was intended to act like his Brawl and Smash 4 appearances until late into development.
  • Donkey Kong:
    • Donkey Kong originally had his opponent facing the same direction as him while using his forward throw. In the final game, the opponent is held so that they are facing away from him instead.
    • An unused model for Donkey Kong's bongo drums can be found in the game files. Donkey Kong used bongo drums in Konga Beat, his Final Smash in Brawl and Smash 4, and due to its updated design and textures (despite not being used), it can be assumed that Konga Beat was meant to return for Ultimate. However, Donkey Kong has a new Final Smash in Ultimate, that being Jungle Rush.
  • Roy was briefly shown having a unique running animation in his character trailer. Additionally, it sounds noticeably slower than it currently does, indicating that at one point, Roy's running speed may have been either unchanged or even slowed down. It was eventually replaced by his original run from SSB4 and sped up.
  • Olimar's Pikmin still have their pummel animation from Smash 4 and their Pikmin Chain animations from Brawl. They respectively go unused because Olimar now pummels on his own, and his up special was changed to Winged Pikmin in Smash 4.
  • R.O.B. retained his scripts for Super Diffusion Beam despite having his Final Smash changed.
  • Lucina has animation folders labelled "bow" and "bowarrow" but have no animations inside each. This is either a mistake due to copying asset folders from Link, or an indication that she was going to have a bow in her moveset referencing Fire Emblem Awakening and Fire Emblem Heroes.
  • Mega Man has animation folders for articles pertaining to his custom moves from Smash 4 such as Beat and Skull Barrier but they have no animations inside them.
  • King K. Rool was originally supposed to take damage when successfully using Gut Check. The move's code has a parameter called "damage_mul_special_lw", and on frame 7, the game requests a damage number to calculate. However, the parameter's multiplier is set to 0, which causes the damage to never actually occur. Notably, the Techniques menu lists Gut Check as a move using Belly Super Armor. A possible alternative explanation is that the parameter is instead a way to have the move use the same clanging sound effect as Belly Super Armor, with the damage parameter being set to 0 in order to prevent K. Rool from taking damage.
  • Piranha Plant has some interesting aspects of its data:
    • Some of its data files are identical to Bowser Jr., suggesting the latter was used as a basis to create Piranha Plant.
    • Data character data (before its official release) reveals that it was originally supposed to have three jumps instead of the standard 2. The parameter that controls its max number of jumps ( "jump_count_max") had its number decreased from 3 to 2 in the day one patch for Ultimate. The animation for the third jump is leftover in Piranha Plant's animation folder.[22]
    • In Piranha Plant's reveal trailer, it is shown that its up special could be angled down; for unknown reasons, this feature was removed when it was released.
  • When Joker was initially datamined, his code implied that he would have a rapid jab as part of his moveset. However, in the final game, Joker's jab only goes up to three hits.
  • In Hero's reveal trailer, the MP cost of Psyche Up and Oomph are different than they are in the final game.
  • In Banjo & Kazooie's reveal trailer, the duo's down tilt can be seen launching an opponent vertically, rather than horizontally as in the actual game. Breegull Blaster also has a faster firing rate than in the actual game.
    • Additionally, the duo's forward and back aerials have flags for ending intangibility. However, as they lack a flag for starting intangibility, nothing happens in the final game.
  • Min Min:
    • Min Min has animations for an unused down special in her files; they depict her performing both an aerial and grounded version of Captain Falcon's down special, Falcon Kick, suggesting that Min Min was created by using Captain Falcon as a base. Her down aerial in the retail version, which is a dive kick, somewhat resembles the aerial version of Falcon Kick.
    • Min Min also has an unused dash attack hitbox that has reflection properties, suggesting she was planned to have two moves that reflect projectiles.[23]
  • Pyra/Mythra:
    • Mythra has unused carryover animations from Pyra, with an example of a carryover being Pyra's up special, Prominence Revolt.[24]
    • Rex has unused Final Smash animations for Burning Sword and Sacred Arrow, presumably meant to be used if the Final Smashes missed. These animations are static, and have no keyframes for expression.[25]
  • Kazuya has hitbox data for a rapid jab, but with no animation associated so it is unknown what it looked like. The hitbox data is unique, suggesting it wasn't carried over from a different character being used as a template; the rapid jab lifts the opponents off the ground, unlike the vast majority of rapid jab in Ultimate, while the finisher has unique knockback values, with high base knockback but low scaling. It's also unknown if this rapid jab replaced the 10-Hit Combo entirely, or could be transitioned from one of its hits, similarly to the Flash Punch Combo.[26]
  • Sora has data for a reverse Counterattack strike, presumably suggesting that he was initially going to have a counter detection hitbox that covers his entire body, like most counterattacks. However, it lacks essential bone movement, leaving Sora in a T-pose when modded back in.[24]

Game Modes[edit]

Music[edit]

  • The E3 reveal featured a version of Lifelight with different instruments, a faster pace and no lyrics. It was used in later trailers and advertisements (including post-launch DLC), but is absent in the actual game.
  • The Battlefield and Menu themes were redone between E3 and the game's release. While they stayed mostly the same, the E3 versions were created in a digital audio workshop on a computer, while the final versions were properly orchestrated.
  • In the E3 build, the Hammer's theme originally used the same music from the NES version of Donkey Kong that was used in the last two games, but the later builds and final version use a direct rip from the arcade version of Donkey Kong instead.
  • In the August 8, 2018 Nintendo Direct, several songs shown in the Sound Test had titles that were later altered prior to release:
    • Metroid:
      • "Opening/Menu - Metroid Prime" was originally named "Metroid Prime: Opening/Menu".
      • "Multiplayer - Metroid Prime 2: Echoes" was originally named "Multiplayer (Metroid Prime 2: Echoes)", as it was in Super Smash Bros. for Wii U.
      • "Main Theme - Metroid Prime: Federation Force" was originally named "Splash Screen (Metroid Prime: Federation Force)".
      • "Magmoor Caverns - Metroid: Samus Returns" was originally named "Area 1 - 5 Torrid Zone (Metroid: Samus Returns)".
    • Star Fox:
      • "Main Theme - Star Fox" was originally named "Star Fox - Main Theme".
      • "Corneria - Star Fox" was originally named "Corneria (Star Fox)".
      • "Main Theme - Star Fox 64 (64)","Main Theme - Star Fox 64 (Melee)", and "Main Theme - Star Fox 64 (Brawl)" were originally titled "Star Fox 64 - Main Theme (64)", "Star Fox 64 - Main Theme (Melee)", and "Star Fox 64 - Main Theme (Brawl)", respectively.
    • The total number of Pac-Man tracks was shown as 13 during the Direct, but there are only 11 tracks in the final game. Incidentally, two Pac-Man music tracks were cut between Smash 4 and Ultimate, implying that those two tracks were originally going to return.
  • In Simon and Richter's reveal trailer, the ending features a remixed version of the Stage Clear theme from Castlevania; it differs slightly from the Castlevania victory theme heard in the final game, in that it lacks the electric guitar, implying the remix heard in the trailer is an earlier version of the victory theme.
  • In the E3 2018 demo Ridley had a slightly different victory theme, where instead of the chanting in the final game there is an ominous twinkling sound, seemingly an arrangement of the "Unknown Item Found" jingle from Metroid: Zero Mission.[28]
  • Sonic Rush is included inside the database of game titles used across Ultimate, suggesting Right There, Ride On was intended to return instead of being cut.
  • The original versions of both Aria of the Soul and Beneath the Mask (the former in its Persona 5 rendition) can be found in the game's files, despite both being remixed in the final release of Challenger Pack 1.
  • Internal number gaps from Fatal Fury's music suggests there are two cut songs, one from Real Bout Fatal Fury, and The King of Fighters '96. Real Bout Fatal Fury also has an unused entry inside of the game title database.
  • Additional Minecraft songs were planned, but their arrangements were left unfinished and not included in the final game.[29]
  • A slightly-abridged version of One-Winged Angel plays during Mr. Sakurai Presents "Sephiroth" in the final stage of Sephiroth's Classic Mode demonstration, missing a small portion of the opening verses. This quirk is not present in the official release; all in-game appearances of the track including Sephiroth's Classic Mode route use the full, unabridged version.

Sounds[edit]

  • Several characters, such as Link, Ganondorf and Ike, use their old voice clips from Smash 4 in early footage of the game.
  • In the E3 trailer for the game, the part going over Perfect Shielding still uses the old Perfect Shield sound effect from Smash 4. In the final game, this sound was replaced with a more audible sound.
  • When a character is KO'd, a *foowish* sound effect is played when the game brings up the remaining stocks. However, in the King K. Rool vs Snake video posted by Nintendo UK the sound effect is completely different, being a *bleep* instead.[30]
  • In Wolf's character showcase video, his Blaster makes a considerably different sound than it does in the final game.
    • Additionally, his sound effects of his Wolfen during his on-screen appearance is taken directly from Fox's.
  • In the Hero's trailer, the voice clip used for Eight's down smash was instead used for his dash attack. Likewise, the voice clip used for Erdrick's up smash was instead used as one of his generic attack grunts.
  • The voice clips for "Mewtwo", "Excellent!", "Nice Call!", "Nailed it!", "Way to go!", and "Home-Run Contest" have louder files for the PAL versions (in a similar vein to "Duck Hunt Duo"), "Stamina Battle" and "Win!" (the Smashdown file) voice clips have ones for the Chinese and Korean versions, "Semifinals", "Daisy", "Dark Samus" and "Byleth" have ones for the Japanese version, and "Mii Swordfigher" have unused files that would be used for the female Miis and the victory screen in the languages with gendered nouns.[31]

Oddities[edit]

Compared to previous games, Ultimate has significantly fewer unused voice clips. Characters whose voice clips are ported over from Brawl have almost all of their unused voice clips (such as Captain Falcon's soft "Yes!" and various short clips spoken by Peach and Luigi) removed altogether from their sound files (with the exception of a few voice clips of Snake, which are repurposed in the game); this is slightly odd, as these characters did not have any voice clips exclusive to their character customizations in Smash 4 (e.g. Palutena's Heavenly Light over Autoreticle) whatsoever; and despite Kirby, Pit, and Lucario (three of the characters who had unused voice clips in Brawl) having their voice clips re-recorded in Smash 4, the other characters' voice clips were left almost untouched (aside from one of Pikachu's voice clips and Link and Captain Falcon's heavy knockback voice clips).

  • Additionally Ice Climbers have an "Unused Light knockback and Heavy Knockback". When Popo is the leader they vocalize their medium and heavy knockback based on a small probability. Both are missing a light knockback and 1 heavy knockback which goes unused in Brawl. When Nana is the leader, she doesn't vocalize any of her light, medium, teetering or heavy knockback clips. This could be an oversight, essentially making them have "Unused Knockback yells"

Spirit Battles[edit]

For a list of unused Spirit Battles in the game, see Unused content (SSBU)/Spirit Battles.

Although every spirit in the game is obtainable, there are many that can never be battled, as they do not appear on the Spirit Board and cannot be battled in any other context (such as World of Light). This is true of every spirit that is an enhanced form, as well as many that can only be obtained by summoning. Most of these spirits have default placeholder battle data, but some of them are modified from the placeholder data to varying degrees. This indicates that it may have been intended for these battles to be accessible before they were cut from the game.

In addition to spirits whose battles cannot be accessed, there is data for "dummy" battles as well. These battles were likely used for testing during development and were not intended to become complete, accessible battles in the game.

Aesthetics[edit]

Artwork & alternate costumes[edit]

  • Two early versions of the Home Menu icon can be seen in promotional material prior to the final release. The earliest known icon is a generic Super Smash Bros. icon on a gray background. This icon was viewable for a short while on Nintendo's CDN servers and partially spotted on Nintendo Treehouse livestreams. Another early design was found in a datamine and is an edited version of a promotional image made as a placeholder before the final custom icon was created. This version notably depicts many more characters than the final version.
  • Palutena, Shulk, and Falco’s character artworks were changed slightly between Ultimate's reveal and release.
  • In one of Wario's screenshots on the website, his overalls were depicted as having golden buttons as opposed to their usual white. This was changed back for the final release of the game.
  • In one of Luigi's screenshots on the website, the "L" on his cap for his 6th alternate costume was depicted as being green. This was changed back to purple as it was in Brawl for the final release of the game.
  • In all of Wolf's screenshots excluding the last one, Wolf's default costume had his jacket and gloves a darker shade purple, the straps behind his right shin guard being colored white, and the soles of his boots being red compared to his color scheme in the final build.
    • Both shinguard straps have been changed in the final build as it's now colored purple instead of black. This change is not present on his artwork.
      • This also applies to all of his alternate costumes minus the seventh variant, where the straps are colored differently between the artwork and the in-game model.
  • In the E3 demo, Mario, Link (being just his shield), Pikachu, and Villager's portraits used their in-game models instead of their official artwork, with Mario being the most obvious.
  • In the E3 demo of the game, several of Sonic's alternate costumes, strangely, used varying shades of blue instead of other colors (like white and purple). These were changed back for the final release of the game as well.
  • In the E3 demo, if Nana is chosen as the leader, both Ice Climbers will have all their voice clips swapped; Nana will use Popo's voice clips and vice versa.
  • In the segment in which Ike uses Great Aether from his character showcase trailer, there is an error in which his portrait displays him in his Fire Emblem: Radiant Dawn outfit despite currently being in his Fire Emblem: Path of Radiance outfit.
  • Ridley's Meta Ridley and Mecha Ridley costumes were replaced by a black costume and a white costume respectively in the E3 demo.
  • In the E3 Demo, the male Pokémon Trainer’s 7th palette swap had a lighter skin tone than in the final game. The same is the case for Villager's 7th and 8th palette swaps.
  • In a press material release, there is a render of Piranha Plant in its default red costume, but in a green pipe as opposed to a pot. In the final game, only Piranha Plant's 2nd, 4th, 6th, and 8th alternate costumes are all in pipes while the default is always in a pot.
  • Similarly, artwork of the female Pokémon Trainer with Squirtle, Ivysaur, and Charizard in their default colors was shown prior to Ultimate's release, but the Pokémon use alternate colors in the actual game instead.
  • The Sans Outfit originally contained hands with individual fingers rather than being mitten-like,[32] with the change to the latter being requested by Toby Fox.[33] The same model also demonstrates a noticeable glow effect on the Sans Mask and Gaster Blaster's eyes compared to the final game.
  • The Sans Mask contains a blank texture mapped to the center of its left orbit.[34] Its location suggests it was intended to host Sans' glowing eye that appears throughout his fight in Undertale, whenever he influences the player's SOUL.
  • The Doom Slayer Outfit had a different color palette during development and a bigger helmet model.[9]
  • Originally, Erdrick was intended to be the default costume for Hero. Later on, the first costume would be taken by the Luminary.[35]
    • Following this change, some animations based on Akira Toriyama's combat movement seen in his works, like in the Dragon Ball franchise for example, were either scrapped or tweaked to be smoother with the Luminary, then followed by Solo and Eight.
  • Enderman has carrryover textures from Minecraft, such as its mouth textures.[36]
    • Tennis and Scottish Steve also have extra textures for their Final Smash texture sheet. Why these textures were placed is unknown.[37]
  • Sephiroth's Masamune had a different shade in his portraits during production, making it "sharper" in his final version.[9]
  • Pyra and Mythra's Pneuma alternative costume was darker during production.[9]
  • Few events UI and pictures were different during production.[9]

Final Smashes[edit]

  • During the segment of the Nintendo E3 Direct that focused on King Dedede, his eyes are normal colored while he is wearing his mask in Dede-Rush. In the final game, his eyes are yellow.
    • Additionally, in that same scene, Bowser has a different model when he is stuck onto the cage than in the final game.
  • While End of Day is being used in Olimar's showcase trailer, no Bulborbs can be seen, although the bite marks and sound effects remain. This was later fixed.
  • Power Star was still a Power Star in Rosalina & Luma's character showcase trailer; in the final version of the game, it is instead a Grand Star, and the move was renamed to match the change.
  • Wolf's character showcase trailer briefly features his Final Smash, Team Star Wolf. However, the background in the trailer is significantly different than what is featured in the final game; in the final game, the background is more akin to the background in Team Star Fox.
  • In the Nintendo E3 Direct, Bowser's showcase trailer, and the E3 Demo, Giga Bowser had a much brighter model than in the final game.
    • Conversely, during Piranha Plant's reveal trailer, Petey Piranha had a much darker model compared to the final game.
  • Zero Suit Samus' Zero Laser used a different appearance in the Nintendo E3 Direct than in the final game.
  • In Toon Link's characer showcase trailer, his version of Triforce Slash reused the same sound effects as in Smash 4. In the final game, Toon Link uses new sound effects for Triforce Slash while the Smash 4 sound effects are used by Young Link instead.
  • During the "Everyone is Here!" trailer, the E3 Demo and Cloud's character showcase trailer, the camera as Cloud was readying the final strike of Omnislash was similar to Smash 4, where it would zoom in on Cloud while rapidly shaking. In the final game, the camera remains still while this is happening and is more zoomed out to see the victims.
  • The textures for the Yoshi colors used in the Final Smash Stampede! uses a completely different file than Yoshi himself. Interestingly, those textures also include a Crafted World Yoshi, just like the playable character himself. This indicates that a Crafted World Yoshi is supposed to appear in the Final Smash, however, for unexplained reasons it never appears, implying that Crafted World Yoshi was cut from the Final Smash.
  • In Bowser's character data, there is an image of reticle with the character "" ("Temporary") placed twice on it, indicating that this reticle was a placeholder for Bowser's Final Smash Giga Bowser Punch.
  • When Ridley performs Plasma Scream in his reveal trailer, he screams just before firing the attack. He doesn't do this in the final game, however.
  • In the E3 gameplay, if the opponents reaches 100% damage or higher by the end of Ridley’s Final Smash, they will be screen KOed. In the final game, this was changed to an instant KO.
  • In the E3 2018 Nintendo Direct, Lucas's PK Starstorm shared its background with Ness's. In the final game, the background resembles that of the one used during the Masked Man fight.
  • During her Final Smash in the E3 Direct, Zero Suit Samus' Final Smash portrait is in an unfinished state.

Movesets[edit]

  • In Luigi's character showcase trailer, Dr. Mario is seen using Mario's updated animation for Cape rather than his own new and unique animation when using Super Sheet, and his sheet is on his right hand, completely unanimated.
  • In his own trailer, Dr. Mario is using his old animation for his down special, Dr. Tornado. In the final game, he spreads out his arms with his hands open.
  • In early footage of Ultimate, Lucina has her former idle pose animation from Smash 4, but in the final build, her idle pose matches Marth's new one.
  • An early screenshot of 4 Mr. Game & Watches on Flat Zone X has an old animation from Smash 4 on the building, in which Mr. Game & Watch retains his regular form when using his neutral attack. In the final game, Mr. Game & Watch instead changes his appearance into that of the main character of Greenhouse.
  • In Pikachu's showcase trailer, Pikachu's attacks were not changed, but Mr. Game & Watch is shown using his former forward smash animation from Smash 4. In the final game, however, he uses his design from the Game & Watch game Fire Attack.
    • More notoriously, the design for the attack originally used the original depiction of the attackers from Fire Attack, based on stereotypical Native Americans (as could be seen with the feather on Mr. Game & Watch's head); due to backlash on social media against the negative stereotype, the game's day 1 patch, version 1.1.0, removed the feather from the design.
  • During Wolf's character showcase video in the E3 Direct, Wolf Flash lacked any visual effects.
    • Additionally, during his character showcase video, his down smash had a different visual effect along while the bayonet on his blaster lacked any effects.
  • In Fox's character showcase video, his Reflector has a more cyanish color than it does in previous iterations. In the final game, it is a much darker blue.
  • An unused model of a fairy identical to the one used in Link's side taunt is found within Link's game files, alongside the corresponding animation titled AppealS. This indicates that he may have once again been meant to have a fairy appear during his taunts. However, it could simply be a development leftover. In the retail version, the fairy taunt has been instead given to Young Link, with a similar model appearing.
  • Joker has an unused "results" mouth and teeth model, labeled Mouth_result, implying he was supposed to talk or move his mouth in some way during his victory poses. However, there are no bones for the mouth and jaw attached to the rig.
    • While Joker does talk during his victory poses, it's only after the player accesses the results screen, when he is off-screen.
  • Lucas' bursts of PSI originally retained their pink-and-yellow color scheme from Smash 4 which is shown in pre-release screenshots, and his appearance in the panoramic "Everyone Is Here!" illustration, the color scheme would later be changed to a cyan-and-yellow color scheme in the released version of Ultimate.
  • Kirby has an unused model of the Keyblade, suggesting he was to have his own Keyblade when copying Sora's neutral special, Magic; Kirby instead produces a makeshift Keyblade matching the element being used. The model lacks some essential files, and even properly implementing them will not spawn it in game.[38]
  • Steve's tether grab, Fishing Rod, was tweaked in order to make it fit with its animation in Minecraft.[9]
  • Pyra and Mythra's moveset and movements had their angles tweaked in order to make them face and attack their opponents more evident.[9]
  • Mythra's Foresight did not have an afterimage once activated during development.[9]

Other[edit]

  • In the E3 demo, a fighter can get a star KO in Moray Towers. However, this cannot happen in the final game and the Boss Galaga item cannot spawn on the stage.
  • The E3 demo of the game did not feature the changes to victory themes seen in the final version of the game.
    • In the demo, the victory theme would start playing much sooner than in the final game.
    • Ridley had a different victory theme in the E3 demo than the one heard in the final game. The most significant difference is that the E3 version ends with a mysterious harp arpeggio, reminiscent of the Unknown Item acquisition jingle from Metroid: Zero Mission.
    • Additionally, on the victory screen, the announcer says "Ice Climbers wins!", where in the final build, he says "Ice Climbers win!" due to their name being plural.
  • In the E3 demo, Ike did not speak during his victory poses.
  • In the World of Light trailer, the Fishman from The Legend of Zelda: The Wind Waker was named "Merman"; in the final game, however, it was corrected to Fishman.
  • In early footage, the main menu has a few visual differences from the final game. The highlight box when selecting a mode has a white glow instead of a colored outline matching the corresponding mode, the background of the Vault section uses dots instead of diagonal lines, the background of the Games and More section uses thicker circles, the background of the Online section uses a simpler wave effect, and the button to access the Nintendo eShop is not available.
  • In early footage, the image that appears in the top right when selecting the "Smash" option in the Smash menu is different from the final game. Mario and Bowser have different poses and appear in different corners, Link and Samus are present instead of Kirby and Pit, and the flaming Smash symbol in the background is smaller.
  • In Bowser's showcase video on the website, Olimar is Screen KO'd by Bowser's Final Smash, Giga Bowser Punch, and is shown with his eyes closed during the Screen KO. In the final game, Olimar's Screen KO animation properly has his eyes open and exaggerated.
  • In the segment of the Nintendo E3 Direct that introduced Daisy, she had fewer facial expressions compared to the final game.
  • In Luigi's showcase video, he uses the same grinning expression from Smash 4 when charging up his Green Missile, where in the final build, he sports an angrier expression.
    • The final pose of his up taunt also sports a different expression, with Luigi closing his eyes and frowning with his mouth open. In the final build, his eyes are open, his pupils are smaller than usual and his mouth shows a shocked expression instead of a frown.
  • Ness and Lucas reuse their less detailed eye animations from Smash 4 in their showcase videos.
  • Just like in Smash 4, there are textures that imply R.O.B. was supposed to receive battle damage (indicated by cracks on his body) from taking too much damage. However, R.O.B in the final game never takes battle damage and only his pained expressions from Smash 4 still exist. The textures are also fully updated from Smash 4 despite not being used.
  • In King Dedede's showcase trailer and a screenshot, he has his eyes wide open when crouching like in Smash 4. This is changed in the final game, where he slightly closes his eyes more in a humorously seductive manner.
  • In Meta Knight's showcase video, he closes his eyes upon using his up taunt, but in the final game, they are open, like in Brawl and Smash 4.
  • In the E3 demo, Fox's on-screen appearance has him facing away from the camera when facing left.
  • During the "Everyone is here!" segment of the E3 2018 Direct, Zelda is briefly seen having a third idle pose, which is identical to an idle from the last game with her crossing her arms. This was removed in the final build.
  • During Bowser's segment of the E3 2018 Direct, Link had a surprised expression when Screen KO'd, which included him blushing. This was changed in the final build where he winces without the blush mark on his face.
    • Additionally, his screen KO'd pose was exactly the same as the one he has but mirrored. The pose was unmirrored in the final build.
  • Early footage of Young Link in the E3 2018 Direct and character showcase video shows that the belt around his sheath lacked back-face culling, as it disappears when seen from the inside. This was fixed in the initial release of the game.
  • In the data, Blast Corps, Jet Force Gemini, Devil's Third, and Monster Hunter Generations Ultimate are listed as series names. Despite this, no content from any of these games appears whatsoever in the final game.[39]
  • In Samus' showcase video, Metroids would freeze like fighters in a chunk of ice. In the final game, they turn blue and plummet straight down.
  • In Jigglypuff's showcase video, Marth is shown using Shield Breaker and breaking Jigglypuff's shield, Star KOing it due to its unique shield jump. This event cannot happen in the final unmodded game, due to the sheer amount of knockback always causing the Blast KO explosion instead. This suggests this limit that previously existed in Smash 4 was removed in early versions of Ultimate before being added back again.
  • An unused texture of Little Mac's thrown hoodie exists in the game files. This texture is slightly darker than the regular texture, and is specifically meant for costume 6 and 8, which do not throw a hoodie in the final release. The model associated with this texture is identical to the regular model.[40]
  • In the demo, Pokémon Trainer's name only took up one line on the character selection screen. In the American and PAL versions of the final game, even if the character selection screen has the same amount of characters as the demo, his name will always take up two lines.
  • Several of the damage meter icons were slightly modified between the demo and the final game:
    • Ice Climbers, Squirtle, Ivysaur, Ike, Pac-Man, Inkling, and Ridley did not have any part of them sticking out of the damage meter in the demo.
    • Charizard's portrait in the demo had its claw sticking out of the damage meter while its ears did not, while the exact opposite happens in the final game.
    • Mewtwo's portrait was slightly larger in the demo.
    • While the demo showed the entirety of Advent Children Cloud's left shoulder in the portrait, the final game does strangely cuts part of it off.
    • Sonic, Charizard, Ridley, and Inkling's portrait placements were positioned slightly higher than in the final game while Ice Climbers was placed lower.
  • In pre-release promotional material for Banjo & Kazooie such as their reveal trailer and images on the official Super Smash Bros. website, when compared to the final game the duo (more noticeably Kazooie) appear to have less expressive, ostensibly placeholder default facial expressions when using certain moves or dashing.
  • Characters buried used their bury poses from Smash 4 and prior games in the demo.
  • Reeling was originally the same length as it used to be in every other Smash game before Ultimate. The final game speeds up the animation.
  • When respawning via the revival platform, Inkling would use their landing animation from a Super Jump while descending, perhaps as a reference to the original Splatoon.
  • The CGI part of Sephiroth's reveal trailer was tweaked in production to resemble more to the movie Final Fantasy VII: Advent Children. This includes colors being washed-out and the environment being slightly darker.[9]
  • Kazuya used the normal knockdown animation during production, before having his own animation sourced from the Tekken series.[9]
  • The game has functionality for changing the radar's color to red, green, blue, or white depending on the stage, but black is the only color used.
  • Unused file name strings revealed through a string dump prior to release were left in the data, it contained a Maya physics asset labeled Jane1_pony_hairSystemShape2.mchp, this file follows a Maya project file for Joker's Shujin Academy alternate costume.[41] Looking at the file name it would have been used for ponytail hair physics, this could have been for Ann Takamaki's cameo in Mementos with Jane being a misspelling of Ann's Japanese name "Anne". Due to no data or mention of Jane existing in the final game it is uncertain what the true purpose of this file was, or if it was related to Smash.


Unused series names[edit]

This is a list of game names that are listed alongside other series in the game's strings, yet no content from these games appear in the game itself.

Unused game titles[edit]

This is a list of game titles located within the game file ui_gametitle_db.prc along with all other game titles (e.g. Mario Kart 64, linked to Mario Kart Series), yet go unused in the game itself with no text associated with them. Some of these titles might possibly be related to other unused content referenced in this article.

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

See also[edit]

References[edit]

  1. ^ https://twitter.com/AllSourceGaming/status/1074578854134439936/
  2. ^ PushDustIn on Twitter: "Sakurai confirms in an interview: Decidueye was almost chosen for the new Pokémon spot"
  3. ^ Source Gaming on Twitter: "Sakurai wanted to pick a newcomer to represent content from a newer game. With Ultra Sun and Moon, a Pokémon 'slot' was left opened. Eventually after some consideration, they went with Incineroar. Sakurai says he wanted to try making a pro wrestler...."
  4. ^ https://twitter.com/Kappische/status/1311773807175180296
  5. ^ Sakurai on Slime.
  6. ^ https://www.youtube.com/watch?v=XeDBCgDSiB4&t=414s
  7. ^ https://sites.google.com/view/miilibrary/NX/SmashUltimate/Sordsman
  8. ^ https://www.youtube.com/watch?v=V4wsGOOhnjY
  9. ^ a b c d e f g h i j k l m n Odds and Ends of Supervising [Graphics]
  10. ^ https://nintendoeverything.com/sakurai-and-yuji-horii-on-how-hero-made-it-into-smash-bros-yggdrasils-altar-was-almost-scrapped-initially-just-luminary-and-erdrick/
  11. ^ https://twitter.com/PushDustIn/status/1290823951518560256
  12. ^ Robert Sephazon on Twitter
  13. ^ Smash for Wii U and Brawl Emblem Order
  14. ^ https://twitter.com/Sora_Sakurai/status/1232500719527137283
  15. ^ https://twitter.com/Sora_Sakurai/status/1232863954407325701
  16. ^ https://twitter.com/Meshima_/status/1087194909705101312
  17. ^ https://twitter.com/PushDustIn/status/1301055140900737024
  18. ^ https://www.youtube.com/watch?v=Q6PthMfdBuc
  19. ^ Super Smash Bros. Ultimate on The Cutting Room Floor
  20. ^ https://twitter.com/SoraKibzu/status/1023587885914759169
  21. ^ https://twitter.com/PushDustIn/status/1455924991971631107
  22. ^ https://twitter.com/Meshima_/status/1091407461460758528
  23. ^ https://twitter.com/Meshima_/status/1280091688514383874
  24. ^ a b https://twitter.com/bahbe59/status/1671330816352198658
  25. ^ https://twitter.com/bahbe59/status/1673890495062261760
  26. ^ https://twitter.com/Ruben_dal/status/1419009775514255360
  27. ^ Update on the data-mined "convention" mode
  28. ^ https://www.youtube.com/watch?v=xDrzIIUbaTk
  29. ^ https://twitter.com/Sephazon/status/1321482733030289410
  30. ^ https://youtu.be/CBLnjibehdU?t=33
  31. ^ https://www.sounds-resource.com/nintendo_switch/supersmashbrosultimate/sound/16070/
  32. ^ https://twitter.com/Sora_Sakurai/status/1246633745907470336
  33. ^ https://twitter.com/tobyfox/status/1246774948171059201
  34. ^ https://twitter.com/firubiii/status/1170090085787807750
  35. ^ 桜井 政博 / Masahiro Sakurai on Twitter. Twitter (September 18, 2022). Retrieved on September 18, 2022.
  36. ^ https://youtu.be/0p4ul3NwvbI?t=680
  37. ^ https://youtu.be/0p4ul3NwvbI?t=642
  38. ^ https://twitter.com/zrksyd/status/1566484364090826752
  39. ^ https://twitter.com/AltDeltas/status/1066276640324501504/
  40. ^ Little Mac Hoodie differences
  41. ^ https://twitter.com/DrHyperCake/status/1098748513251291136